Train2Game Game Designer Chris Robinson – Industry Experience Diary No.1

Train2Game Game Designer Chris Robinson writes about his experiences on a Train2Game student work placement. Chris is on placement at DR Studios. You read can it here on the Train2Game blog, or on the official Train2Game industry experiences.

Chris Robinson has previously shared about his experiences with the Game Design course. Read them here on the Train2Game blog, or alternatively, listen to him on Train2Game Radio.

Train2Game Student Robin Channon – Industry Experience Diary No. 2

Another post by Train2Game Game Design student Robin Channon about his Train2Game work placement at DR Studios. You can also read it here on the official Train2Game student industry experiences website.

You can also read his thoughts about the placement in this Train2Game blog interview.

Train2Game course providers DR Studios release Bug Wings

Bug Wings – the game which Train2Game students on work placement at DR Studios helped develop – is now available for iPhone and iPad. You can support the work of fellow Train2Game students by buying it from the iTunes App store for just £1.19!

Taking control of your colourful bug, you must glide and guide your tiny winged steed across the skies above the Great Pond locating the missing pollen, trying to land safely on the flowers and lily pads with your precious cargo intact and not end up in the water! Accumulate the big points by collecting as much pollen as possible while aiming at the stars which multiply your landing tally for those ultimate high scores.

Unlock new levels and bonuses as you progress and then return to previous levels to try and beat your high scores. With both single player story mode and multiplayer mode for up to four players, Bug Wings is a game with bugs in that you’ll love!

For more information on Bug Wings visit the official website at www.bugwings.net or follow the game on Twitter at www.twitter.com/BugWings

FEATURES

·         24 exciting levels across 4 unique Ponds, with more coming soon

·         Simple, intuitive touch&tilt game controls

·         Solo or Party modes with up to 4 players

·         Rich, colourful game world and lovable characters

·         Hundreds of points, stars and power-ups to collect

·         Addictively fun game play and scoring

·         Risky flying rewarded with high scores

You can leave your comments about Bug Wings here on the Train2Game blog, or on the Train2Game forum.

Train2Game blog Red Faction: Armageddon Game Designer interview – part 2

Red Faction: Armageddon Train2Game blog image 02

The Train2Game blog was recently lucky enough to grab a chat with Volition’s Jameson Durall, Lead Level Designer of the upcoming Red Faction: Armageddon. In a wide ranging interview that’ll be of interest to anyone on a Train2Game course, Durall discussed the impressive Geo-Mod engine, how it impacts on Game Design, what goes on behind the scenes during game development at Volition, and revealed to us his tips for getting into the games industry.

In the second part of this interview, Durall continues to discuss how the Geo-Mod engine influences Game Design, how it could potentially be used for modding, and the game development process at Volition. Part one is already available on the Train2Game blog.

Train2Game blog: Can you tell us a bit about the process of how creating and designing new enemies actually works?

Jameson Durall: In our case we wanted to build something to further enhance the experience of the destruction. We had humans in [Red Faction] Guerrilla and we wanted to do something where we could be a little bit more elaborate with them. One of our main goals with taking a good chunk of the game underground was we could utilise the walls and the ceilings, so we wanted to also have enemies that we could do that with as well.

And so when we’re developing each of the types of the aliens, we wanted to make sure they were able to attach themselves to the walls, and attach themselves to the ceilings, giving them different ways to come into the world. So if the player goes in and blows up everything we wanted a way to make sure we can keep refilling the battle or making it as intense as we want. So we did things like the ‘Monster Closet’ so we could bring more into the battles when we needed to.

Train2Game blog: Is the advancement in the Geo-Mod engine the reason why Red Faction: Armageddon has mostly moved underground and is no longer sandbox style as in previous game Red Faction: Guerrilla?

