Media Molecule hire LittleBigPlanet community designers

LittleBigPlanet 2

Ever since LittleBigPlanet 2 was first mentioned here on the Train2Game blog, we’ve been trying to push home that the in-game creation tools could provide a Train2Game student with their big break in the industry. Now LittleBigPlanet 2 creators Media Molecule have revealed that the studio has hired developers after being impressed by their community designed levels.

John Beech is a level designer for the Sony Studio, and now uses his skills to help build LittleBigPlanet 2. Until a year ago, John was a self employed builder, but a builder who was good at designing user made LittleBigPlanet levels. Speaking in the latest issue of Games TM, Media Molecule Creative Director Mark Healey explains how the former builder ended up working on LittleBigPlanet 2.

“We’ve hired people from the community, people for whom LittleBigPlanet was their first chance to have a go at making games,” He said.

“John didn’t have a clue about how to make games but he got LittleBigPlanet, managed to alienate his girlfriend and was just making this stuff and really stood out in the community.”

Healey reveals that John isn’t the only member of the LittleBigPlanet community that has been hired by Media Molecule.  He added that he himself also skipped the academic route into the games industry

“I just taught myself, and I hated the idea that the only way to get into the games industry was through various degree courses.”

Media Molecule built LittleBigPlanet around the Ethos of ‘Play. Create. Share’ and the game is based upon the sharing of user generated content. There are many, many highly creative and excellent community built levels available to play.

Not only will LittleBigPlanet 2 continue to allow players to share their user-created levels, but it’ll also let players share entire games with fully formed stories and cut scenes. LittleBigPlanet 2 is currently in beta but plenty of excellent looking levels and games have appeared in videos online.

New games created within LittleBigPlanet 2 by the beta community so far include a recreation of Street Fighter and a LittleBigPlanet First Person Shooter, a user created version of beautiful indie game Flower, and perhaps most impressively, a reimagining of Portal complete with Portal Gun.

And these are only a handful of user generated levels created during the LittleBigPlanet 2 beta, what can we expect when LittleBigPlanet 2 is released for PlayStation 3 in January next year?

However, one thing is certain. Any Train2Game student with a desire to create games should get themselves a copy of LittleBigPlanet 2. Create great levels, and not only could they be played by a vast audience, but if Media Molecule like what you’re doing, you could find yourself working for them like John Beech.

So Train2Game, what are your thoughts on Media Molecule hiring community developers? If you don’t own a PlayStation 3, are you tempted to get one for the chance LittleBigPlanet 2 could give you? And do you have any ideas for games or levels you want to create using the LittleBigPlanet  2 user creation tools?

Leave your thoughts about Media Molecule and LittleBigPlanet 2 here on the Train2Game blog, or on the Train2Game forum.

(Source: Develop Online)

Bungie release Halo: Reach Noble Map Pack trailer

Halo: Reach Noble Map Pack

Bungie has released a trailer for their upcoming Halo: Reach add-on map pack. The Noble Map Pack trailer shows Halo: Reach multiplayer action taking place on the three new maps: Breakpoint, Anchor 9 and Tempest.

The three new areas in the Noble Map Pack look like a lot of fun. You can watch the Halo: Reach Noble Map Pack trailer below.


You can find out much more about the new Halo: Reach DLC in this blog about the Noble Map Pack.

The Noble Map Pack for Halo: Reach is set to be released on 30th November for 800 Microsoft Points on Xbox Live.

Halo: Reach made $200 million dollars on its first day on sale, and easily topped the charts. Will the release of the Noble Map Pack see a resurgence in the success of Bungie’s shooter? Or will Halo: Reach find itself beaten with the release of Call of Duty: Black Ops? And will you be downloading the new maps?

You can leave your thoughts on The Noble Map Pack for Halo: Reach here on the Train2Game blog or on the Train2Game forum.

Call of Duty: Black Ops Gun Game details

Call of Duty: Black Ops

More Call of Duty: Black Ops footage has emerged online. This time it shows footage of a new multiplayer mode for Call of Duty: Back Ops, the Gun Game.

