Train2Game Gadget Show Live interview: Overclockers UK on how to build gaming PC and more

Train2Game News visited Overclockers UK stand at The Gadget Show Live in the Birmingham NEC. While there, we spoke to Overclockers UK’s Mark Purdy, who told us a bit about what the company do, how to build your own PC and much more.  As usual, leave your comments here on The Train2Game Blog, or on the Train2Game forum. 

First of all, tell us a bit about Overclockers UK?

We are a high end gaming components and computer seller, an online retailer based in Newcastle-Under-Lyme. Visit us at www.overclockers.co.uk. At The Gadget Show we’re showcasing a range of gaming systems that you can come and try, we’ve got one that’s running Batman: Arkham City, one that’s running the Diablo 3 beta, and two that are running Battlefield 3. We also have a racing simulator with our own branded racing seat running Project Cars, and we have a flight simulator running Microsoft Flight. We have our show system, Ultimate Mammoth, which is a £6000 machine featuring brand new NVIDIA GTX 680 graphics cards.

We have stock for sale, which you can come and purchase. We also have a free shipping code on flyers that you can come along and grab. We are running daily competitions, doing build demos so you can learn to build your own computer, and also have our time on the main stage where we’re giving out bags full of goodies.

Building a computer is something many people will look at and think of as a tough task, but is it actually relatively simple to do?

I’m going to compare it to building Lego; putting in each component in the right place is just like slotting in pieces of Lego, as long as you know where it goes and can connect it up properly, and test it.  That’s what we’re going to be showing.

So, if someone wanted to build a high-end PC, what would you recommend they start with? What are the key parts they’ll need?

Look at the games you’re going to be playing, and make sure you build a system that’ll run the games nicely. There’s no point spending too much money on a system you’ll never use all of the full potential of the power.  Always get a system which you’re comfortable with, which will run the games nice and smoothly and won’t cost you too much. There are so many people who’ll go out and buy a few thousand pound machine and never actually use the full potential of it. You could spend £700 to £800 on a machine that’ll do your games running at high definition, while you play it nice and smoothly.

Where can people get more information about this, or Overclockers?

We have a Facebook page which people can go on to, which we update every day. We have a Twitter account where people can ask questions on. We have one of the UK’s largest forums as well, with over 100,000 members, where people can ask questions about hardware. If they’re not sure what to buy they can just go on and talk to our members and get information; if they have a budget and they’re not sure what to spend it on they’ll get recommendations.  And it’s just for general chit-chat, so we have a general discussion area where anything can go, a PC games section where people talk about the latest releases, and latest news and deals where we o do special deals just for the forum.

The forums are a key part of a good community then?

Yes, a very key part of the community. The business is built almost around the forums, the forums really helped the business take off back in 1999. So it was one of the best additions it could’ve had for marketing, especially for new products, it’s absolutely fantastic.

Thanks for your time.

Visit OverClockers UK  http://www.overclockers.co.uk/. As usual, leave your comments here on The Train2Game Blog, or on the Train2Game forum. 

Train2Game & Epic Game Jam interview: Epic’s European Territory Manager Mike Gamble

Train2Game & Epic Games gave Train2Game student teams the opportunity to win one of four places at The Gadget Show Live 2012 and compete for the chance to walk away with a fully licence Unreal Development Kit.  

Epic’s European Territory Manager Mike Gamble was one of the game jam judges, and the Train2Game blog managed to grab him for a chat. In this extensive interview, Gamble talks about Epic’s involvement with the Train2Game Game Jam, UDK, the future of the industry and much more.

Read it here, on Train2Game’s Scribd site,  or listen to it via Train2Game Radio. (Part 1, Part 2)

You can also read Mike’s blog about the Train2Game & Epic Game Jam over at Unreal Insider. Leave your comments here on the Train2Game blog, or on the Train2Game forum.

We’re here at the Train2Game & Epic Game Jam, can you tell us a bit about Epics involvement with the event?

We’ve been talking with Train2Game about using UDK in their curriculum, as a quite separate item talking about a game jam at The Gadget Show Live and so a natural point of choosing the teams was to be involved in the game jam here.

Tell us about the prize that’s up for grabs at Make Something Unreal Live at The Gadget Show.

There’s a commercial Unreal iOS license up for grabs for the winning team, which essentially means it’s a source code license rather than binary which will allow the winning team to create a game for commercial distribution.

So why do Epic want to get involved with Train2Game and get UDK in the course?

In a purely non philanthropic manner, the more people that use UDK, the more people who are familiar with our tools, the better they are to go into the industry where our engine is pretty ubiquitous.

