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Showing content with the highest reputation since 11/18/10 in Stories

  1. 4 points
    Ray Tracing Gems, a book with the goal of educating developers at all levels about important concepts and the state of the art in ray tracing, is due to be released mid-March in hardback form, but the contents are being made available at no cost as the chapters reached a finished state in the weeks leading up to the hardbook release. Today NVIDIA Developer Zone posted Part II of the book here. Keep an eye on the book's page as the schedule shows new parts released every few days until February 25, 2019.
  2. 3 points
    This week, the 2019 Game Developers Conference (GDC) released the results of the seventh annual State of the Industry Survey, revealing trends in the game industry ahead of GDC 2019 in March. The survey compiles responses from nearly 4,000 game developers, and reflects that nearly half of game developers support game industry unionization, as well as uncertainty around Steam’s revenue-sharing model, and insights into the amount of time developers have spent working overtime hours in so-called “crunch.” The State of the Industry Survey is the seventh entry in the ongoing series of yearly reports and serves as a snapshot of the game industry, illustrating industry trends ahead of GDC 2019. Organized by UBM, GDC 2019 takes place March 18-22 at the Moscone Convention Center in San Francisco, California. Nearly half of game industry professionals think game industry workers should unionize Unionization is a hot topic in the game industry these days, and nearly half of the game industry professionals surveyed think it’s a good idea. When asked whether they thought game industry workers should unionize, 47 percent said yes. 26 percent said maybe, 16 percent said no, and 11 percent said they didn’t know. However, when asked whether they think video game workers actually will unionize, only 21 percent said yes. The largest share (39 percent) gave an uncertain “maybe.” 24 percent of respondents said they don’t think it will happen, and 15 percent said that they don’t know. “It is critical that people who work in games are able to maintain a healthy lifestyle, live normal lives, and be able to enjoy a high quality of life that will work well for their spouses and families,” wrote one respondent. But: “There is too much supply: too many people want into the industry,” claimed another. “Those who unionize will be shoved out of the way as companies hire those with fewer demands.” Steam is the storefront to beat on PC, but some devs thrive on smaller competitors Given how many notable new game storefronts debuted in 2018 (such as the Epic Games Store and Discord Store), this year, survey respondents had the option to disclose which PC/Mac game storefronts they sell their games on, and what percentage of their platform sales came from each. As expected, the most popular answer was Steam, with roughly 47 percent of those who responded to this question saying that they sell games on Valve’s storefront. Of the respondents who said they sell their games on Steam, the majority (54 percent) say Steam accounts for 75-100 percent of their sales revenue – and another 17 percent say it makes up 50-74 percent of their total revenue. Conversely, GOG, Humble, and Discord each accounted for less than 10 percent of revenues earned by a notable majority of the respondents who sell games there. Interestingly, while indie-centric store Itch had a similar ratio (52 percent of devs who use it say it generates less than 10 percent of their revenues), it also had a surprisingly high number of respondents (28 percent) who said Itch accounts for 75-100 percent of their earnings. This shows that Itch’s open approach has likely attracted smaller indies who sell exclusively on it. Most game makers aren’t sure Steam still justifies its 30 percent cut In light of how competition is heating up for PC games marketplaces, the Survey also asked respondents whether they felt that Steam -- in its current form -- justifies a 30 percent cut of their game’s revenue, which it currently takes. Only 6 percent said yes, and 17 percent said maybe. The rest either said no or weren’t sure, with the largest share (32 percent) saying Steam currently does not justify Valve’s revenue share. 27 percent said such a large cut probably isn’t justified, and 17 percent said they just didn’t know. “Take less revenue from sales and curate their store better for visibility for real games,” is what one respondent wrote when we asked what features respondents felt Steam could add to better serve developers. “Better support for amateur, hobbyist, and independent creators,” wrote another. “More fostering of things like game jams and actual development communities to be created on the platform.” Nearly half of game makers work over 40 hours a week on games To get a sense of the of the current labor conditions in the game industry, the State of the Industry Survey incorporate questions asking game developers – from corporate to indie - to share their average work hours in a week in the past twelve months. Including all respondents, the results look fairly balanced, since half of respondents (44 percent) say they spend more than 40 hours a week working on games, and 56 percent said they worked 40 hours or less. The most common work week proved to be 36-40 hours per week, with 24 percent of respondents saying that was their average. 