PC ‘always at the bleeding edge’ of games say Capcom

Capcom's Super Street Fighter IV

The Train2Game blog has long emphasised how the PC could be the ideal platform for Train2Game students to develop games for.

Now Capcom – traditionally very much a console developer – are putting more focus on PC gaming, claiming it “is always at the bleeding edge” but technologically and in business.

“When I entered Capcom nearly six years ago, I viewed PC as extremely important for the company, not just to grow a new audience for our brands, but because of what the PC market teaches a company” Capcom senior vice president Christian Svensson writes on his blog.

“The PC helps teach a company how to be a global and how to embrace emerging markets and business models. As we continue to expand our businesses in Russia, China, Korea and Brazil, the PC becomes increasingly important as it is the primary platform in those territories.

“Our core technology for all of our platforms has been informed by and pushed by the PC, which is always at the bleeding edge.”

Regular Train2Game blog readers will also be aware that the PC allows aspiring game developers to do a lot more than the Xbox 360 or PlayStation 3 thanks to modding tools. Aspiring developers can use their skills to make levels or whole new games based on the engines of a number of titles.

Valve are a strong supporter of the modding community, with the Train2Game blog previously reporting that a fan created map is well on it’s way to becoming an official part of the game.

Valve’s Team Fortress 2 also gets many updates featuring in-game items created by fans.

 The PC is also at the forefront of the casual gaming boom, and as the Train2Game reported this week, Gas Powered Games believe this could be the future of the system.

Do you agree that the PC is “always at the bleeding edge”? Is Capcom’s increased focus on PC gaming a positive move? And do you see yourself developing PC games in future?

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

[Source: PC Gamer

Remedy on how game developers can learn from their mistakes

Alan Wake

Naturally, many Train2Game students have dreams of working at a well known studio and using their Game Programming, Game Design, or Art & Animation skills to help bring a big title through to release.

Of course, as Train2Game students will know, bringing any game through development isn’t an easy process, and Alan Wake developer Remedy have told Edge magazine what they learned from developing the Xbox 360 exclusive title.

In an interesting insight into game development, the Finnish studio learned  “how to get faster from point A to point D without necessarily going through point B and C” said managing director Matias Myllyrinne

He added that mistakes are integral part of game development, and if they’re not being made then something isn’t right!

“We’ll continue to make mistakes, but I think we won’t make the same mistakes,” he said. “You’re supposed to fuck up every now and again, and if you’re not making mistakes, you’re pretty much not taking enough risks. I think that’s perfectly fine and we want to embrace that: everyone’s allowed to fail here at what they do, and I think that’s part of the safety net that allows people to try harder and push themselves…

“It would be very, very sad if we made the same mistakes again [as we did on Alan Wake with Remedy’s new project]. We’ll find new mistakes to make, but they’ll land us in a cool and interesting place once again!”

Myllyrinne added that “scaling down” was a key thing that Remedy had learned from producing Alan Wake – the game was originally supposed to be an open world title.

It’s a lesson to Train2Game students that while it’s good to be ambitious, even big game development studios can’t put everything they want into a game!

“We tried to combine a sandbox design with a tightly paced thriller,” he said. “We could have made [that] game, but it wasn’t the game we set out to build; those moments just don’t work. And with 20:20 hindsight it’s clear that we should have gone for more of a tightly-paced thrill ride to begin with, which I think we then delivered.”

“Those moments that we had in development when you’re supposed to have a dramatic moment, if you’re not controlling the pacing, the player’s turning up to a scene in a monster truck and you’re going: ‘Okay… it’s supposed to be a dramatic love scene, the characters are going through serious marital issues’, and yet the player comes jumping over logs with a frigging monster truck.”

As reported on the Train2Game blog earlier this month, Remedy believes the video games industry has an entirely digital future.

What are your thoughts on Myllyrinne’s comments? Is learning from mistakes the best way? And have you learned from mistakes at any point during your Train2Game course?

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

[Source: CVG]

Interview with Train2Game Game Design student Rudi Will

Rudi Will is studying to become a Game Designer with Train2Game. Train2Game Radio caught up with Rudi to find out why he chose to study with Train2Game, how he’s finding the course and what we wants to achieve in future. Listen to the interview at www.audioboo.fm/train2game or read it below!

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

Rockstar on L.A. Noire: the structure of the game is revolutionary for this industry

LA Noire Train2Game blog image

L.A. Noire is one of the most anticipated games of the year and one that the Train2Game blog has been paying close attention to.  It’ll have some of the most sophisticated Art & Animation seen in a game, as you can see for yourself on the Train2Game blog.

