A useful developer diary for Train2Game students: The technology of Mafia II

2K Games have released a developer diary that provides an insight into their upcoming title Mafia II. It should hopefully be of interest to all Train2Game students be they a Games Designer, Games Developer or Games Artist & Animator.

The Technology of Mafia II gives us a glimpse behind the scenes at 2K Czech and demonstrates the effort that’s been put into giving the sandbox action game an authentic 1940’s and 1950’s feel.

The developers tell us how they want the player to become fully immersed in the Goodfellas inspired rags to riches story. 2K Czech decided the best way to do this was to build their game engine – the Illusion Engine – from the ground up. It appears to have worked with Mafia II looking very impressive, with 2K Czech promising plenty of attention to detail.

We’re also told how the Game Developers and Game Designers want Mafia II players to feel like they’re playing a part in a classic gangster film, with the cut scenes designed to reinforce this impression.

The video gives an interesting insight into Game Development and could be very useful indeed to Train2Game students. Mafia II itself looks impressive and is released on August 27th. You can see gameplay footage and hear the developers’ insights by watching the video below.


So Train2Game, how would you feel about attempting to build a game engine from the ground up? What would you do to fully immerse players into your game world? And are you looking forward to Mafia II?

As usual, leave your thoughts here or on the Train2Game forum.

Another essential F1 2010 dev diary for Train2Game students

Codemasters have released another F1 2010 developer diary and once again it should make interesting viewing for Train2Game students, particularly the Games Designers.

Entitled Live the Life, and describes what is essentially the games story. You start off as a new driver, with the expectations placed upon you depending on your team and difficulty setting. The video is once again fronted by Formula 1 driver and Technical Consultant on F1 2010 Anthony Davidson, and he explains how your teams expectations are very authentic.

“The expectations for the driver playing the game are the same as in real life given your machinery. At the end of the day, the teammate that you have is the only direct competition you’ll have through the whole season. There’s a strange balance of having to work together but also this desperate competition. Where it gets a little bit personal is events like qualifying and the race where you’re just out there to beat him, no matter what.”

The video also demonstrates how you won’t just be driving the car, but will be involved in press conferences and other media duties with the in-game journalists’ questions depending on how well you’ve been driving. The video doesn’t reveal how this’ll affect the game, but perhaps it’ll be in the style of Football Manager where your reactions can either boost or lower the morale of your team. Or will your comments cause your rivals to almost run you into a wall?

Interestingly, the developers discuss how they’ve striven for realism in the garage by using motion capture from real F1 mechanics to make everything as close to the real thing as possible. Of course, there are also pit girls, whether or not they were motion captured isn’t revealed…

Anyway, you can watch Live the Life of a Formula 1 driver below.

If you missed the previous developer diary, which examined the work put into recreating the cars, you can watch it here.

So Train2Game, what do you think of this latest Codemasters F1 2010 Developer Diary?  Did you expect Games Designers to have to include a story and scripts for a racing game? And how would you like to use motion capture in one of your future games?

As usual, leave your comments here or on the Train2Game forum.

Essential viewing: F1 2010 Developer Diary

Here’s a treat for every Train2Game student. Be you a Games Designer, Games Developer or Games Artist and Animator, you’ll find F1 2010 Developer Diary from Codemasters very interesting indeed.

Ok, so maybe you don’t like Formula 1, but even if that is the case you just have to appreciate the level of detail these developers, designers and artists have achieved and how they’ve gone about doing it.

The video takes you behind the scenes at Codemasters Birmingham and reveals the amount of painstaking work put into recreating the cars and circuits. The F1 2010 Developers have even enlisted help from Formula 1 driver Anthony Davidson who has been able to provide expert advice. In the video he says:

“Driving the real world circuits enables me to give that impression to the guys creating the game, there’s all these details that only a driver would know about.”

“For instance, turn eight in Spa; I know straight away any car I have ever driven there always understeers and it’s knowing that kind of detail as a driver that you can get over into the game. The circuits feel really spot on.”

It really is an interesting insight into the world of video game development and I really recommend every Train2Game student takes five minutes to watch it.

