Train2Game News Student studio on the hunt for Artists

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Train2Game student Josh Procter and his friend William Marsden have created their own studio and are now on the hunt for artists to join them

Friends Josh and Will have created SVS games and released their first game.  They are now looking to recruit team members to work on the next seven titles they have planned.

Josh is currently studying Train2Game which has helped their collaboration. Both plan to use the studio to work together but also have individual aspirations in the games industry. They are interested in the creative side of gaming and love to come up with ideas.

Since releasing their first game, Marathon, both are really excited with what they created and what more they can do. They sort industry advice in creating Marathon and it was received well. The studio was created in 2015 but the pair have collaborated for some time. Both live in West Yorkshire.  

The guys are now on the lookout for artists to join the team as they have a growing list of games planned for the future. They are on the lookout for people who are: productive, passionate and have personality.

Train2Game interviewed the guys to hear about their projects

Please introduce yourselves, what course you are on and where you are from?  

Josh: Hi. My name is Josh Procter. I’m from Bradford, West Yorkshire. I’m just on the back end of the T2G Designer course.

Will: My name is William Marsden, I’m from Dewsbury, West Yorkshire. I graduated Teesside University in November 2014 with a BA in Computer Games Design (2:1)

What is the name of your studio and who are the members?

Will: Myself and Josh came together in early 2015 to form SVS Games.

Josh: Yeah. Me and Will have been working together for a while but officially SVS Games was created early 2015.

What was the idea behind the name of the studio?

Josh: SVS means Samurai vs Spartan. Because Will is totally into Murmillo fighting and I am a born Samurai with my years of sword training.

Will: Well it’s our aim to make the kinds of games that we both loved as kids. SVS Games is a way we can showcase our game development skills to attract potential employers, whilst still trying to make our mark on the Indie game world.

Are you enjoying Train2Game and are your studies going well?

Josh: I’ll field this. I’m loving the T2G course, but I’m a very busy guy. The only reason I haven’t finished yet!

What do you hope to gain from taking the course?

Josh: Well, I personally want to write the games myself. And this has given me the skills to write better and create them. Which teams me and Will perfectly.

What is your dream in terms of working in the games industry?

Will: Well I have lots of ideas for pretty huge games. So ideally I’d want to be in a position where I can bring those ideas to life, a creative direction position seems the best position to do that.

Josh: I just really want to be the writing force behind those games. I’m an ideas man. I drift off and let myself come up with new ideas.

So what has it been like completing your first game?

Will: It has been fantastic, We have been working together to make some really involved design work for potential future games, I received some advice from a local Indie Developer to just release something small to get our names out there. Once it was out there and we got over the shock that something we had worked on was out there for everyone, the ball really started to roll and we’re well on the way to our next release.

Josh: It has been kick-butt honestly. I love working with Will and to be able to sit there after it was out, we both sort of looked at each other like “wow, we have a game for sale”
Big stuff man. Big stuff.

Can you tell us about Marathon, what were the challenges in creating this game?

Will: I think my biggest issue was keeping it small. Josh and I have this terrible problem where we keep trying to add too much to something and make more work for ourselves.

Josh: Me and Will cannot help adding more. We sat there with a product we were happy with and then went. LET’S DO MORE!
 
How has it been received?

Will: Actually pretty well considering it was just a quiet release by two guys who hadn’t really done anything before. I keep checking it and we have a nice steady stream of viewers and downloads. We are yet to have a negative comment, so I count that as a win. 

Josh: It’s going nice actually. Neither of us was expecting to make the next big thing. But we wanted to get our names out there and this game is a really nice little start.

Why did you choose to release on Windows?

Will: Honestly because it would be the quickest turnover from development to release. We’re currently looking at releasing on other platforms, including android via Google Play.

And what are you working on next, I hear you have another title in the pipeline?

Will: I like to stay busy and yeah, Josh and I are always working on something. I think the current count is at 6 or 7 games planned for the future or in development at the moment.

Josh: When we started, we had one MASSIVE game in the pipeline, with completed design documents and pitch documents. But we realized it’s far too big a project to start with. We came up with 3 small games to start with, which turned to 4 and so on. I think the count is 7 at the moment. But last night me and Will discussed another one.

