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e-freak last won the day on March 14 2013

e-freak had the most liked content!

About e-freak

  • Birthday 08/02/1989

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    Tech Art

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  1. no, there's still some members here... Not sure what the point of the discussion is though. CryEngine is a very powerful engine for what it is and I've seen more than one indie doing fantastic things with it. It's not unity or unreal with tons of exchangeable parts, but it does what it promises.
  2. Congrats everyone! Seems like Mapcore is spreading all over the place I changed positions and work as Product Manager at Crytek now... I traded Python, Maya and Rendering for Jira, Excel and Outlook... yay!
  3. it looks kick ass and i can't even start to imagine how you put those isolation tiles and wood panels inside by your self. mad props!
  4. Just coming back from a vacation trip to Bruges, I'm in total love with the previous page!!
  5. I love that movie, here is my favourite scene: that's from wolf of wallstreet?
  6. e-freak

    Alien: Isolation

    "gameplay" looks cool, but the facial animations at the end are horrible. wtf?
  7. dude, that's awesome. we made a prototype for a very similar game ages ago: www.magerage.de
  8. best show on tv right now
  9. e-freak

    DOTA 2

    I think that's defined in some text table files (i had a look at the last winter dire map) - would you want to modify this throughout the game or just change balance in general? i think something like uther party from wc3 would be super fun and very extendable (publishing updates through the workshop). it's a collection of mini games and heroes vote in a 'lobby' room on what mini game they want to play next. we could start with a few puzzle and mini games and then build more in the future. would also lend it self to remote work with referencing level files from other people in.
  10. I'm just surprised by how many studios started doing it, because it's a huge technical challenge. Especially looking at Last of Us, I was wondering how much effort it was to switch the entire game from a PS3 optimized engine to a PS4 optimized engine (completely different HW architecture). Now if you have a game on CryEngine, Unity or Unreal it's probably way easier, because they support different platforms "natively" and often have deployment tools in place already that make it easier. Even though, if the technical side is up and running you will still need to check if your assets still look good or if they need re-touching as well (lower resolutions often allowed for way more "cheated" content).
  11. e-freak

    DOTA 2

    So are we setting up a Mapcore Dota 2 Mod Team with Skype channel?
  12. and it's no longer xbone exclusive: welcome Ryse for PC (4k gaming!)
  13. e-freak

    GDC Europe 2014

    yepp, as said on facebook, will be there
  14. i'm sorry if i sound really burned here, but the formula to making a game that has broad appeal is spending 3 times the development money on marketing budgets. You can develop a great AAA game and ten people will hear about it on Steam or Reddit, but you only start making money when random kids want their moms to buy it from gamestop. And even then it's still not a guaranteed to break even.
  15. Because 60$ AAA makes fuck no money. Wolfenstein is a positive example in a market that's been declining for years. Or rather than declining it's more and more polarized. You got the big winners like CoD (Activision), Assassin's Creed (Ubisoft) and Battlefield (EA), you got a few good titles (like Wolfenstein) in the midground and then you have a ton of titles that are really good, but they aren't making their money back. The last Bioshock, Tomb Raider, etc were all considered flops for the publisher (even when they sold really, really well). I mean, there's even a reddit thread on this topic http://www.reddit.com/r/Games/comments/vtxi2/great_financially_unsuccessful_games/ Neither consoles nor F2P is the enemy. The truth is that it's really fucking difficult to be your own game studio outside of a massive publishing house that can market your game like crazy. And it's even more difficult trying to break out of these traditional patterns and trying to become a self-functioning developer that can both develop and publish. You get high rewards when it works, but you're also shouldering years of financial burden and all the risk.
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