Inside the Developers Studio: Kyle Shubel

Our nearly-at-E3 interview series continues, this time with Kyle Shubel, who’s Managing Producer on both LittleBigPlanet and Killzone 2. Kyle’s got a lot of good advice for those looking to break into the industry and also answers the following questions that *you* asked (Blog readers who asked the question in parentheses):

  • If you get the chance, what game(s) do you most want to go hands-on with at E3 2008? (Genki-Rocket)
  • Who in the industry would you most like to collaborate on a game with? (indigovenom)
  • When did you know for sure that you belonged in the video game business? (Sindress)
  • What kind of advice would you give those currently in college and would like to pursue a career in video game development? (Voozi)
  • How often do you make technical changes to your games half-way through or late into the game development cycle based on something you’ve just seen or played from other developers? (P_tear_griffin)
  • If you could say one thing to the fans of your game/series out there, what would it be? (Xanog)

Kyle is a 13+ year veteran of the game industry, currently functioning as the Managing Producer, International Software Development at Sony Computer Entertainment, Kyle has also functioned as Producer at Interplay Productions and Contraband Entertainment.

Now that you know who he is and what he’s showing at E3 - what game-related questions do you want me ask Kyle next week? Tell me below.

Tomorrow’s interview: Tsubasa Inaba (Siren: Blood Curse)

Jeff Rubenstein on July 10th, 2008 | File Under Developer Corner, Title Spotlight, killzone | No Comments -

Inside the Developers Studio: Deb Mars

Here we are, a week away from the LA Convention Center’s doors swinging open for E3. What will you be seeing? Well, you at least know *some* of what’s going to be shown. Now, it’s time to meet the people behind the games you’ll see next week, and will be playing soon after.

A few weeks ago I quizzed you to find out what *you* would ask our producers if you met them. Well, I took those questions and did just that. First up, Deb Mars, who’s working on the highly anticipated (and awesome, seriously) PixelJunk Eden.

Here’s what we asked (and which Blog readers asked it, in parentheses):

  • What game(s) you have at E3 this year?
  • Do you think huge trade events like E3 are going to last? (Jeigh)
  • Who in the industry would you most like to collaborate on a game with? (indigovenom)
  • When did you know for sure that you belonged in the video game business? (Sindress)
  • What kind of advice would you give those currently in college and would like to pursue a career in video game development? (Voozi)
  • If you could say one thing to the fans of your game/series out there, what would it be? (Xanog)

Deborah Mars is a Senior Producer in SCEA’s Santa Monica Studios. She joined SCEA in 2002, and is focused primarily on working with External development teams to bring fresh, unique and innovative games to the PlayStation Network. Mars has more than 17 years experience in Product Development, with an extensive background in interactive media, new business start-ups, and management consulting. She has held positions at Sony Computer Entertainment America, Scient Corporation, The Tribune Company, and Encyclopaedia Britannica.

Now that you know who she is and what she’s showing at E3 - what game-related questions do you want me ask her next week? Tell me below.

Tomorrow: Kyle Shubel (LittleBigPlanet and Killzone 2)

Jeff Rubenstein on July 9th, 2008 | File Under Developer Corner, pixeljunk eden | No Comments -

How to: Make your own PSP themes

Hey, gang!
For those who don’t know me, my name’s Noel and I’m part of the PSN Store Design Team. I’m back today to talk about making your own custom Themes for the PSP.

_____________________

Here’s what you’ll be needing:

  • a computer that runs Windows
  • a digital image editing program
  • the “PSP Theme Toolbox
  • a little bit of time

First thing you need to do is download the “PSP Theme Toolbox” zipped file. You can unzip it anywhere, but if you’ll be doing a lot of Themes or want to use the pre-made default while going through this walkthrough, you’ll have to extract it directly to your C:\ drive (C:\PSP Theme Toolbox\).

