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Event Begins Friday 12pm Pacific

 

G4TV and High Moon Studios are both participating in the Extra Life charity event, supporting the Children's Miracle Network. Participants will be playing games for 24 hours straight in support of the charity. This is a great opportunity to show your support for Fall of Cybertron, High Moon Studios, and most importantly help a very deserving charity in Children's Miracle Network.

 

Support us by donating to either G4TV or High Moon Studios

 

G4TV   - Click to donate here

 

Will be live streaming the event on G4TV.com starting at 12pm Friday (Pacific Time). Tune in and you can win some amazing prizes including some Fall of Cybertron swag we've donated to the cause. Transformers: Fall of Cybertron will be one of the titles included in the play session.

 

High Moon Studios - Click to donate here

 

Members of the High Moon Studios dev team have volunteered to play for 24 hours straight in support of the charity. You can show your support directly by clicking on the link above and then selecting an individual team member to support with your donation. The team will be playing Blizzard's World of Warcraft in a marathon 24 hour session. Yes even we love that game and we all need something to tied us over until Deadpool is ready.

 

Thank you for your support.

We have asked a few questions to members of our Development Team so fans can get a better look at who the people really are that work here at the studio and get a little bit of how they got into the game industry.

 

Today we interviewed one of the 3D Artists at High Moon Studios, Brad Boyles

 

 

1. What is the most exciting part about your job?

 

Creating awesome sci-fi weaponry, and then seeing my model turned into robotic weapon arm of death and destruction by the rest of our awesome team!

 

2. Working on Fall of Cybertron, what was most challenging for you?

 

The biggest challenge I had during production was keeping a particular giddy fan-boy grin off of my face, while coming to work and making robot art all day long.

 

3. What is your favorite part of the game personally?

 

Multiplayer. Team Death Match in particular. There just isn’t anything quite like shiny robot on robot violence. Especially when it’s another human being that you’re vaporizing via a planet buster round from the Riot Cannon!

 

4. How did you break into the game industry and what advice would you have for someone who wants to get in?

 

I went to an overpriced for profit college and started harassing local devs at popular nearby watering holes until one finally gave me a job as an intern cleaning up environment art. Don’t do it that way kids. Learn your game development trade in your spare time by using the internet, and save money by going to a “normal” college. This is the best way to succeed and not be in debt $100K once you’re finally in the biz.

 

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Thursday, October 4, 2012 at 6 PM ET (3 PM PT)

 

The Developers here at High Moon Studios will be playing their Xbox Live Gold members in a Game with Development event. We will be online Thursday, October 4, 2012 at 6 PM ET (3 PM PT) to see if we are any match against our fans. Developers will have headphones and will be able to talk with players in the game.

 

We know some of you are pretty good but we still think we are better. Now is your chance to prove us wrong.

 

Send off an invite or friend request to the following gamertags:

 

High Moon Dev1

High Moon Dev2

High Moon Dev3

High Moon Dev4

High Moon Dev5

High Moon Dev6

High Moon Dev7

High Moon Dev8

High Moon Dev9

High Moon Dev12

 

Till all are one.

 

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We have asked a few questions to members of our Development Team so fans can get a better look at who the people really are that work here at the studio and get a little bit of how they got into the game industry.

 

Today we interviewed the Lead Concept Artist at High Moon Studios, Jim Daly.

 

 

  1. 1. What is the most exciting part about your job?

 

Visually re-imagining the Transformers and their home planet of Cybertron was a big kid’s dream come true. Working with the great concept artists, and the amazing hard-working development team at High Moon on Transformers: Fall of Cybertron is an adults dream come true.

 

  1. 2. Working on Fall of Cybertron, what was most challenging for you?

 

My favorite challenge was redesigning Optimus Prime for Fall of Cybertron. He’s the big guy, so that was very special.  The biggest challenge conceptually was taking the largely metallic world of Cybertron and creating environments like the Sea of Rust and Insecticon Hives. We’ve brought an increased level of organic shapes, materials, and color variation to the planet which is really satisfying.  The Iacon forum was a great design challenge, as well as the Catacombs in the Sea of Rust. I think the players will experience a deeper sense of Cybertronian history while exploring the ruins in those areas.

 

  1. 3. What is your favorite part of the game personally?

 

The Sea of Rust, visually, is my favorite area. It was an opportunity to go Mad Max with the Transformers universe. The Sea of Rust is a desolate place, Energon is scarce, so it is an homage in my opinion to some of our favorite post-apocalyptic genre films.  Getting to play as the Combaticons, like Swindle, Vortex and eventually Bruticus in these levels is a real thrill as a Transformers fan as well.

