Posts Tagged ‘sony’

PRESS RELEASE: Nnooo receives developer approval for PlayStation 4

Friday, April 26th, 2013

 

Nnooo is pleased to announce developer approval from Sony Computer Entertainment Europe for the PlayStation®4 (PS4™).

The PS4 will be the second PlayStation platform Nnooo has developed for, having recently released its critically acclaimed escapeVektor™ on the PlayStation®Vita (PS Vita).

“It’s exciting to be developing for a new generation of consoles,” said Nic Watt, Creative Director at Nnooo. “We’re delighted to get early access to PS4 development kits so we can get our games on the console as quickly as possible.”

Nnooo is currently developing a new game which is expected to be released across multiple platforms, including the PS4 and PS Vita.

“We’re still at an early stage of development of our new game,” said Watt. “We don’t want to announce anything until we are more advanced with the project. Hopefully we’ll be able to say something about it around the middle of the year.”

As a result of the PS4 approval the company will be looking to hire additional experienced staff to help with programming and art/animation. Details of the Sydney-based roles will be announced next week.

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Nnooo is a game development studio based in Sydney, Australia.

More information about Nnooo is available at www.nnooo.com while escapeVektor information can be found at www.escapeVektor.com.

escapeVektor screenshots are available for PS Vita here.

Join us on Facebook at www.facebook.com/nnooo or Twitter at www.twitter.com/_Nnooo.

escapeVektor was developed with the assistance of Screen NSW.

 

 

E3!

Tuesday, June 12th, 2012

We’ve just made it back from this year’s E3 in LA and what a show it was for us! As well as making sure we saw everything on the show floor we had a record number of meetings. Here’s a quick rundown of what we got up to:

Press meetings/interviews: 8.

Nintendo meetings: 3.

Sony meetings: 1.

Presentations attended: 1.

Parties attended: 2.

As you can see above, our security detail was second to none, which made it relatively easy to get through the show. We also took a load of pictures and put them on our Facebook page.

Now that we’re back, or focus is firmly on finishing our games. Wish us luck!

GDC Diary (Part 2)

Monday, March 26th, 2012

Thursday March 8th – the Joy of Jetpacks and Videoing Vektor

The second day started with one of those meetings we can’t talk about at the moment, but which could lead to an interesting future development. This is one of the things we love about GDC – there are so many industry people there to meet and talk with about potential opportunities. Of course, if anything does happen, we’ll let you know right here on our blog. (more…)

GDC Diary (Part 1)

Thursday, March 22nd, 2012

Well, how did that happen? It seemed like it was only yesterday we’d finished writing last year’s GDC Diaries. But when you’re constantly working against the clock to make games, months pass in the blink of an eye. A cough could be all that separates GDC in March from E3 in June. One major sneeze and suddenly it’s Thanksgiving. Fart and it’s Christmas…..OK, OK, you get the point, right? No wonder studios find it so hard to estimate when games will be finished. Game development years are way shorter than normal years. That’s a fact. Now the year had turned full circle and it was time to head off to San Francisco yet again for that electronic love-fest they call the Game Developers Conference. (more…)

Interview with Player Attack

Monday, February 27th, 2012

Jessica Citizen from games website Player Attack interviewed Nic & Bruce at last year’s Game Connect Asia Pacific conference in Melbourne.

She wanted to know about escapeVektor, Pop and of course Spirit Hunters Inc. We also discussed interacting with our fans and why Spirit Hunters Inc has taken so long to develop. Then we talked about development of escapeVektor for the 3DS and mentioned that we were also talking to Sony – remember, this interview was done in November 2011.

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We’re now an approved Developer and Publisher for PlayStation Vita!

Wednesday, February 22nd, 2012

If you’ve read our E3 Diaries from last year you’ll know that we’ve been speaking to Sony for a while now about developing for the PlayStation Vita. Most of the discussions have involved trying to find the right person to speak to so we can move the process forward – gotta love these big companies!

Well, we finally found the right person and the process was relatively painless once they had reviewed a couple of our pitches. It probably also helped that we were already approved PS3 developers.

