Train2Game news: Rockstar show extensive research behind development of Max Payne 3

Train2Game students should find this interesting, Rockstar Games have given us a behind the scenes look at the development of Max Payne 3.

The first in what Rockstar say will be a series of posts looks at the work going into research for the development of Max Payne 3, with developers going to visit various locations around the game’s setting of São Paulo.

“Gathering assets to help accurately inform and create faithful game level environments set in São Paulo, Rockstar game developers and designers took several trips to the area to extensively document everything from the glamour and exclusivity of posh spots like Avenida MorumbiAvenida Paulista and the Jardins district, to harsh high-crime locales like Favela Japiaçu (Favela do Nove) and the infamous Edificio São Vito (aka Treme Treme or the Vertical Favela).” said the post from Rockstar.

“Thousands of pictures were taken for mood and texture, local fashions and outfits were scanned for reference, and a diverse array of Paulistanos from all walks of life — from bossa nova singers to jujitsu champions to favela gang members — were consulted and interviewed to provide thorough background on the dazzling and dangerous world in which the game is set.”

Train2Game students can feel the post in full, here on the Rockstar Newswire. You can also find out more about the development of Max Payne 3 here on The Train2Game Blog.

And stay tuned to The Train2Game Blog for all the latest Rockstar news.

So Train2Game, what are your thoughts about the effort going into researching Max Payne 3? How important do you feel good research is to the game development process?

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

Train2Game news: Game Developers Choice Awards nominees revealed

Train2Game students can now see the finalists for the 12th annual Game Developers Choice Awards, the leading peer-based video game industry event celebrating the industry’s top games and developers.

Nominations this year are led by three studios and their games, each of which received five Choice Award nods, including Bethesda Game Studios’ long awaited open-world fantasy RPG The Elder Scrolls V: Skyrim, and Valve’s cunning, charming sci-fi puzzle action title Portal 2.

Also nominated five times was newcomer Supergiant Games and its acclaimed downloadable action RPG Bastion, which saw nominations in four categories, plus one for the studio itself, for Best Debut.

Both Portal 2 and Skyrim were nominated for Game Of The Year as one of their nods. The other Game Of The Year nominees are Rocksteady Studios’s dark superhero game sequel Batman: Arkham City, From Software’s immersive hardcore RPG Dark Souls, and Eidos Montreal’s acclaimed franchise update Deus Ex: Human Revolution, also all multiple award-nominated.

Check out Train2Game’s huge interview with Deus Ex: Human Revolution writer Jim Swallow, here on the Train2Game blog.

Other titles with multiple nominations include Naughty Dog’s action adventure Uncharted 3: Drake’s Deception, and Team Bondi’s detective title L.A.Noire. A diverse set of overall nominees include titles with digital-physical crossover (Toys for Bob’s Skylanders: Spyro’s Adventure – for Innovation), free-to-play elements to the fore (NimbleBit’s Tiny Tower – for Best Handheld/Mobile Game), and even no visual display at all (Die Gute Fabrik’s Johann Sebastian Joust – for Innovation).

Overall, the Game Developers Choice Awards are open to any video game, with no restrictions or payment for game submission, with open nominations from a plethora of game professionals helping to choose this year’s finalists. Winners will now be selected by the Game Developers Choice Awards-specific International Choice Awards Network (ICAN), which is an invitation-only group comprised of 500 leading game creators from all parts of the video game industry.

The complete list of nominees for the 12th Annual Game Developers Choice Awards are as follows:
Best Game Design
The Elder Scrolls V: Skyrim (Bethesda Game Studios)
The Legend of Zelda: Skyward Sword (Nintendo)
Portal 2 (Valve)
Batman: Arkham City (Rocksteady Studios)
Dark Souls (FromSoftware)

Innovation
Skylanders: Spyro’s Adventure (Toys For Bob)
Portal 2 (Valve)
Bastion (Supergiant Games)
Johann Sebastian Joust (Die Gute Fabrik)
L.A. Noire (Team Bondi)

Best Technology
Battlefield 3 (DICE)
L.A. Noire (Team Bondi)
Crysis 2 (Crytek Frankfurt/UK)
The Elder Scrolls V: Skyrim (Bethesda Game Studios)
Uncharted 3: Drake’s Deception (Naughty Dog)

Best Handheld/Mobile Game
Tiny Tower (NimbleBit)
Super Mario 3D Land (Nintendo)
Jetpack Joyride (Halfbrick)
Infinity Blade II (Chair Entertainment)
Superbrothers: Sword & Sworcery EP (Capy Games/Superbrothers)

