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CounterSpy: Designing Propaganda of the PS4 Espionage Thriller

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3w ago - Dynamighty Creative Director Mark Holmes shared details today on designing the propaganda of the upcoming PS4 espionage thriller CounterSpy below.

To quote: Greetings Counter Agents, This is Mark Holmes, co-creative meddler here at Dynamighty and art director of our debut title, [Register or Login to view links].

After 16 wonderful years at Pixar, working on most of the studios' films as a character, environment, graphic artist, art director and production designer, I was excited to bring my experience and passion for visual storytelling to Dynamighty.

Not only was I invited to help build a new and exciting game company from the ground up, I was given the opportunity to design a brand new game drawn from the cool world of 1960s cold war espionage! How could I say no?!

Having originally worked in games back in the early '90s, one of my earliest goals coming back was to help us find our own original voice for CounterSpy that would reflect the tone, themes and ideas we wanted to explore as a company, while at the same time would set us apart from the many other titles that have explored this rich genre.

Building a relatively straight-forward action-stealth shooter, we wanted to make a...
 

Video: Drakengard 3 PS3: Designing an RPG Hero on PlayStation 3

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20w ago - Square Enix Senior Product Manager Sakura Minamida shared a PS3 video today for designing an RPG Hero on PlayStation 3 in Drakengard 3 below.

To quote: Drakengard 3 is drawing ever closer, as we've made evident today by revealing our third and final wave of pre-order bonuses.

If you've already pre-ordered the game, you've got this coming, but if not, you can [Register or Login to view links] and get six free themes featuring Zero, Mikhail, and the game's four Disciples: Cent, Octa, Decadus, and Dito.

If the game's Intoner Sisters are more your thing, fear not: each Disciple theme actually has three panels in its rotation, one of which showcases them with their Intoner masters. So it's worth pointing out that technically you're getting all the main characters, except One...





Speaking of Intoner sisters, we've also updated the selections of our prequel novella on [Register or Login to view links] to include Two, Three, Four, and Five. While we'll release a few more chapters down the road, the paperback edition included in the Collector's Edition is the only...
 

Daylight on PS4: Designing the Hero, Protagonist Sarah Gwynn

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28w ago - Daylight Writer Jessica Chobot shared details today on designing the hero, protagonist Sarah Gwynn, in Daylight on PS4.

To quote: With the Daylight launch just around the corner, I wanted to give PlayStation.Blog readers a bit of background on our protagonist, Sarah Gwynn.

The reasons we chose to go with a female main character were twofold. The first reason being that because I was writing the game, she became (in a roundabout way) an extension of myself. I came up with the outline for Daylight based on some urban exploration I did in my high school days.

Specifically, a blighted little spot within my small Michigan town by the name of The Sheldon Buildings (officially known as the [Register or Login to view links] for Feeble Minded Children).

The Sheldon Buildings were a dilapidated set of buildings from the early 1900s linked together by a set of underground tunnels running throughout the grounds (they've since been torn down). A town within a town, the outer perimeter of the Training School was bricked-in by a 7+ foot tall wall.

Within the gates, the school hosted a hospital center, a gigantic, old-fashioned theater, dorms, an indoor and outdoor pool, its own police and fire stations, as well...
 

Designing Charismatic Characters for Alien Spidy, Hits PSN In June

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121w ago - Today Product Manager Andrew McKerrow at Kalypso has outlined how charismatic characters in Alien Spidy were designed, along with confirming that the PS3 title will be coming to PSN in June.

To quote: One of the key factors for a game to be successful revolves around the charisma and empathy of the lead character, a task that seems simple, but can be an endeavour of epic proportions.

The first step in the concept process was to try and think of a main character who would be full of charisma and have natural abilities, enabling them to move around the world and adapt to the kind of mechanics we wanted to build into the game.

So, after a lot of brainstorming, coffee, comic reading, watching cartoons and lots of other inspirational tools, we thought that it would be interesting to play around with a small spider with big eyes that would be able to bring some "human" emotional connection to the game.

We also decided to stick six legs on instead of the standard eight legs to make the character a little more friendly looking and little less creepy, as there are a lot of people with arachnophobia! See, we do care!

Once we decided on a spider, all the mechanics would have to be created around web spinning abilities, which in turn adapted very well to the controls...
 
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