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	<title>PlayStation.Blog &#187; giant sparrow</title>
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	<link>http://blog.us.playstation.com</link>
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		<title>The Unfinished Swan Is Finished, Out Today On PSN</title>
		<link>http://blog.us.playstation.com/2012/10/23/the-unfinished-swan-is-finished-out-today-on-psn/</link>
		<comments>http://blog.us.playstation.com/2012/10/23/the-unfinished-swan-is-finished-out-today-on-psn/#comments</comments>
		<pubDate>Tue, 23 Oct 2012 16:04:22 +0000</pubDate>
		<dc:creator>Ian Dallas</dc:creator>
				<category><![CDATA[PS3]]></category>
		<category><![CDATA[PSN]]></category>
		<post_tag><![CDATA[giant sparrow]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>
		<post_tag><![CDATA[the unfinished swan]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=88328</guid>
		<description><![CDATA[<a href="http://us.playstation.com/games-and-media/games/the-unfinished-swan-ps3.html?CMP=soc_us__ac_sm_05_21_12">The Unfinished Swan</a> is now finished and I think it's a pretty amazing game. You probably shouldn't take my word for it though.

See, making a game is like having a baby. You put a lot of yourself into it, there's a mad scramble to push it out at the end, and once it's out there's no way you can ever be objective about it. So I'm not the best judge of whether this game is any good.

What I can say though is that it's definitely the game we wanted to make.

We set out to create a game about a sense of wonder, about what it feels like to discover astonishing new things. We wanted to create an experience where as soon as players started getting the hang of something the game would shift and they'd be on to something new. I'm still surprised we managed to pull it off because making a game like that is crazy.]]></description>
				<content:encoded><![CDATA[<p><iframe width="640" height="360" src="http://www.youtube.com/embed/VA6KMMhnJCQ" frameborder="0" allowfullscreen></iframe></p>
<p><a href="http://us.playstation.com/games-and-media/games/the-unfinished-swan-ps3.html?CMP=soc_us__ac_sm_05_21_12">The Unfinished Swan</a> is now finished and I think it&#8217;s a pretty amazing game. You probably shouldn&#8217;t take my word for it though.</p>
<p>See, making a game is like having a baby. You put a lot of yourself into it, there&#8217;s a mad scramble to push it out at the end, and once it&#8217;s out there&#8217;s no way you can ever be objective about it. So I&#8217;m not the best judge of whether this game is any good.</p>
<p>What I can say though is that it&#8217;s definitely the game we wanted to make.</p>
<p>We set out to create a game about a sense of wonder, about what it feels like to discover astonishing new things. We wanted to create an experience where as soon as players started getting the hang of something the game would shift and they&#8217;d be on to something new. I&#8217;m still surprised we managed to pull it off because making a game like that is crazy.</p>
<p>In contrast, most games take a few core gameplay mechanics and then spend their whole time exploring how those mechanics work together and separately. Coming up with interesting mechanics is hard so there&#8217;s a lot of creative and financial incentive to keep a game focused on just a few of them. The result is that most games are about developing a sense of mastery, of what it feels like to become an expert.</p>
<p>The Unfinished Swan isn&#8217;t about being an expert. It&#8217;s about how it feels to be a child discovering a brand new world.</p>
<p>Having just finished our very first game, that&#8217;s a feeling all of us at <a href="http://giantsparrow.com/">Giant Sparrow</a> can sympathize with. Like the game itself the process of making it was messy and full of surprises.</p>
<p>And we never would have finished it without the incredible support we&#8217;ve gotten from Sony. We also want to thank <a href="http://thatgamecompany.com/">thatgamecompany</a>, who are the reason that support exists. Their fantastic work proves what a small team can do with a bit of time and encouragement.</p>
<p>Most of all, we want to thank the PSN community for being so supportive of strange new experiences. Your enthusiasm for games of all kinds &#8212; even games that are unlike anything you&#8217;ve ever played before &#8212; is why Sony is able to keep taking chances on unusual games like <a href="http://us.playstation.com/games-and-media/games/journey-ps3.html?CMP=soc_us__ac_sm_05_21_12">Journey</a> and The Unfinished Swan.</p>
