Train2Game Design Constructor #1 winner revealed!

Train2Game are pleased to announce the winner of Design Constructor #1, a competition for those on the Train2Game Game Designer course.

The winner is Train2Game Game Designer Chris Robinson, known as Shadows on the Train2Game forum.

His entry was chosen for its close adherence to the brief, solid character development and the effort he put into creating diagrams to effectively communicate his concept.

Chris wins an Apple iPod touch 8GB – 4th Generation, plus a Logitech Pure-Fi Express Plus iPod/iPhone speaker dock.

All entrants can now talk about the competition, on the Train2Game forum.

Thanks to everyone for taking part, and be sure to look out for more competitions from Train2Game in future.

Train2Game & Epic Game Jam tips from Train2Game student Fee Stewart

Train2Game students are gearing up for the Train2Game & Epic Game Jam which begins tomorrow. Train2Game student Fee Stewart, who’s previously told the Train2Game blog about her experience with game jams, has posted some tips for those new to Game Jamming on the Train2Game forum. She’s kindly allowed the Train2Game blog to repost her advice in full. (You can find out more about Fee in her interview with the Train2Game blog)

1.Take with you wash stuff (no one likes BO!) a pillow if you can, a light weight fleece cover, one change of clothes or two and some money for food ( which is cheap at the uni)… Optional…some monster or Relentless or a drink of some sorts .. you seriously do not need any more then this! You have no access to showers unless you book a hotel that you really won’t have time to go to, so it is a bit of a waste of money.

2. When you find out what the theme is or what you are meant to produce spend a good few hours brainstorming with your team. Don’t rush into your 1st idea as it is quite often the 3rd or 4th idea that makes the most sense.

3. Allocate a team leader! This person is GOD! If they say go get some sleep GO! This is a team event and there are certain crucial points in the 48hours that you need to have your game at a certain stage of development if you hope to have at least 3 working levels (which is what you should be aiming for) by the end of the 48hrs. It is therefore imperative that people have some sleep in shifts and not leave it till 40 hours into the dev before you go regardless of how you feel at the time go get some sleep so you are there for when your team needs you! Do expect to only get 2 to 4hrs per 24hrs.

4. Set out what you are doing and stick to it as much as possible but do NOT be over ambitious if you have time to add extras at the end then do it but leave things like splash screens, credits, music even till AFTER you have 3 working levels. The MOST important thing is for your team to have a working game!

5. Have team breakfasts! This is important!!…. Take an hour out to ALL go get some food and a walk away from the labs for a while.

6. Allocate a good speaker in your team! This person should be responsible for talking to the judges and getting over as much information about your game in the short time you have… have team member two playing the game at the time so the speaker can explain and the judges can also see the game and offer for them to play it if they want to.

7. There should be a lead artist and programmer! This person makes sure everything is to style, allocates who does what in the art team/program team and talks to the other leads. Remember this is not an I AM event this is a team event there is no room for egos. You pick the best person for each role and you work as a team to produce some amazing stuff!

8. Have fun! Remember this is an incredible learning experience 48 hours does go VERY fast! Remember why you are there and try not to fall out with your team members.Sleep deprivation can do some weird things again why it is good to have a team leader who makes sure everyone gets some sleep at appropriate times.

9. Remember you will have been up probably over 50 hours with only a few hours sleep in that time. PLEASE do NOT drive home after the event.. book a cheap hotel or go home via public transport or something.

And finally GOOD LUCK! I am really going to miss you all this time!


For more information about the Train2Game & Epic Game Jam, see the official website.  And remember, the will appear at the Gadget Show Live 2012 as part of ‘Make Something Unreal Live’

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

 

 

Train2Game and Epic Games to Host ‘Make Something Unreal Live’ at Gadget Show Live

Train2Game and Epic Games have announced Make Something Unreal Live, an unprecedented event that’ll take place over six months and conclude at Gadget Show Live 2012.

The winner of Make Something Unreal Live will receive a commercial Unreal Engine 3 license for iOS.

Winners of the Train2Game and Epic Game Jam, happening November 4-6 at the University of Bedfordshire, will compete in the event next April. In both competitions, all games will be developed for iOS devices using Epic’s Unreal Development Kit (UDK), the free edition of Unreal Engine 3 which has been installed on more than 1 million unique machines.

