If there’s a new PlayStation peripheral launching, you can be sure that Sony Computer Entertainment’s (SCE) London Studio will be there to support it. The company created two of the definitive social experiences on PlayStation 2 with it’s EyeToy series using the console’s add-on camera and the SingStar franchise that utilises a pair of microphones. Moving onto PlayStation 3, it delved further into the world of augmented reality with EyePet, adding support for the PlayStation Move controller down the line. In other words, it’s a set of Buzz controllers away from having worked with all of SCE’s add-on tech. It’s of little surprise, then, that this is one of the premiere developers won’t on the Project Morpheus virtual reality (VR) headset on PlayStation 4.
SCE London stood proud as one of the first developers to show off software for the headset at its reveal during the 2014 Game Developers Conference (GDC). There the company showed off the device’s potential with The Deep, a brief but fascinating tech demo in which users were submerged, descending to the ocean floor in a cage. It gives players a chance to get up close with some incredible sights before spiraling into a chaotic shark attack. VRFocus tried the demo at GDC and came away impressed. Now we’ve caught up with SCE Studio Director David Ranyard to talk about its debut, the reception and more.
In the interview below Ranyard speaks on the reactions he saw to the team’s demo at the show in March 2014. He also touches upon the team’s past with those many peripherals, explaining the differences between AR and VR. The developer wasn’t ready to reveal what the studio might be working on next, but does hint at the progress its making with Morpheus. VRFocus will continue to follow the SCE London and all other VR titles going forward.
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