Train2Game News More Roll7 Testing opportunities

roll7Our friends at Roll7 have asked for Train2Game students to visit them and test their port of their hit PSVita game OlliOlli.

The studio are currently porting OlliOlli to PC, Mac, PS3 and PS4. They are interested in finding students at Train2Game to attend and give feedback regarding how it plays on the new platforms.

The details for the testing are as follows:

Location: New Cross, London
Dates: Between June 9th and June 20th , Monday to Friday
Duration: 2-3 hours
Times: Slots of: 9:30am-12:30pm or 2pm to 5pm

We are ideally looking for students who are relatively close to New Cross, London
Any students coming in to test from London can claim their travel expenses back from us
Anybody who wishes to travel further is welcome to but travel cost will not be provided.

Anyone who has an interest in signing up with us should email: with the Subject: OlliOlli testing. Leaving their name, location, current college course, preferred gaming platform and contact number so we can get back to them on available days/slots.

Train2Game News Dragon Quest VIII on Mobile

Commemorating the 10th anniversary of the initial Japanese launch on the PlayStation 2 computer entertainment system, SQUARE ENIX’s DRAGON QUEST VIII: Journey of the Cursed King is now available on iOS and Android devices.

The game lets players take on the role of the “Hero,” the last survivor of King Trode’s army. “Hero” must track down the evil jester who stole a powerful sceptre and caused this tragedy.

“Following its PlayStation 2 system launch in 2004, DRAGON QUEST VIII: Journey of the Cursed King saw immense success and became an instant cult classic,” said Noriyoshi Fujimoto, producer of the mobile version of DRAGON QUEST VIII: Journey of the Cursed King. “The game is perfectly suited as a tremendous value for mobile and tablet as a full 60-plus hour console game with an epic tale of friendship, bravery and adventure. We’ve put in extra effort for the controls to be intuitive and easy to play. Its 10th anniversary is the ideal milestone to re-release the game for fans and new players alike.”

DRAGON QUEST VIII: Journey of the Cursed King lets mobile players explore the game’s vast grassy fields, snow-capped mountains, daunting dungeons and restless seas. Players can slide their screens to pan the camera in a full 360 degrees around the character. In addition, DRAGON QUEST VIII: Journey of the Cursed King also features the original title’s revolutionary synthesizer score, orchestrated by the series’ long time music composer Koichi Sugiyama.

Additional Dragon Quest VIII: Journey of the Cursed King features include:

Controls: Players have access to smooth, intuitive touch-panel controls and a customizable user interface. The in-game directional button is also customizable, allowing one-handed (or two-hand) play.

Battle: Reworked combat system allows for one-tap turn-based battles as well as more complex play. Players can choose an in-game battle strategy to move their character and parties automatically during battles; players also have direct control of their characters and parties during battles.

Auto Run Mode: As the fields are vast, players now have the option to auto-run through boundless environments.

Monster Recruit: Monsters inhabiting the game can be recruited into the player’s party.

Alchemy Pot: This pot allows players to mix various products in order to create new, stronger items.

Dragon Quest VIII: Journey of the Cursed King is now available for $19.99 on iOS and Android devices which I find a particularly steep price for a mobile game but you may think differently!

Train2Game News GameDev Market Launched

GameDev MarketGameDev Market has just launched the full ‘beta’ version of its site, with almost 2000 members already signed up to the community site during their ‘alpha’ pre launch.

A small team of aspiring game developers have looked to exploit what they see as a gap in the global Indie Game Dev scene. Frustrated by the lack of community and quality assets available for ‘new to the industry’ aspiring developers, brothers Adam and Liam McElroy set about researching whether this was an issue for others in the community.

“We used Twitter to reach out globally as well as visiting indie game devs, small studios and content creators to see if other people felt the same about the current options for game ready assets. We were overwhelmed by the response and and many people commented on the inconsistency and lack of quality in many of the assets currently available.”

The site launched with its almost 2000 strong prelaunch member group and with 100’s of assets submitted, Liam McElroy, in charge of quality control as well as software development said, “We have a real commitment to quality so not all of the assets submitted have made it through, we have been working with industry professionals from the area to make sure we are hitting the right notes when it comes to quality. This has ben especially true with 3D and music.”

