231w 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.
231w 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.
232w 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, Zipper Interactive 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?
233w ago - Today PR Manager Jill Webber has shared an exclusive MAG Developer Diaries video on the PlayStation Blog, as follows:
The first video posted last Monday, and took us through the overlying persistent Shadow War, where each battle victory or loss contributes to your PMC's world standing, moving it on the offensive or pulling it back to the defensive.
The second dev diary in the series posted yesterday and focuses on the scale of MAG, which for the first time ever will bring 256 players to a console. All environmental effects (explosions, gunshots, etc.) can be attributed to live players! Listen to what the devs have to say about 256 in the video below.
GameTrailers will be continuing the "MAG Mondays" feature with another dev diary next week, and we'll post it here next Tuesday. Stay tuned!
242w ago - I am aware I am likely to get flamed for this as due to an NDA (non disclosure order) I am unable to name the developer or the game he was working on, but I still think it is worth discussing.
Recently I travelled to see the preview demo of a hugely anticipated game coming out later this year. Once we had viewed the demo (which was interestingly given on Xbox, usually developers choose PC) we were allowed some one on one time with the technical guy to talk about the development of the game.
I am not claiming to be a tech head in any way but I was interested in what I had been reading about developers not using the PS3 to it's full capacity. As these guys had just developed an all new engine it seemed a fair question to ask him. My question was put like this:
"A lot of people say that game developers are not using the total capacity of the PS3. What have you guys done, if anything, to try to use the full potential of the machine in this new engine design and in this game"
His answer, transcribed from my dictaphone was this:
"I do not think we will use the full potential of the PS3, no other developer has done so far. It is new technology and a different structure than we are used to working with. But I think we have used the PS3 very well. We have used SPU's,...