The Call of Duty: Black Ops Gun Game appears to work in a very similar fashion to that of the popular Counter-Strike mod of the same name. In the Call of Duty: Black Ops Gun Game mode, each player starts off with just a pistol, with each kill forcing the use of a new weapon. The player wins the Call of Duty: Black Ops gun game mode by being the first to get a kill with every single weapon.

The video shows every single weapon that can be used in Call of Duty: Black Ops’ Gun Game, with players using pistols, shotguns, rifles, sniper rifles, rocket launchers then finally a knife. Call of Duty: Black Ops Gun Game players can also use their knife at any time, with a knife kill resulting in ‘humiliation’ and their opponent being demoted one gun level.

In addition, Treyarch Community Manager Josh Olin confirmed that Quickscoping will be ‘gimped’ and therefore much less effective in Call of Duty: Black Ops multiplayer matches.

Of course, Gun Game isn’t the only multiplayer mode available in Call of Duty: Black Ops. Along with the traditional deathmatch modes, Treyarch has introduced the Wager Match for Call of Duty: Black Ops. The game will also see the return of a multiplayer zombie mode. You can find out what else to expect from Call of Duty: Black Ops multiplayer by watching this Inside Xbox video from Treyarch HQ.

Call of Duty: Black Ops is set for worldwide release on Xbox 360, PlayStation 3 and PC on November 9th.

So Train2Game, what are your thoughts on the new Call of Duty: Black Ops Gun Game mode? Are you eager to give it a go? And what do you think about the changes to quickscoping?

You can leave your thoughts about Call of Duty: Black Ops here on the Train2Game blog, or on the Train2Game forum.

Red Dead Redemption: Undead Nightmare TV trailer

Red Dead Redemption: Undead Nightmare graveyard

Red Dead Redemption: Undead Nightmare is almost upon us, and Rockstar Games has revealed the official TV trailer online.  John Marston has a ‘funny feeling’ which of course is proven right when a zombie plague occurs, and thus giving Red Dead Redemption: Undead Nightmare reason for existence!

Naturally the TV trailer for Red Dead Redemption: Undead Nightmare shows a lot of zombies running around the Wild West. The TV trailer also reveals two more characters from Red Dead Redemption that reappear in Undead Nightmare.  Professor Harold MacDougal is ominously seen saying ‘I’m going to wander down that lonely deserted street and get my bag.’ Meanwhile, the Red Dead Redemption: Undead Nightmare trailer also shows that Landon Ricketts will play a role. Also, the video seems to show what could be Bigfoot

You can see the Red Dead Redemption: Undead Nightmare TV trailer below.

Red Dead Redemption: Undead Nightmare is single player expansion for Red Dead Redemption and is set to come packed with loads of new features. New weapons, new missions, new multiplayer game modes and new apocalyptic horses will all be a part of Red Dead: Redemption Undead Nightmare.

Red Dead Redemption: Undead Nightmare downloadable from tomorrow for 800 Microsoft Points o Xbox Live or £7.99 on the PlayStation Network.

So Train2Game, will you be downloading Red Dead Redemption: Undead Nightmare this week? Which characters would you like to return? What do you think about the possible appearance of Bigfoot?

You can leave your thoughts on Red Dead Redemption: Undead Nightmare here on the Train2Game blog, or on the Train2Game forum.

UK Chart: Fallout: New Vegas goes top

Fallout: New Vegas

Fallout: New Vegas has won big in its first week on release and topped the GFK Chart-Track All Formats Chart. It seems the gaming public haven’t been dissuaded by reports of Fallout: New Vegas being rather on the buggy side. In fact, Fallout: New Vegas has sold more in its first week than previous title Fallout 3 did, thus giving publisher Bethesda a new most successful debut week game.

The success of Fallout: New Vegas means that Medal of Honor is pushed down to second after claiming first place last week. FIFA 11 also drops down one to third place, after previously holding top spot before being kicked into touch by Medal of Honor last week.

There’s another new entry in the top ten, with Nintendo DS puzzler Professor Layton and the Lost Future selling strongly and taking fourth place, while Just Dance 2 drops from third to fifth spot.  Nintendo titles claim sixth and seventh spots, with Wii Party having dropped two places from fourth, while Wii Sports Resort jumps seven places up the chart and re-enters the top ten.