<p>Thanks, everybody!</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.us.playstation.com/2012/10/23/the-unfinished-swan-is-finished-out-today-on-psn/feed/</wfw:commentRss>
		<slash:comments>30</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2012/10/swan1.jpg</thumbnail_url>
<rating>3.79</rating><author_title>Creative Director, Giant Sparrow</author_title>
<comment_count>30</comment_count>
<comment_replies_count>15</comment_replies_count>	</item>
		<item>
		<title>The Unfinished Swan: Art and Design Developer Diary</title>
		<link>http://blog.us.playstation.com/2012/10/17/dig-deep-into-the-art-and-design-of-the-unfinished-swan/</link>
		<comments>http://blog.us.playstation.com/2012/10/17/dig-deep-into-the-art-and-design-of-the-unfinished-swan/#comments</comments>
		<pubDate>Wed, 17 Oct 2012 13:01:06 +0000</pubDate>
		<dc:creator>Ben Esposito</dc:creator>
				<category><![CDATA[PS3]]></category>
		<category><![CDATA[PSN]]></category>
		<post_tag><![CDATA[giant sparrow]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>
		<post_tag><![CDATA[the unfinished swan]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=87800</guid>
		<description><![CDATA[Like a lot of folks, I first saw the tech demo for <a href="http://blog.us.playstation.com/tag/the-unfinished-swan/">The Unfinished Swan</a> when it made the rounds online in 2008. The idea stuck in the back of my head but it wasn't until later when <a href="http://blog.us.playstation.com/tag/giant-sparrow/">Giant Sparrow</a> put up a job posting that I decided: I had to make that game. I had just graduated from college without much professional experience, so I did what I do best and made a game for them. You can <a href="http://www.youtube.com/watch?v=nUt6PBcGEJI">check it out here</a> if you'd like. The video cuts off because the end of the game says "Call me" and has my phone number on it. It got the attention of the Giant Sparrow team, and I ended up flying out to Los Angeles to work on the game. I was elated and a little shocked, but I came to learn that at Giant Sparrow, the player experience always comes first - and my little game was designed to create a very specific experience. Now, in October 2012, The Unfinished Swan is out in the wild (well, to <a href="http://us.playstation.com/psn/playstation-plus/">PlayStation Plus members</a>) and we're proud that we were able to make a truly experiential game.]]></description>
				<content:encoded><![CDATA[<p><a href="http://blog.us.playstation.com/2012/10/16/dig-deep-into-the-art-and-design-of-the-unfinished-swan/tus_01/" rel="attachment wp-att-87813"><img class="alignleft  wp-image-87813" title="TUS_01" src="http://blog.us.playstation.com/files/2012/10/TUS_01.jpeg" alt="" width="346" height="536" /></a>Like a lot of folks, I first saw the tech demo for <a href="http://blog.us.playstation.com/tag/the-unfinished-swan/">The Unfinished Swan</a> when it made the rounds online in 2008. The idea stuck in the back of my head but it wasn&#8217;t until later when <a href="http://blog.us.playstation.com/tag/giant-sparrow/">Giant Sparrow</a> put up a job posting that I decided: I had to make that game. I had just graduated from college without much professional experience, so I did what I do best and made a game for them. You can <a href="http://www.youtube.com/watch?v=nUt6PBcGEJI">check it out here</a> if you&#8217;d like. The video cuts off because the end of the game says &#8220;Call me&#8221; and has my phone number on it. It got the attention of the Giant Sparrow team, and I ended up flying out to Los Angeles to work on the game. I was elated and a little shocked, but I came to learn that at Giant Sparrow, the player experience always comes first &#8211; and my little game was designed to create a very specific experience. Now, in October 2012, The Unfinished Swan is out in the wild (well, to <a href="http://us.playstation.com/psn/playstation-plus/">PlayStation Plus members</a>) and we&#8217;re proud that we were able to make a truly experiential game.</p>
<p class="aligncenter"><iframe src="http://www.youtube.com/embed/2jGLH8BlVWc?rel=0" frameborder="0" width="560" height="315"></iframe></p>
<p>We had a very unique creative process. In planning out each level, we used a series of index cards representing emotional beats. I would then work with Ian to put together a rough version of the level. If something didn&#8217;t feel right, we&#8217;d cut it out and shuffle our cards. Hokyo sums it up really well when he says the experience of play is more like eating a meal than looking at a painting. We eat with our entire bodies, at our own pace, using all of our senses. The metaphor of food isn&#8217;t purely conceptual; both Hokyo and Ian&#8217;s love of food manifests itself in the personality of the King character. In one chapter, players explore the King&#8217;s dining hall, complete with an abandoned feast. Also, see if you can find a giant piece of toast hidden somewhere.</p>
