Train2Game news: Ninja Theory – Triple A doesn’t let developers take risks

Train2Game blog readers may have seen a post last month in which Ninja Theory Creative Chief Tameem Antoniades praised the ‘digital revolution’ and the creativity it brings.

Perhaps understandably, he also believes that the traditional Triple-A retail model is in fact harming creativity in the games industry.

“If you’re paying 60 bucks for a game, you want it to give you everything under the sun,” Antoniades told Gamasutra.

“It seems like Hollywood’s got much more diversity than the games industry has. And I don’t know exactly why this is, but I suspect it’s the publishing, retail model of 40 pounds, 50, 60 bucks a game doesn’t allow players to take chances with their money.

“It doesn’t allow publishers or developers to take risks. And the only way you can be sure to sell to someone is to sell them something familiar.”

As previously reported by the Train2Game blog, Ninja Theory’s Enslaved: Odyssey to the West was critically well received, but failed to make the impact needed at retail. As a result, the game won’t be getting a sequel.

However, the Ninja Theory chief believes that innovative games do sell, but the current retail and publishing model makes it difficult.

“I think that ultimately innovation does sell, and messaging is needed,” he said.

“But somehow there’s not enough diversity, I think, in our business models to create interesting, alternative games. At least on the triple-A side of things, the top end market. You’re not seeing very high end innovation happening.” Antoniades concluded.

Yesterday, the Train2Game blog reported that Bioware believe mobile games do let game developers take risks.

So Train2Game, what are your thoughts on Antoniades comments? Is the traditional retail model and the need to be successful stifling creativity in the games industry?

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

[Source: Gamasutra]

Train2Game Game Design student Jonny Robinson’s latest industry experience diaries.

 Train2Game Game Designer Jonny Robinson is on a Train2Game work placement at DR Studios.

In his latest industry diaries, Jonny discusses what he considers the less positive aspects of working in the games industry, and reveals that his time at DR Studios has been extended.

The Train2Game Game Design student also writes about PR in the games industry and the Dead Island cinematic reveal trailer in particular.*

Read Jonny’s latest industry experience diary here on the Train2Game blog, on the Train2Game Scribd site, or on the official Train2Game industry experiences website.

*The Dead Island trailer contains graphic images not suitable for all viewers. Train2Game cannot beresponsible for the language contained in comments made about this trailer

Train2Game news: Hogrocket’s Tiny Invaders available for free

Train2Game blog readers may recall our interview with Ben Ward of Hogrocket about life as an indie iPhone game developer.

The studio got a pleasant surprise when their debut game, Tiny Invaders, featured in front of millions of people during Apple’s iPhone 4S announcement to help showcase the new notification features of iOS 5.

To celebrate, Tiny Invaders will be available for free for a limited period of time. Train2Game students can download it from the iTunes App store here. It’s a great example to Train2Game students of how to produce a great mobile game with just a small team of game developers.

To find out more about Hogrocket, the development of Tiny Invaders and how you can get into developing iPhone games, read the full interview with Hogrocket’s Ben Ward here on the Train2Game blog.

The insightful interview is also available to read on the official Train2Game website, or you can listen to it via Train2Game radio.

Have you played Tiny Invaders, if so what are your thoughts? Is it a good example of iPhone game development?

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

Train2Game news: Bioware exploring ‘experimental’ mobile market

Train2Game students will know that iPhone gaming as a whole has become big business with a number of publishers plotting a long term mobile strategy.

And while the Train2Game blog has previously reported that EA has detailed plans for mobiles, Bioware, who publish the Mass Effect and Dragon Age series’ under the EA, don’t have any specific plans for mobile, but it’s something they’re looking into.

“We’re doing more stuff. EA as a whole is doing more mobile games, and at BioWare we’re looking at mobile extensions for our franchises as well,” BioWare founder Dr. Ray Muzyka told Industry Gamers.

“Nothing to announce specifically right now, but mobile’s going to be one of the dominant platforms going forward.” added co-founder Dr. Greg Zeschuk

And he believes mobile will become as strong as traditional consoles.

