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Video: The Last of Us Dev Series Episode 3: Death and Choices

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65w ago - Naughty Dog Community Strategist Eric Monacelli shared a video today from The Last of Us development series Episode 3 dubbed Death and Choices below.

To quote: We took a look at the Infected in our first video in The Last of Us Development series. We then explored the game world and nature's reclamation of civilization as we know it in our second video, Wasteland Beautiful.

Our third video, Death and Choices, investigates what it means to be a survivor in the world of The Last of Us and how Joel and Ellie cope with the harsh realities of post-pandemic society. Watch it now:

Survival is moment to moment in the world of The Last of Us. There are stark consequences to every decision that's made and if Joel and Ellie want to survive they'll need to scavenge the environment for every possible advantage. Learning to craft more potent weapons from makeshift materials or take defensive precautions using found objects will be critical to their continued survival.

Up next, our penultimate video in the series will spotlight the combat mechanics and the intimate nature of conflict in The Last of Us.

The in-depth documentary we have been creating grew so large that we are currently seeking a unique way to distribute it. We'll have details about how you can get the feature-length...
 

Video: Watch_Dogs PS4: PlayStation 4 Development Detailed

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68w ago - Ubisoft Community Developer Nik Schmidt shared a video today detailing PlayStation 4 development on Watch_Dogs for Sony's upcoming PS4 video game console.

To quote: Today we're pleased to debut a Watch_Dogs developer diary as part of PlayStation's "Conversations With Creators," an ongoing series that focuses on PS4 game development with some of the most accomplished game studios in the world.

In this video, you get to meet two of the driving forces in the Watch_Dogs dev team: Dominic, our senior producer and Jonathan, the creative director. Together, they discuss the vision of Watch_Dogs and ultimately, some of the development details for the PlayStation platforms.

By working in close collaboration with PlayStation, the team is working to harness the full power of the PS4. This gives them the opportunity to create a truly no-compromises experience with high-resolution environment textures and advanced special effects. The game experience, much like the city you'll get to play in, will be rich, deep, and detailed.





As Jonathan and Dominic explain in the video, connectivity is at the heart of the Watch_Dogs experience. We already know Aiden is connected to his own environment, but we also want...
 

Video: The Last of Us Dev Series Episode 2: Wasteland Beautiful

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71w ago - Naughty Dog Community Strategist Eric Monacelli posted up a follow-up video today spotlighting The Last of Us development series dubbed Episode 2: Wasteland Beautiful below.

To quote: In our first video in The Last of Us Development series we took a look at the Infected. We explored their unpredictable nature, what the Cordyceps fungus has done to these humans, and how we as developers worked some plausible science about infection into the game.

Area 5 returned to the studio to discover how we created the game world. The second video in the series looks at what went into the concept and design of the world and its environments in The Last of Us.

The key word for the development of every aspect in The Last of Us is contrast. There's a counterpoint to nearly every detail in the game and we strive to show as much beauty as the ugly, brutal realities of the world allow. We think you'll find our wasteland beautiful once you get into the game world in just a couple months.

Check it out:





Our next video in the series will explore the crafting and scavenging gameplay mechanics. An in-depth documentary on the game disc will contain an expanded look at all the content in these videos. The Last...
 

Video: Ibb and Obb: Development Prototypes on Game's Evolution

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73w ago - Sparpweed Creative Director Richard Boeser has shared some video footage today of Ibb and Obb spotlighting the development prototypes documenting the game's evolution below.

To quote: We're almost there. ibb and obb is nearing completion and we hope to release the game on PSN this May.

Getting to this point has been quite an adventure. Currently there are between four and ten people working on the project, but around seven years ago this all started with my graduation project and I could only dream of where it is right now.

I studied Industrial Design and always thought I would become a product designer. But over the course of my studies my interest for product design faded and at the same time it felt like something new was happening in the game industry.

It was around the time that Katamari Damacy made its first appearance on Playstation. I loved it and to me it signalled a start of more original titles finding their way to a larger audience.





I strongly wanted to be part of this change and decided to focus my graduation project on game design.

Part of the project was to design a game concept myself. I was convinced that the best way to design games is to work with prototypes...
 

PyMenu v0.4 in Development for PS Vita eCFW, Details Arrive

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75w ago - Today some details and pictures have arrived on PyMenu v0.4 which is in development for PS Vita eCFW, as outlined below to quote:

Download: [Register or Login to view links] / [Register or Login to view links]

One of the most widely used menus for eCFW on the PS Vita is about to receive a full update, lots of new features, improved code, optimizations, and much more will come with pyMenu 0.4 and you’re about to see what it can offer, but first we’ll do a walkthrough of all the version pyMenu has had and how it has evolved from being a very simplistic menu, to a full fledged XMB replacement.

pyMenu 0.1: The beginning

pyMenu was created in June 2012 as an entry to the VHBL Menu Contest and competed against yMenu (which was also created for that contest). Most of the work in pyMenu had gone to installing the pspsdk and modifying the python interpreter to be able to load homebrews in VHBL.

The little time I had and the time the SDK + interpreter consumed left me with very little time for the actual menu. pyMenu was a pioneer in...
 
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