How Train2Game students can help development of Ms. Splosion Man

Ms. Splosion Man logoTrain2Game students – especially those on the Games QA Tester course – know that finding and reporting in-game bugs is a hugely important part of the development process.

Indie developer Twisted Pixel have announced they’ll be holding a multiplayer beta for Ms. Splosion Man, the follow up to their 2009 success Splosion Man, and Train2Game students have the opportunity to be involved.

There are 10,000 open beta spots available for Xbox Live users, which any Train2Game student can try and grab between now and 12th June on the Microsoft sign up page.

The Ms. Splosion Man beta will run from 6th June to 24th June, and participants will be expected to provide feedback. It’d make useful practice for anyone on the Train2Game QA Tester course.

“Participants will get two multiplayer levels each week, so play online often and send us your bug reports and comments to beta@twistedpixelgames.com.” says a statement by Twisted Pixel.

“The point of this early access program is to gain your feedback on how we can better your online gaming experience, so speak up.  Your voice will be heard and feedback taken into consideration.”

In order to take part in the Ms. Splosion Man beta, any Train2Game students interested must:

  • Own a retail Xbox 360 console with a hard drive.
  • Have an Xbox LIVE Gold Membership.
  • Have broadband Internet access at home.
  • Be willing to play the early access with others in the program if they know them or not.
  • Have time to play with numerous online gamers, and time to provide copious feedback.

For full details, see the Ms. Splosion Man website. The indie game is released this year for XBLA.

A number of game developers allow players to aid in production of a title, with recent examples reported by the Train2Game blog including Gears of War 3 and Infamous 2.

Train2Game forum user favourite Minecraft is also still in beta – a beta that’s been downloaded over 2 million times – but as reported by the Train2Game blog, gets a full release later this year.

So Train2Game, will you attempt to join the Ms. Splosion Man beta to gain experience beta testing?? Have you done it before? And how important is it to the game development process?

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

[Souce: Ms. Splosion Man dev blog via VG247

L.A. Noire tech can ‘compete with film’ and be used outside games industry!

L.A. Noire developers Team Bondi believe their impressive facial Art & Animation techniques (Which if you haven’t seen, you can here on the Train2Game blog) can aid Game Designers in competing with Hollywood.

“The beauty of it for games specifically is it will now allow us to compete head-on with film and TV in terms of storytelling.” Team Bondi founder Brendan McNamara told BBC Newsbeat.

“If you take all the strengths of what’s great about a video game and you take all the strengths of what’s great about cinema and film you can get this amazing new product and what that means is video games become the pre-eminent entertainment form for the 21st century,” he said.

McNamara’s comments are similar those he’s previously made – as reported by the Train2Game blog – in that it’ll soon be hard to differentiate between games, films, and TV.

The L.A. Noire Director added that the MotionScan technology has even attracted interest from the industries outside of entertainment and gaming.

“We’ve had all sorts of approaches from different people wanting to use it for medicine and for security and people like law enforcement wanting it for lying simulators to show operatives how to read faces”

Back inside the industry, Valve are also ‘keeping an eye on’ the impressive Art & Animation technology.

As reported by the Train2Game blog, L.A. Noire became the fastest ever selling original IP in the UK, taking No.1 in the charts in the process.

So Train2Game, can games compete with TV when it comes to storytelling? Do any of you Game Designers have big plans? And is it positive for the industry that in-game tech is interesting those outside it?

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

[Souce: BBC Newsbeat via Develop Online]

Train2Game students thought it may never happen… Duke Nukem Forever goes gold

Duke Nukem Forever goes gold

Many of those on Train2Game courses probably thought it’d never happen, but Duke Nukem Forever has gone gold.

That means the game is game is now being pressed to disc, ready to ship for its 10th June release date. The announcement game from Publisher 2K and developer Gearbox Software today, and the fetching picture of Duke was released to celebrate the news.

Last week, the Train2Game blog published a three part feature about the Duke Nukem Forever Q&A session with Gearbox Software CEO Randy Pitchford.