With only a week to go until release now, L.A. Noire is getting a lot of publicity, and recently game director Brendan McNamara and VP of development Jeronimo Barrera gave a fascinating interview to The Guardian about the game. It’s an interesting read for Train2Game students.

MacNamara told the newspaper that Game Designers are now realising that games can be about human drama

“There’s no reason why you can’t have the same sorts of relationships – whether they’re about fear, hate or love – with a game character that you can with a film character. That’s one of the freedoms that technology gives you” he said.

Barrea agrees and says L.A. Noire goes someway to crossing the line between video games and television

Even though the structure of the game is revolutionary for this industry, it’s based on the tried and true formula of cop shows that have been around for years on television,” he said

“There’s an element people will be familiar with, whether you’re a hardcore gamer or not: you show up at a crime scene, you find evidence and then you go talk to suspects.”

As reported by the Train2Game blog, Macnamara has previously said in future realism will be hard to differentiate between video games, films and television.

The Rockstar pair believes that an emerging interesting in human drama in video games will change game development.

When you’re making games this big and so frigging complicated you have to have a good director and good writers, you have to have designers who are willing to take chances on creating new gameplay mechanics.” said Barrera

“Something has to change, that’s the only way of raising the bar. We’re taking lessons from Red Dead, which took lessons from GTA, we’re obviously evolving how these games are made.”

Barrera added that when it comes to Game Design, L.A. Noire is taking as big a step forward as Grand Theft Auto III.

We’re taking the same risks with LA Noire as we did when we published GTA 3” he said “At that time, I remember trying to explain to people that there aren’t really any levels, you can go where you want, you activate missions when you want. It was going over people’s heads. They thought it was absurd”

“Well, this game is a bit more cerebral, you have to talk to people, you have to figure out if they’re telling you the truth, but it’s taking that same sort of step that GTA took. We’re going from having a cinematic experience that you can control to a human experience that you can control.”

For more information on the Game Design elements behind L.A. Noire, see the Train2Game blog.

L.A. Noire is released for Xbox 360 and PlayStation 3 on 20th May, and as reported by the Train2Game blog, the Art & Animation is so sophisticated that the Xbox 360 version needs three discs.

So Train2Game, is it a positive thing that some games are becoming more like dramas? How do you think this changes Game Design? And would you like to work on this type of game in future?

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

[Source: The Guardian

Free-to-play games ‘the future’ of PC gaming. Do you agree Train2Game?

Age of Empires OnlineThe Train2Game blog has previously hailed the PC as the ideal platform for Train2Game students, but the future of the system is in free to play games. That’s according to Gas Powered Games, the game development studio behind the Dungeon Siege and Supreme Commander series.

“When I have this experience, where I can get a ‘freemium’ game that’s incredible, huge with arguably hundreds of hours of free gameplay, why would I go to the store and spend $50 in the old model?”  Gas Powered Games boss Chris Taylor told Eurogamer.

“I’m so done with that. It’s fair to say I’m done dropping that kind of money. I want this in everything. Take any favourite game of mine”

“To me it’s the future. Absolutely it’s the future. If I had to make any prognostications about the gaming industry, that’s the easiest one I will have made in 10 years. This model is coming. It’s here to stay. It’s good on every level.”

Gas Powered Games are currently developing Age of Empire Online, which will be released both digitally and at retail later this year. Players will be able buy extra content in the form of civilizations, boosters and empire extras with the former including premium content.

Of course, Train2Game students may recognise the title as a change in direction for the classic Age of Empires series.

“This is what RTS gaming has become: Age of Empires Online,” said Taylor “It is online, it has community, friends, but that is the beginning. It means when the game goes out, you don’t get a hump and you go down. When the game comes out it goes up infinitely.

“It means every month or so you see cool new things, rather than six months, a year, or maybe never. It’s a continuous rhythm.” He added

Earlier this week, the Train2Game blog reported that Valve also see the benefits of a continuous development cycle, with Team Fortress 2 having received over 200 updates since its release in 2007.

“We have turned a very important corner for the way we think about and develop software and the value proposition we give our customers. It’s way up from where we were before.” Taylor concluded.

In March, the Train2Game blog examined how developing free-to-play game featuring microtransactions could potentially bring success to a Train2Game student.

So Train2Game, do you think free-to-play games are the future of PC gaming? Or are Taylor’s claims complete rubbish? What do you think the future of PC gaming is?

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

[Source: Eurogamer

Interesting for Train2Game students: Epic on how the Samaritan tech demo was made

Regular Train2Game blog readers may remember Epic’s extremely impressive Unreal Engine 3 tech demo from earlier this year.