Best Audio
Bastion (Supergiant Games)
LittleBigPlanet 2 (Media Molecule)
The Elder Scrolls V: Skyrim (Bethesda Game Studios)
Dead Space 2 (Visceral Games)
Portal 2 (Valve)

Best Downloadable Game
Stacking (Double Fine)
From Dust (Ubisoft Montpellier)
Bastion (Supergiant Games)
Outland (Housemarque)
Frozen Synapse (Mode 7)

Best Narrative
Portal 2 (Valve)
The Witcher 2 (CD Projekt RED)
Bastion (Supergiant Games)
Uncharted 3: Drake’s Deception (Naughty Dog)
Saints Row: The Third (Volition)

Best Debut 
Supergiant Games (Bastion)
Team Bondi (L.A. Noire)
Re-Logic (Terraria)
BioWare Austin (Star Wars: The Old Republic)
Eidos Montreal (Deus Ex: Human Revolution)

Best Visual Arts
Uncharted 3: Drake’s Deception (Naughty Dog)
Rayman Origins (Ubisoft Montpellier)
The Elder Scrolls V: Skyrim (Bethesda Game Studios)
El Shaddai: Ascension of the Metatron (Ignition Japan)
Battlefield 3 (DICE)

Game of the Year
Batman: Arkham City (Rocksteady Studios)
The Elder Scrolls V: Skyrim (Bethesda Game Studios)
Portal 2 (Valve)
Deus Ex: Human Revolution (Eidos Montreal)
Dark Souls (FromSoftware)

In addition to the awards for individual games, the Game Developers Choice Awards committee will be announcing its Special Award recipients in the near future, including honourees for the Pioneer, Ambassador and Lifetime Achievement Special Awards – as well as revealing the identity of this year’s Game Developers Choice Awards host.

Winners in all major categories will be honoured at the Game Developers Choice Awards show, attended by more than 3,000 of the world’s leading video game developers, and taking place Wednesday, March 7th at 6:30 pm at the Moscone Convention Center during the 2012 Game Developers Conference in San Francisco.

In 2010, the Game Developers Choice Awards added a sister ceremony, the Game Developers Choice Online Awards which honors online and connected games, held during Austin’s GDC Online . Highlights from the 2011 ceremony, which awarded Trion Worlds’ Rift as Best New Online Game and Mojang’s Minecraft as Best Live Game, will be shown during the main Choice Awards ceremony in March.

For more information about the 12th Annual Game Developers Choice Awards, visit http://www.gamechoiceawards.com.  For information about the 2012 Game Developers Conference visit http://www.gdconf.com.

So Train2Game, which games do you think deserves to win awards at the Game Developers Choice Awards?

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

Train2Game students disagree with Kojima on demand for non-FPS games

Train2Game students gave a huge response to yesterday’s Train2Game Blog post about Hideo Kojima’s belief that the success of shooters means there isn’t a strong demand for other types of game.

It seems that for the most part, Train2Game students believe the Metal Gear Solid creator is wrong about this one, with plenty making comments on the Train2Game Facebook page.

For example, Train2Game student Scott Muir pointed to the success of The Elder Scrolls V: Skyrim and the growth of mobile gaming.

There’s this game called Skyrim that was released recently, he should go check it out. Fairly sure it knocked a FPS off the top of the UK Charts, so much for no demand for anything else.” said Scott

“I could’ve sworn Angry Birds and the like was pretty popular too. There’s more than just one market to look at and aim for.” he added.

Train2Game student James Pottinger agreed, arguing that Kojima has expressed a narrow view of the market, but also that developers should try to produce more innovative games.

“Pity Kojima doesn’t seem to have a wide view of the market. More people should play games like Psychonauts. Developers need to produce more innovative and exciting titles that aren’t FPS’s to encourage gamers to play different things.” he said.

But according to Train2Game student Laurence Gee, Kojima is right about the popularity of shooters.

“He is right, it is a shame how all these FPS games that are just so similar to each other are eating up our escaping world of gaming fun. Should always be games of pure madness to help us escape.” he said.

Train2Game student David Cull added that modern shooters are far too similar to each other, and that platformers or RPGs provide more fun.

“FPS is an ok genre but it’s too heavily focused on military warfare, I still play some of the older style FPS but even then I’d still rather play a platform game or an RPG.” he said.

Do you how views on Kojima’s comments? If so, you can still get involved with the debate here on The Train2Game Blog, on the Train2Game Facebook page, or on the Train2Game forum.

