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.

Train2Game News: “Playing board games is fantastic training for game designers” – Creative Assembly lead designer

Shogun 2 Total War

Game designers should play board games in to help improve their skills. That’s the view of The Creative Assembly lead designer James Russell, who was speaking about making the mechanics of Total War and game design at Develop Conference 2012.

“Playing board games is fantastic training for game designers,” he said. “Everything a player does is raw gameplay.”

It formed part of a wide ranging session in which the Total War lead designer discussed subjects ranging from the key game design pillars of Shogun 2: Total War, to how, ultimately every single video game is based around player choices.

“Gameplay is all about choices and trade-offs. Games present players with interesting decisions with pros and cons.” said Russell, adding that weak gameplay is generally down to weak design choices.

The session concluded with The Creative Assembly man showing off pre-Alpha footage of Rome 2: Total War for only the second time. The game is scheduled for release towards the end of 2013.

Keep reading The Train2Game Blog for the latest news from Develop Conference, while there’s more from The Creative Assembly here. That includes information about their recently released Shogun 2 map editor.

How important do you feel board games are for game designers? Are you a board game player?

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

Train2Game News: Free-to-play games take four years to reach peak revenue

Free-to-play titles take four years before they reach their peak revenue from players. That’s what Managing Director of Reloaded – the studio behind APB Reloaded – Michael Boniface told the audience during his presentation at Develop Conference 2012.

The session, From Triple A To Free-To-Play examined the failures of Realtime World’s APB and what Reloaded did to bring the urban combat MMO back as a free-to-play game.  Boniface emphasised that “the most important thing for free-to-play is to be fun,” revealing how the development team regularly consult the community about aspects of APB Reloaded, which launched in December 2011.

And while blockbuster console titles make most of their revenue through day one sales, free-to-play games don’t maximise their revenue until four years after launch, said Boniface, as he discussed future plans for the MMO.

Free-to-play has has arguably been a success for APB Reloaded, with a user base of 647,000 players, compared with the 140,000 players achieved by the original, boxed version of APB Reloaded in 2010.

The Reloaded Managing Director described the process of going from triple A to free-to-play as the “most exciting, stressful, heartbreaking, rewarding experience of my life.”

Keep reading The Train2Game Blog for the latest news from Develop Conference, while there’s more on free-to-play here.

What are your thoughts on the idea a free-to-play title takes four years to reach peak revenue?

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

Train2Game News: “If you want to be successful, do something different” – Ian Livingstone

To thrive in the games industry, you need to be a little different and preferably own your own IP. That’s according to Eidos Life President Ian Livingstone who was delivering his keynote at Develop Conference 2012.

“If you want to be successful, do something different, follow your heart” he said during his visionary session ‘From Dungeons to Downing Street – A Life in Games.’

The industry veteran discussed everything from founding Games Workshop, to Fighting Fantasy, to Tomb Raider. He also emphasised the importance for developers to control their own intellectual property.

“If you want real value, you need to create and own your own IP.” said Livingstone, later adding “If you can create your own IP, then do so.”

The games industry legend also told the audience how the three most important things in a game for him are gameplay, gameplay and gameplay. And as previously reported by The Train2Game Blog, Ian Livingstone believes “There’s never been a better time to run your own gig.”

Ian Livingstone was one of a number of industry figures who aided in mentoring Train2Game students taking part in Make Something Unreal Live earlier this year. The Games Workshop co-founder said he was “delighted” to be part of the initiative.

The Train2Game Blog will publish an interview with Ian Livingstone in the near future, but in the meantime, there’s more from the Eidos Life President here.

What are your thoughts on Livingstone’s comments? Do you agree that doing something different and owning your own IP are key to success?

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

Train2Game Interview: Cheat Mode author and QA veteren Dan Jacobs – all three parts in one place

Cheat Mode by Dan Jacobs is a recently released book about getting into and surviving the games industry. Written by an industry veteran, this book contains interviews with industry professionals who make games every day. From programmers to designers, journalists to community Managers, it offers advice from staff working at companies including BioWare, Codemasters, Rockstar and more.

The Train2Game Blog recently caught up with Cheat Mode author and experienced QA Tester Dan Jacobs to discuss his book, getting into the industry, what makes a good QA Tester and more in a huge interview which is spread out over three parts.

For the sake of convince, all three parts of our interview with Dan Jacobs can now see accessed in one place thanks to this blog post.  Be sure to read the whole thing for an excellent insight into the games industry.

Interview Part 1 – Inspiration for writing Cheat Mode, his involvement on the Train2Game forum, and how he broke into the games industry.

Interview Part 2 – Researching Cheat Mode, the importance of QA and its place in development.

Interview Part 3 – mistakes when QA testing, advice on becoming a tester, and the importance of networking.

Cheat Mode The definitive guide to getting into and surviving the games industry is out now and costs £10.99.

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

Train2Game Interview: DayZ creator Dean “Rocket” Hall on getting into the industry

DayZ is the hugely popular zombie survival mod for Arma II. Produced by Arma II game designer Dean “Rocket” Hall in his spare time around full-time work at Bohemia Interactive, DayZ has demonstrated the huge potential of modding.

The Train2Game Blog sat down with the DayZ creator at Rezzed to discuss the advantages of modding, his unconventional path into the games industry and advice for those looking to get into game development. 

Tell us how you get started in the games industry. You haven’t taken a conventional route through it.

Yeah, it’s sort of a bit bizarre really. I left the New Zealand air force and did some odd project jobs, and then I decided that, as I was doing a lot of modding, that I wanted to get into the industry and I landed a job as an associate producer, working on console development for movie licensed games. Did that for a couple of years, didn’t really like the industry that much, particularly the console development style, and particularly for movie license stuff, so I quit and joined the army. After awhile, I decided I’d go back and have a look at Arma III.

