After having worked in the modding community and later as marketing artist at Ubisoft Blue Byte, I've founded my own independent studio Frame6 with three other former gamedesign students of the Mediadesign University of Applied Sciences.

Comment History  (0 - 30 of 173)
Darth.Hunter
Darth.Hunter Feb 7 2014, 3:23pm replied:

Never watched that myself. Any particular creature or similarity in the series? Our monsters vary from somewhat creepy to cute, but they're all good deep in their heart ;)

+1 vote     media: Tickles
Darth.Hunter
Darth.Hunter Dec 1 2013, 5:41am replied:

First console we actually thought of :)

+2 votes     game: Splee & Glob: Monster Defense
Darth.Hunter
Darth.Hunter Jun 19 2013, 5:48pm replied:

Thanks! Still concept paintings, but we're in the process of moving things into the 3D world :)

+2 votes     game: Splee & Glob: Monster Defense
Darth.Hunter
Darth.Hunter Sep 4 2012, 4:10pm says:

Let's just say: define what you mean by success. Many analysts make the fault of comparing Ouya to PlayStation or Xbox, while it's targeting a completely different (casual) market. It's for the people who are done with walled garden technologies. They may form a niche in the gaming community, but if they are successful within that niche, the product itself can be considered a success, which potentially allows them to build upon and expand.

+2 votes     poll: Do you think the OUYA will succeed?
Darth.Hunter
Darth.Hunter Jan 12 2012, 3:45am replied:

Oh that was pure </irony> ;)

+1 vote     article: Introducing Minion
Darth.Hunter
Darth.Hunter Oct 18 2011, 5:19am says:

It's a J.J. Abrams rat - it's got lens flares!

+1 vote     media: Rat Concept
Darth.Hunter
Darth.Hunter Oct 15 2011, 6:19am replied:

Hi, thanks for stopping by! I've just added the profile this night, how did you get aware of it? Already seeing 6 watchers :)

+2 votes     game: Minion
Darth.Hunter
Darth.Hunter Sep 5 2011, 3:29pm says:

The most basic version of a mod (which means no total conversion) always uses other people's IP, namely the IP of the game that the mod was made for. They extend the storyline through campaigns or explore the game's world further.
The whole idea behind why developers provide mod support is to popularize the franchise and extend the lifespan of their own IP. Thus, my vote obviously goes to "Can popularise franchise".

The option "illegal" seems pretty pointless to me. That would neglect the very heart of where mods came from. That aside, it's simply not illegal in most states I know.

About the permission - several companies (like LucasArts) for instance take it for granted that people can create derivatives as long as they stay somewhat respectful to the franchise and do not monetize it. On the other hand, they don't respond to anyone proactively asking for permission, since they don't officially provide mod support (for workload reasons).
In most cases, there is no such thing as an explicit permission, so the question becomes kinda redundant in practise.

+5 votes     poll: Mods using others' intellectual property (without permission)
Darth.Hunter
Darth.Hunter Aug 8 2011, 1:52pm replied:

Lots of stuff, currently improving the game accessibility a lot :)
Still not to the point where we can safely announce a release date, but we're currently in a good pace

+1 vote     article: Project Management, Part 1: Managing your team
Darth.Hunter
Darth.Hunter Aug 2 2011, 2:36pm replied:

Unless you got a few Petabytes of RAM, which I certainly wouldn't be adversed to ;)
Certainly, the narrator of the video pretty much underlines Notch's point, you can often hear by the rhethorics of the narrator whether it's scam or not and this one is a very clear example. Not saying that the entire product is scam, but they certainly make it a whole lot bigger than it is.

Nontheless, I welcome anything that might fall of from this project. Even if the whole thing collapses, they might have created some interesting new algorithms to process stuff, which can still drive innovation forward.

+1 vote     article: Unlimited Graphics in Games
Darth.Hunter
Darth.Hunter Jul 21 2011, 6:25pm replied:

I've never had the chance to look at the CryEngine content tools closely, I always thought that the idea of brush-based geometry had been abandoned, so you would have to create modular models for all sorts of walls, ceilings, etc.
Speaking of a best practise approach, what would you say is the best use for these solids apart from using them as a reference mesh?

I'd imagine that they're useful to create the elemental walls for levels that have a strong mix between indoor and outdoor scenarios. You could test and tweak the level flow and solid sizes before even getting your hand at Max. I always imagine it to be more intuitive to create freely scalable solids rather than building your entire level around tileable models for walls, etc.

What kind of use would you recommend? What are the limitations?

+1 vote     article: Solid Tutorial 2.0
Darth.Hunter
Darth.Hunter Jul 3 2011, 7:37pm replied:

Check the last interview posted in our news, that should answer the question.

+3 votes     mod: Star Wars: The New Era
Darth.Hunter
Darth.Hunter Jul 2 2011, 8:20am replied:

That's exactly what we're doing :)

+5 votes     mod: Star Wars: The New Era
Darth.Hunter
Darth.Hunter Jun 29 2011, 5:56pm replied:

In fact, we've been asked this quite a lot. I'm a little surprised by that, since I personally don't quite see the resemblence to Battlefront. But I'll be happy to find out :)

+1 vote     article: HalfeR.net interview
Darth.Hunter
Darth.Hunter Jun 26 2011, 6:32pm replied:

At a later stage. We're focussing on Galactic Civil War now in order to push out a visually polished release. We'd need more developers to get out Clone Wars at the same time. Probably the second major release, we'll post appropriate screenshots before that.

