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Making of... (videot)


The Fall & Rise of Hitman (Documentary)
*This is the first of four videos about the design of Hitman.
https://www.youtube.com/watch?v=_stW6JvB4SI
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No Man's Sky Beyond - Sean Murray On His Game Design Journey
*As No Man's Sky release their most ambitious update yet, who better to kick off our series of in-depth developer interviews than Sean Murray? He talks about the evolution of No Man's Sky, the technical challenge of VR and procedural design, and the journey Hello Games have taken.
https://www.youtube.com/watch?v=TFIB9O7d5t8

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MediEvil - A Behind the Scenes Look with Other Ocean
*Take a peek behind the curtain and hear about the design of MediEvil for PlayStation 4 with the staff at Other Ocean Interactive.
https://www.youtube.com/watch?v=WSf_w73um-M

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The Dark Pictures: Man of Medan - Dev Diary Movie Night Mode Trailer
*Gather around with your friends and dive into co-op Movie Night mode for up to 5 players. Earn rewards and see who had the quickest reactions, survived, and performed the best in each thrilling decision available to you in Man of Medan.
https://www.youtube.com/watch?v=-5hUM4U1FZo
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Interview : Talking about Tamarin, a Unique Nature, Rare, and Nintendo inspired 3D platformer coming to PS4
http://www.pushsquare.com/news/2019/08/interview_talking_about_tamarin_a_unique_nature_rare_and_nintendo_inspired_3d_platformer_coming_to_ps4

Q : Push Square: To start with, can you give us a brief overview of what Tamarin's all about?
Q : Tamarin's blend of 3D platforming and free-aim shooting isn't a gameplay mix that we see all too often these days. Why did you opt for shooting rather than more traditional action-based combat?
Q : When you first started creating concepts for Tamarin, what were your main inspirations?
Q : Why did you go for incredibly cute monkeys versus evil insects?
Q : Tamarin's environments have been described as Nordic. Why did you choose Nordic landscapes as the backdrop for Tamarin?
Q : Can you tell us a little more about the gameplay structure in Tamarin? Are there collectables? Can you upgrade your abilities? Are the environments quite open, or are they more linear?
Q : With well known and much loved video game composer David Wise behind Tamarin's music, what do you want to accomplish with the game's soundtrack?
Q : To finish things off, how would you describe Tamarin in just one word?

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WRC 8 | Replicating Reality - Physics Dev Diary
https://www.youtube.com/watch?v=3yon4Y2Y4BY
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The secret history of Marvel's Spider-Man suits, as told by Insomniac artists
*The developer details the inspirations behind the game's massive collection of suits
https://blog.eu.playstation.com/2019/09/02/the-secret-history-of-marvels-spider-man-suits-as-told-by-insomniac-artists/
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Noita Gameplay - Explaining what every pixel is simulated means
https://www.youtube.com/watch?v=0We8a8AFPp8

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WRC 8 | Community Day Livestream
*We sat down with Kylotonn developers and eSports drivers to speak about WRC 8 and to show world premiere gameplay of the game.
https://www.youtube.com/watch?v=gZXv65hhQvc
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An Alternative Reality: The Football Manager Documentary
*A feature-length film which examines Football Manager's impact on the culture of football, its enduring appeal and its influence within the professional game. With contributions from the game's creators, football experts and a host of famous fans, this is a film for everyone who knows how it feels to lead Grimsby to European glory... The documentary was first released in UK cinemas and simultaneously across TV channels in 47 countries in October 2014.
https://www.youtube.com/watch?v=g8E0s6hnAvk
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"Once you get Jack Black, everything becomes easier": Looking back on Brutal Legend with Double Fine's Tim Schafer
*10 years of Brutal Legend: Tim Schafer reflects on the Double Fine cult classic
https://www.gamesradar.com/uk/brutal-legend-anniversary/

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On Uncharted 2's 10th anniversary, its developers look back on the making of a perfect sequel
*Bruce Straley, Robh Ruppel, and Jonathan Stein reflect on the making of Uncharted 2
https://www.gamesradar.com/uk/uncharted-2-anniversary-making-of/
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Ahead of launch, Shenmue III creator Yu Suzuki talks the game's combat, its soundtrack, fan support... and forklifts
https://blog.eu.playstation.com/2019/11/01/i-feel-confident-that-weve-made-an-even-better-shenmue-game/

Q : Can you tell us about how you got your start in games, and how that led to the development of the original Shenmue?

Q : Is Shenmue III planned as the final game in the series, or have you explored the idea of continuing Ryo's story in the future?

Q : Revisiting PlayStation's 2015 E3 press conference announcement, it's still emotional watching videos of fans' reactions to the announcement of Shenmue III. Looking back four years later, what kind of effect did that outpouring of fan support have on you, or on the development of the game?

