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May 2010

ModNation Racers Social Event

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Thursday night saw some seriously creative talent unleashed at SCEE’s head office in London. The ModNation Racers social event kicked off in style, with mod decorating, remote control car racing and even a ModNation mural being painted in the building.

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The attendees created their own mods, which were on display at the event. Classic cartoon characters, TV stars and superheroes were created ModNation style, along with some really original works of art.

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THE EYE OF JUDGMENT LEGENDS Competition

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Fancy creating your own card for THE EYE OF JUDGMENT LEGENDS and winning some great prizes?

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We’re giving you the chance to design your very own creature card, win some fantastic prizes and impress the game’s developer, Watanabe-san.

All you have to do is fill in a card template with an original design, along with a title and a short description of the powers that your card will possess, and then send it back to us.

We will send your cards to Japan for Watanabe-san to take a look at.

The winner will receive a sculpture of a character from THE EYE OF JUDGMENT LEGENDS, specially created for them by Z Corporation, using a 3D printer in Japan.
The winner will also get a large-scale copy of their own card, signed by Watanabe-san.

Second place will be rewarded with a PSP-3000 system so that you can master your card trading skills, wherever you are. They will also receive a large-scale copy of their card, signed by Watanabe-san.

Eight runners-up will be getting vouchers entitling them to THE EYE OF JUDGMENT LEGENDS downloads from PlayStation Store, along with a large-scale copy of their card, signed by Watanabe-san.

There are two ways to enter; you can download a PSD format document and fill in your design on your computer before submitting it. Or, if you fancy drawing your design by hand, download the PDF, print it off, fill it in, scan it and send it back to us.

Head over to the official PlayStation Forums now at community.eu.playstation.com, and download the zip file to see the template and create the ultimate card for THE EYE OF JUDGMENT LEGENDS.

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LBP ‘Turbo! Pack’ Development Diary 11 and 12: ‘Plane Stupid’

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‘Turbo! Pack’ Development Diary 11: ‘Plane Stupid’

– Andy Knowles, Designer

The final level. No pressure, then! To be honest this level was a bit of a headache. And not just a normal headache, but a big, fat headache, one of those ones that the ibuprofen doesn’t even take the edge off.

The main reason for this was that, like Jon’s submarine, the jump jet is effectively ‘floating’, and so can be really difficult to control. Now, Jon’s luckier than me because the sub’s supposed to be underwater, so moving really slowly is a good thing. Not for a jump jet though, eh? Oh no, something like that’s got to be moving pretty quickly. And we want it to have controls for four directions, not three (the sub is naturally buoyant). Four controls for one cockpit. Grrreat.

‘Turbo! Pack’ Development Diary 11: ‘Plane Stupid’

And another thing: the trouble with something as big as the jump jet being made to move at any speed greater than ‘quite slow’ is that you can’t see where you’re going. With the tank, for example, you can point the camera in front of it, and as long as Sackboy’s on-screen, everything’s fine. But the tank only needs to move forwards in its levels; the jet has to be able to go forwards, backwards, up, down, in fact it’s more than four directions because you can go diagonally as well.

The point is, I cracked it. The jet has a variable counter thrust when the player lets go of a control, making it stop quickly, so that you don’t fly into any of the hazards. The cockpit walls, floor and ceiling are all controls, meaning you just have to grab in the direction you want to move. The jet also gets locked into place whenever a magic mouth triggers making sure the player doesn’t fly off in a random direction while they read the text. The cameras are set up in the level (and not on the jet) so I know they’re always pointing in the right direction.

Okay, that’s my last development diary for the ‘Turbo! Pack’. We hope the insight into what we did was helpful to you. We’re looking forward to what you, the community, start doing with all these magnificent machines.

Enjoy!

‘Turbo! Pack’ Development Diary 12: ‘Plane Stupid’

– Sarah Hefford, Artist

Daga daga daga! If we’re perfectly honest, the jump jet caused us rather more problems than we would have liked. It’s such a cool vehicle though we struggled through, since we couldn’t bear to let it fall by the wayside. The plane itself again follows the military style from the last two levels, so you can now expand your domination of land and sea by taking control of the Little Big skies too!

