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Video: Hellblade PS4 Dev Diary: Creating the World on PlayStation 4

Video: Hellblade PS4 Dev Diary: Creating the World on PlayStation 4 200°
20w ago - Ninja Theory Product Development ninja Dominic Matthews posted up a PS4 Development Diary video which covers creating the world on PlayStation 4.

To quote: Hello, Dominic Matthews here from Ninja Theory. I wanted to come back to PlayStation.Blog to share our latest development diary with you and to also give an update on how things are progressing with the creation of our new PS4 title Hellblade.

Back in August we announced Hellblade at PlayStation's Gamescom Press Conference, which at the time was just 4 months into development. By traditional standards, we were announcing the game incredibly early in development.

The reason for such an early announcement is that we want to share as much of Hellblade's development with you as we possibly can.

The standard approach is for games and their development to be hidden away, with details slowly drip fed to players very carefully and slowly over time. But we want to do the opposite. We announced early so that we could start sharing our development approach, creative exploration and decision making from the very beginning.

Since Gamescom we've been updating our site with regular development diary videos, blog posts, concept art and live streams. We've released three development diaries to date, focused on the announcement...
 

Video: Creating the World of Hyper Light Drifter on PS4 and PS Vita

Video: Creating the World of Hyper Light Drifter on PS4 and PS Vita 50°
51w ago - Head of Heart Machine Alex Preston shared a video on creating the world of Hyper Light Drifter on PS4 and PS Vita below.

To quote: In Hyper Light Drifter you'll travel a ruined land with a twisted past, delving deep to collect lost technologies and unveil secrets long buried.

I'd like to share a few of the key components under development that make Hyper Light what it is: 1) combat that's lightning quick, brutal and never unfair; 2) a strong narrative and character interactions expressed through visual design; 3) a rich and varied world to explore with an intense atmosphere.

Combat

At Heart Machine we're all fans of fast, heavy­-hitting combat that requires skill and rewards a bit of finesse. To hell with bullet­sponges, witless drones and unfair scenarios.

We spend a great deal of time tuning our systems, ­adding meaningful feedback in the controls, visuals, and audio design ­so they feel responsive and satisfying each time you lop an enemy in half, blow something up, or wipe out entire packs of ravenous creatures.

Each enemy reacts to strikes with visible knockback, flashes, and brutal sound effects. No weak or shoddy weapons (I'm looking...
 

Killzone: Shadow Fall PS4 Q&A: Creating Echo and Sinclair

Killzone: Shadow Fall PS4 Q&A: Creating Echo and Sinclair 250°
84w ago - Killzone Community Editor Victor Zuylen made available a Killzone: Shadow Fall PS4 Q&A today detailing the creation of Echo and Sinclair.

Below are the details, to quote: As we announced earlier this month, we've secured the amazing talents of David Harewood and Jamie Gray Hyder to portray two key characters from Killzone: Shadow Fall - VSA director Sinclair and Helghast intelligence operative Echo.

But who exactly are Sinclair and Echo, and how did their character designs come about? We asked Assistant Art Director Dan Calvert to shed some light on these enigmatic characters.

PlayStation.Blog: Who are Sinclair and Echo, and what roles do they play in KZ:SF?

Dan Calvert: Sinclair is the head of the Vektan Security Agency - his job is to make sure the balance of power favors Vekta without escalating the cold war into open conflict. Part spymaster - part diplomat, and with a shrewd strategic mind, he is Lucas' direct CO and mentor.

Like Lucas, Echo is an elite operative tasked to cross the wall, and her mission puts them on a collision course. She is extremely dangerous; an equal but opposite reflection of the player character.

PSB: How did the design of these characters evolve?

DC: In order to get stronger...
 

The Last of Us - Neil Druckmann on Creating a Future PS3 Classic

The Last of Us - Neil Druckmann on Creating a Future PS3 Classic 350°
91w ago - Sony Blog Manager Fred Dutton shared details today on The Last of Us in which Neil Druckmann offers his insight on creating a future PS3 classic.

To quote: As many of you will have seen, the review scores are finally in for The Last of Us - the brand new PS3 title from Uncharted studio Naughty Dog.

At the time of writing, its Metacritic score sits at a mighty 95/100, cementing its place as one of the very finest video games of this console generation. Perfect scores came in from some of the toughest critics in the business, including Eurogamer, Edge and Videogamer.

In just seven days' time you'll be able to judge for yourself, but in the meantime I caught up with the game's Creative Director Neil Druckmann to delve into the project's origins, its development and the studio's thoughts on the finished product.

He was in fine form - just as we started talking, he was handed an early print-out of the very first review - that Edge 10/10. Read on for some great insight into video game development at the very highest level.

Neil, you've been tasked with creating a brand new IP and following the hugely successful Uncharted series. Do you feel much pressure on your shoulders?

Neil Druckmann: Absolutely, just because it's a new position...
 

Creating Authentic Universes in Family Guy: Back to the Multiverse

Creating Authentic Universes in Family Guy: Back to the Multiverse 250°
123w ago - Activision Lead Producer Andy Owen has outlined what it takes to create authentic universes in Family Guy: Back to the Multiverse today.

To quote: Making a licensed game is hard. Making a good licensed game is hard.

As huge Family Guy fans, when the opportunity came to make a game based on the hilarious TV show, with Heavy Iron Studios at the helm, it was impossible to pass up.

But there was one giant hurdle we had to get over in order to make a good Family Guy game - we don't work at Fuzzy Door, Seth MacFarlane's production company, and we aren't involved in any way with the Family Guy TV show.

And it wouldn't matter how much effort we put into the graphics, or the level design, or the action. If it didn't feel like Family Guy - if it wasn't funny, or if Stewie shouted "Blast!" and it was clear we'd just hired some actor to do a mediocre Stewie impression - fans would hate it. WE would hate it.

We knew that if we were going to do this, we had to do it right. Everything from the script to the presentation to the way it will make you feel playing on your couch at home had to feel like Seth MacFarlane took a coding class and made it himself.

If we wanted to create a...
 

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