Train2Game Art & Animation student Fee Stewart speaks to Train2Game Radio

Fee Stewart is studying to become a Game Artist & Animator with Train2Game. Train2Game Radio caught up with him to find out why she chose to study with Train2Game, how she’s finding the course and what she wants to achieve in a career in the games industry. Listen to the interview at www.audioboo.fm/train2game

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

You can also read a previous interview with Fee about her experience at the Scottish Game Jam, here on the Train2Game blog.

For more information go to www.train2game.com 

First Call of Duty: Modern Warfare 3 trailer revealed! What do you think Train2Game?

MW3

Yesterday, the Train2Game blog reported that the Call of Duty: Modern Warfare 3 engine would ‘move beyond’ that of its predecessors.

Well, you can now get a glimpse of the very first Call of Duty: Modern Warfare 3 gameplay trailer and see if the engine shows any sign of being tweaked yourselves!

You can also see if Call of Duty: Modern Warfare 3 contains the supposed influences from Battlefield 3 – as previously mentioned on the Train2Game blog.

The Call of Duty: Modern Warfare 3 trailer not only reveals London, France and Germany as locations, but also confirms the involvement of Sledgehammer as one of the studios involved with game development.

Earlier this year, the Train2Game blog reported that Sledgehammer may be one of three studios aiding in the development of Call of Duty: Modern Warfare 3.

Watch the Call of Duty: Modern Warfare 3 trailer below, here on the Train2Game blog.

What are your thoughts on the Call of Duty: Modern Warfare 3 trailer? Can you see any immediate evidence of a tweaked in-game engine? Do you have high hopes for the Game Design in the new locations?

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

An interesting look for Train2Game students behind the scenes of Uncharted 3

Uncharted 3 screenshot

While new UK No.1 game – as reported by the Train2Game blog – L.A. Noire may have hit the headlines recently thanks to its impressive Art & Animation techniques, it isn’t the only game out there using motion capture.

The PlayStation blog not only recently revealed the secrets of the motion capture techniques behind the upcoming Uncharted 3, but also the writing techniques used to optimise the Game Design.

The post provides some real insights for both Train2Game Art & Animation and Game Design students.

”We’ve developed a unique process for motion capture and performance capture for games,” Uncharted 3 Creative Director Amy Hennig explained  in  post about the cutting-edge new mocap studio in Culver City, California. “We’re kind of ahead of the pack.”

Moving onto how the game is written, Hennig said:

We don’t have the luxury of writing a big script in an ivory tower, we have an outline that we work from and we write the scenes as we go.”

The approach means it’s easily for Hennig and her team to make changes to the script as and when they need too.

“As the writer, I get to learn the actor’s voices — their cadences, their idiosyncrasies, and I write them right in”

“Their characters become infused with their personalities.” She added, echoing Naughty Dogs previous comments that Uncharted 3 is being produced like a Hollywood film, as reported on the Train2Game blog.

For the full behind the scenes look at Uncharted 3, Train2Game students should head over to the PlayStation Blog.

You can also find out even more about how Uncharted 3 is written here on the Train2Game blog.

So Train2Game, what are your thoughts on techniques behind Uncharted 3’s production? Did you ever imagine games development becoming so complicated? Would you like to work in such an environment in future?

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

[Source: PlayStation blog]

Next Call of Duty will ‘move beyond the Modern Warfare 2 engine’

Call of Duty: Modern Warfare 3’s game engine will feature plenty of improvements over the previous game in the series.

That’s according to a Tweet from Infinity Ward Creative Strategist Robert Bowling. When asked if Modern Warfare 3 would feature a brand new game engine, he replied:

“We haven’t gone into detail on the engine yet but we’ve moved beyond the MW2 engine and added a lot of cool stuff for #MW3.”

As the Train2Game blog reported earlier this month, Call of Duty: Modern Warfare 3 appears to be influenced by Battlefield’s Game Design which features destructible environments.

Meanwhile, EA has claimed that Battlefield 3 will be superior to the next Call of Duty game in every single way.

And with the two titles reportedly both being released in November, it looks like we’ll have a bit of a fight on our hands.

