There are a lot of reasons why someone might want to check out a guide like T Dub Sanders'. One might be interested in the underside of the game testing field. Others might just want to know what they can gain from a guide that is written to help people understand their role in the gaming industry. Others still are just pining for that ultimate career working alongside game developers and designers.

Whatever the reason, T Dub Sanders has put together one of the biggest and best game testing guides on the market – one that shows the underpinnings of the career in their raw, real format. There are no false promises of automatic testing or sitting at home and playing the newest games for hundreds of dollars a day.

That stuff is all pretty much a pipe dream and most people know it – yet many guide writers try to tell everyone that they can become the biggest and best new game testers in a field that doesn't really exist every day and too many fall for it. On the other hand, what T Dub has put together is a much more realistic, much more comprehensive look at what game testing is really about – the hard work and dedication that goes into becoming someone in charge of all that code each day.

By showing what it really takes to be a game tester, T Dub opens up an actual, realistic path to getting into the industry. He showcases skills needed to get started as a tester, the classes or college majors that people better be willing to invest in if they want to be a professional in this field and much more to help them figure out not only if the career path is right for them but if they are going to be cut out for it. That means a great deal for someone who may or may not know exactly what a game tester does and how it operates.

For anyone that is thinking about taking the path toward becoming a game tester, one of the first things that needs to be done is to learn more about what the career entails. Those people should pick up T Dub's newest guide and get a real insider's look at the job and how it really works. If you're serious about doing what T Dub shows you, you'll be on the fast track toward game testing in no time flat.
Showing posts with label Price. Show all posts
Showing posts with label Price. Show all posts

Sunday, September 29, 2013

PS4 price was set months ago, not a reaction to Xbox One's E3 reveal says Tretton

You are here: Home » News » Electronic Entertainment Expo [E3... » PS4 price was set months ag...

Posted July 2nd, 2013 at 04:15 EDT by Mike Harradence3 Comments

Sony Computer Entertainment America (SCEA) head honcho Jack Tretton has said that the PlayStation 4’s E3 price reveal was not a reaction to Microsoft’s own Xbox One announcement earlier that day.

Chatting with IGN, Tretton confirmed the obvious – that the RRP for Sony’s next-generation behemoth was determined months ago. As it happens, Tretton didn’t even catch Microsoft’s E3 presser, so he was none the wiser.

“A multi-billion dollar publicly traded corporation makes those decisions months and months in advance,” said the executive.

“We felt we had a great value proposition that people would respond to but you don’t know how you’re going to be positioned against your competition. We felt good about it regardless of where our competition came in, but lower is better than higher, we learned that with PlayStation 3.”

Sony slapped a $399/£349 price tag on the PS4 at the climax of its E3 press conference a few weeks back. Earlier that day, Microsoft revealed that its Xbox 360 successor would retail for $499, resulting in Sony firmly undercutting its rival.

Still, despite the widespread perception that Sony triumphed at the Los Angeles-based convention, Tretton wisely pointed out that this is simply the start of a 10-year console brawl.

“We were doing rehearsals and I was going through my stuff. I heard a little bit of applause and I figured if there was applause and it was in our arena that was probably good news,” he said.

“I really had to allow myself to enjoy the moment for a couple of minutes after the press conference finished and then you kind of have to shake it off and say, ok, day one of a ten year battle, and we have to win the consumer’s support one consumer at a time, so it’s back in the trenches.”

PS4 is due out this holiday season.

via Polygon

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Wednesday, September 18, 2013

Sony chose not to pre-package camera with PS4 to lower price, decision comes with consequences

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Posted June 26th, 2013 at 14:39 EDT by Steve Chaffin30 Comments

Over the past several weeks, the PlayStation 4 has received considerable praise because of its $399 price point, a cozy $100 cheaper than the Xbox One. Multiple sources indicate, however, that the lower price tag came at a large cost: Sony had originally intended to include the PlayStation 4 camera (formerly known as the PlayStation 4 Eye) with every console, just as Microsoft has done by integrating the ever-watching Kinect with the One. This move by Sony was made quietly, informing retailers of the removal of the device without hinting at a lower price, thereby giving it a chance to undercut Microsoft with a considerably lower base price for the PlayStation 4.

Although many consumers are willing to sacrifice the camera for a cheaper console, the decision came with some pretty serious implications for the DualShock 4's new, built-in LED Move tracker, rendering it prone to potentially less attention from developers. 

As IGN reasons, in the past, hardware like the PlayStation Eye and Kinect only received a fraction of the attention developers put towards traditional releases. Why? Because the hardware had to be purchased separately, and therefore the audience for Kinect and Move games was considerably smaller than the market for the traditional controller-based titles. Moving forward into the next generation, Sony and Microsoft had the equal chance to end this disparity, prepackaging the additional hardware with its consoles and merging the motion-based and traditional video game market into one. It would appear that only Microsoft took this leap.

