Train2Game News: Train2Game Winners spreading

T2G WinnersFollowing the announcement of the Train2Game Winners website, the story was then picked up by Gamasutra and Develop.

The news of how great our students are doing is spreading around the internet which is fantastic news! The more recognition our students get the better.

If you would like to view the captures of the articles you can do below:

Train2Game Winners Launched

The links for the articles are below:

http://www.gamasutra.com/view/pressreleases/208061/Train2Game_Winners_Launched.php

https://www.develop-online.net/press-releases/train2game-winners-launched/0187808

If you would like to be featured on the website you can email your achievements and story to Harrycole@swanpr.co.uk

Train2Game News: 2014 Train2Game Game Jam

Train2GameThe registration for the 2014 Train2Game Game Jam is now open! Places are limited so get booking as soon as possible.

This Game Jam will be a bit different as the details for the jam were decided by YOU! A vote took place on the Train2Game forum for how this jam will take place.

As with previous Train2Game Game Jams this will be a Forty Eight hour event and it will take place at the University of Bedfordshire, University Square, Luton, Bedfordshire, from 3pm on Friday 11 April 2014 until 7pm on Sunday 13 April 2014.

Where as with previous Game Jams there has been a specific platform for your games, this year the choice is yours! You can create your game for what ever platform you choose, just remember it must be within your capabilities to finish the game in the time limit!

The teams will have members of four to six and you can either set up a team with your friends or if you prefer allow our match maker service to put you in a team with similarly skilled people. You may bring your own equipment if you choose or there will be equipment provided.

The theme is always an important part of the weekend and there was a dead heat in the voting for how the theme works. At the start of the weekend a draw will be had to decide the outcome.

A small donation of £5 per person will be asked of you when you sign up at the desk on the weekend and all money that is collected will be donated to the great charity, SpecialEffect.

Registration is open now so come along, have fun, test your abilities, learn new skills and help charity! You can register at http://www.train2game-online.com/events/game_jam_april_2014.html

Train2Game News: Train2Game Winners Launched

T2G WinnersTrain2Game is supporting its students with new website which shows of the achievements of its student body.

The website is a chance to celebrate the achievements of Train2Game students, highlighting the positive work of the people that make up the student community and showing off some of the work it has done. It’s an opportunity for students to describe their achievements in their own words and for Train2Game to show off some of the projects students have been a part of. It’s also a portal for the wider gaming community to see what some of the best and brightest students studying with Train2Game are working on in the games industry.

Follow this link to visit the site http://train2gamewinners.co.uk/

Train2Game News: A Game Changer – Guest Blog by John Esslemont

Icey MontyI think games need to change and take a new direction very soon and with the new generation of consoles hopefully that will happen.

Lately I have been getting very bored with games because, in my eyes. it is the same games over and over with the same story but different art and this just plain annoys me as I know what is coming. There are games out there that are pushing the boundaries and I wish everyone would jump on this bandwagon as it can only help the development of games as a medium.

Everyone knows the new COD and BF4 are now out and after playing them they still have their addictiveness with you wanting to beat your friends, but the game is the exact same as every other before it. What happened with the stories as well? In the first call of duty the story was awesome, it was real events and you saw/felt the realities of war, now it is the biggest joke I have ever seen. In most games now this isn’t the case they are coming out with more and more ways to make it fun which I understand but why not keep things a bit more realistic and take things from history or at least some forms of history, in my opinion this would make these games a lot better as you can actually relate to these events.

I have recently been playing KSP(Kerbal Space Programme) and this game is just awesome, it is truly unique. I have never seen a game like this before and this is where I think games need to head. We all need to be unique and different in many ways to create new kinds of games to keep things fresh. This is why I love some of the things indies are doing.

Very recently I have been thinking about war and the realistic cases of it, I watched a documentary called “This Is War” and this truly opened my eyes to what is going on in the middle east and what is even more scary are the predator drones, these things are fire and forget. I found out that most of these are controller with a 360 controller which is freaking awesome BUT I think this makes it more like a game and pulls people away from the reality of what they are doing. If the people controlling these machines, which are designed to kill people, are behind a screen do they actually see what they are doing to people? Do they actually see a weapon or is it a spade?

I have decided to create a game based on these facts where you control either a predator, AC130, or an Apache and you get given a target (normal game scenario) and you must take him out. I don’t want the players to think about collateral damage at all then at some point in the game I want to show them what they done with looking through a screen and not actually seeing what the people they killed where doing or who they were. I hope this game will be a shock and awe type of game that will open people’s eyes to what is actually happening. I hope to release this in around 3-6 months as I want it to feel as close as possible to a real world scenario.

Train2Game News: Games Industry Lessons – Guest Blog by Chris Ledger

Chris LedgerWow, I must say its been a busy year! A lot of events both good and bad have gone down.

However many lessons have been learned and you know what? I’m going to list off a few of these lessons, as I’ve had to find out the hard way!

1: Don’t aim too high

It may sound simple but it really isn’t. Even the most simplest of ideas can spiral into something a lot bigger.

