Rugby Challenge 3 dev talks about eSRAM and other challenges faced in development.
"But in general it’s pretty straightforward," says Warframe's Sr. Programmer, Ron Janzen.
Audiokinetic's Mike Drummelsmith talks about this generation of consoles being much easier to work with.
Playground Games' Andy Sage talks about managing the console's unique architecture.
'Both consoles were dated at launch.'
Fair warning, tech-ish jargon lies ahead,
Fable Legends executive producer Geoff Smith also talks about the game's development cycle.
Compulsion Games also talks about using eSRAM for the puzzle platformers.
Yebis's Lead Architect Masaki Kawase talks about taking advantage of the latest consoles.
"You have to plan ahead, you have to think how you are going to use the memory, in the most optimal way," says Confetti FX founder Wolfgang Engel.
Crytek's Sean Tracy talks about how the Ryse dev team took advantage of the Xbox One.
Crytek's Sean Tracy also talks about the benefits of CryEngine when used with PS4’s unified and Xbox One’s embedded memory architecture.
GamingBolt speaks to Granite SDK creator Aljosha Demeulemeester to find out.
Terathon Software's Eric Lengyel also talks about updates incoming for the engine.
Peter Garcin talks about the Xbox One's architecture not drastically affecting development at this time.
Lead Game Designer Emile Morel on Rayman's next-gen debut.
Partner Dan Baker talks about the benefits and detriments of eSRAM.
What limits the console's eSRAM and how can it effectively be used?
Nathan Vella says Capybara Games has enjoyed working on the Xbox One.