Team Bondi’s technical director, Franta Fulin, has said development on L.A. Noire took quite a while because when the team first started on it, PS3 “wan’t really something that existed,” yet.
Speaking in a feature with Gamespot, Fulin said once the team finally got its hands on some code for the console, it sill had to make revisions due to Sony not having finalized the hardware specs.
“Tricky thing was, the PS3 wasn’t really something that existed,” he said. “We were working on this game before we had PS3s to work on. Once it did start coming out, we were going through different revisions of the hardware, and Sony would tune a fundamental aspect of the PS3, and we had to rework everything for that. Then they’d change it back again a few months later.”
Fulin said this was a bit of a challenge for the team, and one of the other challenges it faced was how new Motion Scan tech was at the time, along with the game’s large environment.
“Naturally, the [Motion Scan] being the new technology, but other than that, the massive environment [was a challenge],” he said. “That’s a technical challenge for any team; you’re working on a massive open world and can go anywhere you want, streaming things in. The level of detail we wanted for this game, as you’re driving around looking at shop displays that have accurately modelled things in them. Pulling all that stuff in, there’s never enough memory to hold everything you want, so you’re constantly pulling things off the disc.
“Trying to do that in a way that the player doesn’t notice, that was one of the big challenges. Making the technology disappear under the gameplay.”
You can learn more about the game’s six-year development cycle through the link.
Also, below, we’ve posted a Gamespot video interview with Oliver Bao, head of research and development at Depth Analysis regarding the game’s MotionScan tech.