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    Knight Commander odin68's Avatar
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    Саша Хенрикс

    [Bild: sascha_henrichs_foto.256x256.jpg]

    День рождения - 04.12.1975

    Начал работать в ПБ с 1998 (официально в 1999), судя по его профилю:

    Образование:

    1997 - 2002
    Университет Дуйсбурга
    Английский, немецкий язык
    *** Примечание от odin68 - Странная запись, учитывая, что в интервью "Портреты Пираний" от 2008 г. он отвечал, что: "У меня нет высшего образования. Я работал на стройке (сносил старые дома). Но школу я закончил."

    Профессиональный опыт:

    1998 - 10.2011, далее как фрилансер
    3D художник
    Piranha Bytes
    www.piranhabytes.com
    Сфера деятельности: Компьютерные игры
    Количество сотрудников: 11-50 сотрудников
    Занятость: Штатный сотрудник
    Уровень карьеры: Professional / Опытный
    3D-художник в области моделирования и текстурирования и объектов всех видов.
    Разработка серии компьютерных игр Gothic1-3

    2007 - настоящее время
    преподаватель
    Академия Игр - Школа Производства Компьютерных Игр
    www.games-academy.de
    Сфера деятельности: Образование и наука
    Количество сотрудников: 11-50 сотрудников
    Занятость: Freelancer / Частный предприниматель
    Уровень карьеры: Professional / Опытный
    Работа лектором в области 3D моделирования и дизайна уровней

    3 месяца
    07/2008 - 09/2008
    преподаватель
    Медиа Дизайн Колледж
    www.mediadesign.de
    Сфера деятельности: Образование и наука
    Занятость: Freelancer / Частный предприниматель
    Уровень карьеры: Professional / Опытный
    Работа лектором по 3D освещению

    [Bild: odin_md_akcr.jpg]
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    Last edited by odin68; 05.01.2019 at 23:23.

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    [Bild: odin_md_akcr.jpg]
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  3. Visit Homepage View Forum Posts #43 Reply With Quote
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    Maze Slaughter (Убийственный лабиринт) - Новый проект Саши Хенрикса

    [Bild: 116.jpg]

    ПЕРВЫЙ СКРИНШОТ от 28.10.2018

    [Bild: 44936688_968783813323131_7936537429098364928_o.jpg]
    28 октября 2018 г.
    Oh, look at that! We took a peek over the walls and someone really got a hang dealing with those aliens! Haha
    Yes, Giant Gun Games just threw the first ingame screenshot of the Maze Slaughter in your face...
    You are now allowed to sit down again and stop clapping!

    Жанр: шутер от первого лица
    Разработчик: Giant Gun Games UG
    Начало работы: 2-я половина 2018 г.
    Похожие игры: серия игр Serious Sam
    Сайт игры: mazeslaughter.com
    Ресурс на Дискорде - Official Discord Server
    Ресурс на Стиме - Steam Store Page
    Канал Саши Хенрикса на Ютубе - ЗДЕСЬ
    Канал Giant Gun Games на Ютубе - ЗДЕСЬ

    Maze Slaughter - Prototype - Menu v1.0
    Опубликовано: 10 нояб. 2018 г

    [Video]


    Sascha | Dev 19.12.2018
    Spoiler:(zum lesen bitte Text markieren)
    What's Maze Slaughter?
    It's "Serious Sam" meets "Rammstein" in a maze with piling bodies

    Start in an everytime newly generated maze and find the way out.
    Leave a trail of death and misery behind you, as you bring mayhem to the maze's monster population.
    Fill the passages with fear and blood and walk over your slaughtered victims corpses.
    Pile the bodies and build mountains of corpses, and eventually reach the top of the walls!
    Kill as much as possible. As gory as possible and find the exit!


    Что такое Убийственный лабиринт?
    Это "Крутой Сэм" под музыку от "Раммштайн" в лабиринте с штабелированием в кучи тел.

    Начинайте каждый раз в только что сгенерированном лабиринте и найдите выход.
    Оставляйте за собой след смерти и страданий, поскольку вы приносите хаос в лабиринт, населенный монстрами.
    Заполняйте коридоры страхом и кровью и шагайте по трупам вами убитых жертв.
    Сложите тела и постройте горы трупов и, в конечном итоге, вы сможете достичь вершины стен!
    Убивай как можно больше. Чем больше крови, тем ближе выход!

