DriveClub – Game Director geht von Bord

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Die wenig erbaulichen Nachrichten rund um Sonys ursprünglich als PS4-Starttitel angedachtes Rennspiel DriveClub reißen nicht ab: Nicht nur hat sich die Raserei seit Ankündigung bereits mehrfach verschoben (aktueller Termin: unbekannt) und wird offenbar neu konzeptioniert, dieser Tage wurde auch die Belegschaft der Entwickler Evolution Games reduziert und noch dazu hat der ehemalige Game Director Col Rodgers bereits im Februar seinen Job aufgegeben, wie VG247 berichtet.

Demnach war die Trennung allerdings im beidseitigen Einvernehmen und hatte nichts mit den DriveClub-Problemen zu tun. Rodgers werkelt seitdem als Big Red Switch Games an Indie-Projekten, während er eine neue Arbeitsstelle sucht. Auch die Entlassungen bei Evolution selbst seien wie derzeit auch bei Guerrilla Cambridge und SCE London von den Stuios selbst und nicht dem Sony-HQ veranlasst worden.

Ob man das alles für bare Münzen nehmen kann, sei mal dahin gestellt, eins scheint allerdings absehbar: So schnell werden wir DriveClub wohl weiterhin nicht zu Gesicht bekommen…

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Seska1973
27. März 2014 6:16

Trotzdem, wenn GT7 auf der PS4 landet (es ist so gross, das sein Schatten alle anderen Racing spiele in den Schatten stellt), sehen die meisten nur noch das Spiel. Es ist sozusagen das GTA der Racing Spiele auf der PlaystationDC hat oder hätte noch Zeit sein “”Berg”” zu bauen, damit es aus dem Schatten hervortritt. Aber es scheint nicht so zu sein. Es läuft Gefahr, “”nur”” ein Nischenprodukt zu werden.

