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Electronic Arts Developer Diary: The Saboteur for PS3

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256w ago - Today EA's Lead Designer Tom French has shared a sneak peek along with some insight into their upcoming PS3 title The Saboteur.

According to their developer diary, the game is a big story-driven open-world action-sandbox game that pits a daredevil race-car-driver-turned-saboteur vs. Nazi occupied France.

To quote: "WWII, really, do I need another WWII game?" We said the same thing to ourselves when the idea was first pitched to the team.

Let me tell you now, straight up, The Saboteur is not your typical WWII game.

In The Saboteur rather than playing what might as well be a nameless-faceless soldier in the war you play as Sean Devlin; a rough around the edges Irish race-car-driver who becomes a saboteur. While I know this idea might sound a bit unbelievable at first; let me tell you now that Sean is actually inspired by a real life person - William Grover-Williams.

He was British/French grand prix champion who drove for the legendary Bugatti racing team back in the 30's. Because of his daredevil nature and his ability to blend into the French culture he made prime candidate to be recruited by the Special Operations Executive (SOE).

He then became a saboteur working with the Resistance there. This idea of a larger-than-life hero that wasn't...
 

WipEout Fury PS3 Developer Diary - Environment Design

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268w ago - SCEA Producer Daimion Pinnock is back with number two in a small series of developer diaries featuring the upcoming WipEout HD Fury add-on pack.

This week, he introduces Marcus Tanner, WipEout Fury Art Director from the WipEout HD development team, as follows:

I'm here today to give you a brief insight into how a WipEout environment evolves from concept art to production geometry.

A WipEout track is set in a Utopian environment populated by stunning, cutting-edge architecture enhanced by contemporary graphic design. This aesthetic is created by designing architectural forms that are influenced by abstract sculpture, structure in art and science, futuristic architecture, mecha detailing and contemporary product design.

To create the WipEout aesthetic, our concept artists use a fluid design process that involves creating abstract shapes in 3D and bouncing work around the team from artist to artist to evolve and clarify the designs. This results in bold, abstract 3D structures, which are rendered and painted over with architectural detailing and placed into the context of a WipEout environment.

These concept images (below) use the structures as set pieces, trackside furniture, tunnels etc, and give the production team an idea of how they would look in game.
 

WipEout Fury PS3 Developer Diary - Ship Design Detailed

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269w ago - SCEA Producer Daimion Pinnock has shared a peek at Ship Design in the form of a WipEout Fury PS3 Developer Diary today, as follows:

I'm happy to introduce some cool exclusive information about the making of the game and the Fury add-in, coming straight from Dave Glanister, WipEout Fury Ship designer on the WipEout HD development team.

Our main aim for the new WipEout Fury ships was to modernize their visual look whilst keeping the DNA of each existing individual team. On previous WipEout games, a key feature for ship design was its dynamic straight edge and triangular silhouette. For PSone and PSP this key element was the best way to achieve a great design without using a huge amount of polygons.

Our approach for the Fury ships was to keep the dynamic straight edge design but add to it by dividing the ships body panels up into three main layers. This new addition to the ships allowed us to overlap, interlock and weave the main ship panels together to achieve a more complex look.

By taking this approach it allowed the designs to show gaps, grooves and negative windows of space that were in-turn filled with real time PS3 self shadows. This made the ships appear lighter and more hover like without reducing the ships scale or bulk.

To evolve the designs...
 

Video: New MAG PS3 Developer Diary - PMCs

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269w ago - Today PR Manager Jill Webber has shared a new MAG PS3 Developer Diary video covering PMCs via the PlayStation Blog.

To quote: We're back with another behind-the-scenes for MAG! This week, in the third "MAG Mondays" dev diary installment, [Register or Login to view links] gives us an in-depth look at each of the three PMCs in the game: Raven, S.V.E.R., and Valor.

Do you associate with the high-tech, polished Raven, or are you drawn in by the traditional military style of Valor? Or perhaps you're into the edgy, aggressive S.V.E.R.? I've chosen my allegiance; which private army will you join?




 
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