Train2Game News Radius announce playable games

RadiusThe organisers of the Radius Festival have today announced the list of games to be showcased at the inaugural Radius Exhibition next week, 19 – 21st of June.

After a great start to the Radius video games Festival with Loading Bar’s E3 media briefing party, attended by over 200 people, the exhibition moves to White Space Venue, near Leicester Square.

The exhibition will host around 20 different playable titles each day, from developers all over the world,  including Tango Fiesta, 0rbitalis, Tap Happy Sabbotage, Timmy Bibble’s Friendship Club, Beyond Gravity, Mighty Tactical Shooter, In Space We Brawl, A Light in Chorus, Fossil Echo, The Kraken Sleepeth, The Marvellous Miss Take, Volume, and many others.

For the full list check out www.radiusfestival.com

“The creative variety and diversity of the games is amazing”, says co-founder and organiser Georg Backer, “and highlights that Radius is for everyone, from the one person developer to the established studio and to gamers and general public who are curious about games.”

“Radius is a celebration of game design and of the vibrancy of this wonderful industry,” adds co-organiser Keith Stuart. “We set it up in the wake of the major event E3 video games exhibition in Los Angeles, to give gamers a chance to experience and celebrate games amid a period of excitement and hype for the games business.”

The exhibition is free for everyone to attend and runs from June 19th to June 21st. There is £15 Supporter Ticket which includes a free drink and download tokens for two PC indie games: 0rbitalis and Richard & Alice.

During the evenings, there’ll also be the “Radius Show”, a live-streamed Internet show presented by games industry veterans and broadcast on Twitch, featuring developer interviews, guest stars and many surprises. Tickets for the evening show cost £25 and include a free drink plus free digital editions of 0rbitalis, Richard & Alice and Tango Fiesta. The show will be live streamed via www.twitch.tv/radiusfestival

Tickets for both the Exhibition and the Evening live show are now available at www.radiusfestival.eventbrite.co.uk

Train2Game News: Virgin Media Game Space

Virgin Media Game SpaceI got the pleasure of attending the launch for the Virgin Media Gaming Space last night at Blackall studios in London.

The Virgin Media Gaming Space is a new venture to promote indie gaming in the lead up to Eurogamer, where Virgin are one of the key sponsors.

The space itself is filled with many of the new indie games to try, including Spelunky and Super Hexagon. Downstairs is an area for indie developers to drop in and work together to create games with the hardware available.

There is also going to be a number of events across the time that the space is there including Game Jams and several talks with industry professionals including Mike Bithell, the developer of Thomas Was Alone.

One of the biggest attractions that is at the Virgin Media Gaming Space is the chance to try out an Oculus Rift. I jumped at the opportunity to see what it was like myself and personally was a bit disappointed but I can certainly see the potential in it.

The game that was being used to display the Oculus Rift was Strike Force Zero. A space shooter where you are a pilot destroying all things in view.

My main problem with the Oculus Rift was with me wearing glasses the headset pressed them in to the bridge of my nose causing discomfort. I did however like the way the UI would slide in to view when you looked to the left.

Regardless of my opinions on the Oculus Rift I wouldn’t have had the chance to try it out if it wasn’t for the Virgin Media Gaming Space. I urge all who can make it to visit as it is an excellent place to meet like minded individuals and play some of the latest greatest indie games.

You can read more about the space and find out about the events taking place at http://www.vmgs.com/

You can view a gallery of my time at the event below:

This slideshow requires JavaScript.

Train2Game News: Microsoft allowing self publishing on Xbox One

Xbox OneMicrosoft have announced they will allow self publishing for indie titles on the Xbox One. This is excellent news for Train2Game students.

Microsoft have also announced that each console can be used as a development kit, much like the way that Apple devices can be used as such.

Here’s the official statement from Xbox corporate VP, Marc Whitten:

“Our vision is that every person can be a creator. That every Xbox One can be used for development. That every game and experience can take advantage of all of the features of Xbox One and Xbox LIVE. This means self-publishing. This means Kinect, the cloud, achievements. This means great discoverability on Xbox LIVE. We’ll have more details on the program and the timeline at Gamescom in August.”

Whitten also told Kotaku that dev kit functionality will not be available at launch, but will be added ‘at a later date’.

This dispells all concerns of the accessibility and exposure of indie game on Xbox One, Whitten promises they will live on the Xbox Live Marketplace with the major titles.

Whitten explains “Of course there will be different pivots inside of that. There will be everything from what are we curating, kind of like spotlight content, to the normal discoverability stuff like recommendations, what’s trending, what’s got a lot of engagement on the platform. But you shouldn’t think of it as there’s an indie area and a non-indie area.”

With this announcement it opens up an entirely new indie market for Train2Game students and Student Studios with all the features of the Xbox One, allowing you to get creative with features such as Kinect and the Cloud.

Train2Game News: Over 1,600 developers attending Develop Conference

DevelopOn Tuesday 9 July, any Train2Game students lucky enough to attend the eight annual Develop Conference in Brighton will have the chance to interact with over 1,600 developers.

