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00:01Cornfox & Brothers was established in 2010.
00:05We're currently just six people working in the heart of Helsinki
00:09and concentrating on making the best mobile game in the world.
00:15What we try to do here is to develop a console-quality game for mobile.
00:20But what we try to do is to provide an old-fashioned, full-fledged, story-driven game
00:26as opposed to what you might expect from a mobile title.
00:31We started working on Osenhorn. The first announcement of this project
00:36got a really good reception across the media.
00:39There was a demand for titles like this.
00:42So what that meant was two years of hard work.
00:45We released on 2013 on Apple platforms
00:49and it was selected as the best indie game of the year by Apple App Store.
00:54Getting the first Osenhorn game done with only three people
00:59it was a huge task for us.
01:01We had our own engine and we did porting to various platforms
01:07and we came across all kinds of small and big problems.
01:11So when we moved into development of Osenhorn 2
01:15we didn't want to spend time on developing our own engine.
01:19We wanted to jump into developing the game itself.
01:22The engine for a game is like a camera for a filmmaker.
01:28So you don't have to start by building the camera.
01:31You can just focus on the content.
01:33The scope of the game is considerably larger than with Osenhorn 1.
01:37There's just six of us working with the game
01:40and we used to fiddle with our own engine during the release
01:44so we wanted to make sure that we have the access to source code.
01:49So these were one of the factors that weighed in when we chose Unreal Engine 4.
01:53For any company flexibility like that is a very important factor.
01:59Unreal Engine has helped us to focus on the game
02:02without having to worry too much about technical implementation.
02:06With a small team like us, that's of utmost importance.
02:11The learning curve was surprisingly low
02:14and we got some prototyping content running in a few days.
02:19The number one thing that helps our work is the editor, which is really excellent.
02:24And that enables everything else.
02:26Level designers can make their own small puzzles and interactions with the blueprints.
02:31and that helps a lot.
02:34Another aspect of using Unreal Engine is the portability of the project.
02:39To take it to all the platforms that we want to take it.
02:43When you want to have different kinds of controls for different kinds of devices,
02:47for instance, even those issues are easier to solve
02:51so we can concentrate on how we wanted the game to be different for different devices.
02:58When the first smartphones came out,
03:00I was thinking that this is the moment
03:02when the mobile gaming space is finally nearing the console quality.
03:08And with Ocean Hunt 2, we are really pushing towards that.
03:12With Unreal Engine, I feel like it's the same game on both of these devices.
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