I still work on PSX titles, my engine directly targets that system. It's an interesting console, with its own set of weird stuff to work around limitations of all sorts. You can still use most modern software to produce faithful PSX assets, assuming somebody can also provide converters for the task (kind of trivial, there…
Well back in the day it wasn't that games development was secretive, the amount of websites and social media wasn't at the level that it is now. Many like Facebook, Twitter, Youtube, etc didn't even exist. I was working at Psygnosis at the time. We used Softimage3D and Alias PowerAnimator as our main 3D packages. But there…