21 percent of respondents said they worked on games 41-45 hours per week on average and 17 percent said they averaged 0-20 hours per week on games (with a number of these likely being part-time or hobbyist workers.) However, 3 percent of respondents said they average over 60 hours of work per week on games, and 5 percent said they average 51-60 hours. The Survey also asked about maximum hours per week worked during a single week in the last 12 months. While the largest response was 51-60 hours in a single week, responses ranged as high as more than 110 hours in a week (1.4 percent), with a small spike at 76-80 hours in a week (6 percent), suggesting that deadline-related crunch can go far beyond normal working hours. With new consoles rumored, some devs are making games for unannounced platforms With the current generation of now several years into their cycle, the 2019 survey now incorporates questions asking respondents whether or not they’re developing their next game for any upcoming, unannounced platforms. Predictably, very few (under a hundred, or less than 2 percent of) respondents said their next game is being designed exclusively for an unannounced platform. 16 percent said their next game is being developed for both existing and upcoming, unannounced platforms and the largest share (46 percent) said their next game is only coming to existing platforms. 36% said they didn’t know at this time. The full survey, which includes lots more detail on what game platforms developers are creating for, iOS vs. Android, and a multitude of other facts and detail, can be downloaded for free here. For more details on the Game Developers Conference, please visit the GDC’s official website, or subscribe to regular updates via Facebook, Twitter, or RSS
  3. 1 point
    InnovateHer is teaming up with Sony’s PlayStation brand to expand its eight week tech programme for teenage girls to more locations across the country. The Digital Bootcamp programme aims to give girls aged between 12-16 key tech and interpersonal skills whilst encouraging them to consider STEM subjects and careers in tech. Currently, girls make up only 20% of computer science entries at GCSE, and just 10% at A-level, with nine times more boys than girls gaining an A level in Computer Science this year. InnovateHer, whose mission is “to get girls ready for the tech industry, and the industry ready for girls”, recently pledged to tackle these figures by committing to work with schools to reach over 1,000 girls by 2020. PlayStation previously worked with InnovateHer’s sister brand Liverpool Girl Geeks to deliver a similar educational programme in Liverpool in 2016. The programme saw 20 girls take part in technology themed workshops across 6 weeks, and included an invitation to PlayStation’s Wavertree offices to meet technical staff and learn more about how games are developed and tested. Now, InnovateHer is working with PlayStation again to develop a scalable 8-week Digital Bootcamp programme in order to reach more girls in new locations across the UK. The after school programme will teach girls technical skills, build confidence, and highlight local opportunities within the tech and digital industries. Working with PlayStation has allowed InnovateHer to extend the programme further afield, including Guildford and London. Programmes will start in selected schools during January 2020, and graduates of the programme will have a chance to showcase their work at next year’s Develop conference in Brighton. Chelsea Slater, Co-founder of InnovateHer says, “We’re proud to be working with PlayStation again on our tech programme for girls. The issues we see around the gender pay gap and low numbers of women in the tech community are the culmination of the seeds that get sown early in young women’s academic careers. Our mission is to get girls ready for the tech industry, and to get the industry ready for girls, and a huge part of this is challenging the misconception that girls “can’t do” STEM subjects like Computer Science, equally that the STEM industry doesn’t cater for women. That’s why it’s important for us that our programme reaches girls not just locally, but nationally, too, and that it aims to show young women just what opportunities are open to them. Thanks to PlayStation’s support and recognition, we are able to do just that.” If schools in the three areas wish to have the InnovateHer programme, then an expression of interest form can be found at; http://bit.ly/iher2020 To find out more about InnovateHer, or to enquire about partnerships, visit: www.innovateher.co.uk If your school is based in London, Liverpool or Guildford and wishes to take part in the InnovateHer programme, then an expression of interest form can be found here: http://bit.ly/iher2020 To find out more about InnovateHer, or to enquire about partnerships, visit: www.innovateher.co.uk
  4. 1 point
    Yoyo Games has released v2.2.4 of GameMaker Studio 2. This release includes an update to the build toolchain to match the requirements of Android 10 and macOS/iOS/tvOS following Apple's recent announcements. IAP support has also been updated with subscriptions support and receipt verification. The release also includes additional Websocket support for HTML5 games and a long list of additional updates. View the full announcement on the YoYo Games blog.
  5. 1 point
    Archivist Jason Scott is posting the source code for a number of old games to Github. The collection ranges everywhere from Leisure Suit Larry and Zork from the 1980s to Descent from 1995 and Mech Commander 2 from 2001. Who knows how long these repositories will last, but as long as the collection is online it's a treasure trove of game history. Check out the repository list at https://github.com/historicalsource.