Following this week’s game jam, development teams will benefit from a six-month incubation period in which a range of senior industry veterans will nurture projects by reviewing key milestones, providing guidance and shaping scope. During this time, talent will prepare for the final showdown at the Gadget Show Live, where more than 100,000 attendees will watch them bring to life Unreal Engine 3-powered creations in real time.

“We are looking forward to working with Epic Games and Train2Game to bring a completely new element into the Games Zone at GSL 2012,” said Gadget Show Live Event Director Matt Hodgins.

“A huge number of our visitors are into gaming, and will undoubtedly be excited to see how new games are developed and brought to life at the event.”

“Once they’re out there in the real world, our students will flourish based on their ability to create fantastic experiences under pressure,” said Train2Game Course Director, Tony Bickley,

“This is one of the best opportunities they’ve had so far to prove themselves and create something they can be proud of that will springboard their burgeoning careers in gaming.”

“In a mere five days, these developers will kickstart their careers in an intense competition that will ultimately result in one team walking away a professional studio, with a full source Unreal Engine 3 license for iOS in hand,” said Mike Gamble, European territory manager, Epic Games.

Epic Games is known for its legendary Make Something Unreal Contest game development competitions, which utilize the Unreal Engine 3 toolset and reward grand prize winners with a commercial license granting full access to Epic’s high-end game engine technology. The $1 Million Intel Make Something Unreal Contest concluded in 2010, with multiple teams going on to release commercial games based on projects made for the competition.  Developed by grand prize-winning team KTX Software and published by THQ, “ The Haunted: Hells Reach” was released for PC on October 24.

Tickets for The Gadget Show Live are now on sale at  www.gadgetshowlive.net. For more information about this weekend’s Train2Game and Epic Game Jam, see the official website.

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

Train2Game news: Guillermo del Toro – video games ‘One of the peaks of human narrative’

Train2Game students, especially those who read our recent interview with Deus Ex: Human Revolution writer James Swallow, will be aware of how powerful narrative in video games can be.

Now, it isn’t only games industry veterans espousing the potential of games as a storytelling medium, but well respected film director Guillermo del Toro.

“Video games are no doubt the bridge to the future of genre narrative,” he said on the latest Irrational Games interview podcast.

“You’re not going to see the narratives of, let’s say, a [Pedro] Almodovar or an indie film maker wane; they’re going to stay, but big, genre, artistically-challenging, brilliantly-done storytelling.  Holy shit, there’s a lot you can do in games that you’d never even dream of doing in movies, or TV, or comics.”

“Films are fantastic. They are one of the peaks of human narrative. Now, and I’m sorry to break the news to the movie industry, but so is the video game.” del Toro added.

And the Pan’s Labyrinth director believes video games will improve massively within the next decade.

“The video game – not all of them right now – but the video games we’ll be playing in 2020 will be f***ing masterpieces,” said del Toro.  “Many masterpieces.”

He also discussed the differences between directing a film and directing a video game, arguing it’s only possible to produce the latter if you have a true passion for medium, a passion that all Train2Game students no doubt have!

“It’s not a medium where you are going to wander if you’re just an interested observer,” said Del Tero  “You have to be a gamer to completely absorb the possibility of narrative in games with their own f***ing set of rules. The mistake you have many times is you have a filmmaker who says ‘oh there’s money in video games, I’m going to go make a video game’. No.”

“You need to truly have a passion, and even a layman understanding of the medium or you will be completely pummeled by the process,” he added

The Irrational Games podcast featuring Bioshock Creative Director Ken Levine speaking to Guillermo del Toro will be of huge interest to Train2Game students and can be listened to here.

As previously reported by the Train2Game blog, del Tero is currently working with THQ on a three part video game series, Insane, due for release in 2013.

So Train2Game, what do you make of del Tero’s comments? Does it offer any encouragement to you as a Train2Game student?

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

[Source: Industry Gamers]

Train2Game interview: Deus Ex: Human Revolution writer James Swallow – Part 2

Train2Game recently attended the Games Writers Panel at BAFTA’s headquarters in London. There, the Train2Game blog sat down with panellist Deus Ex: Human Revolution writer James Swallow. In an in-depth interview, Swallow discusses writing Deus Ex: Human Revolution, games writing in general, DLC, what makes a good games writer and much more.

Read part 2 below on the Train2Game blog, or onthe Train2Game Scribd page.  Part 1 is available here, Leave your comments here on the Train2Game blog, or on the Train2Game forum.

Going back to Deus Ex, how have you fleshed out the narrative not only for the game, but for the novel, Deus Ex: Icarus Effect,  which you wrote as well?