It’s worth checking out for Train2Game students,  not only to be reminded about Duke Nukem Forever, but the amount of effort that’s gone into making sure the game is released.

“Always bet on Duke, I did,” said Gearbox boss Randy Pitchford on Duke Nukem Forever going gold.

“I bet on all of the developers who have ever been a part of this legendary project and I bet that none of us want to live in a world without the Duke”

I’ve played the final game and it is an incredible experience – a once-in-a-lifetime opus of interactive entertainment that reminds me once again why Duke Nukem is our King.”

“The developers of Duke Nukem Forever at 3D Realms, Triptych, Piranha and finally at Gearbox deserve our thanks and respect for never giving up and have truly shown us that they have balls of steel!”

When the Train2Game blog reported that Duke Nukem Forever was being revived last year, some thought it may have been a hoax. But finally, after 14 years in development, Duke Nukem Forever is set for release on 10th June.

So Train2Game, what are your thoughts on Duke Nukem Forever going gold? Will the game live up to expectations? And does it’s release say anything about never giving up when it comes to the games industry?

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

[Source: VG247]

First Call of Duty: Modern Warfare 3 trailer revealed! What do you think Train2Game?

MW3

Yesterday, the Train2Game blog reported that the Call of Duty: Modern Warfare 3 engine would ‘move beyond’ that of its predecessors.

Well, you can now get a glimpse of the very first Call of Duty: Modern Warfare 3 gameplay trailer and see if the engine shows any sign of being tweaked yourselves!

You can also see if Call of Duty: Modern Warfare 3 contains the supposed influences from Battlefield 3 – as previously mentioned on the Train2Game blog.

The Call of Duty: Modern Warfare 3 trailer not only reveals London, France and Germany as locations, but also confirms the involvement of Sledgehammer as one of the studios involved with game development.

Earlier this year, the Train2Game blog reported that Sledgehammer may be one of three studios aiding in the development of Call of Duty: Modern Warfare 3.

Watch the Call of Duty: Modern Warfare 3 trailer below, here on the Train2Game blog.

What are your thoughts on the Call of Duty: Modern Warfare 3 trailer? Can you see any immediate evidence of a tweaked in-game engine? Do you have high hopes for the Game Design in the new locations?

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

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]

Barriers of entry into industry “being blown away” say Remedy (Good news for Train2Game students then!)

Remedy logo

In a statement that Train2Game students may mind surprising coming from a big developer, Alan Wake producers Remedy believe casual and social games are very good for the games industry.

Last week, the Train2Game blog reported on Angry Birds reaching 200 million downloads; it’s just one sign of how huge this relatively new sector of the games industry has become.

And Remedy Executive Vice President Aki Järvilehto believes that this is a positive thing, which allows easier entry into the games industry – some Train2Game are likely to see themselves getting their first job in a mobile development role.

“I think the market is changing in a radical fashion. Barriers of entry are literally being blown away. New business models are booming and this is not about devaluation,” Järvilehto told Industry Gamers.

“Facebook is doing tremendous things to gaming and attracting completely new people to enjoy different more casual and social games. I can’t see how the fact that mainstream consumers are finally embracing our industry could be negative. After all isn’t that what we’ve been hoping for since forever?”

“Games and gaming as an experience is certainly changing – platforms are evolving and developers and consuming is evolving with it” Järvilehto concluded.

Facebook games have certainly become popular, with the Train2Game blog previously reporting on the success of titles such as Cityville.

Last month, the Train2Game blog even reported that the role of a Game Designer is even more important for a casual title; so working on one could provide a Train2Game student with large amounts of experience!

Meanwhile, earlier this month the Train2Game blog revealed how Remedy believe game developers learn from their mistakes.

So Train2Game, what are your thoughts on Järvilehto’s comments? Do you agree with his views about casual games? Can you see yourself developing one in future?

