Simon C. Mogensen, ITE
The increasing complexity of hardware-platforms for gaming makes it unfeasible for smaller developers to maintain their own custom game engines. In this presentation I will discuss some of the problems we've encountered while moving from our custom engine on the PlayStation 1 to a mostly middleware based engine for our new PlayStation 2 game. I will also talk about the way we handled optimising the game with regards to performance and memory consumption. Additionally I will present some of the tools we developed to help us create content for the game.