Former pole sitter F1 2010 continues to stay in the points paying positions, despite dropping two places to eighth. Ninth and tenth spots are occupied by Pro Evolution Soccer and Dead Rising 2 which dropped from fifth and seventh respectively.  Halo: Reach drops out of the top ten into 11th spot.

In disappointing news for SEGA, their shooter Vanquish failed to break the top ten, entering the UK software chart in 12th place. However, Vanquish fared better than EA Sports MMA and DJ Hero 2 which both failed to make the top twenty in their first weeks. EA Sports MMA entered the chart in 23rd while DJ Hero 2 took 25th position.

The full UKIE GfK Chart-Track All Formats Top Ten for the week ending October 23rd is as follows:

1. Fallout: New Vegas (Bethesda)
2. Medal of Honor (EA)
3. FIFA 11 (EA)
4. Professor Layton and the Lost Future (Nintendo)
5. Just Dance 2 (Ubisoft)
6. Wii Party (Nintendo)
7. Wii Sports Resort (Nintendo)
8. F1 2010 (Codemasters)
9. PES 2011 (Konami)
10. Dead Rising 2 (Capcom)

So Train2Game, have you bought any of this weeks new entries? If so, what are your thoughts on Fallout: New Vegas, Professor Layton and the Lost Future, EA Sports MMA or DJ Hero 2?

Will Fallout: New Vegas hold onto top spot next week? Or could Fable III, Star Wars: The Force Unleashed II or WWE Smackdown vs Raw 2011 knock Fallout: New Vegas down?

Expect a full review of WWE Smackdown vs Raw 2011 here on the Train2Game blog this Wednesday!

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

Fallout: New Vegas released tomorrow, PC patch already out

Fallout: New Vegas

Fallout: New Vegas is released in the UK tomorrow and looks set to be snapped up as quickly as free portions of Iguana-on-a-Stick.  Fallout: New Vegas has been well received by critics, even if there are many reports of in-game bugs.

Perhaps the most notorious, creepy and funny bug at the same time is at the very start of Fallout: New Vegas when this mans’ head is gently rotating around as he talks. Other issues include a moonwalking dog, and on a more series not, game crashes.  A PC patch has already been released in order to fix a number of issues, and it’s likely more will be on the way for Fallout: New Vegas on PC, PlayStation 3 and Xbox 360.

See the strange but rather amusing Fallout: New Vegas Intro bug while you still can below


Most reviews say that most bugs are more amusing than game destroying, so if you’ve been waiting for Fallout: New Vegas for awhile, you’re still likely to enjoy it very much! Though if you’ve bought Fallout: New Vegas for PC or PlayStation 3, you were probably disappointed to hear that DLC will, at least to begin with, be Xbox 360 exclusive.

Still, in the weeks its release, the Train2Game blog has featured a number of different articles about Fallout: New Vegas.  Naturally, there’s been a preview article which examines some of the new features in Fallout: New Vegas.

Developers Obsidian entertainment have offered six different Fallout: New Vegas developer diaries. They cover The Story, the Tech & Sound, the Art Direction, the Factions,  The New Vegas Strip, and the Characters in Fallout: New Vegas.

And here’s something that may be especially interesting to Train2Game students, Fallout: New Vegas Senior Designer Chris Avellone offered advice on how to break into the games industry in an interview with Planet Fallout.

Fallout: New Vegas is released tomorrow on PlayStation 3, Xbox 360 and PC.

Will you be playing Fallout: New Vegas tomorrow? Will you be annoyed if there are bugs? What do you think developers should do to combat things like that unfortunate chaps rotating head?

You can leave your thoughts on Fallout: New Vegas here on the Train2Game blog, or on the Train2Game forum.

Epic Mickey ‘The Anatomy of the Animation’ trailer

Epic Mickey Mouse

Disney has released an Epic Mickey video that is a must see for Train2Game Artist & Animators.  The Epic Mickey ‘The Anatomy of the Animation’ video, shows the amount of effort the animators have put in to make the game characters look and move like authentic Disney characters.

