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Design Business Art Technology JEDE AUSGABE MIT FIRMENREGISTER 01/2016 € 6,90 OFFIZIELLER PARTNER VON DESIGN BUSINESS ART TECHNOLOGY 01 4 197050406909 UNREAL TOURNAMENT CASE STUDY LEVEL DESIGN EPIC GAMES ÜBER DAS PRO UND WIE DAS PROJEKT CROWFALL DAS SO ENTWIRFT IO INTERACTIVE DIE CONTRA VON OPEN DEVELOPMENT MMO-GENRE NEUERFINDEN SOLL OFFENEN SCHAUPLÄTZE IN HITMAN WE’RE HIRING! Senior 3D Artists Game Designer JavaScript - HTML5 Game Developer To apply for a job, please send your resume via email to [email protected] Editorial Making Games 01/2016 VIRTUAL REALITY EIN VIEL ZU LANG GEHEGTER TRAUM irtual Reality oder kurz VR spukt an einem Prototyp für ein VR-Gerät schraubte. seit über 50 Jahren in den Köpfen Der Student hieß Palmer Luckey, das Gerät Sebastian Weber von computerbegeisterten Ent- Oculus Rift. Oculus ist heute Milliarden von ist Managing Editor vom Making Games Magazin. wicklern herum. Schon Ende der Dollars schwer, HTC und Valve, Sony und an- 1950er, Anfang der 1960er Jahre dere sind ebenfalls auf die VR-Bühne getreten. bastelten Wissenschaftler an Und wer die Geräte ausprobiert hat, wird mir Bildschirmen, die den Nutzer di- zustimmen: VR ist nicht nur eine unglaubliche Vrekt vor den Augen angebracht in – zugegeben Erfahrung, sondern könnte diesmal tatsäch- – eher primitive virtuelle Welten entfliehen lich den Durchbruch schaffen. Doch während lassen konnten. Später folgten Hollywood-Vi- die Technik enorme Fortschritte gemacht hat, sionen wie »Tron« (1982), das Holodeck in »Star hinkt die Industrie bei den Inhalten hinterher. Trek: The Next Generation« (ab 1987) oder »Der Heutige Spielekonzepte sind gar nicht darauf Rasenmähermann« (1992), die faszinierende ausgerichtet, dass der Nutzer das Gefühl hat, Fantasiewelten zeigten und die den Traum von vor Ort zu sein, wodurch Motion Sickness und VR nicht nur bei Wissenschaftlern festigten, andere unangenehme Nebeneffekten das sondern auch beim Sci-Fi-begeisterten Publi- Erlebnis vermiesen. Doch erste wackere Ent- kum. Realität wurde VR aber noch lange nicht. wicklerstudios haben sich dem Thema Virtual Versuche, entsprechende Geräte wie etwa den Reality angenommen und Erfahrungswerte »Für perfektes VR »Virtual Boy« von Nintendo im Jahre 1995 gesammelt: Jesse Schell etwa arbeitet seit wartet noch eine Menge zu etablieren, floppten gnadenlos. Und das, rund 20 Jahren im Bereich VR (Seite 14) und obwohl Nintendo seinerzeit schon verblüffend weiß, welche Fettnäpfchen man vermeiden Arbeit auf Entwickler, nahe an den heutigen Konzepten dran war: sollte. AMD legt den Fokus dagegen eher auf doch diesmal könnte es eine Art Bildschirmbrille gepaart mit einem das Geschichtenerzählen (Seite 22), während klappen mit der speziellen Controller. Nintendo zog sich nach nDreams (Seite 26) und Crytek (Seite 32) beide der Schlappe schnell aus dem VR-Geschäft beeindruckende First-Person-Erlebnisse ablie- immersiven Zukunft.