 

  1. 4. How did you break into the game industry and what advice would you have for someone who wants to get in?

 

I started working as an artist professionally in comic books and pen and paper Rpg games.  After a few years working for Marvel, White Wolf, and a few other publishers, my brother lured me into games as a concept artist. I’ve been fortunate to work with, and learn from some of the best folks in the industry on some amazing games like Fall of Cybertron. It’s an exciting, and very rewarding career creatively. If one is looking to break into games as a concept artist, I’d suggest an education in art on some level. There are great colleges out there, as well as many options to learn the tools of concept art via dvd’s and online training. Get to know the industry you’re aiming at, and find some contacts or a mentor who is working in the industry today. Apply for an internship, it’s a great way to see the industry from the inside, work, and learn from professionals. On the artistic side, be prepared to design or illustrate anything. One may be called upon to conceptualize anything from characters and environments, to props, vehicles, weapons, user interface, marketing materials, etc. There is a powerful draw as artists to specialize in the things we love to design or paint the most, and one will always possess those strengths and passions, but an individual with the skill set of a generalist is extremely valuable for production.

 

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We have asked a few questions to members of our development team so fans can get a better look at who the people really are that work here at the studio and to get a little bit of how they got into the game industry.

 

Today we interviewed the Lead Producer at High Moon Studios, Chuck Yager.

 

What is the most exciting part about your job?

 

Being in charge of Production allows me to interface with nearly every member on the team on a regular basis. Not only do I set the schedule for work to be done and manage the communication between the publishing side of production and our development studio, but I get the benefit of working side by side with truly passionate and dedicated gamers every day. Watching the process evolve and guiding our workflow from preproduction to production and beyond is a reward in and of itself. As the leader of the production team for Fall of Cybertron, I don’t contribute the world geometry, textures, sounds, code, or animations that people experience when they play the game, but I do ensure it gets done in the time we need it to, that it’s on budget, and that people have the resources necessary to do their jobs effectively. When that product is on the shelf at the end of the day, I am proud to know that I was a part of getting it there.

 

Working on Fall of Cybertron, what was most challenging for you?

 

Being the person to create and manage the schedule also means you need to be the face for when things might need to be cut or scaled back to allow for enough polish time and resources to get the game finished at a high quality. The hardest part of any schedule is adhering to it; ultimately we (as developers and creatives) always want more time to explore and add elements to any game we work on. Fall of Cybertron was no different, but in the end the team made great choices early on that allowed us to fulfill nearly all our wishes for the game. The challenge for me was making sure that we made hard decisions early enough that we could spend the time polishing what we elected to do in the end and I know that paid off in the final product you play.

 

What is your favorite part of the game personally?

 

I am huge fan of Escalation mode. I love playing co-op games with my friends. Furthermore, I am a fan of this mode because it lets me play the iconic characters in the Transformers universe and allows me to fulfill a role during the matches, which adds a sublevel of enjoyment for me as I swap from being a healer, to an ammo replenisher, to a guardian at the gate with my sentry. Plus it’s fun to be the last one standing in a match and trying desperately to get to my friends and revive them before they explode! J

 

How did you break into the game industry and what advice would you have for someone who wants to get in?

 

I was running the mail room of a company called Mindscape back in the mid 90s. I was finishing up college and was about to embark into my career (Criminal Justice and Business) when a position opened up for a Assistant Producer on a Dungeons and Dragons title at SSI (another developer that I knew quite well, being a huge RPG fan). SSI had just been acquired by Mindscape and so they literally moved into the building where I worked. I jumped at the chance to apply and after several interviews was blessed enough to get the job. Over the next 2 years I worked up to Producer before releasing my first title. While most people in production start in QA, I didn’t take that road and was honestly pretty lucky (right time, right place, right set of skills). However, over my 13 years of being in production, I can tell you three things I think help anyone trying to get into the industry: be persistent in your search (don’t let a couple of Nos turn you away – there’s always someone willing to give you a shot if you keep looking); show a good work ethic (get good references from people you have worked with before – there’s a lot of hard work needed in game development and having a strong work ethic will help you stand out); be passionate about what you do (nothing shines more than a person who has studied his or her craft and demonstrates that knowledge regularly – you don’t have to be an expert on your chosen field from the start, but you should endeavor to do your best at every turn).

 

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Although Deadpool has now forced his way into being acting president of High Moon Studios, the North County Times was able to get great interview with High Moon Studios’ president Peter Della Penna.

