Train2Game student Diaries James Bouckley week 15 and 16

Week 15

This week we discussed targets for the game.  When should it be finished by and when would we have a demo ready.  We tried to have a demo ready by Friday but unfortunately we failed.  Despite the game being interesting and very fun to develop, the support cases have to come first and a surprising abundance of them this week and Rob still being on holiday meant we just didn’t have enough time to work on it.  It came as a bit of surprise to me this week when I discovered we needed desktop controls because the game was going to be multi-platform and the dual-joystick imitation controls for keyboard I had made (purely for testing purposes), weren’t going to cut it.  After a bit of stressful week, I have to admit that being told this didn’t find me well.  Ben spent some time going around the office with the iOS version of the game, which was finished, getting as many opinions as possible so we could polish the demo.  Meanwhile I struggled to finish the PC controls and failed.  Not a great week in all, but still a fair margin better than any week I’ve ever had in any other job… ever.

Week 16

Unity 4.0 has been announced!  It was announced this Monday and boy does that make for a lot of support cases!  Rob is now back with us and good job too because I think without him Ben and I would have struggled.  This again meant another week with not as much work done on the game as I would have liked.  The desktop controls are finished now, but buggy and I’m not happy with them.  Also, one of the major things that people noted about the game when Ben showed them last Friday was that they didn’t like the linear mapping between finger-joystick position and player speed.  What that means is that there is linear dependence between the distance of your finger and the centre of the joystick and the speed the player moves at.  People would have preferred a relationship that meant when you’re near the centre you move slower but then you accelerate faster as you move further away.  When I heard this my reaction was “Okay, that’s doable but it’s going to be expensive.  We’ll have to do a square-root operation every frame.”  God bless Unity though because they have already thought about it.  Mark showed me how to sample a curve and apply it to a script and the iOS controls are now far more user-friendly.  Another thing that came up is what happens when the player moves behind something.  Currently we have a shader that highlights the player so you can still see him.  This however sometimes makes it look like the player is on top of the object instead of behind it.  So instead I have started to implement a script that will make the objects see-through instead of the player being highlighted.  I was having some difficulty with this and with some help from Cat, we nearly got their.  I’m confident I can finish this myself early next week.

www.train2game.com

Train2Game Student Diary Ezekiel Morris Weeks 6 and 7

Week 6

Well this week has been awesome so far facial expression are working in unity now so I’m glad about that , three weeks  struggling to get this face expression working but as a student I haven’t had experience on flat facial animation before so  it was Difficult  to solve this  issue.  I needed some guidance so Ben, a student at train2game took a look at this flat facial animation problem and got it working in unity 3d.

Next stage working on another character, creating textures but keeping the same model but still I’m not satisfied how my first character textures are looking, when I’m doing concept art I make sure you have a good understanding of the concept, for example how big it is, what is it wearing a reference image of my character once I’m clear on the design of the character I can prepare texturing the character.

I feel that this is just a work in progress on development but still we got a working function game it just needs some cleaning up so things are pitting up and also  I like the workflow I’m doing now,  you just feel that you know what you doing without thinking about it.

Oh yes we have a new environment artist joining the DR studios.

Ezekiel Morris week 7

This week DR studios had a launch party to celebrate their new release – my sea park, I’m happy to say my sea park is doing well  and  I’m happy to say I did collaborate on the project as well .

On my sea park I did the penguin and the seal sketch and then Matty helped clean up  the sketches. When I started at DR Studios I was working on another project and I was told  to help on my sea park  for  bit. After finishing  the sketches for my sea park  I when back to my original project .It was a nice day and a nice lunch out with my associates, the place we went was called red hot world buffet the food was excellent but I couldn’t eat anymore I was full.

We all went back to DR studios, I was food drunk, now I’m on another project and my task  is to model this character in three days but it’s going to be a  video render with a pink or white  background, then I’m gonna put a camera in the scene so that it  goes around the character when it’s  being rendered.

So I started off doing a model sheet of the character head but I wasn’t sure if I should sculpt the character or model it in 3d max but gonna model it straight in 3d max.

 www.train2game.com

Train2game Student Diary Craig Moore – What an incredibly exciting week it has been!

Craig Moore – What an incredibly exciting week it has been!

Student Diary , Week 30

Unleashed on to the world like a penguin in a paddling pool! My Sea Park hit the unsuspecting world head on yesterday and it’s been an incredible experience, and this was only day one!

