Asad Qizilbash is the one who heading that I thinkIs Herman Hulst also heading that movie division in charge of movie/gaming ip's?
Shaun Layden was heading it. Have they shelved that division?
Asad Qizilbash is the one who heading that I thinkIs Herman Hulst also heading that movie division in charge of movie/gaming ip's?
Shaun Layden was heading it. Have they shelved that division?
Previously, their press release said he Asad will head it, but Layden would oversee it.. so maybe it's just Asad Qizilbash alone now to head it?
No idea, not that it matter much.
Maybe it'll be more smoother when meeting with Japan division if he could.
Hopefully Europe and Asia get a bump in quality during PS5's generation. America's WWS have been dominating for two gens running and will continue to do so, but I'd love to see some improvement from Sony on the other two regions.And many seem to do not know that Hulst already was vice president of wws.
The man already knows and worked for years in a global position with other 1st party studios.
With him on top of wws I have to admit I am excited for the presentation of PS5, because he will be there and I think he has a very good presence from previous Meetings and E3.
Hopefully Europe and Asia get a bump in quality during PS5's generation. America's WWS have been dominating for two gens running and will continue to do so, but I'd love to see some improvement from Sony on the other two regions.
Druckmann could well get there.. but chain of command would mean he goes at the top of ND first I'd imagine before jumping into such a big role, presuming
1. He wants it
2. He's good at that particular task
My Amarone is ready!When the PS5 is revealed everyone will be in a bath with a bottle of wine.
I love me some Lagrein.
To be fair, Shuhei Yoshida was executive producer of Yoshida's group (SCEI internal development) between 1996 and 2000. Before that he worked with third party software to help and support companies like Namco to develop for PS1.Hopefully Europe and Asia get a bump in quality during PS5's generation. America's WWS have been dominating for two gens running and will continue to do so, but I'd love to see some improvement from Sony on the other two regions.
Druckmann could well get there.. but chain of command would mean he goes at the top of ND first I'd imagine before jumping into such a big role, presuming
1. He wants it
2. He's good at that particular task
Yes. Definitely. I feel having a dev, and former business owner in this job is vital. He isn't just a good manager, but is great at everything that matters in this job. GG grew exponentially, making Horizon was a great gamble out of their comfort zone, but was hugely successful. Hell, developing Decima, even with its links to the OG Killzone engine, all were great pay offs. I remember when there were rumors last gen GG used 20-50 million dollars developing the Killzone 2 engine. It all worked out in the end. :)I think this is a fantastic hire for the job, really good choice here. Good things ahead for Sony I think.
Yes. Definitely. I feel having a dev, and former business owner in this job is vital. He isn't just a good manager, but is great at everything that matters in this job. GG grew exponentially, making Horizon was a great gamble out of their comfort zone, but was hugely successful. Hell, developing Decima, even with its links to the OG Killzone engine, all were great pay offs. I remember when there were rumors last gen GG used 20-50 million dollars developing the Killzone 2 engine. It all worked out in the end. :)
Most of those teams you are talking about didn't deliver a successful product more than once. Bad sales and bad critical reception. Why focus on them?To be fair, Shuhei Yoshida was executive producer of Yoshida's group (SCEI internal development) between 1996 and 2000. Before that he worked with third party software to help and support companies like Namco to develop for PS1.
Even if his best time was executive producer of SCEJ's 1st party software between 1996 and 2000 which gave us Gran Turismo, Ape Escape, The Legend of Dragoon and ICO (delayed to PS2) he lost touch with ambitious Japanese games and never really showed interest to do it since he was president of WWS. He cancelled Toyama's horror project for PS3 between 2008 and 2010 did Masahiro Ito confirmed in 2018. Who else at SIE is working on horror in 2008? Russian retro sci-fi horror sounded so exciting compared to that indie-level Gravity Rush game.
Shu was transferred to SCEA in 2000 and become bias towards US development. The only one who cared about SCEE development was Phil Harrison. When Shu become president of WWS in May 2008 he started to scale down on UK development and Japan. Goodbye to Team Soho at London Studio and not expand on studios in other countries in Europe.
And Japan was all about PlayStation CAMP to make indie-level games for Japan Studio. Tokyo Jungle, Rain for example. Don't let me start on all Move games he greenlighted such as Ape Escape Move! and Kung-fu Rider he pushed on Team Ape Escape. Then came Knack. What about indie studio, Q-Games? Oh yeah, The Tomorrow Children tried to replicate Nintendo's Animal Crossing with Russian dolls.
New Everybody's Golf that was in development for nearly 9 years until it was released and look like those open world indie games with low effort and not so much compelling like previous entries. Graphics hadn't changed since Everybody's Golf 5.
Instead of go to MediaVision, Matrix Software, Millennium Kitchen he rather do that instead. They are in the same Kanto region when Q-Games is in Kansai (Kyoto). That doesn't make sense. It blows my mind how stagnant Shu was and wanted to work with indie developers instead.
and have them abandoned not long after?
God damn, didn't hear that. Sony now has what, 3 different engine properties they work with?
Yes. Definitely. I feel having a dev, and former business owner in this job is vital. He isn't just a good manager, but is great at everything that matters in this job. GG grew exponentially, making Horizon was a great gamble out of their comfort zone, but was hugely successful. Hell, developing Decima, even with its links to the OG Killzone engine, all were great pay offs. I remember when there were rumors last gen GG used 20-50 million dollars developing the Killzone 2 engine. It all worked out in the end. :)
Yes, and the crazy thing is the strategy behind it all. A good example is how the engine keeps evolving. Something I have always loved, for example, is the aesthetic lifelike color / tone type of graphics the metal gear games have had since MGS 2 -5, mindblowingly Death Stranding evolved the engine to incorporate that graphical possibility.God damn, didn't hear that. Sony now has what, 3 different engine properties they work with?
Agreed. :)I think his combination of developer and business experience will give him a perspective unique to the position. Thinking back to GG success and risk taking, makes the decision even more clear. I'm sure he'll take WWS to new heights.
Its atleast 4 engines, ND's engine , sucker punch's engine, Decima , and then theres the engine Santa Monica uses. I dont know what San Diego uses for the show.God damn, didn't hear that. Sony now has what, 3 different engine properties they work with?
Don't forget whatever engine MM use, I'lljust call it Dreams engine, seems appropriate :D, and Sony used to have Phyre engine, apparently Gravity Rush 1 used that, not sure with GR2.Its atleast 4 engines, ND's engine , sucker punch's engine, Decima , and then theres the engine Santa Monica uses. I dont know what San Diego uses for the show.
Don't forget whatever engine MM use, I'lljust call it Dreams engine, seems appropriate :D, and Sony used to have Phyre engine, apparently Gravity Rush 1 used that, not sure with GR2.
I think most Sony dev is using their own engine, Bend is actually the one standing out for using Unreal engine
Demon's Souls did not run on the PhyreEngine. This was just a fake rumor.I should have remembered dreams. I always forget about Phyre engine. I think demon souls alsonuaed phyre engine.
We also have to add insomniacs proprietary engine to the mix now.
Every SIE 1st party studios uses its own engine, besides PixelOpus and Bend Studio (both using a modified Unreal Engine 4).
Demon's Souls did not run on the PhyreEngine. This was just a fake rumor.
Pretty sure it was their own engine.