- 5,732
- Codemasters (EA)
- PJTierney
Some good insight here on the game’s final months of development:
https://www.theloadout.com/dirt-5/ps5-haptic-feedback-interview
https://www.theloadout.com/dirt-5/ps5-haptic-feedback-interview
The Loadout: How did you guys find developing and shipping a game in the midst of a global pandemic?
Robert Karp: Firstly I think it’s important to say that we’ve got quite a lot of new people at the moment, so for a lot of people this was their first game. With an established team, there is a certain knowledge base of how things work in the team, making things slightly easier, which unfortunately we didn’t have.
There have been some benefits to working from home, but also some drawbacks. I just crack on, but there are a lot of people who work with us that have kids and as such they might not be available during certain times of the day. In the evenings, out of professionalism, they’re getting in on it and doing more work. We’ve had some people who have worked extremely hard and done a really good job.
We didn’t have any mandatory crunch, but there were times where we encouraged people to go that extra mile because shipping a game is hard and shipping a game on so many platforms is even harder, especially when you’re doing it remotely.
What’s been difficult for us is that we’ve had a number of versions of the game that we’ve had to create – PC, PS4, PS4 Pro, Xbox One, Xbox One S, Xbox One X, Xbox Series X, Xbox Series S, and PS5. That means it’s really hard for everybody to view the games on all the platforms. We don’t actually have enough of those dev kits for all the consoles to give to everybody so they have to be divvied out as you see best.
On next-gen, when everything’s new and you’re doing things for the first time, it’s hard to know what’s right and what’s not, especially when it comes to QA. They might have someone testing the PS5 or the Xbox Series X and they don’t know if what they’re seeing is a bug or not.
At the same time, we’re super lucky because most industries have really struggled during COVID and games have generally sold well, we’ve been able to carry on working and deliver a game, so you know, as much as I talk about the difficulties, it’s about perspective.