And you are on the hunt for developers to join the team and assist with the project, artists and animators?

Will: Most definitely, Artists and Animators are always in demand in the games industry and we’re no different.
 
Josh: In the future, yeah I’d love to take on some new people! But I think we’re just starting out and maybe another one or two people to work with. They’d have to be into swords.

What are you looking for in new team members? What character traits?

Will: Someone who works hard, likes to swap and share ideas and someone who is above all else, passionate about gaming.
 
Josh: I think after years of work. I cannot stand people who half-arse jobs. I really don’t want to sound like a grumpy boss but people have to pull their weight. I just finished moving and lost my entire internet but I still did everything I could to push our projects forward.
Aside from that, they’d need a great personality and to have a laugh.

Is joining the studio a good opportunity, and why?

Will: I would definitely say so. Opportunities to work with other game developers is beneficial for everyone involved, we all share the work load and each get an equal share of the credit. Most employers look for people who have game development experience. The best way by far to do that is to release some games.

Josh: Exactly. I’d love to have some other people working with us. It’s always a good idea to make your own things. Think how indie developers get massive. It’s all about content and quality. You put your heart into a game and it might end up being the next big thing. I think for myself and Will, it’s not about getting famous or super rich, it’s about creating the games that people will lose themselves in. I can’t get over massive moments in games that I go back to thinking about years later. I still have the DmC3 cut scenes on my phone that I watch monthly.

What are the plans for the studio?  

Will: We are both going to continue to working on games together until we catch the eye of an employer or we start making enough money to make a career of making games for SVS Games full time.

Josh: Keep releasing content. Keep having fun.

http://svsgames.itch.io/
Http:// joshprocterdesign.wix.com/joshprocterdesign
http://svsgamesmaster.wix.com/svsgames
www.train2game.com

Train2Game, bringing City & Guilds to the Games Industry
Train2Game is a proud supporter of www.plasisgamesportal.com and www.gamatier.com

Train2Game News Open Gaming Alliance welcomes Ubisoft

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The Open Gaming Alliance (OGA), a non-profit trade association focused on the games industry business, today announced Ubisoft® as its newest Corporate Member.

Ubisoft joins a growing roster of other forward-thinking industry leaders including  Intel,  Dell/Alienware,  Logitech,  Razer,  Unity, Webroot and the recently announced  Lenovo in supporting the OGA’s efforts to provide leadership and opportunities; and encourage growth and diversity within the games business ecosystem.

At this year’s E3, the  Open Gaming Alliance announced several  new initiatives including new  membership levels; new AR/VR, Software and Cloud Gaming special interest groups; and a significant expansion of its indie developer support. Additionally, the OGA issued its annual  Pinnacle research report analyzing industry revenues and trends

“PC Gamers are important to Ubisoft, and we’re committed to better understanding and addressing their needs and to continually improving our relationship with them,” said Sandrine Caloiaro, Consumer and Marketing Knowledge Director, Ubisoft. “By joining the OGA, we’re able to glean gamer insights from their research, learn from best practices in our industry and contribute to the group’s upcoming initiatives.”   

The Open Gaming Alliance provides an array of resources to its industry members, ranging from research and best-practice guidance; to marketing support and networking with some of the industry’s premier middleware and hardware providers, and publishers. Founded in 2008, the organization has evolved to cover multiple platforms and operating systems; maintaining its primary goals of strengthening and promoting the community around all game platforms while providing a unified voice.

“Whether Assassin’s Creed Syndicate, Rainbow 6 Siege or one of the many other big games in its portfolio, Ubisoft brings quality entertainment experiences to gamers. It’s a thought-leader that spans every genre, platform and emerging technology within the industry,” said Wanda Meloni, OGA executive director. “Joining the OGA demonstrates Ubisoft’s determination to reaching even more players and to partnering with our other members to better our industry.”

Train2Game News Chance to create next Warhammer

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Train2Game student seeking support to create table top strategy war game

Avid gamer Aaron Newton, 27, lives in The West Midlands, he’s currently embarked on a Train2Game course but also wants to create his own board game. He’s now reaching out to find people to assist with his project and is urgently on the lookout for artists. Aaron has big plans and has already created the game’s gameplay, strategy elements and factions.

