as a "gravity action" game for the PlayStation 3 (PS3) under the title Gravité. It was a title aimed at hardcore gamers which would be expanded with downloadable content (DLC). The main staff were made up of veterans of Toyama's Siren series. Full production began following the completion of Siren: Blood Curse in mid-2008. When creating the project, the team combined the concepts of gravity manipulation and a protagonist flying through the air, with the gameplay being inspired by Toyama's experience with the Sixaxis wireless controller prior to the PS3's retail release. When creating the first prototype, the team used character models from Siren: Blood Curse to test the gravity-based physics. Development on the PS3 version ran between 2008 and 2009, with a concept video to help the team finalize the art style and gameplay being put together using Autodesk Maya during 2008. The team were implementing the Sixaxis controller as part of the gameplay. During 2009, Toyama received information about the Vita—then in development and known internally as "Next Gen Portable"—so he could test its capabilities. Impressed by the Vita's gyroscope system and its potential application to the gravity-based action of Gravity Rush, and further encouraged by SCE Worldwide Studios president Shuhei Yoshida, Toyama decided to shift development to the Vita. When the project was being designed for PS3, the team felt confident they could match their concept video as the console had been out for two years prior to Gravity Rush beginning development, the team saw and encountered little difficulty working with the established hardware. The main issues faced by the team were the size of the game world, the amount of content, and how to program the game. When development shifted to the Vita, which was still in development and had no set hardware specifications, the staff size dropped and the team had to reassess their priorities as they needed to help demonstrate the platform's unique features with the game. Initially the Vita was expected to have similar capabilities to the PS3, allowing the team to carry over their previous development experience. When they realized that the Vita had far less power than the PS3, they needed to reassess the project, leading to their previous work being scrapped. Difficulties with the Vita's still-fluctuating hardware specifications during the first year of development forced Project Siren to develop the game on Microsoft Windows personal computers, a rarity for first-party