 During development, the team set out to make the game playable for testing as soon as possible. Burrows explained that Studio Liverpool were forced to create an user interface "entirely from scratch", along with dynamics, artificial intelligence and core elements before testing could commence. Development of each of these aspects were split into six-week cycles; Burrows stated that instead of the team spending six weeks designing and perfecting all the weapons in-game, the team spent three days designing weapons individually rather than simultaneously. Burrows recalled that whilst developing Wipeout Fusion, Studio Liverpool found that half of their time was being "soaked up" by building a user interface for their editor. As the team knew that Wipeout Pure would have to be shipped out in time for the PlayStation Portable's release, the decision was made to create create new plugins for their software, Autodesk Maya, in order to save time during development.