The most difficult part of the process was keeping quiet about it. Sony were keen to wait and make a developer announcement at Sydney’s PlayStation Vita launch party. So we kept it under wraps and in the meantime ordered a development kit to see what the system was capable of.

We were invited to the launch party and told to turn up at a wharf next to the Opera house to be transported to a venue on Sydney harbour. The “venue” turned out to be two floating platforms, one for the guests to eat, drink and play with the PlayStation Vitas and one for the speeches and entertainment. So we were whisked off by boat to the party and greeted with Champagne and Mojitos. The rest is all a bit of a blur. Man, these Sony types really know how to throw a party!

We’ve nearly decided what our first game for the PlayStation Vita will be so expect an announcement very soon!

Click here to see more PlayStation Vita launch party pictures

Kotaku Australia Show & Tell

Thursday, September 15th, 2011

Kotaku Australia have recently introduced a new feature for Australian developers called Show & Tell. When they asked for developers to submit answers to five questions describing their studio and current projects we couldn’t resist. It gave us a great chance to tell some more people about escapeVektor: Chapter 1 and Spirit Hunters Inc.

Show And Tell: Nnooo

by Tracey Lien

Welcome to Show and Tell, a (relatively) new regular that gives local Australian indie developers the chance to show their latest work, whether its a finished game or a work in progress. Today we’re speaking to an indie studio that is no stranger to the WiiWare, DSi and iOS market. Bruce Thomson from Nnooo gave us a preview of what they’re working on now.

Can you introduce yourself and tell me a little bit about your studio?

We are an independent game development studio based in Sydney, developing downloadable games primarily for Nintendo consoles. Our first game was called Pop, a bubble popping game for up to four players for the Wii. It was one of only six titles picked for Nintendo’s US WiiWare launch in 2008. We subsequently made a single player version of the game, Pop+ Solo, for the Nintendo DSi and iPhone. We’ve also released a series of personal organiser applications for the Nintendo DSi called the myLifeCollected series. The most successful of the applications, the myNotebook series, has sold almost a quarter of a million units.

Click here to read the rest of the article

E3 Diary (part 2)

Thursday, July 21st, 2011

Wednesday June 8th – Sony Talks, Redheads, & some Press Love

The first meeting of the day was with Sony to discuss the potential for working together. We are very excited by the Playstation Vita and we think it would fit well with some of our existing software and with our ideas for the future. Being able to make initial contact with both Microsoft & Sony at the same event was a real bonus for us this year. We’re very excited about all the different directions we might be able to go in future. (more…)

Resistance: Fall of Man

Monday, April 23rd, 2007

 

Got a this with my PS3 at Christmas. I know its like 5 months later but World of Warcraft and work have been eating up a lot of my time so its been hard to write!

 

Premise

Its the Second World War but in a parallel universe. There are no nazis, instead a mutant/alien plague has escaped Russia and spread across Europe to the UK. You and some American Allies must fight of this scourge and save the world. Nice graphical showcase for the PS3 and an interesting plot line (well instead of the usual WWII fps shlock).

 

Controls

The game is a first person shooter and so uses the usual: left stick for move and strafe and the right for turn and look. Strangely the triggers are not used for weapons by default (although this can be configured). At certain points you have to shake the control to get rid of bad guys who attach themselves to you.

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PS3

Tuesday, January 23rd, 2007

 

Got a Japanese 60GB PS3 for Christmas, here are my thoughts.

 

Premise

Bigger, better and more expensive than the competition. The best graphics, motion sensitive controller, blueray, wi-fi, hard-drive, photos, music, video, games, internet…. could they have put any more in the box?

 

Hardware

Big, shiny and bold. The PS3 looks alright, not really like a games machine but also not really like a hi-fi component. It does look expensive so score on that one. The machine is easy to set up and running it in 1080i or 720p (still can’t decide which is better and I don’t have 1080p) it looks amazing on my HD LCD TV. I do think I prefer Sony’s Cross Media Bar (XMB) to Microsoft’s blades on the 360, it is just a lot quicker to get around the system with the XMB. Graphically I think it is too difficult to call on which is more powerful 360 or PS3 and frankly I am not that bothered as long as games look good and play well on what ever system then I will be happy. 

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