Given that the ‘cool stuff’ news came from Twitter, it’s worth pointing out that it’s worth following the Train2Game Twitter page for all the latest Train2Game news updates.

So Train2Game, do you think Modern Warfare 3 needs a new engine? Could Infinity Ward use the same one they used to produce Modern Warfare 2? Or does it need updating?

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

[Source: CVG

Barriers of entry into industry “being blown away” say Remedy (Good news for Train2Game students then!)

Remedy logo

In a statement that Train2Game students may mind surprising coming from a big developer, Alan Wake producers Remedy believe casual and social games are very good for the games industry.

Last week, the Train2Game blog reported on Angry Birds reaching 200 million downloads; it’s just one sign of how huge this relatively new sector of the games industry has become.

And Remedy Executive Vice President Aki Järvilehto believes that this is a positive thing, which allows easier entry into the games industry – some Train2Game are likely to see themselves getting their first job in a mobile development role.

“I think the market is changing in a radical fashion. Barriers of entry are literally being blown away. New business models are booming and this is not about devaluation,” Järvilehto told Industry Gamers.

“Facebook is doing tremendous things to gaming and attracting completely new people to enjoy different more casual and social games. I can’t see how the fact that mainstream consumers are finally embracing our industry could be negative. After all isn’t that what we’ve been hoping for since forever?”

“Games and gaming as an experience is certainly changing – platforms are evolving and developers and consuming is evolving with it” Järvilehto concluded.

Facebook games have certainly become popular, with the Train2Game blog previously reporting on the success of titles such as Cityville.

Last month, the Train2Game blog even reported that the role of a Game Designer is even more important for a casual title; so working on one could provide a Train2Game student with large amounts of experience!

Meanwhile, earlier this month the Train2Game blog revealed how Remedy believe game developers learn from their mistakes.

So Train2Game, what are your thoughts on Järvilehto’s comments? Do you agree with his views about casual games? Can you see yourself developing one in future?

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

[Source: Industry Gamers]

UK Charts: L.A. Noire breaks records to take No.1

The Train2Game blog has dedicated many of its pages to the game’s impressive Art & Animation techniques, but sales show that L.A. Noire may be more than just a visually impressive game; it’s taken top spot in the UK Charts in a  record breaking debut week.

It’s become the fastest ever selling new video game IP in the UK; a promising sign to Train2Game students that you don’t have to be developing a sequel to a successful franchise for the game to be a hit.

58% of L.A. Noire sales were for the Xbox 360, showing that the 3 discs the Train2Game blog reported the game comes on wasn’t an issue for gamers.

LEGO Pirates of the Caribbean remains at No.2, while last week’s chart topper – as reported by the Train2Game blog – Brink, drops to No.3 in its second week on sale.  Zumba Fitness drops one spot to No.4, while PC exclusive title The Witcher 2: The Assassins of Kings takes No. 5 in its first week.

The high chart position of The Witcher 2 is arguably yet more evidence that the PC is far from dead, but rather provides an excellent opportunity for Train2Game students to develop games.

The rest of the top ten is filled by familiar titles; Crysis 2 moves up three to No. 6, Portal 2 drops three to No.7, FIFA 11 remains at No.8,  Mortal Kombat drops three to No.9, while Call of Duty: Black Ops slips five to No. 10.

The UKIE Gfk Chart-Track All Formats Top 10 for the week ending 20th May 2011 is therefore as follows:

1. LA Noire (Rockstar)
2. LEGO Pirates of the Caribbean (Disney)
3. Brink (Bethesda)
4. Zumba Fitness (505 Games)
5. The Witcher 2 (Namco Bandai)
6. Crysis 2 (EA)
7. Portal 2 (Valve)
8. FIFA 11 (EA)
9. Mortal Kombat (Warner)
10. Call of Duty: Black Ops (Activision)

Releases in the upcoming week include Dirt 3 and Dead or Alive: Dimensions for the 3DS.

Have you played L.A. Noire yet? Does it deserve to be the record for the fastest selling new IP? Is its success good for the games industry? And what are your thoughts on PC exclusive The Witcher 2?

