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Sony Introduces The Boss Battles of Puppeteer on PS3 - Part 1

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71w ago - Sony Worldwide Studios Art Director Gavin Moore introduced the Boss Battles of Puppeteer on PS3 (Part 1) today, with details below as follows:

The stage is set, and the show's about to begin for Puppeteer! I'm excited to share some of my craziness with you today.

But, before Puppeteer is released across the globe, I wanted to provide a glimpse of whom our friend, Kutaro, is really up against as he battles the Moon Bear King's (MBK) Generals. So, take a look below and get acquainted with six of the 13 bosses from Puppeteer.

Can't picture yourself going up against the Generals? No need to worry! We created these lovely snippets showcasing the magic you will soon experience. Make sure to check back soon to see the final six Generals!

General Tiger

Appearance: A gigantic tiger with a Moonstone shard for his left canine. His tail ends with a spiked iron ball, like a mace.

Personality: A true paper tiger, kowtowing to the tough, and browbeating the weak. Reflecting his personality, General Tiger has a slightly lewd turn of phrase. Earlier in his life, he was a complete coward.

Relationships: Tiger is overawed and obsequious to the Moon Bear King to an unnecessary degree. He treats the Witch, Ying Yang, the puppets, and the grubs with...
 

Video: Sega on Castle of Illusion: Reimagining a Classic - Part 2

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75w ago - Sega Sr Digital Brand Manager Mai Kawaguchi has returned with Part 2 on Castle of Illusion: Reimagining a Classic with video footage below.

To quote: Hi Everyone. Back in May, we released the first part of our Castle of Illusion Behind the Scenes Video, which gave you a glimpse of how the original game was developed.

Sega Studios Australia team also shared their excitement in working on a re-imagined version of their favorite game from their childhood, teaming up with the game director of the original game.

In this latest video, the development team share some of the key steps they took to bring the title to life while taking advantage of the latest gaming technology.





Stay tuned for more info on Mickey and his magical journey!
 

Killzone HD Re-Developer PS3 Interview - Part 2 Arrives

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116w ago - Killzone Community Editor Victor Zuylen has shared Part 2 of the Killzone HD Re-Developer PS3 interview today with fans.

To quote: In Part 1 of the Killzone HD (re-)developer interview, [Register or Login to view links] Technical Director Michiel van der Leeuw and Senior Programmer Frank Compagner discussed the challenges they faced while bringing Killzone to a new platform. In the second part of our interview, they talk about the changes and enhancements made to Killzone HD by the conversion team.

Victor Zuylen: Last week you explained how you retrieved the code and assets for the original Killzone. What happened once you handed them over to the conversion team?

Michiel van der Leeuw, Technical Director: That's where the real fun began! There were corruptions and missing bits in the exported data, which caused all kinds of weird artifacts like polygons shooting through the game world. For the conversion team, the first order of business was to go in and fix all that.

Frank Compagner, Senior Programmer: Our old exporters no longer functioned, so the conversion team rather ingeniously re-used portions of the Killzone 3 pipeline...
 

Killzone HD Re-Developer PS3 Interview - Part 1 Arrives

400°
117w ago - Killzone Community Editor Victor Zuylen has shared Part 1 of a Killzone HD Re-Developer PS3 interview with fans below today.

To quote: When Killzone HD drops on October 24th, the original Killzone will be one week short of eight years old.

In this (re-)developer interview we talk with [Register or Login to view links] Technical Director Michiel van der Leeuw and Senior Programmer Frank Compagner, who were there when Killzone was first released.

In part 1, Michiel and Frank talk about the challenges they faced and the discoveries they made during the conversion process.

Victor Zuylen: What prompted the HD remaster of Killzone?

Michiel van der Leeuw, Technical Director, Guerrilla: It was an idea whose time had come. Internally we had talked about bringing Killzone to PlayStation 3 before - Killzone fans frequently asked us about it, and we knew from other developers that such projects could be a lot of fun.

VZ: How many of the original team were involved?

ML: A number of developers who worked on the original Killzone for PlayStation 2 helped get this project off the ground, including Guerrilla's main producer, Angie Smets, who first started producing on Killzone; producer...
 

Minority on Papo & Yo for PSN: Grafitti is Part of the Experience

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126w ago - Minority Creative Director Vander Caballero has confirmed today that grafitti is part of the experience in Papo & Yo for PS3 on PlayStation Network.

To quote: Hey everyone, Vander here. In my development career, I have never worked with authentic artists from the game's locale.

The project's art director is usually instructed to mimic what he can find from reference pictures. But in Papo & Yo, I didn't want to do the same thing.

I wanted it to be genuine. And I wanted local artists on the other side of the continent to have access to the beautiful canvas of video games.

Here's the full story from Deborah Chantson, our community manager.

As you might know, Papo & Yo is a metaphorical, semi-autobiographical story of Creative Director Vander Caballero's tumultuous relationship with his alcoholic father.

While the game's storyline will draw players into an emotional journey, we also designed the environment to help immerse the player in a surreal Latin American setting. There's a high level of authenticity on display, from the landscape to the music, style, and graffiti.

In North America, graffiti is changing to include more artistic works such as murals, but it's generally associated with spray painted tags and defaced walls....
 
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