Bungie hablará de su nuevo juego en la próxima GDC
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Cita:Tras la gran filtración que nos dejó ver qué tenía Bungie guardado en la manga con respecto a su nuevo proyecto, Destiny, el estudio prepara un nuevo evento, esta vez más oficial, para seguir revelando aspectos de su ambicioso título.

Así, la Game Developers Conference que tendrá lugar entre el 25 y el 29 de marzo en San Francisco, recoge que Bungie ofrecerá una conferencia de una hora de duración en la que mostrarán nuevos detalles del proyecto Destiny.

La conferencia girará en torno a la creación de mundo del juego, y si bien girará, en gran parte, en torno al aspecto artístico, no se descarta que Bungie pueda mostrar por primera vez secuencias del juego en movimiento.


[img=1000x562]http://media.vandalimg.com/m/14836/2012112885614_11.jpg[/img]


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No parece que se aleje mucho en cuanto a ambientación de Halo, pero viniendo de Bungie y teniendo en cuenta que será uno de los primeros juegos next gen que veamos, vamos a flipar mucho.
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La verdad es que la imagen mola un huevo, a ver qué sacan.
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(17-01-2013 11:35)Estubeny link escribió:No parece que se aleje mucho en cuanto a ambientación de Halo, pero viniendo de Bungie y teniendo en cuenta que será uno de los primeros juegos next gen que veamos, vamos a flipar mucho.
Creo que los contratos con Activision confirmaban que saldría también para 360.




Aprovecho y pego un artículo de Edge: http://www.edge-online.com/news/inside-b...r-destiny/


[img alt=Bungie Studio Profile height=340 width=610]http://media.edge-online.com/wp-content/uploads/edgeonline/2013/01/Bungie-Studio-Profile610.jpg[/img]
Issue 250 of Edge, on sale today, features an exclusive profile of Bungie, the studio which cemented its place in videogame legend with the 50 million-selling Halo series and which is now working on its first project for Activision, codenamed Destiny.

The game has been shrouded in secrecy ever since Bungie signed a ten-year deal with Activision in 2010 ÔÇô until last November, that is. Art assets which had been handed to an advertising agency ended up in the hands of gaming websites; Bungie, to its credit, took ownership of the leak, giving fans a first official look at some of the gameÔÇÖs concept art in a post on its website. Speaking to us as part of an in-depth studio profile, writer and design director Joseph Staten recalls the day of the leak.

ÔÇ£I was in a conference room,ÔÇØ he tells us. ÔÇ£And Pete [Parsons, COO] walked in with his laptop. Pete has this look on him when heÔÇÖs a little nervous and his eyes get really wide; his entire body was quivering.
ÔÇ£I think our response was typical Bungie. We just took it in our stride and, instead of making it a negative, we turned it into a positive. We initiated a conversation with our fans, which we hadnÔÇÖt done in a really long time. And I think having done that, the great reaction that we got from it really made us all very excited internally. It motivated us.ÔÇØ

The feature charts the history of Bungie, which began life as a Chicago-based developer of Mac games before Halo caught MicrosoftÔÇÖs eye, the studio upping sticks and taking up residence on the Xbox makerÔÇÖs Redmond campus. Time magazine once described that office as ÔÇ£a low-rent nerd farm in the middle of a pumpkin patchÔÇØ; now the company occupies a sprawling converted multiplex cinema in Bellevue, the Seattle suburb that Valve also calls home.

And the similarities with Gabe NewellÔÇÖs company donÔÇÖt end there. All BungieÔÇÖs desks are on wheels ÔÇô and have been since 2005, Parsons assures us, lest we think it was a change made last year after ValveÔÇÖs workplace culture was exposed in a leaked staff handbook ÔÇô and even the most junior staff are given creative input.

[img alt=Bungie's Destiny height=343 width=610]http://media.edge-online.com/wp-content/uploads/edgeonline/2012/11/Destiny-organic-tank-610x343.jpg[/img]

ItÔÇÖs a remarkably stable company, too, avoiding falling into the hire-ship-fire loop to which so many big studios succumb. Success helps, of course, but stability is an important part of the Bungie philosophy, as music director Marty OÔÇÖDonnell explains.

ÔÇ£There was a very conscious decision when we went independent from Microsoft,ÔÇØ OÔÇÖDonnell, the man behind HaloÔÇÖs classic soundscapes, tells us. ÔÇ£We wanted to make a game company that didnÔÇÖt get into the habit of swelling its ranks in order to finish a project, and then letting a bunch of people go. We wanted to figure out a way to make a place where people could come and work and stay.ÔÇØ

And so itÔÇÖs proved. Half of the team that worked on the original Halo is still at the studio. Staff are shareholders, so everyone stands to benefit from the studioÔÇÖs success ÔÇô which could hit new heights this year, given that Bungie, not Activision, owns the Destiny IP. For the full story of how Bungie is preparing for what looks to be a very interesting year indeed, youÔÇÖll need the latest issue of Edge.

E250 is on sale now, and itÔÇÖs a packed issue, with the inaugural Edge Developer Awards ÔÇô our pick of the 50 best studios on the planet. ThereÔÇÖs a 12-page feature on the number one studio, Valve, and reviews of the likes of DmC: Devil May Cry and Ni No Kuni: Wrath Of The White Witch.
(Ultima edición: 17-01-2013 14:16 por Indyana.)


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