PSP Theme Toolbox

_____________________

In the “Toolbox”, you’ll find:

  • Icons and Wallpaper templates
  • “PSP Custom Theme Converter” program
  • Default Project saved as a “.txt” file
  • “How To” Basics and Advanced Walkthroughs
  • Layered PhotoShop template of icons
  • Unlike for PS3 Themes, there is an actual program so you won’t have to be worrying about XML code or funky compiler programs.
  • Open the program (PSPCustomThemeConverter.exe) and we’ll go though it, tab-by-tab.

NOTE: If you’d like to see a working example of each item, go to “File\Open” and select “PSPTheme_default.txt”. This will only work if you’ve extracted the Toolbox to your C:\ drive because of the way the project file links to the associated images.

The first tab is the “Information” Tab.

  • Put the name of your Theme or its description in the “Title” space.
  • The “Product ID” is where you assign what the Theme is associated to, e.g. Game, Anime, Movie, etc.
  • The “Version” is helpful if you want to do keep track of multiple versions of a Theme, but isn’t necessary either.

The second tab is the “Wallpaper” Tab.

  • Wallpapers have to be:
    • * 480 x 272 pixels
      * 24-bit Color Image
      * BMP files
  • Click on the “Folder” button to browse and select any image that matches the required size and format.
  • If the image you select is not useable, an “Error” window will pop-up letting you know what needs to change.
  • You can click the “Preview” button to preview your wallpaper once you’ve selected one that is workable.

Next tab is called “Category Icons”, and is for the main XMB Icons.

  • These icons need to be:
    • * either 64 x 48 pixels or 48 x 48 pixels
      * 8-bit Index (32-bit Color)
      * TGA, PNG, or GIM image files

The “First Level Icons” Tab is for the icons that appear within a category on the XMB.

  • These are the sub-icons that appear below the category XMB icons.
  • Double click on the icon line or click the “Edit” button.
  • You’ll see a request for two files: the “Icon Body” and the “Icon Focus”. The “Body” is the actual icon.
  • The “Focus” is the glow that pulses around the icon when you highlight that icon. If you’d like to keep things simple, or not worry about having a pulsing glow around your selection, you can either use the default focus image or leave that space blank.
  • The icons need to be:
    • * 32 x 32 pixels (Body)
      * 48 x 48 pixels (Focus)
      * 8-bit Index (32-bit Color)
      * TGA, PNG, or GIM image files

The “Second Level Icons” tab is for the “Settings” Icon. That’s right; the “Settings” wrench gets its very own tab!

  • Just like the First Level Icons, these need to be:
    • * 32 x 32 pixels
      * 8-bit Index (32-bit Color)
      * TGA, PNG, or GIM image files
  • Its focus needs to be:
    • * 48 x 48 pixels
      * 8-bit Index (32-bit Color)
      * TGA, PNG, or GIM image files

The last tab is “Others”.

  • The “Preview Icon” is the tiny thumbnail that appears when you choose your Theme, and needs to be:
    • * 16 x 16 pixels
      * 8-bit Index (32-bit Color)
      * TGA, PNG, or GIM image files
  • The “Preview Image” is the preview for the Theme, and needs to be:
    • * 300 x 170
      * 24-bit Color Image
      * BMP
  • The final option is “Theme Color”. Here, you can assign a particular highlight colour to your Theme, or have it change monthly automatically.

_____________________

Once you’ve assigned all of the Icons to your images, go to “FILE” and select “EXPORT”.

  • Name your file, click “SAVE”, and the program will create your PSP Theme File (.PTF).
  • With your PSP connected to your computer in USB Mode or with a compatible Memory Stick connected, place the file into the proper “Theme” folder ( \PSP\THEME ).
  • Disconnect your PSP or insert the Memory Stick in to your PSP.
  • Under “Settings”, select “Theme Settings”, and then “Theme”.

Your new Theme should appear in the selectable list.
_____________________

Good luck and have fun making your own PSP Themes!

