Train2Game student Jonathon Robinson’s industry experience video diary No.4

Train2Game Game Designer Jonathon Robinson is on placement at DR Studios as part of the Train2Game industry experience placement programme.

In this experience diary, Jonathon and Train2Game incubator scheme, and Art & Animation student, William Alexander discuss a little more about what goes on behind the scenes at DR Studios, what they’ve been up to and getting to grips with working in different areas.

Watch the video, produced voluntary by Jonathon, below and leave your comments here on the Train2Game blog, or on the Train2Game forum.   Watch the previous video here on the Train2Game blog.

Disclaimer: views expressed in the video are those of the person expressing them, and not of Train2Game or DR Studios.

Dark Souls contest could see Train2Game students get their names in game credits

Train2Game Art & Animation students have the chance to see their work appear in the upcoming Dark Souls thanks to a competition from Namco Bandai.

They’re giving fans the opportunity to design a shield that’ll be included in Dark Souls following its release for Xbox 360 and PlayStation 3 in October this year. It’s a great opportunity for Train2Game Art & Animation students to get their names into the credits of a Triple-A title.

To enter, interested Train2Game students need to ‘like’ the Dark Souls Facebook page then create a shield design using one of the three templates provided.

You have until 13th July to submit your designs after which the top ten will be decided by a week of voting from the community.  The top ten designs for each template will then be sent to game developers From Software who will pick the three winners for use in the game.

Of course, there’s nothing stopping any Train2Game student from entering the Dark Souls competition! But it’s probably something that’s more suited to the Train2Game Art & Animation students.

For more information about the Dark Souls design contest, see the the Dark Souls Facebook page. You can also ‘like’ the official Train2Game Facebook page.

Dark Souls is scheduled for release on 7th October for PlayStation 3 and Xbox 360.

So Train2Game, will you enter the contest? Could you see such a competition as a way of trying to get into the game industry?

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

[Source: Dark Souls Facebook Page]

Analysts “unimpressed” by Star Wars: The Old Republic Game Design

As reported by the Train2Game blog, Bioware have previously stated that World of Warcraft is a big influence on their upcoming Star Wars: The Old Republic.

But a report from analysts Cowen and Company reports suggests the influence on Game Design may be too far reaching and in a negative way. It makes interesting reading for Train2Game students anticipating the Star Wars themed MMO.

“We got hands-on time with the game, and were largely unimpressed” reads the Cowen and Company post E3 report.

“Despite promises from EA/Bioware that the title represents a major step forward in MMO design, what we saw was essentially a World of Warcraft clone with Star Wars character skins and the Bioware RPG nice/nasty dialogue tree mechanism bolted on for non-player character conversations.”

The ‘Flashpoint’ dialogue tree mechanism is described in depth by Bioware in a Train2Game blog post from April this year.

Meanwhile, the Art & Animation of Star Wars: The Old Republic is described as “competent but hardly breathtaking.” Cowen and Company predict that the game won’t even see release this year.

As previously reported by the Train2Game blog, publishers EA state that Star Wars: The Old Republic needs 500,000 subscribers to become profitable.

Train2Game students can attempt to see Star Wars: The Old Republic for themselves by signing up to be a beta tester. More information about how to do that is available on the Train2Game forum.

So Train2Game, what are your thoughts on the Game Design of The Old Republic? Should it stick to the WoW formula or do something new? What would you like to see in the game?

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

[Source: GamesIndustry.biz

Train2Game Art & Animation student Fee Stewart speaks to Train2Game Radio

Fee Stewart is studying to become a Game Artist & Animator with Train2Game. Train2Game Radio caught up with him to find out why she chose to study with Train2Game, how she’s finding the course and what she wants to achieve in a career in the games industry. Listen to the interview at www.audioboo.fm/train2game

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

You can also read a previous interview with Fee about her experience at the Scottish Game Jam, here on the Train2Game blog.

For more information go to www.train2game.com 

An interesting look for Train2Game students behind the scenes of Uncharted 3

Uncharted 3 screenshot

While new UK No.1 game – as reported by the Train2Game blog – L.A. Noire may have hit the headlines recently thanks to its impressive Art & Animation techniques, it isn’t the only game out there using motion capture.

The PlayStation blog not only recently revealed the secrets of the motion capture techniques behind the upcoming Uncharted 3, but also the writing techniques used to optimise the Game Design.

The post provides some real insights for both Train2Game Art & Animation and Game Design students.

”We’ve developed a unique process for motion capture and performance capture for games,” Uncharted 3 Creative Director Amy Hennig explained  in  post about the cutting-edge new mocap studio in Culver City, California. “We’re kind of ahead of the pack.”