As a start-up you want to aim small, create some stepping stones that can lead you onto bigger things. Even create some tech demo’s!!

If you create massive projects, you risk never finishing or having to cut them short (depending on your team structure, finances and time in general).

Whilst big projects are achievable, it usually means you’re developing one big title instead of several small ones. This isn’t to say that you should reskin everything, it’s being creative inside boundaries and restrictions. I swear it’s companies that reskin everything which crash the video games industry!!

I find that doing game jams are a great way to make a quick qwerky title that you can blast out in no time. Slap on some ad support and post it on any store you can!

2: Log your finances!

Always keep track of what goes in and out of your company financially. Know your profit, know your overheads because you can make a decent amount by selling a game and because you haven’t been logging your companies income and expenditure properly, you realise you’ve made a loss.

So my advice is that you log everything when it happens and don’t rely on bank statements and PayPal to record everything!

Always work out a cash flow forecast as well. It’s very important to show publishers, the government and other important people who could help you out.

3: Dont work for free!!!

Okay if it’s a self funded project then there are exceptions, however if a company wants to utilise your skill sets, make sure you whack a price tag on them.

When doing this, make sure you aren’t pricing yourself out of the market. You want to be affordable and reliable. Always draw up contracts of terms and conditions and ALWAYS GET A BRIEF.

Always stick to the brief and deliver, if clients want anything else they will have to draw up a new brief and pay extra. Don’t let people push you around.

If you work for free, people will take advantage of you and make you work to ridiculous extremes.

Not everyone is like that though, there are some genuinely fair people out there but they are far and few between when it comes to working for free.

So put a price tag on those skills and make sure you have a decent portfolio to back up your price tag!

4: You’re already in the games industry.

That’s right, as soon as you start making a game, you’re pretty much in the industry. So man people work on their own projects and say they want to be in the games industry, however what they don’t realise is that they already are.

Just because you’re not in a AAA studio and are coding in your bedroom does not make you any less professional and legitimate than someone with a £30,000+ a year salary at Square-Enix.

5: DOCUMENT EVERYTHING

This should of been number one as its my pet hate in this line of work.

No matter what role you have in a team DOCUMENT EVERYTHING. That’s right, I can’t stress that enough.

If you’re ill and can’t work and someone has to pick up the slack, they will need guidance. They will need to look at what you’ve done and what needs to be done.

As your projects grow you will need to log everything because your idea may not be communicated properly and your Elephant Gun weapon, for example, may end up being an Elephant with a gun as the player character.

Designers, make sure you have concepts, high concepts, pitches, game design docs, story bibles and level design docs as your raw minimum.

Coders, make sure you comment your code appropriately and professionally, comments really help others out especially if a designer needs to adjust a variable or two for some balancing.

Get a Technical design document sorted out so you have a clear blueprint of how your code works so that whoever picks up the slack during illness or your departure to can carry on. It also means that people with the clearance to alter bits of code can do so with ease.

Artists, remember that your first attempt probably won’t be your best and don’t expect to get it right first time. Always iterate and try different things. Create a concept diary and aid the designers and coders the best you can. Create character sheets, bestiary’s and make sure you log down the poly and vert count of a model and document what maps and textures models require in their own specific documents.

It sounds like a lot of work and it is. Not everything in the games industry is fun and glamorous. You’ll have your good and bad days like any other job. Trust me, I love my job, but there are some days I would rather just stay in bed instead of modifying the game design doc or using UDK.

6: Prepare to be let down

People will let you down no matter what, it’s in our nature. Staff will come and go so always be prepared to call in a replacement.

It’s not the end of the world, even though it is fairly gutting and stressful. I had 3 staff leave in the space of a week but in the end I found some replacements. As harsh as it sounds, everyone can be replaced.

People will also tear apart your ideas, especially clients. You will also find yourself tearing other people’s ideas apart in order to get something working and to make the project feasible, even as the boss my ideas are torn to shreds as well!

It’s tough out there but don’t give in. No one is doing it to personally spite you and if they are then they aren’t worth working for.

So keep it pro and be a bro about it. As a team you’re there to support each other and make great titles with whatever resources you have!

I hope this helps you guys and girls out. Obviously these aren’t set in stone rules, just my experiences that I thought I’d share with everyone and I hope they are of benefit to people.

Season Greetings,
Chris Ledger
 CEO/Lead Designer
Derp Studios

Train2Game News: A Holiday Blog – by Muir Halleron

Muir HalleronWinter is once more upon us, and with it comes celebrations and traditions as numerous and varied as a handful of Skittles. And just as colourful too!

Some of us are social animals and go out partying every night, staying up until the early hours of the dawn, visiting with friends and family and waking up with hangovers the next day. While others may prefer more solitary activities such as spending the evening with one or two loved ones cuddling on the sofa, sipping hot beverages while watching seasonal films.

We all celebrate this time of year differently, though I think you’ll agree that as students of Train2Game and lovers of all things to do with games and geekery, several of our traditions overlap in similarity.

