Die Spieleentwicklung

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Die Spieleentwicklung Die ganze Spieleentwicklung an einem Beispiel: DECK13 Interactive GmbH Dr. Florian Stadlbauer Erfurt, den 15. Dezember 2009 Agenda • DECK13 stellt sich vor • Der Markt für digitale Spiele • Entwicklung eines Konzepts • Aufbau und Ablauf der Spieleentwicklung • Exkurs: Entwicklung digitaler Welten • Fazit Dr. Florian Stadlbauer Ringvorlesung "Spielemedien - Medienspiele" 3 Wintersemester 2009-2010 Deck13 Interactive: Philosphie Spiele mit Emotionen „If you want your game to reach a mass market, be competitive , and garner great press and player buzz , then it must be emotionally gripping .“ David Freeman Dr. Florian Stadlbauer Ringvorlesung "Spielemedien - Medienspiele" 4 Wintersemester 2009-2010 Zahlen und Fakten • Unabhängiger Hersteller digitaler Spiele • Gegründet 2001 • 25 Mitarbeiter • 2 unabhängige Teams • Erfahren in vielen Genres • Ausgezeichnet mit über 50 Awards Dr. Florian Stadlbauer Ringvorlesung "Spielemedien - Medienspiele" 5 Wintersemester 2009-2010 Track Record 2002 Action Shooter „Stealth Combat” 2005 Adventure „Ankh“ – Preisträger des deutschen Entwicklerpreis 2005 Serious Game „Luka“ – Ausgezeichnet mit dem Serious Game Award 2006 Adventure „Ankh: Herz des Osiris“ – 82% to 88% 2007 Adventure „Jack Keane“ – Preisträger des Deutschen Entwicklerpreis 2007 Adventure „Ankh: Kampf der Götter“ – 80% to 85% 2008 Serious Game „Luka und der verborgene Schatz” 2009 RPG „Venetica” – Preisträger des Deutschen Entwicklerpreis 2010 Adventure „Haunted“ (tba) Dr. Florian Stadlbauer Ringvorlesung "Spielemedien - Medienspiele" 6 Wintersemester 2009-2010 Deck13 stellt sich vor Dr. Florian Stadlbauer Ringvorlesung "Spielemedien - Medienspiele" 7 Wintersemester 2009-2010 Agenda • DECK13 stellt sich vor • Der Markt für digitale Spiele • Entwicklung eines Konzepts • Aufbau und Ablauf der Spieleentwicklung • Exkurs: Entwicklung digitaler Welten • Fazit Dr. Florian Stadlbauer Ringvorlesung "Spielemedien - Medienspiele" 8 Wintersemester 2009-2010 Evolution digitaler Spiele: Die Meilensteine Der Beginn : Die Evolution: State of the Art: 1972 1980 -1990 2009/2010 Simple Automatenspiele Unterschiedliche Genre; Komplexe, häufig Erste Spiel überhaupt: Pong einfache Spielprinzipien fotorealistische Spiele z.B. Pacman, Choplifter, z.B. Crysis, Mass Effect 2, Populous, … Assasins Creed 2 Dr. Florian Stadlbauer Ringvorlesung "Spielemedien - Medienspiele" 9 Wintersemester 2009-2010 Digital Spiele sind Massenmedien: Der Markt Der Markt • Gesamtumsatz deutscher Spielemarkt 2008: 1,57 Mrd. Euro • Steigende Preise für digitale Spiele 2008: +5% • Umsatz mit digitalen Spielen 2008 erstmals größer als der mit Musik und Tonträgern • Spielemarkt wächst 2008 mit 14% stärker als alle anderen Segmente des Medien Markts (unter 5%) Die Spieleentwicklung • 50 bis 200 Mitarbeiter arbeiten im Durchschnitt an einem einzigen (AAA) Titel • Entwicklungszeit eines (AAA) Titels beträgt meist 2 bis 3 Jahre • Entwicklungsbudgets können leicht 10 bis 20 Mio. Euro betragen (s. GTA IV über $100 Mio.) Dr. Florian Stadlbauer BITKOM 2007 Ringvorlesung "Spielemedien - Medienspiele" 10 Wintersemester 2009-2010 Digital Spiele sind Massenmedien: