Steven Hurst recently talked about the challenges of multiplatform development. In a long interview with Gamasutra, the environment art director behind the upcoming Yooka-Laylee stated that it was “far easier” to develop for a single platform, just like Rare did with the Nintendo 64, as opposed to creating a game for several gaming platforms.
He explained that this is because the development team has to make sure that the assets are scalable while also emphasizing the level of detail in addition to keeping a stable frame rate. You can check out his full comments on the matter below:
Assets have to be more scalable when developing for multiple platforms with more emphasis on things such as Level of Detail to ensure that the game runs smoothly on different hardware – it was far easier developing for a single platform when you knew it`s limits and capabilities.
Yooka-Laylee is currently in development for the PlayStation 4, Xbox One, Nintendo Switch and PC. The game was previously also announced for the Nintendo Wii U before getting cancelled.
If you are interested, you can preorder the physical disc version of the 3D platformer, which is coming out on the 4th of April in the North American region, with this link on Amazon.