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

[Source: Industry Gamers]

UK Charts: L.A. Noire breaks records to take No.1

The Train2Game blog has dedicated many of its pages to the game’s impressive Art & Animation techniques, but sales show that L.A. Noire may be more than just a visually impressive game; it’s taken top spot in the UK Charts in a  record breaking debut week.

It’s become the fastest ever selling new video game IP in the UK; a promising sign to Train2Game students that you don’t have to be developing a sequel to a successful franchise for the game to be a hit.

58% of L.A. Noire sales were for the Xbox 360, showing that the 3 discs the Train2Game blog reported the game comes on wasn’t an issue for gamers.

LEGO Pirates of the Caribbean remains at No.2, while last week’s chart topper – as reported by the Train2Game blog – Brink, drops to No.3 in its second week on sale.  Zumba Fitness drops one spot to No.4, while PC exclusive title The Witcher 2: The Assassins of Kings takes No. 5 in its first week.

The high chart position of The Witcher 2 is arguably yet more evidence that the PC is far from dead, but rather provides an excellent opportunity for Train2Game students to develop games.

The rest of the top ten is filled by familiar titles; Crysis 2 moves up three to No. 6, Portal 2 drops three to No.7, FIFA 11 remains at No.8,  Mortal Kombat drops three to No.9, while Call of Duty: Black Ops slips five to No. 10.

The UKIE Gfk Chart-Track All Formats Top 10 for the week ending 20th May 2011 is therefore as follows:

1. LA Noire (Rockstar)
2. LEGO Pirates of the Caribbean (Disney)
3. Brink (Bethesda)
4. Zumba Fitness (505 Games)
5. The Witcher 2 (Namco Bandai)
6. Crysis 2 (EA)
7. Portal 2 (Valve)
8. FIFA 11 (EA)
9. Mortal Kombat (Warner)
10. Call of Duty: Black Ops (Activision)

Releases in the upcoming week include Dirt 3 and Dead or Alive: Dimensions for the 3DS.

Have you played L.A. Noire yet? Does it deserve to be the record for the fastest selling new IP? Is its success good for the games industry? And what are your thoughts on PC exclusive The Witcher 2?

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

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

Randy Pitchford’s BAFTA Duke Nukem Forever Game Developer Q&A – Part 2

Duke Nukem Forever Screenshot 03

Recently, the Train2Game blog attended a very special Duke Nukem Forever Q&A session with Gearbox Software’s Randy Pitchford at BAFTA in central London.

During the hour long event, the Gearbox Software CEO discussed many issues of interest forTrain2Game students.

In Part 2 of our report, Pitchford speaks about Duke as a character, Game Design in Duke Nukem Forever and potential concepts of a Duke Nukem backstory that were dropped. Part 1 is available here on the Train2Game blog.

The Gearbox Software really made an effort to explain that Duke Nukem Forever doesn’t take itself too seriously, and when speaking about leads in games to day commented that…er… “most of our heroes have become pussies”

“Duke definitely has the biggest ego in the world. He wrote a book called ‘Why I’m So Great’ – who does that? But in his world, everyone loves him… He’s part of this crazy, fun house hall of mirrors universe where he is the centre of all of that goes on”

Pitchford likened the character of Duke, and the Game Design behind him, to Iron Man.

In many ways, it’s a similar thing to Iron Man’s Tony Stark. How awesome was that character? This guy’s super-rich, crazy-smart guy who can do whatever the hell he wants and he’s loved for it.

“What a wild character, and one of the reasons why I think that worked is the reason why Duke is kind of sticky right now. We are really in a time when most of our heroes have become pussies. Most of our heroes have become emo, and they take themselves so seriously.

“And we’re guilty of that too, I mean look at what we did with Brothers in Arms. With that, we really wanted to treat the subject matter with so much deference and wanted to get so real that we took a tone about sacrifice and real human emotion. These characters have real emotions and real problems.

“Duke doesn’t have any problems. He just kicks ass and so we have this world where heroes now are trying to be so human and so believable, that it’s actually surprisingly fresh to have this guy show up again and doesn’t give a crap. He’s just badass, wins, and that’s fine.

