Registration is now open for the 2020 D.I.C.E. Summit (#DICE2020). The annual event returns to Las Vegas on Tuesday, February 11, through Thursday, February 13, at the Aria Resort & Casino. Additionally, submissions are now open for the 23rd Annual D.I.C.E. Awards (#DICEAwards), the premier, peer-based video games awards show honoring the best games from 2019. The ceremony will take place on the evening of Thursday, February 13, with the afterparty to follow at Jewel Nightclub.
“We’re looking forward to continuing the tradition of celebrating the art and craft of games at our annual Awards show,” said Meggan Scavio, president, Academy of Interactive Arts & Sciences (AIAS). “The Summit has proven time and time again to be an important centerpiece for the video game industry, hosting vibrant discussions and facilitating enduring connections. We are also excited to continue to engage and inspire our attendees via speakers, off-the-record roundtables, and workshops.”
2020 D.I.C.E. Summit
#DICE2020 will explore the theme, Next Level. As technology and tools continue to evolve rapidly, dreamers, artists and game makers have more tools at their disposal than ever to tell stories and capture the hearts and imagination of global audiences. When anything is possible, what lies ahead for the world biggest entertainment art form? Informed by the past, the present, and the possibilities of the future, game makers will explore where the medium of games is headed and what that means to the global community of creators, players, and fans.
Unmatched networking opportunities are a hallmark of the D.I.C.E. Summit experience. This year’s networking events include go-karting, Magic: The Gathering and poker tournaments, a single-track speaker program, the popular roundtable discussions, intimate workshop learnings, lunches and happy hours.
23rd Annual D.I.C.E. Awards
The AIAS has opened submissions for its 23rd Annual D.I.C.E. Awards, recognizing excellence among peers currently working in games. Every year the #DICEAwards bestows honors for particular areas of craft and genre-defining categories in games.
Highlights include recognizing the best in Art, Animation, Story, Music, Game Design and Game Direction, as well as celebrating emerging technologies such as Immersive Reality. The evening culminates with the Academy’s top honor, Game of the Year (GOTY). This award celebrates a single title that stands above every other game released due to the strength of its craft, depth and innovation. Previous Game of the Year winners include: God of War (2019), Zelda: Breath of the Wild (2018), Overwatch (2017), and Fallout 4 (2016).
To be eligible for submission, a game must have been released to the public between January 1 and Dec. 31, 2019. Deadline for submission to the Academy is December 3at 5 PM PST.
Stay up to date on all AIAS news by following @Official_AIAS on Twitter and Instagram. To register for the D.I.C.E. Summit and Awards Show, visit www.dicesummit.org. Act now for early-bird rates. Prices go up for regular registration tickets on November 30, 2019.
Greenlit Content, a division of ReKTGlobal, announced today that its eighth annual GameDaily Connect Asia show will be held in Shenzhen, China on November 10-12, 2019. The show will bring together game executives and developers from East and West to share insights and develop new business opportunities.
Held in partnership with iDreamSky (1119.HK), the conference includes talks by game executives from Tencent, Bytedance, Microsoft, Amazon, iDreamSky, Gameloft, Devolver Digital, Mixi and others, and will cover topics such as app subscription models, cloud gaming, user acquisition, navigating Asia’s game market and more.
The event will be held at the Sea World Culture & Arts Center in the heart of Shenzhen, where attendees will be able to take advantage of the food, art and culture of “China’s Silicon Valley.”
“Our goal is to bring Western industry leaders and developers, mobile and otherwise, to the East, and give these two segments of the industry an opportunity to connect, share information and build valuable partnerships,” says GameDaily Connect Director Libe Ackerman.
“It is our honor to be hosting the biggest B2B conference in Chinese game industry,” says iDreamSky VP International Business Development Monte Singman. “China is now the biggest game market in the world, and this event is the best event for meeting developers and publishers.”
GameDaily Connect Asia will feature tracks such as Game Industry Insights, the Business of Games, Growth, Market Navigation and Design and Development. The conference will also host the 27th Indie Prize Awards & Showcase, which will feature 96 independent developers from all around the world. Speakers, panels and registration information can be found at connect.gamedaily.com.
Today The Khronos® Group, an open consortium of leading hardware and software companies creating advanced acceleration standards, announces the ratification and public release of the OpenVX™ 1.3 specification, along with code samples and a prototype conformance test suite. OpenVX is a royalty-free open standard for portable, optimized, and power-efficient vision and machine learning inferencing acceleration, vital to embedded and real-time use cases, such as face-, body-, and gesture-tracking, smart video surveillance, advanced driver assistance systems, object and scene reconstruction, augmented reality, visual inspection, robotics, and more. Also available today is an open source implementation of OpenVX 1.3 for Raspberry Pi to make OpenVX widely accessible to developers. The new specification can be found on the OpenVX registry.