The game is currently in the development stages; Aaron is confirming game play with his local war gaming group and deciding which elements to incorporate into the final game. He was working in a team of three but unfortunately his previous team have had to concentrate on other projects, his plan is to now recruit new team members to help make his idea a reality.

The game is inspired by Aaron’s love of military history and his time in the army. Two types of faction have been created, Empire of Gaia and The Maulini Dominion. The plan is to have three types of gameplay in one; Skirmish, Ground and Space, allowing players to approach the game with as complex or simple strategies as they wish.

Aaron now has extensive briefs in place but needs people to come in and make them happen. There’s a planned Kickstarter and the opportunity is open to anyone looking to gain experience and develop their portfolio to join him.

Aaron Newton, Train2Game student; ‘The game is currently in the early development stages, the first draft of the core rules and faction specifics are done and I am getting them looked at and checked by a local war-gaming club to see if they are easy to follow and will add more when I get the ok. I decided to do more of an invasion game so that players have if they desire the option of incorporating the ground and space battle concepts into a game.’

‘The game itself is technically a three in one having; ground, space and skirmish, rule sets. The overall design is that the rules cover everything lightly giving wiggle room so players can make simple or as complex strategies as they wish. The game with also have books and PDF releases to flesh out the lore and give players more of an idea to why certain peoples fight, how battles where won etc.’

‘The game is a table wargame that is will be marketed as an invasion game. The two main factions are the Empire of Gaia who are led by The Empress and the Legartums (Generals), the empire is heavily based on the Roman Empire so there is a regimented military, a religion with the empress as the figure head, slaves, and gladiators. The second faction is The Maulini Dominion who are the tattered remains of various other destroyed races, they are led by Lord Hyperion Maul who was previously the Commandium Milartus (Over all head of the Military Forces) for the Empire until a great betrayal happened.’
 
‘The game is designed to be played on the two fronts at the same time but can be played separately, when certain objectives are met devastating tactics can be used for example. If a player’s fleet can get there flagship into firing range they can launch orbital strikes against enemy ground forces. Orbital strikes are defendable by the opponents orbital defence grid however if the player’s ground forces also take control and destroy the defence grid the opponent can’t the defend orbital strikes.’ ‘For players that just want to have a quick game there will be the ‘strike team’ mode which is the skirmish portion of the game.’

‘As for back story The Empire of Gaia is led by an immortal Empress who have been ruling longer than recorded history, there are no records of anything before she came to power. Her power increases as more people worship her as a goddess and the lusts for more and more power. The Maulini Dominion is led by the former Commandium Milartus (Overall military Commander of the Empire) Hyperion Maul who after he is betrayed by The Empire leads his battleground ‘Taedio Ferciae Rapaces’ (the defiant Wolves) against The Empire and then the last races the live free join him under the banner of the dominion and crown him The Void King.’

‘The inspiration for the factions comes from my love of history and especially military history. The Empire of Gaia is modelled of the Roman Empire following its cultures and military characteristics as well as the doctrine of the worlds are there’s for the taking. The Maulini Dominion is more of a coalition of independent peoples rising up against the tyranny of The Empire.’

‘The gameplay and strategies I came up with quite easily it was finding a way that they would work together that was the issue but being an experienced wargamer I have found something I think works well, being ex-army and a lover of military history I used my knowledge of battles to work out different tactics and also being a fan of sci-fi means I found quite easy to incorporate the two together.’

‘Naturally I am a big fan of Warhammer and I suppose there are some similarities to the Horus heresy era game but in my opinion I take it into more detail regarding the reasoning what each faction wants, the units within the game aren’t super human space marines they are men and women who fight for what they believe in whether that be The Goddess Empress or The King of the Void Hyperion Maul.’

‘Initially I had a couple of guys helping me but they due to other commitments have had to leave the project so it is just me at present and I am doing my best to keep going with. In terms of artwork there isn’t any at present but I have the designs briefs of all the units and characters.’

