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GDC 2014 | Engine Postmortem of inFAMOUS™ Second Son

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Have you ever wanted to make an urban open world super hero game? Push boundaries on emotive cutscenes? Render awesome particle effects? Or maybe you just want to make your game really cool on the PS4? In this talk, we’ll describe how Sucker Punch designed the inFAMOUS Second Son engine to take advantage of the power of the PS4. 
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Particle effects play a central role in Infamous: Second Son, with superpowers including “smoke” and “neon.” Particle systems are authored in a powerful, text-based expression language which provides great flexibility for effect artists to create complex behavior.
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GDC 2014 | The Visual Effects of inFAMOUS™ Second Son

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This session will cover the processes behind the visual effects development of inFAMOUS™ Second Son, from breakdowns of specific effects to discussions of our tools and workflow. We will discuss the challenges of creating a diverse set of visual elements, such as smoke and neon super powers.
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Inside Sucker Punch: Creating Seattle

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inFamous™ Second Son follows in the footsteps of previous games in the series, as the protagonist, Delsin, finds himself sporting new superpowers. In an effort to protect Seattle from Conduits, or superpowered humans like Delsin, a government organization called D.U.P. puts the city under martial law. 
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Inside Sucker Punch: Emotion Capture

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Gamers have grown to expect more than just detailed worlds with high poly-counts and slick graphics. They want more engaging content and a backstory, with great characters and actors that can give them life. This type of cinematic quality can only happen when the actor’s performances can be captured with great detail.
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Making It Rain

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In Second Son, you will step into Delsin Rowe’s shoes and traverse through Seattle. See how Sucker Punch is taking advantage of the PS4 showcasing the beauty of Seattle.
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