nick-ebenhoch

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  • The aesthetics of Black Prophecy's Genide faction

    by 
    James Egan
    James Egan
    11.10.2009

    We had some good news about Black Prophecy the other day and how things are looking up for the game's developer Reakktor Media. We're hoping more info will be revealed about the game in the coming months, and now they've released a dev blog on the art direction of the game's Genide faction. Whereas the Tyi faction is a cybernetic offshoot of humanity the Genides embrace biogenetic manipulation in their pursuit of perfection. The aesthetics of what the Genides have become is the focus of Black Prophecy Art Director Nick Ebenhoch's dev diary. Nick kicks it off by explaining the significance of the Genide faction logo and what the symbol was designed to represent. Unlike the more utilitarian Tyi faction which favors a modular complexity, the Genide's cleaner, minimalist aesthetic sense permeates everything they create. This is seen in the smooth and tall look of their various space ships, which have vertical wing orientation rather than the standard horizontal orientation typically seen on such vessels, explains Nick.

  • Black Prophecy art director on ship design

    by 
    James Egan
    James Egan
    09.01.2009

    Massively has been following the development of the space-based MMO Black Prophecy, from Reakktor Media. The latest bit of info we've come across is a developer's diary on ship design from Black Prophecy's Art Director Nick Ebenhoch. He explains Reakktor's approach to creating a distinctive look for these machines, which was influenced by how sci-films were made in the 80's, with those elaborately crafted models before everything became CG. Nick specifically mentions the ships from the original Star Wars films and Battlestar Galactica, as well as the USS Sulaco from Alien.

  • Black Prophecy Q&A explains weapon systems and combat

    by 
    James Egan
    James Egan
    08.27.2009

    Black Prophecy is one of the ship-based science fiction MMOs we see on the horizon, but at the same time we're not sure how long it will be before we can play it. As the game's developer, Reakktor Media, seeks a publisher, they've been dropping details about Black Prophecy here and there. Some of the info we've read comes from their "Behind the Scenes" series of in-house Q&As. The latest is with Black Prophecy's Creative Director Timo Krahl and Art Director Nick Ebenhoch. The Q&A covers a fairly wide range of topics, from the various space station interiors players will see depending on which station feature they're using at the time, to death penalties. While there will be no permadeath in Black Prophecy, the ships players fly will take damage in a modular system. Timo says, "A ship gets 'disassembled' slowly during a fight, single ship parts can be destroyed and alter the overall values of the ship -- a ship with only one engine will become slower -- if you lose a wing the attached weapons won't be available anymore."

  • Black Prophecy's unique art style blends realism with the unreal

    by 
    James Egan
    James Egan
    08.18.2009

    The Black Prophecy creators at Reakktor Media have begun a series of developer diaries, showcasing the game and their individual contributions to making this sci-fi MMO a reality. The first Black Prophecy developer diary is written by Nick Ebenhoch, the game's Art Director, and gives us a peek into the game environment. Nick explains how they wanted to create an environment that has elements of realism in an unreal environment. Nick says, "This was realized by the use of strong colors that you usually don't see in a space environment." The colors used in a given setting are used to create a mood. "Sectors with ice elements are kept bluish, while 'Pan's Junkyard', a huge space cemetery, is kept a brownish color tone to let the sector appear dirty and rusty," Nick says. "Our goal was to create a distinctive atmosphere for each sector, from nearly romantic right up to dark and threatening."