A superstar team of former Ubisoft developers is building something big
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You’ve heard the tale countless times: of a band of veteran developers tiring of the big-budget, mega-publisher grind and deciding to strike out on their own. Yet rarely does the resulting startup come with quite the pedigree of Sharkmob. This is a supergroup, comprising much of the senior team that made Tom Clancy’s The Division at Ubisoft Massive – its executive producer and creative director, its head of comms, the engineer who spearheaded the making of the Snowdrop engine and the art director who brought it to life, among others.
This was no mass walkout, we’re told – rather, CEO Fredrik Rundqvist felt it was time for a change, and his former colleagues joined up one by one. Again, it’s a common story: with work on The Division complete and thoughts turning to the now confirmed sequel, Rundqvist saw himself staring down the barrel of another long project – and one which, as executive producer, he didn’t feel he had enough creative involvement in.
“If you work on a game with hundreds of people,” he tells us, “you are no longer making a game on a daily basis; you are managing other people who are making a game. I think that was one of the biggest motivators for me, to actually make a game again, and be part of all those wonderful meetings, processes and decisions. If you’re in a very high position you can never convey a true sense of ownership, or control, or influence. You can only try to manage it.”
Diese Geschichte stammt aus der June 2018-Ausgabe von Edge.
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Diese Geschichte stammt aus der June 2018-Ausgabe von Edge.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 8.000 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent? Anmelden
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Bulwark: Falconeer Chronicles
Anyone familiar with the concept of kitbashing is already halfway to understanding what Tomas Sala’s open-world builder is all about.
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Children Of The Sun
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Post Script
What does Rise Of The Ronin say for PS5 exclusivity?
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Rise Of The Ronin
Falling in battle simply switches control to the next person up, and then quick revive fixes everything
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The pawn and the pandemic
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Dragon's Dogma 2
The road from Vernworth to Bakbattahl is scenic but arduous. Ignore the dawdling mobs of goblins, and duck beneath the chanting harpies that circle on the currents overhead, and even moving at a hurried clip it is impossible for a party of four to complete the journey by nightfall.
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BLUE MANCHU
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THE MAKING 0F.... AMERICAN ARCADIA
How a contrast of perspectives added extra layers to a side-scrolling platform game
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COMING IN TO LAND
The creator of Spelunky, plus a super-group of indie developers, have spent the best part of a decade making 50 games. Has the journey been worth it?
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VOID SOLS
This abstract indie Soulslike has some bright ideas