That was a lot of fun to do because I’ve already got experience as a novelist and when Del Rey Books approached Eidos and said they’d like to do a novel, they said ‘Why don’t you hire Jim, he already has experience?’ Basically I was the right guy at the right time in the right place because I had experience on both mediums so I could bring story that we hadn’t been able to put in the game. Say stuff that ended up on the cutting room floor, or stuff we couldn’t explain or explore in the in the game because we didn’t have enough time, I got a chance to bring it out in the novel and flesh out elements of story you don’t get.

With a novel you have the opportunity to get inside a characters head, you can show stuff from a completely different viewpoint. It was fun for me personally to revisit a world I had great time writing then write a story in a completely different way to writing a game narrative story.

You’re here at the BAFTA Games Writers Panel to talk about ‘Putting the protagonist in the hand of a player kills traditional narrative concepts,’ what’s your opinion on this as a writer?

When you’re a writer and you’re writing for a TV show or a movie or a book, you’re directing where a character goes, when stuff happens to them. You work that narrative and development for the right dramatic impetus.

In a game you can’t always do that because you can’t always know exactly where a player is going to be and you can’t railroad their experience and say ‘I want this dramatic turn to happen exactly here and you have to be standing here and do this thing exactly!’ because players might not want to do that, they might be looking at something else, they might want to be interacting with a completely different character. So you have to approach it in a very, very different way and it can be very difficult because you want to deliver story, players want to have a story delivered to them, but at the same time they don’t want to be railroaded.

So there’s a peculiar dynamic tension you get as a writer. On the one hand you’re being pulled towards the idea of giving players agency, having the ability to discover the narrative themselves. On the other hand you’re being pulled in the opposite direction which is you want to have a structured narrative that makes senses, that delivers the right dramatic impact at the right dramatic time. It isn’t an easy line to walk but it’s fun to do and I really relish the challenge of it because it isn’t often as a writer you get a chance to work in a medium that is so dynamic and so diverse.

What are the key skills a good games writer should have?

Play lots of games, I can’t underline that enough. A lot of the games writers I know are people who have experience from other areas of gaming. The people on panel with me, for example, Andy Walsh has experience working in soap operas and theatre, there’s me with experience of working in radio. Rhianna Pratchett has experience of working as games journalist before she was a writer whereas my buddy Ed Stern has come up through the ranks purely involved in game design and games writing.

So there’s no one course into it you can take. I would say be a good writer first, obviously, you can’t be a writer without being a writer.  But play lots of games, understand games, and try not to come at it just from a writer’s standpoint, but understand a bit about design and the way games are constructed. Listen to what level design guys and art design guys talk about, producers and directors, understand how they do their job because ultimately if you want to be a games writer you are going to have to interface and mesh with these people. So if you have an idea of what it’s like to walk a mile in their shoes, you can do your job a little better.

How did you get started in the games industry?

Purely by accident. I’ve been a games fan all my life and I love playing video games, I stay up way to late playing them all the time. I was actually doing some work for a magazine where I just happened to be covering a preview of a game release and one of the guys working on this game was actually using some material I’d written. He’d no idea that I’d actually written it. He said ‘We’re using this source material’ and I said ‘Really? I wrote that!’ ‘Really? We should probably hire you then!’ and that was it, I kind of stumbled into it.  And once the opportunity came to get involved behind the curtain with games writing I thought this is something I really want to do.

Since then, for about the last 10 or 12 years now I’ve been working on one or two game projects a year as well as doing prose and script writing. It’s great fun, such a fantastic medium to be working with. It’s really rich for a storyteller because it’s so new and dynamic and I’m fond of saying this: there are no maps for these territories.  What we’re doing is breaking new ground and a new way of telling story. I mean, who would not want to be involved in a new way of expressing your medium.

So people who want to get involved in the games industry, with games writing, what advice would you give to them in order to get that critical first step in?

Definitely get yourself a good grounding in writing and don’t be afraid to work in a games project perhaps in a facility that might not involve being a games writer, like working in QA Testing. That’s always the sharp end of anybody, working in QA which is unforgiving grunt work but there’s no way you’re not going to learn about games other than that job. If you’re going to take that job, that’ll be what teaches you the most about the way that games work and the way games don’t work.  I think it’s very important to play a lot of games to understand games and to understand narrative. If you can get those two things, you’re o n the road to becoming somebody who can write good game story.

Anything else you’d like to add about anything you’ve spoken about?