As with all the other vehicles we designed what the jump jet looked like before we designed the level, because its capabilities really defined what sort of gameplay we could use. This one took a little more thought than most of the others however. The first major decision we made was to build the jet from a front-on perspective, whereas all the other vehicles (barring the pogostick) are portrayed from the side. This was because it had to be very balanced in order to have as much control over flight as possible – the solution to this was to make it symmetrical, and enclose Sackboy in a small space so that his weight wouldn’t upset the balance as he moved from side to side.

Originally it only took up two thin planes and one thick plane, but fairly early on we decided to make it use two thick planes and two thin planes, so that it had space for a cockpit that could be reached by running up the wings.

‘Turbo! Pack’ Development Diary 11: ‘Plane Stupid’

Recreating the jet out of 3D meshes was simple because the design was so dependent on its shape to start with that all we needed to do was give it a splash of colour. Actually this was probably the easiest part of the whole level! Did you know you can manually alter how big the bevel on a material is? Using the Corner Editor tool, move one point (one near a corner usually works best) really close to another and you should see the bevel get smaller. If it doesn’t work at first, try picking another point to move. Since our stickers only cover the front of an object, this is really useful for using stickers to disguise materials that have a noticeable bevel, such as dissolve, pink and peach floaty.

‘Turbo! Pack’ Development Diary 11: ‘Plane Stupid’

From an artistic point of view, the main problem that we’ve had while building this level is that the jump jet’s flight is blocked by objects in any plane except the front thin (unless they’re made of gas). In addition, we’ve had to be careful that there aren’t any weird nooks and crannies that the jet could get snagged on. To maintain the freedom of flying we’ve had to leave as much open space as possible without allowing you to wander off and get completely lost (eek!), whilst at the same time providing enough interestingly shaped landscape to let you know exactly where you are in the level. This means being really cunning with our materials in order to signpost the different areas of the level as much as possible, and the stickers have to be really punchy and stand out. As Andy said, headaches all round.

Since this is the last level in the ‘Turbo! Pack’ we won’t give too much more away. Those tricksy toy soldiers are up to something though, so expect big explosions and tons of destruction. Oh, and a nice happy ending. :)

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Moving On

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Hi Everybody,

After spending 10 months with us running the PlayStation.Blog and providing you with your daily gaming news, I would like to say thank you and farewell to Jem Alexander, who has moved on from Sony Computer Entertainment Europe.  We will continue to keep you updated with as much content and breaking news as usual. Join me in wishing Jem all the best for his future endeavours. And here’s a few words from Jem for you…

Well guys, it’s been an amazing ride, but my time at Sony Computer Entertainment Europe has now come to an end. Since I started here last year — the week before gamescom, where we announced the PS3 Slim, no less — it’s been my absolute pleasure to bring you the latest news from within the company, as well as from our third party partners. Since then we’ve announced and released some amazing games.

I truly appreciate the time you take out of your busy days to read the site, so as editor of the PlayStation.Blog I wanted every post to be about the games that you would want to play. Thankfully our first party line-up has been absolutely stellar, with Uncharted 2 sitting firmly among my top three games of all time, so we’ve had as many Heavy Rain, Modnation Racers, God of War III, Gran Turismo 5, Move and Uncharted 2 posts as our team could muster. Mostly because I’m as interested in hearing about them as I know you are — and don’t you worry, there are plenty more great first party titles coming that have yet to be announced.

As many of you know I was a blogger at Joystiq before I came here. I love games (I think that’s obvious), and I love talking, reading and writing about them. Although I’m moving on from the PlayStation.Blog, I won’t be moving on from that interest and I’m sure you’ll see me around.

As a Sony loyalist since the days of the original PlayStation, it’s been a pleasure and an honour working at Sony Computer Entertainment. From what I’ve seen, we Sony fans have a lot to look forward to over the next year or so and I’ve no doubt that the PlayStation.Blog will continue to be the number one place to hear each new announcement as it happens.

Now, if you’ll excuse me, I’m off to play an obscene amount of ModNation Racers.
Wishing you all the best,

Jem

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AU Video Store Arrives – Celebrated By Exclusive OZ Community Event

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The wait is over. A special community event entitled ‘PlayStation Life in 2010′ was held on May 18th at an exclusive location at Sydney’s Coogee Beach, to usher in the arrival of the PlayStation®Network video delivery service for Australia. Yay!

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