We had already seen the beginnings of the social media pushes, by our publishers, earlier in the day but it wasn’t until we got word of My Sea Park creeping in to the charts that things really got exciting. There was the hope it was doing well but the visibility wasn’t really available.

That was until around 5pm, while we were in the meeting with the publisher we heard word it had crept in to the top 50! Of course everyone became very excited, but by the end of the meeting it had already, again, crept in to around 37!

Of course this continued throughout the day, admittedly it wasn’t the most productive of days but it was a really lovely reward for all the hard work.  Of course, being a free title, there is now the hope it will actually monetise well.

That was pretty much the key moment of the week, the rest of my week has been spent illustrating and working on the concept document for the next title, which is going incredibly well. I am waiting on feedback from a few of the other guys here, but fingers crossed it will get some approval; It’s a really exciting project!

-Craig

www.train2game.com

Craig Moore

Student Diary – Week 31

What an incredibly exciting week it has been!

Suffice to say, with My Sea Park being released, the entire office were glued to iTunes watching our brand new game slowly work its way around the charts.

It was great watching it go up and down, and really muscling with the big boys, I got in to the habit of checking it with a stupid regularity, but seeing it in the same space as games like Angry Birds, Infinity Blade and Temple Run was such an amazing feat I can’t help but feel proud.

I think everyone in the office is pleased with how it has done, but the fun isn’t even over yet! With version 1.2 of My Sea Park put into submission last week we are hoping for the first update to drop either today or Monday. With that we should hopefully see a load more faces in the door, as well as hopefully some of the older ones who perhaps didn’t get chance to play as much as they would like or simply didn’t give it a good enough try.

I think it does highlight how competitive the market is at the moment, particularly for My Sea Park’s genre. We have to simply keep working on it, while also working on the next project, to ensure it stays fresh for customers both new and old.

This week I have been getting deep with Unity, finding my way around it and putting time into learning the way the UI systems work, it’s been a great learning experience and so far and I’m finding Unity incredibly pleasing to work with.

-Craig

www.train2game.com

Train2Game Student Diary Matty Wyett Simmonds Very exciting news for us all

Matty Wyett Simmonds Very exciting news for us all

My Sea Park has come out this week! Very exciting news for us all, we’ve all been glued to the ratings and comments on the App store. So far the feedback we’ve had is great with mostly 5 stars!

Currently as I type this Diary My Sea Park is #19 in the Top Free Games in the App store! This is the kind of good news people need to hear, without Train2game Craig and myself wouldn’t have been in the situation that we are now.

We were given such control and flexibility over the games development and thankfully it’s doing well so far beating apps like Facebook and Twitter! Everyone has been working hard up to the release of the game and I am still working on it at the moment for updates and more downloadable content so it’s far from over just yet.

I’m glad everyone thus far likes the game and we’ve had a lot of comments on the art work, which for me is great to see (seeing as I lead the art for My Sea Park), and everyone is finding the Game fun and intuitive which is good for Craig too! Great week and more to come!

Matty Wyett Simmonds

OK so My Sea Park has been out for a week or so now and it’s doing extremely well! It managed to get to number 16 in the Top Free Apps chart on iOS which is amazing for the first day of release too! It got to number 1 in role playing games somehow and managed to get into the 70’s for top grossing apps which means people are enjoying the game enough to invest time and money into it. We’ve had some great reviews from all over the internet and on iOS devices and it’s just generally managing to get a name for itself. I’m very pleased with the outcome of my first published game; it’s amazing for my CV right now.

Thank you to everyone who actually downloaded played and sometimes bought in app items in the game! It has made a massive difference to the success and every download counts, even if it is free. We are working now on updates and more to come for the future!

 www.train2game.com

Train2Game News: “The most important thing, even more than raw skills, is social skills” – Day Z creator

Good social skills are a real bonus for those aspiring to work in the games industry and are perhaps more important than being good at a particular discipline.  That’s according to creator of incredibly popular Arma II mod Day Z, Dean “Rocket” Hall

“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.” Hall told The Train2Game Blog at PC and indie gaming show Rezzed.

The full interview, exploring the unconventional way the Day Z creator broke into the industry and his other pieces of advice for aspiring game developers will be published soon.  During the interview, Hall reassert’s his view that modding is a great way to explore new ideas and gain experience.