Jameson Durall: One of the things we found with Guerrilla was that the restrictions of building such a destructible area meant that we had to have a lot of space in between each of those encounters. So one of the things with going underground allowed us to do was, we’re not having to draw these vast distances so we can really intensify areas with a lot more destruction. So we wanted to make sure; one, that we got a more dense destruction area, plus we wanted to make sure the player didn’t have to wait as long in between them and we’ve accomplished that goal.

We were handed a fantastic technology for this game, and the Geo-Mod is truly remarkable; so for us it was making sure ‘what could we do on top of that, how could we integrate it a little more in the gameplay’ and not have to worry about having these gaps and what we could do to make sure it was more action packed, and let the player do what they want to do more which is blow things up.

Train2Game blog: Can you see the Geo-Mod engine or something like it being used in other games aside from Red Faction? Or even for modding purposes in future?

Jameson Durall: I think that’s totally possible. There’s a lot of interesting applications for something like that; just think of a quick Xbox LIVE game that you could make which is a fully destructible cartoon style world. The technology itself could transfer to anything that you want to do, it’s a fully physics based destructible world.

Train2Game blog: How does the Game Design team come up with the story and characters? Is it very much a team based effort? Or do individual designers work on individual parts?

Jameson Durall: It’s definitely a team based thing. Certain things will come in when we want to accomplish ‘X goal’ and then we’ll work together to figure out what we can mould around it to make sure that we accomplish that goal. Even the levels themselves have to be built around certain particular story points that we want to make sure we achieve.

So for us there’s a whole lot of each designer working together with our creative director and working with the writing department making sure everyone’s on the same page, that we focus on the key points we have to achieve and then how do we build the rest of the game around that.

You can read part 1 of our interview here on the Train2Game blog.

 

In Part 3 of the Train2Game blog interview with Red Faction: Armageddon Lead Level Designer Jameson Durall, he tells us how he got into the games industry, offers advice to budding Game Designers and discusses the benefits of modding.  Red Faction: Armageddon is released June 10th. 

Train2Game Student Robin Chanon – Industry Experience Diary No.1

The first of a new feature, Train2Game student Robin Channon writes about his experiences a Train2Game student work placement. Robin was on placement at DR Studios. You read can it here on the Train2Game blog, or on the official Train2Game website. 

UDK passes 800,000 downloads: A reminder to Train2Game students about the benefits of modding

UDK Train2Game blog image

The Train2Game blog has long held the belief that modding is a fantastic way for those on Train2Game courses to improve their skills. Not only that but it can potentially offer a way of getting your work out to a theoretically unlimited number of people.

That’s what happened with some Team Fortress 2 community modders who’ve not only seen their work introduced as in-game items, but as the Train2Game blog has previously reported, they’ve made money from them.

The free version of Epic Games’ Unreal Engine 3 development kit (UDK) is one example of a modding tool that’s now been installed over 800,000 times since its launch. That’s what Epic Vice President Mark Rein told Gamasutra.

UDK is available to anyone – including those on Train2Game courses – for free.  A developer that wants to use it for commercial use; that is to use it to develop then sell a game having to pay $99 to enter into a revenue share model. If the game is successful and makes more than $50,000, Epic will take a 25% cut of revenue after that point.

It might sound like a lot but we’re sure that any Train2Game student who went onto produce a UDK powered game that made $50,000 would be more than happy to give something back to Epic!

UDK come highly recommended by game developers, including Volition’s Jameson Durall. In part three of our interview with the Red Faction: Armageddon Lead Level Designer – to be published later this week – he recommends UDK in particular as a good modding tool.

Part 1 of the interview is already available on the Train2Game blog.

Other prominent PC game modding tools include Valve’s Source SDK – which is as the Train2Game blog reported is being made ‘less painful’ to use – while a Starcraft II also provides modding tools. The Train2Game blog previously revealed that one Starcraft II modders work was so impressive, it brought about attention from game development studios.

It all points towards modding being something useful for Train2Game students!  And with UDK free to download, there’s no reason fro budding game developers not to give it a whirl.

Have you considered modding? Will you try out UDK? Or perhaps you’ve modded already and if so, what have you produced?