Warren Spector says it’s Mickey Mouse in motion that “makes Mickey” and that the way he moves is “critical.” Which is why the Epic Disney animators spent so long analysing Mickey cartoons from when he first appeared along with more recent motion pictures. Spector says they have all of the Mickey Mouse Cartoons and all of the Oswald the Rabbit cartoons and the team spent a lot of time watching them!

The video shows that Junction Point are very aware they’ve needed to make Mickey perfect, and they even consulted with the likes of Pixar and the Disney animators about how to make this so in Epic Mickey.  Warren Spector claims that in his 30 year career he’s never seen animators who go into as much detail as those at Disney.

So, how is the animation of Disney shaping up? You can find out for yourself by watching the Epic Mickey Anatomy of Animation trailer below.

Epic Mickey is scheduled for release on November 30th for the Nintendo Wii

So Train2Game, how good you think the animation of Epic Mickey is? Have the animators nailed the authentic Disney look? And who is looking forward to Epic Mickey?

You can leave your thoughts on Epic Mickey here on the Train2Game blog, or on the Train2Game forum.

Treyarch reveal new Call of Duty: Black Ops multiplayer features

Call of Duty: Black Ops

We have an insight into new Call of Duty: Black Ops multiplayer features thanks to a new video from Inside Xbox.

The video not only shows plenty of Call of Duty: Black Ops multiplayer footage, but also features a behind the scenes look at some of the decisions Treyarch have made to make Call of Duty: Black Ops the “most refined, competitively balanced Call of Duty game to date.”

Studio Head of Treyarch, Mark Lamia, says one of the great things about the large Call of Duty community is that it’s easy to listen to what they want. The Inside Xbox video definitely seems to suggest that fan feedback has been taken into consideration when producing Call of Duty: Black Ops multiplayer.

Killstreaks have changed for Call of Duty: Black Ops after feedback from the Call of Duty community. Firstly, in Call of Duty: Black Ops multiplayer, kills from Killstreak unlocks won’t be added to players’ current killstreak in order to stop the ‘rich getting richer.’ Secondly, Call of Duty: Black Ops multiplayer Killstreak bonuses are going to be more interactive. For example, the Inside Xbox Call of Duty: Black Ops multiplayer video shows that players will be taking manual control of killstreak bonuses like attack choppers and air strikes in order to even out the playing field.

Naturally, Call of Duty: Black Ops multiplayer has a lot of new perks, and not only will these complement the players’ particular style, but their main perk will determine what their character model looks like. For example, any Call of Duty: Black Ops multiplayer player using the Flak Jacket perk, will have a player model with a Flak Jacket, thus showing others that they’re strong against grenades.

Treyarch Community Manager, Josh Olnin describes how a lot of the new Call of Duty: Black Ops multiplayer features made it in from the fan community. Some of these community suggested changes for Call of Duty: Black Ops include the shotgun re-becoming a primary weapon, grid co-ordinates on multiplayer maps, and the ability to dive to prone when needed. Treyarch say that all these subtle fan suggested changes will improve the Call of Duty: Black Ops multiplayer experience.

You can watch the Inside Xbox Call of Duty: Black Ops multiplayer features video for yourself below.


Want more Call of Duty: Black Ops multiplayer action? You can see the Call of Duty: Black Ops ‘Wager Match’ trailer here. Of course, Call of Duty: Black Ops has a single player campaign too, and you can watch the trailer for that here.

Call of Duty: Black Ops is released on November 9th for Xbox 360, PlayStation 3 and PC. GAME has revealed that hundreds of stores throughout the UK will be opening at midnight for the launch of Call of Duty: Black Ops. Full details about which stores will be opening late into the night on November 8th for Call of Duty: Black Ops fans can be found on the GAME website.

So Train2Game, what are your thoughts on the new features Treyarch have included in Call of Duty: Black Ops multiplayer? How important to do you think community feedback about a game is? And who will be braving a cold November night to attend a Call of Duty: Black Ops midnight launch?

You can leave your thoughts on Call of Duty: Black Ops here on the Train2Game blog, or on the Train2Game forum.

The Third Official Train2Game webinar – LIVE BLOG

Hello and welcome to the Train2Game live webinar blog.  From 18:15 to 19:15 on October 20th, the panel of Clive Robert, Tony Bickley, Jon Hare and Dave Sharp are discussed the Train2Game Incubator scheme and various issues in the games industry.

