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Once I started doing that, I realized I had forgotten how much fun I had working on and playing the Twisted Metal series. I had to go in and start putting up barriers and adding roads and working with the artists to actually bring the gameplay out. The way it was explained to me was that the artists did those levels and they really hadn't taken design into account - it was just the artists being let loose and building really cool levels. So I sat down with all the levels that the previous designers had done for Twisted Metal: Black 2 and it was really my job to go through and pretty much chop them up. I took the Lost Levels under my wing and Scott Campell, my business partner, because he was the Director on Head-on, he was really more the focused guy on getting that game shaped up for the PlayStation 2. Jaffe: Well, it's interesting because when I started I remember going out to Utah and sitting down with it and my first job as an employee of Eat, Sleep, Play was that they gave me all the maps that had been built already for Twisted Metal: Black 2. IGN: So you're moving forward by looking back at the good stuff. Then we put all that content in and Sony came out I think last week and we heard they were going to sell it for twenty bucks. When we started envisioning it that way as really a - it's cheesy but as I've said to the press before - as a love letter for the fans of Twisted Metal, we got really excited about it. it seemed like a really good opportunity to create a big blow-out for the PlayStation 2 for fans of the Twisted Metal series. Jaffe: We wanted to do the whole retrospective documentary and all that.
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The other reason was when we realized that there was so much content left over from Black, there was content the guys that started on the PSP game that they weren't able to finish. That was a real good jumping off point for us to start the company with. They knew we were interested in doing original titles on PlayStation 3 but they said "hey, you know, would you guys be interested in doing a port of the PSP version of Head-on." So we were at first a little apprehensive, but there were two reasons we ultimately decided to do it: one was we were getting a company started, even though Sony has and continues to be very supportive of our company and is helping us get set up for the PlayStation 3 titles, it's always good to have some other titles coming out to sort of get you on your feet and get your infrastructure going. So for the readers who aren't familiar with it do you think you could just spend a few minutes talking about it and talking about the development process for it? David Jaffe: Well, you know, Sony came to us about nine months ago - we were in the process of getting the contract and stuff to split off from Sony and start Eat, Sleep, Play.
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IGN: First of all, David, we know that the first completed project for you and Eat, Sleep, Play is Extra Twisted.
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