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’ssay, and there’s some decent money to be made. But often what we find i
s 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 beenincredibly successful.
So what are the benefits for Train2Game students of taking parts in events like this, theTrain2Game & Epic Game Jam?
Well I think it gives them a real crash course in UDK, it gives them a crash course in gamesdevelopment, 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 thinkeveryone who competes there, whether they win or not, stands a very good chance of getting intothe 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 thegame insofar as the limits to what they can do in this time. But something that’s small and polished
is preferable to something that’s huge rambling and buggy. We’re looking for theprofessionalism of the teams, we’re looking for the quality of the games. There are about 6 or 7parameters 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
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 sellUnreal 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 w
as 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 thinki
ngabout what might be possible.