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Video: The Unfinished Swan: Art and Design Developer Diary

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114w ago - Giant Sparrow Game Designer Ben Esposito has shared a video today spotlighting the art and design as part of their The Unfinished Swan developer diary.

To quote: Like a lot of folks, I first saw the tech demo for The Unfinished Swan when it made the rounds online in 2008. The idea stuck in the back of my head but it wasn't until later when Giant Sparrow put up a job posting that I decided: I had to make that game.

I had just graduated from college without much professional experience, so I did what I do best and made a game for them. You can check it out [Register or Login to view links] if you'd like. The video cuts off because the end of the game says "Call me" and has my phone number on it.

It got the attention of the Giant Sparrow team, and I ended up flying out to Los Angeles to work on the game. I was elated and a little shocked, but I came to learn that at Giant Sparrow, the player experience always comes first - and my little game was designed to create a very specific experience.

Now, in October 2012, The Unfinished Swan is out in the wild (well, to PlayStation Plus members) and we're proud that we were able to make a truly experiential game.




 

Video: The Art of Journey Comes to Life, Pre-order Details Arrive

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114w ago - Sony Santa Monica Studio for Flower Associate Producer Randall Lowe has posted up a video today spotlighting how The Art of Journey comes to life for fans.

To quote: The roll-out of The Art of Journey up to this point has been simply amazing!

Today though, we're here to announce the release of the Art of Journey and its availability from [Register or Login to view links] for fans both in the US, and in countries [Register or Login to view links].

We are so excited about the book and all of its special features that we wanted to share one of them with you today by giving away some of the exciting technology that is included in The Art of Journey. Our talented friends at [Register or Login to view links] have out done themselves and put together a truly unique experience for the Art of Journey.

The Daqri team has developed an app that you can download for iOS [Register or Login to view links] or for Android [Register or Login to view links] and use it to enhance the book in a way we've never seen done.
 

Video: The Art of Journey Book Releases in September 2012

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121w 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

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122w 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

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133w 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....
 
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