Stubbs the Zombie Q&A
6:37 AM | Anthony Wang | 1 comment
Gamasutra recently interviewed Wideload Games founder, Alex Seropian. Before the interview begins there is a brief overview of his company and their upcoming game, Stubbs the Zombie: In Rebel Without a Pulse. In this interview, they cover the development area of the game such as the strenghts and limitations of the Halo engine to developing on three platforms simultaneously.
Here is a selected excerpt from the interview:
Gamasutra: It's atypical for a game to be released for the Mac simultaneously with a PC and, especially, a console version. Was this quite a technical feat to pull off? Does this have anything to do with the fact that the Halo engine evolved over a long period of time across the Mac, PC and Xbox? Please follow the links below to read the entire article and to learn more information.
Gamasutra: Stubbs the Zombie Q&A
AS: Having an engine that has already shipped on all three of those platforms certainly helped, as did having a partner in Aspyr Media, a company that has lots of experience with Mac and PC development. We also spent a lot of time early on getting our codebase operational on all three platforms.
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