That’s an excellent question. As you know Mark and our studio have worked for a long time, our history goes back to the PS One days when Mark was running Universal Interactive and producing Crash Bandicoot. And we were the publisher, the licensee of the IP, and published both Crash Bandicoot and Spyro The Dragon franchises and after PS One the relationship evolved. He set up his own consulting company, Cerny Games, and became the contributor, contracted with us and Naughty Dog to help create Jak And Daxter and with Insomnia to help create Ratchet And Clank.
That continued on until the next-generation, for example with Resistance: Fall Of Man, but he was pretty much working on many projects with Worldwide Studios. But the significant work he did on the technical side was to help to develop the graphics engine, the common firstparty game engine, that we developed between the US and European teams. Mark was leading that effort, as well as Richard Lee, and Richard Lee is the CTO of our studio now. Mark was based in the States and Richard is now based in London. And I was running the studio in the States and Phil Harrison was running the studios in Europe, so we decided to collaborate and create a common engine for PS3. Mark shifted some of his time from helping on game projects to more technical work for the launch of PS3. Following that, Worldwide Studios provided the engine to thirdparty development communities in the early stages of PS3. Many thirdparty developers struggled to work with the new Cell architecture. So that’s how SCEI discovered the resource which is Worldwide Studios and we have a lot of technical people that may now source parts, like drivers or engines or toolsets, that they visit us and we package it and distribute it to thirdparties.
So we were talking following Kaz’s instructions that Worldwide Studios should be involved [in PS4], and I kind of suggested ‘What about Mark?’
So myself, Hirai-san and Mark started this idea of Mark directly working for SCEI Tokyo in addition to working on projects for Worldwide Studios. He’s more dedicated to technical work for PS Vita and PS4 than on game projects, but he never stopped work on game projects, helping out teams like Santa Monica studios, and now he’s a game director on Knack, with Japan Studio. He believes, and I agree, that he wants to continue to be hands-on making games at the same time as making hardware and platforms. So he understands the latest in game development and some pain points that the PlayStation developers may go through.