Train2Game News: “Don’t expect to sit around.” after completing production of your first game

Finishing development of your very first video game may be an incredibly satisfying experience, but don’t expect that to bring instant success or to be the end of your work either.

That’s one of key themes to come out of a ‘Directions to take after your first game’ session at Develop Conference 2012.

“You build it, you’re happy with it, and you think you’ve crossed the finish line.” said Sean Murray of Hello Games, creators of Joe Danger, before going on to add that feedback from players about almost everything – including in the case of Joe Danger , custom soundtracks not working propely – will keep you busy.

Supermono’s Tak Fung agreed, stating its important for indie developers to keep working even after the game has shipped.

“Don’t expect it to be glorious Vegas gambling.” he said, pointing out the importance of getting knowledge of your game out there through PR and marketing. “Don’t expect to sit around.” he added.

Keep reading The Train2Game Blog for the latest news from Develop Conference.

What are your thoughts on the advice from the indie developers on what do you after your first game? Have you planned that far ahead?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game News: “Mostly everything successful is a sequel nowadays.” says Dishonored director

Dishonored looks like it might be on its way to becoming a success when it’s released later this year, but Zenimax visual design director Viktor Antonov believes that it’s now extremely rare for this to happen for a new IP.

He made the remarks while presenting ‘Creating Dunwall’ a session on visual development for Dishonored at Develop Conference 2012.

“Rarely in life in as a developer do you get to start a brand new IP. Mostly everything successful is a sequel nowadays.” said Antonov, who gave the audience a huge insight into the three year pre-production for Dishonored.

Arkane Studios built the visual style of Dunwall by beginning with the Great Plague of 1665, deciding to base the city on London, due to it being both familiar and exotic to those in the United States and in continental Europe. Edinburgh has also influenced design of Dunwall, with the studio taking trips to both cities.

“It’s important to go to the location you want to develop” added Antonov, who was director and concept artist for Half-Life 2.

There’s much more about Dishonored in developer videos with commentary, which you can watch right here on The Train2Game Blog.

Keep reading The Train2Game Blog for the latest news from Develop Conference.

What are your thoughts on Antonov’s comments about success? Is it really only sequels that are big successes now? Or is there still room for new IP?

Leave your comments here on The Train2Game Blog, or on The Train2Game forum.

Train2Game News: ‘Remain focused’ – Sony on pitching ideas to publishers

Game developers need to be absolutely focused when pitching ideas to publishers, or there’s a high chance the game won’t be signed at all.

That’s according to Sony Computer Entertainment executive producer Pete Smith, who made the comments while presenting his Pitching to Publishers session at Develop Conference 2012.

“You need to know what your games actually about” said Smith. “If you won’t have focus for your game then that’s a serious problem.”

Smith demonstrated the difference between a focus and an unfocused pitch by showing videos of two development teams discussing their game ideas. The first was from Evolution as they pitched Motorstorm in a clear and concise way, with each member of the team using the same key words to describe the idea. Motorstorm went on to sell millions.

A second clip showed a development team attempting to pitch EyeToy Lemmings, but some of the team weren’t even able to say what the game was. The game wasn’t signed and Smith pointed out that the studio doesn’t exist anymore.

“Be able to pitch in one sentence,” the Sony executive producer added, before going onto say a good game idea should attempt to be relevant, distinctive and innovative, and that Sony are happy to work with studios of all sizes.

Keep reading The Train2Game Blog for the latest news from Develop Conference.

What are your thoughts on the advice from Sony? What would you consider when pitching ideas?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game News: “Playing board games is fantastic training for game designers” – Creative Assembly lead designer

Shogun 2 Total War

Game designers should play board games in to help improve their skills. That’s the view of The Creative Assembly lead designer James Russell, who was speaking about making the mechanics of Total War and game design at Develop Conference 2012.

“Playing board games is fantastic training for game designers,” he said. “Everything a player does is raw gameplay.”