« zurück. Falls andere Firmen bereits Konzepte fern. Doch trotz all dieser Erkenntnisse sind vorbereitet haben sollten, verschwanden diese sich unsere Experten einig: Für perfektes VR wohl eilig in der hintersten Schublade, denn es wartet noch eine Menge Arbeit auf Entwick- sollte sehr lange ruhig bleiben, bis VR wieder ler, doch diesmal könnte es klappen mit der ein Lebenszeichen von sich gab. immersiven Zukunft. Ein Student, der alles änderte Viel Spaß mit der aktuellen Ausgabe! Erst 2012 bekam das Thema wieder Relevanz als ein 20-jähriger Student in seiner Garage das Team von Making Games 3 44 INHALT 01/2016 49 03 Editorial Ein Tag bei ... 80 Gaming Minds 82 Vorschau / Impressum 64 Branche / Köpfe 06 Bemerkenswertes aus der Branche Branche / Köpfe 07 BIU Academy Fokus G.A.M.E. 08 von Timm Walter Eventkalender 09 Wichtige Branchenveranstaltungen 58 Passiert auf makinggames.biz 10 Interessantes aus dem World Wide Web Making Games Tools 12 Die Meinung der Profis zu aktueller Soft- und Hardware Marktforschung DataFlow 13 GameStar-/GamePro-Leserdaten von Patricia Geiger 54 80 4 TITELTHEMA Next Stop: Virtual Reality Game Design Analyse 14 Making Great VR: Six Lessons learned from I Expect You to Die von Jesse Schell Best Practice 22 How Virtual Reality is revolutionizing Storytelling von Roy Taylor und Sasa Marinkovic Case Study 26 The Assembly: Learning for going AAA in VR von Patrick O’Luanaigh Interview mit David Bowman 32 Hinter den Kulissen von Back to Dinosaur Island von Sebastian Weber Best Practice 36 Unreal Tournament: Lessons in Open Development von Jim Brown Level Design Best Practice 44 Building Levels in Hitman von Jacob Mikkelsen, Lee Varley und Nick Price Post Mortem 49 AirConsole: Local Multiplayer reinvented von Alice Ruppert Post Mortem 54 Making of Dawn of Steel von Amer Ajami und Klaas Kersting Game Design Analyse 58 Ethik als Spielmechanik: 36 Die normative Kraft des Ethischen von Wolfgang Walk Post Mortem 64 Engines of Vengeance: Von der fixen Idee zur vollwertigen App von Christoph Soyère und Serdar Balli Case Study 68 Crowfall: How MMO Veterans try to reinvent the Genre von J. Todd Coleman und Gordon Walton Firmenregister 74 Die Branche im Überblick 68 5 Branche | Köpfe Making Games 01/2016 DEUTSCHER Die Sieger ■■ Bestes Deutsches Spiel ENTWICKLERPREIS Anno 2205 (Blue Byte Mainz) ■■ Bestes PC-Spiel Anno 2205 (Blue Byte Mainz) ■■ Bestes Konsolenspiel The Book of Unwritten Tales 2 Anno 2205 wurde mit gleich drei Preisen geehrt. (KING Art Games) 2015 ■■ Bestes Mobile Game m 17. Dezember war es kurz vor Weihnach- Clouds and Sheep 2 (HandyGames) ten traditionell wieder soweit und der ■■ Bestes Browsergame Deutsche Entwicklerpreis wurde in Köln Drakensang Online: Rise of Balor zum 12. Mal verliehen. Im Vorfeld hatte (Bigpoint) Veranstalter Aruba Events zusammen mit der Expertenjury, welche die Gewinner ■■ Bestes Indie Game wählt, die Kategorien des Preises deutlich The Curious Expedition entschlackt: Die vormals knapp 30 Disziplinen reduzierten The Book of Unwritten Tales 2 ist das beste Konsolenspiel 2015. A (Maschinen-Mensch) die Verantwortlichen auf 19, unter anderem fielen die Einzelpreise für Genres weg. Dafür kamen unter anderem ■■ Bestes Game Design je eine Auszeichnung für PR und Marketing hinzu. Grand Ages: Medieval (Gaming Minds) Zu den großen Gewinnern des Abends gehörte erwar- ■■ Beste Story tungsgemäß Blue Byte, dessen Mainz-Studio für Anno Renu und die Sari Revolution 2205, den sechsten Teil der erfolgreichen Strategiereihe, (Reality