Train2Game news: FPS success means ‘there’s not really a strong demand for anything else’ says Hideo Kojima

Train2Game students will be well aware that some of the most iconic characters in gaming, Mario, Donkey Kong, various Final Fantasy protagonists and many more came out of Japan.

However, Metal Gear Solid creator Hideo Kojima believes the success of First Person Shooters means there isn’t much demand for other types of video game, and therefore Japanese developers will struggle to be successful in future.

“It’s much more competitive now: if you look at triple-A titles on a worldwide scale there’s maybe only ten really big games that can get gamers’ attention, and I’m not sure how Japan can compete on that level,” Kojima told Official PlayStation Magazine.

“I think it’s more consumer demand – right now, consumers are happy with what they have. First-person shooters sell like crazy, so there’s not really a strong demand for anything else, and that’s why [original ideas] stop being made.”

“People are satisfied with making minor upgrades and tweaking things here and there – as long as that’s the landscape, it will keep on happening. I don’t see a problem necessarily, but at the same time it is nice to see new things come.” the Metal Gear Solid man added.

Kojima is currently working on Metal Gear Solid: Snake Eater 3D for the Nintendo 3DS.

So Train2Game, what do you make of Kojima’s comments? Is the success of FPS titles harming development of other types of game? Or does the rise of indie titles show that this is far from the case?

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

[Source: Official PlayStation Magazine]

Train2Game news: L.A. Noire development took 7 years because it was “too big” says creator Brendan McNamara

L.A. Noire Cole Phelps Train2Game blog imageTrain2Game 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]

Train2Game news: Interesting Guardian feature on women in game development

Train2Game students should have a look at this article on the The Guardian website. Titled ‘Game changers: the women who make video games’ it features some of the best female game development talent out there and examines what can be done to get more women into the games industry.

Of course, there are plenty of women currently on Train2Game courses as we speak.

“I think young girls need to have their eyes opened to the different avenues open to them in games,” said games writer Rhianna Pratchett, who has worked on games including Heavenly Sword and Mirror’s Edge.

“They can be artists, animators, writers, designers, producers, programmers … We need to get them fired up about technology and find the Ada Lovelaces of the future. I think both the industry and the educational system have a role to play to achieve this. There are so many great female role-models within the games industry, but they rarely get the exposure they deserve.”  she added.

Rhianna Pratchett was part of BAFTA’s Games Writers Panel discussion, which recently became available to listen to via podcast. Find out how to listen to it, and see the rest of Train2Game’s BAFTA Games Writers Panel coverage, here on the Train2Game blog.

Other female game developers who feature in The Guardian article includes Deus Ex: Human Revolution co-writer Mary DeMarle, and Uncharted 3 Director Amy Hennig. The women in video games piece certainly does make interesting reading for Train2Game students.

So Train2Game, what are your thoughts on the article? What do you think can be done to encourage more women into game development?

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

(Source: The Guardian)

Train2Game news: Devs need to be ‘surgical’ and ‘creative’ with next gen games – Bleszinski

Train2Game students will see fewer Triple-A titles when the next generation of consoles arrives, and they’ll need to be developed in a surgical manner.  At least that’s according to Epic Games Cliff Bleszinski, who wants the next gen to have Avatar style visuals.

“The six-to-eight hour triple-A game might be going away, maybe there’s only three or four that come out a year, and those are the established brands.” he told OXM when asked about next gen hardware.

The Gears of War designer argued that the key for game developers to survive is to understand the market, both from a business and development point of view.

“The key is to bet on people who understand technology, but also understand creative and business. Too many games are made just because somebody says ‘A bullfighting game sounds cool!’ And you’re like ‘That would only play in Spain.’ said Bleszinski.

“People just get these random things they want to make, and other people throw money at them without looking at the business. We need not only to be creative but also to be surgical in terms of the games we make.” he added.

It isn’t the first time Bleszinski has commented on what’s needed to get by in the games industry. Indeed, as previously reported by the Train2Game blog, he’s given advice on what games industry professionals should do to make a name for themselves.

And while Bleszinski has previously hinted he has knowledge of next-gen consoles, the Train2Game blog has previously reported that he believes there’s much more to come from the current crop. It looks like Triple-A titles still have some time left then!

What are your thoughts on Bleszinski’s comments? Are the days of huge Triple-A titles numbered? Will developers have to think more about the games they produce?

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

[Source: OXM]

Train2Game news: Your chance to join Paradox Interactive’s Magna Mundi beta

Train2Game students have the opportunity to beta test Magna Mundi, the upcoming PC grand strategy title from Paradox Interative and Universo Virtual.

