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 student Diaries of Jonny Robinson with some advice

Jonny Robinson

After many hours of game development and laughter making My Sea Park, it’s now live on the app store. I’m just blown away with how fast it has shot up the UK app charts and it is getting nothing but praise on the reviews section.

It really has opened my eyes to a monetisation model as a whole, which is vital for me to know as a designer since as the gaming economy is changing exponentially.

Clive Robert (CEO of DR Studios) very kindly took out all the member of staff for a meal which was a great laugh. We were like kids at Christmas, just wondering how many downloads we would get and continuously hoping it will make it to the top. Well it’s in the top 25 downloads at the moment and it is still climbing just like the smile on my face.

I need to take my hat off to development DR team and Fuse for doing such a great job!

As a little bonus, this will look great on my portfolio! 😉

Until next time peace!

www.train2game.com

 Jonny Robinson 48

Another week another gigantic lesson learned. Doing what I do, I have to keep a lot of things close to my chest as I don’t want to be legally done by NDA or anything else of that matter. All I can say is that I went for a job interview for a position in the game industry. The person who interviewed me passed on some fantastic advice that I want to share with you as he is very experienced in what he does.

Anonymous game industry advice:

1) When you first walk into an interview; make sure you always introduce yourself, pass your CV to the interviewer (just in case) and tell them what position you are applying for.

2) Make sure before the interview you email the interviewer a link to your portfolio and CV; so they can do a little homework on you before the interview. This is so the interviewers are not focusing on the portfolio so much and instead are paying more attention to you, the interviewee.

3) Show passion if you are new to the industry, this will go a long way if you are less experienced as this will state that you are willing to go the whole nine yards and back to get the job done.

4) This last one is my own advice, if this is your first interview for a game industry position, say so. This may make you look less professional but it will give you some leeway as the interviewer knows you new to this whole experience.

This is just a snippet of information I’m willing to share with you, as we Train2Game members need to stick together and plus, I’m nice like that.

So how did my interview go? It went as well as it could have done, to be honest, but I have been asked to come back for another interview which is fantastic news.

So I hope this information helps you as much as it helped me.

There is so much more that I could talk about, but I will leave that one for my next diary, so stay tuned.

Until then… peace!

www.train2game.com

Train2Game student Diaries James Bouckley week 15 and 16

Week 15

This week we discussed targets for the game.  When should it be finished by and when would we have a demo ready.  We tried to have a demo ready by Friday but unfortunately we failed.  Despite the game being interesting and very fun to develop, the support cases have to come first and a surprising abundance of them this week and Rob still being on holiday meant we just didn’t have enough time to work on it.  It came as a bit of surprise to me this week when I discovered we needed desktop controls because the game was going to be multi-platform and the dual-joystick imitation controls for keyboard I had made (purely for testing purposes), weren’t going to cut it.  After a bit of stressful week, I have to admit that being told this didn’t find me well.  Ben spent some time going around the office with the iOS version of the game, which was finished, getting as many opinions as possible so we could polish the demo.  Meanwhile I struggled to finish the PC controls and failed.  Not a great week in all, but still a fair margin better than any week I’ve ever had in any other job… ever.

Week 16

Unity 4.0 has been announced!  It was announced this Monday and boy does that make for a lot of support cases!  Rob is now back with us and good job too because I think without him Ben and I would have struggled.  This again meant another week with not as much work done on the game as I would have liked.  The desktop controls are finished now, but buggy and I’m not happy with them.  Also, one of the major things that people noted about the game when Ben showed them last Friday was that they didn’t like the linear mapping between finger-joystick position and player speed.  What that means is that there is linear dependence between the distance of your finger and the centre of the joystick and the speed the player moves at.  People would have preferred a relationship that meant when you’re near the centre you move slower but then you accelerate faster as you move further away.  When I heard this my reaction was “Okay, that’s doable but it’s going to be expensive.  We’ll have to do a square-root operation every frame.”  God bless Unity though because they have already thought about it.  Mark showed me how to sample a curve and apply it to a script and the iOS controls are now far more user-friendly.  Another thing that came up is what happens when the player moves behind something.  Currently we have a shader that highlights the player so you can still see him.  This however sometimes makes it look like the player is on top of the object instead of behind it.  So instead I have started to implement a script that will make the objects see-through instead of the player being highlighted.  I was having some difficulty with this and with some help from Cat, we nearly got their.  I’m confident I can finish this myself early next week.

www.train2game.com

Train2Game Student Diary Ezekiel Morris Weeks 6 and 7

Week 6

Well this week has been awesome so far facial expression are working in unity now so I’m glad about that , three weeks  struggling to get this face expression working but as a student I haven’t had experience on flat facial animation before so  it was Difficult  to solve this  issue.  I needed some guidance so Ben, a student at train2game took a look at this flat facial animation problem and got it working in unity 3d.

