Train2Game News BAFTA Masterclass

A BAFTA Masterclass with LA Noire BAFTA-Nominee Simon Wood on Tuesday 31 July at 19:00.

Join BAFTA at The Hospital Club with Simon Wood, an award winning Production Designer and creator of Rockstar Games LA Noire. Simon started as an Industrial designer before crossing over into films and working on The Phantom Menace, Tomorrow Never Dies and Thunderbirds. He then settled in as the Production Designer at Sony Europe (PlayStation) on The Getaway series. Haven spoken extensively at conferences around the world, Simon will be describing his role on projects and then discussing ‘good art’, ‘good design’ and the creative processes as a whole.

Tickets are £5.00

Thanks to BAFTA for the heads-up

Train2Game interview: Ian Livingstone OBE on Make Something Unreal Live, Fighting Fantasy and game design

Ian Livingstone OBE is Life President of Eidos, co-founder of Games Workshop, co-author of the popular Fighting Fantasy novels and one of the most respected figures in the UK games industry.

He also judged the Train2Game and Epic Games Make Something Unreal Live contest, which saw Commando Kiwi and their Warlock of Firetop Mountain game named winners.

We sat down with Livingstone at Develop Conference, where the games industry legend discussed Make Something Unreal Live, the changing games industry and what it takes to be successful in it, his upcoming brand new Fighting Fantasy novel and more.

You were involved with Train2Game and Epic Games Make Something Unreal Live contest at The Gadget Show earlier this year, can you explain what your role was for those who weren’t there?

My involvement was to be supplier of the intellectual property, Steve Jackson and I allowing the whole initiative to use our intellectual property in terms of Fighting Fantasy. The development teams were able to use whichever titles they wanted – they used Warlock of Firetop Mountain, Deathtrap Dungeon, The Citadel of Chaos and Armies of Death – and imagine them in any way they wished to create a brand new game using Unreal Technology.

The winners of Make Something Unreal Live were Commando Kiwi with Warlock of Firetop Mountain, how is the game coming along ahead of its upcoming release?

The other part of our function was to help judge the final which was held at Gadget Show Live in Birmingham. That was really good because it was so close with deciding what game would be the winner, but in the end we decided on Warlock of Firetop Mountain because we felt that they’d achieved the most in an original way, a fun way, a very creative way and mostly importantly, something that’s a really fun game to play.

The team since then have been working hard, it’s incredible what they’ve been able to achieve effectively as a virtual team, only having met for one week to work together. Student teams with a lot of ambition, a lot of drive, a lot of creativity. I’m really looking forward to seeing the final game, and I’m sure it’ll be a very proud moment for them when they finally see Warlock of Firetop Mountain on the iStore.

The games are running using the Unreal Engine on an iPad which is a feat in itself, looking very good for what are mobile games.

Yes, it just shows their ability to develop fantastic content using a great piece of technology which is the Unreal Development Kit.

The future of iOS and mobile looks very bright, with analysts claiming it’ll overtake console gaming, or even make it obsolete. What are your thoughts on the issue?

Undoubtedly the smartphone is going to be the largest – or shall we say the biggest number in terms of being the most available platform – but that doesn’t mean for one second that Triple A console gaming is going to disappear, they’re going to live together.

And whilst the platforms of the consoles might change with their technology ended up embedded in a smart TV, or their business model might move from a premium to a freemium model, people will always want a very rich, cinematic, very visual gaming experience. Whilst at other times they’ll be happy to play games on their smartphones or social networks like Facebook, I think most core gamers will want that very rich, visual experience.

So, one is not going to be at the expense of the other; sometimes you want a big gaming experience, sometimes you just want a snack and some light entertainment like watching an indie film or watching a Hollywood movie.

You mentioned blockbuster games; many nowadays seem to focus on style over substance. But what do you think game designers can learn or adapt from old-school RPGs and board games?

You’ve got to create a strong storyline, a great narrative, have a great a great emotional engagement. But above all, with a game, the gameplay has to be fantastic because people will always buy a game which has great gameplay and poor graphics over something which has great graphics and poor gameplay. So when people ask what are the three most important things in a game? I will say gameplay, gameplay, gameplay.

You have a new Fighting Fantasy book on the way; firstly, can you tell us a bit about it, please? And secondly, why is now the right time for a new entry in the series?