Those Train2Game students interesting in joining the limited closed beta have until 12th December to register their details on the Paradox Interactive beta sign up page. You’ll also need to be a registered member of the Paradox forum.  Those chosen to be a part of the Magna Mundi beta will be notified by email on 16th December.

Magna Mundi gives you the chance to control one of 400 nations across a period of over 300 years, from the fall of Constantinople through to the American Civil War and beyond. The latest grand strategy title from Paradox Interactive is scheduled for release next year. Watch the Magna Mundi trailer below.

Beta testing is an excellent way for Train2Game students, especially those on the Games QA Tester course to practice their bug hunting skills. Not only that, but in an interview with the Train2Game blog, Trion Worlds Senior QA Tester Karl Tars said that beta testing is potentially a way to get into the industry.

For more on the significance of beta testing to the game development process, see the Train2Game blog.

So Train2Game, are you a fan of Paradox Interactive’s strategy titles? Will you attempt to get involved with the Magna Mundi beta test?

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

Train2Game news: Mode 7 Games on Steam, indie development and free-to-play

Frozen Synapse by Mode 7 Games is published through SteamTrain2Game students should find this Gamesbrief guest post by Frozen Synapse developer Mode 7 Games very interesting.

The bulk of the post sees developer Paul Taylor take a look back at how both business and design influenced the design and marketing of their turn based tactical title.

As previously reported by the Train2Game blog, Mode 7 Games have argued that getting onto Steam is essential for an indie PC game developer. Taylor reiterates that this was vital to the success of Frozen Synapse.

“Steam’s position in terms of digital distribution right now is well documented; having seen the results, there is no doubt in my mind that aiming to create a game which would stand up against other titles on there was the right thing for us to do in this instance.” he said in the Gamesbrief post.

Taylor also suggests that release timing was an element in the success of Frozen Synapse, with Mode 7 Games releasing it in a quiet time for PC releases. His advice to indie developers is to avoid releasing titles during busy periods, such as the run up to Christmas.

“The end of May turned out to be a fairly quiet time and a good time to launch for us: I’d just suggest that indie devs focus on avoiding busy periods (e.g. Christmas and late June to early August) when they’re shaping up for launch.” wrote Taylor.

The Frozen Synapse developer also discusses the growth of Free-to-play, but insists that the ‘pay-once’ model was right for their game.

“Pay-once is the most maligned business model out there right now:I would suggest that even the most hardcore entrenched old-school developers have been won round by the raw data that free-to-play games have generated, so pay-once is in decline.” said Taylor.

“I’m yet to hear a sane scheme for an F2P Frozen Synapse – I don’t think that a free-to-play game along similar lines would be impossible; however I have not heard any viable suggestions for how we could have done it with this game, the game we cared so much about making.” he added.

The Gamesbrief post certainly makes interesting reading for Train2Game students and it can be read here.

Gamesbrief examines the business of games, and Train2Game students can watch an insightful interview with website founder Nicholas Lovell here on the Train2Game blog.

Lovell also spoke in-depth to the Train2Game blog last year, providing useful advice about indie and social game development.

So Train2Game, what are your thoughts on Mode 7’s post-mortem of Frozen Synapse? Will you take the advice on board?

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

[Source: Gamesbrief]

Train2Game news: CS:GO beta begins tomorrow

Train2Game students who were lucky enough to pick up keys at The Eurogamer Expo can get involved with the Counter-Strike: Global Offensive beta from tomorrow.

As reported by the Train2Game blog, Valve’s beta test was supposed to start in October before being delayed after feedback from professional players. However, those with keys will be able to begin beta testing from tomorrow, with Dust and Dust 2 the first maps available to play.

Valve plan to expand the CS:GO beta as it goes on, with the idea that it’ll eventually become the full-game. In an interview with the Train2Game blog at the Eurogamer Expo, Valve’s Chet Faliszek said that beta testing is an important part of the game development process for CS:GO, and ultimately it’s player feedback that’ll drive the eventual full release date.

It’s really important to us because we’re going to let that drive the release date,” said Faliszek on beta testing.

“Because we’re really looking to get the feedback from the community over the changes we’ve made. We’ve brought over some stuff that was good from Counter-Strike: Source and we’ve brought over some stuff that was good from 1.6, so it’s going to be interesting to see how the communities react.”

Beta testing is good way for Train2Game students to test their bug finding skills, and according to Trion Worlds Senior QA Tester Karl Tars in an interview with the Train2Game blog, it’s also a potential way to get a foot in the door of the games industry.

There’s a lot more about beta testing and its importance to game development, here on the Train2Game blog.

So Train2Game, are you going to be involved with the CS:GO beta test? What will you be looking for?

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