Insomniac has said that last year’s announcement of going multi-platform was so it could reach out to a new audience it was previously unable to get as a second-party PS3-only dev.
“I think Insomniac, without putting words into Ted [Price, CEO]’s mouth, is really just looking to expand its audience,” Insomniac engine director Mike Acton told GI.biz.
“While we love the PlayStation and we love that audience and continue to, I think there’s this group of people that we haven’t been able to reach, and this change allows us to reach them.”
Acton added that it seen the switch of going multi-plat as a success.
“More than that though, it’s hard to separate, from a technical point of view, our moving to a cross platform engine from our broader initiatives. Some things have changed at the same time,” he said.
“We’ve looked at usability. Traditionally we’ve looked at usability from a game point of view but at the same time we’ve now taken those lessons and applied them to engine development and tools development. So we do these regular usability tests with tools where artists and designers use our tools and we sort of watch them do that.”
Its first title as a multi-platform developer is currently being developed in its Burbank studio, and will be published by EA Partners for PS3 and 360. Details of what it’ll be is unknown, but an E3 reveal might be likely.