‘The plan for the game is that it will be seen as a genuine alternative to Warhammer 40k with the design and release of more units, character, battlegroups and maybe factions. Mainly the hope is that in 25/30 years’ time the game is still be around as has made a dedicated fan base of its own.’

‘In the short term my opinion of success I hope that if I can get some people who are willing to be involved in effect donating their time to initially to beef up their portfolio as I am working while doing the planning myself there is no money to pay for outside help, so I am hoping members of the student body would like to get involved naturally when the website and games Kickstarter go live and concept and 3d model used the person involved will be credited for its design.

For more information contact the Train2Game blog or email Aaron directly on amnewton66@gmail.com

Train2Game, bringing City & Guilds to the Games Industry
Train2Game is a proud supporter of www.plasisgamesportal.com and www.gamatier.com

Train2Game News Age of Algorithms

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The first of a portfolio of free online courses commissioned by Creative Skillset is now open for business.

Age of Algorithms, developed by London Geometry (LG), aims to equip professionals working in the Creative Industries with the necessary maths skills to enhance and advance their careers by working more effectively in technical environments. In addition, the game is attractive to anyone wishing to brush up and refresh their existing maths training and also has a wide appeal.

Set in a medieval environment, this 2D physics-based game sees the player firing cannonballs to hit balanced and stacked targets aided by the maths they learn in the game. Hints and tips allow players to progress quickly into the game with the levels getting gradually harder as the puzzle-like equations become more complex. Topics covered within the game include: triangle geometry, angles, trigonometry, radians, vectors, velocity displacement and projectile trajectories.

Developed in Unity, Age of Algorithms is a browser-based casual maths game for Internet Explorer (PC), Firefox (PC/Mac) and Safari (Mac).

Sue Harrison, e-Learning Project Manager at Creative Skillset says, “Our learning resources have to be engaging, interactive, fun and above all relevant in the spaces that we know professionals from the Creative Industries inhabit as well as producing a product for a wider audience. Age of Algorithms serves that core audience”.

Professor William Latham, Founding Director at London  Geometry says, “In Age of Algorithms we are pushing the boundaries of education by integrating maths learning into the domain of a physics-based casual game. We are combining fun and learning”.
Creative Skillset will roll out further free online courses in the coming weeks and months with content on film making for the web, brand storytelling, fashion, animation, creative collaboration, commercial photography, film production, and visual effects.

To start the free online course, register now on the Age of Algorithms website www.ageofalgo.com

Train2Game News Video Games Prototype Fund

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The new Prototype Fund announced in the July Budget, following concerted lobbying by Ukie, has been launched today.

The Fund will have £4 million over the next four years with which to aid access to finance for both present and future games talent.

The Video Games Prototype Fund, run by the UK Games Talent and Finance CIC, will provide grants of up to £25k to help businesses turn ideas into working prototypes, used to attract private investment. Young and start-up companies will benefit from the scheme,  which is aimed at small and micro-businesses in the UK games industry. An emphasis will also be on nurturing new talent in the sector, with mentoring opportunities and skills support being provided along with the financial backing to successful applicants to the fund.

The project takes over from the Abertay Fund, which supported many earlier businesses to access finance when it ran from 2010 to 2014.

Access to finance is an ongoing problem for fledgling games development businesses attempting to create and retain new Intellectual Property. This financial and business support in the early stages of a studio’s opening will bridge the gap until private investment can be procured. Support for smaller, regional companies will indirectly help larger companies by developing the talent pipeline and stimulating the creation of more IP in the UK.

Successful grant applications will be decided upon published criteria, including potential for commercial success, viability and scalability.

CEO of Ukie, Dr Jo Twist, responded to the announcement, saying:

    We lobbied for this kind of support and we are pleased to see the Fund launch. It has enormous potential for the future of the UK games industry. Access to finance has been an on-going challenge for small and micro games businesses, and the financial support of the fund, as well as the mentoring opportunities that are provided, will open doors to a huge amount of unearthed games talent in the UK. Ukie is really proud to continue to support this project. It is one more step towards the UK becoming a world leader in games development.

Further information about how to apply for the Video Games Prototype Fund and the criteria can be found on their website.

