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Video: Creating the World of Hyper Light Drifter on PS4 and PS Vita

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29w ago - Head of Heart Machine Alex Preston shared a video on creating the world of Hyper Light Drifter on PS4 and PS Vita below.

To quote: In [Register or Login to view links] you'll travel a ruined land with a twisted past, delving deep to collect lost technologies and unveil secrets long buried.

I'd like to share a few of the key components under development that make Hyper Light what it is: 1) combat that's lightning quick, brutal and never unfair; 2) a strong narrative and character interactions expressed through visual design; 3) a rich and varied world to explore with an intense atmosphere.

Combat

At [Register or Login to view links] we're all fans of fast, heavy­-hitting combat that requires skill and rewards a bit of finesse. To hell with bullet­sponges, witless drones and unfair scenarios.

We spend a great deal of time tuning our systems, ­adding meaningful feedback in the controls, visuals, and audio design ­so they feel responsive and satisfying each time you lop an enemy in half, blow something up, or wipe out entire packs of ravenous creatures.

Each enemy reacts to strikes with visible knockback, flashes, and brutal sound effects. No weak or shoddy weapons (I'm looking...
 

Killzone: Shadow Fall PS4 Q&A: Creating Echo and Sinclair

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62w 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?

DC: In order to get stronger...
 

The Last of Us - Neil Druckmann on Creating a Future PS3 Classic

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69w 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...
 

Creating Authentic Universes in Family Guy: Back to the Multiverse

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101w 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 [Register or Login to view links] fans, when the opportunity came to make a game based on the hilarious TV show, with [Register or Login to view links] 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.

If we wanted to create a...
 

Video: Creating Monsters for Doctor Who: The Eternity Clock PS3

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140w 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 [Register or Login to view links] 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.



 
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