“Over the years, OpenVX has evolved an extensive range of functionality to meet the diverse needs of developers using accelerated vision and inferencing. The next step in OpenVX’s evolution is to enable implementations that deliver a focused subset of features that are targeted at specific key use cases,” said Kiriti Nagesh Gowda, OpenVX working group chair, and MTS software development engineer at AMD. “OpenVX 1.3 feature sets provide implementers with the deployment flexibility to implement and optimize just the functionality that their customers need, while still being conformant to the standard and providing cross-vendor interoperability.”
To enable deployment flexibility while avoiding fragmentation, OpenVX 1.3 defines a number of feature sets that are targeted at common embedded use cases. Hardware vendors can include one or more complete feature sets in their implementations to meet the needs of their customers and be fully conformant. The flexibility of OpenVX enables deployment on a diverse range of accelerator architectures, and feature sets are expected to dramatically increase the breadth and diversity of available OpenVX implementations. The defined OpenVX 1.3 feature sets include:
Graph Infrastructure (baseline for other feature sets),
Enhanced Vision (functions introduced in OpenVX 1.2),
Neural Network Inferencing (including tensor objects),
NNEF Kernel import (including tensor objects),
Safety Critical (reduced features to enable easier safety certification).
MulticoreWare has worked with Khronos to provide an OpenVX 1.3 implementation for the Raspberry Pi 3 Model B using the Raspbian operating system. This implementation takes advantage of OpenVX’s flexible architecture to include: automatic optimization of memory access patterns via tiling and chaining; the ability to use highly optimized kernels leveraging multimedia instruction sets; automatic parallelization to utilize multiple compute resources such as multicore CPUs and GPUs; automatic merging of common sequences of processing kernels into single, higher-performance kernels.
“We are excited to have worked with Khronos to develop the OpenVX 1.3 Raspberry Pi implementation, conformance test suite, and samples,” said AGK Karunakaran, CEO of MulticoreWare. “Raspberry Pi is an easily accessible platform for any developer to try out the power of OpenVX to rapidly develop a wide range of applications with optimized memory usage and enhanced performance. This is an exciting next step in the march towards more capable computer vision and machine learning systems, and MulticoreWare is proud to be a leader in this ecosystem.”
"ICURO has been collaborating with AMD in proliferating computer vision and machine learning models. ICURO welcomes and supports the adoption of OpenVX 1.3 for innovative business use cases across multiple industries. Our artificial intelligence (AI) lab in Silicon Valley has accelerated the development and deployment of full-stack robotic vision applications powered by AMD edge processors and an OpenVX stack. We are delighted to be a strategic partner of AMD in delivering high-value, high-return AI solutions for retail, industry 4.0, warehouse, logistics, healthcare, and several other industries," said Bipin Thomas, President of ICURO.
The Conformance Test Suite for OpenVX 1.3 is in development and is expected to be released before the end of 2019. Sample implementations of OpenVX 1.3 are available on GitHub for any developer to build upon. The OpenVX 1.3 specification and more information is available on the Khronos website or through the OpenVX registry, which contains specifications of the core API, headers, extensions, and related documentation.
Neil Trevett, President of the Khronos Group and Vice President Developer Ecosystems at NVIDIA, will discuss the launch of OpenVX 1.3 and APIs for vision and inferencing at Embedded Vision on Thursday, October 24 in Stuttgart, Germany in his presentation, “APIs for Accelerating Vision and Inferencing: an Industry Overview of Options and Trade-offs.” The presentation will take place from 15:45 to 16:15.
Industry Support for OpenVX:
"AMD has always supported open, royalty-free standards for HPC and Machine Learning; we believe this will benefit the research community and the industry as a whole. AMD was the first to open source highly optimized implementation of OpenVX in MIVisionX Toolkit as part of the ROCm Ecosystem which is being used by many in the industry and academia. OpenVX 1.3 with extensive support to computer vision and machine learning will help keep up the momentum in the industry," said Ajit Mathews Corp. VP of Machine Learning and Compute Software Engineering, AMD.
“Texas Instruments reinforces our support of OpenVX and its benefits to customers developing ADAS-to-autonomous applications for the automotive market,” said Sonia Ghelani, Product Line Manager of ADAS Processors at Texas Instruments. “The OpenVX standard helps us to offer an easy-to-use SDK platform for customers developing embedded applications on multi-core, heterogeneous architectures, such as TI’s Driver Assist (TDAx) SOCs.”
