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Friday Oct 26, 2007
Iron Man screens - No creases in this mans suit…Some fantastic new screens for the new Iron Man game from SEGA have surfaced and we’re sure you’ll agree it’s shaping up to look pretty cast-iron…
Posted by Alex in SEGA News on 12:32:34PM Oct 26, 2007 |
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Friday Oct 26, 2007
Virtua Fighter 5 on Xbox 360 out today
I hope all you Xbox 360 owning beat ‘em up fans will be If anyone fancies a few rounds over the weekend, I’ll be online at different And if anyone manages to beat me in a humiliating manner (to
Posted by Martin - the fat ninja in Virtua Fighter 5 on 10:44:31AM Oct 26, 2007 |
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Thursday Oct 25, 2007
Get shakin’ with Samba De AmigoWe are excited to announce that Samba De Amigo(tm), the Dreamcast classic that helped to create the now-popular rhythm music genre, is coming back! Created exclusively for the Wii(tm) home video game system, this vibrant and addictive new game lets players shake to the beats of a samba-infused soundtrack comprised of popular new songs as well as fan-favourites from the original game. Playing as the grinning, sombrero-topped monkey, Amigo, players shake the Wii Remote(tm) and Nunchuk(tm) like maracas, in time with the visual beats of the music on-screen. The perfect party game, Samba De Amigo is packed with lively stages and a host of colourful characters. More details about this exciting new title including a full song listing as well as new special features will be revealed over the next few months. Developed by acclaimed developer, Gearbox Software, Samba De Amigo will be exclusively available for the Wii in Spring 2008.
Posted by Martin - the fat ninja in SEGA News on 4:39:50PM Oct 25, 2007 |
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Monday Oct 22, 2007
SEGA Superstars Tennis AnnouncedThis is my first official blog post as a member of the SEGA Community Anyway, on with the Not sure if you saw the news
Currently,
We’ll bring you more info on
In the
Posted by Martin - the fat ninja in SEGA Superstars Tennis on 5:07:09PM Oct 22, 2007 |
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Sunday Oct 21, 2007
Keith Burden - SEGA Rally Cars - Ford RS200E
There is an interesting little story about this car which you may find entertaining. When we were taking our research photos of the car prior to building the in-game model, the sound guys were recording engine samples for the in-game sound effects. To cut a long story short the car is run on a rolling road while the sound chaps record the exhaust and engine noises at various engine revs. Just as one of the Art Team went around the back of the car taking shots, the car lunched its gearbox and spat most of it out of the back end. Fortunately the Mach 2 Racing team were able to fix the car and we were able to complete the sound recording a few weeks later. And that’s it - the SEGA Rally cars - hope you enjoy racing them as much as I have enjoyed developing them! Check out the official SEGA Rally website now at www.segarally.com Read more SEGA Rally blogs - click here
Posted by Keith Burden in SEGA Rally on 11:49:51AM Oct 21, 2007 |
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Sunday Oct 21, 2007
Keith Burden - SEGA Rally Cars - Pikes Peak Racer
Many cars entering these fearsome contests are bespoke home made purpose built machines or very heavily developed factory customizations. We decided that SEGA Rally should have its own Pikes Peak Racer, so after a bit of research I discovered that the Open Car class entrants used what looked like off-road Formula 1 cars. These vary a lot between competitors due to them being entirely hand-built specifically for the purpose of this event, so I also had to design our car from scratch. Fortunately I had just completed the Baja Dune Buggy, and I had built that car around a tubular space frame (exactly the same build process used on Open Pikes Peak Racers). So I stripped the Buggy of all external body parts, lights, spare wheel etc and then set about re-profiling the overall scale and space frame shape. The Buggy is also a 2 seater so I had to reduce and completely re-design the cockpit space (Open Racers are single seaters). Once I had correctly proportioned the main frame I set about re-working the suspension and open wheel style front and rear wheels/tyres. The final task was to build the lightweight body panels and front and rear spoilers; these were the cherry on the cake as all Pikes Peak Racers need excessive front and rear wings to create the necessary down force required.
So what you see is the final result, I think it looks bonkers and quite unlike anything else in SEGA Rally (nothing like the original Buggy model anyway!) In-game the Pikes Peak Racer is insanely fast, possibly one of the fastest cars in the game. The power-to-weight balance is crazy as the car doesn’t weigh anything but has massive amounts of BHP. The thing to bear in mind when racing this car is that corners come up very quickly and you’ll need to be very handy with the brakes.
Read more about Vision Racer at www.visionracer.com
Posted by Keith Burden in SEGA Rally on 11:46:34AM Oct 21, 2007 |
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Friday Oct 19, 2007
Keith Burden - SEGA Rally Cars - MINI Cooper SYou may be surprised to see this in our list of cars, and you will definitely be surprised at the pace of this little giant-beater. Most people will be very familiar with the MINI re-invention, and most people will be familiar with the uprated and performance orientated Cooper S version.
