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Surviving by Establishing Indie IPs

Tripwire started out as indie as it gets. A bunch of people building Red Orchestra out of basements and bedrooms. But what began as an indie mod project suddenly turned into a Million Seller IP. A case study about »accidentally« becoming a real business.

 

 

 

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Branche // Business // Entwicklung

Player Engagement in World of Tanks

Andrei Yarantsev   //   Februar 10, 2014   //   0 Kommentare

With its tank multiplayer game the guys at Wargaming have created a real phenomenon. Two years after the initial release it is still one of the fastest growing MMOs worldwide thanks to a wide array of strategies, reaching from game design to community management.

 

 

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Branche // Business

GDC 2014 - speakers interviewed

Redaktion   //   Februar 10, 2014   //   0 Kommentare

We had the chance to interview four speakers of this year’s GDC San Francisco and ask them about their expectations and why their lectures are so important to them.

 

 

 

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Business

German All Stars - Ein Spiel, Sechs Studios & jede Menge Support

Adrian Goersch, Jan Wagner, Jan Müller-Michaelis, Jan Klose, Jan Jöckel, Jan Theysen, Ralf C. Adam   //   Januar 8, 2014   //   0 Kommentare


»Red. Black. Fate.« ist das wohl ungewöhnlichste Projekt in der Geschichte der deutschen Games-Branche. Die sechs beteiligten deutschen Entwicklerstudios erzählen uns, warum sie dabei sind und was das Ganze eigentlich soll.

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Entwicklung

Banana Kong - ein Endless Runner entsteht

Philipp Döschl, Thomas Kern   //   Dezember 5, 2013   //   0 Kommentare

Der Aufbau einer neuen IP in einem etablierten Genre ist eine große Herausforderung. FDG Entertainment aus München hat diese gemeistert und hält sich mit Banana Kong seit Monaten in den Top Charts des App Stores. Im Artikel berichten die beiden Gründer, wie das Team den Erfolgstitel entwickelt hat.

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Entwicklung

Building the Scope of Planetside 2

Devin Lafontaine, Corey Navage   //   Dezember 5, 2013   //   0 Kommentare

 

Each of the four maps in Planetside 2 is 8x8 kilometers large – therefore optimizing gameplay and performance is an incredibly difficult task. Here’s how the SOE environment team pulled it off and created one of the biggest PvP open worlds to date.

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Märkte

Top 6 Localization Tips for the Brazilian Market

Mauro Bossetti   //   November 20, 2013   //   0 Kommentare

Mauro Bossetti, Global Localization Specialist at Synthesis Brasil, explains the intricacies of translating a game for the Brazilian market, how to keep conistency in localization and why European Portugese and Brazilian Portugese are two different pair of shoes.

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Entwicklung

Open World in The Witcher 3

Yassin Chakhchoukh   //   November 12, 2013   //   0 Kommentare

Zum Serienfinale öffnet sich die Welt des Hexers Geralt der Nichtlinearität, Geschichte, Quests und Gameplay müssen neuen Anforderungen gerecht werden, das Risiko für das polnische Studio ist hoch. Game Designer und Autor Jakub Szamalek erklärt, warum »Open World« trotzdem das einzig mögliche Konzept für das Rollenspiel darstellt.

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Entwicklung

Building a Cross Platform Pipeline for Kings of the Realm

Domenique Boutin   //   November 12, 2013   //   0 Kommentare

For their upcoming cross-platform MMO the guys at Irish developer Digit Games had to streamline their asset pipeline and adjust Unity to their specific needs. CTO Dominique Boutin tells us what actions he and his programmer colleagues took.

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Entwicklung

Badland – »We were just having fun«

Johannes Vuorinen   //   Oktober 11, 2013   //   0 Kommentare

 

The two-man studio Frogmind suddenly became famous for their highly acclaimed iOS game BADLAND, which was developed without any design documents, the Finns just followed their own gut feeling. Here they share with us the entire thought process.

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Entwicklung

RYSE – The Transition to Physically Based Shading

Nicolas Schulz   //   Oktober 11, 2013   //   0 Kommentare

 

While the benefits of physically based shading are very obvious, the actual realization of this concept demands the full commitment of the whole team as well as several programming tricks. Senior Rendering Engineer Nicolas Schulz explains the implementation on the basis of several scenes in CryENGINE 3.

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