Q : You've been directly involved in some of the most influential games of all time over the past 35 years, including OutRun, Virtua Fighter, Daytona USA, and, of course, Shenmue — among many, many others. Looking back, what are some of the projects you've worked on that you're proudest of?

Q : Are there any secrets you hid in any of your past games that remain undiscovered?

Q : Having been such a prominent figure in the gaming industry since its inception, are there any trends or technology you've seen develop that you're particularly curious about or interested in?

Q : What is the emotion you hope players feel immediately after finishing Shenmue III? Do you think most players will have a similar reaction to it?

Q : The original Shenmue was seen as an advancement both in terms of technology and storytelling. Did you approach that game's development from the technological or narrative side first? What about with Shenmue III?

Q : What's something you think Shenmue has contributed to the overall DNA of the gaming industry, be it a specific mechanic, a way of telling a story, including arcade-faithful ports of retro classics, or something else entirely?

Q : How has the combat system of Shenmue III evolved since you first began the project?

Q : Has your perspective on forklifts changed at all in the past 20 years?

Q : Can you tell us about the development of the soundtrack for Shenmue III? Did you follow a similar process to that which you did for previous games in the series?

Q : What's an example of a small detail in Shenmue III that you think will enhance players' experience with the game?
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Tuolla tarjolla mietteitä... höpöttäjinä mm. Hideo Kojimaa, Norman Reedusta, Troy Bakeria, Lindsay Wagneria.... homma pyöräthää käyntiin 5:34 kohdasta...

Countdown to Death Stranding
https://www.youtube.com/watch?v=4TsLNmDj2VA
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Death Stranding - What is Hideo Kojima Most Proud Of?
*Death Stranding is here! Today Rob sits down with Hideo Kojima himself to discuss creative process, the positivity of connection, the true nature of the mysterious BTs and his proudest moment from working on the game.
https://www.youtube.com/watch?v=-iS7v_CVXPw&t=4s
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Shenmue 3 - Yu Suzuki on why it's a 'Miracle'
*We visited Yu Suzuki's studio in Japan to talk to him about the origins of Shenmue, the gameplay of Shemue 3, and why everyone loves Ryo.
https://www.youtube.com/watch?v=zzpCtGujPFw

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Shenmue III Thank You Message From Yu Suzuki
https://www.youtube.com/watch?v=Y8qwh9P0shU
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Shenmue 3 - OUT NOW Special
*Deep Silver has released a 7-minute behind the scenes mini-documentary about how they made the world of Shenmue look and feel alive with modern technology but not losing the feel of the older titles.
https://www.youtube.com/watch?v=Fc_NDu05CxI&feature=emb_title
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God of War - Worlds Collide Podcast Episode 1: Fitting A Side Quest in Anywhere
*Listen to the full-length episode 1 of our Santa Monica Studio limited podcast miniseries, Worlds Collide.

We have intriguing, untold stories left to tell from the development of God of War that will bring you right on the ground floor with us. In Episode 1: The development of the Witch Bones quest and others were designed so they could be played at any point in the game. Developers Luis Sanchez (Lead Level Designer), Anthony DiMento (Senior Systems Designer), and Adam Dolin (Narrative Designer) break down how this was made possible across level, system, and narrative design.
https://www.youtube.com/watch?v=pr9RU3lNNQM
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Arise: A Simple Story - Chasing a Dream
*Arise is an emotional journey through the bittersweet lives of two people where memories come alive and time bends to your will. Join Alexis Corominas and Jordi Ministral who will take you throught their story of founding the Piccolo Studio and creating Arise.
https://www.youtube.com/watch?v=i7zbBscfPFw
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How sound designer Takafumi Fujisawa created the original PlayStation's iconic startup sound
https://blog.eu.playstation.com/2019/12/05/how-sound-designer-takafumi-fujisawa-created-the-original-playstations-iconic-startup-sound/

Q: How were you first approached to design the PlayStation's startup sound?
Q: What were the parameters that you were given? Were you limited to a specific amount of time?
Q: Did anyone from Sony give you ideas for what they wanted? Like, did Ken Kutaragi come over to you and hum a few bars?
Q: The opening tones remind me of Strauss' "Thus Spoke Zarathustra." Am I just imagining things, or was that an inspiration?
Q: The startup sound almost seems as though it shifts through several phases that tells a story. You have the opening tones, then it has the bells, then the swooshing sound, then an almost ethereal finale. Were you trying to tell a musical story? If so, what was that story, in your mind?
Q: Did the sound come to you fairly quickly, or was it something that took a significant number of iterations?
Q: Did you also work on the startup sound for PlayStation 2 or 3? If you did, do you happen to have any stories about them that you can share?
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Death Stranding - The Story of Kojima Productions
https://www.youtube.com/watch?v=yEZkDUCjTR4