<p>Working at Giant Sparrow has been a creative challenge. On one hand, we had a tremendous amount of freedom to experiment with new ideas. On the other, we were a very small team with limited resources, and working with a group of really creative people can be a game of compromises between tech, art, sound, and design. The best part about working with our small team was that the people posing questions were also the ones creating solutions.</p>
<p>Overall, The Unfinished Swan is a really personal game to all of us. We worked together for a long time and poured a lot of our own quirks and experiences into it. When you sit down to play, know that it was created from start to finish with your whole experience in mind. Go forth and explore.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.us.playstation.com/2012/10/17/dig-deep-into-the-art-and-design-of-the-unfinished-swan/feed/</wfw:commentRss>
		<slash:comments>28</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2012/07/v18.jpg</thumbnail_url>
<rating>4.04</rating><author_title>Game Designer, Giant Sparrow</author_title>
<comment_count>28</comment_count>
<comment_replies_count>5</comment_replies_count>	</item>
		<item>
		<title>The Unfinished Swan: 10 Things You Need to Know</title>
		<link>http://blog.us.playstation.com/2012/10/10/the-unfinished-swan-10-things-you-need-to-know/</link>
		<comments>http://blog.us.playstation.com/2012/10/10/the-unfinished-swan-10-things-you-need-to-know/#comments</comments>
		<pubDate>Wed, 10 Oct 2012 20:11:33 +0000</pubDate>
		<dc:creator>Ben Esposito</dc:creator>
				<category><![CDATA[PS3]]></category>
		<category><![CDATA[PSN]]></category>
		<post_tag><![CDATA[giant sparrow]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>
		<post_tag><![CDATA[the unfinished swan]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=87197</guid>
		<description><![CDATA[<a href="http://us.playstation.com/games-and-media/games/the-unfinished-swan-ps3.html?CMP=soc_us__ac_sm_05_21_12">The Unfinished Swan</a> is an unusual game with an unusual history. We wanted to give you an exclusive look into its history before it lands on PSN October 23rd -- as well as some secrets you'd never guess. Find out where we came up with the idea, who helped make it happen, and some techniques we used to make the game feel just right.

<strong>Virtual reality:</strong> The Unfinished Swan started as a student project in the University of Southern California's Interactive Media program. Originally it was meant to be played with a head-mounted display. Over time, the game eventually became a PS3 exclusive.]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/playstationblog/8074778139/" title="The Unfinished Swan on PS3 by PlayStation.Blog, on Flickr"><img src="http://farm8.staticflickr.com/7250/8074778139_372b24c115_z.jpg" width="640" height="360" alt="The Unfinished Swan on PS3"></a></p>
<p><a href="http://us.playstation.com/games-and-media/games/the-unfinished-swan-ps3.html?CMP=soc_us__ac_sm_05_21_12">The Unfinished Swan</a> is an unusual game with an unusual history. We wanted to give you an exclusive look into its history before it lands on PSN October 23rd &#8212; as well as some secrets you&#8217;d never guess. Find out where we came up with the idea, who helped make it happen, and some techniques we used to make the game feel just right.</p>
<div style=width:540px;margin:auto;>
<ol>
<li><strong>Virtual reality:</strong> The Unfinished Swan started as a student project in the University of Southern California&#8217;s Interactive Media program. Originally it was meant to be played with a head-mounted display. Over time, the game eventually became a PS3 exclusive.</li>
<p></br></p>
<li><strong>Showing our roots:</strong> The pond, which is the opening area of The Unfinished Swan, hasn&#8217;t changed since we entered the game into the Independent Games Festival in 2009. The reasons were partly to keep a homage to the area that got us started, and also because it&#8217;s a successful level layout.</li>
<p></br></p>
<li><strong>Tiny team:</strong> Giant Sparrow started as a two-person company and grew to 12 people at one point during production of The Unfinished Swan. Being a small team provided a lot of advantages; we were able to try things big studios wouldn&#8217;t touch.</li>