Train2Game News Student looking to swap the broom for the paintbrush

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Michael Bird is a supervisor at an industrial cleaning firm but his dream is to ditch the cleaning and move into creating art in videogames

Since finishing the Art and Animation course with Train2Game Michael – who is 41 and lives in Kettering – has been on the hunt for a job in games but not had any luck so far. He firmly believes that given the first chance at a studio, he could develop into a great asset for any company.

Michael is from a family of artists, his father is a traditional artist and his mother is a colourist. Michael trained in sculpture and art before moving into video games.

He had a really positive experience with Train2Game and now wants to go professional. He’s now contributing to student studios and also created his own website to show off his work.

‘My name is Michael Bird I am an Artist, Animator. I have spent the last five years or so dedicating my creativeness to the gaming world with the dream of one day being able to work within a gaming studio and help make the games that are yet to come.’

‘I finished my Train2Game course in May last year. I would say that the overall experience with Train2Game was good; they always tried their best to help me with any issues or problem that I may have had. They wouldn’t tell me how to do it instead they would guide me in the right direction so you would end up learning what I needed to know myself, in truth I saw this as a better way to find the solution to whatever it was that I needed help with.’

‘I got into gaming art as a sort of natural progression to being a traditional artist as in using pencil, paints and clay. All my life I have been playing video games, from the modern masterpieces of today right the way back to the originals like Pong and Pac-Man, and everything in-between. It has always plagued my mind as to how it was done; those images that you see on the screen that excite the eye and make you want to play more. How do they do it, how I would love to find out and maybe see if I could do the same. It wasn’t until I got the flyer from Train2Game that I saw my chance to follow the dream of learning how to make what I had seen on the screen. So the opportunity that was presented was taken and I ran with it to a new horizon that has beckoned me for so long.’
 
‘Working with sculpture,  I think that it has helped me immensely as most of the time with gaming art you have to think in three dimensions as you would do when you sculpt. You get to understand movement, structure and how something should look from all sides. It’s like a 360 degree canvas where every point has to look right from every angle. So really what I create within a computer is just a digital version of what I would create in clay.’

‘To create something out of nothing never gets old to me be it stills or animation, they are both as exciting as each other. If a had to choose then it would have to be stills. More to the point of the environment and the props that populate it is it internal or external. . To create a beautiful game you need to create a beautiful environment to play that game in. You could create the best most iconic character in the world with the most stunning and realistic animation ever but if the gaming environment they live in isn’t believable then it will never work.’

‘Both my parents are artists in their own right. My father is a traditional artist where as my mother is more of a colourist. At first they thought I wasn’t serious but as time progressed they began to see that this was something that I craved with every ounce of my being. Sometimes they would say I should get a proper boring job and forget my dream but it never deterred me from this path to my true calling.’
 
‘I would love to say that my art is my job but unfortunately that is not the case yet. Despite the constant application for art positions within the gaming industry I have so far been unsuccessful in my efforts. All I want and need is that one person to take that chance on me. In the meantime bills have to be paid so I am a supervisor for an industrial cleaning company, but when I’m not working there I’m always creating pieces for my website michaelbird74.com it’s there to showcase my work for any potential employers.’
 
‘The last piece that I have only just finished was a Private Detective’s Office set in the style of 30’s America. It was more a case of being able to show that can create an interior set piece and fill it with relevant props and create the right mood with the lighting and textures. Since then I have two projects that will be starting on, one will be a Deep Forest Ruins scene and the other will be a Derelict Lighthouse. I haven’t decided which one I will start first so you will just have to wait and see by checking out the Work in Progress on my website.’
 
‘I think that Train2Game has taught me apart from the skills that I will need to fulfil my dreams, something that I will never stop learning as you can never know everything. Also I would say that they taught me to never give up no matter how hard and stressful it can get, there’s always a way to figure something out and make it better than you thought which in turn makes you better at what you do.’

