Alternatively if your friend is looking to make a PS360 game (excl. Wii, but incl. NGP - as per recent updates) then there's also Phyre Engine from Sony. From what i hear from my boy's who've evaluated it, as of it's most recent incarnation (dunno about the post NGP update), it runs swell on PS3 and Xbox 360 but is a bit barebones. It's pretty much just your bare basics and renderer and isn't anywhere near comparable to CE3 or UE3 in terms of it's toolset. But if you're a small dev who wants to develop alot of your own code Phyreengine gives you a great start as most of the core systems are there and you can pretty easily build on that as your foundation. Plus it's completely free with the PS3 devkit ;-)
http://directtovideo.wordpress.com/2011/02/25/come-see-me-talk-at-gdc-2011/
To all the gamedev people who were savvy enough to get their company to pay for their plane ticket: come see me at GDC!
I’ll be introducing the new version of PhyreEngine – 3.0 – to the world. It has tools and everything. I’ll also be talking about the new rendering work we’ve done on PS3 lately. That includes:
-a particle system on SPU (which took a lot of ideas from the one ive presented on this blog which ran on GPU. but now on SPU.)
-a new take on MLAA on PS3
-deferred lighting on SPU and our rendering engine in general.
And then I get to talk about NGP. If you’re thinking of (or are currently) developing for the device, you might be interested in knowing what you can do on it graphics-wise and how it went adding NGP support for our engine. This I shall attempt to impart.