<p></br></p>
<div style=width:207px;padding-left:10px;float:right;padding-top:20px;><a href="http://www.flickr.com/photos/playstationblog/8074773178/" title="The Unfinished Swan on PS3 by PlayStation.Blog, on Flickr"><img src="http://farm8.staticflickr.com/7259/8074773178_f76e8451c5_n.jpg" width="207" height="320" alt="The Unfinished Swan on PS3"></a></div>
<li><strong>Auto-aim:</strong> When we were first testing the game, we heard more than once that players wanted some sort of gun that would shoot paint where they were pointing. We weren&#8217;t about to give Monroe &#8211; the main character of The Unfinished Swan &#8211; a gun but we did come up with a fix. It happens behinds the scenes: the game will adjust the arc of your throw to hit things that you&#8217;re pointing at.</li>
<p></br></p>
<li><strong>Secret run:</strong> It&#8217;s very subtle, but if you walk forward for long enough, Monroe starts to pick up his pace. We added this for players who like exploring so there&#8217;s less time spent walking long distances.</li>
<p></br></p>
<li><strong>Not quite white:</strong> The white color you see in The Unfinished Swan is actually not pure white, but a slightly warmer yellowish white. On certain LCD TVs, pure white shows up with a bluish tint &#8211; which is not very befitting of a storybook style.</li>
<p></br></p>
<li><strong>Getting closer to the narrator:</strong> The voice of the narrator was originally recorded with temporary dialogue &#8211; it&#8217;s the voice of creative director Ian Dallas&#8217;s aunt. After auditioning other narrators, we weren&#8217;t able to find a voice as authentic as a real mother.</li>
<p></br></p>
<li><strong>Legendary art director:</strong> The Unfinished Swan&#8217;s art director, Hokyo Lim, was previously the art director for League of Legends by Riot Games. While they are tonally very different, Hokyo&#8217;s strong 2D skills have translated beautifully to both League of Legends and The Unfinished Swan.</li>
<p></br></p>
<li><strong>Stay a while:</strong> The Unfinished Swan has four different chapters, each with their own visual style and mechanics. Part of the design philosophy for The Unfinished Swan is to let players figure things out for themselves, so there are a few parts of the game that have never been shown before.</li>
<p></br></p>
<li><strong>Becoming a minimalist:</strong> The Minimalist trophy, unlocked when a player walks through the opening area without using more than three splats of paint, was originally unlocked by not splatting a single ball. Ben, the level designer, could stumble through it using sound but when the rest of the team tested it nobody was able to figure out how to navigate without using paint. After changing it to three splats maximum, it felt like a more balanced challenge.</li>
</ol>
</div>
<p><a href="http://www.flickr.com/photos/playstationblog/8074773466/" title="The Unfinished Swan on PS3 by PlayStation.Blog, on Flickr"><img src="http://farm8.staticflickr.com/7277/8074773466_cc28a933f7_z.jpg" width="640" height="360" alt="The Unfinished Swan on PS3"></a></p>
<p>Want to find out more about The Unfinished Swan? Keep reading PlayStation.Blog for all the latest on this unique and beautiful game.</p>
]]></content:encoded>
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		<slash:comments>33</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2012/10/swan.jpg</thumbnail_url>
<rating>4.16</rating><author_title>Game Designer, Giant Sparrow</author_title>
<comment_count>33</comment_count>
<comment_replies_count>3</comment_replies_count>	</item>
		<item>
		<title>The Unfinished Swan Dev Diary: Original Music &amp; Sound</title>
		<link>http://blog.us.playstation.com/2012/10/10/the-unfinished-swan-dev-diary-original-music-sound/</link>
		<comments>http://blog.us.playstation.com/2012/10/10/the-unfinished-swan-dev-diary-original-music-sound/#comments</comments>
		<pubDate>Wed, 10 Oct 2012 15:00:52 +0000</pubDate>
		<dc:creator>Joel Corelitz</dc:creator>
				<category><![CDATA[PS3]]></category>
		<category><![CDATA[PSN]]></category>
		<post_tag><![CDATA[giant sparrow]]></post_tag>
		<post_tag><![CDATA[the unfinished swan]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=87164</guid>
		<description><![CDATA[At its core, <a href="http://blog.us.playstation.com/tag/the-unfinished-swan/">The Unfinished Swan</a> is about the joy of creation and self-discovery. These themes revolve around two central characters: one young, who has dealt with great loss and loneliness, and one old, who must reconcile his current stage of life as well as his fate.