‘What can I offer a professional studio? That is a difficult question as I could just put the usual things like my skills, my passion for gaming and so forth. In truth all I can offer is myself and what I have learnt from my life experience. How I see the world around me, how I have played so many games in my lifetime that they have all influenced the way I create my art, I have seen how the industry has grown and developed over the years to give me the foundation that has helped me to the stage that I am now. I have followed the way gaming itself has changed with the technology and it has made me realise that I can create anything and everything that I ever thought possible within a game as well as some that I could never have dreamed of. Just to have that power at my fingertips fills me with excitement and a driven determination to be the best gaming artist I can be. That’s what I can offer a professional studio, sounds a bit cheesy I know but it’s the best way I can describe it.’ 

‘In truth there is no one studio that I would like to work for or with, for me it’s all about creating beautiful game art, be it for a mobile, handheld or a AAA title. When I’m playing a game all I can think about is I really want to be the guy who build that, the guy who will spend hour after hour to get it looking and acting right so it fit the game. I often study the screen to figure out how they did it and see how I would go about creating it.’
 
‘I would say that my long term aims are to keep creating more and more stunning work, to learn new skills and improve what I already have, To maybe end up being a senior artist within a studio, that would be nice but for a start I just want to get my foot through the door and then see where it takes me. I will never stop doing what I love doing at the end of the day I’m an artist and the desire to create, build, sculpt, paint and draw will only die when I do. Being a videogame artist is where I see myself and I will do everything I possibly can to get there.’

Found out more about Michael’s work at michaelbird74.com

Train2Game, bringing City & Guilds to the Games Industry
Train2Game is a proud supporter of www.plasisgamesportal.com and www.gamatier.com

Train2Game News Gamers with Aspergers

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Gaming offers a unique appeal for people with Aspergers Syndrome.
The Really Awesome Gaming Expo, or rAge, is Africa’s ultimate destination for those who love gaming. Brought to you by NAG, rAge caters to every gaming and tech enthusiast across the board but also takes on a more serious purpose by encouraging development, growth and opportunities within the sector. In line with this approach, rAge will host the Start Up organisation as an exhibitor at this year’s expo. This organisation assists individuals diagnosed with Asperger’s Syndrome (AS) in finding and maintaining high-end employment opportunities as well as educational placement.

Nanette Botha, senior job coach at Start Up, explains AS thusly, “AS is a form of autism characterised by normal to superior IQ, accompanied by social and communication difficulties. These difficulties stem from neurologically based sensory and information-processing differences. Even though individuals diagnosed with AS might look like everybody else, their mind works in a significantly different way, and sometimes their behaviour and reactions will not be typical.”

Children with AS enjoy spending time with people they know well, but avoid crowds and busy, unpredictable places. They tend to be highly intelligent and are prepared to put all their energy into something that interests them, but somehow struggle to convey their thoughts. Noticing the slightest change in detail that others don’t even pay attention to while the “bigger picture” often goes by unnoticed is another marker in diagnosing AS.

Those with AS have unique talents and are being actively sought out by companies both locally and internationally as their “out of the box” thinking styles give undeniable value to their employers. From a CSR (Corporate Social Responsibility) as well as a business angle, it makes sense to hire these highly intelligent individuals,” adds Nanette.

A career in gaming is highly appealing to those with AS and many of these individuals show remarkable talent in gaming, computers and game development.

For more information on Start Up visit www.startupautism.com

Train2Game News RPG Maker MV Preorder

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Degica and Kadokawa Corporation are excited to announce that the latest version of RPG Maker is now available for pre-order on their website and Steam for 10% off.

RPG Maker MV is the successor to RPG Maker VX Ace (one of the highest selling software titles on Steam). It provides many new enhancements and features including:

    -Mac Support: You can now create RPGs on the Macintosh!

    -Multiple Device Deployment: You can now release your RPG Maker Games on the following platforms:
        Windows (EXE)
        MacOSX (APP)
        Android (APK)
        iOS (IPA)
        HTML5 for Web Browsers

    -Battle Modes: You can now choose to use either the classic Front View, or the heavily requested and more modern Side View battle system.

    -Mouse & Touch Input support: Tired of playing your game with a keyboard? You can now play your RPG via touchscreen or mouse.

