The Xbox One’s second major update is scheduled to release on March 4th, a week before the release of Titanfall. This update will improve many features with the systems party chat and invitation features. Microsoft is sending invitations to select Xbox Live members and they will be receiving their dashboard beta tokens via the Xbox Live message system.
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Game Development
Winding Down
Earlier today, the home screen of Irrational Games website became an open letter to the public written by Ken Levine. In this open letter to the public Ken Levine states that he is “deeply proud” of what he and his studio have created together over the past 17 years. He goes on to say that he is “winding down Irrational Games as you know it.” Ken Levine, will be starting a new, much smaller, “more entrepreneurial endeavor,” at Take-Two. He is also only taking 15 members of his current development staff to the new project.
Great news for everyone who wants to get into the Titanfall beta but has been unable to get a key or have just been too anxious to play. Titanfall is the most exciting game coming out in this first round of games releasing in the early part of 2014.
Jon Shiring, programmer at Respawn Entertainment said “Let’s break it.”
@VinceZampella Ok, just heard from @jonshiring. His words are ‘Let’s break it’, so the plan is to make the beta fully open and have you max stress it! 2/15/14, 9:10 PM |
The servers will be opening up for Xbox One first and then PC later on. Vince Zampella believes that the servers should hold up fine, and that the only issue might be a delay in finding a server at peak times, but that’s only the worst case scenario.
@VinceZampella It should hold up fine now, worst case should be delays in finding a server during peak times. 2/15/14, 9:13 PM |
Vince Zampella also said on Twitter that they would be extending the beta to make up for the downtime experienced earlier in the weekend.
@VinceZampella We are going to extend at least a day, to make up for the down time. 2/15/14, 8:29 PM |
Microsoft’s Major Nelson has details on how to download the Titanfall Open Beta on his blog www.majornelson.com.
I look forward to seeing more of you on the battlefield. I have my first impressions coming up along with a few videos that will excite you for falling Titans.
The Titanfall Beta has arrived for much of the gaming public on Xbox One and PC. I was fortunate enough yesterday early in the morning to get some game sessions in before the servers took a dive later in the day. I was then able to get on again later in the night. The Titanfall servers are back online and new waves of beta codes will continue to be sent out until February 17th. So don’t worry if you haven’t got your code yet. I’ve recorded some videos and put them together for a couple of wall run videos and a first encounter video. These videos can be found on my YouTube page, and when I finish writing my reactions to the game they will be posted here as well.
A little bit later I will have that post up and in it my reactions to the game will be discussed as well as what Respawn can do to provide an even better experience to the users. I will also discuss the game’s controls and which button layouts are best to use on the Xbox One controller. Until then here’s the first wall running video I made so you can get a look at one of the game’s core mechanics. Hope this helps all you new Pilots learn how to be a better Titanfall commando!
[youtube http://youtu.be/-3gJLgEEBOw]

Team Cloud – Level Design II – Ruin_ed – May 26, 2012
Team Cloud was organized to form a portfolio quality level using the March 2012 version of UDK. The team spent four weeks working together to design Ruin_ed. For those wondering why we chose this name it’s a play on Counter-Strike de_maps. Since this is a student project _ed represents education. So there is some thought behind it. Our first week was spent getting to know each other and start planning for our Alpha milestone. Week 2 we began to build in UDK and create a playable prototype of what we were trying to achieve. In week 3 we expanded on our prototype and started to create the type of setting and mood we wanted to show off in our design. By week 4 we were polishing the level adding lights and sound. As well as completing the terrain and other assets that may not have been included in earlier builds.