One of the initial conversations I had with Peter Scaturro, music supervisor at the Santa Monica Studio involved using the key components of the score to offset the melancholy of the story. I consciously steered away from anything that felt too sad, stark or desolate. Instead, I focused on crafting a mood that was lush, curious, and warm. We wanted the music to serve as a companion for Monroe and the player as they explored the world of the game.]]></description>
				<content:encoded><![CDATA[<p><iframe src="http://www.youtube.com/embed/H1ebugoPsP0" frameborder="0" width="640" height="360"></iframe></p>
<p>At its core, <a href="http://blog.us.playstation.com/tag/the-unfinished-swan/">The Unfinished Swan</a> is about the joy of creation and self-discovery. These themes revolve around two central characters: one young, who has dealt with great loss and loneliness, and one old, who must reconcile his current stage of life as well as his fate.</p>
<p>One of the initial conversations I had with Peter Scaturro, music supervisor at the Santa Monica Studio involved using the key components of the score to offset the melancholy of the story. I consciously steered away from anything that felt too sad, stark or desolate. Instead,</p>
<p><img class="alignleft  wp-image-87166" title="keyart_1_swan" src="http://blog.us.playstation.com/files/2012/10/keyart_1_swan.jpg" alt="" width="280" height="403" /></p>
<p>I focused on crafting a mood that was lush, curious, and warm. We wanted the music to serve as a companion for Monroe and the player as they explored the world of the game. To achieve this, I chose to highlight certain instruments and sounds that were inspired by the characters themselves. Monroe’s signature sound is played by plucked and mallet instruments like marimba and harp &#8211; youthful, resonant sounds that highlight his innocence as well as the storybook-quality of the game. The bizarre, pompous King is heralded by gritty, electronic harpsichord tones. I used acoustic sounds to imitate electronic, synthesized textures and vice versa &#8211; using analog modular synthesizers and extensive processing to evoke harpsichord and harp-like sounds. Too often, classical “thematic” scores are at odds with modern, texture-driven scores.</p>
<p>&nbsp;</p>
<p>My goal was to blur the lines and try to find the best of both worlds: to use the opportunity I had as a composer not just to write a score, but to knit the fabric for this world, completely from scratch. Aside from live string orchestra, every sound in the score is original. The compositional process was about subverting all traditional rules in favor of something more textural, more free-flowing &#8211; like an ocean of sound. Classical theory and traditional harmonic structures are here, but they’re lurking far below the surface. In-game ambient music is always evolving, never confined to a static loop. I wanted the music to feel seamless with the gameplay, as if it is part of the environment.</p>
<p>And that brings us back to the joy of creation &#8211; there’s a certain naivety in so much of my favorite art. The Unfinished Swan was the perfect opportunity to explore that. I’m so excited to put this out into the world. It was an incredible experience working with <a href="http://giantsparrow.com/">Giant Sparrow</a> and the SCEA Music Department.</p>
<p>We can all relate to Monroe’s mother and The King. The spark at the beginning of a project is what we love best about creating. The real work begins when we have to develop that initial idea into a finished product, and I’m confident that no one has played or heard a game quite like The Unfinished Swan.</p>
]]></content:encoded>
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		<slash:comments>13</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2012/10/LEAD_TUS.jpg</thumbnail_url>
<rating>4.43</rating><author_title>Composer, The Unfinished Swan</author_title>
<comment_count>13</comment_count>
<comment_replies_count>2</comment_replies_count>	</item>
		<item>
		<title>The Unfinished Swan Flies to PSN October 23, Early Access for Plus</title>
		<link>http://blog.us.playstation.com/2012/10/05/the-unfinished-swan-flies-to-psn-october-23-early-access-for-plus/</link>
		<comments>http://blog.us.playstation.com/2012/10/05/the-unfinished-swan-flies-to-psn-october-23-early-access-for-plus/#comments</comments>
		<pubDate>Fri, 05 Oct 2012 13:00:07 +0000</pubDate>
		<dc:creator>Ian Dallas</dc:creator>
				<category><![CDATA[PS3]]></category>
		<category><![CDATA[PSN]]></category>
		<post_tag><![CDATA[giant sparrow]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>
		<post_tag><![CDATA[playstation plus]]></post_tag>
		<post_tag><![CDATA[the unfinished swan]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=86681</guid>
		<description><![CDATA[When you make a game about something unusual like, say, <a href="http://blog.us.playstation.com/2012/05/01/the-unfinished-swan-is-coming-to-psn/">throwing paint in an all-white world</a>, you expect to get a lot of questions. But we were surprised that the question we got asked the most turned out to be "when can I buy it?"

