Gamedev.sessions writes: "So what's it like being an artist working with a handheld like PSP? Nathan Phail-Liff, Lead 3D Artist at Ready at Dawn Studios, knows just what goes into making a successful and visually pleasing game within the limitations of the handheld world from his work on God of War: Chains of Olympus. And if you ask me, the graphics are so stunning that it looks comparable to anything you'd find on console.
Q: God of War: Chains of Olympus has been called the best game the PSP has to offer, based on its graphics quality in both cutscenes and gameplay. Could you tell us a bit about your role on the project?
A: I came off of Daxter as an environment artist, but at the start GOW we knew we had to drastically improve our tools pipeline and I had some ideas I wanted to try. So oddly enough I spent the first 8 months or so programming tools. I helped to revamp the entire maya-side of our tools pipeline and worked closely with the engine and tools programmers to get all the systems we would need in place."