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: Worms Revolution developer diary discusses landscapes, physics and water

Learn about the development of the new 3D landscapes and more in the second Worms Revolution diary from Team 17.

The video sees lead programmer Ian Lindsey discussing how current technology allows Team 17 to create 3D landscapes, while he also talks about how updated physics and dynamic water and new elements to  Worms Revolution.

Watch Worms Revolution Developer Diary 2: ‘Landscapes, Physics Objects And Dynamic Water’ below, 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 features for Worms Revolution?

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

Train2Game News: Diablo III doesn’t have enough end-game content say developers Blizzard

Diablo III developer Blizzard admits there isn’t enough end-game content to keep players continuously coming back for more.

The surprise announcement comes from community manager Bashiok on the Diablo III official forum, and represents a rare case of a developer admitting something can be improved a short time after the release of a game.

“We recognize that the item hunt is just not enough for a long-term sustainable end-game. There are still tons of people playing every day and week, and playing a lot, but eventually they’re going to run out of stuff to do (if they haven’t already).” read the Blizzard forum post, which adds there needs to be more than looting to keep Diablo III players returning, but can’t be compared to World of Warcraft when it comes to end-game.

“Killing enemies and finding items is a lot of fun, and we think we have a lot of the systems surrounding that right, or at least on the right path with a few corrections and tweaks. But honestly Diablo III is not World of Warcraft”

“We aren’t going to be able to pump out tons of new systems and content every couple months. There needs to be something else that keeps people engaged, and we know it’s not there right now.” said Bashiok.

“Hindsight is 20/20 I suppose, but we believed pre-release that the item hunt would be far more sustainable, and would work to be a proper end-game for quite a while. That didn’t turn out to be true, and we recognize that.” he added in a later post.

There’s more Diablo III news here on The Train2Game Blog, while be sure to keep reading for the latest from Blizzard.

What are your thoughts on Diablo III’s end-game content? How do you feel about Blizzard admitting it could be improved so soon after release?

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

Train2Game News: World of Warplanes developer diary discusses game design

Get behind the scenes of World of Warplanes in a brand new developer diary from Wargaming.net.

The video features producers Tatiana Zelenkevich and Anton Sitnikau, along with creative manager Eugene Smozhevsky discussing development of the upcoming free-to-play aerial combat MMO.

Subjects they talk about include changes to game design during development, brainstorming ideas how the main game type ‘superiority’ works and the importance of including a good training mode. The game is currently in closed beta.

Watch the World of Warplanes developer diary below, right here on The Train2Game Blog.

World of Warplanes is set to be released later this year.

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 World of Warplanes? Are you taking part in the closed beta?

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

Train2Game News: War of the Roses lead programmer talks game mechanics

Get behind the scenes with development of War of the Roses from Fatshark and Paradox Interactive in a talk by lead programmer Robin Hagblom.

Recorded at DreamHack, the world’s largest computer festival which recently took place in Sweden, the thirteen minute long video sees Hagblom discussing the mechanics of War of the Roses and showcasing some new features. It’s all interspersed with videos of the game in various stages of development.

Watch it below here on The Train2Game Blog.

There’s more about War of the Roses here, while be sure to keep reading for the latest news from Paradox Interactive.

There’s also plenty more behind the scenes insight into game development here on The Train2Game Blog.

What are your thoughts on the mechanics behind War of the Roses?

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.

Train2Game News: Warren Spector considered making Deus Ex just a shooter while struggling to make it “perfect”

Deus Ex designer Warren Spector worried that its open gameplay meant the game would be compared unfavourably to the likes of Half-Life and other titles which set the benchmark in 2000, and even considered making it into a straight shooter as a result.

“There was a point on the first Deus Ex when we were at alpha and tuning the game, trying to make it perfect.” Spector told CVG about development of his classic title.

“I remember putting my head on my desk going, “Why don’t I just make a shooter? Oh my God. If people judge our combat against something like Half-Life – which was state of the art at the time – then we’re dead. If people compare our stealth to Thief, we’re dead.”

“If people compare our role-playing elements to Neverwinter Nights, we’re dead.” he continued,

“There are games that are razor sharp in their focus, but if people get that in our game they can decide how to play or shift back and forth – that if a combat situation is too hard for them they can try something else – then we’re going to rule the world.”