Now Epic Founder and CEO Tim Sweeney has spoken about ‘The Samaritan’ and the work behind it may be of interest to Train2Game students.

“Samaritan is the result of three months’ work by a small team of artists and programmers within Epic, as well as NVIDIA engineers who contributed to the advanced DirectX 11 and physics features we demonstrated.” Sweeney told Games TM.

“This was a pioneering effort, simultaneously figuring out what our development pipeline should be, creating content within that pipeline, and optimizing the visual quality and performance of the end product. We aimed very high, seeking a true movie quality of character lighting (via subsurface scattering and advanced shadowing techniques), reflections, filmic camera effects, cloth, and particle effects.”

“Enabling these features to run with full quality in real time on DirectX 11 hardware required substantial original research by the development team, as well as major code and content optimization efforts.”

The impressive tech shown in the demo is certainly something Train2Game students would love an opportunity to work with in future.

And as previously reported by the Train2Game blog, while Art & Animation is one way of creating realistic characters, Sweeny believes Game Designers need to more to create a truly realistic experience.

“[They] have much further to go in delivering truly dramatic interpersonal experiences,” he said. “Alyx in Half-Life 2 offered a glimpse into this possibility; I think increasingly lifelike characters are key to further progress.”

While the Samaritan tech demo offers a glimpse at the future of triple-A titles, the Epic CEO he also told Games TM what he thinks is to come from indie and social games.

“The game industry has stratified amazingly well in recent years, enabling great games to be developed across two orders of magnitude of budgets. Fifteen-person teams are shipping great Xbox Live Arcade titles, and two-person teams are doing great things on iOS and Android. Web games and social games are doing well with modest budgets. We at Epic expect this trend to continue.”

So Train2Game, what are your thoughts on the work behind the Samaritan? Can you see yourself working on that sort of tech in future?

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

[Source: Games TM]

Modern Warfare 3 reportedly influenced by Battlefield Game Design features

Call of Duty: Black Ops Train2Game blog image

Call of Duty is popular among the Train2Game community, so many are keen to hear about any news about the franchise.

If you’re one of those Train2Game students then you’re in luck, because according to Kotaku ‘sources’ suggest the as of yet unannounced Modern Warfare 3 will feature some key Game Design changes. These reportedly include bigger maps, destructible environments and a bigger story which follows on from that of Modern Warfare 3.

“We’re told that Modern Warfare 3will take place on a much larger, epic scale” say Kotaku “It appears the game will explore the lead up to a blossoming set of engagements that could pull in other countries, creating a potential World War III scenario. The game will also feature large, urban destructible environments.”

It’d appear that Call of Duty: Modern Warfare 3 may be looking to use similar Game Design features to another popular game series among Train2Game students; the Battlefield franchise made a name for itself with large scale, destructible environments.

EA has already targeted beating Activision’s Call of Duty with the upcoming Battlefield 3.  As reported by the Train2Game blog, EA believe their title will be game of year and ‘superior’ to what’s likely to be Call of Duty: Modern Warfare 3.

Kotaku’s source also suggests established characters Captain John Price and Captain John ‘Soap’ McTavish will return in Call of Duty: Modern Warfare 3.

Earlier this year, the Train2Game blog reported that Call of Duty: Modern Warfare 3 is being developed by three separate studios. A formal reveal of the title is expected at E3 next month.

So Train2Game, what are your thoughts on the reports?  Would you welcome Modern Warfare 3 moving in the direction of Battlefield 3? Is it a sign Activision are intimidated by EA? And what would you like to see in the next Call of Duty title?

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

[Source: Kotaku

Valve finished with episodic gaming

Valve logo

Any Train2Game students still expecting there to be a Half Life 2: Episode 3 may about to be disappointed, as Valve CEO Gabe Newell has said the developer is done with its episodic gaming experiment.

“We went through the episodes phase, and now we’re going towards shorter and even shorter cycles,” Newll told games industry magazine Develop. “For me, ‘entertainment as a service’ is a clear distillation of the episodic content model.”

The Valve CEO cited Team Fortress 2 as a successful example of a new model for game development. The multiplayer shooter released in 2007 has received over 200 free updates, some of which have introduced new items developed by fans. (Train2Game students take note!)

“If you look at Team Fortress 2, that’s what we now think is the best model for what we’ve been doing,” Newell said.

“Our updates and release model on [Team Fortress 2] keeps on getting shorter and shorter

Newell suggests that the development cycle for Portal 2 could evolve into a similar sustem.

