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Video: Hellblade PS4 Dev Diary: Creating the World on PlayStation 4

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3w ago - Ninja Theory Product Development ninja Dominic Matthews posted up a PS4 Development Diary video which covers creating the world on PlayStation 4.

To quote: Hello, Dominic Matthews here from Ninja Theory. I wanted to come back to PlayStation.Blog to share our latest development diary with you and to also give an update on how things are progressing with the creation of our new PS4 title Hellblade.

Back in August we announced Hellblade at PlayStation's Gamescom Press Conference, which at the time was just 4 months into development. By traditional standards, we were announcing the game incredibly early in development.

The reason for such an early announcement is that we want to share as much of Hellblade's development with you as we possibly can.

The standard approach is for games and their development to be hidden away, with details slowly drip fed to players very carefully and slowly over time. But we want to do the opposite. We announced early so that we could start sharing our development approach, creative exploration and decision making from the very beginning.

Since Gamescom we've been updating our site with regular development diary videos, blog posts, concept art and live streams. We've released three development diaries to date, focused on the announcement...
 

Video: NBA 2K14 PS4 Developer Diary: MyCAREER on PlayStation 4

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47w 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.

Things like personality, choosing...
 

Video: Rain - PS3 Developer Diary Volume 1 with Yuki Ikeda

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65w 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.





Enjoy! Watch this space for more to come!
 

Video: Dust 514 Dev Diary: Closer Look at Free-to-Play FPS' Vehicles

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100w ago - Vehicles Lead Designer Ryan Thornton shared a video today which takes a closer look at the Dust 514 free-to-play FPS' vehicles as part of their PS3 developer diary below.

To quote: Enter the EVE Universe, where intergalactic conflict among immortal spaceship pilots has spilled from the vast, empty expanse of space onto the surfaces of the planets themselves.

These ground conflicts are waged in the battle zones of DUST 514, where you, the boots on the ground, are empowered to take the war effort to a whole new level. As a mercenary in DUST 514, you are the frontline against other intrepid soldiers of fortune.

At your disposal you have a large arsenal of weaponry and a range of vehicle classes, from ground-based light attack vehicles and heavy attack vehicles, to imposing aerial-based dropships.

In this video, you'll see how vehicle classes provide a rock-solid foundation for exploring specialized roles. As your persona in DUST 514 progresses, you have the choice of unlocking advanced vehicle variants that fill unique roles on the battlefield.

Some of these include Logistical Dropships to provide a support presence on the battlefield, and Marauder HAVs, which are well-rounded armored units that pack a punch while maintaining a fair amount of damage protection.
 

Video: The Unfinished Swan: Art and Design Developer Diary

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106w 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 [Register or Login to view links] 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.




 
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