Below are what were live updates during the webinar about what the panel were discussing.

19:16 And that’s it from the Train2Game webinar! Missed it? It’ll be online in the near future.

19:15 The panel close by saying skills learned from T2G courses are transferable to other careers too,

19:14 The panel are discussing how to manage your own team. Tony says you need to examine what your team is looking to deliver before attempting to deliver a project. Business plan,project needs, THEN a team in that order. Jon says an efficient developer team is best as small team in order to encourage communication and interest. Rollercoaster Tycoon was made by 3 people max.

19:12 Tony does say however, that working on your Train2Game course in order to get the raw materials and skills before producing games is hugely important! Dave says that you can produce a basic game, using your new skills as you go along. Keep building.

19:09 Jon says you can create an iPhone game with two people – an artist and a programmer. A good starter game needs to be simple. A small team could produce something in 4 months. Getting games complete is important for future employers. Even if you have to make things very simple. Jon jokes don’t design Call of Duty for the iPhone. Dave says great successful iPhone games like Angry Birds are well produced, well thought out software. Nice production is key.

19:07 Tony says programmers are highly sought after. Dave adds that this is because its a harder discipline to a a degree. Programmers have to adapt to new hardware! Jon says that there’s now a lack of skilled 2D artists since 3D has become important. Social media gaming is changing this…

19:03 Jon says understanding WHEN to apply is a good idea. There are good times and bad times to apply. May and June are usually when developers have money according to experienced designer Jon. Tony adds that finishing the course is going to be a very important aspect for a students chances.

19:02 The panel are discussing what a student will need in their CV and portfolio to apply for jobs. Tony says students should only really start applying for jobs once they’re onto Section 3 of the course and have a complete portfolio. The portfolio work, the proof of your ability is very important! Dave says games companies will only look at a CV if the Portfolio is good. CV is second, portfolio is first.

18:58 We’re now moving into broader questions about the games industry. Get your questions in on Skype.

18:56 DR Studios are looking for a student at the moment. Tony says the studio is well set up for working with work placement students. They’d have an induction fortnight then gradually brought into the project and assigned a DR Studios staff member as a mentor working Hand in Glove with them. (I now have that track by The Smiths in my head)

18:54 The panel have asked how long placements will be. Dave says they’ll generally last between 3-6 months but could be longer or shorter to suit student needs in some cases. Students could require 2 months of mentoring from the studio so Tony says anything less than 3 months may not be good for your placement employers! Jon adds that it could take a little time for students to ‘adapt’to working at the coal face. The Train2Game mentors will still be involved with the students during the placements and incubators.

18:52 Tony says that paying retailers for shelf space and marketing and PR are important nowadays. Look at how much Microsoft and Activision have to promote games for example. HOWEVER, if you’re a successful commercial developer, you could be given the opportunity to produce an original IP.

18:49 Jon says getting noticed is the key challenge nowadays, but you can do that by making a great quality product that’ll attract a publisher. Dave says the fundemental thing now is that students need to know different between a commercial game and a good game. Alas, being commercial is important nowadays. He adds that creating a new IP could be difficult at the first attempt. Even Jon says that he needs to publish his own games now. Things have changed since the mid 90s. But original games can be done, but its hard. Call of Duty and Final Fantasy will always pull retailers in, they’re less likely to risk IPs. BUT iPhones and iPads make excellent opportunities for IPs

18:45 Will the student be rewarded if a game they work on in a studio becomes successful be rewarded? Jon says its unlikely at student level but the experience will be worth it. Tony agrees, saying that students are unlikely to be rewarded with royalties. But at this stage its the experience that counts.

18:42 Dave says academic references for incubators will come from Train2Game, while Dave will also look at students ability and skill. DR Studios staff will be involved in looking at Portfolio work. Tony adds that each studio involved with placements will assess students too.

18:40 Ed via Skype asks how many people will be in an incubator scheme. Dave says its not about numbers but quality and what the game requires. But 2-5 will generally be the size.