    -LARGER Database : Support for twice as many items as VX Ace for a grand total of 2,000

    -THREE Layers for drawing complex maps, with an intuitive interface that automatically selects the correct layer for you.

    -Higher Screen Resolution: With all assets being made 1.5 times larger, the default resolution is increased to 816×624, allowing for more detailed games.

    -Complete English Support, community and forums!

The pre-order starts September 30th and will run until the game launches on October 23rd.

In addition to a 10% discount, people who preorder will also receive 2 brand new resource packs free:

The Cover Art Characters Pack
For the first time in RPG Maker history, an official set of resources featuring RPG Maker MV cover art characters is available! Featuring a brand new main party and brimming with bonus material, this pack includes the essentials to build the perfect character party.

The Essentials Add-On
From expertly-composed original music to clever tileset add-ons and emotion-packed character facesets, this pack includes material that enhances the standard RPG Maker MV resources and really lets your projects shine.

RPG Maker MV Preorder Page: http://preorder.rpgmakerweb.com/rpg-maker-mv

Steam Preorder Page: http://store.steampowered.com/app/363890

Train2Game News XBLIG Tribute

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In response to news that Xbox Live Indie Games is closing down, the Indie Games Uprising has returned to shed light on the positive effects the channel had.

As usual with XBLIG, articles have surfaced describing the channel as a failed experiment filled with zombie games and vibrator apps – but that isn’t the whole story!

The Indie Games Uprising Tribute promotion aims to highlight developers who started their career on Xbox Live Indie Games or gained something from publishing on the channel. XBLIG enabled many hobbyists who had no experience in game development to publish games, and in some instances pursue games as a career. XBLIG also attracted AAA veterans who could release their indie games with ease via the channel’s straight forward publishing process. XBLIG changed a lot of lives, and many of us involved with the Uprising don’t believe we’ll see something quite this special again.

You can look at this promotion as a “where are they now?” spotlight. Listed on our site are developers who feel XBLIG paved the way for them to work on exciting new projects on platforms such as PS4, Xbox One and Wii U. There are also links for their old school XBLIG games so you can see where it all started!

The Indie Games Uprising ran annually from 2010 – 2012, showcasing quality XBLIG games that weren’t getting the promotion they deserved. Each promotion was showcased on the front page of Xbox Live, receiving unofficial Microsoft support.

Official Website: http://www.indiegames-uprising.com/XBLIGTribute

Train2Game News Game Audio salary increase

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Salaried employees in game audio and sound design earn an average of $10,000 more annually than was reported in 2014.

Freelancers earn an average of $1,000 less per project while the average number of projects for freelancers has risen from 4.6 in 2014 to 5.2 in 2015, according to the Game Audio Industry Survey by GameSoundCon with 591 respondents.

The percentage of salaried workers in game sound design increased from 37% in 2014 to 46% in 2015.  Freelance designers now make up 46% of the game audio industry versus 60% in 2014, demonstrating a previously unseen even split between salaried employees and freelance composers and designers.

Other changes include:

●     80% of game composers reported they also provide sound effects, in comparison to 65% of composers who reported providing sound effects in 2014

●     23% of indie game projects now offer soundtrack clauses allowing composers to profit from soundtrack sales, rising from 18% in 2014.  The percentage of AAA games offering payment for soundtracks remained constant at 5%

●     While game audio and sound design remains a primarily male industry, the percentage of respondents identifying as female doubled from 3.5% in 2014 to 7% today

The Game Audio Industry Survey, conducted by GameSoundCon, tracks compensation, working conditions, contract terms and production information for the game music and sound industry.

GameSoundCon, taking place Nov. 3 – 4 at the Millennium Biltmore Hotel in Los Angeles, offers attendees hands-on training sessions and networking events with audio industry luminaries.

“The changes we observed in game sound design compensation over just one year demonstrate the value of collecting this information,” said Brian Schmidt, executive director, GameSoundCon.  “Our inaugural 2014 survey was meant to illuminate aspects of the game audio industry that Gamasutra’s annual salary survey didn’t focus on.  I’m very pleased to see our efforts continue to bring new findings to light about this group of talented professionals.”

More information about GameSoundCon is available at www.GameSoundCon.com