Fortunately, people did understand that Deus Ex could be played in a variety of ways, and it went on to be one the most well renowned video games of all time.

“Luckily people got that, knock on wood, they got it.” Spector added.

Read the full interview with Warren Spector – which is actually about Epic Mickey 2 – over at CVG, while there’s more about Epic Mickey 2 here on the Train2Game Blog.

Spector’s comments just go to show that even at the top end of game development; it’s very difficult not to compare your work to others.

What are your thoughts on the troubles Spector had with Deus Ex? Have you had moments where you think about changing your games entirely?

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

Train2Game News: Darksiders II Creative Manager on getting into the industry

Train2Game News recently went to a Darksiders II preview event organised by THQ. While there we had a quick chat with Vigil Games Creative Manager Jeremy Greiner, who told us how he broke into the games industry and offered advice to those looking to get in.

“My gateway into the industry was through community.” He told The Train2Game Blog.

“I was very active on the Microsoft forums, in the shooter forums, and ended up on becoming community manager and from there moved forward on the path.”

“Once you get your foot in the door, it’s all about what you do with it, so just get that foot in the door and keep trying hard.” Greiner added.

Getting a foot in the door can be a very important step towards a career in the games industry, and it’s something that Train2Game can provide students with thanks to the work placement scheme.

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

Also, keep reading for the latest Darksiders II news. Vigil’s action adventure game is scheduled for release for Xbox 360, PlayStation 3 and PC in August. A Wii U version will arrive at a later date.

What are your thoughts on Greiner’s path into the industry and his advice?

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

Train2Game News: Blitz programmers hosting ‘meet the experts’ web chat next Monday

Train2Game students will be able to get advice from experienced industry professionals when Blitz Games host a live ‘meet the experts’ web chat on Monday 21st May.

“Two of Blitz’s experienced programmers from our BlitzTech and R&D teams will be sharing their knowledge on a variety of topics aimed at aspiring newcomers to the industry as well as experienced coders looking to further their career in a new field or specialism.” reads the announcement on the Blitz website, suggesting that this session will be of particular interest to Train2Game game developers.

The live web chat with the two programmers begins at 6:30p.m. on Monday, with viewers encouraged email, or Tweet questions beforehand.  The Blitz web chat will be available to see here.

Games from the Leamington Spa based developer include Puss In Boots, Michael Phelps: Push The Limit and YooStar 2.

There’s plenty of advice from experienced game developers on getting into the industry, here on The Train2Game Blog.

Will you watch the live web chat from Blitz? What would you ask?

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

Train2Game news: Call of Duty: Black Ops II doesn’t need a new engine say Treyarch

Train2Game students are very likely to have seen the official Call of Duty: Black Ops II announcement earlier this month, along with the accompanying trailer.

Eagle eyed viewers will have noticed the in-game engine looks similar to that of previous games, but Treyarch’s Mark Lamia has dismissed the need for a new one in order to improve visuals for Black Ops II.

“People always ask me, “Is this a new engine?” I liken it to people who live in an older house that has been remodelled.” he told One of Swords.

“Just because you’re remodelling the house and it will look new or it will have a new kitchen, you don’t tear out the foundation, or break out some of the framing. You might even go as hardcore as replacing the plumbing, and we will do that sort of thing, as an analogy.”

“It’s a gross simplification, but it’s one way to say that. There’s a lot of good still in that foundation that you wouldn’t get rid of and we don’t. We look to advance in the areas that support our game design.” he said.

Lamia continued to say that the engine doesn’t need to be altered if there aren’t any changes that need to me made.

“Engines, each time they get touched, they change. The creators alter them; they don’t modify what they don’t need to, and then they alter what they need to. You can’t make a competitive product if you’re not upgrading that engine along the way.”

“I think the whole thing about a new engine…sometimes that’s a great buzzword. Well, I have a new graphics engine — is that a new engine? Where does it start and stop? Elements of the code, you can trace back for a very very long time…but whole parts of the code are entirely new. Two areas we did focus on for this game were the graphics and the lighting — a pretty significant amount of work is going into that.” he added.

You can listen to the full 40 minute One of Swords interview with Treyarch’s Mark Lamia here.

Keep reading The Train2Game Blog for the latest Call of Duty: Black Ops II news.

What are your thoughts on the Call of Duty: Black Ops II engine? Do you think it could do with an upgrade?

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