Train2Game Animators get excited: Assassin’s Creed: Revelations tech could surpass that of L.A. Noire

Train2Game students will be familiar with the impressive facial Art & Animation of L.A. Noire, with many wondering if it could be beaten in future.

Well, the facial animation of Assassin’s Creed: Revelations could surpass that later this year, thanks to the Mocam technique used to capture footage.

“One of the elements that’s really interesting about Mocam is that, while  it creates a lot of high-fidelity character expression and movement, the actor doesn’t need to look like the character he’s playing.” Assassin’s Creed: Revelations Lead Game Designer Alexandre Breault told Now Gamer.

“It’s a system that’s able to interpolate the facial movements of one person and apply them to any model. That gives us a lot of flexibility with our actors.” He added.

That means the in-game character doesn’t have to look like the actor who plays them, useful for Assassin’s Creed: Revelations which features a number of historical characters.

Another way the motion capture used for Assassin’s Creed: Revelations could beat that of L.A. Noire is that it incorporates the entire body. Team Bondi’s method, while very impressive, only captured the face of the actor or actress.

“They’re also able to act with their whole body, as the system isn’t just limited to the head” explained Breault.

“ Mocam doesn’t create a clash between facial expression and body movement – it’s all integrated. It allows realistic facial expression, but not at the cost of actor expression as normal mo-cap does.”

It certainly sounds impressive, much like the fact the Train2Game blog reported earlier this year that the Ubisoft team behind Assassin’s Creed: Revelations is over 200 people strong.

And while it isn’t being used to capture facial animation, Uncharted 3 is also using advanced motion capture techniques.

So Train2Game, could Revelations surpass the tech of L.A. Noire? Would it improve the game? Is motion capture the way forward?

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

[Source: Now Gamer]

Train2Game student lesson for the future? id Software’s fans ‘sometimes drive them nuts’

 

All Train2Game students are gamers, and they’ll all have different ideas about various games with some even voicing opinions on the Train2Game forum.

Of course, not all comments about games are positive with gamers demanding various things that for one reason or another won’t be in a particular game.

The upcoming RAGE from ID Software contains shooting, driving and RPG elements, but creative director Tim Willits believes that fans of the game will still find problems with it, things that they believe should be added.

“The worst thing is that everyone wants the kitchen sink and everything else too,” he told Xbox World 360 Magazine.

“For Rage, we’re doing all these things and yet people are like ‘Well I can’t blow up these boxes’, and I’m like ‘Are you serious? We have driving, racing and all these cool characters!’ ‘But in this other game I can blow up boxes’, and I’m like, ‘This other game doesn’t have any racing in it!’

“It’s crazy. Fans: I love them but sometimes they drive us nuts!” he concluded.

Train2Game students probably have criticised certain games, and they may even find fans demanding things from their own games in future!

As previously reported by the Train2Game blog, RAGE will be released with mod tools potentially allowing the community to add the things they believe should be in the game.

As Train2Game students will know, modding is also a great potential path to a full-time role in the games industry.

Rage is scheduled for release on October 7th for Xbox 360, PlayStation 3 and PC

So Train2Game, how important is fan input into game development? Would you accept it for your games?

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

[Source: CVG]

Train2Game hands it to Sony over Vita development gifts for indies

It’s entirely possible that some Train2Game students could end up developing games for the upcoming PlayStation Vita in future.

At least that’s the case if one or more students end up working for an indie studio looking to develop on the handheld console.

Indie studio Rubicon has confirmed to Gamasutra that Sony are handing PlayStation Vita dev kits to small game developers.

“I can confirm that Sony was generous enough to loan us some kit, and that’s one of the many reasons why I big them up every opportunity I get.” said Managing Director Paul Johnson.

“They really do seem to have gotten behind smaller developers, based on my own experience and from talking with other small devs, and I think they should be saluted for it.”

“We’re entering a new era in which digital downloads can be translated into mass market sales for smaller operators – once only the preserve of the big boys.”

