1w ago - 2K Games Senior Community Manager Ronnie Singh posted up a video today showcasing NBA 2K14 as part of their PS4 Developer Diary dubbed MyCAREER on PlayStation 4.
To quote: MyCAREER has been one of NBA 2K14's most-played modes. The question is, with the next generation of technology, how do we create a fresh experience beyond playing games on the court? Creating a new cinematic experience that rivals a Hollywood film - that's how!
With over 300 pages of script, MyCAREER on PS4 takes you on an emotional journey like you've never experienced before. Our goal was to place you IN the game. From competing on the court, to decisions you make off the court, the experience has been expanded in an immersive journey through next gen technology.
For example, early on you may not get the minutes you want as a rookie. As your team calls a timeout, you have a decision to make - remain sitting or get up and celebrate with your teammates. Each decision affects the way you are viewed both from your team's viewpoint and the way fans look at you. This is just one of many deep decisions you make, with your actions opening up hours and hours of completely new content both on and off the court.
19w ago - Sony Senior Producer Florence Kum shared a Rain PS3 developer diary Volume 1 video today with Yuki Ikeda among those included from the project below.
To quote: Hello Everyone! Your excitement over Rain at E3 was well received by the team and we'd like to thank you for your support since!
I hope you have all had a hot summer - as it should be! We have certainly been enjoying the sun here, but I am guessing that some of you are craving some more 'Rain'... perhaps? Without further ado, I am pleased to present you with our first Developer Diary for Rain.
In this video we meet Game Director Yuki Ikeda, Lead Planner Tomoharu Fujii, Art Director Seiichi Terashima, and Designer Tomokazu Oki. They explore Rain, what it means to them and how they interpret it in the game.
60w ago - Giant Sparrow Game Designer Ben Esposito has shared a video today spotlighting the art and design as part of their The Unfinished Swan developer diary.
To quote: Like a lot of folks, I first saw the tech demo for The Unfinished Swan when it made the rounds online in 2008. The idea stuck in the back of my head but it wasn't until later when Giant Sparrow put up a job posting that I decided: I had to make that game.
I had just graduated from college without much professional experience, so I did what I do best and made a game for them. You can check it out here if you'd like. The video cuts off because the end of the game says "Call me" and has my phone number on it.
It got the attention of the Giant Sparrow team, and I ended up flying out to Los Angeles to work on the game. I was elated and a little shocked, but I came to learn that at Giant Sparrow, the player experience always comes first - and my little game was designed to create a very specific experience.
Now, in October 2012, The Unfinished Swan is out in the wild (well, to PlayStation Plus members) and we're proud that we were able to make a truly experiential game.
97w ago - Today Designer, Producer and Community Manager Peter Bartholow of Reverge Labs has posted up a developer diary video below showcasing the feature-rich PSN fighter Skullgirls.
To quote: Previously on the PlayStation.Blog, I introduced you to Skullgirls' story and characters and discussed its unique gameplay systems. Today, with the game racing towards completion, I'm here to shed a little more light on the game's features.
Even though Skullgirls is a downloadable game for PSN, we've got a feature set consistent with a full-priced fighter.
• Story Mode
• Arcade Mode
• Practice Room
• Ranked and Unranked Online Play
• Custom Soundtracks
• PS3-exclusive Trophies
The world of Skullgirls is vast and full of colorful characters well beyond the eight playable characters we'll have in the game. These characters will show up throughout the characters' stories, which are told with a series of short vignettes, and are told with over 200 pieces of unique art, character portraits and new music.
Check out our new Story mode trailer above, which features Skullgirls' awesome attract mode and glimpses at some of the characters' stories.
156w ago - FluffyLogic Designer James Parker has shared week four from their developer diary profiling Eat Them for PSN today.
To quote: I want to talk to you about Power Bars. I know, interesting stuff! It's all rock and roll here at top flight game developers FluffyLogic.
One of the aims of the game is to maintain the pace throughout. We want the game to be pick-up-and-play - so session times will be short but the nature of the game will encourage repeat play.
We are aiming for an old-school arcade feel and we want people to sneak in one more game before school, or when coming back from the pub, or between courses at a swanky dinner party!
A game that is played in five minute chunks needs to be pacey and efficient - there's no time for standing around when you should be beating the daylights out of a skyscraper or chomping through a bus load of tourists.
The other thing that's important is eating people; if monsters aren't eating, the game doesn't live up to its name and whoever came up with the title it is going to go away disappointed.