“It’s going to be right up there with anything else – it already is in a sense. In terms of dollar share, maybe not yet, but we’re just starting down the hill on free-to-play on mobile devices. That’s a big thing right now. So yeah, we take mobile pretty seriously.”

As previously reported by the Train2Game blog, free-to-play games generate a majority of App store revenue.  And Zeschuk believes the  free-to-play is a low risk environment to test out new ideas, with the prospect of failure not a catastrophe.

“One thing we’ve learned is that you need to lead with gameplay – making sure the core gameplay is really tight”

And another thing is just understanding the platform well enough that you really are state of the art in terms of what you’re delivering relative to what’s there.” said the Bioware co-founder.

“And sometimes it’s just experimental too, and on mobile with something of that scale it’s actually a lot safer to explore ideas,” he added.

So Train2Game, what are your thoughts on Bioware looking into mobile? Is it a good area to experiment with?

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

[Source: Industry Gamers]

Train2Game news: Unreal Engine 3 comes to Flash

Train2Game should find this very impressive; Unreal Engine 3 can now run in Flash.

The move was unveiled by Epic Games CEO Tim Sweeny with a demonstration of Unreal Tournament III running in flash during a keynote address at Adobe’s MAX 2011 event.

Unreal Tournament III was released in 2008 for PC, Xbox 360 and PlayStation 3. What it means for Train2Game students is they’ll be able to play games with current generation graphics in web browers, TV’s with internet connections and social networks.

With UE3 and Flash, games built for high-end consoles can now run on the web or as Facebook apps, reaching an enormous userbase,” said Sweeny.

“This totally changes the playing field for developers who want to widely deploy and monetise their games.”

Indeed, Unreal’s move to Flash provides another avenue for Train2Game students to potentially develop games for.

“We’re excited that Epic Games is tapping into the latest capabilities in Adobe Flash Player 11 to power its Unreal Engine 3.” added, group product manager at Adobe Gaming Solutions Emmy Huang.

“As the console of the web, Flash is delivering immersive gaming experiences across screens and we’re thrilled to have Epic Games using Flash Player to deliver its blockbuster, premier 3D games on the web.”

As reported by the Train2Game blog, the Unreal Development Kit has received only one million downloads since its release.

Train2Game students will also get the opportunity to work with UDK at the Train2Game & Epic Game Jam next month. For more information, see the official Train2Game & Epic Game Jam website.

So Train2Game, what are your thoughts on Unreal running in Flash? Is it an area you’d be tempted to work in? See Unreal running in Falsh for yourself below.

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

[Source: Edge]

Train2Game industry experience diaries from Game Designer Craig Moore

 

Train2Game Game Designer Craig Moore has been on a Train2Game work placement at DR Studios. In his latest industry diaries, Craig discusses the importance of QA testing and how life in a game development studio is treating him.

Read what Craig has to say about his Train2Game work placement here on the Train2Game blog, or on the Train2Game Scribd page.

Train2Game placement student employed full-time at game development studio

Train2Game student Laurence Gee has been given a full-time job by independent studio Brain in a Jar following a successful Train2Game work placement.

Read his thank you post below, or on the Train2Game Scribd page.  You can also read Laurence’s previous Train2Game student placement diaries. 

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

Train2Game news: Telltale Games – iPad ‘obvious place to focus’

Train2Game students will be aware of the significance of the iPad and how Apple has changed the games industry.

Not only has it provided indie developers with the opportunity to release games, but bigger, more established studios are also seeing its benefits.

Telltale games are one such studio,  last month seeing 30% of their revenue come from the sale of iOS titles, and now CEO Dan Connors says they’re planning to focus more resources on iPad game development.

“The tablet is super interesting to us because we believe the style of content we build is perfect for the form factor,” he told Gamasutra.

“The fact that Apple has been able to get such a powerful tablet out there with a big install base makes it the obvious place to focus.”

Telltale games available in Apple’s app store include episodic titles Back to the Future, Sam & Max, Monkey Island and Hector: Badge of Carnagae.

And the studio CEO praised Apple’s global appeal and commented that the App store is an excellent way of getting games in front of a wide audience.

“What we’re seeing is you have access to a worldwide audience. There seems to be a real proliferation of these devices across the world,” he said.