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

[Source: UKIE Games Charts©, compiled by GfK Chart-Track]

Randy Pitchford’s BAFTA Duke Nukem Forever Game Developer Q&A – Part 3: Borderlands & Brothers in Arms

Recently, the Train2Game blog attended a very special Duke Nukem Forever Q&A session with Gearbox Software’s Randy Pitchford at BAFTA in central London.

During the hour long event, the Gearbox Software CEO discussed many issues of interest forTrain2Game students.

In Part 3 of our report, Pitchford speaks about Brothers in Arms, why Borderlands got its distinctive Art & Animation style, and the future of Gearbox Software as a game development studio.

Part 1 and Part 2 are available here on the Train2Game blog.

Following the highly interesting session purely based around Duke Nukem Forever, Pitchford took questions from the audience and discussed other Gearbox Software projects including Borderlands.

“It’s a really exciting time at the studio because obviously we’ve got Duke but in terms of the future we’ve created this franchise, Brothers in Arms, that we care a lot about and we’re going to want to talk about some of the things we’re doing there soon.

“I also understand that some people out there like Borderlands…Well, we love it – it’s one of those rare kind of games where instead of getting sick of the project when you’re done, we just got caught up playing it. That’s why all the DLC happened. So we know we want to spend some more time in that space.”

Borderlands art

On the subject of Borderlands, we were told that the reason that the game got its distinctive cell-shaded Art & Animation style instead of the original, more realistic, concept, was to match the fun Gearbox Software believed the game would provide

And given Borderlands popularity 18 months on from its release, it seems they made the right decision!

Pitchford hinted that there’s likely to be a Borderlands 2 in the future, and added that he believes Gearbox Software’s future is a bright one.

“There’s this other project that’s been announced that we’ve been silent on for far too long, Aliens: Colonial Marines, and I know a lot of people are wanting to hear more about that,”

“So I’m really looking forward to giving all of those things attention and then thinking about the future beyond that.

I honestly feel like I’m just getting started. I feel like there is so much that we as a studio have yet to accomplish and we can’t wait to get on with all of our future ideas.”

The Duke Nukem Forever Q&A was a truly fascinating event, and any Train2Game students who can make future BAFTA game developer sessions really could benefit from hearing about the games industry from high profile figures in it. Be sure to keep an eye on the BAFTA website.

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

Train2Game radio interview with Train2Game Game Design student Jonathon Robinson

Jonathan Robinson – AKA Ironcore01 on the Train2Game forum – is studying to become a Game Designer with Train2Game. Train2Game Radio caught up with him to find out why he chose to study with Train2Game, how he’s finding the course and what he wants to achieve in future.

Listen to the interview at www.audioboo.fm/train2game

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

Randy Pitchford’s BAFTA Duke Nukem Forever Game Developer Q&A – Part 2

Duke Nukem Forever Screenshot 03

Recently, the Train2Game blog attended a very special Duke Nukem Forever Q&A session with Gearbox Software’s Randy Pitchford at BAFTA in central London.

During the hour long event, the Gearbox Software CEO discussed many issues of interest forTrain2Game students.

In Part 2 of our report, Pitchford speaks about Duke as a character, Game Design in Duke Nukem Forever and potential concepts of a Duke Nukem backstory that were dropped. Part 1 is available here on the Train2Game blog.

The Gearbox Software really made an effort to explain that Duke Nukem Forever doesn’t take itself too seriously, and when speaking about leads in games to day commented that…er… “most of our heroes have become pussies”

“Duke definitely has the biggest ego in the world. He wrote a book called ‘Why I’m So Great’ – who does that? But in his world, everyone loves him… He’s part of this crazy, fun house hall of mirrors universe where he is the centre of all of that goes on”

Pitchford likened the character of Duke, and the Game Design behind him, to Iron Man.

In many ways, it’s a similar thing to Iron Man’s Tony Stark. How awesome was that character? This guy’s super-rich, crazy-smart guy who can do whatever the hell he wants and he’s loved for it.