And while Duke Nukem Forever may seem simplistic in its nature – following the exploits of a gun toting hero who kicks ass and chew gum – Randy Pitchford revealed that the team had thought in depth about Game Design, and the possibility of giving Duke a sidekick – a gay robot sidekick.

“We were actually playing around with this backstory once where we came up with the concept of a sidekick, and that sidekick went right under a bus. No sidekick could hang with Duke. He was gay, and was actually an awesome character”

Duke Nukem Forever Screenshot 04

Pitchford enthusiastically discussed how a gay sidekick for Duke wouldn’t be there as stereotypical homosexual character for the amusement of the player. But rather to explore how Duke Nukem would react to such a character.

“It was in thinking of an origin story for Duke when we wondered what characters he’d be interested in teaming up with. What kind of experiences can Duke have which can develop a guy like him?”

“Certainly, sexuality is a part of the Duke personality and yet here we wanted to explore how Duke could relate to a peer that might have a different sexual orientation. That was a really interesting theme to play with.”

Gearbox actually decided on a backstory for the character, and from the way Pitchford was speaking, you could tell they’d put a lot of thought into this particular element of scrapped Game Design…and hinted that it’s entirely possible it could return in future.

“I don’t want to spoil it too much because we might go there and I don’t want to ruin it, but I’ll tell you that the character was actually a robot! A gay robot. And the characters actually developed a great bond and depended and relied upon each other.”

“They were successful in Duke’s early endeavours. But at the end, in order for victory against the aliens, the robot’s inner workings – a nuclear generator – had to be sacrificed.”

Randy cheerfully conclused that he found it ironic these in-depth narrative and Game Design ideas were being discussed in relation to Duke Nukem Forever.

“It’s really weird to be talking about this because, we’re talking about Duke Nukem, and these are some really deep storytelling concepts that we were exploring there. But the exploration was very sincere and very real and maybe we’ll come back to it at some point.”

Part 3 of our report will be posted on the Train2Game blog tomorrow.

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

Interesting read for Train2Game students: Rocksteady on the Game Design of Batman: Arkham City

Here’s one for those of you on the Train2Game Game Design course. In an interview with The Guardian, Rocksteady Studios Game Director Sefton Hill gives a massive insight into the Game Design of the upcoming Batman: Arkham City.

It also reveals what goes behind the scenes at the game developer, useful for anyone on a Train2Game course!

The Train2Game blog reported that Batman: Arkham City was in development in August last year.

“You need an engaging storyline created around compelling characters in a beautifully realised world, all built on the bedrock of original and fun core gameplay mechanics”

“No longer is it sufficient to excel in any one of these areas if you want to stand out.” said Hill when asked what Game Design features are needed for an action adventure title.”

“At Rocksteady, working on Batman: Arkham City, we started with two key driving forces: everything we do is built around creating a fun experience and this experience must be completely authentic to Batman and his universe.”

“In terms of what the content is, it’s simply about what excites us. I believe the only way to make something that people will feel passionate about is if you feel inspired by the ideas yourself. We don’t try and second guess what other people want; we make the game we want to play.”

That could be useful advice to those on a Train2Game course who’re looking at making their own games in the near future, make something that you find fun and it’s likely it will be fun!

The Batman: Arkham City Game Director was asked if Rocksteady subscribed to any particular theories of Game  Design.

“There are many different trends, but personally I believe there is no magic bullet [Game] Design theory that fits all situations,” Hill replied

“At Rocksteady, we believe the solution is to be flexible. Depending on what area of the game we’re designing, different people will be involved and different processes will be used.”

He continued, “We have a totally different approach when we design levels, to story, to bosses and to core gameplay mechanics.”

“Some of these processes involve repeated iterations and reviews by a large group over a number of days and some require monthly reviews by just a couple of people over the entire duration of the project.”

If there’s one thing we always strive to do though, it’s to keep the [Game] Design process as inclusive as possible. We have a team full of incredibly talented staff and great ideas come from everyone.”

