Train2Game News: UK Charts – LEGO Batman 2 makes it 4 in a row at No.1

LEGO Batman 2: DC Superheroes makes it four weeks in a row at No.1 as it continues to hold onto top spot in the charts, matching the same number of consecutive weeks FIFA 12 spent in the position earlier this year.

There’s no movement in the entire top three, with London 2012: The Official Video Game and The Amazing Spider-Man remaining at No.2 and No.3 respectively.  Dead Island Game of the Year Edition moves up one to No.4, while Tom Clancy’s Ghost Recon: Future soldier jumps four to No.5.

The Train2Game Blog recently spoke to Ghost Recon: Future Soldier Creative Director Jean-Marc Geoffroy and Ubisoft Development Director Adrian Lacey, with the pair offering advice to Train2Game students on getting into the industry.

Call of Duty: Modern Warfare 3 moves up two to No.6 in its 36th week on sale, with The Elder Scrolls V: Skyrim dropping one to No.7. FIFA 12 is No.8 in its 42nd week in the charts, with Spec Ops: The Line dropping five to No.9 in its third week on sale. Mario & Sonic at the London 2012 Olympic Games completes the top ten.

New release from Namco Bandai and Saber Interactive, Inversion, doesn’t even make the top 40 in its first week on sale, debuting at No.50.

The UKIE Gfk Chart-Track All Formats Top 10 for the week ending 14th July is therefore as follows:

1. LEGO Batman 2: DC Super Heroes (Warner Bros)
2. London 2012: The Official Video Game (Sega)
3. The Amazing Spider-Man (Activision)
4. Dead Island Game of the Year Edition (Koch Media)
5. Ghost Recon: Future Soldier (Ubisoft)
6. Call of Duty: Modern Warfare 3 (EA)
7. The Elder Scrolls V: Skyrim (Bethesda)
8. FIFA 12 (EA)
9. Spec Ops: The Line (2K Games)
10. Mario & Sonic at the London 2012 Olympic Games (Sega)

It’s a quiet week for new releases, but new games to hit the shelves include Kingdom Hearts 3D: Dream Drop Distance for Nintendo 3DS.

What are your thoughts on the charts this week? Are you one of those people who’ve bought LEGO Batman 2? Will it stay No.1?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game News: Worms Revolution developer diary discusses classes and customisation

The third Worms Revolution developer diary sees Team 17 discussing the new features for the upcoming latest instalment of the series, including the introduction of classes and the customisation options available to the player.

Senior producer Kevin Alston discusses how the different classes of worms are being introduced to evolve gameplay and gives a rundown of some of new tactics and abilities they bring to Worms Revolution.

Alston also discusses the reasons for introducing visible physical damage to the worms and the variety of customisation options available for almost every aspect of player teams.

Watch Worms Revolution Developer Diary 3: ‘Classes and Customisation’ below, right here on The Train2Game Blog.

There are more developer diaries, giving an insight into development of a wide variety of games, here on The Train2Game Blog. Also, be sure to keep reading for the latest from Team 17 and Worms Revolution.

What are your thoughts on the new class and customisation features for Worms Revolution?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game Interview: Gearbox Software co-founder Brian Martel on starting in the industry and learning from failure

Gearbox Software co-founder and Executive Vice President Brian Martel has worked in the games industry for over twenty years, making him the most experienced member of the Texas studio. The Train2Game Blog recently start down with Martel at a Borderlands 2 preview event where he discussed how he got started in the industry, the importance of learning from mistakes and advice on getting into game development.

How did you get started in the games industry?

I’ve been in the industry now for about twenty years. I got my first start at Microprose, the first game that I worked on was Civilization and I’m the last name that appears in the credits, so I’m extremely proud of my time at Microprose and I learned a lot of valuable lessons from Sid Meier, how he starts and his approach to gaming and that’s really awesome.

I then went to 3D Realms, leaving to be a texture artist. There I met Randy Pitchford; we were paired up, he was a level designer and I was an artist and we really just hit it off. That’s kind of how it worked back in those days; you would just keep pushing each other. Then after that we decided to start Rebel Boat Rocker, which was one of the best miserable failures of our career, we learned a lot about what not to do in making games.

Then we started Gearbox Software and I think we’re going on thirteen years now and that’s been a fabulous experience. We’ve been working on things that we really love like the Half-Life series, working on some Halo, Tony Hawk, even the James Bond franchise; all of these things have been interesting and now we’ve got Aliens: Colonial Marines which is fantastic, a dream come true. And then owning our own intellectual properties, like working on the Brothers In Arms series and Borderlands.

So, it’s been a pretty cool ride, really love making games, we’re entertainers at heart and this is what we do.

