Posted by Aaron on March 12th, 2012
It is an incredibly exciting time for PlayStation Network and PlayStation Plus. This week we not only saw a midnight launch of Mass Effect 3 on PlayStation Network, day and date with the retail release, but we offered access to one of the best games of the year and one of the best downloadable games ever—Journey—a whole week early to PlayStation Plus subscribers. Every month PlayStation Plus subscribers are getting more and more great content out of their subscriptions, and this week’s early access marked a new milestone.
PlayStation Plus now not only offers gamers early access to demos and betas but also to full downloadable games, in addition to the tons of free and discounted content and extra exclusive features like online storage for game saves and automatic updates. That’s why we are so excited to be able to deliver Journey, one of the most highly-anticipated games of the year, to our most die-hard fans, our PS Plus subscribers, a whole week early so they can experience it before everyone else.
Click the “Read More” button to see our latest Developer Diary.
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Hello again, everybody! Thank you so much for your enthusiasm after we announced the release date for Journey as March 13. It’s really the juice that has kept us going over these last three years. We’re anxiously awaiting the time when we’ll be able to see you all online and hear what you think of Journey. So we are bundles of nerves and energy right now! The first reviews of the game are starting to hit, and we’re extremely excited that reviewers seem to understand what we set out to achieve.
To help distract us from the pre-launch jitters, we recently had a small wrap party, in the same we did for flOw and Flower – by hosting a house party at the home of our former USC game design professor, and now friend, Tracy Fullerton. We like this kind of celebration because it’s just a friendly gathering for friends, family, and of course, Journey.
Click the “Read More” button to go to our Developer Diary Video:
Bryan Singh: I’m a technical game designer here at thatgamecompany and what that means is I do a lot of mechanics design and implementation, level design and implementation, and programming and engineering. I’m part of that bridge between the engineering and design disciplines.
Bryan: I’ve worked here for almost two years now. I started here June of 2009, at the beginning of Journey.
Bryan: I’ve actually asked myself this a lot of times. I like doing a lot of stuff and I don’t know if I do consider myself restricted to games. Growing up, games have always been around and they’ve had an impact on me, so that’s what I’ve grabbed onto.
I think thatgamecompany chose games because we’re one of the first generations to have grown up with digital games and we are seeing how much they can affect people. We want to help make games that affect people in the right way.
Bryan: Everyone has the same hours. Our core hours are about 10:30-7. We start a little bit late – that’s kind of the norm for the games industry. As far as pushing nonstop until it’s done, we try very consciously not to do that. We really strongly believe that if something’s not done on time, killing yourself to try to get it done just won’t produce quality work.
gamesauce recently sat down with our producer extraordinaire, Robin Hunicke, and discussed what it’s like working with emotions, and how she strives to be great at what she does. (We think she is. Pretty great, that is.)
“‘Just try to make everyone’s experience positive and creative and without friction,’ she suggests. ‘Obviously, one person can’t do that. A producer alone can’t make the working experience smooth and efficient and joyous, but one should try as best as they can. A lot of that is having conversations about areas where skills can be developed, how behaviors can be improved or just giving someone positive feedback about doing something really fantastic.’”
“‘What I strive to do every day, is to leave the office having made a measurable impact on everyone’s work experience. That could be anything from organizing a meeting about a feature I think needs help to ordering a whiteboard and helping someone hang it up so their ideas can be expressed more freely than being scrawled on little pieces of paper.’”
Jenova Chen’s talk at the Develop Conference in Brighton was featured in an article on Gamasutra.
“Feelings make the game, says thatgamecompany’s Jenova Chen. “If the feelings that you provide in your game are unique, then your game will be unique,” said the Flower developer’s creative director and co-founder at Develop in Brighton.”