UK Charts: L.A. Noire top for third week running

L.A. Noire, which as the Train2Game blog previously reported became the UK’s fastest selling new IP, is once again top of the UK Charts as compiled by UKIE.

The Rockstar published title from Team Bondi holds No.1 after a quiet week for new releases. Lego Pirates of the Caribbean rises one place and takes it’s third No.2 in the four weeks since release, while Dirt 3 drops one in its second week on sale.

Former No.1 – as reported by the Train2Game blog – Zumba Fitness holds No.4 while fellow former No.1 Brink is also a non-mover at No.5. There’s also no change for Wii Sports Resort at No.6.

Chart regulars Call of Duty: Black Ops and FIFA 11 switch positions in No.7 and No.8 respectively.  As reported by the Train2Game blog, Activision’s next Call of Duty title – Modern Warfare 3 – will be coming later this year.

Another former chart topper in the form of Portal 2 moves up three to No.9, while The Sims 3: Generations is the highest new entry this week at No. 10. The only other new entry this week is Hunted: The Demon’s Forge from independent game developer Inxile which debuts at No. 14.

The UKIE Gfk Chart-Track All Formats Top 10 for the week ending 4th June 2011 is therefore as follows:

1. LA Noire (Rockstar)
2. LEGO Pirates of the Caribbean (Disney)
3. Dirt 3 (Codemasters)
4. Zumba Fitness (505 Games)
5. Brink (Bethesda)
6. Wii Sports Resort (Nintendo)
7. Call of Duty: Black Ops (Activision)
8. FIFA 11 (EA)
9. Portal 2 (EA)
10. The Sims 3: Generations (EA)

Big name releases this week include infamous 2, Red Faction: Armageddon, and…Duke Nukem Forever. Much more information about each of these is available on the Train2Game blog.

Infamous 2 is set to feature User Generated Content, find out how this could be a massive benefit for Train2Game students here on the blog.

Last week, the Train2Game blog featured an in-depth interview with Red Faction: Armageddon Lead Level Designer Jameson Durall. Subjects covered included Game Design, game development and how to get into the games industry.

And last month, the Train2Game blog got a massive insight into the long, long development of Duke Nukem Forever, thanks to the BAFTA Q&A event with Gearbox Software CEO Randy Pitchford.

So Train2Game, which title do you believe will be No.1 next week? Which one of the new releases will you be going for? Or could L.A. Noire hold them all off?

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

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 1

Red Faction Armageddon Train2Game blog image 01

The Train2Game blog was recently fortunate 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 first part of this interview, he talks about his role at Volition, how the Geo-Mod engine works, and how it impacts on Game Design in Red Faction: Armageddon. More about Game Design is available in part two, while in part three Durall speaks about getting into the games industry.

Train2Game blog: What does your role of Lead Level Designer with Red Faction: Armageddon mean? What have you contributed to the development of the game?

Jameson Durall: Well, I have a group of level designers and work together with those guys to make sure that we’re building the kind of environments we need for the most action packed, destructive areas that also help tell the story that we’re trying to tell in the game. So there’s a whole lot of working closely with them, trying to direct the areas in a way that fulfils those goals and make sure that we make the best levels possible.

Train2Game blog: The levels are based on the Geo-Mod engine; can you tell us how that works?

Jameson Durall: [Laughs] A smarter man than we would have to tell you exactly how it works! But simply the basics are that every building is built around a shard system. It has a state, and when it takes damage it breaks into smaller pieces. It’s a full physics engine, and so it takes real weight and stress, so anything we build in the game we have to be very realistic about how it’s constructed because anything on top is forcing weight down on to the stuff below. It gets a little more difficult when you want to make tall buildings, or things that look certain ways because you have to make sure you have real foundation at the bottom to hold the weight of the things you’re trying to do.

Train2Game blog: How does this affect the design of the levels and the story of Red Faction: Armageddon as a whole?

Jamson Durall: I’ve been designing levels for over ten years, and I’ve never had a challenge quite like this. You think about traditional shooters where a lot of enemies will come out from behind walls or they’ll open doors and the thing that we have to always consider is that the player could destroy the entire area before certain things start to happen. So we always had to think of each level as a mini-sandbox, where it’s like ‘Ok the player can do so many different things, so lets build each little encounter in a way that they have a lot more options plus we account for whatever they might do.’

It also forced us to do some things like come up with enemy types that now can actually come in through the walls; so we developed the ‘Monster Closet’ system so enemies can come in that way. And then things like the Wraith, it can literally appear anywhere, so we don’t have to worry about including visibility for things like that.

In part two of the Train2Game blog interview with Red Faction: Armageddon Lead Level Designer Jameson Durall, he tells us more about the Geo-Mod engine and how it impacts on every aspect of Game Design. Red Faction: Armageddon is released June 10th

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