Can you tell us a bit about the UDK engine which is available for free to anyone to use?

You can download it from www.UDK.com. It’s completely free, you only have to pay anything when you actually commercialise your output, at which point you’d pay us $99 and then a 25% royalty after you’ve collected $50,000. So basically, if you’ve built yourself a little app, a little game, or whatever really using the technology, on PC, or iOS or Mac, you can put it out there on Steam or the iTunes App Store and make a little bit of cash off it.

So it’s been quite successful for teams doing that then?

Yeah, it’s been very successful, we’ve had some cracking titles, quite surprisingly professional let’s say, and there’s some decent money to be made. But often what we find is a development team will start using UDK, and then by the time they’ve finished the project, they decide to swap over to a commercial UE3 license and we have a path for them to do that and some of them have been incredibly successful.

UDK Train2Game blog image

So what are the benefits for Train2Game students of taking parts in events like this, the Train2Game & Epic Game Jam?

Well I think it gives them a real crash course in UDK, it gives them a crash course in games development, it also gives them a crash course in teamwork among people they don’t know in teams selected for them, which was definitely useful for preparing them for going into the jobs market.  And ultimately the benefit for the winners is they go onto The Gadget Show Live and I think everyone who competes there, whether they win or not, stands a very good chance of getting into the industry in a professional manner.

At the time of recording we’re pre-judging, what will you be looking for in the winning games?

Obviously we’re not looking for finished, polished, Triple A sellable games, that would be ridiculous. We’re really looking at a number of criteria: adherence to the theme we’ve set, completeness of the game insofar as the limits to what they can do in this time. But something that’s small and polished and works is preferable to something that’s huge rambling and buggy. We’re looking for the professionalism of the teams, we’re looking for the quality of the games. There are about 6 or 7 parameters we’re scoring out of a hundred in total.

And for everyone involved it’s good that they have a finished product they can show potential employers?

Exactly! Perhaps the most important thing any student can do for themselves is build a portfolio of work. It’s all very well being qualified, but at the end of the day you have to differentiate yourself from every other qualified person, and if you’ve got a kick arse portfolio that’s really going to help.

A little bit about you now, tell us about your role at Epic.

I manage Europe, for Epic, on the technology and licensing front. That means I promote and sell Unreal Engine 3 licenses to developers big and small.

Earlier this year we saw Unreal’s ‘Samaritan’ tech demo, what was the thinking behind producing that? Does it show the future of the industry?

It shows a future. For us it was…well, we’ve called it our love letter to the hardware manufacturers. It shows what can be done with a level of hardware. It was built using PC Direct X 11 hardware that’s available off the shelf today, and it was us saying ‘Look, if you built this into the next generation of consoles, this is what we could do. Obviously we can’t say ‘You must do this,’, and the hardware manufacturers haven’t hold us what they’re doing, but it was for us to stimulate some thinking about what might be possible.

The Samaritan Train2Game blog image

And it goes against those that keep claiming that ‘PC gaming is dead’ when that tech is available on PC?

Yeah totally, PC gaming is not dead by an incredibly long chalk. You only have to look at the popularity of Steam, it’s different now, it isn’t not boxed products, but there’s a PC game for every single person, in a sense it’s  gone niche. You can get a PC game for a hardcore train guy, you can get a PC game for a hardcore RTS guy, there’s everything there, it’s just not available off the shelf, it’s available digitally.

So the PC is a good avenue for people, Train2Game students for example, to get a game out there.

Yes. On PC, Steam is a fantastic way of getting games out into the market and testing the waters. The iTunes App store is also fantastic. Anywhere where you don’t have to have a license from the hardware manufacturer and there’s a market base built is a great way to get your product out.

And how has iOS changed the industry in the last few years?

I think it has made everybody think twice about what a game is. From a development point of view, it’s meant that again there’s the opportunity for small developers to create some very interesting content and make some good money outside of the traditional publisher model, which is incredibly important for nurturing the growth of the industry.

How do you see that developing?

Tricky one that. You could argue there’s been a gold rush and now it’s very difficult to set yourself apart.  I think these things will evolve, they’re(smartphones and tablet computers) going to get more and more powerful and there will be a point where it’s possible for you to essentially have, for all sense and purposes, have the power of a console on your tablet, plug that into your TV, play it with a remote. It kind of changes what a gaming device is and I think that’ll only continue to accelerate.

How did you get started in the games industry?

Well, in real life I’m a mechanical and production engineer, I worked in the Ministry of Defence for ten years and then I worked in the toy industry. Then in the mid 90s I decided to swap over to the video games industry which was at that point becoming slightly professional, and so I joined as a Producer, basically.