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

[Source: Gamasutra via Develop]

Train2Game blog Red Faction: Armageddon Game Designer interview – part 1

Red Faction Armageddon Train2Game blog image 01

The Train2Game blog was recently fortunate enough to grab a chat with Volition’s Jameson Durall, Lead Level Designer of the upcoming Red Faction: Armageddon. In a wide ranging interview that’ll be of interest to anyone on a Train2Game course, Durall discussed the impressive Geo-Mod engine, how it impacts on Game Design, what goes on behind the scenes during game development at Volition, and revealed to us his tips for getting into the games industry.

In the first part of this interview, he talks about his role at Volition, how the Geo-Mod engine works, and how it impacts on Game Design in Red Faction: Armageddon. More about Game Design is available in part two, while in part three Durall speaks about getting into the games industry.

Train2Game blog: What does your role of Lead Level Designer with Red Faction: Armageddon mean? What have you contributed to the development of the game?

Jameson Durall: Well, I have a group of level designers and work together with those guys to make sure that we’re building the kind of environments we need for the most action packed, destructive areas that also help tell the story that we’re trying to tell in the game. So there’s a whole lot of working closely with them, trying to direct the areas in a way that fulfils those goals and make sure that we make the best levels possible.

Train2Game blog: The levels are based on the Geo-Mod engine; can you tell us how that works?

Jameson Durall: [Laughs] A smarter man than we would have to tell you exactly how it works! But simply the basics are that every building is built around a shard system. It has a state, and when it takes damage it breaks into smaller pieces. It’s a full physics engine, and so it takes real weight and stress, so anything we build in the game we have to be very realistic about how it’s constructed because anything on top is forcing weight down on to the stuff below. It gets a little more difficult when you want to make tall buildings, or things that look certain ways because you have to make sure you have real foundation at the bottom to hold the weight of the things you’re trying to do.

Train2Game blog: How does this affect the design of the levels and the story of Red Faction: Armageddon as a whole?

Jamson Durall: I’ve been designing levels for over ten years, and I’ve never had a challenge quite like this. You think about traditional shooters where a lot of enemies will come out from behind walls or they’ll open doors and the thing that we have to always consider is that the player could destroy the entire area before certain things start to happen. So we always had to think of each level as a mini-sandbox, where it’s like ‘Ok the player can do so many different things, so lets build each little encounter in a way that they have a lot more options plus we account for whatever they might do.’

It also forced us to do some things like come up with enemy types that now can actually come in through the walls; so we developed the ‘Monster Closet’ system so enemies can come in that way. And then things like the Wraith, it can literally appear anywhere, so we don’t have to worry about including visibility for things like that.

In part two of the Train2Game blog interview with Red Faction: Armageddon Lead Level Designer Jameson Durall, he tells us more about the Geo-Mod engine and how it impacts on every aspect of Game Design. Red Faction: Armageddon is released June 10th. 

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

Bioware admit Dragon Age II faults following community feedback. How important is listening to fans Train2Game?

Bioware Lead Designer Mike Laidlaw has responded to reactions from fans about Dragon Age II’s controversial new Game Design mechanics.  (You can remind yourself of how Bioware said the Game Design of Dragon Age II was ‘more welcoming’ here on the Train2Game blog)

The game itself proved popular on the Train2Game Forum, but Bioware were inundated with comments on the Bioware forum that voiced concerns that Dragon Age II when compared to the original, Dragon Age: Origins. (A title that the Train2Game blog previously laid great praise on, especially when it came to Game Design)

Laidlaw has recognised concerns of Bioware forum users and insists that there are aspects of Dragon Age 2 that must be improved upon in future games in the series.

“I am absolutely aware of the concerns voiced here. Issues like level re-use, the implementation of wave combat, concerns about the narrative and significance of choice and so on have all been not only noted, but examined, inspected and even aided me (and many, many others on the team) in formulating future plans.” he said. “Further, I’m not only aware of the concerns, but I agree that there are aspects of DA II that not only can but must be improved in future installments. And that is precisely our intent.”