    Концепт-арты:

    [Bild: giant_02.jpg]
    6 октября 2018 г.

    Spoiler:(zum lesen bitte Text markieren)
    [Bild: maze_stadium_01.jpg]
    20 октября 2018 г.
    Find yourself in a gladiatorial alien game show.
    Teleported into a maze arena you bring death and mayhem.
    Blood will be shed in the #MazeSlaughter .. Alien blood..

    [Bild: maze_fight_03.jpg]

    [Bild: key_art_04.jpg]
    13 октября 2018 г.
    see this awesome concept sketch for our new game we are developing.
    the artist is Jann Kerntke
    check him out for all your concept needs!


    [Bild: guts_01b_446a71e2.jpg]
    3 ноября 2018 г.
    We all need some quality time. How about bathing in a pool of blood, whilst murdering another hundreds of aliens in the #MazeSlaughter ? Yes, THAT is refreshing!
    But be aware. Drowning in blood tastes really disgusting


    Скриншоты:

    [Bild: 20190108183409_1.jpg]


    [Bild: odin_md_akcr.jpg]
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    Last edited by odin68; 23.05.2019 at 02:05.

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    Sascha | Dev 08.01.2019
    Spoiler:(zum lesen bitte Text markieren)
    You are playing "Dan Jerouz"
    He is a butcher from New York and throws a BBQ party in his backyard.
    This is when he suddenly gets abducted by snobby aliens and finds himself
    in a gladiatorial alien game show in maze like structures.
    If he survives all mazes he will eventually reach the portal which brings him back.


    Вы играете за "Дэна Джероуз"
    Он мясник из Нью-Йорка, который затеял барбекю на своем заднем дворе.
    И тогда он внезапно был похищен инопланетянами и очнулся уже в гладиаторском инопланетном игровом шоу в Лабиринте.
    Если он выживет во всех лабиринтах, он в конечном итоге достигнет портала, который вернет его обратно.


    Sascha | Dev 14.01.2019
    Spoiler:(zum lesen bitte Text markieren)
    see some 8sec footage of the december changelist..all changes can be witnessed in this small video :smile:
    https://www.youtube.com/watch?v=kOBkOrDq7WI
    YouTube
    Giant Gun Games
    Maze Slaughter features in december 2018

    following features were implemented:
    - "find the key"mission,
    - enemy health drops that are magnetic to the player (if he has health under 100),
    - enemy waves with vaporizing left over enemies and difficulty increase each wave,
    - player now has to make a bodypile to actually reach the end portal,
    score multiplier,
    - Blood Screen effect when killing enemies in a range of 5 meters around the player


    посмотрите несколько кадров на 8-секунд из декабрьского списка изменений .. все изменения можно увидеть в этом небольшом видео
    были реализованы следующие функции:
    - миссия "найти ключ",
    - капли здоровья противника, которые примагничиваются к игроку (если его здоровье ниже 100),
    - вражеские волны с испарением оказавшихся над врагами слева и возрастающая сложность с каждой волной (?),
    - игрок теперь должен соорудить груду тел, чтобы фактически достигнуть конечного портала,
    множитель очков,
    - Эффект Blood Screen (кровь на экране) при убийстве врагов в радиусе 5 метров вокруг игрока

    Maze Slaughter features in december 2018

    [Video]


    Sascha | Dev 15.01.2019
    Spoiler:(zum lesen bitte Text markieren)
    see the steam store page here https://store.steampowered.com/app/9...aze_Slaughter/
    Steam
    Maze Slaughter
    Maze slaughter is a fast paced, rogue-like first person shooter in a maze with piling bodies.
    Release Date
    In development.
    We are happy to take part in this years GDC in San Francisco since we won a funding for a booth at the German Pavillion.
    Come around and play our small prototype!


    см. страницу магазина Steam здесь

    Мы рады принять участие в GDC этого года в Сан-Франциско, поскольку мы выиграли финансирование для стенда в павильоне Германии.
    Приходите и поиграйте в наш маленький прототип!