The three day conference will host over 90 sessions covering the whole spectrum of games development. 120 speakers will debate the biggest issues and trends in the industry, from Neil Brown’s session on PlayStation 4, to developments in touch-screen technology, discussions about Kickstarter and funding, global markets and even a session on cyber-psychology.

Lee Schuneman, studio head at Microsoft Lift London, will open the Evolve Conference on Tuesday before Mark Cerny, president of Cerny Games, will give the Develop Conference opening keynote entitled Changing the Game: Developing into the Next Generation. In total, there are nine tracks and seven keynotes over the three days.

Outside the conference, Develop will be hosting its biggest expo yet. Attendees can meet some of the biggest names in the industry including Dolby, Microsoft, Sony Computer Entertainment, Unity, Unreal Engine and Valve, as well as discovering some of the newest talent in the Develop Conference Indie Showcase.

Centrally located within the expo, the Indie Showcase highlights ten unpublished, independently-developed games selected by a judging panel of industry experts. Delegates have the chance to get hands on with the games and vote for their favourite through the People’s Choice vote.

“With only a week to go, we’re delighted with both the quantity and high quality of content we are offering our delegates,” commented Andy Lane, managing director of Tandem Events. “We’re lucky to have some fantastic keynotes and great sessions, which will offer invaluable information for every type of developer – from the smallest indies to established studios. I’m really looking forward to welcoming everyone down to Brighton next week.”

Full information on the conference sessions and speakers together with who is exhibiting at the expo can all be found on the new mobile event app, sponsored by Microsoft, or you can find the information on www.developconference.com.

Train2Game News: New online indie game market opening soon

A new online store is going live on 26 September selling indie games. It will utilise a pay-what-you-want scheme.

The new store, IndieGameStand, is run by the same people behind Indie Game Magazine. Its goal is to promote indie games and give indie developers a chance to show their talents.

The pay-what-you-want scheme is a good way for customers to show their support for indie titles. The majority of the games have extra bonuses that come with them if you choose to spend enough. 10% of all sales will go towards the developer of the games chosen charity. Humble Bundle has had good success with a similar scheme.

Every game you purchase from the site can be downloaded and installed as many times as you like, regardless of what you paid.

IndieGameStand states on its website “The purpose of IndieGameStand is to put a spotlight on those indie titles which provide fantastic experiences, but may have been passed over by the mainstream gaming public, portals, websites, or whatever. This site is about supporting all of the fantastic and worthwhile indie developers out there. Every developer out there deserves a moment to shine.”

This is good news for students as it opens up a new market to sell your games on. You can get good exposure, have a game released and help a good cause.

You can learn more at IndieGameStand.com

Train2Game News: Robert Boyd wants more opportunities for Xbox indie games

Robert Boyd believes Xbox should help their indie market by allowing high rated games to break through to Xbox Live Arcade.

It can be difficult to become a developer for XBLA. Taking inspiration from Steams Greenlight, Robert Boyd of Zeboyd believes Microsoft could do more for indie developers.

In his opinion the Xbox Live Indie Games could be a proving ground for new titles, with the best among them being sent forward to be released on XBLA. Similar to Steams Greenlight community rating system.

Boyd said “I’d like to see XBLIG kind of merge into XBLA”

“Keep Indie Games free to everyone but if you have a really good game, you could submit it to Microsoft for it to be upgraded to an XBLA title. Right now, becoming an XBLA developer is fairly difficult for a small team, so reducing the barrier of entry to XBLA could only help Microsoft, I think.”

If Microsoft take this on board any student who decides to create their own game can be spurred on by the thought that if their game is successful it will reach an even bigger audience. That can only be good for everyone involved.

It can be very hard to stand out in the Indie market. Any developer who makes a good game that is enjoyed by players should be rewarded for it.

Train2Game students can hear indies speak at GameCityNights

Train2Game students in Nottinghamshire have a great opportunity to find out how an indie studio works for themselves at GameCityNights later this month.

In their latest monthly event, GameCityNights will feature all three former Bizarre Creations developers of indie studio Hogrocket as they discuss their debut game Tiny Wings, their move away from Triple-A and life as an indie.

Of course, those who can’t make it to Nottingham can always read the Train2Game blog interview with Hogrocket co-founder Ben Ward in which similar subjects are covered.

“We’ve always loved the GameCity Festival and admired the hard-working folks behind it, so it’ll be great to take the stage once again in Nottingham” said Hogrocket’s Pete Collier.

“This time we’ll be sharing the experience of starting a brand new games studio, including all the ups and downs that go with it! We’ll also let you play Hogrocket’s first gaming creation: Tiny Invaders. See you there!”

The GameCityNights event will also be showcasing a number of indie games, which will no doubt be of interest to Train2Game students.

GameCityNights Season 2, Episode 7 takes place on Thursday 29th September from 6pm in central Nottignham. For more information, and for ticket prices, see the GameCityNights website.

So Train2Game, if you’re in the Nottingam area, will you be going? Do you see it as something useful to you?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

Train2Game news: Team Meat on how to get your game on Steam

 

Super Meat Boy developers Team Meat recently featured on the IndieGames.com podcast where they discussed their projects and various aspects of game development.