Now we have an answer: you can buy <a href="http://us.playstation.com/games-and-media/games/the-unfinished-swan-ps3.html?CMP=soc_us__ac_sm_05_21_12">The Unfinished Swan</a> on October 23rd exclusively on <a href="http://blog.us.playstation.com/category/psn/">PSN</a>. And if you're a <a href="http://us.playstation.com/psn/playstation-plus/">PlayStation Plus</a> member, you can get the game a week early -- October 16th. 

In the meantime, there’s still a lot to learn about the game. You’ve <a href="http://blog.us.playstation.com/2012/08/31/meet-the-king-of-the-unfinished-swan/">met the King</a>, now get to know us: the team behind it all.]]></description>
				<content:encoded><![CDATA[<p>When you make a game about something unusual like, say, <a href="http://blog.us.playstation.com/2012/05/01/the-unfinished-swan-is-coming-to-psn/">throwing paint in an all-white world</a>, you expect to get a lot of questions. But we were surprised that the question we got asked the most turned out to be &#8220;when can I buy it?&#8221;</p>
<p>Now we have an answer: you can buy <a href="http://us.playstation.com/games-and-media/games/the-unfinished-swan-ps3.html?CMP=soc_us__ac_sm_05_21_12">The Unfinished Swan</a> on October 23rd exclusively on <a href="http://blog.us.playstation.com/category/psn/">PSN</a> for $14.99. And if you&#8217;re a <a href="http://us.playstation.com/psn/playstation-plus/">PlayStation Plus</a> member, you can get the game a week early &#8212; October 16th. </p>
<p>In the meantime, there’s still a lot to learn about the game. You’ve <a href="http://blog.us.playstation.com/2012/08/31/meet-the-king-of-the-unfinished-swan/">met the King</a>, now get to know us: the team behind it all. In the first of a series of developer diaries, we’ll lift the curtain and give you some background on <a href="http://giantsparrow.com/">Giant Sparrow</a>, the beginning of The Unfinished Swan and how we landed on PlayStation Network. Check it out: </p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/A15hMzNvNbI" frameborder="0" allowfullscreen></iframe></p>
<p>Leading up to launch on October 23rd, we will be back to dive in and show you all you need to know about The Unfinished Swan. For more news about the game you can check out the Giant Sparrow <a href="http://giantsparrow.com/blog">company blog</a>.</p>
<p>Can&#8217;t wait for you all to play the game!</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.us.playstation.com/2012/10/05/the-unfinished-swan-flies-to-psn-october-23-early-access-for-plus/feed/</wfw:commentRss>
		<slash:comments>36</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2012/07/v18.jpg</thumbnail_url>
<rating>4.02</rating><author_title>Creative Director, Giant Sparrow</author_title>
<comment_count>36</comment_count>
<comment_replies_count>3</comment_replies_count>	</item>
		<item>
		<title>Watch The Unfinished Swan Comic-Con Panel Here</title>
		<link>http://blog.us.playstation.com/2012/07/16/watch-the-unfinished-swans-comic-con-panel-here/</link>
		<comments>http://blog.us.playstation.com/2012/07/16/watch-the-unfinished-swans-comic-con-panel-here/#comments</comments>
		<pubDate>Mon, 16 Jul 2012 19:35:59 +0000</pubDate>
		<dc:creator>Ben Esposito</dc:creator>
				<category><![CDATA[PS3]]></category>
		<category><![CDATA[PSN]]></category>
		<post_tag><![CDATA[comic-con12]]></post_tag>
		<post_tag><![CDATA[giant sparrow]]></post_tag>
		<post_tag><![CDATA[the unfinished swan]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=80056</guid>
