Sponsored Links

Sponsored Links

 

Beat Killzone Shadow Fall's Lead PS4 Designer at His Own Game

50°
34w ago - Killzone Community Editor Victor Zuylen invites PS4 fans to beat Killzone Shadow Fall's Lead Designer at his own PlayStation 4 game!

To quote: The interactive event known as First To Greatness, which celebrates the many different gaming firsts to be had across the PS4 launch lineup, is drawing to a close.

Only a single challenge of the 64 remains open, and today we're going to reveal how you can complete it to become part of PlayStation 4 history.

The "Ending Ebolt" challenge requires you to take out Killzone Shadow Fall lead designer Eric Boltjes (a.k.a. Ebolt) in an online multiplayer match.

To prove that you've truly ended him, you must upload video evidence of your actions to your Facebook account using the DualShock 4 Share button, and submit the footage to [Register or Login to view links] by signing in with Facebook.

Finding and eliminating Ebolt has been no easy feat, but we can make it slightly easier by revealing when and where he'll be online: a little OWL has told us that Eric will be playing Classic Warzone on Friday, January 17th at 9:00 PM PT.

So be on the lookout - you might just go down in PlayStation history as the first player to beat Killzone Shadow Fall's lead designer at his own...
 

PS4 Designer Tetsu Sumii: Every Angle Matters on PlayStation 4

100°
49w ago - Sony Blog Manager Fred Dutton reports today that PS4 designer Tetsu Sumii stated every angle matters on PlayStation 4 with details below.

To quote: There has been a huge amount of discussion across the media about the inner workings of PS4 since its unveiling back in February.

You've heard about its speed, its power, its storage capacity, and so forth. And in many cases, system architect Mark Cerny has spoken candidly about why it was built that way.

However, there are, of course, two sides to hardware design: a system's interior, and its exterior. Until now there hasn't been too much talk about the latter.

Duly, last month I spoke with Tetsu Sumii, the chief designer of the UX Platform Design Group - the man responsible for PS4's external appearance - to learn a little bit more about the design principles behind the new system.

"When we started the product design for PS4, we didn't start by thinking about what the shape would be. It was more about how we were going to create a new brand identity through the product," he explains.

Without offering details, Sumii tantalisingly admits that his first concept was "totally different" to how PS4 has eventually ended up. That said, his core philosophy for what the PS4 should be remained...
 

Mad Riders Developer Interview with Level Designer Marek Sobol

50°
120w ago - Ubisoft International Product Manager Assistant Arnaud Marchand has shared a Mad Riders developer interview today with Lead Level Designer Marek Sobol below.

To quote: What is [Register or Login to view links]?

It's a super-fast, super fun arcade racer with beautiful environments, incredible stunts and unrivalled speed. Mad Riders is full of content: 45 tracks, customizable vehicles and drivers, various single-player and multiplayer modes.

The challenge was to do something different than the traditional package for a racing game and we think we have a game that offers great value for money!

Can you describe the idea behind the development of Mad Riders in one word?

Most definitely 'fun'! Mad Riders was never meant to be a simulator, it's an arcade game that had to be easy to pick up and enjoyable for anyone.

We needed to get into this crazy mind-set of creating an arcade game in the best sense of the word, old school fun for everyone but infused with the spirit of competition, and this "No way! Did you see THAT?!" feeling you get when playing with friends.

So you're getting hours of fun for the price of a large pizza, now is this stuff extreme or what?!

How does that...
 

PS Vita Designer on Perfect Screen Size and Battling Engineers

400°
139w ago - SCEE Manager James Gallagher has shared an interview today with the PlayStation Vita designer on the perfect screen size and battling engineers below.

To quote: Last December I attended the Tokyo launch of PlayStation Vita, which is going to be in your hands just about one month from now.

While I was there I got to chat with Tokashi Sogabe of the Sony Corporate Design Centre, head of the team in charge of the aesthetic of the console.

Sogabe-san has 27 years of experience working with Sony, in which time he has designed the Walkman, Vaio notebooks, the current slimmer model of PS3 and many other electronic
devices.

We spoke about the look and feel of PS Vita and the eternal tug of war that goes on between the designers wanting to create something as sleek and compact as possible and the engineers whose job it is to cram as much technology as they can into that shell.

PS.Blog: A lot of people seem impressed by the five inch OLED screen on PlayStation Vita. How did you decide on that particular size?

Tokashi Sogabe: When we first saw a prototype of the beautiful OLED screen we used on PS Vita, we felt it deserved to be bigger than the 4.3 inch screen on PSP. It's almost as if we settled on five inches in order to really...
 

Video: InFamous 2's Mission Designer, PS3 Single Player Details

100°
178w ago - Sony's Social Media Manager Jeff Rubenstein has revealed some new single player details alongside a video on InFamous 2's PS3 Mission Designer today, as follows:

A week ago, [Register or Login to view links] shared a couple of new inFAMOUS 2 missions, as well as the full download, so to speak, of the game's User-Generated Content tools.

A full UGC suite in a game like I2 is a new experience on PS3, so what can you do with it? And how difficult is it to put something together? Sucker Punch Senior Game Designer Karl Deckard sat down with us to demonstrate how to remix something fun.

As a huge devotee of the first inFAMOUS, I was eager to get my hands on the DualShock 3 to try out the new single player levels. Here are my impressions to go along with the video:





"Forced Conduits"

This mission from the 2nd island of New Marais finds me stepping into the trainers of Evil Cole. He's got a sickly pallor, and his every attack glows a fierce red. Eeee-vil.

This mission sends Cole on a search for a blast core - and more power - somewhere in the warehouse district. As I make my way towards the target on the mini-map, I try out the revamped parkour system.

Those...
 
Sponsored Links

Sponsored Links
Sponsored Links

Sponsored Links






Affiliates - Contact Us - PS3 Downloads - Privacy Statement - Site Rules - Top - © 2014 PlayStation 3 News

Sponsored Links