Train2Game news: BAFTA Games Writers Panel tomorrow

Brink Train2Game blog imageTrain2Game blog readers may have seen a post earlier this month about a special Games Writers Panel event at BAFTA in central London

The event is tomorrow, so if Train2Game students in the London area want to see top games writers discuss game design, there isn’t long to book tickets for just £5 for what’s sure to be an interesting talk.

Speaking on The BAFTA Game Writers Panel are:

Jim Swallow (Deus Ex: Human Revolution, Killzone 2, Star Trek: Invasion)
Ed Stern (Brink)
Rhianna Pratchett (Mirror’s Edge, the Overlord series, Heavenly Sword)

The event will be chaired by Andrew S Walsh who has experience as a writer and director on over 50 games including Prince of Persia, Harry Potter, and Medieval II: Total War.

The Train2Game blog will be speaking the high profile game designers taking part in the panel. What would you like us to ask?

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

For more information, see the original Train2Game blog post, or the official BAFTA website.

Last week, three Train2Game students had lunch at BAFTA with director and writer Trix Worell to celebrate winning Train2Game & BAFTA’s Avenging Angels competition.

BAFTA’s public events and online resources bring you closer to the creative talent behind your favourite games, films, and TV shows. Find out more at www.bafta.org/newsletter, www.facebook.com/bafta or twitter.com/baftagames

Train2Game interview: We Sing Rock Senior Producer Kevin Leathers

Train2Game recently caught up with We Sing Rock Senior Producer Kevin Leathers at a special event in central London. The We Sing series is one of the most successful on the Nintendo Wii, with We Sing Rock the latest in the in franchise.

In an in-depth interview, Leathers told us about what goes into developing a We Sing title. He discusses his take on the future of party games, hinted at We Sing development for the Nintendo Wii U and told us about life at Wired Productions. He also provides advice to Train2Game students about how to get into the industry.

Read it here on the Train2Game blog, or on the Train2Game Scribd page.

First of all, what does your role as Senior Producer of We Sing Rock involves?

As senior producer of We Sing Rock I manage all the different aspects of the game: gameplay, music licensing and so forth and make sure everything all comes together to make a great game.

How does the development of process of We Sing Rock begin?

The main thing we start off with is the music. With We Sing Rock for example, we had a nice list of what we wanted to look for concerned with rock, which songs we thought best reflected each decades of rock.  We have songs from the 60s onwards and then we take it from there. We go to the music labels themselves, talk to them, negotiate then see what songs we can get for our final playlist and build a game around it.

Tell us a bit about the backend of We Sing Rock. How does the game know when players are singing on or off key?

We have a specific game engine built in which analyses the vocals that go in to the song and tests what pitch is actually being sung at the time, and then it calculates the score based off of that. It’s quite a complex process but they’ve managed to get it down to a nice, simple process so it’s easy.

How successful have the We Sing games been since they came about?

We Sing games are…not to sound big headed… probably one of the most popular games on the Wii at the moment. There were a fair few singing games out when We Sing and We Sing Encore first came to the market, but we’ve now emerged as the dominant force on the Wii. They’re very popular at the moment, very popular in Europe and in the Australian markets as well, so we’re very proud with how far it has come.  We Sing Rock itself is the 7th version of We Sing and we’re very proud of how it’s come along.

What do you see as the the future of singing, entertainment and other “casual” games?

Casual games can be a very unfair label. I think party games are quite important for consoles. While it’s fun to play single player games – your RPGs, shooters, things like that – you do need something else every so often that everyone else can join into and this is what we try and do with our We Sing and We Dance range of games. They’re games that everyone can play – everyone can pick up a Wii remote and start singing – and it’s just nice and easy and fun. That’s the main thing at the end of the day; it’s got to be fun.

For the future of the games it’s making sure you keep that fun aspect otherwise you’re complicating things far too much. It has to be so your gran can go up, pick up a Wii remote then starting singing along to her favourite Elvis Presley tune. That’s the main thing we strive for with the We Sing games and what we’ll do with the future versions of the games as well.

There are a lot of tracks in We Sing Rock, how do you go about selecting them?