Hey there, we're game developers who have created their own project management tool, since we felt nothing out there was quite fitting for what we were looking for. The things that we used were either..
..too complex (resulting in only parts of the team using it and/or information getting stale)
..too simple (not being powerful enough to stand up to a full production cycle)
So we designed Codecks and have been happily using it for 3 years now internally for all kinds of projects. Here is why we're excited about:
Inspired by Beautiful Trading Card Games
Powerful yet simple workflow model designed by game devs who have been in the industry 10+ years
Flexible item support which allows to manage simple tasks up to full game design docs
Real-time no-loose-ends collaboration with clear resolution for discussions
Great multi project support (since we often juggle multiple projects and freelancers)
Metrics, Burndown charts, Sorting, Filtering, Attachments and all the rest of features that you would expect
Built-in DISCORD community support thanks to our awesome Decky bot which will funnel feedback directly into your cards
Many more integrations like Slack, Github, Bitbucket, Gitlab etc.
Here's some stuff we're working on currently:
Integrated time-tracking support
Blueprints which allow you to handle repeating production tasks in one click (e.g. auto create 'create texture', 'create code', 'create concept', 'create writing', 'create testlevel' and assign it to the proper departments, efforts etc with just one click)
Unity integration - let your users or devs create bug reports with associated game info with just one button press from within your game
We're quite excited about this and think we've built something special over the last couple of years and we're eager to finally share it with more game developers. Looking forward to your thoughts.☺️
About me: I used to work in the AAA industry in Berlin and worked on titles like Spec Ops: The Line and Dead Island 2. In 2014 I co-founded my own indie studio and we created The Curious Expedition. We're now working on the sequel with around 15 people involved and various side projects. In 2019 we spun out Codecks as its own company.
In a blog post yesterday, Unity announced new pricing for Unity Pro and Unity Plus subscriptions. The increase starts at the beginning of 2020 and does not affect existing Unity subscriptions. Any changes to current subscriptions, however, will end up being affected by the price increase.
According to the blog, Unity is increasing prices "in order to continue investing in new technology, features and services that will benefit all Unity creators".
Read more from the Unity blog here.
In PixelCast 7, Jeremy hangs out at Pixels = Pints + Bytes for the latest PixelFest Devs meetup and chats with two local indies about their studios. Joshua Jané demos 'Bouncy Bear' and explains what makes 'Just Bare Games' tick, including the fact that all their games contain bears! Meanwhile, Joseph Musso of Sunset Studios let's us in on the game he's been pondering for 10 years ('Santa's Sleigh Ride Sacrilegious Arcade Action'... say it three times fast), which is now playable after coming out to a PixelFest Devs meetup back in August.
During the 13th annual IndieCade international festival of independent games, top honors were awarded to more than a dozen standout titles from this year's North American event. Hosted by games actor and voiceover artist Sarah Elmaleh and indie games developer Asher Vollmer, the IndieCade awards ceremony took place on the evening of Friday, October 11th at the festival. Among this year's winners recognized for excellence and innovation were Grand Jury Award Winner Dicey Dungeons, as well as a selection of spotlight awards for design, performance, narrative and adaptation; developer and audience choice awards; and honors celebrating overall achievement in independent game development.
IndieCade 2019 Festival winners include:
The Grand Jury Award: Dicey Dungeons, Terry Cavanagh, Chipzel & Marlowe Dobbe
Top honors at IndieCade 2019 were awarded to Dicey Dungeons, a deckbuilding RPG where players fight monsters, find loot and level up, balancing carefully planned strategies against the chance of dice rolling.
The Jury Prix Award: Grace Bruxner Presents: The Haunted Island, a Frog Detective Game, Grace Bruxner, Thomas Bowker & Dan Golding
Grace Bruxner Presents: The Haunted Island, a Frog Detective Game was honored with the annual Jury Prix Award for titles that stand above the rest through demonstrating excellence in craftsmanship, innovation and design. In this adventure, a renowned frog investigator finds clues and questions suspects to track down a mysterious ghost.
The Innovation in Interaction Design Award: HOT SWAP: All Hands On Deck, Peter Gyory & Clement Zheng
This year's Innovation in Interaction Design Award was presented to HOT SWAP: All Hands On Deck, a two player cooperative arcade survival game were players must swap out and trade inputs on their controllers survive the onslaught of approaching enemy ships. The Innovation in Interactive Design Award celebrates specialized craftsmanship and innovations to engage audiences with games on a new level.
