We’ve come up with some really clever solutions to some of this, we built tiny recording studios in people’s houses.īut when you’re doing performance capture for a lot of cinematics, with multiple actors - that’s not so simple to solve. Primarily performance capture, audio work. Hermen: Perhaps the biggest challenge has been when we need specialist locations, often physical locations. PSB: How have the teams at PlayStation Studios been able to cope and adapt with these big challenges over the last year? They’re building on the deep open-world systems that they developed with Days Gone. Games that, probably, wouldn’t have been made anywhere else.Īnd you know, Bend Studio is working on a very exciting new IP that they’re very, very passionate about. I want us to continue to embrace the legacy of PlayStation, pushing the boundaries of gaming, keep making games that matter. Ultimately, I want PlayStation Studios to be fiercely daring, to take risks. But, new IP is just one aspect of our strategy. Hermen: New IP is incredibly important to us. PSB: How important is new IP for PlayStation Studios? The other half, they’re titles that are set in franchises that PlayStation fans already know and love. PlayStation Studios have more than 25 titles in development. Hermen: Well, we have a lot going on right now.
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PSB: Are you able to give us a snapshot of the total number of titles that PlayStation Studios are currently developing for PS4 or PS5? To me, it’s important that PlayStation Studios is a place that allows creators to join us and do the best work of their career. Which to me means that we want to find the best possible development studios in the world and help them passionately pursue their ideas. We are, at the end of the day, a creator-led organization. To me, in many ways, there really is no difference. You could, I guess, make a distinction between development teams who are part of Sony - like Naughty Dog, Insomniac, Media Molecule, Sucker Punch, and so on - and then development teams who are working with us like partners… Haven, Firewalk, but also teams we’ve worked with over years, like Kojima Productions, From Software. You know, these partnerships are very exciting. How do you see partnerships like these fitting into the larger PlayStation Studios vision? And more recently Firewalk, which also has some top names from the industry. PSB: We’ve seen the announcement of Haven, from Jade Raymond as well as a bunch of industry veterans. Who says that multiplayer experience cannot have great stories, right? Franchises, new IP, big games, smaller and more innovative games, single-player stories, and multiplayer. We also want to make sure that we’re creating a variety of experiences for our audiences. For me, the idea of sitting down on a Friday night with a brand-new world, and a great story to explore - that sounds pretty perfect, right? We love making them, and we’ll keep making them as long as gamers enjoy them. PlayStation Studios have made, in my mind, some of the most memorable narrative experiences available. Single-player, narrative-driven games - that’s our DNA. PlayStation.Blog: Do you see single-player, narrative games as essential to the PlayStation Studios console experience?
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Listen to our full interview on the Official PlayStation Podcast here, or read on for some key excerpts, edited for brevity and clarity. Over our jam-packed 20-minute discussion, Hulst provided updates on a host of topics: studio development updates, thoughts on PS5 and PS4 development, PlayStation Studios’ vision for PC releases, and a whole lot more. It’s been just about 17 months since Hermen Hulst took the reins of PlayStation Studios, the international network of world-class development studios that produce some of PlayStation’s biggest hits - from Returnal and Astro’s Playroom to The Last of Us Part II, Dreams, Ratchet & Clank Rift Apart and much, much more.