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Posts Tagged ‘futurlab’

Coconut Dodge Revitalised coming soon to PS Vita

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If you’ve been noticing Shahid Ahmad’s handsome mug plastered all over gaming websites recently you may be wondering if Sony’s commitment to indie development is just hype or if there’s some actual truth to the notion that Sony is the best place for indie development right now.

The story of Coconut Dodge might give you a clue.

I was part of a team who wrote a game on a different system’s indie platform a few years ago – and it seemed like nothing had changed in all the years I’ve been writing games. Without a publisher behind you, you were essentially throwing your game release into the Marianas Trench, never to be seen again.

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Velocity Ultra: new trailers and new features for PS Vita shoot ‘em up

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Hey folks! I’m here to share all the juicy details about Velocity Ultra on PS Vita. Velocity on minis was critically celebrated (lots of 9/10 review scores), but many people suggested improvements to the game to make it a ‘must buy’.

So we began scouring the internet for every Velocity write-up we could find – professional and hobbyist – as well as YouTube comments and forum threads around the world. We took all the feedback into account, and addressed all of the major requests (as well as some of the minor).
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FuturLab reveals Velocity Ultra for PS Vita

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Hello again! It feels great to be back on the PS Blog! Especially now that we’re able to reveal a project that so many people have asked for: a native PS Vita version of our multiple award-winning PS minis game Velocity!

It’s called Velocity Ultra, and it features Trophies, online high scores and a completely overhauled visual style at native PS Vita resolution!

We’re reworking all the art in the game, so the cut scene stills have been recreated at a much higher standard than before.
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PlayStation Mobile: FuturLab serves up Surge

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Hello! My name is Jack Lang, I’m 23 years old, and I’m a junior programmer at FuturLab. I’m responsible for all the programming on our new game Surge (which is out for PlayStation Mobile tomorrow) and I’m here today to talk briefly about how the PSM SDK has made the process of developing our game for the PS Vita really easy!

I started out as a Flash developer because I wanted to make games and this experience along with some prior knowledge of C# meant that I was able to use the PSM cross-platform SDK to focus on the game rather than the specifics of each platform it supports.

As you can see from the trailer above, Surge uses nice visual effects, and thanks to PSM I was able to pick and choose between high and low level programming libraries, making it possible to get visual features like the ‘awesomizer’ line style, particles and the attractive colour blurring glow effects running efficiently and in a short space of time.
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Introducing FuturLab’s PS Mobile Games: Beats Slider & Fuel Tiracas

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Hello folks! It seems like only last month we were shouting about Velocity, and yet now we’ve got some new things to be excited about! We’ve been hard at work coming up with more simple, elegant and clever ideas, and crafting them into fun and addictive games!

The first of these games is called Beats Slider, and it’s called that because you slide beats around. It’s simple, rather elegant, and pretty clever too…

BEATS SLIDER – Conquer Those Blasted Slider Puzzles!

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