    Видео:
    https://images-ext-2.discordapp.net/...movie_max.webm

    Maze Slaughter - WIP Prototype Gameplay - Dec 2018

    [Video]

    [Bild: odin_md_akcr.jpg]
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    Last edited by odin68; 22.05.2019 at 23:55.

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    Sascha | Dev 25.01.2019

    хорошо, сказать особо нечего, но мы наконец-то сумели избавиться от этих надоедливых стенок вокруг конечного портала, и игрок может стартовать
    скоро будет новая стим-сборка
    Spoiler:(zum lesen bitte Text markieren)
    ok, not much to say but we finally managed to get rid of those pesky walls around the end portal and the player start wheee
    a new steam build is coming soon


    [Bild: HighresScreenshot00028_1.jpg]

    also a small peek into our change list, teases for flying platforms above the maze... wheeee #2
    - implemented a reliable detection and removement of the wall around player start and portal endpoint.
    - implemented "left and right" cursor usage in concept screen
    - made the jobaks spawn from more far away. this is due to the removed walls around the portal

    - also started implementing moving platforms above the maze but put them in a seperate sublevel. to see them you have to set it to "always loaded" heavy WIP here

    - also changed the jumppads, they will now send you into moving direction and not back to center of maze
    made this bcs of the moving platforms.
    since we have a barrier around our maze, jumppad direction is no problem anymore
    in a not too far future we will also start implementing the Twitch integration with user interaction...fasten your seatbelts


    Sascha | Dev 29.01.2019

    today we will show off "Maze Slaughter" at the Unreal Engine Meetup in Duesseldorf. If you are around, then you are invited to come over. it cost nothing, you'll get some Unreal Engine Swag and perhaps we give away 2 keys for our prototype. https://www.meetup.com/de-DE/Unreal-...nts/258123908/

    Meetup
    Unreal Engine 4 - 2019 - January Meetup
    Di., 29. Jan. 2019, 19:00: Hey everyone,we hope you all started well into the new year. We finally had some time to plan the upcoming Meetup!First of all, we are currently looking into a new venue. We

    [Bild: 600_478081019.jpeg]

    [Bild: odin_md_akcr.jpg]
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    Giant Gun Games 16.02.2019
    Spoiler:(zum lesen bitte Text markieren)
    #GDC is coming and preparations are in full swing, so time to show off the progress of our prototype.
    See a complete round of this heavy WIP #MazeSlaughter in this 5 minute snippet.

    GDC приближается, и подготовка идет полным ходом, так что пришло время показать прогресс нашего прототипа.
    Посмотрите полный раунд этого тяжелого WIP #MazeSlaughter в этом 5-минутном фрагменте.

    MazeSlaughter Mid Feb 2019

    [Video]

    [Bild: odin_md_akcr.jpg]
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    MazeSlaughter20sec
    Опубликовано: 7 мар. 2019 г.

    [Video]


    Maze Slaughter Teaser v1.5
    Опубликовано: 15 мар. 2019 г.

    [Video]


    GDC (18-22.03.2019)

    [Bild: 54268246_10156329642199370_3101783286196731904_o.jpg]
    с Mateus Rahal Sala Polati в Сан-Франциско на GDC (18 марта 2019)


    [Bild: 54514530_1175000039341567_2539051482754318336_o.jpg]


    Sascha | Dev 26.03.2019
    Spoiler:(zum lesen bitte Text markieren)
    Oh surprise picture: see what our Character Artist, Louis Peters, recently did. This is the main enemy of Maze Slaughter. It was modeled for our GDC version of the game. Follow Louis on insta https://www.instagram.com/neidio/

    О, картинка-сюрприз: посмотрите, что недавно сделал наш Художник персонажей Louis Peters. Это главный враг в Maze Slaughter. Это было смоделировано для нашей версии игры к GDC. Посетите инстаграм Луи: https://www.instagram.com/neidio/

    [Bild: 123582__54ghuCZIck.jpg]

    Sascha Henrichs
    26 марта
    Remember our iconic concept art from Jann with Dan being screamed at by a grunt?
    See how this grunt came to life by our 3D Character Artist Louis. What a lovely little "Nacktmull" this is.