“What a wild character, and one of the reasons why I think that worked is the reason why Duke is kind of sticky right now. We are really in a time when most of our heroes have become pussies. Most of our heroes have become emo, and they take themselves so seriously.

“And we’re guilty of that too, I mean look at what we did with Brothers in Arms. With that, we really wanted to treat the subject matter with so much deference and wanted to get so real that we took a tone about sacrifice and real human emotion. These characters have real emotions and real problems.

“Duke doesn’t have any problems. He just kicks ass and so we have this world where heroes now are trying to be so human and so believable, that it’s actually surprisingly fresh to have this guy show up again and doesn’t give a crap. He’s just badass, wins, and that’s fine.

And while Duke Nukem Forever may seem simplistic in its nature – following the exploits of a gun toting hero who kicks ass and chew gum – Randy Pitchford revealed that the team had thought in depth about Game Design, and the possibility of giving Duke a sidekick – a gay robot sidekick.

“We were actually playing around with this backstory once where we came up with the concept of a sidekick, and that sidekick went right under a bus. No sidekick could hang with Duke. He was gay, and was actually an awesome character”

Duke Nukem Forever Screenshot 04

Pitchford enthusiastically discussed how a gay sidekick for Duke wouldn’t be there as stereotypical homosexual character for the amusement of the player. But rather to explore how Duke Nukem would react to such a character.

“It was in thinking of an origin story for Duke when we wondered what characters he’d be interested in teaming up with. What kind of experiences can Duke have which can develop a guy like him?”

“Certainly, sexuality is a part of the Duke personality and yet here we wanted to explore how Duke could relate to a peer that might have a different sexual orientation. That was a really interesting theme to play with.”

Gearbox actually decided on a backstory for the character, and from the way Pitchford was speaking, you could tell they’d put a lot of thought into this particular element of scrapped Game Design…and hinted that it’s entirely possible it could return in future.

“I don’t want to spoil it too much because we might go there and I don’t want to ruin it, but I’ll tell you that the character was actually a robot! A gay robot. And the characters actually developed a great bond and depended and relied upon each other.”

“They were successful in Duke’s early endeavours. But at the end, in order for victory against the aliens, the robot’s inner workings – a nuclear generator – had to be sacrificed.”

Randy cheerfully conclused that he found it ironic these in-depth narrative and Game Design ideas were being discussed in relation to Duke Nukem Forever.

“It’s really weird to be talking about this because, we’re talking about Duke Nukem, and these are some really deep storytelling concepts that we were exploring there. But the exploration was very sincere and very real and maybe we’ll come back to it at some point.”

Part 3 of our report will be posted on the Train2Game blog tomorrow.

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

Angry Birds hits 200 million downloads – a reminder to Train2Game students how big mobile gaming is!

Casual mobile game Angry Birds, which as the Train2Game blog reported reached 100 million downloads in March, has now already been downloaded over 200 million times.

That’s according to developer Rovio, with their various versions of Angry Birds currently available on iPhone, iPad, Android devices, PC, PlayStation 3, PSP and Mac.

As reported by the Train2Game blog, the popularity of the game has even led to Angry Birds merchandise being sold on the High Street.

We have seen more growth and engagement with Angry Birds games and merchandise across all markets,” said Rovio CEO Mikael Hed.

“The growing numbers of fans give us more incentive to keep creating more fresh, fun and engaging Angry Birds experiences and making them available to everyone.”

He also noted that Rovio is “very, very profitable,” and expects the company to make revenue of 50 to 100 Euros this year.

Angry Birds is a huge piece of evidence for those studying Train2Game courses about the ever rising impact of mobile games. As reported by the Train2Game blog, Rovio themselves believe that the gravity of the games industry is shifting towards mobile.

And the Train2Game blog has previously mentioned how developing mobile games could potentially be a route for Train2Game students into the games industry.

For more information about mobile gaming, see the Train2Game blog interview with games industry analyst Nicholas Lovell from December last year.

What are your thoughts on the success of Angry Birds? What is the games appeal? Does its success encourage you to develop mobile games?

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

[Source: Industry Gamers]