Going about selecting them is usually a case of shouting at each other!  [Laughs] We go through a process where we obviously narrow down exactly what the game is going to be about: in this case it’s rock. Then we see the best examples of that across the difference subgenres of rock – nu-metal or the 80s style hair metal – and we try and get good examples of that. I mean we have things like White Snake which is a good example of 80s rock, and then we have some modern stuff like My Chemical Romance and 30 Seconds to Mars. So we try and go through a process where we list out what songs we believe would fit well into this kind of product, and then we take it from there and start negotiating with the music labels.

Will there be any additional content for We Sing Rock in future?

We’ve experimented with DLC in the past before. Unfortunately due to the technical limitations of the Wii it’s very difficult to do DLC to the high quality we believe it should be. We have experimented with it before and the results have been less that successful to be honest. So rather than diminish the quality of the overall product, we want to keep the high quality as much as possible. At the moment DLC isn’t on the cards.

So what do you think are the technical limitations of the Nintendo Wii and could the Wii U solve them?

I can’t say too much about it at the moment, but obviously the Wii U is a much more powerful machine and we’re hoping there are quite a few changes between the Wii and Wii U that’ll help with many of the functions of it. Fingers crossed! Especially with the tablet controller design as well, that could prove for some very interesting gameplay designs later on.

Tell us a bit about Wired Productions.

Nordic Games – which is the publisher of the We Sing series – they call us to do the production for their games. Generally they’ll want us to have a look at the market and see what would work and we usually just take it from there. We have brainstorming sessions, we’ll see what the market is lacking at the moment. When made We Sing, there wasn’t anything similar to it at the time on consoles so we went straight ahead with it.  Day-to-day stuff is just working through and making sure we can make the best product possible.

A little about you now, how did you get started in the games industry?

Many years ago! I actually started with the people I’m working with at the moment. I used to work for a publisher called Digital Jesters who used to do a lot of PC games, especially the original Trackmania when it first came along. Since then I’ve worked my way through the industry  with the same great team of people and we’ve now got to a point where we’re making products we’re incredibly proud of rather than just publishing them.

What advice would you give to those looking to get into the games industry?

My best advice is don’t try and look for a quick fix, it’s the same as any other industry in that you have to really work at it.  And even if you have to work on stuff you don’t really want to, at the end of the day you’ve really got to work at it otherwise you’ll just find it too hard.  The best advice I can give is get as much information as you can about what you want to do in the industry because there’s loads of different sectors to it. Get as much information and then go and try from there to see what you can do.

And finally, is there anything you’d like to add about We Sing Rock, and when is it due for release?

We Sing Rock, rocks obviously! Unfortunately I can’t announce the release date but it will be soon but everyone should play it, it’s great. Everyone will have a song they want to rock out too.

Thanks for your time Kevin.

We Sing Rock is scheduled for release on Nintendo Wii in the near future.

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

Train2Game news: Next Portal 2 DLC to add map editor

Train2Game blog regular readers will be aware that custom creations and modding can be a great way to not only improve your skills, but can also possibly help to find work in the industry.

In good news for aspiring game developers, the next add-on for Portal 2 will allow players to create levels using “an easy-to-use in-game map editor” which will let users “design, build and share their own single-player and co-op test chambers with the community.”

Last week, Portal 2 won the Ultimate Game of the Year award at the Golden Joysticks.

Portal 2 developer Valve introduced community created levels and items into Team Fortress 2 over a year ago, and as reported by the Train2Game blog, the creators have made $2 million between them thanks to the virtual item store.  Could Train2Game students therefore potentially not only see custom created levels played by others, but also monetised? More details will be revealed when the Portal 2 add-on is released next year.

In a recent interview with the Train2Game blog, Valve’s Chet Faliszek told us that modding is a “really good way” to get noticed in the industry. The same could also be said for creating community levels. The developer has a reputation of supporting  their community, and activity encourage modding using the Source SDK.

So Train2Game, what are your thoughts on the prospect of creating levels for Portal 2? Is it something you’d do? Can you see it as something that’d help improve your skills?

