Indie Fund – A useful avenue for Train2Game students?

While doing my usual morning rounds of video games industry news websites, I stumbled upon this GamesIndustry.biz article.  Indie fund calls for submissions eh? That’s surely going to be useful for Train2Game students I thought to myself. And do you know what, it may very well be.

So, what is Indie Fund? Well, the Indie Fund website itself says

“Indie Fund is a funding source for independent developers, created by a group of successful indies looking to encourage the next wave of game developers. It was established as a serious alternative to the traditional publisher funding model. Our aim is to support the growth of games as a medium by helping indie developers get (and stay) financially independent.”

Those indie developers could very well be you, the Train2Game Games Designers, Games Developers and Games Artist & Animators. Now you’re sitting there thinking that applying for funding sounds appealing, but you’re wondering how it works, well.

We make smaller investments and ask for less in return. The hope is that developers see enough revenue from their game to self-fund their next project.  And voilà, one more developer that is free to make whatever crazy game they want.”

There’s more detailed information about how exactly it works on the About page of the Indie Fund website. The section also lists who’s involved with the funding project and it’s a list of developers who’ve made a number of successful independent titles, some of which you’ve probably played:

Indie Fund believe they can support five or six titles over the next two to three years, but will only do so if the proposed title introduces something new to gaming. For more information about what Indie Fund want for a game and what you need to do if you want to submit an application then all you need to do is visit the ‘Applying for funding’ section of the website. It’s also recommended that you have a prototype of a game ready, but evidence on the Train2Game forum shows that some of you have already reached this stage.

So Train2Game students, do you’ll be submitting an application to The Indie Fund? Do you think it’s a good idea? Or perhaps you aren’t too keen on it. Whatever your thoughts are, please leave them here or on the Train2Game forum.

Discs vs. Digital – Round 3

Almost two thirds of us prefer to buy our games boxed up and on a disc over downloading them online.  Research by Ipsos Media CT – which appeared on MCV – revealed that 64% of gamers preferred to buy titles on disc over downloading a digital copy.

This is compared to only 45% of music consumers preferring discs, and perhaps surprisingly, just 51% of film buyers preferring physical copies of their purchases. Who knew that downloadable films were so popular?

So why are we still so keen on buying our games in a box? Well, Ipsos Media CT Director Ian Bramley says it’s down to trade-ins and second hand sales.

“I believe the preference for physical discs amongst next gen gamers reflects the potential value they derive from the pre-owned market, which is holding up the preference for physical – this is unlike the music and film markets,”

“Physical games discs have a long and well-established history, which is a deep mindset to change – particularly when gamers build a physical collection as they fear losing digital versions. And in-store browsing is also important to buyers.”

So, Train2Game students, as the Games Designers, Games Developers and Games Artists & Animators of the future, what form of distribution would you prefer to release your games with? Or is the format not important, with it being more a matter of getting your games out there.

As usual, feel free to leave your comments either here or on the Train2Game forum.

You can also check out blogs about both Round 1 and Round 2 of the Discs vs. Digital debate for more information and other thoughts on the issue.

Developing for the disabled gamer

Last Thursday, I had an unfortunate incident on my bicycle which resulted in a strapped up broken finger and the misfortune of needing to wear a sling for a few days. Naturally, this caused me some problems – I could only type using one hand making updating this Train2Game blog and the Train2Game Twitter account a slow affair, cooking became a pain, and worst of all I was extremely limited to what video games were available to keep me entertained over the weekend.

With only one functioning hand, it was impossible to hold a console controller which meant continuing my ride through the American west with Red Dead Redemption was out of the question. It also meant that I couldn’t get my usual fix of Team Fortress 2 on the PC, after all a person needs to move by pushing keys with the left hand and look around by using the mouse in the right. (Or indeed, doing this the other way around if you’re left handed) Thankfully, I managed to keep myself from going crazy in a temporarily game free world thanks to the point and click interface of Dragon Age: Origins which kept me happy for hours on end.

Thankfully I’m out of the sling now and though I still can’t hold a PlayStation controller due to my fingers remaining strapped together, I’m back to happily fragging my clan mates on Team Fortress 2 online servers.

Luckily for me, not being able to play any video game I want is a temporary issue. Unfortunately for the significant minority of people who have disabilities, not being able to play a wide variety of different games is a permanent problem.

However, slowly but surely this tide seems to be turning, with small groups of Games Designers, Games Developers and Games Artist & Animators working with scientists to provide research into – and create – video games for those with disabilities.

Last year, Duke University in North Carolina conducted research into modifying Guitar Hero that allowed it to be played by man with an amputated arm. BBC News reporter Flora Graham explains how it works better than I ever could.

