The 2nd game I worked on for Bizarre Creations, James Bond 007: Bloodstone is in stores now in the US and will be available everywhere else on the November the 5th! I hope everyone who manages to grab a copy has a great time playing it. Many congrats to the rest of the team for shipping a great little game :). Looking forward very much to the reviews,
The 2nd title I’ve worked on for Bizarre Creations was announced today, here is the trailer… Enjoy!
First of all apologies that this blog has been a little light on content this year thus far. I have a few bits and pieces I’d like to write about, but I’ve been very busy of late with work (and also with a few bits outside of work), both of which I hope to be able to discuss more openly soon.
Anyways, a couple of books came out recently which I have contributed chapters to. The first is GPU Pro which just dropped (at least here in Europe). For GPU Pro, I co-authored a chapter about our SPU-based deferred lighting system that I wrote for Blur. The article was actually penned about 12 months ago, but getting books out takes a little time so apologies for not being able to share this stuff sooner. The other book I contributed a chapter to has been out a couple of months now and is the latest installment of the hugely popular “Game Programming Gems” series. The chapter is about general techniques for SPU-assisted rendering on the PlayStation3 platform.
As always I welcome contact about any of my work, so please feel free to drop me a line or hit me up on twitter if you’d like to discuss any aspects of these chapters.
Just a quick one to post about some of the attention Blur has been getting in the last few days:
“Bring on the end of May, racing games just got enjoyable again.”
–Total Video Games
“[Blur is] a game that looks like it might transcend its genre and rub shoulders with the Halo 3s and Modern Warfares of this world, and one that’s likely to be one of the best online experiences of the year.”
“The result is quite simply one of the most intense racing games we’ve ever played.”
– Games Radar
“Nearly every race was a blistering, adrenaline-fueled affair that had me scooting up on my couch cushion to feel closer to the action.”
“Baring in mind up to twenty players can race at the same time, the first few seconds of the race provides an intensity and excitement that most racers fail to deliver throughout the entire dash from A to B.”
“This all amounts to a thrilling racer that’s full of potential.”
“[Blur] is a racing game first and foremost – and a damn good one at that.”
– Video Gamer
“Combining over-the-top power-ups with realistic vehicles and tracks gives Blur the feel of a grown-up Mario Kart. The in-depth multiplayer ranking system also looks to be a great addition.”
“[Blur] is awesome and everyone should try and get their hands on it as soon as possible.”
“Blur’s multiplayer beta hints at a spectacular game.”
– Ars Technica
First of all Happy New Year to everyone! Hope 2010 is going to be a fun year. I just finished migrating this blog to a new server, all tied nicely together with the domain name. So some of your old bookmarks to articles (if you had any) might be invalid, and you’ll need to dig through and find them again Sorry!
Watch this space, as we will return to regular programming very soon
Just a quick note to say that I will be speaking at Develop North on 5th November 2009. The title of the talk is “A Bizarre Way to do Real-Time Lighting“, and I will be delivering the 2nd half of the session which talks mostly about our PS3 implementation of the lighting system for Blur.
There looks like there’s going to be some interesting sessions there, even though the schedule does look a little production heavy If anyone else is going please feel free to say hello!
See you there!
So first of all, yet another new look to the blog. This is due to a complete re-installation of wordpress to hoepfully stop people trying to break into it… I wish they’d just give up and leave it alone, ah well… Takes all sorts I guess. So this should mean anyone taking RSS feeds from me and viewing them in Google or something similar should stop getting a load of bullshit in my post content, and start getting… well okay, more bullshit, but at least stuff I actually intended to be visible
I have just finished and submitted the article I co-authored with Steve McAuley. It should be appearing in GPU Pro : Advanced Rendering Techniques and is entitled “Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine”. As such I have been invited by Wolfgang Engel to contribute to the book’s fantastic new blog. So hopefully I will have some worthwhile material to contribute over there too.
As the title says Machinima named Blur as their Best Racing Title of the Penny Arcade Expo 2009, check out http://www.youtube.com/watch?v=Gip-maawVYw for the full awards show, Blur gets a mention about 9 minutes in :).