Moving onto how the game is written, Hennig said:

We don’t have the luxury of writing a big script in an ivory tower, we have an outline that we work from and we write the scenes as we go.”

The approach means it’s easily for Hennig and her team to make changes to the script as and when they need too.

“As the writer, I get to learn the actor’s voices — their cadences, their idiosyncrasies, and I write them right in”

“Their characters become infused with their personalities.” She added, echoing Naughty Dogs previous comments that Uncharted 3 is being produced like a Hollywood film, as reported on the Train2Game blog.

For the full behind the scenes look at Uncharted 3, Train2Game students should head over to the PlayStation Blog.

You can also find out even more about how Uncharted 3 is written here on the Train2Game blog.

So Train2Game, what are your thoughts on techniques behind Uncharted 3’s production? Did you ever imagine games development becoming so complicated? Would you like to work in such an environment in future?

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

[Source: PlayStation blog]

L.A. Noire’s animation so advanced it almost came on six discs

L.A. Noire screen

Earlier this month, the Train2Game blog reported that L.A. Noire’s Art & Animation technology is so advanced, that the Xbox 360 version of the game comes on three discs. (If you’ve not seen the facial Art & Animation in action, see it elsewhere on the Train2Game blog)

Now, Team Bondi has revealed that L.A. Noire could have needed as many as six discs if not for “miraculous compression”

“We’ve always been called stupidly ambitious,” L.A. Noire Director Brendan McNamara told GameSpot . “Along with Rockstar we make very big games.”

“It took a lot of effort to get down to three discs – I think we were on four or five or six at one point – and to get it onto one Blu-ray [for the PlayStation 3 version]. We’re pretty pleased that we got it down to that in the end”

“It’s the biggest map that we’ve done and that Rockstar have done, so there’s a lot of detail in there, and also a lot of actor’s performances – 21 hours worth,” he added.”

As the Train2Game blog reported last week, McNamara believes that Game Designers are realising that video games can be about human drama. He also believes that the MotionScan Art & Animation technique will make it hard to differentiate between game, film and television in future.

Earlier this week, the Train2Game blog revealed that Valve are keeping a close eye on L.A. Noire’s Art & Animation tech.

Of course, L.A. Noire isn’t just about tech, and you can find out more about the Game Design in this Train2Game blog post.

L.A. Noire is released in the UK on Friday.

So Train2Game, is the fact the game could have been on six discs testament to how impressive it is? And will you be playing on Friday? If so, which console will you purchase L.A. Noire for?

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

[Source: GameSpot via OXM]

Valve ‘keeping an eye on’ L.A. Noire Art & Animation tech

L.A. Noire

By now, it’s likely that most Train2Game blog readers have seen the impressive facial Art & Animation techniques used in L.A. Noire.  (If not you can see it here on the Train2Game blog)

While Valve are impressed by the motion captured used in L.A. Noire,  they’re unsure if it’d work with the particular style of “reactive” Game Design they’ve used to create the likes of Half-Life 2 and Portal 2.

As reported by the Train2Game blog, the Art & Animation techniques of L.A. Noire are so advanced, the Xbox 360 version of the title comes on three discs.

“It’s impressive technically, for sure,” said 3D graphics man Jason Mitchell told Develop in an extensive feature on Valve

“And I think it’s an important inflection point in the continuum of ever-increasing fidelity in game characters… There are pros and cons to that LA Noire approach, and we’re keeping our eyes on that piece of tech, but it’s not clear how we would integrate it.”

“I guess I’m not really familiar with the performance characteristics of that technology, on the playback side. One of my first impressions was the incredible high-fidelity of it… But the system is based on a playback of a performance, which can go against how we like to think about characters interacting with our players.”

“We like our performances to be far more reactive to what the player does, and not to something pre-acted on a sound stage. It’s not completely obvious how this tech would integrate into our work.

“But since I haven’t played that game, I’m not incredibly familiar with that technology. It’s super interesting, regardless. I’m sure it’s something people will be referring to for years to come on the history of interactive facial tech.”

Train2Game students can read a hugely in-depth feature that goes behind the scenes at Valve at Develop Online.

Last week, the Train2Game blog reported that Rockstar believe the structure of L.A. Noire as a whole will be revolutionary for the games industry.

On the other hand, Quantic Dreams David Cage believes that L.A. Noire’s Art & Animation provides an ‘interesting dead end’ as reported by the Train2Game blog last month.

L.A. Noire is released here in the UK on Friday.

Where do you stand on L.A. Noire? Could it used to produce the “reactive” games Valve do? Is it the future of the industry? Or do you agree with David Cage in that it’s a dead end?

