Train2Game blog Red Faction: Armageddon Game Designer interview – part 3

Red Faction Armageddon Train2Game blog image 03

The Train2Game blog was recently lucky enough to grab a chat with Volition’s Jameson Durall, Lead Level Designer of the upcoming Red Faction: Armageddon. In a wide ranging interview that’ll be of interest to anyone on a Train2Game course, Durall discussed the impressive Geo-Mod engine, how it impacts on Game Design, what goes on behind the scenes during game development at Volition, and revealed to us his tips for getting into the games industry.

In the final part of our interview, Durall talks about how he got into the games industry, gives advice to those who want get into the industry, and discusses the importance of modding as a learning tool. Part one is already available on the Train2Game blog. Part two can also be read here.

Train2Game blog: You mentioned you’ve got ten years experience in the games industry; first of all what made you want to get into the games industry and how did you get involved in it?

Jameson Durall: When I was a kid, the moment for me where I started dreaming of making games was when I played the original Zelda on the NES.  Just getting into a world that was so alive and in depth, it was amazing for me. I never thought I could actually do it though! I assumed I’d end up doing I.T. work or something because I love computers. Then about 11 years ago I head about Full Sail, which is an entertainment college in Orlando, Florida; and they were starting up a Game Design degree programme. I went and took a look and I was sold, the thing I’ve dreamed of doing, a place that was going to give me the knowledge to do it, I was sold. After that I went through there, graduated and got my first gig in the industry and just kept going from there.

Train2Game blog: What advice would you give to people, students, who want a career as a Game Designer?

Jameson Durall: There’s a couple of things; I really feel that first of all a gaming degree is almost necessary these days. There are so many good schools out there that can provide one, and when an employer’s looking at one they’re going to want…an option of having an employee that has an education, they’re going to want to choose that person knowing that they come in with a really good foundation of knowledge.

The other thing I would say is for people who are even interested in it is to start modding. Find your favourite game, download their tools and start learning what it is to actually create content for this. That gives you real practical knowledge of how making games works, even if it’s just in a small capacity.

Train2Game blog: Are there any modding tools you’d recommend in particular?

Jameson Durall: UDK is something that’s really nice and free, and Unity, these are things that people can grab, start making some content. 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.

Train2Game blog: Thanks for your time Jameson.

You can read part 1 of our interview here on the Train2Game blog.

Part 2 of the Red Faction: Armageddon interview is also available.

Red Faction: Armageddon is released June 10th.

Train2Game blog Red Faction: Armageddon Game Designer interview – part 2

Red Faction: Armageddon Train2Game blog image 02

The Train2Game blog was recently lucky enough to grab a chat with Volition’s Jameson Durall, Lead Level Designer of the upcoming Red Faction: Armageddon. In a wide ranging interview that’ll be of interest to anyone on a Train2Game course, Durall discussed the impressive Geo-Mod engine, how it impacts on Game Design, what goes on behind the scenes during game development at Volition, and revealed to us his tips for getting into the games industry.

In the second part of this interview, Durall continues to discuss how the Geo-Mod engine influences Game Design, how it could potentially be used for modding, and the game development process at Volition. Part one is already available on the Train2Game blog.

Train2Game blog: Can you tell us a bit about the process of how creating and designing new enemies actually works?

Jameson Durall: In our case we wanted to build something to further enhance the experience of the destruction. We had humans in [Red Faction] Guerrilla and we wanted to do something where we could be a little bit more elaborate with them. One of our main goals with taking a good chunk of the game underground was we could utilise the walls and the ceilings, so we wanted to also have enemies that we could do that with as well.

And so when we’re developing each of the types of the aliens, we wanted to make sure they were able to attach themselves to the walls, and attach themselves to the ceilings, giving them different ways to come into the world. So if the player goes in and blows up everything we wanted a way to make sure we can keep refilling the battle or making it as intense as we want. So we did things like the ‘Monster Closet’ so we could bring more into the battles when we needed to.

Train2Game blog: Is the advancement in the Geo-Mod engine the reason why Red Faction: Armageddon has mostly moved underground and is no longer sandbox style as in previous game Red Faction: Guerrilla?