Next stage working on another character, creating textures but keeping the same model but still I’m not satisfied how my first character textures are looking, when I’m doing concept art I make sure you have a good understanding of the concept, for example how big it is, what is it wearing a reference image of my character once I’m clear on the design of the character I can prepare texturing the character.

I feel that this is just a work in progress on development but still we got a working function game it just needs some cleaning up so things are pitting up and also  I like the workflow I’m doing now,  you just feel that you know what you doing without thinking about it.

Oh yes we have a new environment artist joining the DR studios.

Ezekiel Morris week 7

This week DR studios had a launch party to celebrate their new release – my sea park, I’m happy to say my sea park is doing well  and  I’m happy to say I did collaborate on the project as well .

On my sea park I did the penguin and the seal sketch and then Matty helped clean up  the sketches. When I started at DR Studios I was working on another project and I was told  to help on my sea park  for  bit. After finishing  the sketches for my sea park  I when back to my original project .It was a nice day and a nice lunch out with my associates, the place we went was called red hot world buffet the food was excellent but I couldn’t eat anymore I was full.

We all went back to DR studios, I was food drunk, now I’m on another project and my task  is to model this character in three days but it’s going to be a  video render with a pink or white  background, then I’m gonna put a camera in the scene so that it  goes around the character when it’s  being rendered.

So I started off doing a model sheet of the character head but I wasn’t sure if I should sculpt the character or model it in 3d max but gonna model it straight in 3d max.

 www.train2game.com

Train2game Student Diary Craig Moore – What an incredibly exciting week it has been!

Craig Moore – What an incredibly exciting week it has been!

Student Diary , Week 30

Unleashed on to the world like a penguin in a paddling pool! My Sea Park hit the unsuspecting world head on yesterday and it’s been an incredible experience, and this was only day one!

We had already seen the beginnings of the social media pushes, by our publishers, earlier in the day but it wasn’t until we got word of My Sea Park creeping in to the charts that things really got exciting. There was the hope it was doing well but the visibility wasn’t really available.

That was until around 5pm, while we were in the meeting with the publisher we heard word it had crept in to the top 50! Of course everyone became very excited, but by the end of the meeting it had already, again, crept in to around 37!

Of course this continued throughout the day, admittedly it wasn’t the most productive of days but it was a really lovely reward for all the hard work.  Of course, being a free title, there is now the hope it will actually monetise well.

That was pretty much the key moment of the week, the rest of my week has been spent illustrating and working on the concept document for the next title, which is going incredibly well. I am waiting on feedback from a few of the other guys here, but fingers crossed it will get some approval; It’s a really exciting project!

-Craig

www.train2game.com

Craig Moore

Student Diary – Week 31

What an incredibly exciting week it has been!

Suffice to say, with My Sea Park being released, the entire office were glued to iTunes watching our brand new game slowly work its way around the charts.

It was great watching it go up and down, and really muscling with the big boys, I got in to the habit of checking it with a stupid regularity, but seeing it in the same space as games like Angry Birds, Infinity Blade and Temple Run was such an amazing feat I can’t help but feel proud.

I think everyone in the office is pleased with how it has done, but the fun isn’t even over yet! With version 1.2 of My Sea Park put into submission last week we are hoping for the first update to drop either today or Monday. With that we should hopefully see a load more faces in the door, as well as hopefully some of the older ones who perhaps didn’t get chance to play as much as they would like or simply didn’t give it a good enough try.

I think it does highlight how competitive the market is at the moment, particularly for My Sea Park’s genre. We have to simply keep working on it, while also working on the next project, to ensure it stays fresh for customers both new and old.

This week I have been getting deep with Unity, finding my way around it and putting time into learning the way the UI systems work, it’s been a great learning experience and so far and I’m finding Unity incredibly pleasing to work with.

-Craig

www.train2game.com

Train2Game News: Watch two Dishonored gameplay videos with developer commentary

Get an insight into development of Dishonored in not one, but two gameplay demos with commentary from Arkane Studios Co-Creative Directors Raphael Colantonio and Harvey Smith.

Colantonia spoke to The Train2Game Blog about Dishonored at Gamescom last year.

The two videos show Colantonio and Smith discussing two different playthroughs of ‘The Golden Cat,’ a mission that tasks you with assassinating The Pendleton Brothers, two corrupt aristocrats. The first Dishonored video shows a stealthy approach to the mission, while the second sees the Arkane Studios Co-Creative Directors, commentating on a more action-based style.

Watch both videos, and listen to the commentary on two very different styles of play, below, here on The Train2Game Blog.

Dishonored Golden Cat E3 Gameplay Walkthrough — Part 1

Dishonored Golden Cat E3 Walkthrough — Part 2

Dishonored from Arkane Studios and Bethesda is scheduled for release on 12th October 2012.

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

What are your thoughts on the two different styles shown in the videos? Are you looking forward to Dishonored?

