Testimonial

SN's ProDG debugger is simply the best debugger for console development out there. Pair that with their rock solid C/C++ compiler and the fast and flexible linker and you have everything to efficiently push through large projects. In addition to that SN Systems' support is second to none. Very quick turn around times even for new features if they are needed! What more can one want?

We wouldn't have been able to create 'Star Wars - Rogue Squadron 2: Rogue Leader' without this toolset. 

Thomas Engel
Director of Technology
Factor 5

Careers Spotlight

PlayStation®3.

Welcome to your new place of work!

Quite simply, we can offer you the opportunity to build a great career in a fast-moving, challenging environment, where you can develop your talent to its full potential.

We are keen to hear from innovative individuals with proven experience.

more details...

Testimonials

Here are some comments from a number of SN Systems' customers and partners.

Bethesda Softworks

We decided to ship the SNC PPU Toolchain built version of Fallout 3 on PlayStation®3. We were very pleased with the performance and memory gains, and fast support response we've received.

- Dave DiAngelo, Lead PS3 Programmer - Bethesda Softworks


Black Lantern Studios

Black Lantern Studios really appreciates the sort of hands on, helping-the-customer approach that SN Systems has demonstrated again and again. From tech support to sales to licensing, SN Systems is on top of the game.

- Ben Utne, IT Director - Black Lantern Studios


Capcom

ProDG is superbly responsive and packed full of features so we found it easy to debug with and extremely smooth to develop with. And what's more, whenever we had a problem the responsive support meant that each problem was solved super-quick, which really helped us out.

- Takahiro Yamada, Director of Software Technology - Capcom


EA

The ProDG development tool suite allows our programmers to quickly and efficiently bring new video games from concept to reality. Additionally, SN Systems’ customer support has been top-notch throughout the entire implementation process.

- Scott Cronce, Vice President and Chief Technology Officer - Electronic Arts Inc.


Epic Games

Epic switched to using SNC as our compiler of choice because it generates smaller code and compiles much faster. SN Systems is actively developing, optimizing, and improving upon SNC, plus their team has gone the extra mile by providing us with on-site support. While we haven't shipped a game with it yet, we certainly have no plans to look back.

- Josh Adams, Programmer - Epic Games


Factor 5

SN's ProDG debugger is simply the best debugger for console development out there. Pair that with their rock solid C/C++ compiler and the fast and flexible linker and you have everything to efficiently push through large projects.

In addition to that SN Systems' support is second to none. Very quick turn around times even for new features if they are needed! What more can one want? We wouldn't have been able to create 'Star Wars - Rogue Squadron 2: Rogue Leader' without this toolset.

- Thomas Engel, Director of Technology - Factor 5


FreeStyleGames Ltd.

In my experience I find the Tuner more useful than the PA from a general overview point of view, especially now I have started optimising. I find it invaluable to go and tell people to 'rework' their code in some cases.

- Darren Vine, Senior Programmer - FreeStyleGames Ltd.


Guerrilla Games

Our transition to using SNC on Killzone 2 has been pretty straight-forward. Most of the code dropped right in and it has given us smaller executables and shorter build times ever since.

- Michiel Van der Leeuw, Technical Director - Guerrilla Games


Havoks

After our last Performance Analyser session we knew for sure the SN Systems versions of our libs were well on top of the competition.

- Dave Gargan, Head of Developer Relations - Havok


Konami - KCET

SN's tool-suite was key in shipping Resistance: Fall Of Man in time for the PlayStation®3 launch. The power, flexibility and ease of use found in their debugger is unmatched - as more features are added, it becomes more and more invaluable. The Tuner was very useful in optimizing a number of higher-level systems - programmers across the board found it intuitive and were able to quickly identify performance bottlenecks. SN-DBS proved to be a great help and worked well with both our VSI and makefile projects. It significantly reduced our compile times and helped improve overall programmer productivity. SN support are very approachable and responsive with resolutions often the next day - they listen well to customer feedback and are good at incorporating suggested changes. Over the years SN have continued to be a cornerstone to effective console development.