Jameson Durall: One of the things we found with Guerrilla was that the restrictions of building such a destructible area meant that we had to have a lot of space in between each of those encounters. So one of the things with going underground allowed us to do was, we’re not having to draw these vast distances so we can really intensify areas with a lot more destruction. So we wanted to make sure; one, that we got a more dense destruction area, plus we wanted to make sure the player didn’t have to wait as long in between them and we’ve accomplished that goal.

We were handed a fantastic technology for this game, and the Geo-Mod is truly remarkable; so for us it was making sure ‘what could we do on top of that, how could we integrate it a little more in the gameplay’ and not have to worry about having these gaps and what we could do to make sure it was more action packed, and let the player do what they want to do more which is blow things up.

Train2Game blog: Can you see the Geo-Mod engine or something like it being used in other games aside from Red Faction? Or even for modding purposes in future?

Jameson Durall: I think that’s totally possible. There’s a lot of interesting applications for something like that; just think of a quick Xbox LIVE game that you could make which is a fully destructible cartoon style world. The technology itself could transfer to anything that you want to do, it’s a fully physics based destructible world.

Train2Game blog: How does the Game Design team come up with the story and characters? Is it very much a team based effort? Or do individual designers work on individual parts?

Jameson Durall: It’s definitely a team based thing. Certain things will come in when we want to accomplish ‘X goal’ and then we’ll work together to figure out what we can mould around it to make sure that we accomplish that goal. Even the levels themselves have to be built around certain particular story points that we want to make sure we achieve.

So for us there’s a whole lot of each designer working together with our creative director and working with the writing department making sure everyone’s on the same page, that we focus on the key points we have to achieve and then how do we build the rest of the game around that.

You can read part 1 of our interview here on the Train2Game blog.

 

In Part 3 of the Train2Game blog interview with Red Faction: Armageddon Lead Level Designer Jameson Durall, he tells us how he got into the games industry, offers advice to budding Game Designers and discusses the benefits of modding.  Red Faction: Armageddon is released June 10th

UDK passes 800,000 downloads: A reminder to Train2Game students about the benefits of modding

UDK Train2Game blog image

The Train2Game blog has long held the belief that modding is a fantastic way for those on Train2Game courses to improve their skills. Not only that but it can potentially offer a way of getting your work out to a theoretically unlimited number of people.

That’s what happened with some Team Fortress 2 community modders who’ve not only seen their work introduced as in-game items, but as the Train2Game blog has previously reported, they’ve made money from them.

The free version of Epic Games’ Unreal Engine 3 development kit (UDK) is one example of a modding tool that’s now been installed over 800,000 times since its launch. That’s what Epic Vice President Mark Rein told Gamasutra.

UDK is available to anyone – including those on Train2Game courses – for free.  A developer that wants to use it for commercial use; that is to use it to develop then sell a game having to pay $99 to enter into a revenue share model. If the game is successful and makes more than $50,000, Epic will take a 25% cut of revenue after that point.

It might sound like a lot but we’re sure that any Train2Game student who went onto produce a UDK powered game that made $50,000 would be more than happy to give something back to Epic!

UDK come highly recommended by game developers, including Volition’s Jameson Durall. In part three of our interview with the Red Faction: Armageddon Lead Level Designer – to be published later this week – he recommends UDK in particular as a good modding tool.

Part 1 of the interview is already available on the Train2Game blog.

Other prominent PC game modding tools include Valve’s Source SDK – which is as the Train2Game blog reported is being made ‘less painful’ to use – while a Starcraft II also provides modding tools. The Train2Game blog previously revealed that one Starcraft II modders work was so impressive, it brought about attention from game development studios.

It all points towards modding being something useful for Train2Game students!  And with UDK free to download, there’s no reason fro budding game developers not to give it a whirl.

Have you considered modding? Will you try out UDK? Or perhaps you’ve modded already and if so, what have you produced?

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

[Source: Gamasutra via Develop]

PC ‘always at the bleeding edge’ of games say Capcom

Capcom's Super Street Fighter IV

The Train2Game blog has long emphasised how the PC could be the ideal platform for Train2Game students to develop games for.

Now Capcom – traditionally very much a console developer – are putting more focus on PC gaming, claiming it “is always at the bleeding edge” but technologically and in business.