Well, August 2012 is the 30th anniversary of Warlock of Firetop Mountain, and it just seems like yesterday when Steve Jackson and I saw it first appear on shelves at book shops around the country. Fighting Fantasy really touched a nerve at the time; pre-digital, the very first interactive entertainment albeit in book form, it resonated with a very wide population resulting in nearly 17 million copies of the series sold, translated to 28 languages.

I always wanted to celebrate the 30th anniversary, especially when nowadays so many people who grew up with those books, who are now in their late 30s or early 40s, and as soon as you mention Fighting Fantasy they sort of revert to childhood and have such fond memories. For me that’s very gratifying and almost humbling that people liked what Steve and I did way back when, and it’s still as relevant today as it was back then.

So I decided to write a new one and the title is Blood of the Zombies. It’s also going to be available on iOS and Android, so hopefully it’ll appeal to ten year olds of today and ten year olds of the 1980s.

How do you go about the process of writing a Fighting Fantasy book?

It’s a very complicated process! It’s a nightmare in parts; it’s like writing several books at once, because you have to keep track of several different parts of the branching narrative. So, it’s effectively writing a computer programme, a flowchart where you allocate numbers as the path branches, and keep track of all the items you can find and the inventory and make sure everything balances in combat, making sure the monsters, there aren’t too many of them or they aren’t too hard to overcome.

So there’s a lot of balancing required, but at the same time it has to be story driven. So, it’s part book, part game, part puzzle, but hopefully Blood of the Zombies will resonate with today’s audiences and will be a worth inclusion in the series

Back to game development if there’s one piece of advice you could give those aspiring to break into the industry, what would it be?

Be true to yourself, do something that you want to do, make something original, be creative, express yourself in your own way and hopefully you’ll find an audience that appreciates what you do. If you spend your life copying other people, I suspect that will never lead to monetary success and nor will it satisfy your soul. So, be true to yourself, that’s the most important thing you can do.

Thanks for your time.

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

Train2Game News: Danny looks back at his favourite interviews in his final day as Blog Editor

After over two years in the role of Train2Game Blog Editor, I’m leaving for pastures new after accepting a job at a major publisher based in London.

This role has allowed me to attend industry events including Develop Conference, Eurogamer and Gamescom as well as enabling me to interview some of the biggest names in game development.

With this being my final day with Train2Game, it’s a great time to revisit some of my personal favourite interviews from my time in the role of Blog Editor.

 26th August 2011 – RAGE Creative Director Tim Willits

Speaking to me at Gamescom, the i D Software boss talked about creating RAGE, his role as creative director and the huge benefits of modding to those looking to break into the games industry.

2nd September 2011 – Far Cry 3 Narrative Director Jason Vandenberghe

An interview recorded at Gamescom, in which Jason talks about game design in Far Cry 3, using motion capture technology and actors, improvements for Far Cry 3 and more.

27th September 2011 – Valve writer Chet Faliszek

Speaking to us Eurogamer Expo, Chet discusses development of CS: GO, beta testing and modding.

31st October 2011 – Deus Ex: Human Revolution writer James Swallow

In a huge interview, James Swallow talks writing Deus Ex: Human Revolution, game design, what makes a good games writer and more.

14th November 2011 – Brink Lead Writer Ed Stern

Splash Damage’s Ed Stern spoke to us in-depth about the design and art of Brink, narrative in games, what makes a good designer and breaking into the games industry.

24th November 2011 – Bioware co-founders Dr. Ray Muzyka & Dr. Greg Zeschuk

Recorded before the BioWare Lecture at BAFTA, Muzyka and Zeschuk talked about games as art, the history of BioWare and how they transitioned from working in medicine to working in game development.

22nd February 2012 – Remedy Head of Franchise Development Oskari Häkkinen

Oskari Häkkinen talks game design and development of Alan Wake, life at Remedy and digital distribution, among other things.

27th March 2012 – SoulCalibur V game director Daishi Odashima

Speaking to The Train2Game Blog at a SoulCalibur V tournament, Odashima discusses development of SoulCalibur V , the importance of community feedback and what makes a good game designer.

July 11th 2012 – QA Veteran and Cheat Mode Author Dan Jacobs

In what must be the longest Train2Game Blog interview, Dan Jacobs talks about his book, Cheat Mode, QA Testing, life in the industry and much more.

20th July 2012 – Ian Livingstone OBE

In my final piece for The Train2Game Blog, Ian Livingstone discusses Make Something Unreal Live, Fighting Fantasy, what makes a good game developer and more.

Thank you to everyone who has read The Train2Game Blog over the last two years, commented on here, or on the Train2Game forum. Be sure to keep reading The Train2Game Blog for more great insight into the industry once my successor takes over in the role of Editor.

