59w 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 here 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.
70w ago - Following up on his PS3Tools GUI Edition v3.1 release, today PlayStation 3 homebrew developer PsDev has updated the homebrew application to version 3.2 which includes a PS3 EBOOT Re-Signer followed by version 3.3 and v3.5 / v3.6 / v3.7 by Ac1DMoDz as detailed below.
It's a super-fast, super fun arcade racer with beautiful environments, incredible stunts and unrivalled speed. Mad Riders is full of content: 45 tracks, customizable vehicles and drivers, various single-player and multiplayer modes.
The challenge was to do something different than the traditional package for a racing game and we think we have a game that offers great value for money!
Can you describe the idea behind the development of Mad Riders in one word?
Most definitely 'fun'! Mad Riders was never meant to be a simulator, it's an arcade game that had to be easy to pick up and enjoyable for anyone.
We needed to get into this crazy mind-set of creating an arcade game in the best sense of the word, old school fun for everyone but infused with the spirit of competition, and this "No way! Did you see THAT?!" feeling you get when playing with friends.
So you're getting hours of fun for the price of a large pizza, now is this stuff extreme or what?!
83w ago - Today Product Manager Andrew McKerrow at Kalypso has outlined how charismatic characters in Alien Spidy were designed, along with confirming that the PS3 title will be coming to PSN in June.
To quote: One of the key factors for a game to be successful revolves around the charisma and empathy of the lead character, a task that seems simple, but can be an endeavour of epic proportions.
The first step in the concept process was to try and think of a main character who would be full of charisma and have natural abilities, enabling them to move around the world and adapt to the kind of mechanics we wanted to build into the game.
So, after a lot of brainstorming, coffee, comic reading, watching cartoons and lots of other inspirational tools, we thought that it would be interesting to play around with a small spider with big eyes that would be able to bring some "human" emotional connection to the game.
We also decided to stick six legs on instead of the standard eight legs to make the character a little more friendly looking and little less creepy, as there are a lot of people with arachnophobia! See, we do care!
Once we decided on a spider, all the mechanics would have to be created around web spinning abilities, which in turn adapted very well to the controls...
98w ago - SCEE Manager James Gallagher has shared an interview today with the PlayStation Vita designer on the perfect screen size and battling engineers below.
To quote: Last December I attended the Tokyo launch of PlayStation Vita, which is going to be in your hands just about one month from now.
While I was there I got to chat with Tokashi Sogabe of the Sony Corporate Design Centre, head of the team in charge of the aesthetic of the console.
Sogabe-san has 27 years of experience working with Sony, in which time he has designed the Walkman, Vaio notebooks, the current slimmer model of PS3 and many other electronic
We spoke about the look and feel of PS Vita and the eternal tug of war that goes on between the designers wanting to create something as sleek and compact as possible and the engineers whose job it is to cram as much technology as they can into that shell.
PS.Blog: A lot of people seem impressed by the five inch OLED screen on PlayStation Vita. How did you decide on that particular size?
Tokashi Sogabe: When we first saw a prototype of the beautiful OLED screen we used on PS Vita, we felt it deserved to be bigger than the 4.3 inch screen on PSP. It's almost as if we settled on five inches in order to really...