UK Charts: L.A. Noire top for third week running

L.A. Noire, which as the Train2Game blog previously reported became the UK’s fastest selling new IP, is once again top of the UK Charts as compiled by UKIE.

The Rockstar published title from Team Bondi holds No.1 after a quiet week for new releases. Lego Pirates of the Caribbean rises one place and takes it’s third No.2 in the four weeks since release, while Dirt 3 drops one in its second week on sale.

Former No.1 – as reported by the Train2Game blog – Zumba Fitness holds No.4 while fellow former No.1 Brink is also a non-mover at No.5. There’s also no change for Wii Sports Resort at No.6.

Chart regulars Call of Duty: Black Ops and FIFA 11 switch positions in No.7 and No.8 respectively.  As reported by the Train2Game blog, Activision’s next Call of Duty title – Modern Warfare 3 – will be coming later this year.

Another former chart topper in the form of Portal 2 moves up three to No.9, while The Sims 3: Generations is the highest new entry this week at No. 10. The only other new entry this week is Hunted: The Demon’s Forge from independent game developer Inxile which debuts at No. 14.

The UKIE Gfk Chart-Track All Formats Top 10 for the week ending 4th June 2011 is therefore as follows:

1. LA Noire (Rockstar)
2. LEGO Pirates of the Caribbean (Disney)
3. Dirt 3 (Codemasters)
4. Zumba Fitness (505 Games)
5. Brink (Bethesda)
6. Wii Sports Resort (Nintendo)
7. Call of Duty: Black Ops (Activision)
8. FIFA 11 (EA)
9. Portal 2 (EA)
10. The Sims 3: Generations (EA)

Big name releases this week include infamous 2, Red Faction: Armageddon, and…Duke Nukem Forever. Much more information about each of these is available on the Train2Game blog.

Infamous 2 is set to feature User Generated Content, find out how this could be a massive benefit for Train2Game students here on the blog.

Last week, the Train2Game blog featured an in-depth interview with Red Faction: Armageddon Lead Level Designer Jameson Durall. Subjects covered included Game Design, game development and how to get into the games industry.

And last month, the Train2Game blog got a massive insight into the long, long development of Duke Nukem Forever, thanks to the BAFTA Q&A event with Gearbox Software CEO Randy Pitchford.

So Train2Game, which title do you believe will be No.1 next week? Which one of the new releases will you be going for? Or could L.A. Noire hold them all off?

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

Train2Game Student Adam Gulliver – Industry Experience Diary No. 1

Train2Game Game Designer Adam Gulliver writes about his experiences on a Train2Game student work placement at DR Studios. You read can it here on the Train2Game blog, or on the official Train2Game industry experiences website.

Train2Game Game Designer Aaron Varshney speaks to Train2Game Radio

Aaron Varshney 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 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.

Train2Game blog Red Faction: Armageddon Game Designer interview – part 3

Red Faction Armageddon Train2Game blog image 03

The Train2Game blog was recently lucky enough to grab a chat with Volition’s Jameson Durall, Lead Level Designer of the upcoming Red Faction: Armageddon. In a wide ranging interview that’ll be of interest to anyone on a Train2Game course, Durall discussed the impressive Geo-Mod engine, how it impacts on Game Design, what goes on behind the scenes during game development at Volition, and revealed to us his tips for getting into the games industry.

In the final part of our interview, Durall talks about how he got into the games industry, gives advice to those who want get into the industry, and discusses the importance of modding as a learning tool. Part one is already available on the Train2Game blog. Part two can also be read here.

Train2Game blog: You mentioned you’ve got ten years experience in the games industry; first of all what made you want to get into the games industry and how did you get involved in it?

Jameson Durall: When I was a kid, the moment for me where I started dreaming of making games was when I played the original Zelda on the NES.  Just getting into a world that was so alive and in depth, it was amazing for me. I never thought I could actually do it though! I assumed I’d end up doing I.T. work or something because I love computers. Then about 11 years ago I head about Full Sail, which is an entertainment college in Orlando, Florida; and they were starting up a Game Design degree programme. I went and took a look and I was sold, the thing I’ve dreamed of doing, a place that was going to give me the knowledge to do it, I was sold. After that I went through there, graduated and got my first gig in the industry and just kept going from there.

Train2Game blog: What advice would you give to people, students, who want a career as a Game Designer?