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

[Source: CVG via Develop Online]

UK Charts: Brink takes No.1 as British developers reign supreme

Brink Train2Game blog image

In news which could be positive for Train2Game students, UK developed Brink is the new No.1 of the UKIE/GFK Chart-Track All Formats chart, which this week features a strong showing from British game developers.

Why positive? Because successful multiplatform titles developed here in the UK – Splash Damage are based in Bromley – could potentially lead to more opportunities for Train2Game students to find work.

The PlayStation Network downtime has arguably influenced the choice of format, with almost 70% of Brink sales for the Xbox 360. (As reported by Train2Game news, the PlayStation Network is slowly coming back online.)

For a more in depth look at the development of Brink, see extracts of an interview posted on the Train2Game blog last week. The Train2Game blog has also taken a look behind the scenes with the Art & Animation department at Splash Damage.

Lego Pirates of the Caribbean is another new entry at No.2, with Oxfordshire developers Travellers Tales multiformat title selling well across all platforms.  The new entries of Brink and Lego Pirates of the Caribbean push last week’s No.1 – as reported by the Train2Game blog – Zumba Fitness down to No.3.

Portal 2 and Call of Duty: Black Ops drop to No.4 and No.5 respectively, with Mortal Kombat falling three places to No.6, while Lego Star Wars III: The Clone wars at FIFA 11 move down two places each to No.7 and No. 8.

Former No.1 Crysis 2 moves up seven spots No. 9, while a third new entry in the form of MX vs. ATV Alive completes the top ten.

The UKIE Gfk Chart-Track All Formats Top 10 for the week ending 14th May 2011 is therefore as follows:

1. Brink (Bethesda)
2. LEGO Pirates of the Caribbean (Disney)
3. Zumba Fitness (505 Games)
4. Portal 2 (EA)
5. Call of Duty: Black Ops (Activision)
6. Mortal Kombat (Warner)
7. LEGO Star Wars III: The Clone Wars (LucasArts)
8. FIFA 11 (EA)
9. Crysis 2 (EA)
10. MX vs ATV Alive (THQ)

New releases this coming week include L.A. Noire – which as the Train2Game blog reported could be revolutionary for the games industry – and The Witcher 2: Assassins of Kings.

So, is it a well deserved No.1 for Brink? Is a strong showing from British game developers good news for you? And will L.A. Noire stroll to top spot next week?

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

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

Remedy on how game developers can learn from their mistakes

Alan Wake

Naturally, many Train2Game students have dreams of working at a well known studio and using their Game Programming, Game Design, or Art & Animation skills to help bring a big title through to release.

Of course, as Train2Game students will know, bringing any game through development isn’t an easy process, and Alan Wake developer Remedy have told Edge magazine what they learned from developing the Xbox 360 exclusive title.

In an interesting insight into game development, the Finnish studio learned  “how to get faster from point A to point D without necessarily going through point B and C” said managing director Matias Myllyrinne

He added that mistakes are integral part of game development, and if they’re not being made then something isn’t right!

“We’ll continue to make mistakes, but I think we won’t make the same mistakes,” he said. “You’re supposed to fuck up every now and again, and if you’re not making mistakes, you’re pretty much not taking enough risks. I think that’s perfectly fine and we want to embrace that: everyone’s allowed to fail here at what they do, and I think that’s part of the safety net that allows people to try harder and push themselves…

“It would be very, very sad if we made the same mistakes again [as we did on Alan Wake with Remedy’s new project]. We’ll find new mistakes to make, but they’ll land us in a cool and interesting place once again!”

Myllyrinne added that “scaling down” was a key thing that Remedy had learned from producing Alan Wake – the game was originally supposed to be an open world title.

It’s a lesson to Train2Game students that while it’s good to be ambitious, even big game development studios can’t put everything they want into a game!

“We tried to combine a sandbox design with a tightly paced thriller,” he said. “We could have made [that] game, but it wasn’t the game we set out to build; those moments just don’t work. And with 20:20 hindsight it’s clear that we should have gone for more of a tightly-paced thrill ride to begin with, which I think we then delivered.”

“Those moments that we had in development when you’re supposed to have a dramatic moment, if you’re not controlling the pacing, the player’s turning up to a scene in a monster truck and you’re going: ‘Okay… it’s supposed to be a dramatic love scene, the characters are going through serious marital issues’, and yet the player comes jumping over logs with a frigging monster truck.”

As reported on the Train2Game blog earlier this month, Remedy believes the video games industry has an entirely digital future.

What are your thoughts on Myllyrinne’s comments? Is learning from mistakes the best way? And have you learned from mistakes at any point during your Train2Game course?

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

[Source: CVG]