As a $59.99 accessory to the PS4, the PlayStation 4 camera will depend upon developers who are willing to risk releasing titles for a drastically smaller audience and Sony's ability to demonstrate the high-quality nature of the software it provides for the camera--a demonstration that can only be appreciated by those who already own one.

The LED Move tracker, without the camera, will solely serve by blinking red when low on health in certain games and indicating the user associated with each controller. Thankfully, IGN speculates that there is no major concern that this will hinder battery life, but the potential for unified hardware may be something of a dream for developers looking into creating Move-based games. Of course, Sony's ten-year plan for the PlayStation 4 has endless implications for how this decision could be mended in the future, and what can be demonstrated to convince gamers to pay the additional $59.99 for the camera.

Thankfully, Sony can still say 'Even if you buy the camera, the PS4 is still roughly $39.99 cheaper than the Xbox One.'

What are your thoughts on this news? Would you have preferred Sony prepackage the camera with the PlayStation 4, or are you pleased that they opted to make them separate purchases for the sake of a more affordable unit? Let us know in the comments section below.

Steven Chaffin, Jr. is an American editor for PlayStation Universe. You can find more of his work on his blog, and by following him on Twitter @steven_chaffin.

Source.

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Saturday, August 10, 2013

PS4 price is 'genius' and Microsoft 'messed up' with Xbox One, says Pachter

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Posted June 11th, 2013 at 02:05 EDT by Steven Williamson9 Comments

Wedbush Securities analyst Michael Pachter believes that Microsoft has got things wrong with the price of the Xbox One while Sony has “seized the opportunity.”

Via twitter Pachter wrote: “Microsoft messed up on this one, Sony seized the opportunity. €399 and £329.” The PlayStation 4, which will launch this holiday season with a 500GB harddrive, will be $100 less than the Xbox One which will retail at $499.

Check out the E3 2013 news hub for all the latest information from our team in L.A.

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Wednesday, June 12, 2013

PS4, Xbox One to launch at cheaper price than their predecessors, says GameStop

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Posted May 24th, 2013 at 03:59 EDT by Mike Harradence11 Comments

Retail giant GameStop said in its post-earnings financial call this week that it expects next-generation machines from Sony and Microsoft to launch at a cheaper entry point than PlayStation 3 and Xbox 360.

The company’s chief financial officer, Ro Lloyd, said that PlayStation 4 and Xbox One will release at a “lower opening price than they did last cycle.”

PS3 was released in the U.S. in November 2006 and came in two flavours: 20GB and 60GB, which cost $499 and $599, respectively.

Xbox 360 on the other hand launched a year earlier and retailed for $399 and $299 for the 20GB Premium and Core units, respectively.

Sony will launch the PS4 in holiday 2013, with Microsoft also releasing the Xbox One later this year.

How much do you think PS4 will cost? Let us know your thoughts below.

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Wednesday, May 29, 2013

PS4 price revealed by Sony India, listing now removed

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Posted May 20th, 2013 at 13:58 EDT by Kyle Prahl3 Comments

A product listing on the official Sony India website may have revealed the PlayStation 4 price ahead of its E3 2013 coming-out party.

The PlayStation faithful have been dying to know what PS4 looks like and how much it will cost since its reveal in February. The Sony India product page, which has since been removed, allegedly listed a base model of the console with a 250 GB hard drive for...

€399.

There are no currently available screengrabs of the now-missing product page, so this rumor should be taken with plenty of salt until one surfaces. The news was seemingly first reported by German gaming site Playfront.de before being spotted by NeoGAF. There, forum posters indicate that, while 399 Euros converts to roughly 513 US dollars, a direct conversion is almost never valid for game console sales. Case in point: at launch, the PlayStation Vita sold for €250 and $250. Another example: the PlayStation 2 launched for $299 and "2990 French Francs, which is equivalent to 450 Euros."

Early speculation about PS4's price pegged $399 as the sweet spot for a base model, but 250GB sounds like a woefully small hard drive. It's also difficult to believe that Sony would make a mistake of this magnitude with such crucial timing--this has intentional leak written all over it, in which case the PlayStation nation should have every confidence that PS4 will launch somewhere around the $399/€399 mark.

Of course, Playfront.de could also be trolling PlayStation fans with a fake URL and fake story, so continue to treat this story as rumor until evidence surfaces. We are currently investigating, and will update this story as we find and hear more.

Will you pay $399 for a PS4 at launch? What accessories or bundles do you expect to see on store shelves? Are you more interested in a higher-price SKU with more hard drive space? Give us your thoughts, speculation, and analysis in the comments below, and stay glued to PSU.com for E3 2013 coverage live from the Los Angeles Convention Center.