“When I entered Capcom nearly six years ago, I viewed PC as extremely important for the company, not just to grow a new audience for our brands, but because of what the PC market teaches a company” Capcom senior vice president Christian Svensson writes on his blog.

“The PC helps teach a company how to be a global and how to embrace emerging markets and business models. As we continue to expand our businesses in Russia, China, Korea and Brazil, the PC becomes increasingly important as it is the primary platform in those territories.

“Our core technology for all of our platforms has been informed by and pushed by the PC, which is always at the bleeding edge.”

Regular Train2Game blog readers will also be aware that the PC allows aspiring game developers to do a lot more than the Xbox 360 or PlayStation 3 thanks to modding tools. Aspiring developers can use their skills to make levels or whole new games based on the engines of a number of titles.

Valve are a strong supporter of the modding community, with the Train2Game blog previously reporting that a fan created map is well on it’s way to becoming an official part of the game.

Valve’s Team Fortress 2 also gets many updates featuring in-game items created by fans.

 The PC is also at the forefront of the casual gaming boom, and as the Train2Game reported this week, Gas Powered Games believe this could be the future of the system.

Do you agree that the PC is “always at the bleeding edge”? Is Capcom’s increased focus on PC gaming a positive move? And do you see yourself developing PC games in future?

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

[Source: PC Gamer

Train2Game blog modding news: GTV IV Vice City mods in the works

Grand Theft Auto Vice City

While the reports of a leaked casting called for Grand Theft Auto V has sparked some interest on the Train2Game forum, the news that not one but two remakes of the classic Grand Theft Auto Vice City are on the way in the form of mods may be of more interest to some.

You see, not only was the game highly enjoyable when first released in 2002, but the remakes are yet another reminder to Train2Game students how popular mods can potentially become. In turn this means modding could potentially provide a skilled Train2Game student with a way to get a product they’ve produced out there and do it for free. The Grand Theft Audo mods are being produced using the Open IV mod tools.

It’s a reminder of how the PC and modding could provide and excellent platform for Train2Game students to produce work.

Interested readers can also see an older Train2Game blog post from January about the benefits of modding and community Game Design.

And while the two Grand Theft Auto IV mods – Vice City Rage and Vice IV are far from complete, there are still plenty of excited comments about the first glimpses of footage on YouTube.  You can see the two trailers below here on the Train2Game blog.  (‘In game’ footage of Vice IV begins about 9 minutes in)

So Train2Game, what are your thoughts on bringing Vice City back to life through modding? Would you play the game? What game would you like to bring back through building a mod?

Comments can be left here on the Train2Game blog or on the Train2Game forum.

[Source: Rock, Paper, Shotgun)

Media Molecule to release community created LittleBigPlanet 2 campaign

Hansel & Gretelbot Train2Game blog image

It’s another example of how creating community content forLittleBigPlanet 2 could potentially help a Train2Game student find their way into the games industry.

Game Developers Media Molecule challenged a team of LittleBigPlanet 2 community modders to produce a new single player campaign, using only the creation tools in the game.  The result is a rather nice looking mini-story mode called ‘Hansel & Gretelbot’

There’s no word on how Hansel & Gretelbot will be released as of yet, but Media Molecule incidate that it’ll be free.

Train2Game blog readers can see the rather nice looking trailer below.

There’s probably plenty of Train2Game Game Developers who’d love the opportunity to have their content released to as wide an audience as the LittleBigPlanet 2 community.  A first step towards this could very well be creating their own LittleBigPlanet 2 levels, with Media Molecule previously stating they’ve employed several community developers.

There’s certainly a lot of potential to be extremely creative with LittleBigPlanet 2 as well, as seen in examples of community created levels based on Portal, Flower, Wolvenstein and Dogfight.

LittleBigPlanet 2 last released last month and took No. 1 in the UK Charts in its first week. It’s still in the top ten now, but only just, having dropped to No. 10. The game got very good reviews, with plenty of 9s and 10s from the gaming press.

Of course, LittleBigPlanet 2 isn’t the only game that allows users to create there own content. Another prominent example is Team Fortress 2, where some of the best modders seeing their content being sold by Valve, and making a profit from it too!