Laidlaw also added the reasons why Bioware made such a drastic change from Dragon Age: Origins with Dragon Age II “I am very proud of what the team accomplished with Dragon Age II. I know many are advocating a “it wasn’t broke, why did you try to fix it?” stance, and I absolutely understand why. From my perspective, as someone looking to the future and the DA franchise, I think that DA II moved us into a space that has more potential.

“The story events of DA II have fundamentally altered the political and power landscape of Thedas, in a way that’s open to intrigue, drama and sweeping conflict in the future, and evolves a world that, while still very much involving the Grey Wardens and Darkspawn, is about more than just that one struggle.”

“Hawke’s story was a departure from the usual tale, and in crafting it and the game around it we learned a lot. Some from what worked, but even more from what didn’t. Such is always the way. I hope that in the future we’ll be able to discuss how we’re addressing your concerns and even solicit feedback from you on future plans in the process, but for now, I hope a simple thank you will suffice.” He concluded.

It provides a potentially interesting lesson to Train2Game students in listening to fan feedback when developing games.  For more on why Bioware decided to take Dragon Age II in the direction they did, see extracts of an interview with Mike Laidlaw on Game Design here on the Train2Game blog.

So Train2Game, how important do you believe it to be for developers to listen to fans? Is it something you look forward to in your future career? Have you already responded to feedback when producing games?

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

[Souce: Bioware Forum via CVG]

UK Charts: L.A. Noire stays top

Last week, the Train2Game blog reported that L.A. Noire became the fastest selling new IP, taking top spot in the UK Charts. The Train2Game blog can confirm that the impressively animated title remains at No.1 for the second week in a row.

And as previously reported by the Train2Game blog, Team Bondi believe their impressive Art & Animation tech not only can complete with film, but also has uses outside the game industry.

Dirt 3 takes No. 2 in its debut week, with almost two thirds of sales on the Xbox 360. The remainder of the top 5 is filled with familiar names, with LEGO Pirates of the Caribbean dropping one spot to No.3, while three time No.1 Zumba Fitness holds onto No.4.

Another former No.1 – as reported by the Train2Game blog – in the form of Brink is No.5 after falling two places.

Wii Sports Result re-enters the top ten at No.6 thanks to price promotions on the Nintendo Wii bundle hardware, while FIFA 11 moves up one to No.7 in its 35th week in the charts.

Call of Duty: Black Ops rises two to No.8 in the week the Train2Game blog revealed that Modern Warfare 3 was officially revealed by Activision.  Crysis 2 drops three places to no.9 while the top ten is completed by Mario Kart Wii thanks to the new Wii Bundle that included the game.

The UKIE Gfk Chart-Track All Formats Top 10 for the week ending 28th May 2011 is therefore as follows:

1.    L.A. Noire (Rockstar)
2.    Dirt 3 (Codemasters)
3.    LEGO Pirates of the Caribbean (Disney)
4.    Zumba Fitness (505 Games
5.    Brink (Bethesda)
6.    Wii Sports Resort (Nintendo)
7.    FIFA 11 (EA)
8.    Call of Duty: Black Ops (Activision)
9.    Crysis 2 (EA)
10.    Mario Kart Wii (Nintendo)

The coming week looks slow for releases, with Hunted: The Demon’s Forge arguably the only big title to hit the shelves.

So Train2Game, is it a well deserved second No.1 for L.A. Noire? Will it hold onto the title for a third week? Or could Dirt 3 pip it to the post? Or will something else take top spot?

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

[Source: UKIE Games Charts©, compiled by GfK Chart-Track]

Train2Game Radio interview with Game Development student Mike Connell – text version

Yesterday, the Train2Game blog published an audio interview with Train2Game Game Development student Mike Connell. Now the interview is available in text, and you can read it right here on the Train2Game blog.

As usual, leave your comments here on the Train2Game blog, or on the Train2Game forum.