You mentioned learning from mistakes there, how important is it then for young game designers to actually make mistakes and learn from them?

Yeah, you have to fail, you have to learn what works and what doesn’t work, and the only way to really do that is to not be afraid of those failures and kind of push forward and try and do and make new things and do stuff, that’s really what you need to do. I mean everything doesn’t have to be perfect.

Probably the best lesson in all of this, and it’ll sound kind of silly and base if you will, is you have to learn when things are good enough, and that’s sort of the trick. The customer doesn’t know the difference between you’re vision – which is far exceeding your capabilities – and what they get in the box, or on an app, or whatever. So just do it, make it, make something, make something they can feel and experience.

It’s like writers, right? You should just have to write, and that’s the same kind of thing, just make games. If you like programming, do what you love; if you like programming, you like art, just do what you love, do it. Just do it over and over and over again, find people you can work well with – they’re going to feed your passion and drive, that kind of thing.

So, would that be your advice to anymore aspiring to break into the games industry? Do programming, produce art, mod for example.

Yeah, exactly. Mods are a great way to start; because that way you can build a community, figure out what it’s like to work with other people. Its one thing when you’re on your own in your bedroom, garage, whatever, and you’re doing your own thing. But once you start working with people, collaborating and understanding how to make those compromises you have to make, sometimes some of the best things come out of those compromises, they come out of the discussion, because two different people have disparate ideas and you can’t get that on your own.

I think that’s where small teams are really great to do that, and even in large teams, having really great experienced leaders can help that, and the only way to get there is by doing it and getting through it and learning what to do.

Thanks for your time.

There’s more from Gearbox Software here on The Train2Game Blog, while there’s also plenty more advice from industry experts.

As usual, leave your comments on The Train2Game Blog, or here on The Train2Game forum.  

Train2Game News: Gearbox co-founder Brian Martel on getting into the industry – “Mods are a great way to start”

Gearbox Software co-founder and company CCO Brian Martel believes modding is a great way for aspiring game developers to gain the skills needed to break into the industry.

“Mods are a great way to start; because that way you can build a community, figure out what it’s like to work with other people.” he told The Train2Game Blog at a recent Borderlands 2 preview event.

“It’s one thing when you’re on your own in your bedroom, garage, whatever, and you’re doing your own thing. But once you start working with people, collaborating and understanding how to make those compromises you have to make, sometimes some of the best things come out of those compromises, they come out of the discussion, because two different people have disparate ideas and you can’t get that on your own.”  Martel continued.

“I think that’s where small teams are really great to do that, and even in large teams, having really great experienced leaders can help that, and the only way to get there is by doing it and getting through it and learning what to do.” he added.

Our full interview with Gearbox Software co-founder Brian Martel will be published shortly, with more from the studio here.

DayZ creator Dean “Rocket” Hall also recently spoke to The Train2Game Blog about the benefits of modding.

Modding is a great way for Train2Game students to practice and show off their skills, and there’s a lot more about it here on The Train2Game Blog, including what ValveUbisoft and  id Software told us about it.

What are your thoughts on Brian Martel’s advice?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game News: Born Ready Games release first Strike Suit Zero developer diary

Get behind the scenes of Strike Suit Zero, the upcoming space combat title from Guildford studio Born Ready Games in the first of a series of developer diaries.

The video sees creative director Jim Mummery and lead designer Christopher Redden discuss various aspects of Strike Suit Zero including narrative, the role of the player, gameplay mechanics and there’s also pre-alpha footage and concept art.

Watch the developer diary from Born Ready Games below, here on The Train2Game Blog.

Strike Suit Zero is scheduled for release through Steam and Origin later this year, with Xbox and PS3 downloads set for early 2013.

There are more developer diaries, giving an insight into development of a wide variety of games, here on The Train2Game Blog.

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

Train2Game News: Assassin’s Creed III creative director commentates Boston gameplay video

Assassin’s Creed III creative director Alexander Hutchinson commentates on a brand new gameplay video, giving us a glimpse at city gameplay and insights into development into the latest title in the Ubisoft series.

Hutchinson discusses a number of new features, including implementing side missions into the main narrative, the mechanics of the new stalking zones, and how combat for Assassin’s Creed III has been built from the ground up. All of this commentary takes place over gameplay footage of one of the new cities for the game, Boston.

Watch the Assassin’s Creed III Boston demo with commentary below.

You can get more insight into development of Assassin’s Creed III in this Frontier video, which also features commentary from the creative director.

There’s more Assassin’s Creed news here on The Train2Game Blog, while you can also keep reading for more from Ubisoft.