 

   

Not only do they talk about Transformers: Fall of Cybertron in this article but also touches base on the game industry as a whole and take a small look back on what has happened in the past to get a good glimpse of what is to come for High Moon Studios.

 

The full article can be seen here:

 

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HMS_Greg

Mp Balance Update 9/21

Posted by HMS_Greg Sep 21, 2012

We mainly focused on abilities and weapons with our first update, and we're happy with how those changes turned out.  We've had enough time to gather data about the weapon and ability upgrades, and it was clear some changes could improve the parity in these choices.  So, the focus in this update is to make the upgrade choices better balanced.

 

Pickups

  • Energon Recharger - There was more energon recharger camping going on than we would like.  So, the duration of the effect has been cut and half, and speed of healing has been slightly reduced.
  • Ultra-Power Core - Was 20% damage increase, now 30%.  Perhaps this will be a more alluring counter to the recharger.

 

Infiltrator

  • Nucleon Charge Rifle – Although it does require considerable skill to use it well, this is actually the most powerful weapon in the game currently.  So, we're going to try doubling the charge time.
    • Deadeye - Cuts charge time in half instead of a third.
  • Scatter Blaster - 10% increase in fire interval.
    • Sonic Blast - Used to increase fire interval 25%, now only 15%.  Combined with the base fire interval boost, its almost the same.
    • Fireblast - Previous buff wasn't enough, so fire damage per shot is being increased again from 40 to 60.
    • Shotgun Ion Cartridge - Used to be 4 extra shots per clip, now 6.
  • Path Blaster
    • Magma Dampener - Used to be a 60% reduction in cooldown, now only 35% reduction.
  • Subsonic Repeater
    • Hyper Interlink - Used to be 1.5x reload speed, now 2x.
    • Cyber Optics - Used to be 35% less spread, now 25% less spread.
  • Cloaking
    • Cloak Intercooler - Used to change refill time from 14 to 7 seconds , now only 14 to 10.
  • EMP Grenade
    • EMP Intercooler - Used to go from 15 to 10, now is 15 to 8.5.

 

Scientist

  • Neutron Assault Rifle - 10% boost to damage.
  • Ion Cartridge - Instead of 14 extra bullets per clip, its now 20.
  • Gear Shredder - Another small boost to homing, much smaller than last time.

 

Destroyer

  • A4 Pulsar Cannon
    • Ion Cartridge - Used to give 2 extra shots per, now gives 3.
  • Riot Cannon
    • Ion Cartridge - Used to give 3 extra shots, now gives 4.
  • Thermo Rocket Cannon
    • Hyper Interlink - Was 50% faster reload, now 35%
  • Chaos-Rift Combuster
    • Amplifier Pak - Used to give 6 extra shots, now 10
  • Hover Slam
    • Aerial Clamper - You now regenerate ability resource if you stop moving.
  • Diffraction Barrier
    • Ensnare - Used to last 3 seconds, now 2.

 

Titan

  • Energon Harvester - Was 17 damage per pellet, now 15.
  • X18 Scrapmaker - Increase spread 20 percent.
    • Cyber Optics - Was 65% spread, now 75%.
    • Ion Cartridge - was 50 extra bullets, now 100.
    • Dropshot - Windup time further reduced.
  • EDK Techvolt - Another small damage increase, 140 per second to 150.
    • Ion Cartridge - was 30 extra ammo per clip, now 50.
  • Corrosive Slime Cannon - 15% increase in goo radius.
    • Corrosion Accelerant - This used to double the duration, now it 2.5x it.
    • Sonic Blast - Used to be 66% increase in fire interval, now 33%.
  • Flak Shield
    • Brute Force - Was 50% damage taken, now 70% damage taken.
    • Blastproff - 50% increase in health regenned.

We just got word that transformers are fighting in the streets! Check out the new http://transformersonyourstreet.com/ site, where you can type in your address and see Grimlock and Shockwave fight it out on your street!

 

Also don’t forget Dinobot Destructor Pack and the Havoc Pack are in stores now! DLC trailer: http://youtu.be/hBUi7S0926s

 

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The team at High Moon Studios listened to fans and have been hard at work on exciting downloadable content to support the growing TRANSFORMERS: FALL OF CYBERTRON multiplayer community.

 

To celebrate, here is a brand new trailer with an in-game look at the new characters in action:

http://youtu.be/hBUi7S0926s

 

Here is a breakdown of the three DLC packs, all of which are available for the Xbox 360, PlayStation 3 and PC.

 

AVAILABLE NOW – Dinobot Destructor Pack – includes the following multiplayer characters, which includes their full body + individual body parts for use in the multiplayer character creator. 