Danny Palmer – Train2Game Blog Editor April 2010-July 2012

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

Train2Game News: The three most important things in a game are “gameplay, gameplay, gameplay” – Ian Livingstone

Gameplay, gameplay and gameplay are the three most important things for a video game to have.

That’s the view of games industry legend and co-author of the Fighting Fantasy series Ian Livingstone OBE who was speaking to The Train2Game Blog at Develop Conference 2012.

“You’ve got to create a strong storyline, a great narrative, have a great a great emotional engagement.” said Livingstone.

“But above all, with a game, the gameplay has to be fantastic because people will always buy a game which has great gameplay and poor graphics over something which has great graphics and poor gameplay.” he continued, emphasising the important of gameplay over graphics.

“So when people ask what are the three most important things in a game? I will say gameplay, gameplay, gameplay.”

Livingstone also suggested that being original and creative are key factors in becoming a successful game developer.

“Be true to yourself, do something that you want to do, make something original, be creative, express yourself in your own way and hopefully you’ll find an audience that appreciates what you’do.” he said.

“If you spend your life copying other people, I suspect that will never lead to monetary success and nor will it satisfy your soul. So, be true to yourself, that’s the most important thing you can do.” the Fighting Fantasy author added.

Ian Livingstone was one of a number of industry figures who aided in mentoring Train2Game students taking part in Make Something Unreal Live last April. The Games Workshop co-founder said he was “delighted” to be part of the initiative, which saw teams creating games based on Fighting Fantasy novels.

The full interview with Ian Livingstone, covering everything from Fighting Fantasy, to game design and Make Something Unreal Live will be published later today.

In the meantime, there’s more Ian Livingstone news here on The Train2Game Blog, while you can also catch up with last week’s Develop Conference coverage.

Do you agree with Livingstone that gameplay is by far the most important thing in making a good game?

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

Train2Game News: Epic veterans form mobile studio BitMonster

Epic Games veterans including Gears of War gameplay designer Lee Perry have formed a new mobile studio and will release Unreal powered titles on iOS devices.

BitMonster studios have signed a long term agreement with Epic Games to use their tech to produce iPhone and iPad games. Their first game, Lili, is currently in the final stages of development as is described as an adventure game RPG hybrid.

“Epic has been extremely supportive of our new studio and in helping us build the game of our dreams,” said BitMonster president Lee Perry

“We set out to create an adventure that is appropriate for nearly anyone. As a designer, it’s exciting to see that the Unreal Engine 3 tools are better than ever, and they provide everything we need to achieve a gratifying and imaginative experience.” he added.

“BitMonster is set to deliver the triple-A production values that appeal to discerning players,” said head of North American licensing at Epic Games Joe Kreiner.

“Given this team’s crazy mix of passion, talent and chemistry, and with the latest Unreal Engine tools in their hands, BitMonster has a winning recipe for success.”

Watch the trailer for Lili from BitMonster below.

As regular readers will know, Train2Game student team Commando Kiwi are currently developing an iPhone and iPad game using Unreal Technology after winning Make Something Unreal Live at The Gadget Show. Their game, based on Fighting Fantasy book The Warlock of Firetop Mountain will be released soon. There’s more about Make Something Unreal Live here on the Train2Game Blog.

Be sure to keep reading The Train2Game Blog for the latest from Epic Games and Unreal.

What are your thoughts on the Epic veterans forming mobile studio BitMonster?

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

Train2Game News: Lord of the Rings Online senior producer talks updates in Warbands video

Get behind the scenes of Lord of the Rings Online and its upcoming Riders of Rohan expansion in a new video from Warner Brothers and Turbine.

Inside the Game: Warbands sees LOTRO Senior Producer Aaron Campbell discusses Warbands with Community Manager Rick Heaton. Subjects include how they’ve changed gameplay mechanics to reward players for helping others and how they’ve tweaked the A.I. in order to improve the game.

Watch the video below, right here on The Train2Game Blog.

Get more insight into game development in various other videos here on The Train2Game Blog.

Are you a Lord of the Rings Online player? What are your thoughts on the changes?

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

Train2Game News: Torchlight II delayed due to post-beta game balancing

Torchlight II is delayed due to the amount of balancing Runic Games are doing following the beta test, and to allow time to make changes to other parts of the dungeon crawler.

“Immediately after the Beta we spent a good bit of time doing the last big changes that we were comfortable doing.” explained founder Travis Baldree on the Runic Games forum.