    Louis Peters
    26 марта
    Nacktmull !!!
    Did him for Giant Gun Games
    I just wanted to get him out :'D

    15 k tris
    modelled and rendered in Blender, textures made in substance painter
    Unreal Engine setup will follow soon!

    special thanks to Sascha Henrichs & Dominik Ge

    [Bild: odin_md_akcr.jpg]
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    Last edited by odin68; 23.05.2019 at 02:28.

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    Sascha | Dev 29.03.2019
    Spoiler:(zum lesen bitte Text markieren)
    oh boi, after the whole world already knows about our GDC teaser, how could we forget to give it to you, too? shame on us O___O

    После того, как весь мир уже знает о нашем тизере GDC, как мы могли забыть дать его и тебе? позор нам O___O

    Maze Slaughter Teaser v1.6
    Опубликовано: 28 мар. 2019 г.

    [Video]


    Sascha | Dev 01.04.2019
    Spoiler:(zum lesen bitte Text markieren)
    oh wow. just one week after GDC we finally received our roll up display..
    great..
    well better now than never i guess.

    Ух ты. только через неделю после GDC мы наконец получили наш сворачиваемый экран ..
    отлично..
    ну, лучше поздно, чем никогда, я думаю.

    [Bild: 123580_RZGS008xAqo.jpg]


    Sascha | Dev 06.04.2019
    Small project update:
    We started refactoring the whole game with the new Unreal 4.22
    Ultimate goal with the new version is to create a minimal viable product and go early access later this year.
    New features will be:
    - Complete rogue like campaign with up to 5 custom leveldesigned levels
    - rehauled destruction of walls with the new "chaos" system
    - a twitch integration with some viewer interaction
    - a new enemy class, the giant
    - new weapons
    - more stable framerate and overall performance increase



    QUO VADIS 2019
    08.04.2019

    [Bild: 56935157_1091987197651494_8443924786475696128_o.jpg]
    QUO VADIS 2019 with Giant Gun Games at the Medien.NRW + games.nrw booth.

    09.04.2019
    Спонтанное интервью с Сашей Хенриксом
    https://www.facebook.com/MedienNRW/v...5362328500248/

    [Bild: odin_md_akcr.jpg]
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    Sascha | Dev 09.05.2019
    Spoiler:(zum lesen bitte Text markieren)
    for the time being we are busy making a living so not much of an update here but a small gameplay video about the current prototype that we had to make to apply for the indie arena booth at gamescom this year!

    В настоящее время мы заняты тем, что зарабатываем на жизнь, поэтому здесь не так много обновлений, но есть небольшой геймплейный ролик о текущем прототипе, который нам пришлось сделать, чтобы подать заявку на стенд для инди-арены в gamescom в этом году!

    Maze Slaughter Gameplay 5/2019
    Опубликовано: 6 мая 2019 г.

    [Video]


    Sascha Henrichs
    9 мая в 14:42
    Recently we were busy rewriting our game and starting a real production version of it with the Unreal Engine version 4.22.
    Ofc it will take ages until we can show the new version but in the meantime we can drop some nice visuals every now and then. So today you will see our main enemy: Nacktmull (production name)
    Design by Jann Kerntke
    3D Art by Louis Peters

    Nacktmull - 3D model by neidio - Sketchfab
    https://sketchfab.com/3d-models/nack...j5zNRugPbA#_=_

    [Bild: 116__2_.jpg]

    [Bild: 117.jpg]

    [Bild: es80ZCicE118.jpg]

    [Bild: 119.jpg]

    [Bild: odin_md_akcr.jpg]
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    Giant Gun Games с Jann Kerntke и Louis Peters.
    19 мая в 22:14
    Spoiler:(zum lesen bitte Text markieren)
    At the moment we are testing the first prototypes of this monstrosity. The giant will chase players even if he has to break through walls!

    На данный момент мы тестируем первые прототипы этого чудовища. Гигант будет преследовать игроков, даже если ему придется пробивать стены!