+2 votes     mod: Star Wars: The New Era
Darth.Hunter
Darth.Hunter Jun 21 2011, 7:47pm says:

What fascinates me about this game is not the game itself, but the way that it's marketed. I'd say that's a masterpiece of business development and community management. A really interesting approach to crowdfunding with small snippets to hype up the user base.
That's what I love about the Indie community: this is where innovation comes from, where people are flexible enough to adapt to new market situations.

+6 votes     game: Interstellar Marines
Darth.Hunter
Darth.Hunter Jun 19 2011, 1:39pm says:

Just downloaded it today after seeing this post. I just recently reinstalled my old Armada II and was surprised of how different I had the graphics in mind. Really awesome work, guys! UI and ingame visuals are great!

+2 votes     article: Star Trek Armada II: Fleet Operations - Name a few
Darth.Hunter
Darth.Hunter Jun 13 2011, 9:16am replied:

done ;)

+2 votes     media: CTF Deathstar
Darth.Hunter
Darth.Hunter Jun 13 2011, 9:14am replied:

At the moment, we're rather targeting actual gameplay. The problem with role-playing on public servers is that people try to score, while others just stand around, using the game as a 3D chat. We know this problem from Jedi Outcast and it really caused lots of trouble in the community.
If there's enough of a demand, we could consider crunching certain functionalities into a separate game mode to allow players to find/sort out RP servers in the game browser. But a mixed appearance is certainly not healthy for the community.

+2 votes     mod: Star Wars: The New Era
Darth.Hunter
Darth.Hunter Apr 27 2011, 6:19pm replied:

Indeed. Some game mechanics will stay the same, but you can essentially come up with any kind of objective or objective chain that you can think of. We have a set of different respawn rules to cover a variety of scenarios, from short 3-5 minute rounds to extended 20 minute team assault.

+1 vote     article: First action footage
Darth.Hunter
Darth.Hunter Apr 27 2011, 6:48am replied:

Most likely. Of course, many mods recycle models and materials from the original game which has its own, very distinct look. Obviously, pretty much none of these assets could be used for Star Wars, so we created everything from scratch.

+1 vote     media: VIP Tantive IV
Darth.Hunter
Darth.Hunter Apr 26 2011, 6:09am replied:

Well, it is pretty different from Battlefront, so better don't expect that. Battlefront was going for large-scale environments with lots of vehicles. TNE is focusing on infantry and the maps aren't as huge.

+1 vote     mod: Star Wars: The New Era
Darth.Hunter
Darth.Hunter Apr 25 2011, 7:29pm replied:

It might be the perspective of this shot. At least this never occured odd to any of the testers so far.

+1 vote     media: VIP Tantive IV
Darth.Hunter
Darth.Hunter Apr 25 2011, 7:26pm replied:

Star Wars actually doesn't have lasers if you think about it physically (I can very much recommend the panels by Dr. Hubert Zitt on that topic).
Classic blasters use compressed projectiles of plasma created from Tibanna Gas. Only disruptor weapons feature continuous beams in Star Wars. You'll get to use them too, if you pick the sniper class.

+4 votes     mod: Star Wars: The New Era
Darth.Hunter
Darth.Hunter Apr 25 2011, 7:10pm replied:

I did like it in Battlefront, to be honest. But it's pretty different from our approach, since Battlefront was rather arcadey, while TNE uses a slower, more tactical approach.

+1 vote     media: VIP Tantive IV
Darth.Hunter
Darth.Hunter Apr 10 2011, 7:02am replied:

Unlikely. In fact, those were two different project teams with just few personnell being shared between both. Which means that the people that are working on TNE have no real interest in the franchise.

+1 vote     article: Project terminated
Darth.Hunter
Darth.Hunter Apr 9 2011, 5:13pm replied:

Bunch of perfectionists ;)
We actually had this "problem" with TNE, too. Several assets have been redone like three times because people were dissatisfied with the older ones.

+2 votes     article: Project terminated
Darth.Hunter
Darth.Hunter Apr 6 2011, 5:07pm replied:

We did put some thoughts into using UDK because of the tasty workflow ;)
But in the end, we are too far ahead into the project to do another port, so we'll stay with the incredibly painful to use Source SDK and ship on Source ;)

+2 votes     mod: Star Wars: The New Era
Darth.Hunter
Darth.Hunter Apr 6 2011, 5:06pm replied:

Source SDK Base 2007, which you used to have access to with any Valve game (it's a free download). They may have opened that up entirely though, not sure.

+1 vote     mod: Star Wars: The New Era
Darth.Hunter
Darth.Hunter Apr 6 2011, 6:27am replied:

Okay, then I'll just consider this as a warning never to work at Microsoft, seems like you develop a pretty nasty humor there :P

0 votes     media: Believe
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