I’m really pleased with the way people have taken to Deus Ex: Human Revolution. Four years of my life went into working on that. I’m fiercely proud of it; it is without doubt the best games project I’ve worked on in my entire career because the story was really respected on that game and I’ve just really enjoyed being part of it. I want to thank everyone who bought a copy of it and I hoped they all enjoyed it!

Thanks for your time James.

Thank you.

Part 1 of the Train2Game interview with games writer James Swallow is available here.

For more information, go to www.train2game.com

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: Deus Ex: Human Revolution writer James Swallow – Part 1

Deus Ex Human Revolution Train2Game blog imageTrain2Game recently attended the Games Writers Panel at BAFTA’s headquarters in London. There, the Train2Game blog sat down with panellist Deus Ex: Human Revolution writer James Swallow. In an in-depth interview, Swallow discusses writing Deus Ex: Human Revolution, games writing in general, DLC, how to get into the games industry and much more.

Read part 1 below on the Train2Game blog, or on the Train2Game Scribd page, while Part 2 of our huge interview is here. Leave your comments here on the Train2Game blog, or on the Train2Game forum.

First of all, can you tell us what your role as a games writer on Deus Ex: Human Revolution involved?

Wow, that’s kind of a ‘how long is a piece of string’ question really! The job of games writer isn’t like saying ‘I’m a journalist’ or ‘I’m a novelist,’ games writer is a very broad church because there are so many different things you can do in it. You can be writing cutscene dialogue, you can be writing dialogue for the third tier characters you bump into in the street, you could be writing text for text boxes that’ll pop up on screen. There are a million little jobs that fall underneath the term of games writer and I think I did a little bit of all of that stuff on Deus Ex.

It’s kind of fun to be able to do that because it gives you a broad understanding of the entire game and a feeling like you’ve really invested narrative in every single element, from basically what’s written on the back of a gum wrapper you find in the street to the main cutscene where you’re confronting the villain of the piece.

How do you even begin to create the narrative for the in-depth world of Deus Ex: Human Revolution?

In a lot of ways it’s similar to the process of working on a television series because the game is made up of episodic sections in the different levels, hubs or mission sections you get. You break the story. We sit down in the beginning and we say ‘OK, what’s the story we want to tell? What is the motivation and the concept of it? Where’s the very highest level of what we want the story to bring to the player?’ And then it’s a question of back engineering it, constructing the skeleton of the storyline, the narrative beats of it, and then trying to find a structure that works with level design, with character design and hopefully the whole thing meshes together nicely and you get an interactive, dynamic , story experience.

 Deus Ex: Human Revolution Train2Game blog image

 

How difficult was it to link the Narrative of Human Revolution to the original Deus Ex game, released over 10 years ago

Well the original Deus Ex has such a strong narrative to it and so much back-story that it was an embarrassment of riches, we had tonnes and tonnes of back-story we could use. One of my earliest projects on the job was actually writing a timeline that went from 2027, when Human Revolution is set, to 2052 when the original Deus Ex was set.

As we did that we started back engineering elements of the story and saying here are plot threads we can bring back and we can connect them together and hopefully people who are fans of the original Deus Ex games will appreciate the little kisses of history we put in there. I love doing that kind of stuff, I think it’s great fun to bury these Easter Eggs in there and make the story mesh together.

Such as the one after the end credits that links the two games together?

I can neither confirm nor deny that!

With all the choice available to the player in Deus Ex: Human Revolution, how do you go about writing the narrative so it doesn’t become too overly muddled during the course of the game?

You do a lot of writing, lots and lots of stuff.  It is a difficult thing to do because when you start a game you have no idea how your player is going to play it. The thing with Deus Ex is we had the four main pillars of gameplay; you could play aggressively, you could play it stealthily, you could play it in an adaptive way, you could play it with a social approach. There are a lot of different ways you can go through the sections of the game, you could try and mix and match. When I played it personally I found that I’d bounce backwards and forwards between the pillars of gameplay depending on how my mood took me. You can play it as a nice guy if you want by helping people, getting cats out of trees, or you can be a scumbag kicking the dog and mugging the old lady, and all those options are open to you.

How do you construct a game where all of those possibilities are open to a player where they’ll feel real?  It’s hard to do because you have to write dialogue that reacts to the events and the style of gameplay. Do you write hundreds and hundreds of different versions of dialogue? That’s not possible with the technology that exists right now.  You have to try and write dialogue that’ll be generic enough but at the same time not too generic that it’s bland, to try and make it so it’ll fit multiple levels of encounter and multiple levels of narrative.