  6. 1 point
    IndieCade is returning to Santa Monica and hosting its 12th annual festival on October 10-12 at the Center for Media and Design. This year, IndieCade is spotlighting new categories honoring design, performance, adaptation and more. To provide independent developers with the opportunity to be considered for these new Spotlight Awards, IndieCade is extending the submission deadline to Thursday, April 25th. For more information on entry requirements or to submit a recent project, visit: https://www.indiecade.com/submissions. IndieCade celebrates excellence in achievement annually with a dozen awards honoring top talent across independent gaming. Our New Spotlight Awards for the 2019 festival include: Social Impact The Social Impact Award honors a game which explores social, cultural, and/or political issues in a whole new way. It may take us out of our comfort zones, and confront us directly on social progress yet to be done, or mark a real change in the industry. Social Impact for games encompasses creating new access points for unlikely players engaging with unlikely topics, new points of connection for people across the globe, or new shared experiences that resonate in our modern culture. Performance The Performance Award honors a game with a unique or particularly sublime performance: voice, motion capture, video, live and more. As games grow in cultural weight and professional development, the field of independent development has involved a larger variety of artists from all disciplines. The brilliant pacing, empathy, and understanding of the best actors have been harnessed this decade to make some of the most arresting play experiences we have ever seen. This award celebrates the performers doing the amazing work in the field of play. Location Based Design The oncoming frontier of play and experience design includes the amazing worlds of immersive theater, themed experience, virtual and augmented reality spaces, escape rooms and more exploration of bespoke, physical experiences often designed for groups of people and social engagement. The Location Based Design award rewards experiences innovating in these spaces and creating magical new spaces for play. Competitive Design Athletic and Mental Competition are amongst the oldest pastimes in the world. Experiences designed to create inventive and unique fields for competition, that drive their players to perfect skill and strategy, that breed active and mobile metagames all play to this ancient practice. The Competitive Design award rewards experiences innovating in these spaces and creating magical new spaces for play competition and making us itch to create new organizations of play. Cooperative Design Playing with others, driving with friends and allies toward a shared experience is at the heart of many of the experiences we have engaged with over the course of human history. Experiences designed to create inventive and unique interactions that bring us together, working towards a shared goal. The Cooperative Design award rewards experiences innovating in how we play together. Tabletop Design Staring across a board, a hand of cards, or even a chaotic pile of detailed paper notes, games played at the table, often with friends, leveraging the imagination of players to create unique and companionable experiences is the heart of games for many of us. The Tabletop Design Award celebrates an indie tabletop games of the year that innovates, surprises, and delights the heart. Procedural Design The Procedural Design Award honors a game that leverages randomness and algorithmic content or behavior to create unique and innovative interactions. Procedural Design is a growing skill with new discoveries made in many fields related to game development - graphics, narrative, level design, meaningful randomness, artificial behavior, and more. This award celebrates the amazing design of procedural and random chance that drives amazing discovery in the field of play. Adaptation The inspiration for games comes from wildly different sources and places, and games that interpret the world of another piece of media, reflect a documentary of real world systems, or adapt the experience of other places and stories explore the innovative edge of why we play. The Adaptation Award celebrates a game that examines and interprets using the logic of play and the power of interaction. Returning Jury Awards for the 2019 festival include: Innovation in Interactive Design Innovation in Interaction Design honors the specialized artistry and innovation required to engage with games on a new level. This may be in the form of original controllers, unique interface design, or bold new mechanics. At its utmost, the Interaction Award acknowledges a work that asks us to reconsider the ways in which we play. Innovation in Experience Design Innovation in Experience Design honors a game that provides a unique, curated experience. This can come in the form of a rich narrative or be entirely 'story-less'. It takes the player on an emotional arc that can't be had anywhere else. IndieCade Jury Prix The IndieCade Jury Prix is for a game the jury wishes to confer honor for separating itself from the pack through its craftsmanship, innovation, and /or design. IndieCade Grand Jury The IndieCade Grand Jury Award represents the best of IndieCade’s best. This is the one game out of 36 nominees, and the hundreds and hundreds of submissions to the festival, that not only captures how far independent games have come, but how much farther they can still take us. Past winners include Her Story, 1979 Revolution: Black Friday, and last year’s Oikospiel Book I. An international jury comprised of past IndieCade finalists, independent and mainstream game developers, artists, researchers, academics, curators, game writers and journalists will review all submissions and select the 2019 nominated titles and official festival selections. If a game is selected for the festival, the developers will have the opportunity to showcase their title before an international audience, be considered for awards categories and receive two all access IndieCade passes and invitations to events and parties hosted throughout the festival. For more information, visit: https://www.indiecade.com/