“Portal 2? We’ll have to see how much our customers want us to push in that direction,” said the Valve CEO.  “In general, our approach is to come into work and ask ‘what can we do for our customers today’?”

As reported by the Train2Game blog, Valve has hailed Portal 2 as its best single player game.

Train2Game blog readers can find out much, much more about Valve and their approach to game development in an extensive feature on Develop Online.

So Train2Game, what are your thoughts on Valve giving up on episodic games? Does episodic content have a future? Or is a constantly rolling method of game development a la Team Fortress 2 the way forward?

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

[Source: Develop Online]

Interesting interview for Train2Game students: Splash Damage on Brink, game development, and humour

Brink Train2Game blog image

Brink is released this Friday – with many Train2Game students looking forward to it – so a lot of publicity for the Splash Damage game is doing the rounds online.

Last week the Train2Game blog brought you an in depth look behind the Art & Animation of the upcoming shooter.

Another article that Train2Game students may find interesting is an interview with Brink writer Ed Stern in The New Statesman.  He begins by discussing why Splash Damage decided to make Brink in the first place.

“We started off by saying; “We want to make this sort of a game, for this sort of a budget, that will allow the player to do this sort of thing – so where is it set and what is it about?” I can only answer the last two of those.

One of the struggles of game writing in general is coming up with ideas that are the right size and shape. Quite often the bits that don’t work are perfectly good solutions to the problems, but they don’t work in the context of the game. That often means cutting all your favourite bits.”

Stern also gives an insight into how game development can be be a fluid, ever changing role for everyone involved in producing a game.

“People talk about development as if we know what we’re doing, and of course we don’t: if we did, we could stamp these things out in weeks. And remember that while the roles on a film haven’t changed for decades, with games, there are job titles which didn’t exist two, five, let alone ten years ago.” He said

“The old joke that a month after the game ships, you find out what it’s about, is one I no longer find funny. It’s a bit like bad acting. You think: “Don’t they know how stupid that looks?” And of course they don’t, because they’re stood in a room with a camera pointed at them, possibly a long way away.”

“And that’s exactly how every element of games work: you don’t know how the whole package will be. When it goes wrong, it’s often because one element seems to be in a completely different game. When it goes right, everything is mutually reinforcing.” He added.

Stern also speaks about the use of humour in games – or lack of it – and that he’s waiting to see who will make the first “Monty Python-ish game”

“In one of the films there’s a Gilliam still image of someone reading a story to a child, and he describes this incredible scene of a thousand knights in sparkling armour — and says “it’s far too expensive to be animated in a film like this”. Which is brilliant as a joke about the limitations of film-making.

“But games don’t get to do that. They don’t make jokes about their narrators, or the weird plight of their non-player characters generally — OK, a few do; Valve are fantastic at it.” He added.

Yesterday the Train2Game blog reported on why Valve made protagonist Chell a silent character and that helped the humour.

Splash Damage have high expectations of Brink, and as reported by the Train2Game blog, they’ve previously claimed it’ll ‘end the FPS genre as we know it.’ The game is released on Friday for Xbox 360, PlayStation 3, and PC.

So Train2Game, what are your thoughts on Stern’s comments about game development? And what about what he has to say about humour in games? Would you attempt to develop a funny game? And are you looking forward to Brink?

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

[Source: The New Statesman]

Pokémon team confident in ability to create new creatures

Vanillish

With over 650 Pokémon now in existence, Train2Game students may be forgiven for thinking that the Artist & Animators at Game Freak may be running out of ideas for new ones. However, it seems that is far from the case.

Pokémon’s Chief Art Director Ken Sugimori says his Art & Animation team could easily design many more new creatures.

“It’s not only myself designing new Pokémon,” he told Official Nintendo Magazine “We have about 20 people in our team at Game Freak who design Pokémon so if every one of them came up with ten Pokémon ideas, it’s going to be 200. And that will make a lot of Pokémon designs.”

Sugimori added: “Also, there are people still coming in new to Game Freak and that’s where we get fresh ideas from.”

Some of the stranger looking new Pokémon include Vanillish – which resembles an ice cream – the chandelier lookalike Chandelure.

As reported by the Train2Game blog, Pokémon Black re-entered the UK charts top ten this week at No.9.  Pokémon Black originally debuted at No.2, one place behind Pokémon White which beat it to the top spot.

So Train2Game, what are your favourite Pokémon designs? Do you think the designs will need to get stranger to stay original? And if you had to design a Pokémon, what would you base it on?

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

[Source: Official Nintendo Magazine