The version we chose has the full GP body modifications and increase performance enhancements, the gutsy and enthusiastic 1.6 supercharged engine in this flyweight will be more than a match for many of the bigger hitters in SEGA Rally. The thing that wins me over about this little car is the pure functional aggression it looks to possess, the deep front and rear bumpers, fully formed side skirts, rear roof spoiler and large alloys completely transform the original cutesy MINI into something athletic and purposeful. I spotted one on the road a few weeks ago and it looked simply superb, but that could have been the fact that the driver was sliding it round a roundabout grinning like a small boy with a new toy.
Check out the official SEGA Rally website now at www.segarally.com
Posted by Keith Burden in SEGA Rally on 5:19:26PM Oct 19, 2007 |
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Friday Oct 19, 2007
Keith Burden - SEGA Rally Cars - Peugeot 405 T16
It was built in a coupe body style in mid-engine configuration, had constant four wheel drive with an electronically-adjustable centre differential like the 205 T16, as it was based on the same technology. Only two examples were ever made, one raced hill climbs with the other competing in the infamous Paris-Dakar Rally.
What I like about this car is the sheer size of the thing it’s a proper rally monster, because of its weight and size its good competition for some of the other larger vehicles in the game. As we have the Peugeot 205 T16 Evolution 2 (1986) in the main Masters Championship I thought it would be nice to have matching liveries. So the 405 T16 wears the original Yellow Peugeot Rally Raid colour scheme, and unlock livery 2 on the 205 T16 is in a very similar style. Team play anybody? Check out the official SEGA Rally website now at www.segarally.com
Posted by Keith Burden in SEGA Rally on 4:41:55PM Oct 19, 2007 |
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Thursday Oct 18, 2007
Pushing through Alpha - Condemned 2We’re continuing to push through Alpha and make the iterations that we feel the product needs. Two of those areas: world art and character art, will give you a brief taste of what our artists look for as they progress and what kind of changes they make artistically to strengthen the content.First, Eric Kohler (Art Director for Condemned 2: Bloodshot) will give you a peek at some early model work and how he goes about providing feedback and paint-overs to iterate on the models.
a. A few extra tuffs of hair to counteract the balding look, helping him read more as a younger guy. b. Thin out his chin and jaw to help make him look thinner. Maybe the neck as well if necessary. c. Reduce darks in the face and the rash along his chest and back. d. Crank up the red throughout his body to give his skin a more ruddy, irritated look. e. Add the belt to his armf. Add a few tattoos above the elbows.
Secondly, in the area of world art, we set out with some loftier goals than we had with the environments of Condemned: Criminal Origins. We strived for more diverse environments. We also pushed harder for what we deemed as ‘medium detailing’. There are the large aspects to creating environments such as the scale of structures, interesting shapes while keeping them realistic, even compositional approaches using lighting. In the fine details, there is the richness of textures, the realistic feel to prefabs such as chairs, tables, windows and the polygonal count. In ‘medium detailing’, Courtney Evans, World Art Lead, and the World Artists worked to get a stronger realistic cohesion between the large elements and the fine details: how the wiring from an overhead light runs along the ceiling, how the molding works with the architecture, how the outlets built into the walls fit into the time period of the environment. Courtney Evans, a very impassionate man when it comes to world art, takes you through a series of images and shows you the progression of the development of an area in a level of Condemned 2: Bloodshot Courtney Evans, Lead World Artist At this point in development we’re starting to add a lot of atmosphere to our levels. Atmospheric touches are pretty quick to make - it’s not as if any one thing takes a lot of time but added together they can have a big impact on how a level feels. Here’s an example of how we’re approaching a factory level.
After that we’ll fix bugs, like the window frames that are vanishing in the distance. However, by then we’ll probably have thought of six more things we want to do to the level to make it better… we’re never done until they rip the game away from us and tell us to stop. …And it is usually me who has to rip the game away from the content guys and tell them the time is up and that they need to stop. It’s part of my job as Producer - the luckless individual who has to yell STOP so we can make sure we make our dates and budget. In the upcoming weeks, I’ll be bringing on some gameplay updates through Alpha from our Lead Game Designer Frank Rooke and also some animation highlights from our Lead Animator Rick Lico as we continue to work on putting out Condemned 2. Thanks for your time! - Dave Hasle
Posted by Alex in Condemned 2 on 4:05:55PM Oct 18, 2007 |
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Thursday Oct 18, 2007
Character Assassination - The Club’s FinnCHARACTER BACKGROUND FINN Always chasing the next big game, always managing to stay one step ahead of the law, always leaving behind a trail of bad debts and broken promises, it wasn’t until Las Vegas that his past - and the Mob - caught up with him. He owes the Mob a cool half-million. If he can’t pay in cash, then they’ll take what they’re owed in body parts. It looks like Finn’s luck has finally run out. Or has it? There’s another way out, a figure within his Mob captors tells him. Something called ‘The Club’. A game, played for the highest stakes there are; if he wins, he goes free, with his debts paid off. Does he want to play?
Posted by Alex in The Club on 12:37:16PM Oct 18, 2007 |
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