NanoEX
26. März 2014 18:26

Der Typ ist doch ein Studio- Hopper und er ist meist kaum länger als 3 Jahre bei einem Studio. So what? [img[/img][QUOTE]Col Rodgers’ ExperienceManaging DirectorBigRedSwitch GamesMarch 2009 – Present (5 years 1 month) SurreyDeveloper generating new IP and available for hire for licensed work across all platforms.Game DirectorSony Computer Entertainment EuropePublic Company; 1001-5000 employees; Computer Games industryNovember 2012 – March 2014 (1 year 5 months) Evolution Studios, RuncornGame Director on Driveclub at Sony/Evolution Studios.Chief Game DesignerCodemastersPrivately Held; 501-1000 employees; Computer Games industryNovember 2011 – November 2012 (1 year 1 month) Southam, WarwickshireHired to direct GRID 2 based on my wide experience in game development as well as my specialisation in driving games, I’ve helped move the franchise onto new ground.My biggest achievement on the title is the TrueFeel handling system which I designed and directed. To do this, I used my extensive experiences of driving and car ownership (I’ve owned 50 cars to date), and my experience in game development to create a handling system which makes the cars drive in the way players would want them to drive.Due to the success of the system, the TrueFeel handling model appeals to players across the board – from the most novice to the most hardcore. The depth of the experience is only matched by the effort the player puts into it. It’s such an achievement that this is the first Codemasters game in the last 2 generations of console which does not need any optional assists.It was important to get this system right, as it defines the moment to moment experience of the player. Codemasters have a long history of producing graphically stunning games, and GRID 2 is no exception, so we weren’t missing the initial consumer draw, but it was important to me to ensure that once they started playing, they didn’t want to stop. We’ve achieved exactly that.The wider game was all directed by me from a Design perspective. This was in the form of guidance and ensuring we stuck to the direction we set out to follow. I have used my experiences from the last 18 years (at the time of writing) to ensure we didn’t hit any design pitfalls, and ensured that I helped my design team to flourish, take ownership and generate what I think is the most compelling driving game that has been produced to date.Contract Creative DirectorCodemastersPrivately Held; 501-1000 employees; Computer Games industryFebruary 2011 – September 2011 (8 months) Guildford, United KingdomDuring my time contracting at Codemasters, I was involved with the newly installed management team trying to bring clarity and completion to the beleaguered ‘Bodycount’ project. I worked with the team to produce a game of achievable scope, as well as attempt to define what the design focus of the title actually was. Working closely with production, we went quite some distance in achieving this, delivering the project to the deadlines that were set for us, despite the very difficult position the game was in when we arrived.Creative DirectorExientPrivately Held; 51-200 employees; Computer Games industryJuly 2009 – December 2010 (1 year 6 months)During my time at Exient, I was responsible for overseeing the design department for the entire company across all projects.This started with setting up the design process, implementing Wiki based design documents, assigning work to specific parties and developing relationships with both staff and clients.The first game to benefit from this approach was Sims 3 on Nintendo DS, which was running into problems prior to my arrival. This was redesigned and sorted out with full team integration within 5 months of my arrival which was considered an epic achievement based on the scope of the title.Subsequent projects used the same methods and continued with a similar degree of success. The company now has a strong design foundation, following the principles of concept and design development that I put in place.Head of Game DesignSEGA EuropePublic Company; 1001-5000 employees; Computer Games industryJanuary 2006 – March 2009 (3 years 3 months)Headhunted for the position of Head of Game Design at SEGA, I was tasked with improving quality on existing SEGA titles, revitalising stagnant SEGA IP and developing new and exciting franchises.Due to my ability to think laterally about problems I faced, I was frequently tasked with working on projects that had run into trouble. Probably the biggest game I worked on in this capacity was Creative Assembly’s Viking: Battle for Asgard, which had fallen behind it’s schedule and didn’t have solid design in place when I arrived, 10 months from shipping. I audited the game based on where it stood, then went about streamlining the design, working with the team to do so. I rewrote the top line story, then worked with Rhianna Pratchett to make the script work with the missions that had already been developed. In addition to this, I concepted various different mechanics which appears in the final game, including the giant slayer mini game which was the focus of many of the games’ YouTube appearances.The concepts I produced during my time at SEGA, I like to think were ahead of the curve, from a trend perspective. Concepts which mirrored such successful titles as DJ Hero, Cooking Mama and LittleBigPlanet were presented to the SOE board a considerable time prior to the development of the products named here, but unfortunately didn’t make it to full game production.I was also involved in the Product Planning Group, which hardened my industry knowledge and developed my understanding of P&L calculation. This gave me an even deeper understanding of the marketing goals of a major publisher.ProducerEAPublic Company; 5001-10,000 employees; ERTS; Entertainment industryDecember 2003 – December 2005 (2 years 1 month)Studio HeadJester InteractivePublic Company; 51-200 employees; Information Services industryJuly 2001 – December 2003 (2 years 6 months)Head of Mobile DevelopmentJester InteractivePublic Company; 51-200 employees; Information Services industryNovember 1999 – December 2001 (2 years 2 months)External ProducerRAGE GamesPrivately Held; 1-10 employees; Computer Games industryJanuary 2001 – July 2001 (7 months)Senior ProgrammerVirtucraft LimitedMay 1999 – November 1999 (7 months)ProgrammerSenior ArtistAnimatorSoftware Creations LimitedSeptember 1997 – May 1999 (1 year… Mehr lesen »

Seska1973
26. März 2014 18:08

[quote=Hitokiri]

Drive Club – Duke Nukem Edition :))

Spätestens wenn die Ankündigung zu GT7-Prologue kommt, kräht kein Schwein mehr nach DC.

[/quote]+1

Hitokiri
26. März 2014 16:10

Drive Club – Duke Nukem Edition :))Spätestens wenn die Ankündigung zu GT7-Prologue kommt, kräht kein Schwein mehr nach DC.

retro
26. März 2014 15:29

RIP, DriveClub.Ist wohl besser so.

Kakyo
26. März 2014 13:43

peinlich peinlich ;PDrive Club forevernaja ob das jetzt noch 2-3 jahre bei mir bei Amazon drinsteht für die 20 euro is mir recht herzlich egal ^^wobei mich bei sowas die “”wirklichen”” Hintergründe schon interessieren würden…. ich mein DC sah ja jetzt ned wirklich so aus als wäre es in einer frühen Alpha sondern eher nach “”Game ist fertig noch ein bisschen contend basteln””.