Kyle Prahl will be watching from the crowd as PS4 is unveiled to the world at E3 2013. You can follow him on Twitter and Facebook.

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Thursday, May 23, 2013

Interview with Insomniac founder&CEO Ted Price about Fuse

Posted May 18th, 2013 at 16:18 EDT by Ernest Lin3 Comments

Last week, I had the chance to sit down with Insomniac founder and CEO Ted Price and ask him some questions about his studio's upcoming game, Fuse.

Why the name change from Overstrike to Fuse?

Well, as you probably saw in the cinematics of the levels you played, the game revolves around Fuse. It’s this alien substance and after we had been through the first part of the project, we realized that Fuse was at the heart of the game, in terms of both the story and the gameplay, as we started integrating Fuse into the weapons. It made a lot more sense to focus on that. Overstrike is the name of the team you play, but we don’t really delve into the background of the Overstrike organization itself, but we spend a lot more time on Fuse itself and how it affects the protagonist and antagonist in the game. Because everybody you encounter in the game is affected in some way by Fuse, in terms of motivation and the outcome of the game.

What was the biggest challenge Insomniac Games faced during Fuse’s development?

The biggest challenge was figuring out how to make the four Xenotech weapons work well together. We wanted to avoid a scenario where we were just giving you off-the-shelf machine guns and asking everybody to do exactly the same thing. What we wanted instead was four well-differentiated weapons that conferred specific archetypes on each of the four characters, but we went through a lot of trial-and-error to get those right. In fact, we did it very publicly - we showed off the first iterations of the Xenotech in our 2011 trailer. While they looked cool, they did not work gameplay-wise. We went back to the drawing board after we showed that video and after we had been trying to make them work, we simply couldn’t make the ones we showed work well. So we took a different approach for each of the weapons. It ended up becoming more fun to use and we ultimately figure out how to make them better in terms of their complementary effects in combat.

Were there any particular influences or sources of inspiration for Fuse?

From the very beginning, Fuse was about a team of agents infiltrating enemy strongholds in pursuit of this alien substance. So from a thematic perspective, Mission: Impossible and even James Bond movies were influential in terms of the story we were telling, but from a gameplay perspective, we drew heavily on what we had done on co-op previously: Resistance 2 co-op was one where we were experimenting with how to create archetypes in a shooter and [Ratchet & Clank] All 4 One where we had four-player co-op so we were experimenting how that could work together. But along the way, we found what we believe is a fresh approach to four-player co-op, with all the different features that we implemented into the game.

Was there a particular reason why third-person perspective was chosen over a first-person perspective?

That’s a great question - nobody’s asked that before! The reason was, when we initially came up with the story and the characters, we wanted to play up the fact that we have four very different agents in the game. They’re different races, different genders, and they have very different personalities. We felt we could anchor those personalities better and accentuate the differences between the characters by showing them more frequently with a third-person perspective. At the same time, we’ve had a lot of experience with third-person mechanics and wanted to build on what we had been doing with Ratchet [& Clank] and take it into a slightly different place with Fuse.

Are there any ideas in place for a sequel?

Whenever we begin an IP, our intent is to create a franchise, not just a one-off game. Because we don’t stick to real world themes or ground them in today’s world, we feel like every game and franchise we make is open-ended in terms of where we take it thematically and gameplay-wise. We’re certainly looking ahead to expanding Fuse in numbers.

Were there any difficulties also developing for the Xbox 360 since it’s a new platform for Insomniac?

There were fewer than we imagined because we have folks on our team who developed for Xbox 360 and PC. So that helped first and foremost. Secondly, we rebuilt our engine and tools from the ground up when we began Fuse to facilitate multi-platform delivery and to improve our internal efficiency.

Did you ever consider taking Fuse to next-gen consoles instead of current-gen?

No, because when we began Fuse, we had no idea when the next generation was coming. In fact, it wasn’t until recently that anybody had any real idea about when next generation would land. We wanted to, first and foremost, build a brand new world - it’s a new game, new franchise. For us, it was more about creating something fresh and new because that’s what we love to do at Insomniac versus waiting for the next generation platform. The timing just worked out for us for putting it out on this generation. I get a lot of questions about why we decided to release a new IP at the end of a console generation. There are two answers: one is we didn’t know when the next-gen consoles were coming, but the second is we acknowledged that coming out with a new IP at the end of a console generation can be risky. At the same time, we’ve heard fans talk loudly about the fact that all they’re being given is sequels. For us, it’s exciting to be one of the few new intellectual properties that are available PlayStation 3 and Xbox 360 players.