It’s not easy to do, it’s a big challenge because you think of where you are in a game, of the information you have to put across, you want to give pitch and moment and drama to a character… But you also want to be able to say ‘The princess is in another castle’ and you want to be able to deliver feeling and emotion and you have to do that in one line of dialogue. It’s not easy, but it’s an interesting challenge though.

What are the different challenges of writing for the Missing Link DLC instead of the full game?

Away from Deus Ex I’ve worked on some other DLC as well; I worked on Pigsy’s Perfect 10 which was an add-on for Enslaved: Odyssey to the West. Working on that what we realised was that generally with a game you have a discreet beginning, middle, end experience and to build on story DLC you have to find a place where you can connect it. With the Enslaved stuff, what we did is we took a character who was playing a supporting role in the original game and we spun out an entire storyline out for him. So it’s kind of a side story, almost a prequel because the DLC ends with the characters introduction into the storyline of the main game, so it connects that way.

With the Missing Link we created a very discreet, compact narrative for our hero Adam Jensen and when we were approached and asked to do DLC we had to work quite hard to find somewhere we could fit it.  And we realised that we had this point in the game where the character is off the grid and this is the perfect opportunity for us to put in almost a missing episode of the story.

It’s interesting with DLC because you want to produce a dynamic, interactive, interesting and ultimately rewarding experience for the player. But you have to do it in such a way that it doesn’t break the story that you’ve already created for the source material. I guess that’s the unique challenge of it, to find a way to make a story that parallels what you’ve got without overwriting it.

Part 2 of the Train2Game interview with games writer James Swallow is here.

For more information, go to www.train2game.com

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 news: Deus Ex writer on what makes a good game designer

Train2Game recently had a chat with Deus Ex: Human Revolution writer James Swallow at the BAFTA Games Writers Panel where he discussed various aspects of game writing and game design.

But does the he think is the key skills a good video game writer should have?

“Play lots of games, I can’t underline that enough.” he told the Train2Game blog in an interview to be published on Monday.

“I would say be a good writer first, obviously, you can’t be a writer without being a writer.  But play lots of games, understand games, and try not to come at it just from a writer’s standpoint, but understand a bit about design and the way games are constructed”

Swallow argued that a good game designer needs also needs to understand the roles of the rest of the game development team in order to do the best work.

“Listen to what level design guys and art design guys talk about, producers and directors, understand how they do their job because ultimately if you want to be a games writer you are going to have to interface and mesh with these people.” said the Deus Ex: Human Revolution writer.

“So if you have an idea of what it’s like to walk a mile in their shoes, you can do your job a little better.” he added

Train2Game’s in-depth interview with Swallow covering Deus Ex: Human Revolution, writing for games and how to get into the industry will appear here on the Train2Game blog next Monday.

So Train2Game, what do you make of the advice from the Deus Ex: Human Revolution writer? Do you think about game design while playing video games?

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

Train2Game interview: Train2Game game developer Paul Cullum from Merthyr Tydfil

Train2Game student Paul Cullum from Merthyr Tydfil – AKA Superfurry on the Train2Game forum – is on the Train2Game Game Developer course. In an interview with Train2Game Radio, he tells us why he chose to study with Train2Game, how he fits it around his life as a musician and what he hopes to achieve in the games industry.

Read the interview on the Train2Game blog or on the Train2Game Scribd page. Alternatively, you can listen to it via Train2Game Radio. Leave your comments here on the Train2Game blog, or on the Train2Game forum.

OK Paul, what first got you into video games?

Probably my father. I’ve been playing computer games since about 5 on the Spectrum, that’s where I started. Manic Miner, that was the game that got me into it.

What made you decide you wanted to forge a career in the games industry?

Well I’ve always been into games as I said and I used to programme on the Spectrum and on the Amiga. I’ve had pretty much every console that’s come out.

So what got you into programming?

I just had the brain for it I suppose. I used to love programming little things on the Spectrum, little games from magazines, putting in thousands of code and then…it didn’t work! And then finding the problem. But I’ve never really programmed any games because I didn’t know how to really.

And is this why you decided to join the Train2Game Game Developer course?

It is, yeah.

What does your partner think about being on a Train2Game course?

She’s OK with it, she thinks it’s good. I mean she’s seen some of the programmes I’ve written. Her sister works for Nintendo advertising the games, the new Zelda game I think she was advertising that.