Nick Davies co-founder of respected studio Lucid Games, formed by former employees of Bizarre Creations, commented,  “We are looking forward to seeing what will happen with the site, the team definitely seem to have been working with the right people locally and online in 3D, 2D and music to give it a good chance of success. We have already listed some assets and if the sales figures are right, we will be interested in incorporating listing assets into our process of finishing titles.”

GDM would like to be more than just a marketplace. The founders say their aim is a community in which indie developers can help each other. To incentivise this kind of interaction they have developed an XP system, whereby making a positive contribution to the marketplace and community earns members XP. Whether that’s buying or selling assets, writing reviews, creating assets to meet the needs of the community or helping someone out on the forums, members can boost themselves up the XP levels quicker. The team at GDM ensure us they have some exciting plans around the levelling up system to be announced in the coming months.

Vinny Parisi, Editor-in-Chief of Indie Game Magazine said, “The vision for GameDev Market appealed to me the moment I heard about it. A quality controlled, community-driven ecosystem is exactly what development teams need to create better experiences, and improve the indie sector as a whole. With GDM, we can come together as a community and resolve longstanding issues of misinformation and erratic quality.”

For more information or to join GameDev Market visit

Train2Game News Make Arma Not War

Make Arma Not WarBohemia Interactive and the International Committee of the Red Cross (ICRC) today shared a new video to raise awareness for the topic of ‘Health Care in Danger’.

In the video, Christian Rouffaer – head of the ICRC’s international humanitarian law and video games project – discusses his role at the ICRC, the ICRC’s Health Care in Danger campaign, and the connection with Bohemia Interactive’s €500,000 Make Arma Not War contest.

The ICRC’s Health Care in Danger campaign, which is part of the organization’s many efforts to protect victims of war, aims to address the current violence against the health care sector – ranging from direct attacks to patients, medical staff and health-care facilities and medical transports, to denial of access to and forced entry and looting of health care facilities. The campaign was launched as a response to an uprising of illegal and violent acts that impede or prevent health care delivery.

Aside from developing practical solutions to improve the safety of health care, the ICRC is also committed to raising public awareness for the problem. This led to the unique collaboration with video game developer Bohemia Interactive, who is well-known for its award-winning Arma military game series. Looking to create a change in virtual reality which can hopefully be carried into the real world, the two parties set up the Health Care in Danger Special Award as part of Bohemia Interactive’s €500,000 content creation contest for Arma 3. Given to the entry which covers the topic of ‘health care in danger’ the best, the winner(s) of the award will go on a one-week trip to an ICRC mission in a foreign country, organized by the ICRC.

“We’re looking for game content where medevac procedures are more complex. For example, a game mod where providing first-aid to a wounded enemy would be rewarded – or new hospital, ambulance, medical personnel and equipment models, which other players and mission builders can use to enrich their gameplay. We believe that you can get inspiration from many real-life stories from past and present conflicts”, said Christian Rouffaer, who also represents the ICRC in the Make Arma Not War jury.

The winners of the Make Arma Not War contest, including the winner(s) of the Health Care in Danger Special Award, will be announced on January 15th, 2015. More information about the Make Arma Not War contest, the rules, prizes, and categories is available on

A written interview with Christian Rouffaer about the Make Arma Not War contest can be found at For more information about the ICRC’s Health Care in Danger campaign, please visit

You can view the video below

Train2Game News Unity 4.5 released

unity-logoThe latest update for the Unity game engine has been released featuring a makeover of its 2D physics tools.

Unity 4.5 includes more than 450 bug fixes and a new module manager to help bring platform-specific hotfixes across mobile platforms.

The update also features improvements to 2D physics, a major update to the shader compiler, improved MonoBehaviour serialisation and added iOS support for Open GL ES 3.0.

Other additions and enhancements include faster scene loading, sparse textures and stereoscopic rendering for DirectX 11.

Unity has also teased new additions for version 4.6, which will include the new GUI.

You can see more details about the new update on the official website.

