Kinetica is Back

When we sat in endless high level design discussions on Kinetica, it was clear to me that, while this team had no substantial racing game expertise, we were no doubt a group of people who had a plethora of great ideas. It was also clear that we had a group of talented individuals whose heart was truly in this idea of “agile exoskeleton-style motorcycles that not only can respond to the wearer’s commands at the speed of thought, but also are capable of magnetically adhering to surfaces, letting them drive up sheer walls and even race upside down” (this was actually the initial design descriptor for the project. How’s that for a concept?!). As many development teams did back then, everyone wore a number of different hats. If you were an Environment Artist, you were also a Level Designer; if you were a Tech Artist, you were also lighting the tracks. All the while, everyone was looking at where they could pitch in to help a very early vision come to life, while also being deep into production goals and attempting to make our dates. While our small programming team was building the game engine and tools, design was prototyping levels. Art was concepting bike characters and tracks while I was partnering with anyone who could bear to think about pipeline and processes from the ground up.

With all that said, it was certainly an exciting time of invention and creation and we all knew it. We felt it every day. If you can imagine levels and art being designed at the same time that the technology was being developed to work on the PlayStation 2 platform...well, it was definitely a "fun" time! With no real name or reputation yet built for ourselves, we had the added pressure of this being our studios’ first internal game that absolutely HAD to deliver to maintain the team and grow the studio. I have no idea how we pulled it off, but in the end, we did. Mostly due to the fact that this team truly cared about their work. The level of desire to get it right, and the iteration that stemmed from that spirit, was something I was in awe of daily, especially when we had so many irons in the fire attempting to make our milestones. They all wanted to be one of the best, no matter what it took. They laid the bar for how we always look for the best possible approach, even if it meant we have to redo something multiple times. With this group, there was also an unrelenting attention to delivering quality, along with a tremendous amount of focus on the player experience, both of those being values we define ourselves by to this day. Without a doubt, this group of creatives, many of which are still with us today, are the true foundation of our studio.  Since day one, we have strived to operate as a tight-knit group of passionate creatives who believe that the team is everything. Kinetica is a testament to that and a tremendous part of the fabric of the studio’s culture today.

Looking back now at the success of the God of War franchise and each and every External Development game we’ve helped bring to the PlayStation platform, I can honestly say our future was written because of Kinetica and the exceptional group of individuals who worked tirelessly to make it happen.

We’re proud to bring our very first game up to speed to on the PlayStation 4 and we hope you’re excited to play it. Kinetica is now available for PlayStation 4 on the PSN Store

topics: Internal
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