Jameson Durall: There’s a couple of things; I really feel that first of all a gaming degree is almost necessary these days. There are so many good schools out there that can provide one, and when an employer’s looking at one they’re going to want…an option of having an employee that has an education, they’re going to want to choose that person knowing that they come in with a really good foundation of knowledge.

The other thing I would say is for people who are even interested in it is to start modding. Find your favourite game, download their tools and start learning what it is to actually create content for this. That gives you real practical knowledge of how making games works, even if it’s just in a small capacity.

Train2Game blog: Are there any modding tools you’d recommend in particular?

Jameson Durall: UDK is something that’s really nice and free, and Unity, these are things that people can grab, start making some content. But the thing I suggest for people first of all is grab one of the LEGO games, like LEGO Indiana Jones, it has a full level building system built right into it. And LittleBigPlanet, those are things you can get in there, learn to play and just recreate something you experienced to see what goes into that.

Train2Game blog: Thanks for your time Jameson.

You can read part 1 of our interview here on the Train2Game blog.

Part 2 of the Red Faction: Armageddon interview is also available.

Red Faction: Armageddon is released June 10th.

Train2Game Game Designer Chris Robinson – Industry Experience Diary No.1

Train2Game Game Designer Chris Robinson writes about his experiences on a Train2Game student work placement. Chris is on placement at DR Studios. You read can it here on the Train2Game blog, or on the official Train2Game industry experiences.

Chris Robinson has previously shared about his experiences with the Game Design course. Read them here on the Train2Game blog, or alternatively, listen to him on Train2Game Radio.

Train2Game Student Robin Channon – Industry Experience Diary No. 2

Another post by Train2Game Game Design student Robin Channon about his Train2Game work placement at DR Studios. You can also read it here on the official Train2Game student industry experiences website.

You can also read his thoughts about the placement in this Train2Game blog interview.

Train2Game course providers DR Studios release Bug Wings

Bug Wings – the game which Train2Game students on work placement at DR Studios helped develop – is now available for iPhone and iPad. You can support the work of fellow Train2Game students by buying it from the iTunes App store for just £1.19!

Taking control of your colourful bug, you must glide and guide your tiny winged steed across the skies above the Great Pond locating the missing pollen, trying to land safely on the flowers and lily pads with your precious cargo intact and not end up in the water! Accumulate the big points by collecting as much pollen as possible while aiming at the stars which multiply your landing tally for those ultimate high scores.

Unlock new levels and bonuses as you progress and then return to previous levels to try and beat your high scores. With both single player story mode and multiplayer mode for up to four players, Bug Wings is a game with bugs in that you’ll love!

For more information on Bug Wings visit the official website at www.bugwings.net or follow the game on Twitter at www.twitter.com/BugWings

FEATURES

·         24 exciting levels across 4 unique Ponds, with more coming soon

·         Simple, intuitive touch&tilt game controls

·         Solo or Party modes with up to 4 players

·         Rich, colourful game world and lovable characters

·         Hundreds of points, stars and power-ups to collect

·         Addictively fun game play and scoring

·         Risky flying rewarded with high scores

You can leave your comments about Bug Wings here on the Train2Game blog, or on the Train2Game forum.

Train2Game blog Red Faction: Armageddon Game Designer interview – part 2

Red Faction: Armageddon Train2Game blog image 02

The Train2Game blog was recently lucky enough to grab a chat with Volition’s Jameson Durall, Lead Level Designer of the upcoming Red Faction: Armageddon. In a wide ranging interview that’ll be of interest to anyone on a Train2Game course, Durall discussed the impressive Geo-Mod engine, how it impacts on Game Design, what goes on behind the scenes during game development at Volition, and revealed to us his tips for getting into the games industry.

In the second part of this interview, Durall continues to discuss how the Geo-Mod engine influences Game Design, how it could potentially be used for modding, and the game development process at Volition. Part one is already available on the Train2Game blog.

Train2Game blog: Can you tell us a bit about the process of how creating and designing new enemies actually works?

Jameson Durall: In our case we wanted to build something to further enhance the experience of the destruction. We had humans in [Red Faction] Guerrilla and we wanted to do something where we could be a little bit more elaborate with them. One of our main goals with taking a good chunk of the game underground was we could utilise the walls and the ceilings, so we wanted to also have enemies that we could do that with as well.

And so when we’re developing each of the types of the aliens, we wanted to make sure they were able to attach themselves to the walls, and attach themselves to the ceilings, giving them different ways to come into the world. So if the player goes in and blows up everything we wanted a way to make sure we can keep refilling the battle or making it as intense as we want. So we did things like the ‘Monster Closet’ so we could bring more into the battles when we needed to.

