http://www.beyond3d.com/content/interviews/38/1
Carl went ahead and bugged Evolution studios about their technology. The outcome is a short and somewhat interesting interview. We would have all preferred if Kirkland would have been more chatty, but we still get some interesting info about the engine and Evostudio creation pipeline in the end, so it's all good.
Considered to be the most physics-intensive title to date for the Playstation 3 - and by many people to be the most beautiful as well - Motorstorm crashed onto the gaming scene a showcase title for how recent industry trends towards enhanced physics modeling have contributed in a fundamental manner towards improving the gameplay experience. Not being a trend limited to the PS3 (several recent PC and XBox 360 games of note pursue a physics-heavy framework as well), the recent efforts of developers and middleware providers to port physics operations onto the SPEs nevertheless set Motorstorm up to serve as a brief snapshot for how developers are coming along in mastering the Cell architecture. Motorstorm itself features up to twelve detailed vehicle models onscreen at once, each vehicle made up of dozens of independent components with associated physical properties, racing on physically differentiated (and at times deformable) terrain, ultimately resulting in truly spectacular crashes.
When given the chance recently to present technical director of Evolution Studios Scott Kirkland with some questions, we took the opportunity to ask about the development of Motorstorm and where he sees future development efforts on the Playstation 3 as heading.
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Carl went ahead and bugged Evolution studios about their technology. The outcome is a short and somewhat interesting interview. We would have all preferred if Kirkland would have been more chatty, but we still get some interesting info about the engine and Evostudio creation pipeline in the end, so it's all good.