Video: Fat Princess Developer Diary Now Available

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256w ago - SCEA Managing Producer Deborah Mars of the Santa Monica Studio has blogged the following today:

The video is an in-depth look at the creation and inspiration behind Fat Princess, told through interviews with Craig Leigh from developer Titan Studios, and little 'ole me and Matt Morton. We talk about how the concept for the game came about, the distinctive and charming art style, and loads more including some of the hilarious and irreverent stuff you'll find in the game.

The video is coming to the PlayStation Store this Thursday in all its big, fat, sweet, awesome HD glory for you to download and watch over and over.





Look for more information about Fat Princess in the coming weeks. We'll be at E3 showing off the game, so stay tuned for more info soon!
 

Top Developer Confirms Nobody is Using PS3 to Full Capacity

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260w ago - I am aware I am likely to get flamed for this as due to an NDA (non disclosure order) I am unable to name the developer or the game he was working on, but I still think it is worth discussing.

Recently I travelled to see the preview demo of a hugely anticipated game coming out later this year. Once we had viewed the demo (which was interestingly given on Xbox, usually developers choose PC) we were allowed some one on one time with the technical guy to talk about the development of the game.

I am not claiming to be a tech head in any way but I was interested in what I had been reading about developers not using the PS3 to it's full capacity. As these guys had just developed an all new engine it seemed a fair question to ask him. My question was put like this:

"A lot of people say that game developers are not using the total capacity of the PS3. What have you guys done, if anything, to try to use the full potential of the machine in this new engine design and in this game"

His answer, transcribed from my dictaphone was this:

"I do not think we will use the full potential of the PS3, no other developer has done so far. It is new technology and a different structure than we are used to working with. But I think we have used the PS3 very well. We have used SPU's,...
 

GDC 2009: Next-Gen XBox Confirmed by Developer

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264w ago - Exciting news for gamers - Microsoft is deep in the development process for the successor to the Xbox 360 games console, it's been revealed.

To quote: One of the first credible reports on the topic, Blizzard's Rob Pardo has confirmed that his company has taken part in talks with Microsoft about the next-next-gen console.

That Microsoft will launch another console at sometime in the future isn't exactly rocket science, but this news suggests the company plans to replace its current 4-year-old system soon.

Speaking at a lunch at the Game Developers Conference in San Francisco, Pardo did not provide hardware details - only that Blizzard is "actively in discussions with Microsoft" about the new gaming hardware.

Blizzard is the publisher behind the World of Warcraft games, and Pardo reported that he suggested to Microsoft that the next model should have improved input devices that would allow real-time strategy games (and the like) to be better ported to consoles.
 

Developer: PS3 Flower's Grass Impossible on Other Systems

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265w ago - ThatGameCompany describes their dependence on the PlayStation 3's SPU processors in rendering Flower's multitude of grass blades.

To quote: I was incredibly impressed by the graphics of ThatGameCompany's Flower when I reviewed the game in February. There are thousands of grass blades that all interact with you (the wind) during gameplay.

In an interview with Kellee Santiago, co-founder and president of ThatGameCompany, we spoke on the technology and techniques used in rendering the PlayStation Network game. After complementing the game's graphics, I asked how the developer used the PlayStation 3 in ways they couldn't with their first game flOw:

"We learned so much on flOw, especially about SPUs! The grass system really leverages the PS3 to render 200,000 blades of grass simultaneously, and gives the player this sense of blowing wind through them," said Kellee.

When asking for more detail on intensively using the Cell's SPUs, she responded:

"An artist friend of ours came to us, really hoping that we could tell him some clever trick that we used to make it look like we had so many blades of grass. He was reluctant to believe that really John Edwards just made it happen on the SPUs.

"It really would be impossible to make it look the same on any...
 

Nintendo DS Developer Unveils DSiBrew for the Nintendo DSi

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272w ago - Nintendo DS developer bushing has recently announced he is beginning work on developing Nintendo DSi homebrew, and has started a DSiBrew Wiki. To quote:

The reason this device is interesting to me is that the DSi seems to be to the DS what the Wii was to the GameCube. The DSi has two modes – a "native mode" and a "compatibility mode".

In the compatibility mode, the clock is slown down to half the speed and access to the new peripherals is disabled – sound familiar? In the native mode, you get a faster clock and more RAM – used to perform the real-time face recognition and image processing – as well as an SD slot and two cameras (front and back-facing). The device boots up into a "System Menu" that is fairly reminiscent of the Wii.

Oh, did I mention that it has a Shop Channel where you can download apps, like Opera? And you can download firmware updates online? Hey, guess what – we can download firmware updates online!

The ticket and contents are downloadable in the same way. Unfortunately, they aren't reusing the same common key, so we can't actually disassemble anything (yet). Although they're probably reusing much...
 







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