		<description><![CDATA[Hey everyone! I'm Ben, a Game Designer at <a href="http://giantsparrow.com/">Giant Sparrow</a>. Last Saturday, a bunch of us took a trip down to San Diego for Comic-Con, where we held a panel that focused on the art of <a href="http://blog.us.playstation.com/tag/the-unfinished-swan/">The Unfinished Swan</a>. We want to thank everyone who attended -- you’re all beautiful people. If you couldn’t make it to the panel, we’ve put together this highlight reel so you can watch all the good parts! The panel was hosted by <a href="http://en.wikipedia.org/wiki/Morgan_Webb">Morgan Webb</a>, who made sure things went super smooth as we discussed the ups and downs of developing such a unique game.

On stage we had <a href="http://blog.us.playstation.com/author/idallas/">Ian Dallas</a>, Hokyo Lim, Max Geiger, and me. We showed off some never-before-seen concept art, and talked about how we developed the art style for The Unfinished Swan.]]></description>
				<content:encoded><![CDATA[<p>Hey everyone! I&#8217;m Ben, a Game Designer at <a href="http://giantsparrow.com/">Giant Sparrow</a>. Last Saturday, a bunch of us took a trip down to San Diego for Comic-Con, where we held a panel that focused on the art of <a href="http://blog.us.playstation.com/tag/the-unfinished-swan/">The Unfinished Swan</a>. We want to thank everyone who attended &#8212; you’re all beautiful people. If you couldn’t make it to the panel, we’ve put together this highlight reel so you can watch all the good parts! The panel was hosted by <a href="http://en.wikipedia.org/wiki/Morgan_Webb">Morgan Webb</a>, who made sure things went super smooth as we discussed the ups and downs of developing such a unique game.</p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/XrL1MSM9lGc" frameborder="0" allowfullscreen></iframe></p>
<p>On stage we had <a href="http://blog.us.playstation.com/author/idallas/">Ian Dallas</a>, Hokyo Lim, Max Geiger, and me. We showed off some never-before-seen concept art, and talked about how we developed the art style for The Unfinished Swan. We’ve been really quiet throughout development in hopes of preserving the game’s surprises, so it was refreshing to have the chance to speak with fans about our inspirations. Thanks for being patient with us! We’ve got more to reveal soon, so <a href="https://twitter.com/giantsparrow">keep in touch with us on Twitter</a> and be sure to comment here!</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.us.playstation.com/2012/07/16/watch-the-unfinished-swans-comic-con-panel-here/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2012/07/v18.jpg</thumbnail_url>
<rating>4.3</rating><author_title>Game Designer, Giant Sparrow</author_title>
<comment_count>9</comment_count>
<comment_replies_count>0</comment_replies_count>	</item>
		<item>
		<title>The Unfinished Swan is Coming to PSN</title>
		<link>http://blog.us.playstation.com/2012/05/01/the-unfinished-swan-is-coming-to-psn/</link>
		<comments>http://blog.us.playstation.com/2012/05/01/the-unfinished-swan-is-coming-to-psn/#comments</comments>
		<pubDate>Wed, 02 May 2012 04:01:26 +0000</pubDate>
		<dc:creator>Ian Dallas</dc:creator>
				<category><![CDATA[PSN]]></category>
		<post_tag><![CDATA[giant sparrow]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>
		<post_tag><![CDATA[the unfinished swan]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=75041</guid>
		<description><![CDATA[If you've ever heard of <a href="http://giantsparrow.com/games/swan/">The Unfinished Swan</a> before I'd like to start by saying I'm sorry.