There’s more advice from games industry professionals on getting your foot in the door here on The Train2Game Blog. Meanwhile, be sure to keep reading for further interviews and updates from our time at Rezzed.

What are your thoughts on Hall’s advice?

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

Train2Game News: UK studio developing Call of Duty mobile titles

Call of Duty games are being developed in the UK. That’s according to UKIE Chairman Andy Payne who revealed iOS and handheld versions of the popular shooter are being produced by Activision Leeds.

“Activision are like a machine. I have to be careful what I say about these guys because I know them so well and they’ll cane me.” he told VideoGamer.

“But Activision are a machine. They’re very good, and you know what, what people don’t realise with Activision is, the two studios working on the Call of Duty franchise are collaborative studios. That’s unheard of. All the assets are reusable, so they’re not wasting time.”

“The two studios are saying, ‘I need a tank, pull it off from the library’. And those assets are also going to be starting to be used by the mobile team, which is going to be based in Leeds.”

“They [kind of always wanted to get the Rockstar team,” Payne continued , adding that Britain is ahead of the curve when it comes to mobile development.

“They wanted some of the Rockstar guys, yeah. Well it’s smart, because Britain’s pretty ahead in mobile programming. We’re pretty good at it. Yet again, we’re good at it but we don’t talk about it too much because we’re British.” he said.

There’s more Call of Duty news here on The Train2Game Blog, while be sure to keep reading for the latest from Activision.

What are your thoughts on Call of Duty being developed in the UK? Do you think it’s a good sign for the industry?

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

Train2Game News: UK Charts – LEGO Batman 2 No.1 for third week running

LEGO Batman 2: DC Super Heroes holds top spot of the UK charts for the third week in a row, the position the Warner Brothers title has remained since being released last month.

London 2012: The Official Video Game from SEGA sees sales almost double as it rises two places to No.2 as the Olympic Games get closer.  Last week’s new releases The Amazing Spider-Man and Spec Ops: The Line both drop one place each to No.3 and No.4 respectively.

New entry Dead Island: Game of the Year Edition completes the top five.  Originally released in September last year, the standard edition of Dead Island held top spot for two weeks.

The Elder Scrolls V: Skyrim is up one place to No.6, moving above FIFA 12 which drops to No.7. Meanwhile, Call of Duty: Modern Warfare 3 re-enters the top ten at No.8 after moving up 26 places after price promotions at various retailers.

Tom Clancy’s Ghost Recon: Future Soldier slides down three to No.9, while FIFA Street moves up four to complete the top ten.

Theatrhythm: Final Fantasy for 3DS reaches No.19 in its first week on sale, while physical copies of Funcom’s The Secret World see it make No.38 in the retail charts. However, the figures don’t take into account digital sales.

The UKIE Gfk Chart-Track All Formats Top 10 for the week ending 7th July 2012 is therefore as follows:

1. LEGO Batman 2: DC Super Heroes (Warner Bros)
2. London 2012: The Official Video Game (Sega)
3. The Amazing Spider-Man (Activision)
4. Spec Ops: The Line (2K Games)
5. Dead Island Game of the Year Edition (Koch Media)
6. The Elder Scrolls V: Skyrim (Bethesda)
7. FIFA 12 (EA)
8. Call of Duty: Modern Warfare 3 (Activision)
9. Ghost Recon: Future Soldier (Ubisoft)
10. FIFA Street (EA)

What are your thoughts on the continued success of LEGO Batman 2? Will it continue into next week?

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

Train2Game News: Worms Revolution developer diary discusses landscapes, physics and water

Learn about the development of the new 3D landscapes and more in the second Worms Revolution diary from Team 17.

The video sees lead programmer Ian Lindsey discussing how current technology allows Team 17 to create 3D landscapes, while he also talks about how updated physics and dynamic water and new elements to  Worms Revolution.

Watch Worms Revolution Developer Diary 2: ‘Landscapes, Physics Objects And Dynamic Water’ below, here on The Train2Game Blog.

There are more developer diaries, giving an insight into development of a wide variety of games, here on The Train2Game Blog. Also, be sure to keep reading for the latest from Team 17 and Worms Revolution.

What are your thoughts on the new features for Worms Revolution?