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

[Source: Gamasutra]

Train2Game news: UK Charts – Batman: Arkham City No.1 in good week for UK developers

Batman: Arkham City screen 01Train2Game students have good news in that it’s been a good week for UK game developers, with two British produced games debuting in the top 3 of this week’s charts.

Batman: Arkham City from North London based Rocksteady Studios comfortably takes No.1, giving Warner Bros. their biggest ever launch title. Arkham City sold almost double the number of its Square Enix published predecessor, Arkham Asylum.  The huge numbers make Batman: Arkham City the 4th biggest launch of the year.

Former chart topper, as reported by the Train2Game blog, FIFA 12 remains at No.2 while PC title  Football Manager 2012 from London studio Sports Interactive takes No.3 in its first week. Forza 4 drops to No.4 after taking pole position in its first week on sale. Just Dance 3 drops two to complete the top 5, with the majority of copies being sold for the Nintendo Wii.

The Sims 3: Pets is the only other new entry in the top 10 this week, reaching No.6 in its first week, one spot ahead of PES 2012 which slips two spots to No.7 in its second week on sale. RAGE from id Software drops four to No.8, while former long time No.1 Zumba Fitness drops to No.9.

Gears of War 3, another former chart topper, completes the top ten after dropping four places. F1 2012, Dark Souls and Jonah Lomu Rugby Challenge all leave the top ten.

The UKIE Gfk Chart-Track All Formats Top 10 for the week ending 22nd  October 2011 is therefore as follows:

1. Batman: Arkham City (Warner)
2. FIFA 12 (EA)
3. Football Manager 2012 (Sega)
4. Forza Motorsport 4 (Microsoft)
5. Just Dance 3 (Ubisoft)
6. The Sims 3: Pets (EA)
7. PES 2012 (Konami)
8. Rage (Bethesda)
9. Zumba Fitness (505 Games)
10. Gears of War 3 (Microsoft)

The biggest release of the coming week is Battlefield 3, which Train2Game students will know recently held a successful open beta.

So Train2Game, what do you make of the good week for British developers? What are your thoughts on Arkham City? And will it be Battlefield 3 that takes No.1 next week?

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

[Source: UKIE Games Charts©, compiled by GfK Chart-Track]

Train2Game news: DICE detail how open beta changed Battlefield 3

Train2Game students were among the millions who took part in the Battlefield 3 open beta.  Developer DICE have has thanked everyone who took part, and has detailed some of the changes to Battlefield 3 as a result of the open beta.

“On behalf of the entire team at DICE, I wanted to say thanks to everyone who played and participated in our Battlefield 3 Open Beta. The information that we’ve gathered from your play time is invaluable. It will help to make Battlefield 3even better!” DICE’s Tommy Rydling wrote on the PlayStation Blog.

“But before I leave you, here is a short selection of just some of the hundreds of changes and additions we are making to the game before launch, as a direct result of your feedback in the Open Beta:

Improved Squad Functionality

There will be improved squad functionality in the retail game (including but not limited to): the ability to create squads prior to launching into a game, sticking with your squad when joining a game and continuing together through future games (if team balance on the server allows it), inviting friends to a squad, and changing squads once in game.

More Accessible Settings Menu

The ability to modify your settings via the deploy screen has been added into the retail game.

Improved Kill Cam

In the Open Beta, the Kill Cam would sometimes behave erratically. This has been fixed for the launch of the retail game.

Netcode Optimization

The netcode is one of the many things that we tested as part of the Open Beta and it was not necessarily reflective of the final retail game. The DICE team appreciates, and has heard, the feedback you’ve provided and is further optimizing online play.

Train2Game students will be aware that beta tests can be a hugely important part of game development, but as previously reported by the Train2Game blog, DICE believe players who complained about bugs didn’t understand the meaning of a beta test.

Train2Game students can get an in-depth look at the importance of beta testing as part of a huge Train2Game blog interview with Trion Worlds.

So Train2Game, what are your thoughts of DICE’s reaction to the Battlefield 3 beta? What are your thoughts about the changes? And are you looking forward to Battlefield 3?

