Feeling the Love: PlayStation Studios dev teams share their favorite fan interactions

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One of the joys of working as a game developer is the ability to experience games with a deep impact on the lives of players around the world. Within the PlayStation Studios family, we often hear stories about how our games have sparked new friendships, rekindled old ones, created life-defining memories, helped people overcome grief. or has inspired them to greatness.

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This week, our friends in the United States are celebrating Thanksgiving. And while Thanksgiving isn’t a globally recognized holiday, I can’t think of a better time to celebrate some of my favorite developer-fan moments. Many great interactions between fans and developers go unnoticed, without a lot of spectacle.

We asked the teams at PlayStation Studios to share some touching memories that have positively influenced them. These are his stories.

bend studio

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“When I played Days Gone for the first time in 2019, I had no idea how it would completely change my life. Over the past two years, I began to build relationships with some of the team at Bend Studio—first, as a passionate fan through my Days Gone content. This included my personal blog that focused entirely on Days Gone, with fan-fiction stories written by me, interviews with Days Gone actors and dev members, a gallery of my in-game Photo Mode shots, from across the community. Contains fan art from. Week-long anniversary event and more.

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I did all this simply because I love to create and share my passion for sports. Between being the father of three little ones and my full-time job, where I worked in a warehouse, most of my free time went into creating more content and working on community events to keep my little one on the internet because I liked it. Do it I started out as just a fan of Days Gone, but insanely enough I landed my dream job at Bend Studio, where Chris Reese (Studio Director) and Eric Jensen (Design Manager) asked me to join their team. And given a chance to become officially. Online community specialist. ,

, Kevin McAllister, Online Community Expert


guerrilla


“For us here at Guerrilla, one of our fondest memories was when it became clear how much Alloy meant to people. It became very real when people started playing as Alloy even before the game was out. Cosplayers spent so much time crafting these beautiful outfits and trust us to help Eloy create everything they hoped for.

During one of our later plays for Horizon Zero Dawn, we had a whole bunch of Alloy cosplayers, in full costume, playing their game as Alloy, and we were all hoping we did it for them. pulled for Talking with him later, he told us that it was an emotional experience for him, and he was thrilled with Eloy. It made us really happy, and was a special moment for me personally, as my own daughter, Laura, voiced for Baby Alloy. Laura is almost six years old now, and she’s starting to realize how cool it was to be “the voice of Baby Eloy.” When she’s a little older, I’ll give her the beautiful Nora necklace Raven star, one of the first few cosplayers who came to play for the custom made for her when Laura was barely a year old. ,

, Lucas Van Toll, Music Supervisor


sleepless game


“In 2007, Insomniac had the unique privilege of partnering with a young fan, the network television program Extreme Makeover: Home Edition, to celebrate James and his father. I had the honor of designing an avatar, so that James would play some of the galactic villains. join forces with Ratchet to cruise the solar system. Most impressed by James’ courage in the face of difficulty. His enthusiasm and positivity spread throughout the house as he grabbed the controller and reminded me of the impact sports can have on the lives of our players. He was on screen And we were heroes to everyone in the studio.

, Dave Guertin, Lead Artist


London Studio


“At the London studio, we have so many fond memories of our Singstar days – but what stands out is when a father completed a 24-hour nonstop singing challenge for charity. Great to Julian Hill’s daughter, Amelia Received open-heart surgery from Ormond Street Hospital, which saved his life. Our dev team heard about it and we set about donating Julian as well as supporting equipment so that the event was held at a hotel and get attention!

The final result saw Julian play Singstar for 24 hours 21 minutes 25 seconds in total, totaling 314 songs in that time. Achieving this meant he was awarded the Guinness World Record for “Longest Video Game Marathon Playing a Karaoke Game”. Julian raised over £3.2k for hospital charities to continue pioneering research, fund advanced medical equipment, provide child and family support services and much more.

, Anime Hobson, Studio Communications Manager


media molecule


“Community has always been at the heart of what we do at Media Molecule, and during Dreams’ journey we have seen international friendships build and ambitions fulfilled. Over the past few months we have seen two Dreamers reach incredible goals. Arrive – Mystical_Vortex was nominated for an award at the BAFTA Young Game Designers Awards for their game ‘The Little Ninja’ and Halfup_ won the Student Game Award at this year’s Freeplay Awards for their creation ‘The Snowgarden’. There really is quite a bit to know that our game is enabling up-and-coming game developers to achieve such an incredible feat!

As for friendship? We have seen Dreamers all over the world coming together to work on projects together. Take the team behind the Pig Detective series as an example – they are made up of German, Australian, British and American people who met through Dreams! We’re constantly hearing stories of new connections and global friendships, and seeing the most imaginative creations from people around the world.”

, Tom Dent, Senior Community Manager


naughty Dog


“As a game developer I get nothing more than to hear from players who have used accessibility settings to remove obstacles from their gameplay experience. One player told us how accessibility settings helped his father. Allowed to re-engage with gaming as a hobby after losing his sight due to a degenerative eye disease. Another told how he had his wife (who is completely blind) in The Last of Us Part II Watched the play, and how happy they were to share the experience.

A player with cerebral palsy worried about a Rat King battle would be impossible without seeking help from his father. He changed the accessibility settings, reduced the time, and (to quote him directly): “For the first time in my life I beat a boss!”

These stories remind me of our duty to consider the needs of all players with our design choices, and how accessible design invites all to play. We will try to keep going further as we build the game at Naughty Dog.”

, Matthew Gallant, Sports Director


pixelopus


“At PixelOpus, we were all incredibly impressed by the community response to Concrete Genie’s themes and story. But I think our most powerful interactions with a player really relate to our first game, Entwined. Art director Jeff Sangalli and I approached us at a PlayStation Experience event to talk about the special bond gaming has between himself and his son, who is autistic. This relationship was especially important because his son didn’t like physical contact or closeness, so co-op gaming and collaborative experiences were very important to their play time.

When his son started playing antwind, the father could tell that it had captured his imagination, and was helping him to relax. He told us that the game’s mechanics in particular (controlling two characters at the same time with each stick) enabled a different type of co-op for him: a single controller for playing the game collaboratively. to share When they played like this, the father explained, it allowed him to put his hand around his son – and that was something he hadn’t been able to do for years.

As parents, Jeff and I were deeply moved by this story and it has stayed with us as a constant reminder of the power of our medium to make a connection, and the nature of those moments or the unexpected places ever. should not be underestimated either. ,

, Dominic Robilliard, Creative Director


San Diego Studio


“Every day we interface with some of the most passionate players online through various social channels, forums, etc… but eventually meet some of those fans and interact with them on PSX, E3, and Twitch con. The place where we had some of the most memorable fan interactions. We’ve met MLB The Show players from across the country and even fans have traveled from overseas to see us! I’ve never seen a smaller group of designers I will forget who sat and chatted with some of the players who came from Australia at PSX for more than a few hours. We have made many friendships at these events, and we look forward to having more opportunities in the future!”

, Victor Reynolds, Manager, Online Communities


Santa Monica Studio


“One of the most memorable fan highlights for our studio was the year after the release of God of War (2018), when we invited Emmanuel, a God of War memorabilia collector, to the studio. Emmanuel’s Story Only of War Not impressive for the sheer number of unique God of Goods he’s accumulated over the years (583 items as of 2019, I’m sure he’s added a few more since then), it was his equally incredible positivity in the face of adversity. Had to face that really hit home for our team.

Emmanuel personally gained confidence from Kratos’ journey to change his fate…

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