112w ago - Today Associate Product Marketing Manager Sharon Kapitula has shared an Everybody Dance Series video dubbed Creating Choreography with the Dance Creator below.
To quote: The launch of Everybody Dance, the all-new party game for the PlayStation Move, is just a few days away!
To illustrate some of the coolest features in the game, we have created the Dancer Diaries, a series of videos where professional dancers record and share their experiences playing Everybody Dance.
Today, we want to share the first in the series, which provides a walk-through of Everybody Dance's Dance Creator mode. With Dance Creator, anyone can easily choreograph their own dances, record their routines, and then save them in-game so they can challenge friends to compete against their moves.
To show you just how awesome Dance Creator is, our very own Rey Gutierrez traveled to Miami to direct the Everybody Dance dev diary series with the expertise of Emmy-nominated dancer, actor, and choreographer Glenn Douglas Packard. Watch the video to see how Glenn and his crew of professional dancers stack up against Dance Creator.
Also, this week marked the launch of our Everybody Dance tab on the PlayStation Facebook page. Check...
213w ago - Today Marcus Johansson of the DICE Video Crew has shared a video and detailed the creation of the Battlefield: Bad Company 2 PS3 trailer.
To quote: We got some really cool stuff to show you from the upcoming Battlefield: Bad Company 2 Beta map, Arica Harbor, but it isn't just a new trailer. It's actually something a little different.
Usually when we create movies there's a lot of intense action which is always good, but this time we wanted to try something we haven't done before.
The idea was to find action-filled moments and then capture them while the game was paused. This way the viewer can focus more on details and maybe imagine how he or she would play in that specific situation.
After showing a short test version to the team I got the green light to make the trailer. But how do you capture this kind of stuff? Well, what I like the most about Battlefield: Bad Company 2 is that we can show actual gameplay, so instead of staging scenes, I've been working with material recorded during our daily studio play tests.
After we're done with our daily tests, we can replay the rounds over and over until we find the scenes we're looking for. This way people can be sure that the game trailer they're looking at represents the game they will get to play...
258w ago - SCEA's Associate Product Manager Kristin Neirinckx has shared the second how-to today via PS Blog as follows:
I'm sure your friends and family members were seriously impressed with your photo slideshow skills you learned on Friday. Similar to that, today we will learn how to import a CD and create a playlist using your favorite music.
It's a little special today because we have two videos instead of one. So now you will be ready in case you want to put together a mix for your New Year's Eve party or create a soundtrack for your photo slideshow. Have fun!
258w ago - SCEA Associate Product Manager Kristin Neirinckx shared the following how-to guide today via PS Blog:
As you recover from food comas and setting up all of your shiny new toys, you might realize there is a lot you don't know about the latest addition to your living room. So for those of you new to the PLAYSTATION 3 family (or for you old timers who want to learn more), we've put together a series of "How To" videos for a few of the key product features.
These instructional videos take you through each feature, step by step. New videos will be posted each day next week, so you should all be experts by the end.
And we're launching the first video right now – how to create and view a photo slideshow.
So sit back, take a look and let us know how the slideshows come out!
266w ago - Sony's semi-official blog ThreeSpeech has posted an article that asks AI coders from a number of studios "how close are we to creating truly autonomous AI characters" in games. To quote:
Part one: autonomy
To kick off, we're looking at enemies who think for themselves. How close are we to creating truly autonomous AI characters, able to react in real-time to player actions and formulate their own responses? Some developers have been experimenting with techniques such as Goal-Orientated Action Planning (GOAP) for several years in order to create 'thinking' beings.
But is this desirable? And is there still a role for scripted AI, in which the baddies perform actions based on pre-programmed, pre-determined elements? We ask the makers of F.E.A.R, Prototype, Dead Space and Wheelman.
Sergio Garces Casao, Lead AI Programmer, Prototype, Radical Entertainment
Chris Hecker: Independent game coder
Jeff Orkin: MIT Media Lab, Cognitive Machines Group. Previously Senior Software Engineer, Monolith Productions
Louis Gascoigne: Software Engineer, Dead Space, EA Redwood Shores
Nick Davies: AI Programmer, Wheelman, Midway Newcastle
Jeff Orkin: We shipped the first example of a GOAP system with F.E.A.R in 2005, and since then several...