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

[Source: PlayStation Blog

Train2Game news: Life experience great for game design ideas – Blizzard

Train2Game Game Designers will appreciate this, it’s advice from Blizzard on how to keep your stories and ideas fresh, and it’s to base concepts on your own life experience, even if it’s only loosely.

Train2Game students will know that Blizzard know a bit about successful game design, with 12 million still playing World of Warcraft.

“I’ve been in this racket about 17 years, and you tire out. How do you keep your ideas fresh? Well, the one thing that never stops is living.”  Blizzard Vice President of Creative Development Chris Metzen told PC Gamer.

“We have experiences. We grow as people. And really letting those experiences come forward – kind of being naked with them – that’s the kind of thing people can’t compete against. Everyone can come up with a new Trilithium Crystal Warp Drive, but what you can’t argue with is a person’s experience and the truth of it.”

And Metzen says Blizzard encourages their Game Designers to use their own experiences to create in-game content.

“So the trick from a leadership standpoint at Blizzard is to make it OK for these writers to really bring themselves out to affect these quests and characters. Ultimately, that’s what sings forward.”

“The clever shit will get trounced in no time. It’s like gameplay mechanics. You can put out an RTS with the best mission ever. Well, another company will put out something even better, because we’re all learning from each other.” he added.

So Train2Game, what are your thoughts on Metzen’s comments? Could you use your own experiences to create characters and scenarios?

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

[Source: PC Gamer]

Train2Game news: GTA only “scratching the surface” of open world game design

Train2Game students will naturally be very aware of iconic Grand Theft Auto series and how it has arguably revolutionised gaming. Various other titles have used game design elements, such as open world environments, pioneered by the games in the series and Grand Theft Auto III in particular.

But despite Grand Theft Auto III breaking new ground with open worlds when it was released a decade ago, Rockstar’s Dan Houser believes there’s still plenty to come from that particular type of game design.

“I think there’s something really interesting in the open world experience. Obviously we’ve made like ten of them now and they still don’t feel boring to me. It still feels that we’re only scratching the surface of that potential. But who knows what we’ll be doing?” he told IGN.

When asked what Rockstar will be working on in future, Houser says he doesn’t mind so long as the games are of high quality and the developer is still running well in another ten years.

“We’ll hopefully have done a bunch of interesting games in the next ten years. That’s always the goal. I’ve never been that good at the futureology side of game-making. We never really care what the name is on the box, either. The name Grand Theft Auto, the name Max Payne, the name’s Red Dead, the name’s Table Tennis, it doesn’t really matter as long as the game’s cool,” he said.

“I would never have believed you would have been talking about this in ten years time. We were still talking about Space Invaders [ten years ago], and that was already 20, 30 years old then. Hopefully we’ll continue to do interesting stuff, that’s you know, that’s kind of all you can hope for.” he added.

To celebrate the ten year anniversary of Grand Theft Auto III, the game is being released for iPad and Android tablet devices. And while there’s been no official word on Grand Theft Auto V, the Train2Game blog has previously reported that analysts believe it’ll arrive in 2012.

Train2Game students may be interested to hear that the original Grand Theft Auto project was almost scrapped, before a bug made the game more exciting to play. It’s a lesson to Train2Game QA Testers that bugs aren’t always a bad thing!

So Train2Game, what are your thoughts on the legacy of Grand Theft Auto? How do you believe game design of open world titles can be improved? And do you believe Rockstar will still be doing what they do in ten years?

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

[Source: IGN]

Train2Game news: Gears of War director Cliff Bleszinski wants Avatar visuals for next-gen

Train2Game students will agree that there are some games with amazing graphics out there, but Gears of War 3 Design Director Cliff Bleszinski believes that they can get much better.

How much better is that? Well, the Epic man believes next-gen games should be able recreate the CG visuals of Avatar!

“I’m sorry, do you think graphics are good enough? No they’re not!” he told OXM.

“The Xbox 360 is great, we’ve pushed it further than we ever have with Gears of War 3, but I want Avatar in real-time and beyond, I want fully realistic CG, and are we there? Absolutely not. I think there’s absolutely room for improvement,”

But while Blesizinski – along with Train2Game students, no doubt! – wants better graphics, he admits that looks aren’t everything but they can make a gameplay experience much more impressive.