What are your thoughts on the new features for Assassin’s Creed III?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game News: “We want to be on the bleeding edge of technology and that means having to invent it” – Epic Games

Epic Games invent technology in order to maintain their place as one of the cutting edge names in game development.

That’s what Epic Games Vice President Mark Rein told Sports Interactive boss Miles Jacobson in a developer dialogues session at Develop Conference 2012.

“We want to be on the bleeding edge of technology and that means having to invent it” said Rein, who enthusiastically pointed out that in order to improve as a company, Epic are always hiring.

Of course, Epic recently revealed the potential future of gaming by showcasing an Unreal Engine 4 tech demo. But while Epic Games want to be number one when it comes to video games technology, their UDK modding tools allow developers of all abilities to create games, and Rein said this was always part of Epic’s plans.

“We always intended to make modding tools clean and easy enough for anyone to use.” he said.

Epic Games partnered with Train2Game earlier this year for Make Something Unreal Live, which saw winning team Commando Kiwi walk away with a fully licensed Unreal Engine for iPhone and iPad.

There’s more news from Develop Conference right here on The Train2Game Blog, while be sure to keep reading for the latest from Epic Games.

What are your thoughts on Rein’s comments?  Is inventing technology necessarily to be at the cutting edge of it?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game News: “Don’t expect to sit around.” after completing production of your first game

Finishing development of your very first video game may be an incredibly satisfying experience, but don’t expect that to bring instant success or to be the end of your work either.

That’s one of key themes to come out of a ‘Directions to take after your first game’ session at Develop Conference 2012.

“You build it, you’re happy with it, and you think you’ve crossed the finish line.” said Sean Murray of Hello Games, creators of Joe Danger, before going on to add that feedback from players about almost everything – including in the case of Joe Danger , custom soundtracks not working propely – will keep you busy.

Supermono’s Tak Fung agreed, stating its important for indie developers to keep working even after the game has shipped.

“Don’t expect it to be glorious Vegas gambling.” he said, pointing out the importance of getting knowledge of your game out there through PR and marketing. “Don’t expect to sit around.” he added.

Keep reading The Train2Game Blog for the latest news from Develop Conference.

What are your thoughts on the advice from the indie developers on what do you after your first game? Have you planned that far ahead?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game News: “Mostly everything successful is a sequel nowadays.” says Dishonored director

Dishonored looks like it might be on its way to becoming a success when it’s released later this year, but Zenimax visual design director Viktor Antonov believes that it’s now extremely rare for this to happen for a new IP.

He made the remarks while presenting ‘Creating Dunwall’ a session on visual development for Dishonored at Develop Conference 2012.

“Rarely in life in as a developer do you get to start a brand new IP. Mostly everything successful is a sequel nowadays.” said Antonov, who gave the audience a huge insight into the three year pre-production for Dishonored.

Arkane Studios built the visual style of Dunwall by beginning with the Great Plague of 1665, deciding to base the city on London, due to it being both familiar and exotic to those in the United States and in continental Europe. Edinburgh has also influenced design of Dunwall, with the studio taking trips to both cities.

“It’s important to go to the location you want to develop” added Antonov, who was director and concept artist for Half-Life 2.

There’s much more about Dishonored in developer videos with commentary, which you can watch right here on The Train2Game Blog.

Keep reading The Train2Game Blog for the latest news from Develop Conference.

What are your thoughts on Antonov’s comments about success? Is it really only sequels that are big successes now? Or is there still room for new IP?

Leave your comments here on The Train2Game Blog, or on The Train2Game forum.

Train2Game News: ‘Remain focused’ – Sony on pitching ideas to publishers

Game developers need to be absolutely focused when pitching ideas to publishers, or there’s a high chance the game won’t be signed at all.

That’s according to Sony Computer Entertainment executive producer Pete Smith, who made the comments while presenting his Pitching to Publishers session at Develop Conference 2012.

“You need to know what your games actually about” said Smith. “If you won’t have focus for your game then that’s a serious problem.”

Smith demonstrated the difference between a focus and an unfocused pitch by showing videos of two development teams discussing their game ideas. The first was from Evolution as they pitched Motorstorm in a clear and concise way, with each member of the team using the same key words to describe the idea. Motorstorm went on to sell millions.

A second clip showed a development team attempting to pitch EyeToy Lemmings, but some of the team weren’t even able to say what the game was. The game wasn’t signed and Smith pointed out that the studio doesn’t exist anymore.

“Be able to pitch in one sentence,” the Sony executive producer added, before going onto say a good game idea should attempt to be relevant, distinctive and innovative, and that Sony are happy to work with studios of all sizes.

Keep reading The Train2Game Blog for the latest news from Develop Conference.

What are your thoughts on the advice from Sony? What would you consider when pitching ideas?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.