{"id":11085,"date":"2018-01-24T00:05:00","date_gmt":"2018-01-24T00:05:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/313562"},"modified":"2018-01-24T00:05:00","modified_gmt":"2018-01-24T00:05:00","slug":"former-metroid-prime-dev-looks-back-at-the-trilogy","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/01\/24\/former-metroid-prime-dev-looks-back-at-the-trilogy\/","title":{"rendered":"Former Metroid Prime dev looks back at the trilogy"},"content":{"rendered":"<blockquote><\/blockquote>\n<p>&#8211; Former technical lead engineer on <em>Metroid Prime<\/em> Jack Mathews on if\u00a0<em>Metroid<\/em> being exclusive to Nintendo will affect future sales.\u00a0<\/p>\n<p><a href=\"https:\/\/shinesparkers.net\/interviews\/jack-mathews\/\">In an interview with Shinesparkers<\/a> (a <em>Metroid Prime<\/em> fan community), former technical lead engineer\u00a0on\u00a0the first three\u00a0<em>Metroid<\/em> <em>Prime<\/em> games Jack Mathews looks back at\u00a0his experience developing each title.\u00a0<\/p>\n<p>When asked what the hardest thing to program in the games were, Mathews mentions the struggle to maintain\u00a060 frames per second in SkyTown\u00a0during\u00a0<em>Metroid Prime 3<\/em>.\u00a0&#8220;I remember the first time the concept was shown to me, I tried to get the area killed,&#8221;\u00a0<a href=\"http:\/\/shinesparkers.net\/interviews\/jack-mathews\/\">He recalls.<\/a> &#8220;We had to write a bunch of tools to support it and make the artists jump through a bunch of hoops. But even today, I\u2019m still awestruck when I get to SkyTown and am super proud at what we all accomplished.&#8221;<\/p>\n<p>He admits, however, that the\u00a0challenge wasn&#8217;t so much about programming, but practicing discipline for engineering and art. &#8220;The\u00a0<em>Metroid Prime<\/em>\u00a0series\u2019 environment art was (and often still is) second-to-none, so it was a constant balance between keeping the game running well and still looking amazing,&#8221; <a href=\"https:\/\/shinesparkers.net\/interviews\/jack-mathews\/\">Mathews explains.<\/a> &#8220;This meant making sure that every artist was running the game on the console, that QA had the tools to spot and surface frame rate issues.&#8221;\u00a0<\/p>\n<p>With the hardships of development also come the criticisms. <a href=\"http:\/\/\">Mathews acknowledges<\/a> that there were things\u00a0he would have liked to do differently if the team at Retro (the development studio of the first three <em>Metroid\u00a0Prime<\/em> games) had more time and money. Some players have speculated over the years that <em>Metroid<\/em> being a Nintendo console exclusive may have hindered the games&#8217; success\u00a0in the long run.<\/p>\n<p><a href=\"https:\/\/shinesparkers.net\/interviews\/jack-mathews\/\">But Mathews disagrees.<\/a> &#8220;I feel like we could have built more, spent more, and made a cooler looking game on other consoles with more time. Would it have sold much more on more platforms? I\u2019m not so sure about that any more,&#8221; He says. &#8220;The easy answer is to look at the critical success but low sales and blame the platform, but I think that answer is a bit of a cop out.&#8221;<\/p>\n<p>Since Nintendo announced that <em>Metroid\u00a0Prime 4<\/em> was in development (although there have been no confirmations over which studio is developing it), Mathews expresses his hopes for the next title in the <em>Metroid<\/em> series. &#8220;It may be nice to see what a fresh team with fresh eyes does with it.&#8221;<\/p>\n<p>Be sure to check out the entire interview <a href=\"https:\/\/shinesparkers.net\/interviews\/jack-mathews\/\">over at Shinesparkers.<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>&#8211; Former technical lead engineer on Metroid Prime Jack Mathews on if\u00a0Metroid being exclusive to Nintendo will affect future sales.\u00a0 In an interview with Shinesparkers (a Metroid Prime fan community), former technical lead engineer\u00a0on\u00a0the first three\u00a0Metroid Prime games Jack Mathews looks back at\u00a0his experience developing each title.\u00a0 When asked what the hardest thing to program [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":11086,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-11085","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/11085","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=11085"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/11085\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/11086"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=11085"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=11085"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=11085"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}