Train2Game News Games Britannia Live workshops

GamesBritanniaGames Britannia Live! have announced that applications for its game development workshops featuring  development tools GameMaker:Studio, Unity3D and Sumo Digital’s exclusive Moshi Monster Platform Engine are now open. For Minecraft fans, GlowInTheDark’s Printcraft workshops are also available to book.

Tom Kenyon, Programme Director of Education at NESTA, and a key sponsor said “Games Britannia Live! is an inspirational event that offers young people the chance not just to play games, but to make their own alongside some of Britain’s best games talent. It’s a unique way to learn about the UK games industry and pick up new skills.”

The following are the available workshops at the event;

Katsuma Unleashed – designed and delivered by Sumo Digital, this workshop will allow younger children to learn the secrets of level design and create their own side-scrolling platform adventure based upon the hit Nintendo title developed by the Sheffield studio. Ages 5 upwards.

GameMaker: Studio – an introduction to creating games for mobile and desktop platforms lead by ambassadors from Sheffield Hallam University. Ages 10 upwards.

Unity 3D – led by industry veteran and indie developer Byron Atkinson-Jones, learn how to utilise the Unity fully integrated game development engine and create your own game. Ages 15 upwards.

PrintCraft – the world’s first 3D printing server for Minecraft. A Use the game to create 3D objects and then make them real with a 3D printer. Ages 5 upwards.

Workshops will run the entire weekend of 28-29 June 2014, between 10am and 4pm in the iconic Millennium Galleries in Sheffield. All places are free, but tickets are very limited and early booking in advance is strongly advised.

Alongside the workshop, tickets are still available for a very special screening of the eagerly anticipated From Bedrooms to Billions film-documentary, and the dramatic chiptune and 8-bit music micro “Gig in the Garden” with headline acts The Curious Machine, Harley Likes Music and more.

To book tickets for all events, and to find out more about the festival visit the Games Britannia Live! website

Train2Game News LEGO Batman 3 announced

LEGO Batman 3LEGO Batman 3: Beyond Gotham is the next instalment to the blockbuster LEGO Batman videogames. To-date, LEGO videogame sales have reached more than 100 million units worldwide.

In LEGO  Batman 3: Beyond Gotham, the Caped Crusader joins forces with the super heroes of the DC Comics Universe and blasts off to outer space to stop the evil Brainiac from destroying Earth.  Using the power of the Lantern Rings, Brainiac shrinks worlds to add to his twisted collection of miniature cities from across the universe.  Now the greatest super heroes and the most cunning villains must unite and journey to different Lantern Worlds to collect the Lantern Rings and stop Brainiac before it’s too late.

“Building on the incredibly successful LEGO Batman franchise, we are working to make LEGO Batman 3: Beyond Gotham the ultimate super hero videogame this year for all ages,” said Tom Stone, Managing Director, TT Games.  “The TT Games team is bringing LEGO Batman and an astounding amount of characters from the DC Comics universe to the next frontier with a new epic story, more gadgets and unexpected challenges.”

Players will unlock more than 150 unique characters from the DC Comics universe, including members of the Justice League and LEGO big figures such as Killer Croc, Solomon Grundy and many more. Fans of all ages will be able to control their favourite heroes and villains with new gadgets and abilities. Brainiac’s mind controlling abilities and the power of the Lantern rings bring unexpected twists to the classic characters’ personalities.

LEGO Batman 3: Beyond Gotham also will allow players to explore iconic locations such as the Hall of Justice, the Batcave and the Justice League Watchtower.  They will be able to access Batman’s training modules on the Bat Computer and take part in various challenges, battles and races.

You can enjoy the teaser trailer below:

Train2Game News UK Top 20 games – 27.05.14

WolfensteinThis weeks charts has only one new game and it has risen to the top. Wolfensten: The New Order is your current number one but will it stay there following the release of Watchdogs? We will find out next week

All formats

Week ending 24 May 2014

< previous week
Leisure software charts compiled by Chart Track, (C)2014 UKIE Ltd

These charts cannot be reproduced either in print or online without obtaining permission from Ukie. If you wish to reproduce the charts in print or online, please contact for the appropriate license.

