ok this is a few questions I need to ask, my company might currently be working with sony to develop a game for PSN.
Now originally our game was being developed as X-Box live, but a better offer came and blah blah blah, my question is this
since its a bigger download limit , my boss wants us to change all of our art work from the original 256X256 ,128 X 128, 64X64 etc for all different assets characters etc..
now with PSN....since the limit is bigger, what are the recommended sizes/ polycounts?
anyone whos familiar with PSN or developed for it , can you please give me some info, my boss is on my case today and I have really no idea about it.
Replies
Send an email to your programmer, let him/her know you that your manager was asking for specs but you can't give any details until you know better yourself, that's why you wanted to ask them. It's always better to have something in writing when your boss comes back to breathe down your neck again. Also try to keep it civil, writing from the standpoint of wanting to clarify things, not trying to cover your back (even though it helps that purpose if it comes to that).
You need the info to get your job done. If that person you asked isn't helping out or can't, move up the hierarchy a notch at a time, until you do get answers.
Do you guys have a devkit? I know Xbox has dev-only online resources and contacts for figuring out some of these things.
I don't think there is any 'open' information about that kind of stuff on the net anyways? Like, UDN-locked style.
Sorry, I'm of no help here...
Oh well venting sorry, Was really hoping there would be some more info on this
Oh eric: the game where pitching theres nothing comparable to it so kinda dead end there to.
http://en.wikipedia.org/wiki/List_of_PlayStation_Network_games - Should give you a better idea of the levels of detail that should be attainable as well as their file sizes.
http://www.gamasutra.com/php-bin/news_index.php?story=17707 'Making Games For PlayStation Network - The Facts'
Unlikely, I know.