Meanwhile, last month saw a Starcraft II modder was offered a job at a Game Development studio.

Train2Game students may therefore find modding and community creation provides a useful step into the games industry.

So Train2Game, what are your thoughts on Hansel & Gretelbot? Do you think it looks as good as the original game? Perhaps even better? And have you created any of your own levels for LittleBigPlanet 2?

As usual, you can leave your thoughts here on the Train2Game blog or on the Train2Game forum. Alternatively, you can let us know what you think via the Train2Game Twitter and Facebook pages.

[Source: PlayStation EU Blog]

Train2Game, in association with DR Studios and the University of Bedfordshire, will be holding a Game Jam at the end of March. For more information, see the official Train2Game Game Jam website or the Train2Game Game Jam Facebook page. Alternatively, keep an eye on the Train2Game Game Jam Twitter account.

Starcraft II modder offered job by development studio

World of Starcraft Train2Game blog image

Regular readers of the Train2Game blog will know all about how modding and community development can provide a leg up into a job in the games industry.

Now another budding game developer has been offered a job thanks to their modding work. A Starcraft II modder known only as ‘Ryan’ has been courted by League of Legends developers Riot Games after seeing a mod he’s working on called ‘World of Starcraft’

Yes, it’s an MMO based on the RTS Starcraft II: Wings of Liberty being built using the games Galaxy Editor.  Videos of World of Starcraft were removed from Youtube following coverage on a number of websites, at the request of ‘Activision Games Inc’ As of yet, the mod and its forums have yet to be affected by any order from Activision Blizzard.

However, Blizzard isn’t the only game development studio that have noticed Ryan’s work with modding. Riot Games Director Games Design Director – and former World of Warcraft designer – Tom Cadwell has contacted Ryan about the possibility of a job offer.

“When I see a modder with a lot of drive that has done something cool, I tend to contact them. I shot him an email recently asking if he was interested in exploring an opportunity here” he wrote on the Riot Games forum.

He also left his thoughts on the Blizzard situation:

“I don’t know because I’m not a Blizzard employee, but I seriously doubt this is anything other than the fact he named the mod World of StarCraft, which has an air of legitimacy that borderline infringes on Blizzar”.

“Blizzard is very supportive of their modders, but also vigorously depends certain aspects of their IP (as they should and must).”

Speaking to Pixelated Geek, Ryan said of the opportunity:

“I would be a complete idiot not to… I’ve waited my whole life for something like this.”

The Train2Game blog will be sure to yet you know the outcome of this tale! It looks like it could be another example of how modding and community design can help give aspiring developers a leg up into the industry, especially when it comes to working with PC games.

Only recently the Train2Game blog examined the Team Fortress 2 community developers who are now have an income from their creations!

The lesson for Train2Game students? Try your hand at modding, who knows where it may lead!

What are your thoughts on Ryan’s situation? Are you encouraged by the fact Riot Games are actively looking to recruit modders? And what are your thoughts on the whole World of Starcraft idea and the issues around it?

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

[Source: GamesIndustry.biz]

Team Fortress 2 to make adding user created content simpler

Team Fortress 2 Australian Christmas Train2Game Blog Image

It’s often evident on the Train2Game forum that Train2Game students are keenly looking for opportunities to get their work and ideas out into the open. Train2Game students may therefore be keen to know that the latest update on the Team Fortress 2 blog reveals that Valve are planning to make it easier for players to contribute their own items to the game.

Players will also be able to test their new items, be they weapons, hats or anything else, before submitting them for contribution. Interested Train2Game students can find full details on the on the Team Fortress 2 blog.

The contribution page really does provide Games Designers with the opportunity to see their work not only put in a game, but a very successful one at that with Team Fortress 2 having thousands of players online at any one time.

Readers of the Train2Game blog may remember this post about the Polycount contest which gave budding game designers to end up with the items they designed added into Team Fortress 2. The winners did indeed have their original items added to the game in the Mann-Conomy Update at the end of September last year.

Not only did the Polycount modders see their work enjoyed by thousands of Team Fortress 2 players, but the nature of the Mann-Conomy Update meant that players could buy the items if wanted to spend money on them. 25% of the income made from the user generated Polycount items went straight back to the people that designed them with each of them making a small fortune in just the first two weeks they were on sale.

