Train2Game News: Gearbox co-founder Brian Martel on getting into the industry – “Mods are a great way to start”

Gearbox Software co-founder and company CCO Brian Martel believes modding is a great way for aspiring game developers to gain the skills needed to break into the industry.

“Mods are a great way to start; because that way you can build a community, figure out what it’s like to work with other people.” he told The Train2Game Blog at a recent Borderlands 2 preview event.

“It’s one thing when you’re on your own in your bedroom, garage, whatever, and you’re doing your own thing. But once you start working with people, collaborating and understanding how to make those compromises you have to make, sometimes some of the best things come out of those compromises, they come out of the discussion, because two different people have disparate ideas and you can’t get that on your own.”  Martel continued.

“I think that’s where small teams are really great to do that, and even in large teams, having really great experienced leaders can help that, and the only way to get there is by doing it and getting through it and learning what to do.” he added.

Our full interview with Gearbox Software co-founder Brian Martel will be published shortly, with more from the studio here.

DayZ creator Dean “Rocket” Hall also recently spoke to The Train2Game Blog about the benefits of modding.

Modding is a great way for Train2Game students to practice and show off their skills, and there’s a lot more about it here on The Train2Game Blog, including what ValveUbisoft and  id Software told us about it.

What are your thoughts on Brian Martel’s advice?

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

Train2Game News: “We want to be on the bleeding edge of technology and that means having to invent it” – Epic Games

Epic Games invent technology in order to maintain their place as one of the cutting edge names in game development.

That’s what Epic Games Vice President Mark Rein told Sports Interactive boss Miles Jacobson in a developer dialogues session at Develop Conference 2012.

“We want to be on the bleeding edge of technology and that means having to invent it” said Rein, who enthusiastically pointed out that in order to improve as a company, Epic are always hiring.

Of course, Epic recently revealed the potential future of gaming by showcasing an Unreal Engine 4 tech demo. But while Epic Games want to be number one when it comes to video games technology, their UDK modding tools allow developers of all abilities to create games, and Rein said this was always part of Epic’s plans.

“We always intended to make modding tools clean and easy enough for anyone to use.” he said.

Epic Games partnered with Train2Game earlier this year for Make Something Unreal Live, which saw winning team Commando Kiwi walk away with a fully licensed Unreal Engine for iPhone and iPad.

There’s more news from Develop Conference right here on The Train2Game Blog, while be sure to keep reading for the latest from Epic Games.

What are your thoughts on Rein’s comments?  Is inventing technology necessarily to be at the cutting edge of it?

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

Train2Game Interview: DayZ creator Dean “Rocket” Hall on getting into the industry

DayZ is the hugely popular zombie survival mod for Arma II. Produced by Arma II game designer Dean “Rocket” Hall in his spare time around full-time work at Bohemia Interactive, DayZ has demonstrated the huge potential of modding.

The Train2Game Blog sat down with the DayZ creator at Rezzed to discuss the advantages of modding, his unconventional path into the games industry and advice for those looking to get into game development. 

Tell us how you get started in the games industry. You haven’t taken a conventional route through it.

Yeah, it’s sort of a bit bizarre really. I left the New Zealand air force and did some odd project jobs, and then I decided that, as I was doing a lot of modding, that I wanted to get into the industry and I landed a job as an associate producer, working on console development for movie licensed games. Did that for a couple of years, didn’t really like the industry that much, particularly the console development style, and particularly for movie license stuff, so I quit and joined the army. After awhile, I decided I’d go back and have a look at Arma III.

Landing that first games job as associate producer, modding was a big part of it, they saw the community website I’d been running and the mods I’d been doing, and it was obviously a way to prove I was passionate and that I have a basic understanding of the technology. So I think that was a real benefit, approaching the industry from that angle.

So modding is a great way for aspiring game designers to show off their skills to potential employers?

Yeah, absolutely, definitely, and I think you can show your passion, that you can understand someone else’s code and stuff like that and get good familiarity.

Which toolsets do you use when modding?

3D Max. I guess when I was working as a producer I had the advantage of the project going well and having a lot of downtime. So I used that downtime to learn how to do art and how to do programming and all those kinds of aspects from my team leads, so that meant I ended up with a really good overview, I think if you want to be a good game designer, if you want to work in design, that’s the best way to approach it. Just learn as much as you can about all disciplines.