Perhaps of most interest to Train2Game students is Team Meat’s advice about how to get an indie game onto Steam.

As Train2Game students will know, the Steam digital distribution service can be very beneficial for indie developers, with Frozen Synapse developers Mode 7 Games labelling it as essential.

So how does an indie studio get their game on Steam?

“If you can get a lot of attention, and get people to care about your game, try to do interviews, show what your game’s about”  Edmund McMillen, one half of Team Meat told IndieGames.com

“And if Steam keep saying no, then just release it, and then if it does really well, then show Steam.”

He added that Steam is giving indie games more publicity because it’s been a successful venture for them.

“I think Steam is getting more accepting of indie games because they’re doing really well with indie games. Indie games are doing really fantastic on Steam”

“So yeah, persistence… make the best game you can, and talk about your game.” He added.

McMillen also argued that being prepared to go the extra level to get your game published on Steam, and not giving up at the first hurdle is also very important for indie game developers looking to get their games on the service. Getting there could be tough.

“But don’t give up too — that’s like a big thing. We used to hear of a lot of people saying “I emailed Steam and they didn’t get back to me”, and then they just fucking give up.” he said.

“If we gave up, we wouldn’t be on anything. We had to fucking fight. You have to fight for these things.

“I would say persistence and drive are the two most crucial things about being a successful indie developer.” Added Tommy Refenes, the other half of the two-person Team Meat team.

Last time Team Meat featured on the Train2Game blog, they labelled Kinect ‘garbage.’ The statement was controversial to say the least and drew both support and opposition from Train2Game students.

What are your thoughts on the advice from Team Meat? How important is persistence to game developers? And do you see Steam as an avenue to publish your games through in future?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: Gamasutra

Train2Game students should take the opportunity to game jam, here’s why…

Train2Game recently announced that a second 48 hour Game Jam  will take place in early November, with full details  about it available to Train2Game students on the Train2Game forum.

Game Jams are an excellent way for any game developer to test their skills, and in an interesting #altdevblogpostaday article, PixoFactor’s Adam Rademacher explains why Game Jams are “best practice” for game developers.

He argues that Game Jams are a great place to improve your abilities thanks to the focused nature of the 48 hour development period.

“The entire weekend you’re thinking about game development” wrote Rademacher.  “Thinking about how to program new features, or how to speed up your art production.  Even if you don’t finish the game on time, it’s not hard to see how it can improve your skills”

“Even if you only learn to write one new function, or one new shader, you’ve improved upon your skillset, and now you have a (hopefully) cool prototype to continue building on.”

Rademacher adds that Game Jams are an excellent opportunity to develop prototypes of games, a practice that’s common in the industry. Indeed, an interview with the Train2Game blog earlier this year, Mediatonic Director Paul Croft revealed that they’re a good way of coming up with new games.

It’s also suggested that Game Jams are a great way of practicing creativity, and in an environment where if the idea doesn’t work, it doesn’t matter.

“It’s easy to set out on a project with all intention to create something innovative and new, then be completely distraught when it’s no fun, or unreasonable to try to finish, or just not as innovative as you thought it would be.  But that’s cool.  Because you’ve only spent a weekend on it.”

The #altdevblogaday piece is a great way for game developers to try out new technology, and learn cool new stuff. This is exactly what Train2Game students will have the opportunity to do at the second official Train2Game Game Jam, in which the Unreal Development Kit will be used to make games! It’s an engine that many Train2Game students won’t have used before.

The importance of Game Jams piece is available in full to read on #altdevblogaday. While full details about the Train2Game Game Jam are on the Train2Game forum.

What are your thoughts on the benefit of Game Jams?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: Altdevblogaday

Train2Game News: Free CryENGINE®3 SDK for non-commercial use

Crytek has announced that they will release their latest all-in-one game development solution CryENGINE 3 free of charge for non-commercial use. The award winning SDK provides the complete game engine to create AAA quality next generation games for PC, and includes the CryENGINE®3 Sandbox™ level editor, a production-proven, 3rd generation “What you see is what you play” (WYSIWYP) – tool designed by and for professional developers. The free toolset is available for download at crydev.net, the former crymod.com community portal that offers documentation written by the developers of the engine, a thriving community and a supplementary knowledge base for CryENGINE 3.

The free CryENGINE SDK will be updated regularly, to make sure our community has access to all the advances we make to CryENGINE 3.

“With the release of our SDK we encourage creators to try out CryENGINE 3 and hope it will lead to new companies being formed and using our engine. More importantly we expect to increase the talent pool for CryENGINE developers, as well as boosting our online community of users. This SDK contains more toys than we’ve ever released before – it empowers people to create whole new games from scratch, not just mod Crytek’s own games, so we encourage all aspiring and indie developers to try it out.” said Carl Jones, Director of Global Business Development CryENGINE.
“For those who want to make the step into commercial gaming, we’ll offer a royalty-only license model for games made with this SDK, where Crytek require only 20% of the developer’s revenues from the commercial launch of their game.”
For more information visit http://www.mycryengine.com