- Jonathan Garrett, Sr. Engine Programmer - Insomniac Games


Konami - KCET

I've been using SN Systems tools since PSOne®. IOP programming started with PlayStation®2 and from the beginning ProDG supported this, which was good news for the few IOP programmers around at the time. I quickly bought the tools and started using them, and though you would think there were hardly any users of the IOP, SN responded quickly to any problems and requests I had on the IOP side. What really helped was the speed of their support - it was so quick that I hardly noticed the time difference. I think this is down to the well-structured Japanese support system as well as the enthusiasm of the toolmakers themselves.

- Kiyohiko Yamane, Department Manager - KCET


Neversoft

SN-DBS is full of awesomeness! It got our lightmaps crunching in 7 minutes instead of 7 hours - I'm very happy.

- Anton Kirczenow, Senior Programmer - Media Molecule


Neversoft

We have been working with SN Systems' tools for just about as long as I can remember, so using ProDG and the NDK for the PlayStation®2 was not really a question for us. When things got a little tight toward the end of the project and we needed new features added to the NDK, the team at SN was there for us...The fact that 'Tony Hawk’s Pro Skater 3' has been pulling down outstanding reviews is proof that SN Systems is the right choice for developers.

- Joel Jewett, President - Neversoft Entertainment


Pivotal Games

SN-DBS really is excellent by the way - all the PlayStation®2 chaps (myself included) are finding far more development time being freed up for coding rather than waiting around for compilers to finish...!

- Alex McLean, Director Of Technology - Pivotal Games


Rockstar - San Diego

We have used SN Systems products exclusively on all of our PlayStation®2 products. Their support turnaround time is phenomenal both on bug fixes and new feature requests. ProView is a painless, easy-to-deploy solution for artists and designers. The ProDG build tools are very solid; the linker in particular offers many important features over the stock tool chain such as dead code stripping (which saves us well over half a megabyte on average) and proper DLL support.

The ProDG debugger has come a long way and is easier to use and more powerful than ever; its integrated profiling is great for quick performance spot-checks.

When you need the heavy iron, Tuner can analyze the entire machine's performance across many frames of data, and is in my experience simpler to use and understand than the Performance Analyzer hardware.

- David Etherton, Director of Research and Development - Rockstar San Diego


Sega Racing Studio

The SN Systems toolset has been pivotal in our PlayStation®3 development.

Tuner has been a fantastic asset in identifying bottlenecks, and SN-DBS made a huge difference to reduce our build times. The support from SN is always swift and beneficial too - there is no question these tools have made a real impact to the quality and success of our products.

- Chris Southall, Technical Director - Sega Publishing Europe


SCE

'God of War II' has made it into format, and I'd really like to thank you and the rest of the people who worked on SN-DBS.

It made the end of production a much easier process for all the programmers, and we all really appreciate it.

- Ben Diamand, Senior Programmer - SCEA Santa Monica


Swordfish Studios

SN Systems' tools have been invaluable during the making of 'Cold Winter' from start to end. The compiler produces excellent object code, the built in profiler is incredibly useful, and the debugger is packed with reliable and easy to use features. Alongside this the support team at SN have been quick and helpful when responding to our changing needs meaning that, in short, SN and ProDG allow us to focus on the job of creating cutting edge PlayStation®2 content.

- Tim Austin, Lead Programmer: 'Cold Winter' - Swordfish Studios


Vicarious Visions

SN Systems has been central to our PSP® (PlayStation®Portable) development, including generous early support for our launch title at a time no other tools were yet available. Whether it's responding to feature requests, solving technical support issues in record time, or providing superior quality tools - the folks at SN Systems clearly have a passion for helping developers.

- Karthik Bala, CEO - Vicarious Visions


Vicious Cycle

I've used ProDG for PS2 for a few years now, and ProDG for PSP is just as high quality. Everything works as I expected. Debugging with stepping and breakpoints is fast and responsive. Visual Studio .NET integration is flawless just the same. The compiler is fast and provides code warnings and errors (to help debug potential problems) that I have not seen with even Microsoft products.

- Amilcar M. Ubiera, Senior PlayStation®2 Programmer - Vicious Cycle Software, Inc.

© Copyright 2006 - 2010 SN Systems Limited