“And the app store is so easy for people to purchase from. You can get your products to market really quickly and get them in front of people really quickly. There’s a good diverse audience – which is really good for the content that we do.”

Train2Game student Georgij Cernysiov has already seen his own iPad title released through the app store, while Train2Game student team Horizon Studios released Postal Panic for iPad earlier this year.

Train2Game students have also contributed to the development of DR Studios’ Bug Wings for iPhone and iPad. All of these show that producing iPad games could potentially be a great way for Train2Game students to get their games on the market.

And as previously reported by the Train2Game blog, Apple could potentially continue to revolutionise the games industry.

So Train2Game, what are your thoughts on Telltale’s move towards more focus on iPad development? Is it something more developers will do? Would you focus on developing games for Apple devices?

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

[Source: Gamasutra]

Train2Game students, want to stand out in the games industry? Cliffy Bleszinski has some advice…

Train2Game students will need to stand out both in ability, and as a character, in ordered to get noticed in the games industry. This could include wearing a silly hat.

That’s according to comments made by Gears of War 3 creator Cliff Bleszinski about what game developers need to do to make a name for themselves.

“It’s not always easy for the majority of them, but the best thing you can do for your career is to be an actual name as opposed to just, and I hate to say it, a gear in the machine,” he told Develop.

And the Gears of War 3 man recognises that you have to be good at what you do, but it’s also important to make yourself a little distinctive.

“First and foremost, make a great game but also have a personality. Be the guy with the hip glasses, with the one gauge earring and the gamer tattoo all the way to the sleeves with a skateboard. Stand out,” he said.

“Be a person, be a brand. Just do something so that people know who you are. Have an online presence more than ever. Understand social channels.”

Many Train2Game students will already know about Twitter, and how some can use it to aid in their success. Train2Game also has its own Twitter account.

Bleszinski use’s creator of Minecraft – a hugely popular game on the Train2Game forum –  Markus ‘Notch’ Persson as an example of a developer using alternative means to make a name for themselves.

“He’s got over 300,000 followers and he has the hat. Clearly the guy gets a certain amount of the branding right, he’s got the cool nickname, he’s got the hat he wears everywhere. You spot him and know what he looks like. He’s an example like Jon Blow.” said the Epic Design Director.

The Develop interview – which Train2Game students can read here – should make interesting reading for Train2Game students, with Cliff Bleszinski also discussing development behind the Gears of War series.

Last month, the Train2Game blog reported that Bleszinski thinks there’s much more to come from current generation consoles.

So Train2Game, what do you think of Bleszinski’s comments? Is it important for game developers to be distinctive to stand out above the crowd?? Would you consider wearing a funny hat to be recognised?

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

[Source: Develop]

Train2Game game developers: how to be a ‘kick-ass’ coder

Train2Game students on the Game Development course will be especially interested in this, a blog on how to become a ‘kick-ass’ gameplay coder.

It’s the latest in the #altdevblogaday series, and comes from FreeStyleGames’ Andy Bastable. It contains some excellent advice on how to become a great coder and is something that Train2Game game development students would benefit from reading!

One tip is the importance of working with the rest of the game development team, the game designers and artists, even if you don’t necessarily agree with what they want to do…

“Being an awesome gameplay coder means leaving that cynical attitude by the door. Yes, you may not like the feature you are tasked with all that much – and you may not even think it’ll work that well, but keep an open mind and you may be surprised by how it develops.”

“Work with designers and artists, and not against them. That doesn’t mean not speaking up when something is wildly unrealistic, or bound to contradict several TRCs – but it does mean being willing to try out things that don’t get all your creative juices flowing at first glance.” Writes Bastable.

Train2Game students can read the full ‘How to be a kick-ass gameplay coder’ piece at #altdevblogaday.

A previous #altdevblogaday post, mentioned here on the Train2Game blog demonstrated the importance of getting involved with Game Jams. Fortunately, next month’s Train2Game & Epic Game Jam will give some Train2Game students this opportunity.

So Train2Game, what are your thoughts on the tips for becoming a kick-ass coder? And what tips would you give to others?

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

[Source: #altdevblogaday]