“The world is but a canvas to the imagination.” - Henry David Thoreau:

Noel Silvia on June 20th, 2008 | File Under Developer Corner, Hardware, psp | No Comments -

Metal Gear Solid 4 LAunch

I love midnight launches. While getting to play a big game, see a new movie, or hearing a new album a few hours before anyone else is of dubious value; there’s a sense of camaraderie with your fellow fanboys and girls braving the elements. That was definitely the case at the Metal Gear Solid 4 launch at the West Hollywood Best Buy this week. You had everything these types of events are known for - the exhausted “#1 Fan” at the front of the line, the confused passerby, and the drivers on La Brea shouting spoilers (”Snake kills Dumbledore!”).

Konami
and Best Buy also put on a VIP event for the media, developers, and those who waited the longest for the game. While I was unable to interview David Hayter (the voice of Snake), I *did* catch up with MGS4 Producer Kenichiro Imaizumi and that #1 fan, Tony Ervin of Inglewood, CA.

For more launch coverage, Kotaku and Destructoid were in attendance and took some excellent pics.

Jeff Rubenstein on June 13th, 2008 | File Under Developer Corner, Title Spotlight, metal gear solid | No Comments -

Developer Q&A: SIREN Blood Curse

By now you might’ve read here or here about Siren: Blood Curse, an episodic survival horror game coming this summer on PlayStation Network. W also posted the first trailer right here on the PlayStation.Blog. To give the Blog readers more insight into this game, we held a Q&A session with Siren: Blood Curse’s creator, Keiichiro Toyama. We have translated this Q&A for your reading pleasure. We hope you enjoy the creepy insight into the storyline and strategy behind Siren: Blood Curse.

Blood Curse

How has Siren: Blood Curse evolved from the PlayStation 2 title? (Is it scarier? More involving storyline?)

    With Siren Blood Curse, the leap in visual presentation has helped to convey a tangible sense of fear and makes the player feel as if they’ve truly been pulled into a nightmarish world. The new split-screen Sight Jacking system also helps give the game a more active pace than the previous titles. When it comes to story, Siren Blood Curse manages to preserve the level of depth and mystery from the previous SIREN games while presenting it in a manner that makes it easier to follow.

How has the story of Hanuda developed? Does Siren: Blood Curse bring a conclusion to the storyline?

    Siren Blood Curse is not a sequel or a standard remake of the other games. Suppose the events of the original SIREN were real, in that case Siren Blood Curse would be like a “movie based on a true story”, adapting and dramatizing the original. While some of the key events bear resemblance to those in the first SIREN, the characters and the background are completely different.

How has the introduction of western characters changed the SIREN storyline?

    The addition of Western characters who have stumbled into horrific events taking place in a world that is foreign to them helps enhance the feelings of isolation and terror. I think they will also present Western players with characters that are easier to relate to.
    This mix of Western and Japanese characters with the inevitable communication troubles that ensue adds to the frustration the various characters feel toward their situation.

What opportunities became available to you through releasing the game in episodic content on the PSN?

    We were able to present the game more like a dramatic TV show in a way that hasn’t been done before.
    I also hope the episodic structure will give players the sense that they are participating in an event.

Blood Curse

How does your approach to storytelling change when working with a game released in a series of episodes?

    The approach we took in the previous games was to present events much like a documentary presenting a piece of a bigger truth. The new episodic nature required more structure, and also helped to step up the overall quality of the final product.

Why do you approach the narrative of SIREN titles with such an unorthodox and fractured approach to timeline and storytelling?

    The unorthodox approach to storytelling was motivated by trying to present a story in a way that only games could do. Replaying the same event while seeing it unfold in different ways is something I feel is an inherent characteristic of video games, so I wanted to take that unique element and weave it directly into the story itself.

How has the ‘sight-jack’ feature evolved and how does this aspect contribute to the Siren: Blood Curse experience?

    In Siren Blood Curse, Sight Jacking has been redesigned to be split-screen, allowing the player to see through multiple points of view at the same time. Now, players are free to move while Sight Jacking, giving the game a much more active tempo than it had before.

Blood Curse

What does Siren: Blood Curse bring to the survival horror genre?

