游戏邦在:
杂志专栏:
gamerboom.com订阅到鲜果订阅到抓虾google reader订阅到有道订阅到QQ邮箱订阅到帮看

为追求自由设计,艺术师Murch创建工作室开发iOS游戏

发布时间:2011-03-26 17:09:04 Tags:,

Ben Murch曾是Codemasters作品《尸横遍野》的首席环境设计师和EA游戏《火爆狂飙:天堂》的艺术师。最终Murch决定离开Codemasters创建Rodeo Games,该工作室致力于制作iPhone和iPad游戏。游戏邦获悉,这个工作室中还有前Lionhead、Criterion和EA公司员工,首款iOS系统游戏《Hunters: Episode One》已发布。

Ben Murch

Murch告知Eurogamer为Xbox Live Arcade开发游戏不切实际,因而工作室放弃了这个独立游戏平台。他说道:“我们不打算为XBLA平台开发游戏,因为这似乎并无益处。我们已关注XBLA多年,在这种市场中几乎不可能有所发展,开发者还是比较欣赏苹果的产品。”

目前,越来越多的开发者离开AAA级游戏公司,成立自己的工作室。Murch认为,为更自由地施展创造性是这股趋势的主要驱动力。

他说道:“之所以出现这种情况,是由于人们想要在游戏设计中展现更多创造力。在Codemasters这个大团队中工作时,我希望自己能够拥有更多决策权。设计《火爆狂飙》时,感觉自己就像机器上无足轻重的零件。离开这两家公司成立Rodeo Games后,我手中握有所有权利。现在我可以做自己喜欢的东西,而且在决策时也不用开成百上千个会议。”(本文为游戏邦/gamerboom.com编译,转载请注明来源:游戏邦)

Xbox Live Arcade Less Developer Friendly Than Apple’s App Store

Ben Murch was once a group lead environment artist on Codemasters’ Bodycount and an artist on EA’s Burnout Paradise. Murch eventually decided to leave Codemasters and start up Rodeo Games, a studio dedicated to creating iPhone and iPad games. He was joined at the startup by former employees of Lionhead, Criterion, and EA.

Now the quartet’s first title for iOS, Hunters: Episode One, has been released. Murch talked about why the studio skipped making the title for Xbox Live Arcade, another recent bastion of indie titles. In fact, he told Eurogamer that making the game for XBLA would’ve been “impossible”. “Doing things like the Xbox Live Arcade stuff never seemed like something we’d be able to go into and make a good living for ourselves,” he said.

“It’s a hard submission process, and it’s hard just getting your game into the queue. We looked at that a couple of years ago, and it seemed almost impossible to make any headway into that kind of market, whereas all the Apple stuff is ultra developer friendly.”

There has been a growing trend of veteran developers leaving triple-A studios to form their own start-ups. Murch believes that creative freedom is the primary driver of the shift.

“It’s down to a lot of people wanting more creativity in the games they’re making,” he said. “When I was working at Criterion it felt like it was a great big team, and I wanted to have more in the decision-making. On Burnout it felt a lot more like you were a cog in the machine.”

“Quitting then starting up this, there’s definitely an element of just having all the power in your hands and being able to do whatever you like and not having to run through a million meetings to make a decision on something.” (Source: Industry Gamers)


上一篇:

下一篇: