Train2Game News UK Top 20 Games – 01.12.14

Call of Duty Advanced WarfighterThe charts are out and Christmas sales are certainly taking a hold with Call of Duty Advanced Warfare returning to number one and Fifa 15 in number two. Pokémon Omega Ruby and Alpha Sapphire enter the charts at number six and seven respectively with Driveclub just behind that at number eight. LittleBigPlanet 3 just managed to make it to the top twenty hitting number eighteen with its debut.

All formats

Week ending 29 November 2014

POS.  TITLE  PUBLISHER  LAST
WEEK 
1 CALL OF DUTY: ADVANCED WARFARE ACTIVISION 3
2 FIFA 15 EA SPORTS 4
3 GRAND THEFT AUTO V ROCKSTAR 1
4 FAR CRY 4 UBISOFT 2
5 ASSASSIN’S CREED: UNITY UBISOFT 6
6 POKEMON OMEGA RUBY NINTENDO
7 POKEMON ALPHA SAPPHIRE NINTENDO
8 DRIVECLUB SONY COMPUTER ENT.
9 ASSASSIN’S CREED IV: BLACK FLAG UBISOFT 18
10 MINECRAFT: XBOX EDITION MICROSOFT 14
11 MIDDLE EARTH: SHADOW OF MORDOR WARNER BROS. INTERACTIVE 11
12 MINECRAFT: PLAYSTATION EDITION SONY COMPUTER ENT. 9
13 SUPER SMASH BROS. NINTENDO 17
14 DISNEY INFINITY 2.0 DISNEY INFINITY 15
15 SKYLANDERS TRAP TEAM SKYLANDERS 16
16 DRAGON AGE: INQUISITION EA GAMES 5
17 DESTINY ACTIVISION 13
18 LITTLEBIGPLANET 3 SONY COMPUTER ENT.
19 LEGO BATMAN 3: BEYOND GOTHAM WARNER BROS. INTERACTIVE 8
20 WWE 2K15 2K SPORTS 7
< previous week
Leisure software charts compiled by Chart Track, (C)2014 UKIE Ltd

These charts cannot be reproduced either in print or online without obtaining permission from Ukie. If you wish to reproduce the charts in print or online, please contact david.smith@ukie.org.uk for the appropriate license.

Train2Game News: Mid-week round up

Five months since its release, Minecraft on the Xbox 360 is still selling 27,000 units daily. That’s an estimated 4 million copies sold, further solidifying the games legacy.

Valve’s Steam distribution service now sells software as well as games. The software is for games development. The products currently available on the store are ArtRage Studio Pro, CameraBag 2, GameMaker: Studio, 3D-Coat, 3DMark Vantage, 3DMark 11 and of course, Source Film-maker.

Halo 4 won’t be getting Kinect controls, says 343 Industries’ Frank O’Connor. His opinion is that while the motion sensor has its uses when it comes to the UI, controlling a core game is not what it’s for. Kinect will be used for Halo Waypoint however, which can be launched from in the game.

Reportedly, Arkane studios’ Dishonored will take over twenty hours to complete playing stealthily with killing no one. A brutal play through, killing anyone in your path, will take between 12 to 14 hours but that’s without exploring every nook and cranny, and knowing the solution to everything beforehand. It should take more thorough or inexperienced players longer than that.

PlayStation Europe is offering a month long internship to who ever can make the best game on LittleBigPlanet for the PS Vita. The best submission, as voted by a PlayStation judging panel, will be rewarded with a month-long internship at Swedish studio Tarsier. Games will be judged on gameplay, originality, and commercial appeal. The winner will eventually help work on official DLC for the game. To register an interest, go here.

A new mod has been developed for Crysis. The mod, StarCry, sees many different hit sci-fi shows making their way into the new user made campaign for the game. Franchises such as Stargate SG1 and Star Wars are featured in the mod.

Chasing Aurora developer, Martin Pichlmair, says that Nintendo is working hard to make the Wii U eShop friendly and open for independent developers. This opens up a whole new market with a new innovative console to work with.

World of Tanks official site, Wargaming.net, say that registration numbers have passed the 40 million mark. Players have been pouring into servers to check out the big 8.0 update, which overhauled WoT’s visuals and added proper physics. World of Tanks is one of the biggest free to play games in the world.

Cliff Bleszinski has announced he is leaving Epic. After two decades with the company he is moving on to expand his career. Whilst with the company he was responsible for games such as Jazzy Jackrabbit and the highly acclaimed Gears Of War series.

Bad Piggies, the Angry Birds spin-off from Rovio, shot to the top spot on the US iTunes App Store within three hours of launch. The firm said the game was the fastest chart-topper in the company’s history. The game is the third from the Finnish studio this year to hit the top spot within it’s first day of release. The other titles were Amazing Alex and of course, Angry Birds Space.

Train2Game News: LittleBigPlanet PS Vita developer diary reveals community influence on game

Train2Game students can get behind the scenes of development for LittleBigPlanet PlayStation Vita in a new developer diary from Sony PlayStation.

LittleBigPlanet for PlayStation Via is being developed jointly by Tarsier Studios and Double Eleven, with the latter previously taking Train2Game coder Darren Price on a work placement.

The Making of video sees LittleBigPlanet Media Molecule’s Alex Evans and Mark Healey discuss their confidence in the studios that are making the game, while Tarsier offer a look at development, which includes getting input from LittleBigPlanet community level designers.

Watch it below here on The Train2Game Blog.

There’s more on LittleBigPlanet here, while be sure to keep reading The Train2Game Blog for more PlayStation Vita news.

What are your thoughts on LittleBigPlanet for PS Vita? Will it give Sony’s handheld a shot in the arm?

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

Train2Game News: LittleBigPlanet and Driver: San Francisco writer to talk games writing at GameCityNights

Train2Game students can get an expert insight into games writing from LittleBigPlanet and Driver: San Francisco writer Dean Wilkinson when he appears at GameCityNights later this month.

GameCityNights are monthly events which take place in Nottingham that explore video games and the culture around them.

Not only does Wilkinson have plenty of experience in video games writing, he’s also written comedy for TV, radio and books.

“This is the first writing-focused gig we’ve staged at GameCityNights, so it’s a privilege and an honour o be welcoming one of the best in the business along” said GameCity Director Iain Simons.

Bennett Foddy, creator of QWOP, GIRP and Pole Riders and Ed Key, creator of Proteus, will also appear at the event sharing their inspirations and aspirations over Skype.

GameCityNights Episode 5 takes place in Nottingham on Thursday 31st May from 6pm. Tickets cost £5 in advance, and can be booked at http://nights.gamecity.org

Previous speakers at GameCityNights include Dear Esther creator Dan Pinchbeck. There’s more information here on The Train2Game Blog.

Will you be going to GameCityNights later this month? What would you be most interested in finding out?

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

Train2Game news: LittleBigPlanet passes 6 million community created levels

LittleBigPlanet 2Train2Game Blog readers may recall that we’re fond of LittleBigPlanet 2, particularly because it allows anyone to build and upload their own levels for other to play.

And as previously reported by The Train2Game Blog, there’s a huge range of creative levels that have been made by the LittleBigPlanet community.

Now Media Molecule has announced that across all of the LittleBigPlanet games, over 6 million levels have been created and uploaded by users.

“6 Million levels! A Year ago this week we launched LBP2, since then you guys have made 2.5m levels – you are amazing! <3” read the Tweet from Media Molecule.

The Train2Game Blog has previously reported that Media Molecule have hired game developers, after being impressed by the levels they’ve made using the community creation tools.

And in an interview with The Train2Game Blog last year, Volition’s Jameson Durrall recommended LittleBigPlanet  and LEGO games as a useful tool for anyone looking to be a game designer.

“But the thing I suggest for people first of all is grab one of the LEGO games, like LEGO Indiana Jones, it has a full level building system built right into it. And LittleBigPlanet, those are things you can get in there, learn to play and just recreate something you experienced to see what goes into that.” he said.

For more news about how creating user-generated content can be a great benefit to you, keep reading The Train2Game Blog.

So Train2Game, what are your thoughts about there now being 6 million community created LittleBigPlanet levels? Have you tried making them yourself?

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

Train2Game News, Media Molecule revealed as Develop Conference headliners

Develop Conference logo

Many Train2Game students already know that the Develop Conference is one of the biggest games industry events in the UK.

It’s been announced that leading UK games developer Media Molecule, the studio behind multi-award winning LittleBigPlanet, will headline this year’s Develop Conference, which takes place 19 – 21 July in Brighton.

Industry luminary Phil Harrison, co-founder and general manager of London Venture Partners, will interview Media Molecule founding directors Alex Evans, Mark Healey and Kareem Ettouney for the conference’s Opening Keynote session: Living Inside a Molecule.