“We didn’t know how long these would take at the outset, because, well, we hadn’t done the Beta yet. Most of these changes were in response to feedback we received during the Beta and our own observations. The biggest of these had to do with our skill system.”

“It’s hard work to balance the acts of a dungeon crawler” Baldree added. The full post is available to see on the Runic Games forum.

It emphasises the importance of beta testing to game development, with much more about this available on The Train2Game Blog. Fellow dungeon crawler Diablo III also went through beta testing before release.

What are your thoughts on Runic taking time to balance Torchlight II? Are you encouraged by the fact they listened to player feedback from the beta?

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

Train2Game News: Microsoft hiring developer for next-gen Halo

Microsoft appears to be hiring for a next-gen addition to the Halo series. An advert on their careers website states that Halo 4 producers 343 Studios are looking for an experienced graphics developer.

“Microsoft Studios 343 Industries is looking for an experienced graphics developer to help create the current and next generation of game visuals in the Halo universe. Work on one of the most exciting and creative properties in the industry; Work with the incredible 343 team to help drive the future of Halo.” reads the job advert.

“We are looking for an experienced graphics developer to help us deliver cutting edge graphics technologies for AAA experiences. Candidates should understand and have experience with how to bring great graphics to life.”

While it’s entirely possible that Microsoft may have a nex-gen Xbox console in development, the company says there won’t be any reveal this year.

Microsoft studio 343 are currently working on Halo 4, so be sure to keep reading The Train2Game Blog for the latest news on its development.

Halo 4 isn’t the first title in the series from 343, who produced last year’s Halo: Anniversary, which you can find out about the development of in this Train2Game Blog interview with producers Dan Ayoub and Dennis Ries.

What are your thoughts on the possibility of a next-gen Halo?

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

Train2Game News: Frogster producer Rüdiger Moersch on getting into the industry

Getting involved with a gaming community and studying games related courses are great ways to attempt to break into the industry.  That’s according to Frogster producer Rüdiger Moersch who was speaking to The Train2Game Blog at Rezzed.

Frogster are publishers of upcoming monster-hunting MMO RaiderZ, which is currently accepting sign-ups of an upcoming beta.  The German company are also publishers of recently released MMO Tera.

“It really depends on what section of the games industry you want. If you want to go for CS, or something like that, or even some community management, you must have some experience in the community.” Moersch responded when we asked him for advice about getting into the games industry.

“The best way to get into community management for example, in my opinion, is to open up your own guild, manage it on a small scale, get the experience there, being involved in the games and love the games of course. If you want to get into programming or art or something like that, study.” he added.

The Frogster producer also revealed how he got started in the games industry.

“You know, I started something like 25 years ago! I was looking for a job at the time, living in Germany, and I stumbled over an advert in a newspaper looking for a computer gaming company for a CS guy, so I went for it, applied and ended up at Soft Gold.” he said.

“I don’t know if you know the name of it anymore, but it was a German publisher, and we had some really cool games like the early LucasArts games, and I worked my way up, basically.” Moersch added.

There’s more advice from games professionals about getting into the industry here on The Train2Game Blog.

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

Train2Game News: More games should focus on real-world issues and events says Jade Raymond

Video games can be used to focus on real-world issues and provoke intelligent debate. That’s according to Ubisoft Toronto boss Jade Raymond who was speaking about the state of the games industry in an interview with Develop.

“The Arab Spring, class divide, internet freedoms… why aren’t there triple-A games about these topics? We can actually use the interactive power of our medium to talk about these subjects in a way that can provoke discussion about them.” she said, adding that while these subjects probably won’t become the core focus of games, they can quite easily be made a part of them.

“I am a realist – at $60m per triple-A game it’s not likely we can make a subject like this the core of a brand new IP. Games may be stuck in this narrow genre of action shooters – but that shouldn’t mean we are stuck.” said Raymond.

“So why not weave more meaning into existing blockbusters? Maybe GTA could make a statement about the penal system? Or maybe games like Call of Duty could make a statement about sexism? Maybe Splinter Cell could make a statement about the ethics of interrogation?” she continued.

“The first step is to add that into existing blockbusters, it’s easier to do it this way than introduce a new IP and be riskier with your content and your message.” the Ubisoft Toronto boss added.

The full interview is available to read in Develop magazine, or on Develop Online.

There’s more from Jade Raymond here on The Train2Game Blog, including her advice on getting into the industry.

What are your thoughts? Should video games make more of an effort to focus on real world issues?

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