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Death Stranding - A Hideo Kojima Game Long in the Making
*It's been a long time coming. For several years, Death Stranding was the game I had most looked forward towards. In the current AAA gaming landscape - dominated by the usual gameplay ideas and familiar settings - Death Stranding sparked a feeling of curiosity I had rarely felt before. The big question obviously being: Could it possibly live up to expectations and deliver something truly unique?
*This video is split up into two parts. Part 1 is a spoiler-free discussion, mainly centered around gameplay and exploring some of the biggest topics of conversation, like whether the game is actually fun to play or not and if it has managed to create a new genre through its social strand system. Part 2 is a spoiler-filled story analysis, in which I talk about and explain some of the overarching themes and general thoughts about the plot from beginning to end. You will be warned midway through the video itself, so people who haven't beaten the game can choose to hold off watching it for now. I really hope you'll enjoy hearing my thoughts.
https://www.youtube.com/watch?v=XnUUrNxRH-s&feature=youtu.be&fbclid=IwAR37FsMwtmj-3M-GIJM19t9hKeeAlODNi09u21zcXI2xtrdlslmOiWTAmD8
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Santa Monica Studio celebrates its 20th anniversary with 14 pieces of stunning God of War concept art
*Past and present artists from the company share their favourite pieces and the stories behind them
https://blog.eu.playstation.com/2019/12/19/santa-monica-studio-celebrates-its-20th-anniversary-with-14-pieces-of-stunning-god-of-war-concept-art/
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Kingdom Come: Deliverance - Victoria Hogan on Being Theresa
*Theresa is the star of the new Kingdom Come: Deliverance DLC "A Woman's Lot". Watch Tobi and Victoria Hogan, the actress playing Theresa go through some of the most memorable scenes of the new DLC. The latest addition to KCD features a quest line with a playable female character, a new quest line with Henry and Johanka dealing with Heresy and a dog companion that quickly becomes your best buddy!
https://www.youtube.com/watch?v=dNxYDQXK27A

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Pakko sanoa että tuolla Warhorse Studiosin Youtube kanavalla huikean paljon videomatskua Kingdom Come Deliverace peliin liittyen, sen tekemiseen jne... päivittyy todella usein ja aivan mahtavilla videoilla !
https://www.youtube.com/channel/UCIqUdfkbYmCGM-YRmk28zCg/videos
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Interview: Getting Our Head on Straight with the Composers of MediEvil
http://www.pushsquare.com/news/2019/12/interview_getting_our_head_on_straight_with_the_composers_of_medievil

Q: Despite having a very specific and iconic sound all its own, MediEvil has been largely out of the eye of the general gaming world for a number of years. How does it feel to get to bring the series, and particularly its music, back into the public consciousness? As someone whose very first PSone game was actually MediEvil, I was so incredibly excited about this remake and I'm excited to see a new generation (hopefully) fall in love with the series, too!

Q: In addition to featuring a touched up and redone score of the original release, you also made some new music for the new version of MediEvil. How would you describe the process of both crafting new music for a title that already had a defined soundtrack as well as how to not make it too jarring? In my head, I'd imagine it's something like crafting music for a sequel in a series where you want the sound to feel "right" but not necessarily the same. Walk us through that because I think that's one of the most fascinating aspects of the popularity of full-on remakes this gen!

Q: I'm to understand that, originally, Sony didn't actually want (or at least have any interest in) this new music initially. How on Earth did you convince Sony to let you do brand new music for a game that already had its score?

Q: So the reworked score for this remake is a patchwork of brand new music, touched up original music, as well as music from 2004's PSP remake. Was there a special approach required to merge disparate elements together like that? And what was the process of normalising the sound like? Did one version of the music stand way out in the way it was mixed as opposed to the others? Or was melding all these releases together a bit smoother?

Q: What are your general feelings about the scores you guys made after this much time? Does it still feel fresh in your minds creatively, or does it feel more like you're outsiders looking in on it? And by that same extension how does the fact this game is still something people are clamouring for 20 years on make you feel?

Q: When viewing the old score, anything you don't remember doing back in the day with the music that you really like? How about the inverse? Anything you really wanted to change? And did you?

Q: How would describe your time revisiting MediEvil this time around in relation to the PSP remake from 2004, and especially from the original release of the title? I can't imagine the processes were similar given that the groundwork for the music had already been done the first time around. Anything unexpected working on the game this time around as opposed to either of the previous times?

Q: And as my final question for first time interviews, I have a tradition of asking how you found your way into games? What brought you guys to the industry? Was it something you actively sought out? Or did it just kinda happen?
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Yakuza Remastered Collection - Behind the Scenes Interview
*Yakuza 5 director Masayoshi Yokoyama, Takaya Kuroda (voice actor for Kiryu), and Hidenari Ugaki (voice actor for Majima) share their favorite moments from Yakuza 3, 4, and 5 for Western fans in this special interview.
https://www.youtube.com/watch?v=5wTmJglM7qo
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