    A lot of survival horror titles in recent years have been focusing mostly on just the action element, while Siren Blood Curse puts a lot of its effort into scaring the player and presenting a rich story. I think Siren Blood Curse can serve as an example of the diverse range that games are capable of expressing.

What are the key ingredients to a good horror title and how does Siren: Blood Curse deliver these?

    A good horror title has to make the player feel like they are directly involved in the terrifying events taking place, and that requires realism. I think you’ll understand just how much realism can enhance horror when you see Siren Blood Curse.

Did you consult fans on what they wanted to see in the next installment of the SIREN series?

    One opinion we noticed from a lot of the fans was that the original game was way too difficult. A lot of them never completed the game because of that, and we listened. If you want to see just how we’ve taken those opinions into account, first play Siren Blood Curse and then go back and try the original.

What about Siren: Blood Curse are you most proud of?

    I’m most proud of the way Siren Blood Curse embodies a unique, Japanese sense of horror.

What advantage does Siren: Blood Curse have in being the first survival horror title on PS3? Or is it a curse being first next-gen survival horror title?

    It’s only recently that I’ve realized that Siren Blood Curse would end up being the first, so I haven’t really had a chance to worry about any disadvantages. Of course, when it comes to advantages, I think being the first will only help the game to have that much greater of an impact when people experience its next-gen visuals.

Blood Curse

What does Siren Blood Curse offer that titles such as Resident Evil and Silent Hill do not?

    Two things Siren Blood Curse offers that those titles don’t is a sense of horror made possible in a Japanese setting, and the human drama created from the interactions of the different characters.

With the increased power of the next-gen devices, how has survival horror grown to embrace this? Are horror games now the ultimate in immersive horror experiences?

    The potential with lighting and textures are areas that have greatly improved with the next-gen. These are two critically important factors for horror games, so I think next-gen will have a major, positive impact on the genre. I don’t think realism always has to be about making things more elaborate, but can also be about making even simple things have a greater impact.

Has the interest in J-Horror in the western world opened a new market for horror games based on this world?

    Yes, definitely. The interest in J-Horror spurred on by the success of Hollywood remakes like “The Ring” and “The Grudge” has helped lower the barrier in reaching the West with horror games like SIREN that are based on a Japanese setting.

Blood Curse

What are your favorite moments in the history of survival horror gaming?

    It’s not a survival horror moment, but the beginning of the game “Another World” made me feel like I had really been swallowed and dropped alone on a vast, new world. That scene had a deep impact on me, and it was at that moment that I first began to consider the potential games had for stirring an emotion like fear in the player.

What are you favorite moments in horror movie history and did you use these as inspiration?

    There are a lot of horror movie moments that have influenced me, but two scenes that come to mind are when the main character’s world comes apart in the original “The Wicker Man”, and when the killers come together as a “normal family” in the original “Texas Chainsaw Massacre”.

And finally… What scares you?

    I’m actually afraid of a lot of things, but if I had to pick one of them, it would be the fear that there is always a chance that at any moment everything that I’ve come to accept as my normal, everyday life could suddenly disappear.

Do you have any questions for Keiichiro Toyama? Ask them in the comments and we’ll tried to get them answered in a future post!

Tsubasa Inaba on June 13th, 2008 | File Under Developer Corner, Title Spotlight, psn, siren | No Comments -

How To Make Your Own PS3 Themes

Hi, folks!

My name’s Noel Silvia, and I’m a Graphic Artist and part of the PlayStation Network team.

I’m here today to walk you through how to make and install your own Themes for your PLAYSTATION 3. All you’ll need are:

Start by downloading the “HowToMakePS3Themes.zip”.zip file here and extracting it onto your computer.

In this zip are folders with the necessary files for each step of the process.

<p class = "center"4folders

Step 1: Create

Let’s start at the very beginning.

