Gamespot AU talks to International Cricket 2010 lead designer

soumya

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Back in the mid-nineties, Brian Lara Cricket games were very popular, even in India where video games just meant Mario and Contra. However, games based on Cricket have evolved a lot. Codemasters is pretty excited about International Cricket 2010. GameGuru.in (GG) spoke with Codemasters? John Szoke (JS), who is the Producer of the game. Here is what he had to say:

international-cricket-2010-ss1.jpg


GG: Please tell us about your career prior to joining Codemasters in 2009?

JS: I started working in video game development in 1995-1996 and spent 13 years or so with local Australian developers. Initially I worked on lots of arcade to console conversions like ManxTT and House of the Dead for Sega Japan as well as other conversions including WipeOut to Saturn. Over the years I worked on every console and handheld that was released and on a whole range of games from racing, action and licensed games. So my background is very development orientated which helped a lot when it came to joining Codemasters 2 years ago and helping out with Ashes 2009 and IC2010. An in-depth understanding of video game development makes it very easy to communicate with other developers, like the guys at TrickStar Games who did a great job on IC2010.

GG: How is International Cricket 2010 going to innovate and differentiate itself from the other Cricket titles and the previously released games in Ashes and Brian Lara series?

JS: Ashes 2009 was a complete revamp of the Cricket engine that Codemasters had used for previous games and this has been built upon in IC2010. The obvious differences to Ashes 2009 is Action Cam which puts players on the pitch and in the action but more importantly gives greater control and timing with both batting and bowling. There is of course all of the additional stuff, new players, more teams, more stadiums, more modes, more animations and so on. Most importantly, and this is hard to quantify as a bullet point is all of the work under the hood to really tweak and tune the gameplay experience. The little annoyances of past games are gone and the longer you play the more you will notice how deep the game is. Whether it be pacing of a particular game mode, strategies used to get a wicket and so on.

GG: Trickstar is a relatively new studio having been formed only last year. What were the challenges and opportunities you saw when working with a newly formed studio?

JS: Obviously the biggest challenge was the uncertainty when Transmission collapsed. We were nearing completion of a patch when it happened and whilst being extremely disappointed that the studio was gone was the fact that we knew the patch really took Ashes to another level gameplay wise. Luckily TrickStar rose from the ashes of Transmission?s collapse and from then on it was very smooth sailing. TrickStar was able to secure most of the key people from the Ashes 09 team and we started development from the patch onwards so we were confident that IC2010 had every chance to succeed.

Full Interview @ GAMEGURU
 

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