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

Train2Game News: “This is the most exciting time in this industry” says Peter Molyneux

Peter Molyneux believes we’re currently going through the most exciting time there’s been in the games industry. The veteran game designer made the comments during his hugely popular developer session at PC and indie gaming show Rezzed.

Molyneux told the packed room at The Brighton Centre, suggesting that while AAA titles like Call of Duty provide a feature film experience, the most exciting, innovative games are released for PC or mobile phones.

Indeed, Molyneux is extremely enthusiastic about the rise of mobile apps allowing almost anyone to produce a hit, multimillion selling game.

“You could go home and work on a game that could reach one hundred million people. How f**king cool is that?” he said.

Molyneux also spoke about how his enthusiasm for developing video games as he did when he started making them almost 30 years ago.

“I truly love what I do as much as I do when I wrote my first game.” he said.

Peter Molyneux is currently working on Curiosity, the first game from his new 22 Cans Studio. It’ll be released for free on iPhone and Androud on 22nd August, with the option to buy items including a $50,000 diamond chisel, which Molyneux says he’ll be shocked if anyone actually buys.

There’s more Peter Molyneux news here on The Train2Game Blog.

Do you agree that this is the most exciting time for the games industry? And what are your thoughts on Molyneux’s continued enthusiasm for development?

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

Train2Game Interview: Veteren QA Tester and Cheat Mode author Dan Jacobs – Part 3

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 the final instalment of our huge three part interview, Jacobs discusses mistakes when QA testing, advice on becoming a tester, and the importance of networking.  The previous instalment of our interview is here.

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

 What are the biggest mistakes that can be made in QA Testing?

Biggest mistake number one is saying “I play games for a living.” No, you’re here for a job, you either work or you leave.  I assure you that very quickly in every new batch of testers, there are some who will go because they believed it was a joke, a mess around, a laugh. They weren’t prepared to do 12 hour days or endlessly test the same thing day out. It’s a job, if you want to keep that job, you have to do that.

Going back to Cheat Mode, your book, what’s the greatest piece of advice you can give to someone looking to break into the industry?

There is a prevailing factor in the book, almost everyone I spoke to, at some point, got a bit of luck. Luck is not something you can aim for, but it’s certainly something you can increase the chances of. If you’re applying to the companies near your house, well, good luck with that. But personally, I’ve moved for almost every job I’ve had, just to be able to take on that job and do it, expand my CV, get more experience then move on.

Once you have that break, a lot of people take you a lot more seriously because you’ve already worked. But getting that first break is very hard, and ultimately you have to be prepared to do whatever it takes. But you have an applicant in this industry need to be prepared to meet those challenges.

Would you recommend going to industry events such as Rezzed, Develop Conference and Eurogamer to help get your face out there?

Networking certainly features highly in Cheat Mode. In fact, I’m beginning to see my Facebook page for the book as a good source of networking.  There are a lot of games industry veterans who’ve liked that page because they know me or they’ve been interviewed by me for the book. But networking is an absolutely great place to start. You may not get a job from networking in any way shape, or form, but you will meet those people again in the industry.

Basically, you’ve got to work really hard to get into this industry.

Yeah, definitely. In a way, it’s a bit of a thankless industry, but the reward of your name in the credits is phenomenal.

So, you’re book, Cheat Mode, where can people buy it from?

Well, I’m sure everyone has seen my Train2Game forum post and the Facebook page. You can pick the book up from completelynovel.com. It’s an interesting book, I was chatting to one of the interviewees, Pete, an artist I worked with in Scotland, and he told me “I would’ve killed for this book when I was younger” and so would I! And the shocking thing is there’s no one book on this subject at all, that I could find anyway.

There are books on how to design games, how to animate games, how to do specific disciplines, but there’s nothing says ‘Here’s a guy, he codes, let’s talk to him about his day-to-day life. Here’s a game designer, let’s talk about what he actually does, as opposed to the image of sitting in a chair inventing storylines which is such fiction.

So, what I’m hoping for is for Cheat Mode to do a couple of things; it’ll give people a more realistic idea of what they’re getting themselves in for,  hopefully give them some tips on creating a good CV, and getting out ahead of the crowd. And hopefully there’s some resources in there that they may not have heard of, and perhaps they can use the FAQ when they start at a company.

Thanks for your time

As usual, leave your comments here on The Train2Game Blog, or on the Train2Game forum. Part 1 and 2 of our interview are here.  

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