A portion of a PocketGamer interview with creative director Denis Mercier…
PG: When did development start and why did you think the DS would be a good platform?
DM: The idea started early 2006, when I was working on Xbox 360 and PlayStation 3, but playing games like Kirby Canvas Curse (aka Kirby: Power Paintbrush in Europe). I was very attracted by the charm and uniqueness of the Nintendo DS. So the initial inspiration is the console itself and the desire to develop a game that was totally adapted to it, based on touchscreen and microphone.
Throughout 2007, we completed the game and design concepts and set everything in place: we found the right partners to create AlienAfterAll [the game’s producers], and found a studio capable of taking on the development of the game: Neko Entertainment.
We produced a few pre-demos to blaze trails and eliminate unrewarding paths, and completed a huge final game design document that was very thought-out. Development finally started in summer 2008. We have just finished.
Our objective from the beginning was to develop a top-quality game for DS. We gave ourselves over a year to do it and so we were able to really pay attention to each element: music – special effects, AI, physics, design, animation and graphics.
Full interview here
Original post:
DodoGo! devs discuss why they chose DS