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Video: ModNation Racers PS3 Interview with UFG Game Designer

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241w ago - SCEE's Content Producer James Gallagher has shared a video interview today via the PlayStation Blog with United Front Games designer William Ho.

To quote: Much of our coverage has focused on how easy it is to create your own mods, karts and tracks.

Believe me, it's no exaggeration to say that you can be racing on your own unique course using your own character and vehicle in less than ten minutes.

So when William Ho, Game Designer from [Register or Login to view links], came into the SCEE office for an interview, I wanted to talk about the more advanced creation tools, as well as Career Mode and online racing via PlayStation Network, in greater depth.

Letting your imagination spill onto the screen is a doddle in ModNation Racers and, beneath the surface, there's an astounding array of creative options for you to get your teeth into.

Click below to watch the full interview.





I honestly can't wait to see what you do with them.
 

Video: ModNation Racers PS3 Racing Designer Walkthrough

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261w ago - United Front Games Designer Mat Thomas has shared a ModNation Racers PS3 racing video walkthrough today on the PlayStation Blog.

To quote: Today I want to talk about our approach to the racing and give you an insight into the philosophy around developing the handling, weapons and AI.

When we started working on ModNation Racers we knew we couldn't simply create a basic physics system to deliver our core race experience. We were also weary of the fact that unlike many racers, the player in ModNation Racers will also be focused on weapon play.

Very early on in development we experimented with extremely tight handling (akin to driving on rails) and a much more physical race experience. What we soon realized is that when the handling model is tight, there is not much fun in the race experience, it was essentially too easy and likewise when the user is spending a lot of time concentrating on just keeping the vehicle on the track with a more complex handling model then this doesn't leave any mental power to experiment and use weapons.

So as you may expect we ended up with something in the middle which offered us the physicality and emergent feel that for us makes this feel like a true next generation karting title. What we found is that this made the handling very much pick...
 

Video: ModNation Racers PS3 Track Studio Designer Walkthrough

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261w ago - Today United Front Games designer Mark Riddell has shared a video walkthrough on ModNation Racers PS3 track studio, as follows:

Last week, Rob laid out even more details of the character creation features in the game, and today I'll be talking to you about some of the features of Track Studio.

One of the design goals of Track Studio has always been to cater to both casual and advanced users. You've probably seen and read about people easily creating tracks in just a few minutes. But as a track designer, I'm more interested in what I can do with the tools, and how far I can push them. So today I'm going to talk about a few powerful features that we use to create cool gameplay moments on our tracks.

When you drive out your track, we've tuned it so that you'll always make a track that is drive-able to ensure a good experience. But we don't want those constraints to stop you from making something unique and wild. That's why we've provided basic width, lift and bank in Quick Edit to allow further customization of the track after you've driven it out.

They are easy to use, and will give most people what they need to customize and tune their track. As a professional track designer I require an even finer level of control - and this led to the development...
 

PS3 Cell Chip Designer Felt 'Contaminated' by Microsoft's XBox

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312w ago - A new book from the designer of the heart of Sony's PS3 - the Cell processor - reveals how Sony inadvertently worked with Microsoft on games consoles.

The book, [Register or Login to view links], details how Sony, working with Toshiba and IBM to produce the powerful processor found itself in bed with arch-gaming rival Microsoft due to business alliances.

Two authors produced the book: Mickie Phipps who worked with David Shippy. The latter was chief architect for the power processing unit for the Cell processor at IBM in Austin, Texas. Prior to this he had worked on the G3 PowerPC.

The Race for a New Game Machine details how Sony, Toshiba and IBM formed the Cell partnership in 2001, each committing several hundred million dollars. It was agreed that IBM would be able to sell the Cell to third-parties. Everybody gathered at IBM's Austin HQ.

Then, in 2002, Microsoft approached its old ally-cum-adversary, IBM, with a view to Big Blue creating a chip for a new game console.

This lead to what could be seen either as a comedy or a tragedy depending on your loyalty. Agreements meant that engineers within the IBM team could not share knowledge with Toshiba or Sony colleagues regarding...
 
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