“Do graphics make gameplay? No. But when I fire up my projector back at my house, put Avatar on – it still makes your jaw drop, it’s like a giant portal to another planet. I think we still have a long way to go before we get there, and I want us to get there.”

However, the Gears of War Director added that it’s online that’ll be the most important thing for games and their developers in future.

“My money for the future of everything is on those who understand the online space the best. Because this is the world we live in, we’re always connected” he said.

The whole OXM article about what Epic wants for next-gen consoles should make interesting reading for Train2Game students.

Despite Bleszinski’s desire for games to be developed with Avatar like quality, the Train2Game blog has previously reported that he believes there’s still much more to come from current gen consoles.

And not so long ago, he gave some advice on what aspiring game developers, such as Train2Game students, should do to stand out. Read it here on the Train2Game blog.

Cliff Bleszinski is Design Director at Epic Games, and as Train2Game students will know, Epic has partnered with Train2Game for the Train2Game & Epic Game Jam which takes place on 4th, 5th and 6th of November. 

What are your thoughts on Bleszinski’s comments? Do games need Avatar like visuals? Can you see it happening?

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

[Source: OXM via Industry Gamers]

Train2Game interview with Trion Worlds Senior QA Tester Karl Tars – Part 1

End of Nations is an upcoming MMORTS from Petroglyph Games and Trion Worlds. The game was on display at the Eurogamer Expo, and the Train2Game blog caught up with Trion Worlds Senior QA Tester Karl Tars to find out more about the game, QA Testing and how to get into the industry.

In the first part of an in-depth three part interview, Karl Tars tells the Train2Game blog about End of Nations and the reasons behind key game design features. Read it below, here on the Train2Game blog, or on the Train2Game Scribd page.

So, what is End of Nations?

End of Nations is an MMORTS. The basic idea is we looked at Starcraft and said ‘8 players in the game? That’s not enough.’ What we’re showing off here is 16 players and we have a couple of maps that are going up to 50 players and we’re hoping that we can push it further than that and just have massive real time strategy combat.

The back story for the world is that there’s been an economic collapse, and so a group called The Order of Nations has come in and started to establish order.  They’ve gone through and destroyed some of the other nations that were still OK, then the people after they realise ‘Order’s restored, that’s great, but I’d like to be able to go outside and do my own thing’ – and that’s not being allowed, they’re very anti-freedom, very totalitarian – and so a couple splinter groups have shown up.

There’s a Liberation Front which are very pro-freedom, patriotic, and they’re going to be our brute force faction with big armour, big weapons and not a lot of subtly. The Shadow Revolution is the other faction, they are a lot more about stealth, tactics, hit and run strikes…they’re going to have a lot of little tricks where they can leave that’ll weaken the enemy and then they’ll strike. Or they’ll come out of stealth and they’ll have an invisibility cloak that allows them to hide, wait for the right time to strike and then launch their attack when they’re ready.

The basic idea is that these two groups are trying to take down The Order of Nations in their own ways and for their own reasons, and since they don’t see eye to eye you’ll also have a lot of times where they’re going to be fighting each other.

How does the gameplay work?

All the units you’re going to see today are from the Liberation Front because they’re the most balanced and the most ready to go and so the most fun to play with at the moment.  What we have here is am Infiltration loadout, its infantry, a couple of artillery units and flame tanks.

Your basic gameplay is your standard top down Real Time Strategy; you get to move your units forward. What you’re going to want to do, for example, here we have a resource point. You have resources on the corner [of the screen] and they trickle in very slowly at the start, and it’ll allow you to respawn your units if they get destroyed. But if you take a resource point they start coming in faster so the majority of each map is going around capturing strategic points that are needed.

There are also Landing Zones. If you capture a Landing Zone you can bring your units into the front line when they get destroyed. We have a Bombing Run and when this happens when it’s captured, the enemy area will start coming under attack.

So if I’ve captured this resource point and we’re trying to gain resources a little bit faster – every time it ticks we’ll get a little bit more than we did previously. That’s going to allow me for example put down a turret [to defend against enemy forces]

And so rather than doing the normal base building, instead we have these structures you can place temporarily. They’re good for small temporary bases but not a standard build up your infantry, build up your main defences and turtle on your side while you wait for the enemy.