Landing that first games job as associate producer, modding was a big part of it, they saw the community website I’d been running and the mods I’d been doing, and it was obviously a way to prove I was passionate and that I have a basic understanding of the technology. So I think that was a real benefit, approaching the industry from that angle.

So modding is a great way for aspiring game designers to show off their skills to potential employers?

Yeah, absolutely, definitely, and I think you can show your passion, that you can understand someone else’s code and stuff like that and get good familiarity.

Which toolsets do you use when modding?

3D Max. I guess when I was working as a producer I had the advantage of the project going well and having a lot of downtime. So I used that downtime to learn how to do art and how to do programming and all those kinds of aspects from my team leads, so that meant I ended up with a really good overview, I think if you want to be a good game designer, if you want to work in design, that’s the best way to approach it. Just learn as much as you can about all disciplines.

What other advice would you give to anyone looking to break into the games industry?

You need to be passionate and persistent, and I guess you need to have an idea of what you want to do, what are the areas of game development you really want to focus on? I think the best thing, particularly if you want to get into design, is understand how games are made. That means production, that means how much it costs to make games, that means the different aspects of it; how do you make 3D models? How are those rendered in games? What do programmers need to consider?

And I think the most important thing, even more than raw skills is social skills, you need to have social skills, you can’t just be good. If you’re very good it probably doesn’t matter, but if you’ve got social skills than you can be a real asset to the team.

Thanks for your time, Dean. 

Keep reading The Train2Game Blog for more on coverage from Rezzed, modding and advice from the pros on getting into the industry. 

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

Train2Game Student Diary Matty Wyett Simmonds Very exciting news for us all

Matty Wyett Simmonds Very exciting news for us all

My Sea Park has come out this week! Very exciting news for us all, we’ve all been glued to the ratings and comments on the App store. So far the feedback we’ve had is great with mostly 5 stars!

Currently as I type this Diary My Sea Park is #19 in the Top Free Games in the App store! This is the kind of good news people need to hear, without Train2game Craig and myself wouldn’t have been in the situation that we are now.

We were given such control and flexibility over the games development and thankfully it’s doing well so far beating apps like Facebook and Twitter! Everyone has been working hard up to the release of the game and I am still working on it at the moment for updates and more downloadable content so it’s far from over just yet.

I’m glad everyone thus far likes the game and we’ve had a lot of comments on the art work, which for me is great to see (seeing as I lead the art for My Sea Park), and everyone is finding the Game fun and intuitive which is good for Craig too! Great week and more to come!

Matty Wyett Simmonds

OK so My Sea Park has been out for a week or so now and it’s doing extremely well! It managed to get to number 16 in the Top Free Apps chart on iOS which is amazing for the first day of release too! It got to number 1 in role playing games somehow and managed to get into the 70’s for top grossing apps which means people are enjoying the game enough to invest time and money into it. We’ve had some great reviews from all over the internet and on iOS devices and it’s just generally managing to get a name for itself. I’m very pleased with the outcome of my first published game; it’s amazing for my CV right now.

Thank you to everyone who actually downloaded played and sometimes bought in app items in the game! It has made a massive difference to the success and every download counts, even if it is free. We are working now on updates and more to come for the future!

 www.train2game.com

Train2Game News: “The most important thing, even more than raw skills, is social skills” – Day Z creator

Good social skills are a real bonus for those aspiring to work in the games industry and are perhaps more important than being good at a particular discipline.  That’s according to creator of incredibly popular Arma II mod Day Z, Dean “Rocket” Hall

“I think the most important thing, even more than raw skills is social skills, you need to have social skills, you can’t just be good. If you’re very good it probably doesn’t matter, but if you’ve got social skills than you can be a real asset to the team.” Hall told The Train2Game Blog at PC and indie gaming show Rezzed.

The full interview, exploring the unconventional way the Day Z creator broke into the industry and his other pieces of advice for aspiring game developers will be published soon.  During the interview, Hall reassert’s his view that modding is a great way to explore new ideas and gain experience.

There’s more advice from games industry professionals on getting your foot in the door here on The Train2Game Blog. Meanwhile, be sure to keep reading for further interviews and updates from our time at Rezzed.

What are your thoughts on Hall’s advice?

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

Train2Game News: UK studio developing Call of Duty mobile titles

Call of Duty games are being developed in the UK. That’s according to UKIE Chairman Andy Payne who revealed iOS and handheld versions of the popular shooter are being produced by Activision Leeds.

“Activision are like a machine. I have to be careful what I say about these guys because I know them so well and they’ll cane me.” he told VideoGamer.

“But Activision are a machine. They’re very good, and you know what, what people don’t realise with Activision is, the two studios working on the Call of Duty franchise are collaborative studios. That’s unheard of. All the assets are reusable, so they’re not wasting time.”

“The two studios are saying, ‘I need a tank, pull it off from the library’. And those assets are also going to be starting to be used by the mobile team, which is going to be based in Leeds.”

“They [kind of always wanted to get the Rockstar team,” Payne continued , adding that Britain is ahead of the curve when it comes to mobile development.

“They wanted some of the Rockstar guys, yeah. Well it’s smart, because Britain’s pretty ahead in mobile programming. We’re pretty good at it. Yet again, we’re good at it but we don’t talk about it too much because we’re British.” he said.

There’s more Call of Duty news here on The Train2Game Blog, while be sure to keep reading for the latest from Activision.

What are your thoughts on Call of Duty being developed in the UK? Do you think it’s a good sign for the industry?

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