Die Spieler • Neue Zielgruppen (insbesondere Frauen und Ältere) werden erreicht • 65% der unter 20 Jährigen spielt digitale Spiele • Noch 21% der 50-59 Jährigen spielt (14% der 60-69 Jährigen) • „Casual Gamer“ nehmen größten Anteil unter Spielern ein • Gelegentliches Spielen in der Freizeit • Durchschnittsalter 44 Jahre • Überwiegend mittleres und hohes Einkommen • Männliche, jugendliche Intensivspieler („Zocker”) bildet kleinste Gruppe unter den Spielern BITKOM 2007, Studie “Spielplatz Deutschland” Dr. Florian Stadlbauer Ringvorlesung "Spielemedien - Medienspiele" 11 Wintersemester 2009-2010 Agenda • DECK13 stellt sich vor • Der Markt für digitale Spiele • Entwicklung eines Konzepts • Aufbau und Ablauf der Spieleentwicklung • Exkurs: Entwicklung digitaler Welten • Fazit Dr. Florian Stadlbauer Ringvorlesung "Spielemedien - Medienspiele" 12 Wintersemester 2009-2010 Ausgangspunkt: Typische Fragestellungen bei der Konzeptentwicklung • Abschätzung des Erfolgs • Grobe Ermittlung des zu erwartenden Aufwands • Frühzeitige Abschätzung der Realisierbarkeit im Hinblick auf • Technische Aspekte (Graphik / Engine) • Inhaltlich Aspekte (Gamedesign) Was ist entsprechend bei der Entwicklung erfolgreicher Konzepte zu beachten? Dr. Florian Stadlbauer Ringvorlesung "Spielemedien - Medienspiele" 13 Wintersemester 2009-2010 Einflussfaktoren der Konzeptentwicklung 1 Markt Konzept 2 3 Budget Skills Dr. Florian Stadlbauer Ringvorlesung "Spielemedien - Medienspiele" 14 Wintersemester 2009-2010 Konzept-Entwicklung: Markt Verständnis der Marktorientierung • „Ein Titel ist erfolgreicher, sofern erfolgreiche Anknüpfungspunkte bestehen“ • Design, Marketing und Innovation als Einheit Stets die klare Zielgruppe vor Augen Genre, Setting und Charaktere als Ergebnis intensiver Marktanalyse Unser Ziel: Unkonventionelle, erfolgreiche Ideen auf der Basis bewährter Konzepte Dr. Florian Stadlbauer Ringvorlesung "Spielemedien - Medienspiele" 15 Wintersemester 2009-2010 Konzept-Entwicklung: Budget • Welches Budget ist passend für die Umsetzung eines möglichen Konzepts (Adventure vs. Shooter)? • Welche Budgets sind realistisch für das entsprechende Team? • Bisheriger Erfolg des Teams • Erfahrung mit Genre • Zuverlässigkeit des Teams • Wie viel Budget ist ein Publisher bereit für einen Titel zu investieren? • ... Dr. Florian Stadlbauer Ringvorlesung "Spielemedien - Medienspiele" 16 Wintersemester 2009-2010 Konzept-Entwicklung: Skills • Welche Erfahrung hat das Team? mit einem Genre mit einem vergleichbaren Genre • Hat das Team Spaß und Motivation am anvisierten Konzept (persönliche Präferenzen einbeziehen) • Wie schlagkräftig ist das Team und welche Erweiterungsmöglichkeiten bieten sich • ... Dr. Florian Stadlbauer Ringvorlesung "Spielemedien - Medienspiele" 17 Wintersemester 2009-2010 ...schön in der Theorie: Aber was passiert bei DECK13? 