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Extra resources for 3D-Spiele-Programmierung - Kompendium. Spiele planen und programmieren

Sample text

Ein fertiges Computerspiel ist nicht einfach ein Produkt, das sich in Zahlen und Codes ausdrücken lässt, wenigstens nicht für den Programmierer und die potenziellen Spieler. Marketing- und Produkt-Manager des Publishers (der das Spiel nachher vermarktet) und des Distributionskanals mögen das (aus ihrer Perspektive zu Recht) anders sehen. Aber für den Entwickler sollte sein fertiges Spiel ein Kunstwerk darstellen. Ähnlich wie ein Maler können die Grafiker des Teams die Texturen für die Objekte im Spiel gestalten; ähnlich wie ein Bildhauer können die Modeller des Teams die Modelle für das Spiel erschaffen; ähnlich wie ein Musiker können die Sounddesigner des Teams die akustische Kulisse für das Spiel komponieren.

Applikation (Software) einfügen. Bei solchen APIs handelt es sich aber eben nicht um 3D-Engines. Vielmehr sind sie eigentlich nur dazu da, dreidimensionale Daten zu projizieren und mit schönen Farben versehen als zweidimensionale Pixeldaten auf dem Bildschirm anzeigen zu lassen. Man spricht hier besser von einer 3D-Pipeline, durch die die dreidimensionalen Daten auf dem Weg vom Programm zum Monitor müssen. Zu oft entdeckt man jedoch im Internet kleine Progrämmchen, die gerade mal ein rotierendes Dreieck auf den Bildschirm bringen.

Das Game Treatment sollte also auf einer oder zwei Seiten in aller Kürze das geplante Spiel und den weiteren Inhalte des Proposals zusammenfassen. Competitive Analysis Die Competitive Analysis beinhaltet die Markforschungsaktivitäten, die das Team bisher unternommen hat. Hier ist es für den Publisher insbesondere wichtig zu erkennen, inwieweit sich das geplante Spiel von der Konkurrenz unterscheiden wird (Differenzierungsmerkmale). Sind nicht genug Unterschiede zu vergleichbaren Spielen gegeben, so wird es dem Publisher sehr schwer fallen, dieses Spiel im Markt zu platzieren und so zu bewerben, dass es überhaupt Interesse bei den potenziellen Käufern weckt.

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