  • In this folder, you’ll find the images that make the XMB, its sub-icons, and the background wallpapers for HD and SD resolutions.
  • There is also a file called “PS3Theme_template.xml”, but we’ll come back to that a little later.
  • It’s important that you don’t change any of the file names in this folder. If you do, it will cause problems later on.
  • Start by deciding which icon you’d like to customize and open that image in your image editing program.
  • You can alter the image any way you’d like (change the color, skin the icon, add effects, etc.). You can even replace the image completely with personal photos if you’d like.
  • Just make sure not to change the Pixel Dimensions of the image; so if the icon image is 140 x 140 pixels at the start, make sure it’s the same size at the end.
  • When you are done with your new icon, overwrite the original image with your new custom image.
  • Make sure you save it as a “PNG” file, and not a JPG, BMP, GIF, or any other file type.
  • To create your background wallpaper, follow the same steps above, making sure to maintain the original Pixel Dimensions.
  • The only difference is that when you save your wallpaper image, you’re going to save it as a “JPG” file, and not a “PNG” file like the icons.


Step 2: Assemble

When you’re done making your new icons, it’s time to put the whole thing together and make the actual Theme file.

It helps to have two windows open for this part, one showing the contents of the “Step 1_Create” folder, the other showing “Step 2_Assemble”.

Step2_drag and drop

  • From the “Step 1_Create” folder, click and drag the “PS3Theme_template.xml” file and drop it onto the “p3tcompiler.exe” program found in the “Step 2_Assemble” folder.
  • A new window should appear, showing the program working as it puts together your Theme.
  • If there are any errors, the program will stop at the error, letting you know which file is causing problems.
  • When it has finished assembling the pieces successfully, a “” message will appear, prompting you to press “ENTER” and close the program.

compiler-done_screencap

Step 3: Install

Return to your “Step 1_Create folder.

  • You should see a bunch of new files in the folder.
  • The files with the “GIM” extension are special temp files. They were created during assembly but can be deleted now.
  • You should also find a new file called “PS3Theme_template.p3t”. This is your new Theme file.
  • Copy the file onto a detectable USB device or a one of the compatible memory sticks into the proper “Theme” folder ( \PS3\THEME )
  • Connect the device to your PS3 or insert the memory stick into the reader.
  • Under “Settings”, select “Theme Settings”, and then “Theme”.
  • At the very top, there is an “Install” option. Once you’ve installed your Theme to your PS3, your theme will now be selectable your “Theme List”.

…and that’s how you make your own PS3 Themes!

For those of you that’d like a little more customization, please read the “Advanced Tips Guide” in the included “Step 4” folder with some extra info on how to:

  • change your Theme’s title
  • change your Theme’s preview art
  • change your Theme’s font
  • change your Theme’s color selection
  • change your Theme’s Author avatar
  • create a Theme with random background images

I’ll be back next time to show you how to make your own custom Themes for the PSP, but until then, have fun making your own PS3 Themes!

“If you can imagine it, you can create it. If you can dream it, you can become it.”
- William Arthur Ward

Noel Silvia on June 6th, 2008 | File Under Developer Corner, ps3 | No Comments -

PlayStation-edu

The games industry is always on the look-out for new, talented engineers and programmers who understand how the hardware works under the hood. However, it isn’t possible to buy a PlayStation development kit at your local computer store and development for the PlayStation has remained a mystery, even to very interested individuals. It gives me great pleasure to unveil the mystery and announce the PlayStation-edu program! We expect this program to be a great tool to teach students about the PlayStation platforms.

PlayStation-edu is a program for universities and colleges to get access to PS2 and PSP development kits…the same ones that professional developers use to make the games you love to play. You get the development software, the hardware, and the SDK to learn and experiment with. SCEA wants to make sure that students who are graduating from college are ready to program on PlayStation hardware and that means getting it into your hands.

Picture 1

PlayStation-edu is not a general game creation program (sorry artists and designers). It is for computer science and engineering students who want to understand how the hardware works in the PlayStation consoles. Schools which teach game programming or computer architecture can use the development kits in their classes. Participants will get demo code and samples, as well as documentation about how things work. We want the dev kits used in the classroom! Students in PlayStation-edu will have access to our support web site where they can talk with other students in the program on our forums.