Johnson noted that the PlayStation Vita dev kits aren’t for keeps but “are just loaners – we have to give them back when we’re done.”

Last month the Train2Game blog reported that Sony wanted to see more support for indie developers.

As an industry, we have to support those smaller teams, and let them try out their ideas, without doing so, the whole industry will stall, in terms of innovation.” Said Sony Computer Entertainment Worldwide Studios boss Shuhei Yoshida.

The PlayStation Vita – previously known to Train2Game blog readers as the NGP – featured prominently in Sony’s E3 conference.

“PlayStation Vita will revolutionise the portable entertainment experience,” said Sony CEO and Exeuctive Vice President Kaz Hirai  “It gives you the most complete entertainment package in the palm of your hands.”

For more information about the PlayStation Vita, see the full report on the Train2Game blog.

So Train2Game, is it a positive move that Sony are loaning dev kits to indies? Would you like to develop for a handheld such as the PlayStation Vita in future?

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

[Source: Gamasutra]

Train2Game students read this! Valve on playtesting during game development

 They're waiting for you Gordon, in the test chamber...

Train2Game students, particularly the QA Testers, will know of the importance of testing during a games development.

Now, in an interview with GameSpot, Valve has revealed that they believe playtesting to be the most important part of game development.

“For us, playtesting is the most important part of the game development process,” experimental psychologist and Valve’s playtesting lead Mike Ambinder told GameSpot.

“It’s not something we save for the end of the development, or use as a quality assessment or balancing tool. It is the dominant factor that shapes our decisions about what to release and when to release it.”

It’s a statement that Train2Game students who haven’t already been testing games throughout their development should really take on board.

Valve uses something called ‘bio-feedback metrics’ as part of the testing process. It features standard observed play sessions and surveys, but also involves tracking eye-movement with monitor-mounted cameras; monitoring heart rates; and even skin conductivity tests.

Valve use all of these to determine the players enjoyment of the game.

“We became interested in the use of biofeedback both as a playtesting methodology and as potential user input to gameplay because the idea of quantifying emotion or player sentiment seems to have utility,” said Ambinder.

“On the playtesting side, recording more objective measurements of player sentiment is always desired. People sometimes have a hard time explaining how they felt about various things, and memories of feelings and events can become conflated.

“Conversely, if you have a more objective measurement of arousal or engagement, you can get a clearer picture for how people are emotionally consuming your game.”

Last week, the Train2Game blog reported that Valve’s Steam service is ‘essential’ for indie developers.

So Train2Game, how important do you believe playtesting is to the game development process? How would you go about it?

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

[Source: GameSpot]

Train2Game / Game Horizon Developer Drinks

  • Opportunity for students to meet industry professionals and discuss course details
  • Developer drinks on Tuesday 19 July gives developers access to hot new industry talent

Train2Game, provider of games industry training courses, today announces details of its participation in the 2011 Develop Conference, including its first ever ‘Guru Bar’ on stand B12 – giving those interested in the games industry a forum to interact with key figures and ask questions about training, career development and the community at large.

For developers eager to wind down after a long day marching the floors of the show, Train2Game will also be teaming up with leading games business network, GameHorizon, to host an evening of drinks at Alfresco, a Brighton seafront bar. Here, developers are invited to meet future industry talent and rising stars of the course, as well as get more information on how to get involved with placement programmes.

Key facts of the placement schemes follow below:

  • The placement schemes operate across the all Train2Game courses – Artists, Animators, Developers, Designers and QA.
  • Developer placements programmes are subsidised by Train2Game and can range for periods of 2 – 6 months.
  • Developers can choose from the top performers to suit their needs

Tony Bickley, Course Director at Train2Game sees events like Develop as the perfect place for the present and future of the games industry to collide: “While it’s easier than ever to connect online, there’s no replacement for meeting your peers face to face, both when on the hunt for new talent or considering a route into the industry. It’s the same logic which fuels our courses – substantial relationships and interaction online supported by face time wherever possible.”

