More initiatives of the Hamburg Kreativ Gesellschaft
De
More initiatives of the Hamburg Kreativ Gesellschaft

Games Lift: Team Metacore is up for a challenge

Their hands are full. Their goals are big. But that is no reason to fret for Team Metacore. During our conversation, finding good answers comes to them as easily as sharing a laugh. The mood might make it into their project.

(Photo above: Selim Sudheimer)

They have a variety of professional credentials and three joint projects under their belt: Team Metacore appear like an experienced team. This may come as a surprise – the group assembled only one and a half years ago while studying at the HAW Hamburg University of Applied Sciences.

The first secret of their success is obvious: They seem to genuinely enjoy each other’s company. "We’re a good fit in terms of character," Leonhard Gläser says. He does 3D art and level design. "Leo and I found common ground first" explains Sarah Inés Roeder. She is the team’s 2D and 3D artist. The remaining additions were quickly made, because they already knew each other: Programmer and project manager Maximilian Götz as well as technical artist and programmer Rody Nawezi had participated in game jams together with Sarah and Leonhard.

After successful smaller projects, the group was searching for "a challenge – in all areas," Maxi says. And one of the biggest challenges for every team is a concise elevator pitch. Rody delivers:

Metacore is a coop FPS playable alone, but at its best with four players fighting their way through ruins using high-tech equipment, cores, and gadgets. Players must find synergies in different combo effects to pin down or eliminate large groups of enemies.”

Key Art for the co-op FPS game Metacore
 

Finding the Fun

At first, summing up the vision was far from easy. Metacore started out very ambitiously. That was a conscious choice, Maxi explains: Because the project was part of the university’s Games Master program, failure was very much allowed. Metacore did not fail, however; it is stronger than ever. Tough reality checks have shaped it, Sarah explains. Extraneous elements have been identified and cut. In order to check and refine the core of the game, the team plays together on a regular basis, not just their own prototypes, but a lot of coop multiplayer games. Deep Rock Galactic, Left for Dead and Payday are important inspirations. Metacore takes an established coop FPS formula and differentiates itself by emphasizing real teamplay and interaction between players. The team has worked out why and how their game is fun. They have evaluated and refined it. Their belief is palpable. But the biggest challenge may lie in explaining the project to others in a way that makes them take note.

Intensive discussions are part of the development process (Photo: Selim Sudheimer)
 

Explaining the Fun

"PR, marketing and pitching" all are areas in which the team is picking up knowledge during the incubator, Rody says. The project may still be at an early stage. But it is imperative that all four members can quickly point out and explain what is unique about their game. Repeatedly asking the question has already helped them in refining the elevator pitch.

Identifying Metacore’s strengths, organizing and improving them further is an ongoing project. The four are busy exploring opportunities for team play, gadgets, and enemy types. A crucial gameplay mechanic hides in the spherical cores – teammates can "dematerialize" to become a core.

Leonhard outlines one of Team Metacore’s main goals for the incubator: developing a “final concept,” defining which gameplay mechanics will get expanded and which might be boiled down. Above all, it should be immediately obvious to players what is unique and fun about the game. In playing the game, “the team should feel greater than the sum of its individual members,” Leonhard adds. Everyone nods in agreement. The synergy is at work already.

Team Metacore working together at the Code Working Space, the shared office of the Games Lift Teams (Photo: Selim Sudheimer)

This article is part of our Games Lift Log series, in which we share peeks behind the scenes of our Games Lift Incubator program and portrait the teams that joined the incubator program this year.

 

More Games Lift News

Pitch Level Up 2024: Boost your pitch with expert feedback!

The Pitch Level Up is back! Join in on February 16, 11 am - 6 pm: Get individual feedback on your pitch deck from seasoned games industry professionals with different perspectives - to optimize your pitch for publishers, media, investors or funding institutions.

Games Lift: We’ll keep in touch

Is the Games Lift Incubator 2023 already over? Not exactly. But the first phase is, and on the occasion all teams presented their projects and progress: It’s the graduation pitch on December 5 at Design Zentrum Hamburg! 

Games Lift: Team Dottobeau have an eye for emotions

The game feels particularly warm and empathetic – and its team is a reflection of those values. “Dottobeau” is a game about searching and finding one’s own place in the universe. And it demands emotional intelligence.

Games Lift: Nenad Slavujevic on calculating chaos

His game idea looks like a well-tuned formula. And he can explain it like a pro. Nenad Slavujevic impresses us in the incubator with strong credentials and a clear plan.

Games Lift: Bagpack Games keep moving

They've been around for a few years now: Bagpack Games have successfully established themselves in the Hamburg scene. Now they are bringing a real eye-catcher of an idea to the Games Lift Incubator.

Games Lift: Markus Koepke stays the course

Years of experience have led him here: Alone, on an abandoned ship in the middle of the ocean. Markus Koepke's project "Journey Beyond the Edge of the World" in the Games Lift Incubator lures us in with its melancholic vibes.

Games Lift: Pipapo Games get the joke

Pipapo Games know how to make a concerted effort. The team behind "Map Map" reports to the interview in a bright mood, helps each other out on every question and still manages to take their own plans very seriously.

Games Lift: Meet you at the top

For its 2023 edition, the Games Lift Incubator launches with a new space, new concepts, five brand-new teams - and with years of experience.

Games Lift Kick-Off 2023 in New SPACE Innovation Rooms

On Monday, September 11, 2023, the official kick-off of the Games Lift Incubator 2023 took place in the new SPACE innovation space of the Hamburg Kreativ Gesellschaft.

The five winning teams of Games Lift Incubator 2023

Games Lift 2023: These are the five teams

For 2023, five great teams of Hamburg game developers impressed the awarding committee of the Games Lift Incubator with their exciting projects.

Games Lift: No expiration date!

This year, Gamecity Hamburg's Games Lift Incubator is doing the same as in previous ones: it's evolving.

Application Start for Games Lift Incubator 2023

Developer teams can now apply from May 2 until June 20 for our Games Lift Incubator. This is their chance to get professional input on their game ideas and to successfully develop and market their game projects.

More News
Cookies are used to make this website work and to enhance your experience.

To learn more about the types of cookies this website uses, see our Cookie Policy. You can decide for yourself which categories you want to allow. Please note that based on your settings, not all functions of the website may be available.

Cookies are used to make this website work and to enhance your experience.

To learn more about the types of cookies this website uses, see our Cookie Policy. You can decide for yourself which categories you want to allow. Please note that based on your settings, not all functions of the website may be available.

Your cookie preferences have been saved.