We store cookies, you can get more info from our privacy policy.

Vicarious Visions Interview

by the NWR Staff - March 26, 2003, 1:58 pm EST

During GDC Billy sat down with Karthik Bala, CEO of Vicarious Visions, and asked him about GBA and GameCube development, the GBA SP vs N-Gage, and more! Get to know the man behind the company that makes some of the best GBA games out there…

PGC: What are you working on now?

Karthik: We just finished work on Jet Grind Radio Future. We took elements from Jet Grind Radio and Future and adapted them to the GBA. We think it turned out really well.

We’re also working on Finding Nemo, a game about the upcoming Pixar movie. It’s centered towards younger kids. It’s not like Ecco the Dolphin; it has its own feel to it. It should be out in time for the movie in May.

And there’s the Muppet Show game….

PGC: The Muppet Show!? Like the old TV show?

Karthik: Yeah! The comedy in the game is really well done. You’re going to laugh your ass off. The concept of the game is this: the Muppets are putting on the Muppet Show, and the normal cast of characters performs skits.

For example, you’ve got the Swedish Chef. He’s cooking his crazy meal. Rizzo and the Rats try to grab at the food, and you smack them with sauce pans. It’s a lot like whack-a-mole, but funnier.

PGC: So it’s basically a bunch of mini-games with Muppet characters?

Karthik: Yes, but with some really nice spoofs.

PGC: Anything else you’re working on?

Karthik: We’ve also got Bruce Lee wrapped up. The goal in our creation of that game was to be able to make your character move how Bruce Lee moves. The animators went through the Bruce Lee movies frame by frame to get his movements down. Currently, I think these are the most complex GBA movements they’ve done to date.

Oh, and we’ve also got X2: Wolverine’s Revenge close to finished. That’s coming out right before that movie as well.

PGC: Okay, so back to Jet Grind Radio, is that game using the Tony Hawk engine?

Karthik: It’s not using the engine per se, because it’s not really an engine. It’s using some of the core technologies from Tony Hawk. It’s not like engines, but more like Jet Grind uses similar tools. The only real thing gameplay wise that’s similar to Tony Hawk is its isometric view with 3D characters.

PGC: So how have you translated the gameplay elements?

Karthik: Just like the original, the game is played out in separate parts of the city. When you open levels, you can go back and forth. We’ve even added the Graffiti editor. It’s just like a separate paint program that you can edit and create your own logos. And the best part is that Jet Grind will retail for $20.

PGC: How did you think Jedi Knight II turned out?

Karthik: Pretty well. We had to do Xbox and GameCube versions at the same time, and we were pretty happy with the results.

PGC: What was your biggest challenge adapting Jedi Knight II to the GameCube?

Karthik: The memory. Jedi Knight has several hundred megs of textures in the game, and we had to use less in the GameCube version.

PGC: Are you going to be doing more GameCube projects?

Karthik: Yes.

PGC: Is that all you can say?

Karthik: Well you’ll have to wait until E3. You will be happy.

PGC: Original stuff?

Karthik: All I can say is it’s something big.

PGC: So what do you think of the Game Boy Advance SP?

Karthik: I love it. I really like it better with my hands. It’s sleek and trendy looking. I think Nintendo will really do well with it.

PGC: Will the release of the SP effect how you will make games? Or will you do anything different now?

Karthik: We’re doing a lot of testing with it now. We’ve got over 100 kids in testing right now. We video tape them playing, make changes, and then go back to testing. We may make some interface decisions with the shoulder buttons, but ultimately, the hardware is exactly the same.

PGC: Are you developing games for the N-Gage?

Karthik: We’re not working on anything right now.

PGC: What do you think of the new device?

Karthik: It’s pretty interesting. It’s got some interesting technology. Nintendo’s currently the reigning champs, so it should be fun to see this play out.

PGC: Do you think the vertical screen poses challenges for development?

Karthik: Well, we did Tony Hawk 4 for cell phones, and we designed it for that screen. It’s more challenging, but you need to design games around the screen.

PGC: Would you like to develop for the N-Gage, or are you planning to?

Karthik: I can’t say right now.

PGC:What are you playing right now?

Karthik: I’m playing Sam and Max Hit the Road. I’ve got a lot of old school games, and from time to time I like to pull some of the classics off the shelf. I appreciate some of the more basic mechanics of older games. Going back sometimes kind of helps you move forward.

PGC: What do prefer playing? Portables or consoles?

Karthik: Well it depends. I’m on a plane a lot, and the SP is great so that’s cool. I have a GameCube at home, and everything else at work.

PGC: What’s your favorite GameCube game?

Karthik: Super Monkey Ball. I go back to that a lot. I also like Pikmin.

PGC: What do you think is your biggest accomplishment so far?

Karthik: I can’t say it’s a specific game. I would have to say staying in business and building a good team. It’s a really tough market, but we have a great team making great games.

Share + Bookmark





Related Content

Got a news tip? Send it in!
Advertisement
Advertisement