Picture 2

Of course, there are a couple caveats (aren’t there always?): Yes, your school will need to sign some legal agreements with us and yes, “get access to” means that your school will need to purchase the hardware.

For more information and application information, educators may contact me (Mark Danks) at applications@psp-edu.scedev.net. Only requests for applications from qualified school representatives will be responded to, so any students reading this should have their teacher submit the request. Also, this is only for universities and colleges, so high school students will need to wait a few years.

We are looking forward to hearing from you and seeing what you can create!

Mark Danks on June 6th, 2008 | File Under Developer Corner, Hardware, ps2, psp | No Comments -

Insomniac Games Expands Eastward

Ted Price here. I’m founder and CEO of Insomniac Games, the studio behind Resistance: Fall of Man and many of the Ratchet & Clank games, including Ratchet & Clank Future: Tools of Destruction. While we’re busy at work on Resistance 2, I wanted to stop by to share some exciting news about the future of Insomniac.

As you may have seen this morning, Insomniac is launching a new studio in the Raleigh-Durham area in North Carolina. It will focus on developing both current and new intellectual property, and will open its doors in January 2009. The North Carolina group, which will also be known as Insomniac Games, will receive administrative and engine, tools and technology support from the team here in southern California.

Insomniac Games

Veteran Insomniac Art Director Chad Dezern will serve as the North Carolina studio director, while Resistance 2 single player Lead Programmer Shaun McCabe will act as the studio’s production director. However, both will continue to work on Resistance 2 until it launches this Fall. We’re focused on making R2 amazing - that’s our top priority right now.

The move to North Carolina allows Insomniac to keep our size at a level we like in Burbank, while also giving us an opportunity to grow and attract some of the top talent that resides on the East Coast. We’re already beginning the process of looking for good people to join us in Raleigh-Durham, so if you have any questions, please feel free to e-mail us at info@insomniacgames.com.

We are all incredibly excited about this news, and we’re looking forward to bringing you more great games. And for those Resistance fans that are dying for more R2 information, make sure that you tune into Spike TV for Gametrailers TV with Geoff Keighley on June 13th. The show will reveal the first Resistance 2 gameplay footage in an episode shot here at Insomniac Games.

As always, thanks for all of your continued support!

Ted Price on June 4th, 2008 | File Under Developer Corner, insomniac, resistance | Comments Off -

Meet the teams bringing BioShock to PS3 (plus new screens!)

Hello everyone! We’re incredibly pleased that BioShock is coming to the PLAYSTATION 3. Now that the news is official, we’re very much looking forward to sharing a little more about what our team is doing to bring the game to life on the PLAYSTATION 3. We’ll be using this space over the coming months to tell you about new developments, new features and any interesting happenings around our offices. We’ll also be debuting exclusive content like the screenshots embedded in this post.

action

But first things first - before we get into too many details, let me tell you about the fantastic team that’s working on the PS3 version of BioShock.

The project is based in the 2K Marin studio, which is located in Novato, CA. The 2K Marin team has been collaborating with the 2K teams in Australia and Boston to build the game with team members in each of the studios building, coding, optimizing, bugfixing, and polishing away. On top of that, because this is the first PS3 title from 2K Marin, 2K Australia and 2K Boston, we’ve also got another development partner with some outstanding PS3-specific coding chops helping out with the project - we can’t talk about what studio that is yet, but we look forward to revealing that in the future.

For today, we’ll give a brief “who’s who” for the three 2K studios that are working together on BioShock for the PS3.

2K Marin: We started the 2K Marin studio in November of 2007 with a group of eight people who migrated across the country (and in some cases, the world) in order to continue working on BioShock. The core 2K Marin group includes the Executive Producer (me!), our Creative Director, Jordan Thomas (designer of the Fort Frolic level), Lead Programmer Carlos Cuello, and Lead Artist Hogarth de la Plante. All the aforementioned folks worked on the original version of BioShock. We’ve also got some extremely talented programmers including Ray Graham (previous titles include Godfather, The Simpsons, NBA 2K, and NBA Street) Johnnemann Nordhagen (formerly from Sony’s R&D group), David Pittman (previously of Stormfront Studios), and Jake Etgeton (also from the original BioShock crew), who are currently hard at work making builds and squashing bugs.