Twist) gleich drei Trophäen einheimste: die für die beste Grafik, für das beste PC-Spiel und für das beste deutsche Spiel. ■■ Beste Grafik Ebenfalls drei Awards gingen ins beschauliche Giebel- Anno 2205 (Blue Byte Mainz) stadt, wo die Mobile-Games-Veteranen von HandyGames ■■ Bester Sound Clouds and Sheep 2 holte für HandyGames die dritte Trophäe. ihr Hauptquartier haben. Die Unterfranken wurden als bestes deutsches Studio und für den »HandyGames Cha- The Book of Unwritten Tales 2 rity Day« mit dem Sonderpreis für soziales Engagement (KING Art Games) prämiert. Zudem steuerten sie mit Clouds and Sheep 2 ■■ Beste technische Leistung das beste Mobile Game des Wettbewerbs bei. Galaxy on Fire – Manticore Rising Über jeweils zwei Pokale freuten sich Kalypso Media und KING Art Games. Kalypso machte wie im Vorjahr (Deep Silver Fishlabs) das Rennen als bester Publisher und konnte mit Grand ■■ Innovationspreis Ages: Medieval, das vom hauseigenen Entwickler Gaming Cloud Chasers (Blindflug Studios) Minds stammt, die Kategorie bestes Game Design für sich entscheiden. Die Bremer von KING Art Games gingen am ■■ Ubisoft Blue Byte Newcomer Award Das beste Browsergame steuerte Bigpoint mit Drakensang bei. Ende mit dem Preis für den besten Sound und für die neu- FAR (Mr. Whale’s Game Service) eingeführte Kategorie des besten Konsolenspiels für ihren ■■ Hall of Fame Titel The Book of Unwritten Tales 2 nach Hause. Die ebenfalls neu eingeführten Rubriken beste PR- Rolf Duhnke Einzelaktion und beste Marketing-Kampagne gingen an ■■ Sonderpreis für soziales Engagement das Spiel Retro Invasion des Hamburger Studios Threaks HandyGames Charity Day (Beatbuddy) und an die Indie Arena auf der gamescom. (HandyGames) Threaks konnte sich also innerhalb weniger Wochen über die zweite Auszeichnung freuen, denn Mitte No- ■■ Bester Publisher vember hatte Epic Games Retro Invasion erst im Rahmen Kalypso Media seines Unreal Dev Grants mit 17.000 Dollar gefördert. ■■ Bestes Studio The Curious Expedition gewann als bestes Indie Game. Die Aufnahme in die Hall of Fame wurde in diesem Jahr Rolf Duhnke leider nur posthum zuteil. Duhnke, HandyGames der seinerzeit Eidos Deutschland aufbaute und bis ■■ Beste PR-Einzelaktion 2007 Geschäftsführer der Firma war, verstarb im Okto- Retro Invasion (Threaks) ber 2015 nach schwerer Krankheit im Alter von nur 58 Jahren überraschend. Duhnke war zudem am Aufbau ■■ Beste Marketing-Kampagne des BIU beteiligt. Sebastian Weber Indie Arena Booth auf der gamescom www.makinggames.biz Gaming Minds (siehe Seite 80) lieferte das beste Game Design ab. aktuelle News und Gerüchte 6 BIU UND MAKING GAMES STARTEN »BIU ACADEMY« Kamil Barbarski ist Geschäftsführer Der BIU – Bundesverband Interaktive Unterhaltungssoftware von MAK3it.de. startet im Januar in Kooperation mit Making Games die »BIU Academy« – eine monatliche Webinar-Reihe, die Ronald Kaulbach spannende Fortbildungen zum kleinen Preis bietet. ist Studio Brand Director bei Blue Byte. ie »BIU Academy« ist eine ideen schnell strukturieren und effektiv kom­ Webinar-Reihe für Entwickler, munizieren«. Das Webinar findet am Dienstag, Gründer und Interessierte, die in 26.01.2016 um 17:00 Uhr statt. Kooperation mit
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