Hill concluded by discussing the future of Game Design. Of course, those on the Train2Game Game Design course now would very much like to be a part of that!

“The beauty of video game development is that the potential for new ideas is incredible. The industry is so aggressively creative that the parameters of what is even possible changes every few years. It’s what makes working in this industry so challenging, competitive and rewarding.” he concluded.

Batman: Arkham City is scheduled for release on October 21st, see the trailer here on the Train2Game blog.

What are your thoughts on the Game Design behind Batman: Arkham City? And how about how Rocksteady Studios develop games? Are you looking forward to the title?

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

[Source: The Guardian]

Randy Pitchford’s BAFTA Duke Nukem Forever Game Developer Q&A – Part 1

Duke Nukem Forever

Recently, the Train2Game blog attended a very special Duke Nukem Forever Q&A session with Gearbox Software’s Randy Pitchford at BAFTA in central London.

During the hour long event, the Gearbox Software CEO discussed many issues of interest for Train2Game students.

This included his path into the games industry, the history of the Duke Nukem franchise, Game Design concepts that were dropped during development, Borderlands and much, much more. Luckily, for those of you who didn’t attend the event, the Train2Game blog is here to give you a run down of the key points.

There was a lot of information, so we’ve decided to divide our feature into three pieces, with one published a day between now and Friday. So, be sure to stayed tuned to the Train2Game blog this week! Part one is right here.

The Duke Nukem Forever Q&A at BAFTA begun with Randy Pitchford talking about how he first started working was a game developer – something surely of interests to Train2Game students!

Like many who entered the games industry during the 1990s, Pitchford took his first steps into game development by programming computers as an amateur. (As the Train2Game blog recently reported, the Raspberry Pi could revive this era of bedroom coding)

The young Pitchford originally studied law at university – which he claims to have paid for through a part-time job as a magician – before dropping out to pursue a career as a game developer.

It’s a tale many Train2Game students surely see as familiar, with many now taking Train2Game courses with the aim of a brand new career.

Pitchford’s first role in the games industry as a game developer was at 3D Realms where he worked on…Duke Nukem 3D. He left the company in 1997 and went onto found Gearbox Software two years later. However, despite spending a relatively short period with Duke Nukem at 3D Realms, Pitchford said “I owe him my career”

Duke Nukem Forever Screenshot 02

15 years later and it’s Gearbox Software that ensuring Duke Nukem Forever is finally released, and despite all of the delays, and the cancellations, Pitchford believes the game will be the “ultimate version” of 3D Realms vision.

But with the original Game Design concepts being thought of way back in the mid 1990s, will Duke Nukem Forever work in 2011? Pitchford not only believes that it will, but believes it could be the most complete FPS experience since Half-Life 2. (As the Train2Game blog has previously reported,  2004’s Half-Life 2 remains an inspiration to game developers)

“The gameplay, I’m really excited to see how people respond to that because when you think about Call of Duty and games like that you realise that games today have really started to become narrow” he told the the BAFTA Audience.

“A shooter is now just an exercise of reaction-time skill test after reaction-time skill test. Get your cursor on the next guy and knock him down before he gets your health to zero, and every test is just a complication of that very simple [Game Design] mechanic”.

“Sometimes a new mechanic will be introduced like stunning guys and performing combos, or sliding on things and jumping around environments. Whatever it is, at the end of the day they all focus on that same one mechanic”

“It’s been a while since we had a game that was comfortable having pacing and variety from action to puzzle-solving to exploration and discovery. Even just non-sequiturs, like all the interactive stuff we have in Duke are total non-sequiturs but it’s just entertainment, right?

“It’s been a while since we’ve had that; I think the last great one for me was Half Life 2. So I’m excited for Duke to show up and have some of this because I think it will remind everyone how great that kind of experience is and it may motivate some more of us to remember that you don’t have to have all these one-trick ponies in terms of gameplay mechanics.”

Parts 2 and 3 of our report will be posted on the Train2Game blog on Thursday and Friday this week.