Sponsored Links

Sponsored Links

 

Video: The Art of Journey Book Releases in September 2012

50°
103w ago - ThatGameCompany Creative Director Jenova Chen has confirmed today alongside a fresh video that he Art of Journey releases this September.

To quote: Seeing how Journey has resonated with players across the world, we wanted to work with the Santa Monica Studio to provide a deeper look into the visual development behind this critically acclaimed hit.

So, we're excited to let everyone know that we will be presenting you with a wonderful first-time look at the extensive artwork that went into bringing Journey to life.

It's the first book directly inspired by one of our games and is titled The Art of Journey and will be available for purchase in September.

This book, designed and written by Matt Nava, art director on Journey, provides an insider's view into the stylistic influences, narrative functions, and game design goals that shaped the final look of the game.

Readers will discover how Journey's landscapes, cut-scenes, and much-loved robed traveler came to be. For your enjoyment, The Art of Journey will come bound as an embossed hardcover book filled with gorgeous concept art, intricate pencil drawings, and 3D models printed in full color on art-quality paper.





In addition,...
 

Video: The Ratchet & Clank Never Seen: 10 Years of Concept Art

50°
104w ago - Insomniac Games Chief Operating Officer John Fiorito has unveiled some rare concept art today spanning over the last 10 years from Ratchet & Clank for die-hard fans.

To quote: The Ratchet & Clank franchise turns 10 this year, and to celebrate their anniversary we will release the Ratchet & Clank Collection on PS3.

Ever since the first Ratchet & Clank game launched, fans have written us wanting to see concept art. While concepts are just one of many pieces we use to put our games together, they are a fun way to show the history of the Ratchet & Clank universe.

So I searched around the studio and pulled together a collection of images that go all the way back to 2002 when Insomniac started working on a new game...

In The Beginning... well actually it was 2000. We were wrapping up Spyro: Year of the Dragon and looking ahead to the PlayStation 2. After spending a year developing a new game code-named "I5" and later known as "Girl with a Stick," we canceled the project and decided to shift gears.

(To find out more about Girl with a Stick and its ultimate demise, check out the [Register or Login to view links]). That left us with only a few months to present a new idea and we started working on...
 

The Art Of Arc The Lad - Arc The Lad III Debuts on PSN This Week

250°
115w ago - MonkeyPaw Games Marketing Manager Ray Almeda has announced today that Arc The Lad III debuts on PSN this week with some of the title's artwork displayed below.

To quote: It seems every gamer harbours a dream to get his game idea to come to life. The process for bringing a game concept to a console is long and littered with unending hazards.

How does it actually happen? When a designer comes up with a concept, it has to be original and exciting enough to get broad buy-in from a wide swath of staff. It also helps to have a license. And of course every game needs a compelling hook.

It's not an easy task. But once the idea gets green-lit and funded, the process leads the concept down a production line. Many team members' input and a "can't fail" divining light must lead it to fruition. The final concept is often significantly different than the creative director's original dream but usually it is the best fit for the product's viability.

Once you get a winning formula and a game sells an acceptable amount of units, the title gains momentum and takes a life of its own. A winning title can get a sequel or even a series...a designers' wet dream.

By this time, we're dealing with art. Examples are rare, but one that we've showcased is Arc the Lad....
 

Video: The Art of Gravity Rush for PlayStation Vita

100°
120w ago - Gravity Rush Art Director Yoshiaki Yamaguchi has shared a video concept movie today spotlighting the art of Gravity Rush for the PlayStation Vita handheld console below.

To quote: With Gravity Rush releasing on June 12th, I wanted to share how the artwork of this game came together as well as how the style of "Bande Dessinee" influenced the title's art direction.

Gravity Rush incorporates the theme of Bande Dessinee (BD), a popular Franco-Belgian comic book art style.

There are various types of BD style and they can be perceived in many ways. We first approached an element of BD we thought would fit well into the pre-existing game art.

One of the differences between realistic expression and schematic expression represented by BD is that BD exaggerates the information that author wants to convey to the audience. By doing so, it conveys more of the accurate information that the author wants to be recognized.

While considering the gravity mechanic in the game, we brainstormed with these elements in mind. If a player can move around freely, the level should not only be big horizontally, but also vertically. Therefore, we designed the city with multiple levels of layers and structures.

Additionally, the line drawing method was used to exaggerate...
 

Video: Sorcery Conjures Story Trailer, Final US PS3 Box Art Arrives

100°
121w ago - Sony Creative Director Brian Upton at Santa Monica Studio has shared a new video trailer and the Final US box art for Sorcery on the PlayStation 3 today!

To quote: Now that we're a month out from the May 22nd launch of Sorcery, I'm pleased to show off our final box art, along a brand new trailer that dives in the story behind this much anticipated PlayStation Move title.

Some elements of the story were remarkably consistent throughout development process, while some have changed quite dramatically. The two main characters - Finn, the sorcerer's apprentice, and Erline, his magical cat - were there almost from the beginning.

We always knew they were on a quest to reach the Slumbering Palace at the heart of the Faerie Realm. However, WHY they were on this quest, and WHO was trying to stop them kept shifting. Here's a look...

A lot of the details of the story grew organically out of gameplay. The team would have a cool idea for an enemy or a puzzle or an encounter and I'd weave the rest of the narrative around it.





For example, the civilization of the bogeys (an early-game enemy) is crude and brutal because that's how they behave when they attack. And a lot of the mythology...
 
Sponsored Links

Sponsored Links
Sponsored Links

Sponsored Links






Affiliates - Contact Us - PS3 Downloads - Privacy Statement - Site Rules - Top - © 2014 PlayStation 3 News

Sponsored Links