This is a video of students talking about Train2Game and the Game Jam from the weekend!
This is a video of students talking about Train2Game and the Game Jam from the weekend!
Train2Game student Fiona Stewart has been featured in The Sun. She talks about how she moved from traditional art to digital art and how it has affected her life. The Sun also featured an article about Daniel Gent, a disabled student of Train2Game who uses a voice activated computer.
Microsoft are bringing Atari’s extensive back catalogue to tablets and browsers. The new portal is called Atari Arcade and it’s opening with eight titles: Asteroids, Combat, Centipede, Lunar Lander, Missile Command, Pong, Super Breakout and Yar’s Revenge. The rest of the games are set to be released over the next few months.
343 Industries and Microsoft are releasing eight different pre-order incentives for Halo 4. Depending on where you order the game from you get a different in game item. The in game items include: Different Armour sets, Avatar Items and multi-player Emblems.
Humble Bundle Six has been released. The Humble Bundles are great for picking up some of the top indie games whilst helping charity at the same time. You pay what you want for the bundle but need to pay a minimum amount to get the game Dustforce. Other games included are: Rochard, Shatter, S.P.A.Z, Torchlight and Vessel.
Sony are releasing two new thinner PlayStation 3s. These new consoles are 25% slimmer than the current models and one boasts a 500GB hard drive the other is a 12GB flash memory model but a 250GB hard drive will be available.
Sony are also launching PlayStation Mobile in October. It is a new store for games to be released for mobile devices. An SDK for the store will be released in November opening up a new market for games developers.
Nintendo has come to an agreement with Unity. Developers can use the engine to create games for the Wii U. Unity users will have to pay for a license to develop for the Wii U, just like with the other platforms.
EA will support the very first GaymerCon. The convention is for the LGBT community to come together through their love of gaming. Their website says its purpose is to educate and inform “the gaming community of the presence of sexuality in our digital lives and promoting acceptance and social change through gaming.”
Finally a big congratulations to the winning team at the weekends world record winning Game Jam. RetroMetro won with their game, Royal Rush. I hope you enjoy your prizes and I hope everyone who attended the Game Jam had an excellent time!
THEY trained, they gamed and they conquered the world!
More than 295 students stayed awake for 48 hours over the weekend in a bid to create video games from scratch with a pledge from one of the world’s biggest software company, Microsoft, to publish them.
Microsoft has teamed up with the UK’s leading distance-learning college in an attempt to get into the Guinness Book of World Records with the biggest Games Jam held at the University of Bedfordshire in Luton.
Dr Jan Telensky, majority owner of Train2Game, said: “It’s a gruelling 48 hours for the students, most of them stay awake but if they need to sleep they catch a nap at their desks or even under them.
“But the dedication and determination they show at creating brand new and exciting games from nothing is impressive – they work as teams under tremendous pressure often with team-mates they’ve never met before. For a student it is an incredible experience they have and it stands them in good stead for getting jobs in the industry in the future.”
Microsoft came up with the theme for the Games – Pride of London after the success of the 2012 Olympic Games and Paralympics in the UK.
The teams had a field-day creating games using cartoons of Boris Johnson, London buses and all sorts of iconic images from the capital.
As the gamers worked through the night local MPs Gavin Shuker and Kelvin Hopkins paid a visit.
Mr Hopkins said: “Going for a world record attempt in Luton, particularly when it is to do with the burgeoning games industry, it will really help to put the area on the map.”
Mr Shuker agreed with him saying that “Train2Game was making a major contribution in the battle to get Britain back to work.”
And work was the name of the game as the students huddled in classrooms and labs at the university to create their games which ultimately could be released as apps world-wide by Microsoft.
Craig Moore, aged 30, from Milton Keynes, a member of team 32, said: “This was a massive learning curve but we hit the floor running. It’s been a fantastic experience.”
Chris Ledger, in his mid-twenties, from Cheltenham, said: “I was getting texts from my family and girlfriend – and my mates – in the middle of the night, it was great to have their support. I’m a wreck now but it was all worth it.”
Microsoft representatives at the ‘jam’ were impressed by the dedication shown by the gamers. Scott Henson, Senior director of Microsoft studios said “These students are going to be the heart beat of the industry in a few years. Events like this are incredibly helpful for young developers to flex their creative muscles.”
This is a round up of some of the thoughts, messages and quotes from the students at Train2Game Game Jam. As sleep deprivation sets in, anything could be said.
For example as I started writing this I heard an interesting conversation from Team 14 questioning “how a dinosaur can scratch himself if he has an itch.”
Neil Gorman of Team 33 said “The team is really jelling well for only meeting yesterday and they haven’t stopped laughing yet”
Chris Ledger of Team 3 said “The theme was a bit of a shocker. Its been a good laugh to work with though. I haven’t had much sleep but I am proud of myself as I did some good work in Blend and Visual Studios, being a designer that’s not my speciality. Getting texts from my friends, family and girlfriend is a massive support and keeps me going through the sleepless nights.”
Dan Rutter also of Team 3 said “We had a lot of ideas using the Pride Of London theme. Ideas such as Boris Johnson being a secret agent protecting the crown jewels were thrown around early on. Compared to last years Game Jam using UDK it is a bit of a challenge. This is the first 2D game I have ever worked on.”
