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Video: The Making Of Sorcery: A Hero's Journey for PlayStation 3

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136w ago - Sorcery Creative Director Brian Upton at SCEA Santa Monica Studio has posted up a video showcasing the making of Sorcery: A Hero's Journey for PlayStation 3 fans.

Top quote: In this installment of our "Making of Sorcery" video series, we take a look at the fantasy surrounding the spell-casting gameplay and tap a few members of the development team (including myself) to discuss the origins of the story.

Our key leads at The Workshop and our Santa Monica Studio were able to provide some great insight into the relationship between the main characters, the motivation of our villain, and the inspiration for the world we created.

As you know, Sorcery brings the world of magic and wizardry to life using the PlayStation Move motion controller. To give you a quick refresher on the story and gameplay...the Nightmare Queen has broken the ancient pact with mankind and threatens to cover the land in eternal night.

As a young sorcerer's apprentice, it is up to the player to master the arcane arts and fight back the foul creatures of this magical realm. Sorcery puts the power in the players' hands letting them conjure and command powerful magic as they brave the dark world of the Faerie Kingdoms.



 

Video: The Making Of Sorcery: The Magical Technology of PS Move

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137w ago - Sorcery Creative Director Brian Upton of Santa Monica Studios has shared a video today showcasing the making of Sorcery, which spotlights the magical technology of the PlayStation Move controller.

To quote: This is the first post in a four-part series from the development team about the making of Sorcery.

In this video we talk about how artists, engineers, and designers at The Workshop designed the game to take advantage of the unique capabilities of the Move controller in order to create a completely original spell-casting experience.

While some motion-controlled games feel like you're playing "Simon Says", the gestures in Sorcery are fluid and organic.

Aiming spells and chaining them together into powerful combos requires both creative thinking and quick reflexes. Here's a look...





Sorcery will be available in stores in North America on Tuesday, May 22nd.
 

Video: Behind the Scenes of Kara: Quantic Dream's PS3 Tech Demo

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143w ago - Sony Senior Social Media Specialist Sid Shuman has shared a behind the scenes video today spotlighting the making of Kara: behind the scenes of Quantic Dream's PS3 tech demo below.

To quote: The creators of Heavy Rain didn't come empty handed to this year's Game Developers Conference. The celebrated studio debuted a powerful new "[Register or Login to view links]" called Kara to show off their new animation and performance-capture technology.

If you've seen Kara, then you know that the results speak for themselves.

Rendered in real time on PS3 hardware, Kara chronicled the activation of a self-aware synthetic organism, but this making-of feature is impressive in its own right as it shows how [Register or Login to view links] assembled several different performances to create a seamless, believable virtual character. The future is now, you guys.





Once you've watched the video feature, let us know what you think in the comments! And as a reminder: Kara is absolutely, positively not Quantic Dream's next game.
 

Video: Making Of: The Last Of Us PS3 Announcement Trailer

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150w ago - SCEE Manager James Gallagher has shared some video footage today spotlighting the making of The Last Of Us PS3 announcement trailer below.

To quote: In December we announced The Last of Us during the 2011 Spike VGA Awards. The Last of Us is a genre-defining experience that blends survival and action elements to tell a character driven tale about a modern plague decimating mankind.

Well prior to our announcement we had been hard at work on a trailer perfectly crafted to set the tone and (hopefully) get your blood pumping with excitement when we made our announcement. If you haven't seen that trailer yet be sure to check it out below.

Today we're sharing a deeper look into that trailer. We were hard at work on the announcement trailer for quite awhile and a lot of design went into making certain every frame contained some nugget of information you could take away about the game itself.





Taken more than a year ago and over the course of a few days of planning, prep, and acting what you see here is a nice glimpse into some of the behind the screens work that went into making that trailer possible.

Comprised of shots we decided to keep in the trailer, here's the motion capture footage...
 

TikGames: The Making of Stick Man Rescue, Hits PSN Tomorrow

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151w ago - Today Howard Lehr at TikGames has shared details on the making of Stick Man Rescue, which will be hitting fans on PSN tomorrow.

To quote: Stick Man Rescue was born of a conversation with my 12-year old son, Colin. He had just discovered the freeware Pivot Stick Figure Animator and, like any 12-year-old boy would, he was using it to make hilarious death animations.

Given that game designers are perpetual 12-year-olds at heart, I joined in. This prompted visits to various stick man death websites which provided a surprisingly long-lasting source of giggles that attracted my younger son. Soon the three of us were pondering how to make stick deaths into a video game.

Dusting off my rusty programming and non-existent art skills, I co-opted my kids to start making animated gifs of stick deaths and created a prototype game bent on seeing how many of our most ridiculous ideas could be worked into it.

So, I had a prototype as you can see, but had a long way to go to turn it into something that could be useful for a real game design.

Working at a publisher and developer like [Register or Login to view links] has its advantages. First, there are a bunch of talented people around to help hone ideas into something that works. I enlisted the help of Adrian Ludley,...
 
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