1 2 3 4 Findung Analyse Auswahl Ausarbeitung – Brainstorming in – Bildung neuer – Interner Pitch vor – Erstellung eines Kleingruppen und Teams aus vollständigem Team Treatments im gesamten Team • Befürwortern – Ausführliche – Berücksichtung der – Vorauswahl • Gegnern Diskussion Faktoren hinsichtlich – Grobe – Weitere Auswahl • Markt • Genre Ausarbeitung des möglichen • Budget • konkreter Ansätze • Setting/Story Ansatzes • Skills • Character – ggf. Prototyp • Locations – Marktanalyse Vorstellung beim 5 Publisher Dr. Florian Stadlbauer Ringvorlesung "Spielemedien - Medienspiele" 18 Wintersemester 2009-2010 Ergebnis: Das Projekt Venetica VENETICA – A CLASSIC RPG TO HOOK THE MASSES • “Take a typical hardcore gamer RPG . And turn it into a wild, emotionally gripping escapade to electrify the mass market.” • “They’re doing it again: After opening up the core-gamer “adventure” genre for computer newbies, Deck13 now conquers the RPG genre to bring sophisticated playing experience to a wide and more generally interested audience.” ...auf verwandtes Erfolge der Genre Adventures... übertragen Dr. Florian Stadlbauer Ringvorlesung "Spielemedien - Medienspiele" 19 Wintersemester 2009-2010 Ergebnis: Venetica Prototyp Dr. Florian Stadlbauer Ringvorlesung "Spielemedien - Medienspiele" 20 Wintersemester 2009-2010 Agenda • DECK13 stellt sich vor • Der Markt für digitale Spiele • Entwicklung eines Konzepts • Aufbau und Ablauf der Spieleentwicklung • Exkurs: Entwicklung digitaler Welten • Fazit Dr. Florian Stadlbauer Ringvorlesung "Spielemedien - Medienspiele" 21 Wintersemester 2009-2010 Organisation einer Spieleentwicklung: Aufbauorganisation Projektleitung J. K. Orgchart des Projekts Venetica [email protected] PM E. R. [email protected] TECHNIK GRAFIK GAMEDESIGN QA XBOX Port MARKETING T. L. T. S. J. K. F. R. F. S. T. S. [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] Engine Leveldesign 1 (A. N.) Gamedesign Support Technical Artist Support (S. S.) Support (N.N.) (T. L.) (S. T.) Engine Leveldesign 2 (N.N.) (K. W.) Gamedesign (F. H.) Gamedesign (S. H.) Engine (external) Leveldesign 3 Project Lead (P. H.) (F. .) (T. B.) (C. L. (Wizarbox)) Engine Leveldesign (S. H.) Gamedesign Lead Programmer Support (external) S. G. (Wizarbox)) Content (S. T.) S. N. Integration Programmer: N.N. Leveldesign (Wizarbox) (N. E.) Support Editor (M. T.) Programmer: N.N. (Wizarbox) (N.N.) Particles (N.N.) Artist: N.N Charater Design (Wizarbox) (G. W.) Gamedesigner: N.N. Character (Wizarbox) Design (S. K.) Character Design Support (N.N.) Dr. Florian Stadlbauer Ringvorlesung "Spielemedien - Medienspiele" 22 Wintersemester 2009-2010 Die Technik von Deck13 EditorEditor ScriptingScripting GamelogikGamelogik Plugins Deck13 Game Engine Game Engine Framework Middleware- Rendering KI Physik GUI Audio Rendering KI Physik GUI Audio Komponenten (Multiplattform) Dr. Florian Stadlbauer Ringvorlesung "Spielemedien - Medienspiele" 23 Wintersemester 2009-2010 Gestaltung bei Deck13 ConceptionConception 3D3D DesignDesign CharacterCharacter DesignDesign LevelLevel DesignDesign && AnimationAnimation Dr. Florian Stadlbauer Ringvorlesung "Spielemedien - Medienspiele" 24 Wintersemester 2009-2010 Wertschöpfungskette der Spielebranche Dr. Florian Stadlbauer Ringvorlesung "Spielemedien - Medienspiele" 25 Wintersemester 2009-2010 Die Phasen der Spieleentwickung Phases / Activity Timeline Q2 2007 Q3 2007 Q4 2007 Q1 2008 Q2 2008 Q3 2008 Q4 2008 Q1 2009 Q2 2009 Q3 2009 Preproduction 1. Conception Signing and PP (6 months) First Playable Alpha 2. Alpha Revision (12 months) Development
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