What do you think of the video? How would you feel about needing to conduct that much research before designing a game? Does anyone want to help develop racing games? And finally, I can’t be the only one looking forward to getting hold of this in September can I?

As usual, leave your comments here or on the Train2Game forum.

Developing for the disabled gamer

Last Thursday, I had an unfortunate incident on my bicycle which resulted in a strapped up broken finger and the misfortune of needing to wear a sling for a few days. Naturally, this caused me some problems – I could only type using one hand making updating this Train2Game blog and the Train2Game Twitter account a slow affair, cooking became a pain, and worst of all I was extremely limited to what video games were available to keep me entertained over the weekend.

With only one functioning hand, it was impossible to hold a console controller which meant continuing my ride through the American west with Red Dead Redemption was out of the question. It also meant that I couldn’t get my usual fix of Team Fortress 2 on the PC, after all a person needs to move by pushing keys with the left hand and look around by using the mouse in the right. (Or indeed, doing this the other way around if you’re left handed) Thankfully, I managed to keep myself from going crazy in a temporarily game free world thanks to the point and click interface of Dragon Age: Origins which kept me happy for hours on end.

Thankfully I’m out of the sling now and though I still can’t hold a PlayStation controller due to my fingers remaining strapped together, I’m back to happily fragging my clan mates on Team Fortress 2 online servers.

Luckily for me, not being able to play any video game I want is a temporary issue. Unfortunately for the significant minority of people who have disabilities, not being able to play a wide variety of different games is a permanent problem.

However, slowly but surely this tide seems to be turning, with small groups of Games Designers, Games Developers and Games Artist & Animators working with scientists to provide research into – and create – video games for those with disabilities.

Last year, Duke University in North Carolina conducted research into modifying Guitar Hero that allowed it to be played by man with an amputated arm. BBC News reporter Flora Graham explains how it works better than I ever could.

“To play the game, users wear electrodes on their residual muscles, such as those found on their chest and shoulder. The system translates the signals from the electrodes as if they were coming from the game controller, allowing players to strum along, despite not having any hands.”

The researchers also realised that the movements in the game were similar to those required when learning how to use a prosthetic limb, essentially meaning Guitar Hero could in theory be used to teach people how to use their new arms.

In May this year, a video game project called VI Fit was revealed that allows blind gamers to keep in shape. Researchers at the University of Nevada modified a Nintendo Wii for the project which according to Gamesradar;

“Features two games – VI Bowling and VI Tennis – and both can be downloaded for free at vifit.org. The game utilizes Wii remote controllers and a Windows PC with Bluetooth support. Players are instructed throughout the game with the use of both audio and vibrotactile cues”

EA have even got involved with developing games for the disabled, by helping VTree LLC, create a Madden powered title called My Football Game for players such as injured war veterans with physical difficulties.  These are just a handful of a variety of projects that aim to develop games for those with disabilities, there are plenty more of them out there too!

There is a significant audience of disabled people– and according to Popcap, they make up 20% of ‘casual’ gamers – who just want to enjoy their hobby in the same way that the rest of us do. It raises an important issue for Train2Game students, be they Games Designer, Games Developer or even Games Artist & Animator – Do you consider the needs of disabled gamers when you create your games? Or would you like to work on a game designed to be played especially by those with disabilities?

I’m very interested to hear your thoughts on this once, so as usual, leave your comments here or on the Train2Game forum.

Train2Game’s 2nd Webinar Part Six

In Part 6 of the 2nd Train2Game Webinar the panel discuss if there is a definite, lucrative market for small non-AAA indie titles and if having no formal qualification will affect your employment prospects after finishing a Train2Game course?

Key quotes include:

Tony Bickley on the importance of good English when pitching your ideas –  “If a pitch or a presentation comes in with text speak, it’s not going to get very much air time, if they can’t speak they can’t communicate.”

Pete Hickman on the importance of good communication when pitching your ideas – “I think if the standard of written English isn’t very good in the presentation, quite often presentations go to an acquisition or an A&R person and he, or she, will to demonstrate those to the board or the senior management of the company and they won’t take them seriously. It’s a terrible thing to say, you might be the most creative person in the world but unless you can communicate your ideas effectively and clearly, it’s very difficult to break into a company.”