The Innovation in Experience Design Award: Moncage, Dong Zhou Yijia Chen
Honoring craft or design of games that provide a unique, curated experience, Moncage received this year's Innovation in Experience Design Award. In this visual puzzle game, players must rotate a mysterious cube, with each face of the cube displaying a different scene with clues to unravel the secrets of the inner world.
The Performance Award: The Occupation, White Paper Games
The Performance Award honors a game with a unique or particularly sublime performance: voice, motion capture, video, live and more. This year's winner, The Occupation, is a first-person, fixed-time, investigative thriller set in northwest England on October 24, 1987. Players become a journalist in a detailed, systems-driven world where every action counts and time is the biggest enemy.
The Narrative Design Award: Neo Cab, Chance Agency / Fellow Traveller
Neo Cab is an emotional survival game and this year's winner of the Narrative Design Award. Players become the last human driver-for-hire, tasked with choosing passengers and navigating the city grid while balancing emotional wellbeing and star rating. Hold on to humanity in a world overcome by automation, and discover the secrets of the city from the front seat of your cab.
The Adaptation Award: When the Rivers Were Trails, Elizabeth LaPensee & the Indian Land Tenure Foundation
When the Rivers Were Trails was honored with the Adaptation Award for games that examine and interpret using the logic of play and the power of interaction. The educational 2D adventure game follows an Anishinaabeg in the 1890's who is displaced from Fond du Lac in Minnesota to California due to the impact of allotment acts on Indigenous communities.
The Location Based and Live Play Award: Amas Momento, Awu C., Maryyann L. & Kevin K.
Celebrating games that explore new forms and play and interactive experiences, this year's Location Based and Live Play Award was given to Ama's Momento, a multimedia installation that uses virtual reality for immersive storytelling. Players journey to Taiwan to meet Ama ('Grandmother' in Taiwanese) to learn her personal stories and reconnect with the past.
The Tabletop Award: Inhuman Conditions, Tommy Maranges, Cory O'Brien, & Mackenzie Schubert
This year's Tabletop Award winner is Inhuman Conditions is a five minute, two-player interrogation game inspired by the Turing Test and "Do Androids Dream of Electric Sheep." Through five-minutes of intense, targeted questioning, an Investigator attempts to determine whether the Suspect they're talking to is a human - as they claim - or a robot in hiding.
The Procedural Design Award: Blabyrinth, Sleeping Beast Games
Blabyrinth is a procedurally-generated cooperative escape room for mobile devices and this year's winner of the Procedural Design Award, which honors titles that leverage randomness and algorithmic content to create unique and innovative interactions. In Blabyrinth, players are thrown into a mysterious labyrinth with each level randomly generated, so layout, scenery, puzzles and clues are always different.
The Cooperative Design Award: Tick Tock: A Tale for Two, Other Tales Interactive
Celebrating games that innovate how we play together, Tick Tock: A Tale for Two was honored with this year's Cooperative Design Award. In this narrative adventure, communication skills are put to the test as players must escape a magical clock world filled with secrets and puzzles.
The IndieCade Choice Award: Kroma, Carol Mertz, Kai Karhu, Francesca Carletto-Leon & Temitope Olujobi
The IndieCade Choice Award, voted on by attendees and media, was bestowed upon Kroma, a stylish strategy game in which 2-3 players capture territory by blending colors on top of a custom-made backlit lightboard, resulting in a unique composition of hues and shapes. By layering transparent plastic pieces of cyan, yellow, and magenta, players create a colorful collaborative art piece through competitive play.
The Developers Choice Award: Patrick's Parabox, Patrick Traynor
The IndieCade Developers Choice Award is voted on by nominated IndieCade Festival developers. This year's winner, Patrick's Parabox, is a puzzle game about playing with recursion and infinities by pushing boxes into and out of each other. Each box contains its own 2-dimensional space that other boxes can enter and exit, creating ever deeper layers of boxes-within-boxes. This unique system gives rise to mind-bending puzzles which require a whole new way of thinking.
The Night Games Award: Nightmare Temptation Academy, Lena NW & Costcodreamgurl
This year's Night Games Award went to Nightmare Temptation Academy, a dating-simulation, choose your own adventure, roleplaying game and rap musical. Set in high school in an alternate universe at the end of the world, the game is filled with visual tropes from anime, videogames and early 2000's digital culture to evoke nostalgia and allegorize the uniquely Millennial adolescent experience caused by first-generation internet addiction and media oversaturation.