2K Australia: During BioShock development, Australia was the home of the tech team - the guys who worked on the core engine and rendering features that brought to life the gorgeous visuals of Rapture. Five members of that team, Mathi Nagarajan, Ben Driehuis, Daniel Lamb, Weicheng Fang, and Tim Cooper are now working on the PS3 version, focused on rendering, graphics and optimization. Their goal is to make the game run amazingly well on the PS3, and they’ve been making tremendous progress so far on that front.

2K Boston: The Boston team is the largest chunk of the BioShock team at the moment; many of them hard at work on some of the as-yet-unannounced components of the PS3 version. I can mention the work of one Boston team member, Ian Bond, who has been optimizing and refactoring the physics simulation for the game to take the maximum advantage of the PS3 hardware.

fire

It can be tricky to coordinate the work of so many teams across so many time zones (the Boston team has almost no overlapping working hours with the Australia team); we make liberal use of phones, videoconferencing, forums, emails, and travel to keep everyone aware of what’s going on. The good news is that with all these teams on the case, development on the PS3 version goes on for roughly 18 hours a day!

That’s a brief overview of the teams working on the PS3 version. In the future, we’ll go into more depth about what’s different and what’s new in the upcoming release. We hope that you’re excited about BioShock coming to PS3 as we are, and we’ll see you again soon!

Alyssa Finley on June 3rd, 2008 | File Under Developer Corner, Title Spotlight, ps3 | Comments Off -

Introducing Qore: Taking you behind the curtain with PlayStation

Today we are announcing that Qore: Presented by the PLAYSTATION Network, a highly interactive, monthly lifestyle gaming program covering the world inside PLAYSTATION is on its way to PS3. Qore has been developed to give PS3 users early access to game related content at a level of quality, interactivity and depth. Everything is filmed in HD. Qore will feature exclusive news, developer interviews, in-depth game previews and behind-the-scenes looks at PlayStation games and special access to game demos, special beta invitations, game add-ons and other downloadable game-related content.

Qore

Our premier episode will be available on Thursday, June 5. The premier episode includes in-depth exclusive and never-before released content on upcoming PlayStation titles such as SOCOM: U.S. Navy SEALs Confrontation, Star Wars: The Force Unleashed, Secret Agent Clank, Soul Calibur 4 and Afro Samurai, as well as the latest Blu-ray Disc trailers, an exclusive SOCOM: Confrontation theme with an invitation to the SOCOM: Confrontation beta, art galleries and other surprises. We also know that many of you are big fans of Veronica Belmont, the widely-known host of numerous online video programs and podcasts and an avid gamer, so we’ve chosen her to be your host.

To get Qore, simply log onto PSN and go to the PLAYSTATION Store, as you would purchase any other form of downloadable content. Once the single Episode or annual subscription is purchased, that month’s episode will be downloaded under the “Game” heading on the Cross Media Bar (XMB). Users who purchase the “Qore Annual Subscription” will notice only that month’s episode is available to download. The following month, the new episode will automatically appear in your download list. The introductory price for Qore is $2.99 for a single episode and $24.99 for an annual subscription of 13 episodes, using your PLAYSTATION Network wallet.

As Peter Dille mentioned in a previous PLAYSTATION Network post, the broader service and community initiatives launching on the PLAYSTATION Network this year such as Qore, PlayStation Home and the Video Download Service are all evidence of our dedication to delivering an all-encompassing entertainment experience for PS fans. Qore is the first in a series of planned original programming specifically created for the PLAYSTATION Network community and we hope you enjoy it.

Susan Panico on June 3rd, 2008 | File Under Developer Corner, PlayStation Network, Title Spotlight, psn | Comments Off -