Tactics, Teamplay, Precision the Evolution of a Multiplayer Gem
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EVERY ISSUE INCL. COMPANY INDEX 05-06/2017 € 6,90 OFFICIAL PARTNER OF DESIGN BUSINESS ART TECHNOLOGY UBISOFT eSPORTS TACTICS, TEAMPLAY, PRECISION THE EVOLUTION OF A MULTIPLAYER GEM PROMOTION BEST PRACTICE ART DESIGN BEST PRACTICE MEDIA ANALYSIS NEVALY GIVES TIPS ON EFFECTIVE AMERICAN HORROR STORY: HOW TO READ FACEBOOK DATA INFLUENCER MARKETING HOTEL CORTEZ RECREATED IN UE4 AND WIN NEW PLAYERS NEWS & INTERVIEWS JOBS IN DER SPIELE-INDUSTRIE BRANCHEN-EVENTS Täglich die heißesten Branchen-Infos: Jetzt für den kostenlosen Newsletter anmelden! Ein Produkt der gamesbusiness image - 210x297mm.indd 1 23.03.2017 13:52:52 SOME THINGS JUST TAKE TIME ome things can’t be forced, no their full potential. Games are no exception matter how hard you try. Success to this, especially titles which are promi- Dirk Gooding is one of those things, no matter nently labeled “Games as a Service”. Editor-in-Chief at Making Games Magazine what area you want to be success- For this reason, we’re happy to dedicate ful in. It’s probably less surprising the cover of this Making Games issue to a that we’re referring to games here, game which likely wasn’t perfect either at but the principle may generally be first, but which had a dedicated team behind Sapplied to all sorts of aspects in our lives. it and was constantly nurtured. The result of Of course, you may have a positive in- this commitment and the care in the form fluence on your chances of success. And of regular patches and new content could be although it may sound like a stereotype: seen in early February in Montréal: We are, Nico Balletta The most important key to success is hard of course, talking about Ubisoft-Montréal’s Managing Editor work, a spoon full of love for detail, a scoop »Rainbow Six Siege« which not only cele- at Making Games Magazine of passion, a pinch of dedication and a brated its first anniversary, but also made dash of persistence. If you approach a pro- the jump from casual shooter to tactical ject – no matter what kind – with the right eSports gem. All this wasn’t forced, it just attitude, the »other side« will notice that. happened during the maturation process. Be it jurors at a sports event, the audience You can learn about everything the brains at a concert or, like in our case, the players behind Rainbow Six had to say in our cover of a video game. Hard work pays off, and story from page 16. even if the end result isn’t immediately perfect, in the end it will always show if A heartfelt thank you the performer did everything he or she I would also like to take this opportunity could or simply didn’t care! to thank my predecessor Sebastian Weber Success can also be jump started, if you once again, whose final official act was the know which buttons of your target audience journey to the Six Invitational in Montréal. »Some things to press. How long this success will last He not only lent his support before, but though, is a different matter. also after the transition of the job. I’d like to take time to grow and thank him a lot for that and wish him every Some things take time to grow mature. They need to success for his future projects. And as for be tended to for them Time is getting more and more precious, you, dear readers … everything needs to be done faster and fast- to develop their full er. Some things can’t be forced though. Some potential.« things take time to grow and mature, they Enjoy the latest issue! need to be tended to for them to develop Your team of Making Games 3 34 CONTENT 05-06/2017 38 03 Editorial A day at ... 80 Sandbox Interactive 82 Preview / Imprint 42 Fokus GAME 06 by Linda Breitlauch Event calendar 07 Major industry events Industry / Minds 08 BIU Academy Happened on makinggames.biz 10 Interesting facts from the World Wide Web Event-Report: Casual Connect Europe 12 Impressions from the conference in Berlin. 50 Event report: White Nights 14 On-site report from the event in Prague. 54 80 4 COVER STORY Rainbow Six Siege Ubisoft goes eSports Interview: Class & map design 16 Jean-Baptiste Halle and Yann Sylvestre about operator and map design in Rain- bow Six Siege. Interview: Creation of a multiplayer game 22 Brand Director Alexandre Remy talks about the development of the multiplayer shooter and the significant influence of the ESL. Interview: eSports focus during development 26 Creative Director Xavier Marquis explains the importance of a multiplayer-savvy development team for a game like Rainbow Six Siege. Interview: Rainbow Six Siege goes eSports 30 Pro gamers Adrian Wui and Glen Suryasaputra tell us how they ended up playing Rainbow Six Siege professionally and what makes a game a good eSports title. Event report: Six Invitational 32 In celebration of Rainbow Six Siege‘s anni- versary, Ubisoft hosted the first Six