It formed part of a wide ranging session in which the Total War lead designer discussed subjects ranging from the key game design pillars of Shogun 2: Total War, to how, ultimately every single video game is based around player choices.

“Gameplay is all about choices and trade-offs. Games present players with interesting decisions with pros and cons.” said Russell, adding that weak gameplay is generally down to weak design choices.

The session concluded with The Creative Assembly man showing off pre-Alpha footage of Rome 2: Total War for only the second time. The game is scheduled for release towards the end of 2013.

Keep reading The Train2Game Blog for the latest news from Develop Conference, while there’s more from The Creative Assembly here. That includes information about their recently released Shogun 2 map editor.

How important do you feel board games are for game designers? Are you a board game player?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game News: Free-to-play games take four years to reach peak revenue

Free-to-play titles take four years before they reach their peak revenue from players. That’s what Managing Director of Reloaded – the studio behind APB Reloaded – Michael Boniface told the audience during his presentation at Develop Conference 2012.

The session, From Triple A To Free-To-Play examined the failures of Realtime World’s APB and what Reloaded did to bring the urban combat MMO back as a free-to-play game.  Boniface emphasised that “the most important thing for free-to-play is to be fun,” revealing how the development team regularly consult the community about aspects of APB Reloaded, which launched in December 2011.

And while blockbuster console titles make most of their revenue through day one sales, free-to-play games don’t maximise their revenue until four years after launch, said Boniface, as he discussed future plans for the MMO.

Free-to-play has has arguably been a success for APB Reloaded, with a user base of 647,000 players, compared with the 140,000 players achieved by the original, boxed version of APB Reloaded in 2010.

The Reloaded Managing Director described the process of going from triple A to free-to-play as the “most exciting, stressful, heartbreaking, rewarding experience of my life.”

Keep reading The Train2Game Blog for the latest news from Develop Conference, while there’s more on free-to-play here.

What are your thoughts on the idea a free-to-play title takes four years to reach peak revenue?

Leave your comments on The Train2Game Blog, or here on The Train2Game forum.

Train2Game News: “If you want to be successful, do something different” – Ian Livingstone

To thrive in the games industry, you need to be a little different and preferably own your own IP. That’s according to Eidos Life President Ian Livingstone who was delivering his keynote at Develop Conference 2012.

“If you want to be successful, do something different, follow your heart” he said during his visionary session ‘From Dungeons to Downing Street – A Life in Games.’

The industry veteran discussed everything from founding Games Workshop, to Fighting Fantasy, to Tomb Raider. He also emphasised the importance for developers to control their own intellectual property.

“If you want real value, you need to create and own your own IP.” said Livingstone, later adding “If you can create your own IP, then do so.”

The games industry legend also told the audience how the three most important things in a game for him are gameplay, gameplay and gameplay. And as previously reported by The Train2Game Blog, Ian Livingstone believes “There’s never been a better time to run your own gig.”

Ian Livingstone was one of a number of industry figures who aided in mentoring Train2Game students taking part in Make Something Unreal Live earlier this year. The Games Workshop co-founder said he was “delighted” to be part of the initiative.

The Train2Game Blog will publish an interview with Ian Livingstone in the near future, but in the meantime, there’s more from the Eidos Life President here.

What are your thoughts on Livingstone’s comments? Do you agree that doing something different and owning your own IP are key to success?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum

Train2Game Interview: Cheat Mode author and QA veteren Dan Jacobs – all three parts in one place

Cheat Mode by Dan Jacobs is a recently released book about getting into and surviving the games industry. Written by an industry veteran, this book contains interviews with industry professionals who make games every day. From programmers to designers, journalists to community Managers, it offers advice from staff working at companies including BioWare, Codemasters, Rockstar and more.

The Train2Game Blog recently caught up with Cheat Mode author and experienced QA Tester Dan Jacobs to discuss his book, getting into the industry, what makes a good QA Tester and more in a huge interview which is spread out over three parts.

