My E3 Highlights So Far

Project Cars looks unbelievable! I’ve never seen a game look that realistic before! Some of those shots

Cuphead- They released another trailer for the beautiful Cuphead, I’ve been looking forward to this game since I first saw it a year ago =)

No Man’s Sky- The scope of this game looks insane! So beautiful! How does a game look THIS good and all be proceedrally generated (meaning every planet is made randomly and uniquely so no two planets are the same, ever)?!

Assassins Creed- How do they have so many people in the crowd?!

The Division- Looks pretty crazy!

Inside- Pretty!

Ori And The Blind Forest- Even prettier!

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Psychology Of Colour Infographic

 

 

 

 

20130408-TopRankTeam-Psychology of colors

WebpageFX has created a brilliant infographic about the psycology of colour, which I find really interesting for every day facts and also some of them are essential for any design related job.

Check out the article for more information.

 

Xbox One Prototype Designs

xboxone_protoypes_01

 

It’s really interesting, and a rare opportunity, to see these early prototypes for the Xbox One console and controller. Polygon.com has an interesting article on this with some quotes an images from the Worldwide Partner Conference 2013.

“We wanted to make it simple and elegant, and we wanted it to be crafted and tailored, so it’s all about quality,” Ledbetter said. “Using those principles, we started to design.”

Ledbetter also said that Microsoft created over 200 prototypes for the Xbox One controller, which were also printed out in-house. “We found that, when people put these in their hands, could tell the difference between a 10th of a millimeter in size,” he said.

Scariest Indoor Toilet Trip Ever?

Being petrified of heights this bathroom trip would be my worst nightmare! This 15 floor design in Guadalajara, Mexico was created by Hernandez Sila, of which he comments:

“A characteristic feature of the project is that a volume that was originally intended for a second elevator and was never installed becomes a powder room with a glass floor that looks down all the 15 levels, the PPDG penthouse is a great versatile modulated space, with great views all this with the concepts of transparency and the simplicity of materials.”

Check out more images on Hypervocal: This Luxury Penthouse Bathroom Will Literally Scare The Sh*t Out Of You.

This Luxury Penthouse Bathroom Will Literally Scare the Sh*t Out of You

The Development Of A Link To The Past

GlitterBerri has done a great job in translating an interview with Shigeru Miyamoto about the development of Zelda: A Link To The Past from 1991. It is a really interesting read about one of the defining games of computer game history.

We started making the game at the same time as Super Mario World. Even back when we first unveiled the Super Nintendo at the company in July, 1989, our plan had always been to develop the game alongside Mario. I’d wanted to release the game this March, but the release date was extended to summer vacation and, in the end, it came out for the Super Nintendo’s 1 year anniversary. [laughs]

(A Link to the Past was released in Japan on November 21st, 1991, exactly 1 year after the release of the Super Nintendo.)

At Nintendo, we don’t spend a long time or have a lot of employees working on the development of a single game. We start by having a few people developing a title, which lasts about a year. Then we add some more staff who spend about 8 months putting in the finishing touches. It was November, 1990 that more members were added to Zelda’s development team.

Basically, we begin by doing a bunch of silly experiments with a small number of people, then, once the project begins to take shape, we put a larger amount of staff to work on it. If you start out messing around with a large number of people, you’ll end up with a bunch of employees with too much time on their hands. Specifically, we eke out what system the game is going to use by testing the hardware limits early on, then incorporate things like the enemies and the scenario afterwards.

During development, I worked so hard that people asked me “What are you going to do when your body gives out since you never go home?”, but I always ensured that I get 8 hours of sleep a day so my brain doesn’t get tired. I also made sure that the programmers were taking time off to sleep. Work never progresses if you don’t get any sleep. But, while it’s important to get some rest, it’s also not good to have people saying “Well, it’s time to go home, I’ll see you guys tomorrow.” If someone prances out the door because the day is over when everyone’s still hard at work, their reaction will be “Who is this guy?” [laughs].

Check out the article over on GlitterBerri: The Development Of A Link To The Past

Plot vs Play: The Duality of Modern Game Design Panel

Ken Levine (Creative Director, Irrational Games), Chris Avellone (Creative Director, Obsidian Entertainment), and David Gaider (Senior Writer, BioWare) are joined by Joystiq’s Ben Gilbert and Kotaku’s Jason Schreier to discuss the constraints and unique problems facing narrative direction in a medium defined by interactive game play.

Nokia GEM and Microsoft E-Ink Patent

The Nokia GEM is an interesting concept phone design from Nokia. With Microsoft recently filing an application for a patent detailing a second phone display using e-ink this could be something that we see in some form coming into phones in a few years, with some very interesting uses I am sure.