 

  • GRIMLOCK (T-rex)
  • SLUG (Triceratops)
  • SNARL (Stegosaurus)
  • SWOOP (Pteranodon)

 

AVAILABLE NOW – Multiplayer Havoc Pack – includes the following multiplayer characters, which includes their full body + individual body parts for use in the multiplayer character creator.

 

  • ULTRA MAGNUS
  • WHEELJACK
  • BLAST OFF
  • ZETA PRIME
  • PERCEPTOR

 

AVAILABLE SEPT. 25 – Massive Fury Pack – includes the following multiplayer characters, which includes their full body + individual body parts for use in the multiplayer character creator. Also includes the following single-player campaign items.

 

  • KICKBACK (Flying Insecticon)
  • SHARPSHOT (Flying Insecticon)
  • HARDSHELL (Beetle Tank Insecticon)
  • G1 RETRO OPTIMUS PRIME
  • AUTOBOT HOUND
  • Single-Player campaign items:
    • G2 BRUTICUS (character skin)
    • G1 SHOCKWAVE BLAST CANNON (weapon)
    • G1 MEGATRON PISTOL GUN (weapon)

 

  The price for each pack is 800 Microsoft points or $9.99 for PlayStation and PC gamers.

 

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We at High Moon Studios want to thank all of you so much for playing our demo. We have had millions of players download and try our game. The Feedback we received from fans was amazing and very helpful in making the final product shine.

 

Now with the full game having been released for a few weeks, we have shut down the demo beta servers. While the single player content is still playable, you will no longer be able to access the multiplayer via the demo. We hope all of you will join online in the full Fall of Cybertron game.

 

High Moon Studios again thanks you for playing. The Full version of Transformers: Fall of Cybertron is available now in stores everywhere!

Now that fans have experienced the epic single-player campaigns and multiplayer modes of TRANSFORMERS: FALL OF CYBERTRON, we wanted to let you know that the team at High Moon Studios listened to fans and have been hard at work on exciting downloadable content to support the growing Fall of Cybertron community.

 

We are thrilled to announce that the legendary DINOBOTS will be playable in online multiplayer modes with the “Dinobot Destructor Pack,” set to launch next week for the Xbox 360, PlayStation 3 and PC.

 

The DLC pack will include the following characters, which includes their full body + individual body parts for use in the multiplayer character creator.

 

  • GRIMLOCK (T-rex)
  • SLUG (Triceratops)
  • SNARL (Stegosaurus)
  • SWOOP (Pteranodon)

 

See attached images for renders and screenshots.

 

  The TRANSFORMERS: FALL OF CYBERTRON “Dinobot Destructor Pack” will launch on September 11th

 

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The Havoc Pack features 5 new playable multiplayer characters, plus all of their parts. The new body parts can be interchanged with all the Transformers in that class, adding to the millions of combinations that can be created. All parts can also be bought individually for those who wish to have a few select parts from the Havoc Pack.

 

The Havoc Pack can be bought in game from the character selection screen or by using that specific system's store directly. Purchased DLC will be immediately added to the multiplayer character selection for fast and easy access. Don't miss out on being Ultra Magnus, Wheeljack and others or just using their parts to make even more unique Transformers.

 

 

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Presenting: Transformers: Fall of Cyberton - Logs

 

Take a deeper look at the story and world of Transformers: Fall of Cybertron with the new APP from High Moon Stuidos. Available on the App Store for both Iphone and Ipad, the app features a story mode with never before seen concept art, trailers, and news updates. Get it today!

 

More details available here.

 

Just look at how sweet the app makes your Iphone! Thank Primus!

 

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PC Fall of Cybertron players. A note from Activision regarding our work with Mercenary Technologies (PC Developer) to make improvements to the PC game.

 

Activision and High Moon Studios are firmly dedicated to providing a fun multiplayer experience in Transformers: Fall of Cybertron. We’ve seen some concerns from PC fans about the online experience and have been working hard with internal and external teams to address any issues. These actions include the following:

 

  • Near launch date, we caught and immediately fixed a bug that dealt with PC host migration
  • High Moon recently released a patch for the console versions of the game that included a number of small changes to the dynamic gameplay balancing and tuning, and these changes are currently being tested for the PCWe are working hard to get this finished for PC gamers in the next week.
  • We are also monitoring the support web site very closely here: http://support.activision.com/pkb_Home?clickedOn=Fall_of_Cybertron. Any users who have additional inquiries should visit this link and rest assured that we are looking at all user comments and questions.