For the sake of convince, all three parts of our interview with Dan Jacobs can now see accessed in one place thanks to this blog post.  Be sure to read the whole thing for an excellent insight into the games industry.

Interview Part 1 – Inspiration for writing Cheat Mode, his involvement on the Train2Game forum, and how he broke into the games industry.

Interview Part 2 – Researching Cheat Mode, the importance of QA and its place in development.

Interview Part 3 – mistakes when QA testing, advice on becoming a tester, and the importance of networking.

Cheat Mode The definitive guide to getting into and surviving the games industry is out now and costs £10.99.

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

Train2Game Interview: DayZ creator Dean “Rocket” Hall on getting into the industry

DayZ is the hugely popular zombie survival mod for Arma II. Produced by Arma II game designer Dean “Rocket” Hall in his spare time around full-time work at Bohemia Interactive, DayZ has demonstrated the huge potential of modding.

The Train2Game Blog sat down with the DayZ creator at Rezzed to discuss the advantages of modding, his unconventional path into the games industry and advice for those looking to get into game development. 

Tell us how you get started in the games industry. You haven’t taken a conventional route through it.

Yeah, it’s sort of a bit bizarre really. I left the New Zealand air force and did some odd project jobs, and then I decided that, as I was doing a lot of modding, that I wanted to get into the industry and I landed a job as an associate producer, working on console development for movie licensed games. Did that for a couple of years, didn’t really like the industry that much, particularly the console development style, and particularly for movie license stuff, so I quit and joined the army. After awhile, I decided I’d go back and have a look at Arma III.

Landing that first games job as associate producer, modding was a big part of it, they saw the community website I’d been running and the mods I’d been doing, and it was obviously a way to prove I was passionate and that I have a basic understanding of the technology. So I think that was a real benefit, approaching the industry from that angle.

So modding is a great way for aspiring game designers to show off their skills to potential employers?

Yeah, absolutely, definitely, and I think you can show your passion, that you can understand someone else’s code and stuff like that and get good familiarity.

Which toolsets do you use when modding?

3D Max. I guess when I was working as a producer I had the advantage of the project going well and having a lot of downtime. So I used that downtime to learn how to do art and how to do programming and all those kinds of aspects from my team leads, so that meant I ended up with a really good overview, I think if you want to be a good game designer, if you want to work in design, that’s the best way to approach it. Just learn as much as you can about all disciplines.

What other advice would you give to anyone looking to break into the games industry?

You need to be passionate and persistent, and I guess you need to have an idea of what you want to do, what are the areas of game development you really want to focus on? I think the best thing, particularly if you want to get into design, is understand how games are made. That means production, that means how much it costs to make games, that means the different aspects of it; how do you make 3D models? How are those rendered in games? What do programmers need to consider?

And I think the most important thing, even more than raw skills is social skills, you need to have social skills, you can’t just be good. If you’re very good it probably doesn’t matter, but if you’ve got social skills than you can be a real asset to the team.

Thanks for your time, Dean. 

Keep reading The Train2Game Blog for more on coverage from Rezzed, modding and advice from the pros on getting into the industry. 

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game student Diaries of Jonny Robinson with some advice

Jonny Robinson

After many hours of game development and laughter making My Sea Park, it’s now live on the app store. I’m just blown away with how fast it has shot up the UK app charts and it is getting nothing but praise on the reviews section.

It really has opened my eyes to a monetisation model as a whole, which is vital for me to know as a designer since as the gaming economy is changing exponentially.

Clive Robert (CEO of DR Studios) very kindly took out all the member of staff for a meal which was a great laugh. We were like kids at Christmas, just wondering how many downloads we would get and continuously hoping it will make it to the top. Well it’s in the top 25 downloads at the moment and it is still climbing just like the smile on my face.

I need to take my hat off to development DR team and Fuse for doing such a great job!