What other advice would you give to anyone looking to break into the games industry?

You need to be passionate and persistent, and I guess you need to have an idea of what you want to do, what are the areas of game development you really want to focus on? I think the best thing, particularly if you want to get into design, is understand how games are made. That means production, that means how much it costs to make games, that means the different aspects of it; how do you make 3D models? How are those rendered in games? What do programmers need to consider?

And I think the most important thing, even more than raw skills is social skills, you need to have social skills, you can’t just be good. If you’re very good it probably doesn’t matter, but if you’ve got social skills than you can be a real asset to the team.

Thanks for your time, Dean. 

Keep reading The Train2Game Blog for more on coverage from Rezzed, modding and advice from the pros on getting into the industry. 

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

Train2Game News: Legend of Grimrock level editor tools demonstrated in developer video

Indie RPG Legend of Grimrock will soon introduce a level editor as part of a free update, allowing you to create your own dungeons.

Developers Almost Human have released a video, showing how the Grimrock level editor will work, with the good news being that it looks quite simple to use! Watch the Legend of Grimrock level editor preview below, here on The Train2Game Blog.

Modding and using level creation kits are great ways for Train2Game students to both practice and showcase their abilities. Find out more here on The Train2Game Blog.

Are you a Legend of Grimrock player? Will you be using the level editor?

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

Train2Game News: Team Fortress 2 Pyromania update adds 6 community created weapons to the game

Team Fortress 2’s Pyromania update is into its second day and introduces six new weapons, all of which have been created by members of the TF2 community.

The update for Valve’s free-to-play shooter includes user-created weapons for the Sniper, Solider and Scout classes, in addition to The Scorch Shot for the Pyro.  It was the Scorch Shot which featured in a ‘How a gun gets made’ video you can see here on The Train2Game Blog.

As of August last year, Team Fortress 2 players had earned $2 million through their custom weapons being added to the game then sold in the game’s virtual store.

Valve has a reputation for supporting modders, with Chet Faliszek, a game designer at the Bellevue, Washington studio, previously telling the Train2Game Blog that modding is a great way to get noticed in the games industry.

There’s more about community created items and modding – both excellent ways for Train2Game students to practice and showcases their skills – here on The Train2Game Blog.

Meanwhile, be sure to keep reading for the latest news from Valve and Team Fortress 2.

What are your thoughts on community created weapons forming the bulk of the latest Team Fortress 2 update? Are you inspired to make items for the game?

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

Train2Game News: Day Z creator added to Rezzed developer session line-up

Day Z creator Dean “Rocket” Hall is to present a developer session about his popular Arma II mod at PC and indie games show Rezzed.

The latest in a packed scheduled of developer sessions at the Brighton show will see Dean Hall and Matt Lightfoot discussing development of the zombie mod and what its future holds.

The talk will take place on Saturday 7th July at 2pm, and could provide Train2Game students with some excellent insights into game design and modding. Indeed, Hall has previously described modding as great way as a fantastic way of “exploration”

Day Z will also be available to play on the show floor for the whole two days.

Tickets for Rezzed are available on the official website, and it’s looking to be an interesting event for Train2Game students to attend due to the number of developer sessions taking place.

The Indie Stone,  Introversion SoftwareThe Creative AssemblySplash Damage CEO Paul Wedgwood and Gearbox Software’s Randy Pitchford are among those giving talks during the two day show. Not only that, but everyone who buys a ticket for Rezzed gets a free DOTA 2 beta key.

We’ll be sure to keep you up to date with the latest news as the show approaches.

What are your thoughts on the latest addition to Rezzed? Do you play Day Z?

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

Train2Game News: How to create and share a weapon for Team Fortress 2

Ever wanted to create weapons for Team Fortress 2, but you’re unsure how to do it? Well, Valve has posted a piece on the TF2 blog titled ‘How a gun gets made’ and it does exactly what’s said on the tin.

The blog is by Team Fortress 2 workshop contributor Jalcober, who takes us through the development of the Scorch Shot, a weapon for the Pyro. It goes all the way from original concept art, through designing it in 3D to painting, texturing and publishing.  Read the blog here, or watch How a Gun Gets Made in the video below.

Jalcober’s community created weapon is going to feature in a future update for Team Fortress 2. As of August last year, Team Fortress 2 players had earned $2 million through their custom weapons being sold in the game’s virtual store.

