Mr. Somebody
Friend Of A Friend
Just saying, but naughty dog split their team. Half has been working on Last of Us since UC3.
What's the other half up to?
UC4
Just saying, but naughty dog split their team. Half has been working on Last of Us since UC3.
What's the other half up to?
"Conversations With Creators" is an ongoing series that focuses on PS4 game development with some of the most accomplished game studios in the world.
In this debut episode, meet two of the driving forces in the Watch_Dogs dev team: Dominic, senior producer and Jonathan, the creative director. Together, they discuss the vision of Watch_Dogs and ultimately, some of the development details for the PlayStation platforms.
By working in close collaboration with PlayStation, the team is working to harness the full power of the PS4. This gives them the opportunity to create a truly no-compromises experience with high-resolution environment textures and advanced special effects. The game experience, much like the city you'll get to play in, will be rich, deep, and detailed.
UC4 my eyes will cry.
UC4 my eyes will cry.
amazingThe PlayStation 4 has been so carefully designed that developers won't find a performance bottleneck, Michiel Van Der Leeuw, technical director at Guerrilla Games, has told Edge.
"The fact that the best pieces of hardware are also devised from, or optimized versions of, the stuff we find in PCs doesn't make it any less a console," Van Der Leeuw explained. "A PC is a number of parts that also [have] bridges in-between, where there are inefficiencies that may [come in if they're not] exactly the right match."
But with the PS4, Sony has - allegedly - been able to ensure these inefficiencies don't exist.
Van Der Leeuw continued: "We've got the right amount of memory, video card; everything's balanced out. It was a very conscious effort to make sure that with the speed of the memory, the amount of compute units, the speed of the hard drive there would not be any bottlenecks.
"I think it was for more than a year that we knew the main ingredients and there was just discussion after discussion trying to find a bottleneck. Take a look at this design; try to find the bottleneck."
Dualshock (DS4) Info
Dualshock 4 prototype hands-on (some new in-depth info, some we already knew):
- Some components are still being refined (like the d-pad and overall weight)
- Deadzone on the analog sticks has been greatly reduced.
- Both sticks feature stiffer resistance.
- Thumbs bumping into each other is no longer an issue, the analog sticks are spaced farther apart.
- Analog sticks have a ridged concave top that prevent your thumbs from slipping off.
- Stuck with symmetrical design because the assymetrical design would cause more dificulties to interact with the touchpad without unintentionally bumping into the left stick.
- Touchpad is multi-touch, replaces start and select buttons.
- Ridge at the end of the triggers grasps at your fingers instead of letting them slide off.
- There is a small speaker above the ps button, below the touchpad.
- Lightbar works in conjunction with the ps4 eye to track your position and adjusts the split screen accordingly.
- Controller felt comfortable and sturdy.
- Got input from Bungie (and a bunch of first party studios) for designing the DS4, Bungie really wanted to make it a controller that worked great for fps games.
- Writer of the article says the controller is a big reason for gamers to be excited for the console.