Train2Game is a blended-learning organisation designed to fast track the best, most ambitious and motivated students into the games industry through comprehensive, expert-supervised courses. A big part of this is co-ordinating with the best developers in the country and providing top tier talented graduates for placements in the workplace.

Train2Game Guru Bar Details
Date:
Weds 20 – Thurs 21 July
Venue: Develop Expo, Stand B12
Hilton Metropole, Brighton
Attendance is free, please RSVP at the Develop 2011 front desk

Train2Game/ Game Horizon Developer Drinks
Date:
Tuesday 19th July
Time: 17:00 – 19:00
Venue: Alfresco,
The Milkmaid Pavilion,
Kings Road Arches,
Brighton,
BN1 2LN

Train2Game Game Developer Phillip Stevens from Paignton speaks to Train2Game Radio

Phillip Stevens is studying to become a Game Developer with Train2Game. Train2Game Radio caught up with him to find out why he chose to study with Train2Game, how he’s finding the course and what he wants to achieve in a career in the games industry.

Listen to the interview at http://audioboo.fm/train2game

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

Train2Game students may have to wait for Skyrim mod tools

Skyrim Dragon Fight screenshot

Train2Game students looking to get their hands on modding tools for The Elder Scrolls V: Skyrim may have to wait for a little while after the game is released.

“We put a big premium on our editor, which we then ship with the games,” Bethesda Game Studios director Todd Howard told Gamasutra.

“It’s going to come out again with Skyrim, the Creation Kit. So when it comes to content creation, we just have so much of it that we have to put a lot of development time into the tools, because the game is so big.

“We’re hoping [the Creation Kit] will be available as a download on launch day. I don’t know if I can promise day-one, but it will be very close.”

Skyrim looks extremely impressive indeed, and it’d be interesting to see what modders can do with the Creation Kit.

You can find out a little more about Skyrim here on the Train2Game blog

In an interview published on the Train2Game blog last month, Red Faction: Armageddon Lead Level Designer Jameson Durall said that modding is an excellent way for those with desires to get into the games industry to practice their skills.

Indeed, Valve, who was reported by the Train2Game blog will be releasing the Source SDK for free have a long history of supporting modders, and as many Train2Game students will know, the popular shooter Counter-Strike begun as a mod for the original Half-Life.

More recently, Valve have allowed Team Fortress 2 community developers a cut of the revenue made from the in-game items sold through digital transactions.

Some amazing games have been made by modders for various engines, who knows what they could come up with when using the Skyrim Creation Kit.

So Train2Game, is the Skyrim Creation Kit something that interests you? Or are you just looking forward to the game itself?

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

[Source: Gamasutra via VG247

Train2Game students could be among them? The Games Industry needs ‘a greater number of female graduates’ .

 

There are plenty of women on Train2Game courses aspiring to work in the game industry, they may therefore be interested to hear that LucasArts creative Director Clint Hocking says the games industry needs more female employees.

In a column in Edge magazine – a useful publication for Train2Game students – Hocking criticised what he called the ‘Viking Culture’ of the game industry, and says that it needs to change.

“Game development studios and their teams are largely staffed in the same way that Viking longships were crewed. Consequently, the culture is overflowing with beer and pent-up aggression, and a very significant portion of our overall cultural output is fart jokes. I think we can do better.”

He adds that establishing a more balanced culture in the games industry would go a long way to games reaching a “truly mass market audience.”

Hocking believes the best way to do this is to encourage more women into the industry.

“This means that we need to better position the industry as a desirable workplace, one in which female artists, designers, programmers and project managers would want to be employed. It involves reaching out to universities and colleges to help them attract more female applicants to their programmes, enabling us to benefit from a greater number of female graduates.”

“Like the Viking expansion itself, this transformation probably needs to be driven from the bottom up. Like it or not, the culture onboard your ships is the culture you’re exporting. Fart jokes have their place in culture, but when fart jokes become your culture you have a problem.” he added.