  7. 1 point
    Today at GDC, AMD has announced the release of several updates to its Radeon software developer tools for game developers. Based on open standards and designed to help maximize gaming performance, the following AMD developer tools are now available on GPUOpen: Radeon GPU Profiler (RGP) 1.5 – AMD added three new features to its low-level optimization tool for DirectX 12, Vulkan and OpenCL including: Instruction Timing to allow developers to see instruction durations; Shader ISA to allow developers to see shader code in the pipeline state; and User Market Display to give developers better insights about what the GPU is working on. Radeon GPU Analyzer (RGA) 2.1 – Updates to AMD’s offline compiler and shader performance analysis tool include a new GUI interface for Vulkan and OpenCL analysis and the ability to use the shader compiler directly from the installed Radeon Software driver – rather than the one included. Microsoft PIX AMD-specific GPU Data Support – Microsoft’s premier tool for debugging and analyzing DirectX 12 game performance on Windows 10 now enables developers who primarily use PIX to debug and analyze their DX12 performance to better optimize their games for Radeon graphics, with access to AMD GPU-specific high frequency counter data. OCAT (Open Capture and Analytics Tool) 1.4 – Updates to AMD’s lightweight open source capture and performance analytics tool include an audible indicator that capturing is taking place, and an expanded in-game overlay featuring a rolling frame time graph and API display. AMD TrueAudio Next (TAN) – AMD’s SDK for GPU-accelerated audio signal processing for realistic spatial audio is now supported in the latest Steam Audio Beta 17, which was released in February. AMD Radeon FreeSync 2 HDR samples – To help game developers better optimize their games for Radeon FreeSync 2 HDR, AMD will make sample code available through a series of technical blogs.
  8. 1 point
    Lumberyard Beta 1.18 has been released with over 150 features, improvements, and fixes. New features in this release include: Asset Processor Fast Analysis Mode Edit texture settings for individual images Render a scene from a camera to a texture Organize commonly used slices with the slice favorites feature Use layers to separate content in your level Updates to the Lumberyard PhysX system New Animation Editor features New UI Editor features Check out the release notes for more details.
  9. 1 point
    Buckshot Interactive has launched the FirstShot Games program to help new game writers create and publish their first short game - for free. FirstShot Games is a free program that will help people write their first piece of interactive narrative. Through the program developers will write their game, receive feedback, education, and assistance from a professional game narrative designer/writer, release the game, and put that game up for sale. This program is ideal for writers who want to create something interactive for the first time, a gamedev who wants to try narrative, or both. Projects must be story-focused and interactive, take less than a year to make, and should be a gaming experience of no more than two hours, or for book-style experiences, less than 200 pages. The program is free. You can learn more about the program and apply with a project through the FirstShot Games Application.
  10. 1 point
    Excitement is gathering for the 4th edition of VRX 2018 in San Francisco this December 6-7. As always, the organizers have brought together a stellar line-up of many of the world’s biggest companies and investors across industry, entertainment and tech to cut through the hype and get to the heart of what’s really happening in XR. You can see the full line-up on the VRX website. But the focus of VRX is not just the content – it’s also the people who attend and the networking the event provides. This year will see 800 top-tier XR business leaders in attendance over the two days. Here’s a snapshot of who’ll be there: Game, film and content studios: The VOID, Paramount, Skydance Interactive, Survios, Digital Domain, GREE, Dave & Busters, Felix & Paul, Sansar, Cloudhead Games, Vreal, Penrose Studios, MediaMonks, Dreamscape Immersive, Fake Production Oy, Nomadic, nDreams, Zerolight, REWIND, Happy Finish, HBO Hardware and software providers: Oculus, HTC, Google, Samsung, Qualcomm, AMD, Unity, HP, Bose, Tobii, Talespin, Almalence, Intervoke, Siemens, LG, Flex, Adobe, Varjo, Intuitive Surgical, Neurable, Ultrahaptics, Ubiquity6, Microsoft Enterprises and brands across multiple verticals: Gensler, Nationwide, ExxonMobil, Merck, Audi, Nestle, Israel Aerospace, General Motors, Allergan, DHL, Ball Aerospace, Jacobs, CDM Smith, Siemens Energy, Lowe’s, GE Power, HDR, Korea Electric Power Corporation, Applied Materials, State Farm Insurance, United Technologies, Johnson & Johnson, BASF, Honda Analysts, media and financiers: Deloitte, Comcast Ventures, SuperData, Digi-Capital, Fortune, Techcrunch, Road to VR, Capital Group, Vive X, Boston Consulting, Boost VC, HP Tech Ventures, Headlight Investments, TDPI Ventures, Maveron The organizers have also included the job titles of those attending from these companies here: http://events.vr-intelligence.com/vrx/conference-attendees.php GameDev.net has a discount for you to use, to get 15% off tickets to the event. Just enter the code GDN15 when you register here:https://events.vr-intelligence.com/vrx/register.php .
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