Gdc 2009

Wer wird die GDC rocken?


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danke an darji, wsippel und mahlzeit für die news :)

echt geniale arbeit von euch drein :goodwork:

ps.: wsippel was is nectaris? kenn ich ja garnicht? und omg, jetzt weiß ich wieso du die bilder nicht posten wolltest xD
 
SCE Announces PHYREENGINE 2.40(PS3) with new games

San Francisco, March 23, 2009 – Sony Computer Entertainment Inc. (SCEI) announced today that PhyreEngine™ 2.40, the latest version of the popular games development framework, has been released to PLAYSTATION®3 (PS3®) game developers and publishers, capping a successful year since its initial announcement at GDC 2008.

PhyreEngine is a graphics rendering engine provided under a license that allows it to be used by any PS3 game developers and publishers as well as Tools & Middleware licensees in their products. The engine uses sophisticated parallel processing techniques that are optimized for the Synergistic Processor Unit (SPU) of the Cell Broadband Engine™ of the PS3, but can be easily ported to other multi-core architectures. As a result, PhyreEngine has been newly-adopted by dozens of game studios in the last year, now appearing each month on the PlayStation®Store or on Blu-ray Discs.

Some of the more recent developers and publishers to adopt PhyreEngine include (in alphabetical order):

* Australian developer Big Ant Studios. Ross Symons, their CEO added “PhyreEngine has cut down Big Ant’s development time significantly while allowing us to fully harness the power of the PS3. PhyreEngine has given us the opportunity to focus less on tech and more on creating good games.”

* Veteran Ukrainian studio Boolat Games, who will self-publish their platform/puzzle game topatoi on PlayStation Store soon.

* UK-based studio Doublesix Games, whose game Burn Zombie Burn will be released in Europe and North America later this month. Jonathan Hobson, Lead Programmer, commented that “PhyreEngine allowed Doublesix Games to begin development of our first game Burn Zombie Burn immediately and rapidly, without initial financial outlay or dedicated tech development time. It is a neat blend of clever, high-performance code that the SCE tech teams are famous for, with a modern, well designed, and easy to use set of interfaces and tools. In a matter of weeks we had hundreds of animated zombies running around at a fairly solid frame rate. The extensive set of sample code meant that we always had an idea of how to do things and on the rare occasions that we didn’t, the PhyreEngine support team was fantastic.”

* Bristol, UK-based studio FluffyLogic, whose PlayStation®Network title Savage Moon was released in December 2008 in European regions and January 2009 in North America. Will Bolam, FluffyLogic’s Director of Technology noted that “PhyreEngine was a great solution for FluffyLogic during work on our first PS3 title Savage Moon - loads of useful components we could use straight away to get the game up and running, easily extensible during development of game-specific code and great support from the PhyreEngine team.”

* Tokyo-based studio Game Republic recently released Catan using PhyreEngine in Japan.

* Famous Japanese studio IREM published PachiPara DL (DownLoad) Hyper Sea Story In Karibu in July 2008 in Japan.

* Bulgarian studio Ivent Games, who are developing the third-person action game Strength of the Sword. Georgi Rakidov, Lead Programmer, commented “I see PhyreEngine as a complete game engine suitable for all types of games. The support is just outstanding, with a nice balance between improving old features and adding new ones – most recently the terrain and the foliage utilities.”

* New French studio Lexis Numérique whose PS3 title Brooklyn Stories (working title) is currently in development.

* New Portuguese studio Seed Studios, whose real-time strategy game Under Siege will be released later this year. Lead designer, Bruno Ribeiro, noted “PhyreEngine enabled us to rapidly prototype our game and provided a solid and efficient foundation to explore the potential of the PS3.”

* New Paris, France-based studio Spiders working on their as-yet-unsigned RPG/Action disc-based game Mars.

* US studio thatgamecompany, who released Flower in North America and Europe in February 2009. Their lead programmer, John Edwards commented, “Flower is thatgamecompany’s second game using PhyreEngine and it won’t be the last. Support is friendly and responsive and the code is mature to the point where you just download, build and go. PhyreEngine’s suit of PS3-optimized utilities lets us spend less time reinventing the wheel and more time making games.”

* VectorCell, Paul Cuisset’s new studio, whose PS3 title The 7th Seal (working title) is currently in development.

During the last year, a range of new fully functional “game templates” were released, including support for Havok Complete XS™, NVIDIA PhysX™ and Bullet for physics, making it even easier for game teams to kick-start their development process. In addition, a host of white papers have been made available describing the techniques used within PhyreEngine, helping a broader community of game developers to improve and extend the features of their proprietary game engine code.
Mars benutzt ebenfalls diese Engine. Ebenso Flower :P

Weitere neue Spiele die somit angekündigt worden sind :P
* Bulgarian studio Ivent Games, who are developing the third-person action game Strength of the Sword.

* New French studio Lexis Numérique whose PS3 title Brooklyn Stories (working title) is currently in development.


* New Paris, France-based studio Spiders working on their as-yet-unsigned RPG/Action disc-based game Mars.

* VectorCell, Paul Cuisset’s new studio, whose PS3 title The 7th Seal (working title) is currently in development.
 
Bild von Brooklyn stories und Under Siege^^



15gaww4.jpg

Lexis Numérique
- Brooklyn Stories (???) (by Eric Viennot & Paul Cuisset)

2uzqwx3.jpg

Seed Studios
- Under Siege (PSN) (RTS)
 
GDC - Neil Young says iPhone is better than DS or PSP
Crosby, Stills and Nash have yet to weigh in on handheld gaming, but it looks like the lines have been drawn. As interesting as the iPhone platform is, I can't help but worry that everything is going to turn out to be trash because the interface isn't good for games and the market demands nothing but super low-budget junk.

http://www.gamasutra.com/php-bin/new...hp?story=22860

"This was rapidly becoming the most important device I had ever owned," he continued. "It was an all-encompassing, complete device. And I knew that that device was going to enable incredible things for gaming."

.....

Young called the phone "better than the DS, better than the PSP," because it's "always on, always with you," and, "most importantly from a business standpoint, there were no first-party games." Showing a graph of device adoption over time, he pointed out that iPhone has greatly outpaced the sales of the DS and PSP upon their original release, now already reaching a significant proportion of those devices' total lifetime sales despite having been out for a proportionally smaller amount of time.

.....

"If Nintendo made the iPhone, what would they focus on?" he asked.
"I think they would build games that could only be on the iPhone. The designs would be progressive, discontinuous, and would have the user and the user's context always in mind. They would have great underlying game design with native device functionality at the core."

....

"We're at the center of the new everything," he concluded. "the iPhone has revolutionized everything."
 
Beim Cry Engine 3 Video dachte ich mir erst warum es nicht besser als die Cry Engine 2 ausschaut bis mir eingefallen ist das CE3 nur für KOnsolen ist :)
Draussen bei Tag siehts unglaublich geil aus, bei Nacht eher nur gut. Die Innenräume sind auch der helle Wahnsinn.

Hätte nicht gedacht, dass man Killzone2 derartig ownen kann.
 
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