123w ago - Eat Sleep Play Co-Founder David Jaffe has shared a release update today for Twisted Metal PS3 fans, as follows:
David Jaffe here with some good news and bad news on behalf of myself, my Eat Sleep Play partner and Twisted Metal co-director Scott Campbell, the entire Eat Sleep Play team, and Sony Santa Monica.
First the good news: Eat Sleep Play and Sony Santa Monica are cranking like mad to get a fantastic Twisted Metal build ready for both Gamescom and PAX Prime! For those not in the know:
Gamescom is August 17th-21st in Cologne, Germany and PAX Prime will take place here in America August 26th-28th in Seattle, Washington.
Both shows are open to the public but PAX - I believe- is already sold out. If you've got PAX Prime tickets, I can't wait to see you there! I hope you'll swing by the Twisted Metal booth and give our game a try!
At Gamescom and PAX we'll be showing off a brand new level called Thrills & Spills Amusement Park! It's one of our favorite all time Twisted Metal levels and it's filled with the over the top destruction, strategic level choices, and twisted humor that fans of the series have come to love and expect.
Players at both shows will also get hands on with TEAM HUNTED, a brand...
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.
158w ago - Fluffy Logic Designer James Parker has detailed the controls for Eat Them! controls on PSN today.
To quote: I'm working on Eat Them!, which Ana has been telling you about recently, and I'm here to say a few more extra in-depthy words about how making a game like Eat Them! actually happens on a day to day basis. Today - CONTROLS!
A game can have the greatest technology in the world, the most incredible art assets, and USPs that would have marketing people salivating into their espressos, but if the controls feel wrong - if the player isn't properly connected with the game - then everything else will be wasted.
One of the first things you do when designing any game is download a picture of the DUALSHOCK 3, cribbed from Google images, fire up your favorite drawing package, and put little lines all over it connecting buttons to boxes that describe their functions.
At this stage, as an experienced designer, you make an educated guess at what's going to work for your game. The reality is, until you get the game on the Test Kit, the controller in your hands and you actually try the thing, you may as well have been drawing a moustache on the Mona Lisa.
Because customisation is a big factor in Eat Them!, each monster's capabilities are going to be slightly...
160w ago - FluffyLogic Producer Ana Kronschnabl has shared part two today in their ongoing Eat Them! PlayStation 3 developer diary series.
To quote: So where are we? Well we have obviously done a fair amount of the game, since we demoed it at E3. Prior to this point we had spent a lot of time getting the basic structures of the game in place.
We use Sony's 3D engine PhyreEngine as the basis - it's a great engine and it gives us the important nuts and bolts of a game system, which frees us up to focus on making special graphical effects and gameplay.
One of these is the cartoon -shader effect which we have spent a fair amount of time developing and refining. We are using it to create the game's distinctive visual style. This was a time consuming process that involved our main graphics programmer and a couple of artists working together, trying to get the art tools into the PlayStation 3 and looking good.
The basic system takes the 3D models of the landscape and the monsters and draws a black line around them, as if they are flat on the page like a comic drawing. What makes it a complex process is that it's not a flat drawing, it's a 3D world that moves constantly, so our graphics tools have to draw this look on the...
177w ago - Sony's Social Media Manager Jeff Rubenstein has posted up a video with Eat Sleep Play's David Jaffe and Scott Campbell today speaking on Twisted Metal for the PS3 entertainment system.
To quote: If you recall our E3 press conference (of course you do), the new Twisted Metal game owned the trademark showstopping reveal.
Soon after, I sat down with Eat Sleep Play's David Jaffe and Scott Campbell for a candid talk about what bringing Sweet Tooth and company to PS3 will mean for you gamers.
There's actually a lot more from that conversation, so maybe we'll have to do an unedited director's cut some time down the line...
If you want to hear more from David and Scott soon, you're in luck: they'll be speaking *today* at Comic-Con. They'll be revealing some of the characters of the new game, share early looks at the game's twisted end stories, and show concept art of ideas that never saw the light of day.
The "Twisted Metal Returns!" panel starts at 1PM this afternoon in Room 8. It should be awesome in person but, if you're not going to be able to make it to Comic-Con,...