19w ago - Killzone Community Editor Victor Zuylen made available a Killzone: Shadow Fall PS4 Q&A today detailing the creation of Echo and Sinclair.
Below are the details, to quote: As we announced earlier this month, we've secured the amazing talents of David Harewood and Jamie Gray Hyder to portray two key characters from Killzone: Shadow Fall - VSA director Sinclair and Helghast intelligence operative Echo.
But who exactly are Sinclair and Echo, and how did their character designs come about? We asked Assistant Art Director Dan Calvert to shed some light on these enigmatic characters.
PlayStation.Blog: Who are Sinclair and Echo, and what roles do they play in KZ:SF?
Dan Calvert: Sinclair is the head of the Vektan Security Agency - his job is to make sure the balance of power favors Vekta without escalating the cold war into open conflict. Part spymaster - part diplomat, and with a shrewd strategic mind, he is Lucas' direct CO and mentor.
Like Lucas, Echo is an elite operative tasked to cross the wall, and her mission puts them on a collision course. She is extremely dangerous; an equal but opposite reflection of the player character.
PSB: How did the design of these characters evolve?
26w ago - Sony Blog Manager Fred Dutton shared details today on The Last of Us in which Neil Druckmann offers his insight on creating a future PS3 classic.
To quote: As many of you will have seen, the review scores are finally in for The Last of Us - the brand new PS3 title from Uncharted studio Naughty Dog.
At the time of writing, its Metacritic score sits at a mighty 95/100, cementing its place as one of the very finest video games of this console generation. Perfect scores came in from some of the toughest critics in the business, including Eurogamer, Edge and Videogamer.
In just seven days' time you'll be able to judge for yourself, but in the meantime I caught up with the game's Creative Director Neil Druckmann to delve into the project's origins, its development and the studio's thoughts on the finished product.
He was in fine form - just as we started talking, he was handed an early print-out of the very first review - that Edge 10/10. Read on for some great insight into video game development at the very highest level.
Neil, you've been tasked with creating a brand new IP and following the hugely successful Uncharted series. Do you feel much pressure on your shoulders?
Neil Druckmann: Absolutely, just because it's a new position...
58w ago - Activision Lead Producer Andy Owen has outlined what it takes to create authentic universes in Family Guy: Back to the Multiverse today.
To quote: Making a licensed game is hard. Making a good licensed game is hard.
As huge Family Guy fans, when the opportunity came to make a game based on the hilarious TV show, with Heavy Iron Studios at the helm, it was impossible to pass up.
But there was one giant hurdle we had to get over in order to make a good Family Guy game - we don't work at Fuzzy Door, Seth MacFarlane's production company, and we aren't involved in any way with the Family Guy TV show.
And it wouldn't matter how much effort we put into the graphics, or the level design, or the action. If it didn't feel like Family Guy - if it wasn't funny, or if Stewie shouted "Blast!" and it was clear we'd just hired some actor to do a mediocre Stewie impression - fans would hate it. WE would hate it.
We knew that if we were going to do this, we had to do it right. Everything from the script to the presentation to the way it will make you feel playing on your couch at home had to feel like Seth MacFarlane took a coding class and made it himself.
98w ago - BBC Worldwide Executive Producer Simon Harris has shared some video footage today on creating monsters for Doctor Who: The Eternity Clock for the PS3 entertainment system.
To quote: Welcome to the second blog on Doctor Who: The Eternity Clock. I'm Simon Harris and I am the Executive Producer for BBC Worldwide on the game, which means the project is my overall responsibility.
I need to ensure that all aspects come together to make a great game that stays true to the Doctor Who brand. This means working with our developer, Supermassive Games, across areas such as design, art and programming. It also extends to working with the Doctor Who teams in London and Cardiff to ensure that everything looks and feels as it should.
For this blog post, I thought I would give you some insight into the monsters which will be appearing in the game. This goes alongside our first gameplay trailer, released today, which showcases them.
Choosing the monsters for the game turned out to be a more of a complicated process than you would imagine. Initially, when Supermassive put in their design pitch for the game, they had chosen the four monsters they would like to see, both as Doctor Who fans and from a gameplay point of view.
106w ago - Sucker Punch Productions Community Manager Collin Moore has posted up a video guide today demonstrating how to create UGC graphic novel cutscenes on InFamous 2 for the PS3 console.
To quote: InFamous 2 user-generated content continues to grow at a tremendous rate: we are seeing missions that use UGC in ways we never could have imagined and the community continues to amaze us with some truly creative missions.
Second, we want to thank everyone for making inFAMOUS: Festival of Blood the fastest-selling PSN game in history!
A couple of weeks ago we released an update for inFAMOUS 2 that included the 2D Cut Scene tool that was in packaged inFAMOUS: Festival of Blood.
This update allows you to create your own comic book-inspired cut scenes for your missions, giving you tons of control over the types of stories you tell. To guide you through the creation process, we created a new video tutorial explaining the basics of the 2D Cut Scene tool – you can watch it below.
If you are new to UGC, be sure to watch all of our tutorials which will explain all the basics on creating a great UGC mission.