62w 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, Guerrilla 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...
63w 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 Guerrilla 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...
67w ago - Frima Studio Executive Producer Martin Brouard has announced today alongside a launch trailer video that Lights, Camera, Party arrives on PlayStation Network today.
To quote: After years in development, release day is finally upon us! We're proud to share Lights, Camera, Party! with the PlayStation world via PSN later today.
We made this game to provide quality entertainment for everyone in the household and to showcase fun and innovative uses of the PlayStation Move motion controller. We've put our heart and soul into this collection of wacky mini-games and hope they make you laugh and have as good of a time as we had making them.
To celebrate the launch of Lights, Camera, Party! we decided to shoot a humorous live-action trailer that spoofs the usual party game ads and conveys the silly and chaotic nature of our game.
I'm really proud of our team's work on the Lights, Camera, Party!, and I wanted to give a few members of the team a chance to talk about their favorite mini-games. Enjoy!
Michael Dube, Lead Programmer:
Feed the Monster: Because cooking a pizza over an active volcano has been a lifelong dream! The game is simple and the feedback is really rewarding...
71w ago - Frima Studio Executive Producer Martin Brouard has announced today alongside a video trailer that Lights, Camera, Party will be delivering PlayStation Move fun on August 28th.
To quote: Last year, my team at Frima Studio set out to create the ultimate PlayStation Move party game and in just a few weeks the whole world can enjoy the fruit of our labor on PSN.
Lights, Camera, Party! embodies everything we think a party game should be; fast-paced, funny, quick to set up, social and full of a variety of mini-games, challenges and Trophies for a fresh experience each time you play.
With only one Move controller required to play, it keeps the whole family on their feet and frantically passing the controller between fits of laughter.
You and your friends will step into the shoes of the Funzinis, a family forced to compete in an array of wild game shows to win a new home after the TV station's satellite crash lands in their living room.
In the primary Story mode, up to four players guide the Funzini family through five rounds, each modeled after a type of TV show (Cooking, News, Sci-Fi, and so on) that contain up to 24 fast-paced mini games.
71w 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....