This game was originally started by The Climax Group's (now closed) Los Angeles office. Erik Gloersen was running that section at the time. Phil DeLuca was producing. Anders Granlund was lead programmer. Tim Trzepacz worked as a contract programmer. There were two other programmers on the team, which still left it horribly understaffed.
The project was originally being coded using an original engine that Granlund had written, and which was being shared with a UK team working on a version of Bethesda Softworks' The Elder Scrolls IV: Oblivion for PSP. About three months were spent building new systems for this engine, when the decision was made to scrap it and go with RenderWare instead, starting over with a code base that was inherited from the Ghost Rider project.
There were certainly some problems moving forward from there. For example, the AI and pathfinding on Ghost Rider were written by people who were no longer working at Climax group, which slowed things down tremendously.
Work on that continued for nearly six months when management changed at the US office. After a period of upheaval, the entire Climax USA operation was closed and the project was moved to the UK. It is unknown if any of the original project's code was used in the new version, but none of the programmers from the US office were credited in the final release.