18:37 The panel are discussing combining placements with a full-time job. Many students study around their jobs! There ARE opportunities for those in employment. Dave answers the question, will students get paid on placements…answer: Yes! Train2Game will fund placements. £400-£500 a month in a bursary to match costs.

18:34 Jon says co-operation is a huge aspect of being part of a studio. Students shouldn’t worry about competing ‘against’ each other by working for different studios. Tony and Dave agree. Dave adds the games industry is unique when it comes to working together. Look at E3 for example! The ‘community’comes together a lot. Jon says that games industry professionals however shouldn’t be afraid to brake away.

18:30 Dave says there has been a good response from studios about the work placement scheme. Studios should be named in January. The Internal DR Studios designer incubator is already being advertised on the Train2Game forum. External will be advertised in January.

18:27 The incubators and work placements are external to the course, but will be a big boost to employability says Tony. Dave adds that students should preferably be on the later TMA’s of their courses.

18:25 Jon says the student will need to find a role in the team. Though students shouldn’t expect be making final decisions about what games to make! But they will be involved in producing games. Dave says when he started his career, he spent time getting developers to trust in his skills.

18:24 Jon says work experience progammes will help students become an asset to the studio teams, while learning from experienced games developers. Students will need to adapt their skills for a work place environment.

18:22 Shadow from the Train2Game forum has asked what is required to get on the schemes. Dave says students need ability, maturity, and that students are doing well in their courses.

18:20 Dave says the incubator scheme is designed to help students launch their own studios, while the placements will give students experience in game studios. They are purpose built schemes.

18:18 Clive says the panel will be focusing on the incubator and work placement programmes. Ask questions via Skype!

18:16 Jon just mentioned how he’s working on Doctor Who for the Wii. Exciting! He has 25 years of industry experience.

18:15 And off we go! The webinar is starting with the panel introducing themselves.

18:10 Only 5 minutes ’til the webinar starts!

18:06 Remember, you can get involved with the webinar through Skype by adding train2gamewebinar as a contact.

18:03 Not long until the webinar starts now. You’ll know Clive Robert and Tony Bickley as Train2Game course directors from DR Studios, Dave Sharp is the Incubator Scheme co-ordinator, while Jon Hare has been behind many, many games including Sensible Soccer.

Motorbikes hinted at for Gran Turismo 5 DLC

Valentino Rossi Racing Bike

Gran Turismo 5 developers Polyphony Digital have hinted that motorbikes may be added to the game as DLC.  Speaking to PSM3 Magazine, Polyphony boss Kazunori Yamauchi said:

“The environment we have right now allows us to drive motorcycles, but we need to get Gran Turismo 5 done first,”

“Once that’s out of the way, if there’s a strong demand for bikes, that’s something we’d consider.”

It motorbikes were added to Gran Turismo 5, it’d be the first time they’d feature in a Gran Turismo game. However, Polyphony Digital does have past experience with a two-wheeled racing game. The Gran Turismo 5 developers produced the well received Tourist Trophy for the PlayStation 2. It was practically Gran Turismo but on two wheels instead of four.

But motorbike enthusiasts shouldn’t get too excited yet, especially with Yamauchi saying they need to get Gran Turismo 5 done first. Meanwhile, car enthusiasts definitely won’t want to see motorbikes added to Gran Turismo 5 before the game is released. Why, they wouldn’t want Gran Turismo 5 delayed yet again, would they?

Gran Turismo 5 was finally scheduled for release on November 5th, however Polyphony Digital stated earlier this month that the racing sim has been delayed again to create the “perfect racing experience”  However, the developers say Gran Turismo 5 will be ready in time for the Holiday Season.

When it finally gets released, Gran Turismo 5 will feature over 1,000 fully licensed cars and over 70 racing circuits – including the Top Gear  test track. The much anticipated, and much delayed, racer will also be fully 3D compatible.

So Train2Game, what are your thoughts on the possibility of post-release DLC for Gran Turismo 5 that includes motorbikes? Do you doubt that Gran Turismo 5 will actually receive any extra content post release given the time it’s taken to produce the game? Or do you think Polyphony Digital should produce a new version of Tourist Trophy?

You can leave your thoughts on the possible addition of two-wheeled racing to Gran Turismo 5 here on the Train2Game blog, or on the Train2Game forum.