Train2Game News Pokémon celebrating milestone

VivillonRelease of new Fancy Pattern Vivillon will mark a huge milestone for Pokémon X and Pokémon Y’s Global Trade Station.

Currently, about 90 million Pokémon have been traded worldwide, and to celebrate the landmark of 100 million Pokémon trades via the Global Trade Station (GTS), a new Fancy Pattern Vivillon will become available to players.

Vivillon is a unique Pokémon in that the patterns and colours on its wings typically vary based on the real-world region in which a player lives. Because of this characteristic, players around the world have been exchanging Vivillon via the GTS to collect all of the regional patterns.

This newly discovered Vivillon breaks with that tradition: it will become available to Pokémon fans across the globe once the 100 millionth Pokémon is traded via the GTS. When this enormous milestone is reached, a special distribution event will take place, enabling all players of Pokémon X or Pokémon Y to receive the Fancy Pattern Vivillon wherever they are in the world!

Once the goal is reached, players can check to find out how to get the Fancy Pattern Vivillon in their Pokémon X or Pokémon Y game.
The Pokémon Company would like to thank everyone who has participated in reaching this epic milestone by trading Pokémon via the GTS, and are calling on everyone to keep trading so we hit that huge milestone!

Train2Game News GameCarver dev tool

GameCarverIrish software startup Zoodazzle unveiled GameCarver, a new 2D and 3D cross-platform, visually driven game development software.

Created for individual game developers, as well as collaborative game making teams, GameCarver is touted to help make game creation easier, faster and more fun. This is made possible by drawing a clear line between the roles of visual creatives and game programmers, empowering each to focus on their specialist areas, and collaborate without having to learn the others skills.

“Games creators, particularly artists, know that ‘easy to use’ games engines are seldom that easy to use (unless you’re an experienced programmer), “said Ciaran Davies, CEO, Zoodazzle, and experienced game developer. “ If you’re a games artist and you find yourself studying ‘C++ for Dummies’, you know what I’m talking about.

The fact is that many talented games artists simply don’t have time to become good programmers, and the creative side of their work suffers as they struggle with code, and have to constantly switch between creative and technical roles. Even those working with engineers, often need to explore complex code in order to get game play mechanics ‘just right’. It’s not fun, and at Zoodazzle, we believe making games should be as much fun as playing them.

This set-up is not ideal for engineers either, who know how frustrating it is to spend countless hours writing tools to support artists. Or worse, having to wear the ‘artist hat’, and try to create the visual impact artist want. The blending of both roles drains energy from the development process, and often the game suffers for it.

When I started to play around with the idea of GameCarver, almost 5 years ago, it was because I wanted to build a game tool that let both artist and engineers do what they do best, without having to learn the others discipline; allowing game developers to get to the fun fast.”

GameCarver ships with a toolset called Gadgets. Gadgets are like game building blocks, each with its own properties, and set of parameters that are available through a graphical user interface. Artists can ‘tweak’ the object’s properties in the interface by simply changing values. C++ knowledge not required.

Gadgets can be combined to create more complex functionality in the form of Inventions. Coders can create generic Inventions, and the artist can ‘skin’ them by importing resources such as sprites sheets, meshes and materials, audio and sequences of animation.

So that’s good news for engineers too. They won’t have to write tools to support artists, instead they can dedicate their time to creating Inventions with exposed parameters and leave the fine-tuning of game mechanics to the artist/designer.
GameCarver installs with several 2D and 3D game templates, so both artists and coders can quickly familiarise themselves with the software, and start making games immediately. A number of game demos and tutorials are also available from their website, as well as forums to further support game developers.

“We’d encourage people to get in touch via the forums on We’ve received really useful feedback via email during the beta-release in 2013, and that feedback helped shape this release and previous versions of GameCarver. We’d like to make that an open conversation in the forums now. We want suggestions, feedback, questions, anything that will help us provide support and a platform for developers to share advice and encourage each other.”

With the growing trend in mobile gaming, the timing couldn’t be better for GameCarver. It’s cross-platform publishing capabilities makes it easy for developers to build for popular smartphone and tablet devices; and it’s growing library of Inventions and pre-coded game templates promise to make that process increasingly simple.