Thrillville - Developer Diaries Week Five
The things worth doing are never easy...
Weekly digests, tales from the communities you love, and more
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
Speaking of boring technical stuff... from the outset, we knew it would be a squeeze to fit a game as big, varied and deep as Thrillville, and so it proved. To give you an idea of what we were up against, the 32 MB of memory in a PS2 is the same total amount of memory as the lowest-spec PC graphics card that RollerCoaster Tycoon 3 supported. Fortunately, we have some very smart programmers and have developed lots of console and PC games, so we had several approaches. For instance, in addition to the "power limit" example mentioned above, we changed the way animations work to use "bones" rather than morph animations, so lots of memory is saved (at the expense of yet more CPU calculations).
All of these challenges were certainly daunting, but we really do feel as though we've conquered them all. We invite you see for yourself on November 21 when Thrillville lands on store shelves everywhere.
Weekly digests, tales from the communities you love, and more