There are plenty of women on Train2Game courses who definitely want to become part of the games industry, and there are certain organisations that could help them.

As reported by the Train2Game blog last month, the Women In Games Jobs event that takes place in September could be of great benefit to female Train2Game students.

And as posted by Train2Game Course Director Tony Bickley on the Train2Game forum, WIG will be holding networking event for women working, or planning to work in the games industry, during the Develop Conference later this month.

So Train2Game, what are your thoughts on Hocking’s comments? Is there too big a male culture in the games industry? Do you think it needs to change?

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

[Source: GamesIndustry.biz]

Train2Game News, Smurfs’ Village ‘changing the market’ for mobile games

It’s very likely that many Train2Game students are aware that Angry Birds is a hugely popular game. Indeed, it wasn’t so long ago that the Train2Game blog reported that it’s been downloaded over 200 million times.

The CEO of one developer however, believes that it isn’t Angry Birds that’s the most important mobile game, but Smurfs’ Village.

Unsurprisingly, the man singing its praises is Remi Racine, CEO of Smurfs’ Village developer Behaviour Interactive.

“Everybody is talking about Angry Birds, but the game, to me, that is changing the market is Smurfs’ Village,” he told GamesIndustry.biz “Smurfs’ Village is outstanding.”

“I’d be curious to see who is making the most money between Angry Birds and Smurfs’ Village.”

When you look at the charts it’s always among the top three of four grossing games of the last seven or eight months. It’s always there. Angry Birds is in the top ten, but Smurf is in the top three. It’s amazing.”

“About 30 or 40 percent of the top grossing games are freemium based,” Racine added. “It’s the new way.”

Smurfs’ Village is free to download, but allows players to increase progress by downloading the in-game Smurfberry currency, with real money in various sized bundles that cost between £2.99 and £59.99.

For more information about Smurf’s Village, and how free-to-play could be the way to go for Train2Game students, see the Train2Game blog.

And as reported by the Train2Game blog just last week, EA believe free-to-play titles can be as profitable as console games.

So Train2Game, do you agree that Smurfs’ Village is the most important mobile game? Is free-to-play a model a smurfy way of developing games?

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

[Source: GamesIndustry.biz]

Train2Game News, Cloud gaming service Gaikai founder on how to combat latency

As previously reported by the Train2Game blog, streaming video games directly to televisions or other devices is increasingly being talked about as a means of getting them directly to the consumer.

However, with internet connections, well, notoriously unreliable there are those that doubt whether steaming games can truly take off in the near future.

Indeed, Dave Perry, founder of cloud gaming service Gaikai, acknowledges that latency is “the biggest elephant in the room” but claims the company has gone to great length to combat it.

“A lot of programmers  went on record straight away saying ‘this’ll never work’, Perry told Edge “I am an engineer and I get it, I’m there with them, I understand the conceptual problem”

Of course, Train2Game game developers are working towards a career in the area of programming.

“The thing they don’t think about is I have about 60 people coming to the office every day working on this problem. We found many, many ways to do it, and we’re executing all of them.”

“The way the math works is that if I get two states closer to you, I actually get four states closer,” he said

“Two states is four states in latency, we had that epiphany pretty early on. That’s why we have so many data centres.”

Another solution is rather interesting, and also surprising.

“Imagine your game’s running at 30 fps on your console, but we run it at 60 fps [in the data centre], the amount of time that the game took while it was running,” he explains. “The engine itself took less time because we’re running it faster.

“So we take that time and use it for compression and sending, and you can suddenly see how the math starts to work in our favour. The faster we run the game, the more we overclock it, the lower the feel of the latency. This is one of many, many ways we’ve discovered to tighten up the feel of it.”

As previously reported by the Train2Game blog, there are those that truly believe cloud gaming is indeed the future of this industry, could Gaikai’s methods be a step towards this?

So Train2Game, do you think it’s the future of the industry? Does Perry address concerns about latency?

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

[Source: Edge]