And what advice would you give to those looking to get into the industry?

You have to get qualified. I think the days of being able to wing it are gone. But like I said before, portfolio: it doesn’t matter if you’re a designer, programmer, musician, whatever it is you want to do in games, you need to build a portfolio of the stuff you have done yourself.

And UDK can help that with modding?

Totally, yes! Creating mods is a really, really great way of getting a great portfolio. It’s really hard to build a product from the ground up, but as an individual you can mod, and that’s a really good way of doing it.

Great, thanks for your time. 

Thank you.

For more information go to www.train2game.com

Train2Game news: id Software support Blizzard’s controversial ‘always on’ DRM

 

Train2Game students, as game developers of the future, may already be thinking about how they can prevent their games from being pirated.

There are various different forms of DRM in PC gaming, with Steam perhaps being used the most by PC Gamers. Blizzard have their own DRM, which has proved controversial in that in order to play their upcoming Diablo III, the player will have to be connected to the internet the whole time.

The idea has caused controversy, because it means if your internet connection flickers for just a second, you’re dropped from the game. Any progress made since the last time a game save is made will be lost.

The DRM also means playing PC games on the move using a laptop goes somewhat out the window. It’s therefore something that may annoy Train2Game students as gamers.

However, while gamers may find the ‘always on’ DRM controversial, it seems to have won over game developers.  Indeed, id Software Creative Director Tim Willits believes it’s the best way forward.

“Diablo III will make everyone else accept the fact you have to be connected” Willits told Eurogamer at QuakeCon.

“If you have a juggernaut, you can make change. I’m all for that. If we could force people to always be connected when you play the game, and then have that be acceptable, awesome,”

It isn’t the only comment the id Software Creative Director made at QuakeCon that could be seen as controversial. Indeed, the Train2Game blog reported that he said the FPS is the ‘best genre’

“In the end, it’s better for everybody,” Willets continued on the subject of the DRM, suggesting it has benefits.

“Imagine picking up a game and it’s automatically updated. Or there’s something new you didn’t know about, and you didn’t have to click away. It’s all automatically there.  I’m a big proponent of always connected. I’m always connected. Our fans are always connected.”

“There will be a few people who will resent the fact you have to be online to play a single-player game. But it’ll change.” he concluded.

So Train2Game, do you think ‘always on’ DRM is the way forward? Or does it come across as too restricting to regular gamers? Are internet connections reliable enough for it to work?

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

[Source: Eurogamer via Industry Gamers]

Train2Game news, Retailers not good for dev creativity say Paradox

 

Many Train2Game students have aspirations to work on the Triple A games that get stocked on shelves in shopping centres and supermarkets, but this area has not been good for creativity in the industry.

That’s according to CEO of Paradox Interactive, Fredrik Wester who revealed that the strategy title specialists generate most of their revenue through digital downloads.

“This year we’re close to ninety percent of our revenue being digital” he told PC Gamer.

“Retail sales are like a bonus for us now. We don’t really need retailers any more and that is a release because retailers have not been good for the industry. They’ve not been good for the creative part of the industry, for finding new cool games.”

“People complain to publishers that there are only sequels on the market, but that’s because retailers want to see sequels, because they can do their chart diagrams for how things sell and things like that. So one of the things preventing more creative gaming has been the retail challenge.”

“I can only say this now because we’re not depending on them, so it’s really relieving to be able to say that.”

Paradox’s main digital partner is Steam, with GamersGate also a big parter. Recently, the company had success publishing indie title Magika, which has been downloaded over 600,000 times. It’s proved to be a popular game on the Train2Game forum.

It also offers inspiration to Train2Game students in that Magika was developed by students at a Swedish University who’ve now got a hit game on their hands!

Essentially, Paradox suggest that digital platforms allow developers to self publish and take creative risks that retailers may not want to be a part of. Self-publishing could also potentially allow Train2Game students direct access to a market for their games.

Earlier this year, the Train2Game blog reported that Alan Wake developer Remedy sees an all digital future.

So Train2Game, do you agree that digital distribution allows game developers to be more creative? Would you publish in that way? Or is seeing a game you’ve developed on store shelves the ultimate goal?

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

[Source: PC Gamer]

Train2Game forum user favourite Minecraft passes 2.5 million sales

Train2Game forum user favourite Minecraft has now passed over 2.5 million sales. The news was confirmed by Minecraft creator Markus “Notch” Persson via Twitter.

“2.5 million sales! That’s as much as Diablo 1 and FarCry, according to Wikipedia.” he said.