From a game design perspective, what were the main reasons for including these mini-bases?

What they allow you to do is to make a temporary base; it’s a way of getting that little extra push to get in. So, for example, that’s going to take their attention off my units so they can come in and attack more freely. Or if they’ve captured my units in it’s going to help me fire off at them. It’s possible to get a depot that’ll allow your units to have more armour so they can take more damage.

There’s a repair depot so your units can get repaired in a forward location. But there are specific structures, and a lot of easy ways to take out other structures so they’re not going to last forever…you can have up to six of them, but the idea is you have to think about where you want to put them. I remember when I used to play Starcraft, you used to do a Proton turret tree where I’d keep adding turrets in front of my other turrets and I wouldn’t even attack with units, just push turrets more.

You can’t really do that here, you’ve got to think ‘I want this point’ right now so you set up your turrets offensively to take that point, capture it and then move on and then you remove your last set of turrets to assault the next sector.

So the game design makes the gameplay a bit more challenging and more interesting to play?

Yeah, it’s less defensive and less turtling; it’s more about constant movement and you’ll want to be always looking at your next objective or looking at the next point to defend, but you never have a time where you just sit, turtle up and wait for the enemy to attack you. You’re always going to want to keep moving, because there’s also, like I said the Liberation Front has got a nuke, they will launch it at you and they’ll wipe out all your little turrets and you’re not going to have anything left.

Or the Shadow Revolution, they can deploy a system virus which will degrade all of your units over time but if you’re not ready for it, it’ll wipe out your units pretty quickly.

End of Nations is scheduled for release next year. Click here for Part 2 of our huge interview with Trion Worlds.

Leave your comments here on the Train2Game blog, or on the Train2Game forum. Part 2 of the Train2Game interview with End of Nations Senior QA Tester Karl Tars is here.

Train2Game news: Volition Design Director on how game designers can stand out

Train2Game Game Designers, this is a must read blog post for you, as it contains some excellent advice on how to stand out as you try to break into the game industry.

The tips come from Volition Design Director Jameson Durall in an #altdevblogaday post titled ‘How Can Entry Level Game Designers Stand Out?’

If the name seems familiar to Train2Game blog readers, it might be because he spoke to us earlier this year about Red Faction: Armageddon, game design and getting into the industry.

Writing about what he likes to see when hiring a game designer, and as he previously told the Train2Game blog, being able to use editing tools is essential.

“While someone focusing on Game Design may not have a background in programming…scripting gameplay in an Editor like UDK or Unity is a must in my opinion.”

Of Course, Train2Game students have the opportunity to create games using UDK at the Train2Game & Epic Game Jam next month.

The Volition Design Director states that experience with UDK or another engine provides evidence of not only creating ideas, but also being able to create the actual product itself.

“I want to see that they have the ability to get in and do meaningful work to create content instead of just planning gameplay and expecting others to develop it.  Show me examples of gameplay situations that you designed and created and be ready to talk about why they are fun.”

Durall added that doing this is also a great way for aspiring game designers to practice their skills.

“This skill set also helps them prototype ideas early in development and create crude gameplay spaces to help get their gameplay ideas across.” he said.

The post makes excellent reading for Train2Game Game Design students, and contains plenty of helpful information on what a top game designer wants when looking to hire someone in an entry level position.

You can read Jameson Durall’s full post ‘How can entry level game designers stand out?’ on #altdevblogaday.

Of course, this isn’t the first time the Train2Game blog has reported on a game designer suggesting that using a development kit is a great way to get into the industry.

Valve’s Chet Faliszek told the Train2Game blog that modding is a great way to get noticed in the games industry, while in an interview at Gamescom, id Software Creative Director Tim Willits also told the Train2Game blog that modding is a “great way to get into the industry

What are your thoughts on Durall’s advice on how to get an entry level game design role? Is it something you do already? Do you believe the upcoming Train2Game Game Jam could help this?

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

[Source: Altdevblogaday]