As a little bonus, this will look great on my portfolio! 😉

Until next time peace!

www.train2game.com

 Jonny Robinson 48

Another week another gigantic lesson learned. Doing what I do, I have to keep a lot of things close to my chest as I don’t want to be legally done by NDA or anything else of that matter. All I can say is that I went for a job interview for a position in the game industry. The person who interviewed me passed on some fantastic advice that I want to share with you as he is very experienced in what he does.

Anonymous game industry advice:

1) When you first walk into an interview; make sure you always introduce yourself, pass your CV to the interviewer (just in case) and tell them what position you are applying for.

2) Make sure before the interview you email the interviewer a link to your portfolio and CV; so they can do a little homework on you before the interview. This is so the interviewers are not focusing on the portfolio so much and instead are paying more attention to you, the interviewee.

3) Show passion if you are new to the industry, this will go a long way if you are less experienced as this will state that you are willing to go the whole nine yards and back to get the job done.

4) This last one is my own advice, if this is your first interview for a game industry position, say so. This may make you look less professional but it will give you some leeway as the interviewer knows you new to this whole experience.

This is just a snippet of information I’m willing to share with you, as we Train2Game members need to stick together and plus, I’m nice like that.

So how did my interview go? It went as well as it could have done, to be honest, but I have been asked to come back for another interview which is fantastic news.

So I hope this information helps you as much as it helped me.

There is so much more that I could talk about, but I will leave that one for my next diary, so stay tuned.

Until then… peace!

www.train2game.com

Train2Game student Diaries of Ben Stoneman May to June

18/05/12
This week the game had changed quite a bit in regards to movement and controls, at the moment we are not near getting a build done and there are still many design issues to consider. I have been finding that a lot of design issues are hard to understand by other team members. They find it hard to see how some of my requests make the game better for the player in terms of gameplay and control. We also needed to begin work on the enemy, however the artist had no idea where to start and frankly came across as not being very excited about learning. I worried this would take too long, so i decided to begin learning how to model, rig and animate in 3ds Max.

25/05/12
This week I have been working on the developer diary for the Asset bundles project. I have been happy to hear feedback from others in regards to the diary, It has given me insight into how they understand the document and has allowed me to make changes that ensure that all can understand and enjoy reading it. One thing that I have found hard whilst doing the developer diary is understanding the problems the coder has faced when working on the game mechanics, also why they decided to program a mechanic a certain way and a lot of other things concerning the programming side of the development.

01/06/12
This week we have tried to get as much of the important art assets for the game finished before our artist goes on holiday for two weeks. The artist had been on cases all day most days, however on the Friday i pushed him to get the essential art assets completed. The art assets had been modelled and UV unwrapped, however the textures still needed to be made and the models need to be imported into the project. the rest of the week has been basically getting the support cases done and giving a personal touch to each of the 9 rooms in the game, including lighting and scenery.

08/06/12
This week was quite short, however I did volunteer to work the Monday and Tuesday, which were bank holidays. I came into an empty office on Monday and got straight onto the cases there were a lot of cases and they were all for me to complete. I did not find it daunting at all, in fact i knew exactly how I was going to go about getting it done. so I began to plough through all of the simple activation cases. On the Tuesday I decided to work from home, I was now past the activation cases and onto the asset store related content. Usually I do not get many asset store cases when working with Rob and James so i did find it quite difficult to answer certain issues. I was advised to say to the customers with issues i needed help solving, that we have limited staff due to the diamond jubilee weekend and the issue will be dealt with asap. the rest of the week was recovering from the hardcore case work over the two bank holidays, however i found i had learnt alot about the asset store cases and how to solve them.

15/06/12
We had our latest build done today, after we tested the build and saw it was working like a basic beta version, we began setting up a presentation. Unfortunately we were unable to link the iPad to the projector, so therefore we decided to go around the office allowing others to test the game and give us their feed back. All my life i have valued feedback, ever since my primary school teacher said “ask your friends what they think”. The feedback we got for those who tested it brought up good points and most gave us a solution. The rest of the week has been mostly cases and polishing the game
ready for the Friday build.

www.train2game.com