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Video: The Art and Design of Diggs Nightcrawler on PlayStation 3

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59w ago - Sony's Jenny Murphy posted up a video showcasing the art and design of Diggs Nightcrawler on PlayStation 3 below today.

To quote: Hello again everyone! In this latest development diary we're taking a look at some of the art and design in Diggs Nightcrawler.

Our starting point for the game was Wonderbook itself, and it was from here that we arrived at a bookworm hero, a city made of books and cast of characters from fiction.

We also knew from day one that we wanted Wonderbook to be the key method of interaction, and so the physical nature of the book was intrinsic to the design of the game.

We wanted the experience to be intuitive, so we imagined every scene as if it were a real physical object on the book that would respond in the way the player would expect.

Early on, we have a scene where Diggs is looking for clues, but it's dark and he needs light. Overhead is a lamp on a chain which will swing if the player picks up the book and tilts it.

All scenes, including this one, were initially prototyped as foam models. Using these we could test interactions, experiment with scale and move scenery around. Given that the player is in full control of the book, we took inspiration from theatre in the round.

When it came to animating the...
 

Video: The Unfinished Swan: Art and Design Developer Diary

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90w ago - Giant Sparrow Game Designer Ben Esposito has shared a video today spotlighting the art and design as part of their The Unfinished Swan developer diary.

To quote: Like a lot of folks, I first saw the tech demo for The Unfinished Swan when it made the rounds online in 2008. The idea stuck in the back of my head but it wasn't until later when Giant Sparrow put up a job posting that I decided: I had to make that game.

I had just graduated from college without much professional experience, so I did what I do best and made a game for them. You can check it out [Register or Login to view links] if you'd like. The video cuts off because the end of the game says "Call me" and has my phone number on it.

It got the attention of the Giant Sparrow team, and I ended up flying out to Los Angeles to work on the game. I was elated and a little shocked, but I came to learn that at Giant Sparrow, the player experience always comes first - and my little game was designed to create a very specific experience.

Now, in October 2012, The Unfinished Swan is out in the wild (well, to PlayStation Plus members) and we're proud that we were able to make a truly experiential game.




 
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