“We’re delighted that Media Molecule is opening the conference this year,” commented Andy Lane, managing director of Tandem Events.

“They are the pioneers of user-generated content and remain one of the most creative studios around. It will be fascinating to hear their stories from the trenches – and who better to help them relive their tales than the man who helped them on their way: Phil Harrison.”

The Train2Game blog has previously promoted the potential importance of LittleBigPlanet 2 to Train2Game students, with a in depth rundown of why available to see here.

The user generated content tools allow LittleBigPlanet players to create their own levels, with the Train2Game blog reporting that the best community level creators even being hired by Media Molecule.

And in an interview with the Train2Game blog last month, Red Faction: Armageddon Lead Level Designer Jameson Durall recommended Train2Game students get their hands on the LittleBigPlanet creation tools purely for the experience of building their own creations.

The sixth Develop Conference will take place at the Hilton Metropole in Brighton, UK, from 19 – 21 July 2011. It attracts around 1300 game developers from over 20 different territories and has become firmly established as the leading conference in Europe for games developers.

The Train2Game blog will be sure to report on the biggest news to come out of Develop later this month.

So Train2Game, what are your thoughts on Media Molecule giving the keynote? Do you see them as one of the top British studios?

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

Media Molecule reveal development of LittleBigPlanet’s Sackboy

Two years on from the release of LittleBigPlanet, Media Molecule have revealed how the Sackboy we all know and love evolved from the original ‘YellowHead’ prototype. When Media Molecule showed the prototype of LittleBigPlanet 2 to Sony back in 2006, the character that would become Sackboy had already started to emerge – as you can tell by the animations in this video.

Obviously, Sackboy didn’t look anything like…a Sackboy…back then so how did he evolve? Well, to mark the two year anniversary of LittleBigPlanet, Media Molecule have decided to show us in this blog: From YellowHead to Sackboy. The article features an in depth look at how SackBoy developed from the Media Molecule developers, and is bound to be useful to any Train2Game student.

The YellowHead concept from the prototype video was kept in the early stages of the development of SackBoy as you can see below.

LittleBigPlanet YellowHead

Even at this stage you can see the concept of customising SackBoy was alive and kicking, with suggestions of different patterns, accessories and wigs available to create a unique character.

The YellowHead was eventually lost, and slowly but surely SackBoy evolved into the loveable little guy we know today.

LittleBigPlanet Sackboy Concepts 1

Sackboy Concepts 2

Even in these designs Sackboy isn’t the final version, with his legs becoming a lot longer in LittleBigPlanet. The designers at Media Molecule put this change down to Sackboy just not looking right while jumping and swinging around. Again, you can read more in depth comments about the evolution of Sackboy in this post on the Media Molecule blog

The article also shows that Sackboy’s deaths were originally going to be a lot more gruesome! He was to be squashed, burned into a pile of ash, and spill fluff when impaled on spikes. You can see Sackboy being killed in a variety of ways in this LittleBigPlanet concept art on the Media Molecule Flickr page. The video below shows some of death animations that Media Molecule experimented with for LittleBigPlanet. Of course, the final product ended up a lot more cartoon like!

The article was actually produced last year, but Media Molecule haven’t published it until now!  At that time, LittleBigPlanet 2 had yet to be announced so the knowing chuckles are obviously a reference to new things for Sackboy to do in the upcoming game.

In LittleBigPlanet 2, Sackboy will be able to do things including shoot anything from the creatinator, interact with the newly introduced Sackbots, and bounced like he’s never bounced before thanks to the introduction of bounce pads.

The LittleBigPlanet 2 beta has also shown that players can now be even more creative when it comes to creating levels. New LittleBigPlanet 2 levels created by the beta community so far include a recreation of Street Fighter and a LittleBigPlanet First Person Shooter, a user created version of beautiful indie game Flower, and, a reimagining of Portal complete with Portal Gun.

LittleBigPlanet 2 is set for release on January 18th 2011 for the PlayStation 3.

So Train2Game, what are your thoughts on the development of Sackboy? Did you realise how much effort can go in to creating a game character? And if you’ve been making your own games, how many times have you redesigned concepts?

You can leave your thoughts about the development of LittleBigPlanet, or LittleBigPlanet 2, here on the Train2Game blog, or on the Train2Game forum.

(Images: Media Molecule on Flickr)