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Video: Chariot on PS4: Bringing Gamers Together on PlayStation 4

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1w ago - Creative Lead and Programmer Philippe Dion posted up a PS4 video today which brings gamers together in Chariot on PlayStation 4.

To quote: Hello everybody! My name is Philippe Dion; I'm the creative lead and also a programmer on [Register or Login to view links].

For those who don't know about the game yet, Chariot is a humorous, cooperative, physics-based platformer where a princess and her fiancÚ need to travel through a network of caves to find a resting place for their dead king, who takes the form of a hypochondriac ghost.

For now, I'm really excited to have this opportunity to share some of Chariot's vision with you.





Where it Came From

When I first presented the concept of Chariot, I envisioned a different kind of cooperative game. I found that the "co-op" concept in video games often boiled down to having a duplicate of the main character on the screen, resulting most of the time in a competition between players to get the highest score or lead the way.

If you've played co-op games before, then I assume you feel the same thing I do when playing with someone who never waits for you and/or who grabs...
 

Bringing Killzone Shadow Fall Heroine Echo to Life - PS4 Interview

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9w ago - Sony Blog Manager Fred Dutton shared a PS4 interview today on bringing the Killzone Shadow Fall Heroine Echo to life below.

To quote: One of the most pleasant surprises of E3 week earlier this month was bumping into Jamie Gray Hyder in the halls. Killzone fans should find that name familiar - she played one of Shadow Fall's stand-out characters: half-Vektan/half-Helghast intelligence operative Echo.

With co-op expansion Intercept out this week on PS4, we took the opportunity to sit down for a quick chat with the actress (who you might also recognize from her time on True Blood, as werewolf Danielle) and Game Director Steven ter Heide.

How did you first get involved with Killzone Shadow Fall?

Jamie Gray Hyder: I auditioned like I would for film or TV. I did my scene knowing I needed to focus on physicality - they called me back and it turned out we were on the same page about what Echo was going to be, so we got to work.

Steven ter Heide: The filming was out in LA and the director we hooked up with said, "We've had this amazing performance. Unfortunately she's under the weather but she really wants the part and we think she's perfect."

The character is strong - she has to stand up to the protagonist, but at the same time needs...
 

Second Son's Seattle: Bringing the Infamous City to Life on PS4

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31w ago - Sucker Punch Productions Art Director Horia Dociu is here with a video which brings the the infamous city Seattle to life in Second Son on PS4.

To quote: From the start, Seattle felt like the perfect locale for Second Son. Sucker Punch Productions is located just outside of Seattle, and we saw this as an opportunity to recreate the feeling of our home town.

We wanted to capture a level of detail we had never attempted before using the amazing speed, graphics processing power, and high resolution output of PS4. Not to mention, being from here, we just couldn't build a fake city with a fake Space Needle... I mean "Galactic Tower" just doesn't sound right to us.

Our goal was to create an urban playground for the player as they experience Delsin's amazing superhuman powers, so it was paramount that we capture the essence of the city. We wanted to give the player the feeling of walking down an alleyway and seeing the rain accumulate between the cobblestones, and the reflections of the rain-streaked, brick buildings and neon market signs.





Or the feeling of looking up at the sun as it breaks through the clouds, sending rays of light through enormous pine trees. We challenged our team to create all the painstaking...
 

Video: Bringing Beyond: Two Souls on PlayStation 3 to Life

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50w ago - Sony European Product Manager Ross Alexander shared a new video today which spotlights the bringing of Beyond: Two Souls on PlayStation 3 to life.

To quote: Today we're happy to unveil the final part of our BEYOND: Two Souls 'Making Of' series, focusing on the lengthy process of progressing from the first draft of a script to a finished AAA video game.

The team at Quantic Dream explain how they started with the game script and then drafted concept art to set the scene for the game's many different environments and locations.

Then the real hard work began, with full photo scanning for the actors, the performance capture shoot itself, and then translating the data from the shoot into the dynamic scenes that you will see in the final game.

These are the hugely talented people who bring writer/director David Cage's ambitious vision to life.





If you have any questions, please just add them below and I'll reply as soon as I can.
 

Video: YEBIS 2 is Bringing Visual Fireworks to PS4 Developers

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60w ago - Sony Lead Software Engineer and Shader Architect Masaki Kawase at Silicon Studio announced today that YEBIS 2 is bringing visual fireworks to PS4 developers.

To quote: I'm Masaki Kawase, Lead Software Engineer and Shader Architect from Silicon Studio, and I'm thrilled to talk with you directly on game development for PlayStation 4.

It's an exciting time since E3, but let's roll up our sleeves and get into the nitty-gritty on making games for PS4.

We've been partners with Sony Computer Entertainment for years now (PS3 fans remember Silicon Studio for the PS3-exclusive [Register or Login to view links]), and we couldn't be more delighted to work on PS4. PlayStation is in prime position with PS3 and PS Vita, but PS4 will bring souped-up visuals for gamers anticipating cutting-edge experiences.

We're made up of two parts: first, we make traditional games, but second, we provide middleware solutions to developers around the world. YEBIS 2 is our most recent middleware offering, a real-time post-processing lens simulation middleware, famously utilized in Square Enix's [Register or Login to view links].

We've worked with Square Enix for years, and we are thrilled to integrate our post-processing effects...
 
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