Valve’s Steam Workshop now features in a variety of games including The Elder Scrolls V: Skyrim, Portal 2 and DOTA 2, allowing players to create and share their own in-game creations .

There’s more about community created items and modding – both excellent ways for Train2Game students to practice and showcases their skills – here on The Train2Game Blog.

Meanwhile, be sure to keep reading for the latest news from Valve and Team Fortress 2.

Does ‘how a gun gets made’ provide you with useful information? Have you submitted items to the Team Fortress 2 Steam Workshop?

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

Train2Game News: Unknown Worlds to host Natural Selection 2 developer session at Rezzed

Unknown Worlds, the creators of popular Half-Life mod Natural Selection are the latest studio to be added to the developer session line up at Rezzed, the PC and indie gaming show which takes place in Brighton next month.

Natural Selection is a multiplayer mode which combined real time strategy with first person shooting, giving one player the role of Commander as they directed the team and constructed buildings from a top-down 2D viewpoint.  Natural Selection 2 is a standalone sequel scheduled for release later this year.

Unknown Worlds’ Hugh Jeremy will host the Natural Selection 2 developer session on Friday 6th July at 5pm, in which he’ll take audience questions and discuss the game. It could be a great opportunity for Train2Game students to find out more about the benefits of modding.

“Natural Selection 2 is now only months from release. Rezzed is about to get up close and personal to some xenomorph evolution,” said Jeremy

Tickets for Rezzed are available on the official website, and it’s looking to be an interesting event for Train2Game students to attend, with a variety of developer sessions including those from Introversion SoftwareThe Creative AssemblySplash Damage CEO Paul Wedgwood  and Gearbox Software’s Randy Pitchford.

We’ll be sure to keep you up to date with the latest news as the show approaches.

What would you ask Unknown Worlds about Natural Selection and modding?

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

Train2Game News: Modding is a fantastic way of ‘exploration’ says Day Z creator

Modding is a great way to start the ball rolling with a project, one that allows you to explore ideas that it me not be possible to with full-games.  That’s the view of Bohemia Interactive game designer Dean “Rocket” Hall, who just so happens to have created the incredibly popular Day Z mod for Arma II.

“If you can cross off a few specific problems, then mods are a really fantastic way of dealing with your product.” he told Rock, Paper, Shotgun when asked about modding.

“Like, I’d tried to pitch this concept to other studios before, and people just weren’t interested in it. I’m sure [Bohemia Interactive CEO] Marek Spanel wouldn’t mind me saying that, if I came to him with the concept and without these kind of numbers, he probably would’ve thought I was a bit crazy as well. So modding allows you to do this kind of exploration.”

Hall believes the reason for Day Z’s success is almost entirely down to word of mouth via the internet.

“I think a lot of it comes down to social media. Social media has really come of age. Like, you look at all the protests going on all over the world. I think the same thing’s kind of happening with games.” he said

“It’s certainly why Day Z was successful. There was no promotion. I made one little tiny post in the Bohemia Interactive forums asking people to help me with testing. And then, all of a sudden, people began having these experiences.” he added.

The full Day Z interview with Dean Hall can be read on Rock, Paper, Shotgun.

Modding is a great way for Train2Game students to practice and show off their skills, and there’s a lot more about it here on The Train2Game Blog, including what Valve, Ubisoft and  id Software had to say to us about it.

Do you agree that modding is a good way for game developers to explore ideas that may not be possible with full games?  How important is social media? And are you playing Day Z?

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

Train2Game News: Paradox Interactive’s Naval War: Arctic Circle introduces modding support

Modding support has been introduced for Paradox Interactive’s Naval War: Arctic Circle with the release of a free mission editor update. The Naval War: Arctic Circle mission editor comes with full Steam Workshop support for publishing and downloading user-created missions.

Naval War: Arctic Circle is a real time naval wargame set in the near future. With the mission editor, you get access to all units in the game, and the ability to create your own missions anywhere in the North Atlantic Ocean. The game is currently discounted to half price on Steam. Get a taste of Naval War: Arctic Circle in the trailer below.

Modding is a great way for Train2Game students to practice and show off their skills, and there’s a lot more about it here on The Train2Game Blog. Keep reading for the latest news from Paradox Interactive.

What are your thoughts on the Naval War: Arctic Circle mission editor? Will you be giving it a try?

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