Climax UK isn't new to the gaming world, having developed more than two-dozen titles over the past fifteen years. Known best for racing titles like Moto GP, Climax is hoping to become synonymous with RPG excellence with the release of Sudeki for Xbox later this year.
We've already brought you an in-depth interview with the Sudeki team regarding their upcoming first-party title. And while there will be much more info coming regarding Sudeki, we wanted you to get to know the people working on one of Microsoft's biggest titles for 2003. This is the year of RPGs on Xbox, and expectations for Sudeki are high. We sat down with three Climax big-wigs to discuss their roles in the studio and what it's like to work on such a high-profile title.
Joe Cavalla (Managing Director of Climax development), Tuomas Pirinen (Lead Designer Sudeki), and Mark Simmons (Producer Sudeki) gave us the run-down of life as a game designer. Along with their smiling faces, you'll find new screenshots of Sudeki and a brand new
IGN: Describe your average day.
Joe: I guess my day starts by hooking up with the other senior directors within the studio and just having a chat with those guys about where different projects are at. And from that we dish out tasks for the day and go from there. Usually my tasks relate to a broad range of issues within the development studio including accounting, marketing on the different projects, development process, game design issues, making sure everything is on time and on target, and that the vision for any of the products we're developing is being held fairly firm.
Sudeki, like I say, takes up a lot of my day. About 50% of the development staff are in the studio working on Sudeki and that's roughly around 50 people in the development team. I've been working at Climax now for about four years and prior to being managing director for the studio, I was actually creative director and was integral in the initial start-up of Sudeki along with Tuomas. We're key vision holders for the project's ongoing direction. I've been involved with Sudeki right from its inception, which started in September of 2000.
So in the average day, like I say, various meetings go on, lots of different things to discuss, at the moment on Sudeki there's an awful lot of gameplay testing and refinement going on. We were first playable June of last year. So since June of last year the game's been in a playable state, so there's been a considerable amount of refinement and getting the gameplay nailed and trying to make sure we're focused on what our key vision of the game and where our core gameplay elements are within the entire title. Obviously, it's a fairly far-reaching title so there's a lot of focus on a broad range of different elements. My responsibilities to Sudeki directly are to make sure the original vision to the game is maintained.
12:00 am PST January 30, 2003