Shaylyn Hamm, Shawn Spetch, Steven Skidmore, Spencer Kern and Rob Laro made between $39,000 and $47,000 each in just those two weeks. Who knows how much they’ve made from their user generated content now!

Speaking back in October about his new lucrative line of work, Kern said:

“It’s astounding that so many people want to purchase the items that came out of the community. The response exceeded my wildest expectations. There really is no doubt at this point that there’s a huge demand for community-created content in TF2 and, hopefully, more games will start to tap into this demand.”

The demand for community-created content in Team Fortress 2 didn’t stop there with further community items being added to the game in the Australian Christmas update. This update included many of the hats and weapons made by Team Fortress 2 community modder Mister Royzo. Given the amounts of the new items I’ve seen during games of Team Fortress 2, it looks like there’s been a high demand for them in the Mann-Co Store and that Mister Royzo will be following the footsteps of the Polycount modders and making himself a nice little sum of money!

Train2Game students may find themselves looking on with envy now, but in theory anyone could submit an item to Valve and see it added to Team Fortress 2. So if you think you’ve got the skills, why not try and design something yourself? It would make good practice for Train2Game Art & Animation students at the very least!

It goes to show that PC gaming could be a great asset to Train2Game students, thanks to the likes of Team Fortress 2 community updates and the vast opportunities to mod a wide variety of games. Why not have a go?

So Train2Game, what are your thoughts on Valve being so keen to involve community developers with Team Fortress 2??  Will you try modding? Or have you produced your own user created items for games before?

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

Polycount contest winners work to become part of Team Fortress 2

Get with it indeed.

The Engineer Update is still very much a new thing, but even more new items for Team Fortress 2 are already in the works. This time however, it isn’t Valve who’ve been the creative force behind new weapons and hats, but members of Polycount – a video game art and resource community.  (Perhaps our Train2Game Artist & Animator students should join the site if they’re not already members)

Valve and Polycount teamed up to members of the art community the chance to create items that will actually be used in Team Fortress 2. The brief went:

“Pick a single Team Fortress 2 class and create a minimum of three custom items for them. These items can be made up of any combination of weapons (melee, primary, secondary), Engineer buildings and/or hats. These items must be cohesively themed and fit within the Team Fortress 2 universe and time period. Make sure your replacement item set maintains the existing functionality of the original items they’re replacing, specifically any Primary, Secondary or Melee weapons you replace in your set.”

The content received an overwhelming response with over 70 sets – that’s at least 210 items – submitted by artists and designers. Now, Valve have managed to judge the entries and have selected five item sets that will eventually be released into Team Fortress 2. That’s after Valve work out how they’ll “attach gameplay attributes (probably of a game destroying nature) to these items.”  – Yeah, that quotes taken directly from the Team Fortress 2 blog!

which Polycount item sets will soon be available to all Team Fortress 2 players then?  Well, they are a heavy duty Tank Buster pack for The Soldier, a Milk Man themed item set for The Scout, 1950’s Gas station attendant gear for The Pyro, a nifty Saharan get up for The Spy, and finally ‘The Croco-Style Kit’ for The Sniper.  All of the items look very impressive and you can feast your eyes on them by visiting the Team Fortress 2 Polycount Pack Winners page.

Of course this isn’t the first time Valve have encouraged other Game Designers, Game Developers and Game Artist and Animators to contribute to their projects. After all, Counter Strike started as a community run fan project, while Portal was originally developed by students. Aspiring designers have already seen their maps and items become official in previous Team Fortress 2 updates thanks the Contribute! initiative.

Regular readers will know that this isn’t the first time I’ve praised Valve’s scheme and encouraged Train2Game students to get involved. It really does seem like it would be a good idea for Train2Game Designers to produce something. After all, you could strike it lucky and end up seeing your hard work on display in a game played by millions of people worldwide. Even if your items don’t get into the game, time practicing designing items can only be useful to your future career in the games industry.

So, what do you think of Valve’s enthusiasm for community developed items? Do you think you’ll be getting involved? How many of you play Team Fortress 2?

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