Back in 2008, when we posted videos of the <a href="http://vimeo.com/1807754">prototype</a> online, a lot of people got really excited. And then a few years went by without another word. So if you've been wondering "whatever happened to that weird black and white painting game?" thanks for waiting!

If this is all new to you, here's the gist: The Unfinished Swan is a first-person painting game that begins in a totally white space. You throw globs of paint to explore the world around you. In the game you're a boy named Monroe who's chasing after a swan. The swan stepped out of a painting and has wandered off into a surreal, unfinished world. Here's what it looks like:]]></description>
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<p>If you&#8217;ve ever heard of <a href="http://giantsparrow.com/games/swan/">The Unfinished Swan</a> before I&#8217;d like to start by saying I&#8217;m sorry.</p>
<p>Back in 2008, when we posted videos of the <a href="http://vimeo.com/1807754">prototype</a> online, a lot of people got really excited. And then a few years went by without another word. So if you&#8217;ve been wondering &#8220;whatever happened to that weird black and white painting game?&#8221; thanks for waiting!</p>
<p>If this is all new to you, here&#8217;s the gist: The Unfinished Swan is a first-person painting game that begins in a totally white space. You throw globs of paint to explore the world around you. In the game you&#8217;re a boy named Monroe who&#8217;s chasing after a swan. The swan stepped out of a painting and has wandered off into a surreal, unfinished world. Here&#8217;s what it looks like:</p>
<p><a href="http://www.flickr.com/photos/playstationblog/6987666710/" title="The Unfinished Swan for PS3 by PlayStation.Blog, on Flickr"><img src="http://farm8.staticflickr.com/7047/6987666710_dc38ac66ea_z.jpg" width="640" height="360" alt="The Unfinished Swan for PS3"></a></p>
<p>So what have we been doing these last few years? Judging from our <a href="http://giantsparrow.com/blog">blog</a>, mostly we&#8217;ve been having team lunches and then posing for photos. Which is partly true. But also we started a company called <a href="http://giantsparrow.com">Giant Sparrow</a> and then signed a deal with Sony to make The Unfinished Swan for PSN.</p>
<p>For those of you familiar with Sony&#8217;s relationship with <a href="http://blog.us.playstation.com/tag/thatgamecompany/">thatgamecompany</a>, it&#8217;s the same kind of thing. Sony calls it an &#8220;incubation deal.&#8221;  In addition to giving us funding they also provide office space, equipment and advice (often in the form of <a href="https://twitter.com/#!/esmolikowski/">this cheerful graphics programmer</a> from the God of War team). The best part is that we get to focus all of our energies on just making a game.</p>
<p><a href="http://www.flickr.com/photos/playstationblog/7133749017/" title="The Unfinished Swan for PS3 by PlayStation.Blog, on Flickr"><img src="http://farm8.staticflickr.com/7107/7133749017_58ba86402d_z.jpg" width="640" height="360" alt="The Unfinished Swan for PS3"></a></p>
<p>That&#8217;s great because it turns out that making a game is hard. But it&#8217;s almost done and we&#8217;re super excited to start talking about it.</p>
<p>One of the biggest challenges we had was figuring out what the game was going to be about. The idea of painting a white world is pretty abstract. You could make all kinds of different games about that. A lot of people who saw it a few years ago assumed it was going to be a horror game. And it totally could have been. But after splatting stuff for a few months we realized what we liked most about it was the sense of wonder it created. We liked not knowing what was out there.</p>
<p>So we made a game about creating a sense of wonder. Our goal is to give players strange and beautiful experiences they&#8217;ve never had before. We want to give people genuine surprises and then keep on surprising them the whole game. The painting a white world stuff is actually just the first 15 minutes. After that, things get <i>really</i> weird.</p>
]]></content:encoded>
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		<slash:comments>54</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2012/05/6987667740_4a45d145dd_o.jpg</thumbnail_url>
<rating>4.48</rating><author_title>Creative Director, Giant Sparrow</author_title>
<comment_count>54</comment_count>
<comment_replies_count>1</comment_replies_count>	</item>
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