Invitational eSports tournament in Montréal. Promotion best practice 34 Camille Martinache about Influencer Marketing and the obstacles that need to be avoided. Media analysis 38 How to correctly read Facebook data and make your own advertising campaign even more efficient. Making of Super Dashmatch 42 BerlinGamesClub about the development of the semester project Super Dashmatch. Design best practice 50 Hotel Cortez from American Horror Story, recre- 62 ated with the help of Unreal Engine 4. Making of Paperverse 54 Maciej Biedrzycki of Thing Trunk about the creation of a unique graphical style. Post Mortem: Poncho 62 A story about a developer team and their strug- gles creating the game of their dreams. Game design best practice 68 The challenge of creating weapons for an online multiplayer game like Mechwarrior Online. Company index 68 74 The industry at a glance 5 Industry | Minds Making Games 05-06/17 FOCUS GAME SUSTAINABILITY AND POTENTIALS OF GAME TECHNOLOGIES AND COMPETENCIES ou can either earn money or do explicit industry developments, the indus- Prof. Dr. Linda Breitlauch VR« – this is basically what a lot try is an innovation driver for these tech- Deputy Chairman of GAME, of game producers say at confer- nologies especially and also a new business the German Games Industry ences and events. It’s under- market and thus a multiplier that mustn’t Association, and Professor for Game Design at Trier University standable and the right thing to be disregarded. Even if these technologies of Applied Sciences. do for the games industry to shift were sustainably applied mostly in the B2B its focus again and again back market (outside the industry) and didn’t Yon its core business: the development and make a breakthrough in the consumer production of entertainment games. market, invaluable competencies would A global sales market of nearly 100 billion develop within the industry which could euros also documents the relevance of this tap into additional sources of income on entertainment market compared to other the long term. This innovation power of the media markets. But only because more mon- industry, whose impact reaches way be- ey can be made with entertainment media, yond its own boundaries, is hardly reflected this doesn’t mean that other business areas in societal discourse though. aren’t interesting from an economic point of view – especially considering that true AAA Time to think outside the box productions are currently rather underrepre- What’s also often disregarded in the sented in Germany. discourse is that besides the actual tech- The buzzword »Technology Transfer« sum- nology, significant potential, too, can be marizes what should actually be referred to brought out in the field of visualization, as »Sustainability and Potentials of Tech- the procedural generation, but also in nologies and Competencies«. While words the collection and use of user data and in Virtual and Augmented Reality have an like »Serious Games« and »Gamification« dealing with communities. Design aspects enormous potential that goes way beyond mere have been used in context with business like interfaces and user experience design, entertainment, but that’s still hard to grasp for areas beyond the traditional in particular, as well as the use many outside of games. entertainment industry for a »Serious Games of game design concepts to while now, other – maybe more have to be fun and optimize the accessibility and exciting – words are hardly used user navigation are adaptable with reference to the games in- make you forget for applications beyond game dustry. The main reason for this the actual learning development. is that the industry isn’t openly goal.« All of these application and establishing a connection with thematic areas demonstrate these business areas in the same way. that games technologies have long grown beyond the actual entertainment market Beyond the entertainment and that other high technologies continue boundaries to develop due to the know-how gath- Let’s talk about Serious Games again: The ered in our industry. It’s time to discover only reason they have an impact at all business areas beyond our own industry is because developers of entertainment and to maintain and further develop the games know how to make games enter- innovation power together with research taining and fun for the players. Game and other industries. Above all, this may be developers are very well aware of the fact another necessary step to develop an ade- that Serious Games need to be »engag- quately social and political self-awareness. ing«: They have to be fun, make you forget the actual learning goal, and impart the intended knowledge »incidentally« along the way. In addition to this, technologies, formats and design of computer games have a growing potential for other areas of application: in research, development or production.