A portion of a TinyCartridge interview with Nathan Vella, co-founder/president…
TC: Speaking of Critter Crunch, was it more limiting to work on a retail DS game, or a downloadable PSN game?
NV: I think it really depends on how you define “limiting”. I think, coming from the background of working on the worst devices ever (cell phones), we can’t really think of a DS as limiting at all.
From the very beginning, Might & Magic: Clash of Heroes was developed with the DS in mind, so creatively we didn’t feel limited at all. While we couldn’t push crazy amounts of particles or do insanely detailed 2D HD art, I think our love for pixel art really removed the visual limits that some people assume the DS would have.
So, although working on a self-published PlayStation Network game is much different than working on a Nintendo DS game with Ubisoft, I really don’t think we ever felt that limited… though I am sure our technical team might feel just a touch different.






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