    [Bild: 60494693_1102470926621085_2199584624957456384_o.jpg]

    [Bild: odin_md_akcr.jpg]
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    mobygames.com

    [Bild: 1090282084_00.jpg]

    Game Credits

    Design
    Risen (2009) (Level Design)
    Gothic 3 (2006) (Level Design)
    Gothic II: Gold Edition (2004) (Lead World Design)
    Gothic II: Night of the Raven (2003) (World Design)

    Programming/Engineering
    Gothic (2001) (Modelling)

    Art/Graphics
    Elex (2017) (Additional Environment Art)
    Risen 3: Titan Lords (2014) (Lead Environment Artist)
    Risen 2: Dark Waters (2012) (Senior Environment Artist)
    Gothic II: Gold Edition (2004) (Visuals - 3D Artists & World Design)
    Gothic II: Night of the Raven (2003) (3D Artists)
    Gothic II (2002) (3D Artists & World Design)


    Game Credits (By Year)

    Elex (2017), THQ Nordic GmbH
    Risen 3: Titan Lords (2014), Deep Silver
    Risen 2: Dark Waters (2012), Deep Silver
    Risen (2009), Deep Silver
    Gothic 3 (2006), Deep Silver, JoWooD Productions Software AG
    Gothic II: Gold Edition (2004), JoWooD Productions Software AG
    Gothic II: Night of the Raven (2003), JoWooD Productions Software AG
    Gothic II (2002), JoWooD Productions Software AG
    Gothic (2001), Shoebox

    [Bild: 1174592437_00.jpg]
    Sascha Henrichs, from The Making of Gothic 3 DVD - 2006


    Developer Biography

    Sascha Henrichs, born 04.12.1975, is a Computer Graphics artist in the game industry since 1998. He is a senior 3D environment artist and worked for these titles:

    Gothic
    Gothic II
    Gothic II Add-On
    Gothic 3
    Risen
    He has also been a freelancer for some smaller titles.

    His main profession is modeling, mapping and texturing environments, architecture and props. He also gives lectures in 3D game art, currently at the Games-Academy in Germany.
    Last updated: Nov 28, 2010
    Contributed by Sascha Henrichs (7) on Oct 04, 2007. [revised by : Sascha Henrichs (7) and Jeanne (76427)].

    ИСТОЧНИК

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    [Bild: Lichtblick_Berlin_2006.jpg]

    Sascha Henrichs, Thorsten Kalka и Alex Horst

    "with Alex Horst​ and Thorsten Kalka​ and Enrico Rappsilber at Lichtblick Berlin 2006 or so" (Sascha Henrichs)

    [Bild: odin_md_akcr.jpg]
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    06.03.2020 - Саша Хенрикс в фейсбуке:

    Я рад сообщить, что мы присоединились к RCP с Giant Gun Games.

    [Bild: 89250627_10157910148503286_4577257122495987712_o.jpg]

    remote control
    6 марта в 17:23
    We are adding more boom to the RCP family 💥 Say hello to the Gun and the Frag as Giant Gun Games and FRAG Games join our international gamedev forces. Read it all in our press release.




    PRESS RELEASE FOR IMMEDIATE DISTRIBUTION

    The Gun and the Frag:
    two new development studios join the RCP family

    remote control productions (RCP) welcomes Giant Gun Games and Frag Games to their international roster of studios, expanding to South-Asia for the first time.

    [Bild: 5c416701_5331_4530_b997_6713002fea2f.jpg]

    Munich, March 6th, 2020 - remote control productions announced the two latest additions to their international family of game developers. CEO Hendrik Lesser welcomed Giant Gun Games from Germany and Frag Games from Pakistan. "We have been focusing on international expansion a lot over the last three years," said Lesser. "However, at the same time, we always said that we keep looking for great talents in our backyard. In this light, I'm happy that we deliver on both promises: expanding to the APAC region by signing Frag Games on the one hand and adding the skilled team from Giant Gun Games from our home market Germany", the CEO continued.
    Frag Games is a full-service game studio from Lahore, Pakistan, with a headcount of 60 people. Describing themselves as a close-knit team of game designers, artists, quality analysts, and engineers that represent the best talent the country has to offer. "The partnership with RCP is key to taking Frag to the next level. We've worked on our craft since 2013, building a team that understands both the joy and toil of games. We're delighted to join the RCP family their culture, experience, business savvy and industry knowledge are second to none. We are passionate about making great games and fully believe this deal is the best path to our goal: firmly planting Pakistan on the game industry map.", said Ali Ihsan, CEO of Frag Games.

