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The hour-long interview featuring Sony Computer Entertainment CEO Andrew House revealing how Sony strategically changed its E3 script to stray from Microsoft's DRM direction is now online. The video, from last week's Develop Conference in Brighton, also features PS4 architect Mark Cerny, and bo...

9 months ago 0 Comments
July 15, 2014 at 8:00AM
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PlayStation 4 lead architect Mark Cerny addressed the console's Gaikai-powered cloud gaming capabilities in a recent interview with IGN, explaining that certain genres may be more conducive to streamed gameplay than others due to latency. "It is just a part of that cloud gaming technology that t...

1 year ago 0 Comments
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PS4 launch title Knack will feature local co-op support, allowing another player to jump in and control titular hero Knack's companion and helper, Robo Knack. Using a DualShock 4 controller or Remote Play through a PS Vita, this second player can use Robo Knack to pummel baddies or support Knack ...

1 year ago 0 Comments
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The tech housed inside the PS4 makes it as easy to swiftly bring games to the system as it was to do so for the original PlayStation, according to the PS4 Lead Architect Mark Cerny. Speaking at Spain's GameLab conference this week, Cerny explained how he took Nolan Bushnell's mantra of good games...

1 year ago 0 Comments
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PlayStation 4 system architect Mark Cerny discusses the console's upcoming launch title Knack in a recent interview at PlayStation Blog, revealing that the project aims for international appeal among both the casual and hardcore crowds. Continuing a decade-spanning career in which he designed ga...

1 year ago 0 Comments
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Mark Cerny isn't just the lead on PS4 hardware. The Marble Madness creator is also directing the first announced game for the hardware, Knack, about a robot made of an assemblage of junk, fighting goblins. It's cartoony and features some combat, some stealth, and big junkbot punches. Knack shows th...

2 years ago 0 Comments
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If you want to hear about Mark Cerny's first, overambitious version of Marble Madness for yourself, try to decipher Toru Iwatani's clues about a "singing Pac-Man" game, see the history of Prince of Persia in the time it takes to play Prince of Persia (one hour), or suck John Romero's Doom postmor...

4 years ago 0 Comments
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In 1983, game designer Mark Cerny worked on a game that had dynamic 3D environments, including bumps in the floor that would chase your character. It also, at one point, was to use either a touchscreen or a motorized trackball that provided resistance feedback to correspond to onscreen events. Ob...

4 years ago 0 Comments
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Kicking off DICE 2011, the Academy of Interactive Arts and Sciences invited Hall of Fame "game changers" to speak on a variety of topics, moderated by New York Times writer Seth Schiesel. Things got introspective when the panel discussed design decisions they wish they could take back, or a plan th...

4 years ago 0 Comments