“To play the game, users wear electrodes on their residual muscles, such as those found on their chest and shoulder. The system translates the signals from the electrodes as if they were coming from the game controller, allowing players to strum along, despite not having any hands.”

The researchers also realised that the movements in the game were similar to those required when learning how to use a prosthetic limb, essentially meaning Guitar Hero could in theory be used to teach people how to use their new arms.

In May this year, a video game project called VI Fit was revealed that allows blind gamers to keep in shape. Researchers at the University of Nevada modified a Nintendo Wii for the project which according to Gamesradar;

“Features two games – VI Bowling and VI Tennis – and both can be downloaded for free at vifit.org. The game utilizes Wii remote controllers and a Windows PC with Bluetooth support. Players are instructed throughout the game with the use of both audio and vibrotactile cues”

EA have even got involved with developing games for the disabled, by helping VTree LLC, create a Madden powered title called My Football Game for players such as injured war veterans with physical difficulties.  These are just a handful of a variety of projects that aim to develop games for those with disabilities, there are plenty more of them out there too!

There is a significant audience of disabled people– and according to Popcap, they make up 20% of ‘casual’ gamers – who just want to enjoy their hobby in the same way that the rest of us do. It raises an important issue for Train2Game students, be they Games Designer, Games Developer or even Games Artist & Animator – Do you consider the needs of disabled gamers when you create your games? Or would you like to work on a game designed to be played especially by those with disabilities?

I’m very interested to hear your thoughts on this once, so as usual, leave your comments here or on the Train2Game forum.

A useful podcast for Train2Game students

As I was on my way into the Train2Game office this morning, I was partaking in two usual activities – doing my very best not to get run over and  listening to the latest gaming news podcasts in order to write relevant and interesting blogs for you Train2Game Games Designer, Games Developer and Games Art & Animation students.

This morning, I was listening to the GameSpot UK podcast which this week is especially relevant to Train2Game students? Why? Because it features video game script writer and narrative designer Rhianna Pratchett. She’s a veteran of writing scripts for games which include Mirror’s Edge, Heavenly Sword, and the Overlord series.

In the GameSpot UK podcast she talks about writing dialogue and narrative for games, incorporating humour and how she broke into the field of Games Design.

So, Train2Game students, I highly recommend that you listen to this weeks GamesSpot UK podcast if you want a useful incite into the industry. Rhianna starts talking about Games Design about 25 minutes into the programme.

As usual, leave your thoughts here or on the Train2Game forum.

Train2Game’s 2nd Webinar Part Seven

In Part 7 of the 2nd Train2Game Webinar the panel wraps up by discussing if jobs exist for a specific skill and a certain football match…

Key quotes

Pete Hickman – “You need a broader portfolio of work to really make yourself attractive to an employer”

Carsten Maple on specialising on a specific type of skill – “Don’t be so narrow…When your starting, off you’ve got to have a bit more that you can offer and say I’ve got these skills because they’ll be offering you junior roles when you start out”

Train2Game’s 2nd Webinar Part Six

In Part 6 of the 2nd Train2Game Webinar the panel discuss if there is a definite, lucrative market for small non-AAA indie titles and if having no formal qualification will affect your employment prospects after finishing a Train2Game course?

Key quotes include:

Tony Bickley on the importance of good English when pitching your ideas –  “If a pitch or a presentation comes in with text speak, it’s not going to get very much air time, if they can’t speak they can’t communicate.”

Pete Hickman on the importance of good communication when pitching your ideas – “I think if the standard of written English isn’t very good in the presentation, quite often presentations go to an acquisition or an A&R person and he, or she, will to demonstrate those to the board or the senior management of the company and they won’t take them seriously. It’s a terrible thing to say, you might be the most creative person in the world but unless you can communicate your ideas effectively and clearly, it’s very difficult to break into a company.”

Train2Game’s 2nd Webinar Part Five

In Part 5 of the 2nd Train2Game Webinar, the panel continue to discuss about the merits of tarting off on your own… The panel also address how you can get your name out in the industry, why paid internship is the best way to get experience and how transferable the skills Train2Game teaches you are in other industries?

Key quotes include

Pete Hickman on the advantages independent developers have – “It’s all being driven by a strong e-distribution business. We’ve got Xbox Live, PSN, we’ve got the Nintendo equivalent, we’ve also got Steam on PC and Macintosh, which provides a great platform for people to distribute their independent games and hopefully that continues.”

Tony Bickley on preparing for the UK video games job market – “Be the best you can, stick out beyond the crowd, don’t be despondent…Think “the better I am, the higher my skill sets are, I’m going to be in the best place to get the job”