    Giant Gun Games was founded in 2018 by Sascha Henrichs, a veteran of the German Games Industry with Game Designer and 3D Artist credits on the successful Gothic and the Risen series. The nine-strong team unites a mix of veterans and young guns, who are actively working on Maze Slaughter, a rogue-lite first-person shooter. "RCP is excellently positioned in all areas related to game development. We are happy that Giant Gun Games has found a strong partner in RCP, who has our backs covered and paves the way for successful development!" commented Henrichs on the partnership.

    RCP will represent both teams in their Business Development efforts and provide their expertise for Game Production, Finance management, HR, and Marketing.

    ==========================

    For more information on Giant Gun Games and Frag Games, studio logos and images download the Presskit here.

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    Piranha Bytes 09/2000

    28.07.2020 - Саша Хенрикс в фейсбуке:

    see a rare photo of my desk at PB from around sept 2000.
    just found it. you can see how we had to organize the forests back then.
    mesh portals had to be named in a painful process by hand and a super strict naming convention. therefore i had to print them out and name them all on paper before executing the task in 3dsmax

    [Bild: 2000_09.jpg]

    P.S.
    if i remember correctly, also the upsides of the forests always had to have correctly named portals.
    and also the ground vertecies had to be 100% correctly placed over the over vertecies making it a complete water tight cell.
    it was ridiculous to create this madness.
    but i remember later on it was kinda automated to some degree..
    but yea it's long ago. i do not remember anymore

    [Bild: odin_md_akcr.jpg]
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    facebook.com 07/2020

    31/07/2020

    Sascha Henrichs о Готике 3:

    i can no more remember in detail but i do know that the play area was cut down in the later development, since we aimed for horse riding in the first place and needed a larger level for that. however horse riding was no more possible to implement since stuff was already gettin hot for us with all those bugs and the time pressing. so additional areas in the west were cut away. however we never got to the point to really work on those western areas.

    [Bild: 117036070_10157676225649370_4613849824147237358_o.jpg]

    [Bild: 116387472_10157676227654370_6048995231840935793_o.jpg]

    and here an early plan of the desert. i only modelled the landscape at that point. no ruins or cities have been placed.

    [Bild: 116423510_10157676229974370_7225092762407033508_o.jpg]

    [Bild: odin_md_akcr.jpg]
    ASUS LGA-1150 Z97-K, Intel Core i7-4770 3.4 GHz, EVGA GTX 980 Ti Hybrid ( 6.0 Gb), 16Gb DDR3, SSD OSZ Vertex 460A (240 Gb) + SSD Samsung SM951 M.2 (256 Gb), Dell Ultrasharp U2515H (2560 x 1440) + BenQ E2400HD (1920x1080)

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    facebook.com 08/2020

    01/08/2020

    Sascha Henrichs:

    ok there is a misunderstanding. i dont have the map anymore. only a photo. here it is in full size

    [Bild: 116425428_10157677201809370_3298186406556420107_o.jpg]

    [Bild: odin_md_akcr.jpg]
    ASUS LGA-1150 Z97-K, Intel Core i7-4770 3.4 GHz, EVGA GTX 980 Ti Hybrid ( 6.0 Gb), 16Gb DDR3, SSD OSZ Vertex 460A (240 Gb) + SSD Samsung SM951 M.2 (256 Gb), Dell Ultrasharp U2515H (2560 x 1440) + BenQ E2400HD (1920x1080)

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    facebook.com 12/2020

    08/12/2020

    Sascha Henrichs:

    stumbled over this small screen i took during risen 1 development.
    we modeled all landscapes by hand back in the day and the stuff was made in 3dsmax.
    and here i compared landscape sizes in 3dsmax.
    see how small the risen landscape was compared to the gothic 3 landmass (could be that i posted this already at some point. just found it in my pics again)

    [Bild: 130834271_10157987001599370_1887224453261719696_o.jpg]

    [Bild: odin_md_akcr.jpg]
    ASUS LGA-1150 Z97-K, Intel Core i7-4770 3.4 GHz, EVGA GTX 980 Ti Hybrid ( 6.0 Gb), 16Gb DDR3, SSD OSZ Vertex 460A (240 Gb) + SSD Samsung SM951 M.2 (256 Gb), Dell Ultrasharp U2515H (2560 x 1440) + BenQ E2400HD (1920x1080)

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