Matty Wyett-Simmonds of Team 1 said in a very sleep deprived fashion “It’s been a good weekend. It’s been fun meeting new people to work with. The Microsoft lecture was interesting as we got to ask plenty of questions I am pretty sure my future assassin is here somewhere” It seems lack of sleep is definitely setting.
Dimitri Michael also of Team 1 said “Our game kicks ass!” He went on to solidify the point repeating how kick ass it was. It is probably worth mentioning he has only had a few hours sleep.
Craig Moore of Team 32 said “I have had a really good team. There have been a few stumbling blocks along the way. We are banking on some little bugs being fixed and we should have a really good game. There was a massive learning curve, but thanks to the help Train2Game have given us we were able to hit the floor running! Thanks Train2Game!”
The new gameplay video – ‘The Study of Stealth’ – for Dishonored, has been released today.
Dishonored can be played in a number of ways, the video released today aims to highlight how the game’s stealth system works plus the tools and powers at your disposal to make your way through the game unseen by your enemies.
Dishonored, the first person action game from Arkane studios, casts you as a supernatural assassin driven by revenge. You make the choices meaning, the outcome of each mission plays out is based on the you.
Dishonored will be available in Australia and Spain on October 11, 2012 and throughout Europe on October 12, 2012, and is slated for release on the Xbox 360, PlayStation 3, and PC. For more information on Dishonored visit http://www.Dishonored.com.
May we introduce an extra special lady who will be filming at the Gameathon, WELCOME Juliette.
Juliette’s credits include the Spirit of London Awards, YES Program (kids education) and even RARE, yes that RARE of Xbox fame. Her credits also span: Saatchi & Saatchi, San Miguel, Vivienne Westwood, Bloodhound (the car that goes 1000mph), Rimmel and Sky TV.
So if you would like to be considered so that Juliette can film your good side get in touch with Harry via BaseCamp.
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More soon as we add them
The Guinness Book of World Records (for largest game jam in a single location) to be set at event organised by Microsoft and Train2Game
Luton, 01 August 2012: Microsoft Corp. will collaborate with online blended learning service Train2Game to set the world record for the largest game jam held in a single location, at the Microsoft and Train2Game Gameathon 2012.
Students on Train2Game courses will gather at the University of Bedfordshire from 14th September to 16th September 2012, forming development teams and creating Metro style videogames for Windows 8 in 48 hours. The world record will be set with a target of 301 or more participants. Representatives from The Guinness Book of World Records will adjudicate the event.
Microsoft experts will be on hand and the contestants will use Windows 8 software. Games completed during the record attempt deemed suitable for release will be available through the Windows Store. A judging process will take place with gaming industry representatives choosing a best game of the show.
“We’re teaming with Train2Game not only to set a world record, but also to support gaming development in the UK,” said John Richards, senior director, Windows Partners and Developers at Microsoft Corp. “We’re working with the students developing for Windows 8, as they are the future of the industry.”
Myra Smallman, Course Director, Train2Game: “This is a tremendous opportunity for our students to work with one of the most respected technology companies in the world. Microsoft is a major player in the video games industry globally and being part of this relationship will be incredibly positive for Train2Game students when they look for employment in the future. The students taking part will also be world record holders, a once in a lifetime opportunity.”
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
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
Train2Game students will know that game development can take a significant amount of time, but even in this industry, L.A. Noire’s seven year development cycle was extensive. (Though only half as long as that of Duke Nukem Forever…)
Why was this? Well, partly because of the impressive Motionscan facial animation, and also because L.A. Noire creator Brendan McNamara believes his film noire title, published by Rockstar, was “too big”
“One [thing] is the size, it’s a huge game – probably too big. The map’s massive, and so that’s probably my fault. We had to build a new process to do that” he told OPM
“We were a brand-new studio – we had brand-new tools, new technology. We have tools that allow you to build cities now, but we had to build that kind of stuff and make it work. Everything from the road network, where all the trolley cars go, all the cables connecting automatically to all of the buildings…”
McNamara revealed that at least 18 months of L.A. Noire’s development was dedicated to research.
“The tech was pretty extensive, including MotionScan. I’d say the first year and a half – [maybe] even longer – was just research.” he said
“Newspaper research, guys going over to LA and doing research on the buildings, taking photos, getting all the resources together… We were quite a small studio – 16 people or something – and we had to have all this material so we could start building stuff.” McNamara concluded
Facial animation was a huge part of L.A. Noire, however, in an interview with the Train2Game blog last November, Brink Lead Writer Ed Stern told us it isn’t something that’s needed in order to enjoy video games.
As previously reported by the Train2Game blog, L.A. Noire broke records to take No.1 in the UK charts when it was released last year.
For more on L.A. Noire, see previous posts on The Train2Game Blog.
So Train2Game, what do you make of McNamara’s comments? Is it possible for a game to be too big? What lessons do you thinkcan be learned from the development of L.A. Noire?
Leave your comments here on The Train2Game Blog, or on the Train2Game forum.
[Source: OPM]