The numbers aren’t bad at all for a game that’s still in it’s BETA testing period and, as reported by the Train2Game blog, Minecraft will be getting a full release later this year.

The game will also be appearing on a variety of systems, with the Train2Game blog previously mentioning that Minecraft will be appearing on the Xbox 360 with full Kinect support. The indie smash hit is also heading to smartphones, as reported by the Train2Game blog.

Minecraft is a testament to Train2Game students that you don’t need to be working for a huge studio to be successful in the industry, and that producing indie games could be the way forward.

Yesterday, the Train2Game blog revealed that the 1.7 patch will add Game Design and modding elements to Minecraft.

So Train2Game, why do you think Minecraft has been so successful? Does it inspire you? Are you still playing?

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

Minecraft 1.7 patch to add “adventure” and modding to Train2Game forum user favourite

The 1.7 patch for Train2Game forum user favourite Minecraft is named the adventure update in what appears to be a move towards adding goals to the cult indie game.

As previously reported by the Train2Game blog, Minecraft creator Notch suggested achievements might be introduced as a way of giving a narrative Game Design to the title. Writing on his blog, Notch says:

“We are working on Minecraft Beta 1.7, which I’m referring to as the “adventure update”. We’re keeping the details secret so people can get surprises. The idea with this update is to flesh out the game a bit, making it reward exploration and combat more.”

He also added that Mojang will be adding modding support to Minecraft in the near future.

“We’re starting the modding support on a small scale with 1.7. We’ll be giving the source code out to a very VERY small group of people before the release of 1.7. We’ll use those experiences to work out the final details, then we’ll get the modding api out as soon as possible after 1.7 has been released.”

As previously mentioned on the Train2Game blog, modding can potentially provide aspiring game developers with the hands on experience required to get into the games industry.

And in a recent Train2Game blog interview, Red Faction: Armageddon Lead Level Designer Jameson Durall also stressed the importance of modding for those who want to improve their skills.

If Minecraft modding becomes more widely available, it could be a dream for Train2Game students.

Notch also reveals the Xbox 360 and Xperia Play versions of Minecraft are both entirely new titles, which he’ll be working as a Game Designer on. He adds that he remains focused on the PC version of Minecraft.

For more information about Minecraft on the Xbox 360, see the Train2Game blog.

It’s worth remembering that despite still officially being in Beta, Minecraft has been downloaded over 2 million times.

So Train2Game, what do you want to see in the “adventure update”? Will it change the Game Design? And if given the opportunity, would you create Minecraft mods?

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

[Source:  The Word of Notch]

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

Free-to-play games ‘the future’ of PC gaming. Do you agree Train2Game?

Age of Empires OnlineThe Train2Game blog has previously hailed the PC as the ideal platform for Train2Game students, but the future of the system is in free to play games. That’s according to Gas Powered Games, the game development studio behind the Dungeon Siege and Supreme Commander series.

“When I have this experience, where I can get a ‘freemium’ game that’s incredible, huge with arguably hundreds of hours of free gameplay, why would I go to the store and spend $50 in the old model?”  Gas Powered Games boss Chris Taylor told Eurogamer.

“I’m so done with that. It’s fair to say I’m done dropping that kind of money. I want this in everything. Take any favourite game of mine”

“To me it’s the future. Absolutely it’s the future. If I had to make any prognostications about the gaming industry, that’s the easiest one I will have made in 10 years. This model is coming. It’s here to stay. It’s good on every level.”

Gas Powered Games are currently developing Age of Empire Online, which will be released both digitally and at retail later this year. Players will be able buy extra content in the form of civilizations, boosters and empire extras with the former including premium content.

Of course, Train2Game students may recognise the title as a change in direction for the classic Age of Empires series.

“This is what RTS gaming has become: Age of Empires Online,” said Taylor “It is online, it has community, friends, but that is the beginning. It means when the game goes out, you don’t get a hump and you go down. When the game comes out it goes up infinitely.

“It means every month or so you see cool new things, rather than six months, a year, or maybe never. It’s a continuous rhythm.” He added

Earlier this week, the Train2Game blog reported that Valve also see the benefits of a continuous development cycle, with Team Fortress 2 having received over 200 updates since its release in 2007.

“We have turned a very important corner for the way we think about and develop software and the value proposition we give our customers. It’s way up from where we were before.” Taylor concluded.

In March, the Train2Game blog examined how developing free-to-play game featuring microtransactions could potentially bring success to a Train2Game student.

So Train2Game, do you think free-to-play games are the future of PC gaming? Or are Taylor’s claims complete rubbish? What do you think the future of PC gaming is?

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

[Source: Eurogamer

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)