How many of us, for example, plan to work on a game idea? Which of us will end up spending way too much money on various game sales? And how many of us plan to try to either catch up or get ahead on our Train2Game course?

Like many families, the winter holiday my son and I celebrate is Xmas. Our celebrations start at the beginning of the month with the opening of the first advent calendar window. In the evenings, we watch various dvd series starting with Harry Potter, followed by Doctor Who, all the way up to the reopening of school in January. The tree and decorations go up during the last week of school and healthy eating pretty much goes out the window for the month. Xmas Eve and Xmas day are, quite oddly, the two quietest days of the year in our home. On Xmas Eve, my son gets his stocking which is typically filled with dvds, chocolate, candy canes, and a few other small toys. Xmas morning, of course, is when he gets to open all the presents under the tree. As is his tradition, he gathers up all his unwrapped toys, takes them to his room and that’s the last I see of him all day, with the exception of meal times.

The evenings are of course for me and they vary widely from one night to the next, though they are pretty much what you would expect for a gaming student. Once the Steam sales start, my evening always begins by checking my (extremely large) wishlist to see if any of the games I want are on sale.

My first choice is to play a game. Currently I’m working on another playthrough of Fallout 3, with mods. I highly suggest the DCInteriors Project, Ties That Bind, and MTC Wasteland Travellers mods. They all really add to the base game by giving extra quests, companions, and making the world seem more populated and travelled.

If it’s getting too late in the evening or I feel like having an early night, I usually choose to read through part of a lesson in the game development course or work on any gaming ideas that I have. At the moment, I’m just getting ready to start on Section 2 Part B of my course which starts putting together all the theory I’ve been learning and shows something that I can actually type up in a computer program. This is something I’ve been looking forward to learning as I have several ideas for games, but I’m finding it difficult to actually program them in C++. Simply put, I know the basics in programing, but not how to put it all together into something that combines both graphics and code.

Which brings us to another holiday tradition – New Year resolutions or, as I prefer to call them, goals. Most people decide to lose weight, quit smoking or get out of debt. As for me, I think this year my goal will be to make and release one game. (And no, the T2G developer’s holiday card challenge doesn’t count!)

So what about you, dear reader and fellow student/game geek? What are your holiday traditions like? Are they similar or radically different to mine? What goals have you set yourself for the coming year? Please feel free to share.

Train2Game News: SpecialEffect wish Happy Christmas!

SpecialEffectThe team at SpecialEffect would like to wish everyone a very Happy Christmas and a big thank you for all the help the charity has received this year.

They put together this heart warming video to show their appreciation

Don’t forget you can continue to help SpecialEffect in the new year by signing up to be a part of their GameBlast in February!

Train2Game News: GallantCloud pitch video

Gallant CloudThe pitch at the Microsoft Ventures demo day that Train2Game Student Studio, GallantCloud, gave is now available to view. The guys did incredibly well and their game, Ether, sounds great!

Enjoy the video below

Train2Game News: Train2Game Interviews CNS Group

CNS GroupThis week on Thursday 12th December, Train2Game’s Harry Cole interviewed Edd Hardy and Andy Smith, auditors at CNS Group www.cnsgroup.co.uk.

The conversation was in-line with previous interviews where Train2Game get expert insight from people working in the games industry and employment areas of interest to our students.

Harry was joined by Train2Game students; Muir and Chris, who were on the call to ask questions directly to the experts. Students were also encouraged to submit questions ahead of the interview which Harry asked on their behalf.

Points discussed include: firewalls, layers of security, potential pitfalls with different types of technology, facial recognition, global satellite positioning and advice about best practice.

Please make sure to have a listen to the interview and let us know what you think. If you have any questions or would like to be involved in future discussions then please get in touch with Harry via the forum.

In the interview Harry requested a best practice list for the students, which he will post when it becomes available. We have further interview planned for next year, with games developers and cloud solution providers, so make sure to stay tuned.

You can hear the interview here: http://www.spreaker.com/user/train2gamestudentradio/train2game-interview-cns-group

Train2Game News: GallantCloud Coverage around the web

WP_20131027_023This year Microsoft started their Acceleration Programme and one of the teams involved was a Train2Game Student Studio.

The studio, GallantCloud, was made up of Train2Game students trying to get their foot in the door of the games industry and this has certainly helped them do just that. As a result of the initiative the team were put in touch with the wider gaming industry.

They attended games industry events and conferences. The team were mentored by Train2Game and Microsoft experts. They also received further tutoring from members of the gaming and business community.

Coverage of the initiative was extensive, with placements on: The Microsoft Accelerator Website,numerous mentions in games industry trade publication – Develop and on Gallant Cloud’s own official website. Train2Game also covered the scheme extensively with videos and content on Train2Game’s official YouTube, Twitter and Facebook, accounts.

In the link below, you can view all of GallantClouds story as this leg of their games industry journey has come to an end.

http://train2gamewinners.co.uk/downloads/Gallant-Cloud.pdf

Good luck from all of us at Train2Game for everything you do in the future guys!