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

Train2Game News: Valve releases Source Filmmaker

Valve has introduced Source Filmmaker, the video creation tool they’ve used to make over 50 animated shorts including the nine Team Fortress 2 ‘Meet the’ class films.

It could be a fun way for those on the Train2Game Art & Animation or QA Tester course to practice their animation or editing skills. Those interested in a free beta invite can sign up via the Source Filmmaker website.

“The Source Filmmaker is the movie-making tool built and used by Valve to make movies inside the Source game engine.” reads the Source Filmmaker FAQ.

“It is how we have been making all of our animated short movies. Because the Source Filmmaker uses the same assets as a Source-engine game, what goes into the game can be used in the movie, and vice versa.”

“By using the hardware rendering of a modern PC gaming machine, the SFM allows storytellers to work in a “what you see is what you get” environment so that they can iterate in the context of what it will feel like for the final audience.”

Valve has released a series of tutorial videos for the Source Filmmaker, the first of which you can see below, right here on The Train2Game Blog.

Source filmmaker arrives on the third day of Team Fortress 2’s Pyromania event, which has also seen six community created weapons added to the popular free-to-play shooter.

Be sure to keep reading The Train2Game Blog for the latest news from Valve and Team Fortress 2.

Will you be trying out Source Filmmaker?

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

Train2Game News: Blitz artists hosting ‘meet the experts’ web chat tonight

Leamington Spa studio Blitz will allow you to get an insight into the life of a games industry artist & animator when two of their team host a live webchat at 6:30pm this evening.

It’s the latest Blitz Games Studios’ ‘meet the experts’ sessions, which last month saw two programmers offering advice to aspiring game developers.  It provides a great opportunity for Train2Game students to get advice from industry professionals.

“Two of Blitz’s experienced artists from the company’s R&D and game development teams will be sharing their knowledge on a variety of topics aimed at aspiring newcomers to the industry as well as experienced artists looking to further their career in a new field or specialism.” reads the announcement from Blitz.

If you want to submit a question to the Blitz artists before the session begins at 6:30pm today, get in touch with them via email, Twitter or Facebook.

To take part in the web chat, visit the Blitz meet the experts website from 6pm this evening.

There’s more advice from industry professionals about getting into the games industry here on The Train2Game Blog.

Will you get involved in the web chat? What will you ask the Blitz artists?

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

Train2Game News: Sleeping Dogs art director on getting into the industry

http://www.sleepingdogs.net/news/Meet-the-Team-Josh-Lee

Sleeping Dogs art director Josh Lee recently featured in a United Front Games ‘meet the team’ interview and offered his take on getting into the industry, revealing he started in fine art.

“I’m kind of old school. There are a lot of schools now that didn’t exist at the time that offer these opportunities… I was born and raised in Montreal, I studied painting and drawing at Concordia in Fine Arts.”  said Lee.

“From there, I was trying to figure out how to make a living, and I ended up moving into the Film Animation department. Subsequently, I worked in traditional animation for a number of years doing frame-by-frame animation. At the time, over 15 years ago, you could feel a shift in the industry.” he continued, adding that adding 3D skills was an important element in getting into games.

“Things were moving more digitally, so I started taking 3D courses to balance my traditional arts background with more CG tools. After a few years working in traditional animation, I ended up in a CG house in Montreal called 4-elements that was affiliated with Softimage.”

“We did trailers for games, special effects, CG for commercials, any number of things a small startup would do. That was my first exposure to the production side of games. When that company closed temporarily, I had an opportunity at EA.” Lee added.

It’s an interview that’s sure to be interesting to Train2Game students, as Lee discusses what his role as art director involves, life at United Front, and of course, Sleeping Dogs. Read it here.

Be sure to keep reading The Train2Game Blog for advice from professionals about getting into the industry, while we’ll also keep you up to date with the latest Sleeping Dogs news.

What are your thoughts on Lee’s route into the industry?

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

Train2Game News: Frozen Synapse dev blogs about ‘How to Be an Indie Game Developer’

Frozen Synapse by Mode 7 Games is published through Steam

‘How do I become an indie game developer?’ is a question that’s often asked to industry professionals, so Mode 7’s Paul Taylor has attempted to answer that very query in a in a lengthy, but very interesting blog post.

Mode 7 Games is the Oxford indie game development studio behind PC tactical strategy title Frozen Synapse.

The ‘How to be an indie game developer’ blog post should make fascinating reading for any Train2Game student, as it discusses almost all areas of development and marketing. Subjects covered by Taylor include game design, concept, code, art and animation, music and audio, writing, business and marketing, free-to-play vs. pay once and even using videos.  Be sure to give it a read.

Taylor has previously written about what he thinks made Frozen Synapse a success, and there’s more about the indie title here on The Train2Game Blog.

Be sure to keep reading for advice from games industry professionals on how you can break into development.

What are your thoughts on the blog post from Mode 7? Do you have aspirations to be an indie developer and if so, what steps have you made towards it?

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