40°

Sony's Cheaper PS3 development kit

In early March Sony made some waves saying the PS3 is hard to develop for on purpose. In the last days news surrounding new tools for PS3 developers have appeared. We already reported about the NVIDIA PhysX engine available now on the PS3.
Now Sony is further enhancing its support for developers with the introduction of new Reference Tool models in March 2009, DECR-1400A for North America and Europe/PAL territories at US $2,000 and €1,700 respectively, and DECR-1400J for Japan at JPY 200,000.

krouse936235d ago

This means that If I and a few of my buddies got into development we could spend 2000 dollars on a developers kit (really cheap) then spend about6 months or so (estimate) making a little PSN game have about a 10-12 man team sounds like something to do and make pretty good money off of. :) I wanna make video games when I'm done with school.

ChozenWoan6235d ago

Phyre Engine is free. You just have to fill out some forms and agree to a NDA and to make your games exclusive to Sony. That's the route I'm looking into.

thebudgetgamer6235d ago (Edited 6235d ago )

ive done some programing and would love to learn the ps3 inside and out

:) edit: gold im 30 and have been doing programing on a on and off basis for like ten years. im a code monkey

krouse936235d ago

Well I'm 15 and I don;t take programing till next year. So maybe over the summer I can practice coding and 3-D character Models At least I plan on being mostly the 3-D design guy.

denied6235d ago

Devs now have no excuse to say its hard to make games for the PS3. But DANM!!! 2G's for the Kit? Im getting one ASAP

pwnsause6235d ago

yep, Cheaper Dev kit= More games to look foward to by developers who can finally afford to get one, not to mention tools that makes developing on the PS3 easier than ever before.

kai_h6235d ago

$10,250 to $2,000? Not bad.

krouse936235d ago

Sweet, but where does it say that?

I believe you i just wanna see.

krouse936235d ago (Edited 6235d ago )

never mind i found it here

http://www.ps3news.com/PS3-...

now the new one is 8250 dollars cheaper at only 2000 dollars holy crap.

Can i please have bubbles im out :-(

70°

PlayStation legend Shuhei Yoshida says Jim Ryan fired him because he didn't listen to him

Why did Sony push Shuhei Yoshida out of his role leading PlayStation's first-party games? He'd overseen some huge successes. Well, apparently, he didn't listen.

Read Full Story >>
eurogamer.net
Relientk7710h ago

Yeah I can see that for sure. Shuhei Yoshida should have been in charge not Jim Ryan.

Cacabunga7h ago

It should be free highway for him now.. but Sony are too stupid to see this, especially that moron Hulst

Outside_ofthe_Box9h ago

More confirmation that Jim Ryan is the culprit for what has happened to Sony. Hulst needs to go too. What sucks is that a lot of the good top heads at Sony are no longer there. I wish that guys that were forced out prematurely by Dumbo Jimbo like Shuhei and Layden came back.

darthv728h ago

Makes you wonder if MS even thought about hiring him after Phil and Sarah were leaving. He certainly couldn't make their situation any worse.

Agent7556m ago

Microflop. After Windows XP and Xbox 360, it all went floppy.

badz1497h ago

Yoshida for President! Jim Ryan was and always be a hack! Sony should get Shu back

Lightning777h ago

All the gamer/consumer lead heads are gone across PS and Xbox. shuhei gone phil's gone (questionable) but gone. The future of gaming is somewhat uncertain across the board.

Show all comments (12)
50°

Ex-Naughty Dog Dev: Big Studios Are 'Forced' to Hire Like Factories

Former Naughty Dog artist Gabriel Betancourt explains why the "sweet spot" for game teams is under 200 people and how AAA "factories" kill creativity.

Read Full Story >>
powerupgaming.co.uk
Kiwias5h ago

Naughty Dog can’t be a factory.

Factories produce things

phongtro123_com29m ago

There’s definitely some truth to this. When teams get too large, coordination starts to outweigh creativity—layers of approval, risk aversion, and tight deadlines can turn bold ideas into “safe” ones. Keeping a team under ~200 people sounds ideal for maintaining clear communication and a shared vision. That said, massive AAA projects also come with huge technical demands and expectations, so scaling up isn’t always avoidable. The real challenge is figuring out how to keep that small-team creativity alive inside big studio structures.

40°

Pixels in the Blood: The Journey of Rob Hewson

The name "Hewson" carries a special weight for anyone who grew up during the golden age of British computing. As the son of Andrew Hewson—the man behind legendary publisher Hewson Consultants—Rob Hewson didn't just grow up playing video games; he learned to spell his name from their title screens. However, Rob didn't just rest on his family's 8-bit laurels. From leading major LEGO franchises at TT Games to tackling the high-stakes world of technical porting at Huey Games, Rob has carved out a unique path in an ever-evolving industry. In this candid interview Rob to discussed the burden and beauty of a family legacy, the technical "scar tissue" left by the ambitious Hydrophobia, and why porting a masterpiece like Inscryption to consoles is far more than a simple copy-paste job.