Tell us a little about yourself, what do you do?

I’m a musician, I play in pubs and bars, and I’ve played in Europe: Denmark, Sweden, places like that.

How do you find fitting the Train2Game course around the rest of your life then?

I’ve been ill for the last couple of months, in hospital, so I haven’t had much of a chance to get into it lately.

What’s been your favourite part of the Train2Game course so far?

I’ve not been able to get stuck into it that much, but just making little games from the first book, just making the little platform games, which I enjoyed doing because I love platform games. That’s my favourite part so far. And I’ve got a bit of knowledge of C++ and other languages already so I’m sure I’ll get to a point where it’ll fry my brain, but it’s going alright so far.

And what do you want to achieve with Train2Game this year?

I want to put together a portfolio, learn more C++, incorporate that with other languages and learn databases and things like that and how to put them in games.  Just to get a head start to get me into the industry.

How useful have you found the Train2Game forum so far?

I’ve met a couple of people actually. I met up with a few people in Cardiff a few months ago, and they want to work on a game with me when we’ve got further into the course.

How do you see yourself entering the games industry, would you like to get a role at an established developer, or do you want to form your own studio with other Train2Game students?

An indie done would be perfect because I’ve got some ideas once I get my head round stuff, and the two lads I met, they’ve got some good ideas for games so hopefully we’ll get to a point where we can develop it more.  It’s just ideas at the moment.

Can you see your music career and games career joining together at all?

Possibly, yeah. I use a lot of software to record stuff at home so it’s pretty easy to knock up a little background music for a game.

What would your ideal job in the industry be?

Just being a part of a team really, learning new things and getting better.

Thanks for your time Paul.

For more information go to www.train2game.com

Train2Game students: what you want to see in Grand Theft Auto V

Train2Game students have been sharing what they want to see in Grand Theft Auto V, which has has officially been announced by Rockstar.

The following comments were posted on the Train2Game Facebook page following the official announcement of GTA V.

“I want to see more side missions activities like Grand Theft Auto: San Andreas had and mutiplayer that is more like Red Dead Redemption crossed with GTA IV’s” wrote Train2Game student Dan Tester.

Train2Game student Shaun had similar views asking for “A big-detailed map! more hidden cars! and side quests!”

Meanwhile, it seems a number of Train2Game students want Grand Theft Auto V to be based in London.

Train2Game student Scott Mcgarrity  wrote that what he wants of GTA V is it to be “Hopefully set In London and has replica cars ! But different names if you get me ?”

Jamie Read posted on the Train2Game Facebook page that they wanted “Another great GTA game in general, but set in the UK this time around, while Bobby Williams simply said. “Please be set in London Please be set in London Please be set in London Please be set in London…”

No doubt many Train2Game students are excited by the announcement of Grand Theft Auto V. If so, why not tell us what you want to see in GTA V?

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

Train2Game students celebrate Avenging Angels competition win at BAFTA

Train2Game students Amanda Blatch, Akos Nemes and Steven Wiseman, winners of the Avenging Angel Competition, joined BAFTA nominated director and writer Trix Worell and Brett Findlay for a celebration lunch and creative discussion at BAFTA last Friday.

Having beaten several very high quality entries, the winning Train2Game team were invited to meet the Director and Producer of the forthcoming film. The lunch was a really great celebration of the teams efforts with discussions of how the game mechanics were developed and how the game might develop given more time and access to the script.

The lunch ended with a few choice team photos and a commitment to continue to develop the game concept by the original winning team for further consideration by Trix and Brett

“We were really excited by the competition entries from the Train2Game students, and based on ideas from the winning team really pleased to be moving onto the next stage of development with Train2Game students and industry professionals bringing it to V.S. and beyond.” said director Trix Worrell

“We have all confidence that working with the highly motivated Train2Game students together with hardened industry stalwarts will mean this essential component of the project will be as exciting and dramatic as the movie and graphic novel, and a crucial part of the Avenging Angels experience.” he added

Avenging Angels, a £5M independent movie written and set to be directed by BAFTA nominee Trix Worrell is scheduled to shoot in London in spring with a Hollywood ‘A’ list cast and crew and scheduled for release in October 2012.

The movie the first of a trilogy is part of a trans-media project including a graphic novel to be released worldwide by an established international publisher and a video game developed by the Train2Game students and team at DR Studios alongside the team from A Box of Trix productions.

Train2Game congratulates Amanda, Akos and Steven!

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