Ernest Lin is a US Editor for PSU when he's not sleeping in on the weekends. Follow him on Tumblr & Twitter for updates on gaming, movies, traveling, anime, Japanese pop culture, and more.


View the original article here

Monday, May 20, 2013

Interview with Insomniac founder&CEO Ted Price about Fuse

Posted May 18th, 2013 at 16:18 EDT by Ernest Lin3 Comments

Last week, I had the chance to sit down with Insomniac founder and CEO Ted Price and ask him some questions about his studio's upcoming game, Fuse.

Why the name change from Overstrike to Fuse?

Well, as you probably saw in the cinematics of the levels you played, the game revolves around Fuse. It’s this alien substance and after we had been through the first part of the project, we realized that Fuse was at the heart of the game, in terms of both the story and the gameplay, as we started integrating Fuse into the weapons. It made a lot more sense to focus on that. Overstrike is the name of the team you play, but we don’t really delve into the background of the Overstrike organization itself, but we spend a lot more time on Fuse itself and how it affects the protagonist and antagonist in the game. Because everybody you encounter in the game is affected in some way by Fuse, in terms of motivation and the outcome of the game.

What was the biggest challenge Insomniac Games faced during Fuse’s development?

The biggest challenge was figuring out how to make the four Xenotech weapons work well together. We wanted to avoid a scenario where we were just giving you off-the-shelf machine guns and asking everybody to do exactly the same thing. What we wanted instead was four well-differentiated weapons that conferred specific archetypes on each of the four characters, but we went through a lot of trial-and-error to get those right. In fact, we did it very publicly - we showed off the first iterations of the Xenotech in our 2011 trailer. While they looked cool, they did not work gameplay-wise. We went back to the drawing board after we showed that video and after we had been trying to make them work, we simply couldn’t make the ones we showed work well. So we took a different approach for each of the weapons. It ended up becoming more fun to use and we ultimately figure out how to make them better in terms of their complementary effects in combat.

Were there any particular influences or sources of inspiration for Fuse?

From the very beginning, Fuse was about a team of agents infiltrating enemy strongholds in pursuit of this alien substance. So from a thematic perspective, Mission: Impossible and even James Bond movies were influential in terms of the story we were telling, but from a gameplay perspective, we drew heavily on what we had done on co-op previously: Resistance 2 co-op was one where we were experimenting with how to create archetypes in a shooter and [Ratchet & Clank] All 4 One where we had four-player co-op so we were experimenting how that could work together. But along the way, we found what we believe is a fresh approach to four-player co-op, with all the different features that we implemented into the game.

Was there a particular reason why third-person perspective was chosen over a first-person perspective?

That’s a great question - nobody’s asked that before! The reason was, when we initially came up with the story and the characters, we wanted to play up the fact that we have four very different agents in the game. They’re different races, different genders, and they have very different personalities. We felt we could anchor those personalities better and accentuate the differences between the characters by showing them more frequently with a third-person perspective. At the same time, we’ve had a lot of experience with third-person mechanics and wanted to build on what we had been doing with Ratchet [& Clank] and take it into a slightly different place with Fuse.

Are there any ideas in place for a sequel?

Whenever we begin an IP, our intent is to create a franchise, not just a one-off game. Because we don’t stick to real world themes or ground them in today’s world, we feel like every game and franchise we make is open-ended in terms of where we take it thematically and gameplay-wise. We’re certainly looking ahead to expanding Fuse in numbers.

Were there any difficulties also developing for the Xbox 360 since it’s a new platform for Insomniac?

There were fewer than we imagined because we have folks on our team who developed for Xbox 360 and PC. So that helped first and foremost. Secondly, we rebuilt our engine and tools from the ground up when we began Fuse to facilitate multi-platform delivery and to improve our internal efficiency.

Did you ever consider taking Fuse to next-gen consoles instead of current-gen?

No, because when we began Fuse, we had no idea when the next generation was coming. In fact, it wasn’t until recently that anybody had any real idea about when next generation would land. We wanted to, first and foremost, build a brand new world - it’s a new game, new franchise. For us, it was more about creating something fresh and new because that’s what we love to do at Insomniac versus waiting for the next generation platform. The timing just worked out for us for putting it out on this generation. I get a lot of questions about why we decided to release a new IP at the end of a console generation. There are two answers: one is we didn’t know when the next-gen consoles were coming, but the second is we acknowledged that coming out with a new IP at the end of a console generation can be risky. At the same time, we’ve heard fans talk loudly about the fact that all they’re being given is sequels. For us, it’s exciting to be one of the few new intellectual properties that are available PlayStation 3 and Xbox 360 players.

Ernest Lin is a US Editor for PSU when he's not sleeping in on the weekends. Follow him on Tumblr & Twitter for updates on gaming, movies, traveling, anime, Japanese pop culture, and more.


View the original article here