Train2Game blog: Is the advancement in the Geo-Mod engine the reason why Red Faction: Armageddon has mostly moved underground and is no longer sandbox style as in previous game Red Faction: Guerrilla?

Jameson Durall: One of the things we found with Guerrilla was that the restrictions of building such a destructible area meant that we had to have a lot of space in between each of those encounters. So one of the things with going underground allowed us to do was, we’re not having to draw these vast distances so we can really intensify areas with a lot more destruction. So we wanted to make sure; one, that we got a more dense destruction area, plus we wanted to make sure the player didn’t have to wait as long in between them and we’ve accomplished that goal.

We were handed a fantastic technology for this game, and the Geo-Mod is truly remarkable; so for us it was making sure ‘what could we do on top of that, how could we integrate it a little more in the gameplay’ and not have to worry about having these gaps and what we could do to make sure it was more action packed, and let the player do what they want to do more which is blow things up.

Train2Game blog: Can you see the Geo-Mod engine or something like it being used in other games aside from Red Faction? Or even for modding purposes in future?

Jameson Durall: I think that’s totally possible. There’s a lot of interesting applications for something like that; just think of a quick Xbox LIVE game that you could make which is a fully destructible cartoon style world. The technology itself could transfer to anything that you want to do, it’s a fully physics based destructible world.

Train2Game blog: How does the Game Design team come up with the story and characters? Is it very much a team based effort? Or do individual designers work on individual parts?

Jameson Durall: It’s definitely a team based thing. Certain things will come in when we want to accomplish ‘X goal’ and then we’ll work together to figure out what we can mould around it to make sure that we accomplish that goal. Even the levels themselves have to be built around certain particular story points that we want to make sure we achieve.

So for us there’s a whole lot of each designer working together with our creative director and working with the writing department making sure everyone’s on the same page, that we focus on the key points we have to achieve and then how do we build the rest of the game around that.

You can read part 1 of our interview here on the Train2Game blog.

 

In Part 3 of the Train2Game blog interview with Red Faction: Armageddon Lead Level Designer Jameson Durall, he tells us how he got into the games industry, offers advice to budding Game Designers and discusses the benefits of modding.  Red Faction: Armageddon is released June 10th

Train2Game Student Robin Chanon – Industry Experience Diary No.1

The first of a new feature, Train2Game student Robin Channon writes about his experiences a Train2Game student work placement. Robin was on placement at DR Studios. You read can it here on the Train2Game blog, or on the official Train2Game website. 

UDK passes 800,000 downloads: A reminder to Train2Game students about the benefits of modding

UDK Train2Game blog image

The Train2Game blog has long held the belief that modding is a fantastic way for those on Train2Game courses to improve their skills. Not only that but it can potentially offer a way of getting your work out to a theoretically unlimited number of people.

That’s what happened with some Team Fortress 2 community modders who’ve not only seen their work introduced as in-game items, but as the Train2Game blog has previously reported, they’ve made money from them.

The free version of Epic Games’ Unreal Engine 3 development kit (UDK) is one example of a modding tool that’s now been installed over 800,000 times since its launch. That’s what Epic Vice President Mark Rein told Gamasutra.

UDK is available to anyone – including those on Train2Game courses – for free.  A developer that wants to use it for commercial use; that is to use it to develop then sell a game having to pay $99 to enter into a revenue share model. If the game is successful and makes more than $50,000, Epic will take a 25% cut of revenue after that point.

It might sound like a lot but we’re sure that any Train2Game student who went onto produce a UDK powered game that made $50,000 would be more than happy to give something back to Epic!

UDK come highly recommended by game developers, including Volition’s Jameson Durall. In part three of our interview with the Red Faction: Armageddon Lead Level Designer – to be published later this week – he recommends UDK in particular as a good modding tool.

Part 1 of the interview is already available on the Train2Game blog.

Other prominent PC game modding tools include Valve’s Source SDK – which is as the Train2Game blog reported is being made ‘less painful’ to use – while a Starcraft II also provides modding tools. The Train2Game blog previously revealed that one Starcraft II modders work was so impressive, it brought about attention from game development studios.

It all points towards modding being something useful for Train2Game students!  And with UDK free to download, there’s no reason fro budding game developers not to give it a whirl.

Have you considered modding? Will you try out UDK? Or perhaps you’ve modded already and if so, what have you produced?

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

[Source: Gamasutra via Develop]