Additional information on the awards, with full details on all titles showcased is available on the IndieCade website: https://www.indiecade.com/awards/
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
Jeremy continues October with some more Halloween spirit by attempting to go bodyless and pass off green screen artifacts as monster makeup! Reggie Fils-Aime enters the Video Game Hall of Fame and is honored with a lifetime achievement award. The industry mourns the loss of John Kirby, who at one point saved Donkey Kong and possibly Nintendo as we know it today. Jeremy also covers the latest PixelFest 2020 developments and gets techy with Castlevania IV ... though he's still not done yet.
And... drumroll... Jeremy completely forgets to mention that there will be a PixelFest Devs meetup on Tuesday, October 15th at Pixels = Pints + Bytes in Norfolk, VA. Be there ... or you're going to need an extra life MUAHAHAHA!
The full interview with Pixelbite was originally published on the LocalizeDirect's site.
The creators of the “amazingly animated” Space Marshals, Reckless Racing, and Xenowerk, Swedish studio Pixelbite is launching its tactical mobile strategy game Xenowerk Tactics today. LocalizeDirect briefly talked to Pixelbite co-founders Mattias Olsson and Anders Blom about their new game, game localization secrets, and their ad-hoc game testing on the couch.
LocalizeDirect: Tell us a bit about your new game - Xenowerk Tactics.
Anders: It’s sort of a mix between our previous games Space Marshals and Xenowerk. It’s built on the story of the Xenowerk but Xenowerk was more of a shooting and action game, this one is a bit more strategic and tactical. There is a strategy element where you manage a basecamp, upgrade and recruit new operatives, and then you send then into the field, and in the field it becomes a tactical game for you.
What inspired you?
Mattias: It’s a mix of many games. We were inspired by games like Darkest Dungeon and XCOM, especially for the base management and recruitment parts. If we could get the player to care for the recruits the same way we did when playing those games it would be great. To hopefully achieve this we added unique traits and mutations to make each recruit feel more unique and valuable. For the combat side of things, we took inspiration from various RTS games and old-school RPG games like Baldur’s Gate.
What markets performed best for your game Space Marshals?
Mattias: We don’t know why but Chinese market liked us. We had some publishers looking at us before we were listed (1st and 2nd round), and they told our game and the theme wouldn’t work in China. And then we were nominated for the game of the year on the App Store. Now China is one of our best regions in the world. We also hope it’s gonna be success for Xenowerk Tactics.
Space Marshals was a P2P game. Besides China, what are other regions that performed best in terms of revenue and downloads?
Mattias: The US, Russia, South Korea, Germany, China are definitely top 5 for us.
To continue, check out the entire conversation.
Images: Xenowerk Tactics, Pixelbite
'Black Project - Mysterious Cinematic Samples' from Bluezone delivers a wide range of experimental ambiences, intriguing drones, dark stylized sound effects, disturbing impacts and unreal textures. This enigmatic sound effect library (1.23GB / 99 WAV files in 24 bit 96 kHz) was created from hardware synthesizers and field recordings, then processed to give you complex, hyper-detailed and ready-to-use cinematic / trailer sounds.
A large variety of unexplained sounds to create your own sequences: Sounds include background ambiences, strange and quiet atmospheres, deep and tenebrous drones, tortured metal sounds, impulsive impacts and spooky textures. 'Black Project - Mysterious Cinematic Samples' is the perfect choice for modern music compositions, movie scores, trailers, video games, commercials, documentaries, advertising and background music.
Reference : BC0262
Delivery : Download link
Download size : 1119 MB
Extracted size : 1123 MB
Format : WAV
Resolution : 24 Bit / 96 kHz
Channel : Stereo
License : Royalty free
Total files : 118
Total samples : 99 WAV
More info and download: Black Project - Mysterious Cinematic Samples
Cubic Motion is proud to announce a major hardware update to Persona – the technology behind the world's first high-fidelity digital humans across video games, films, broadcast media, and immersive technologies.
Known for bringing to life characters such as Siren, Meet Mike and most recently Akali, Persona continually captures and translates an actor's performance onto a computer-generated counterpart. This enables immediate animation in real-time engines such as Epic’s Unreal 4. Persona’s core technology also drives facial animation for the iconic game characters seen in Marvel’s Spiderman, God of War, Anthem and other AAA titles.
Steve Caulkin, CTO at Cubic Motion, comments: “Persona continually evolves to deliver the world’s best capture and live animation solution. This new release, which makes the hardware even more actor-friendly, is especially significant for immediate broadcast and live events.”
New features and functionality
Many of the improvements to Persona are based on customer feedback, gathered since its initial release in April 2019. Persona’s latest update focuses on performer flexibility and ease-of-use. Most significantly, the helmet-mounted camera system (HMC) and on-body animation system are now 70% smaller – going from 2.3kg to 1.25kg. Additional features include:
Quick-release on body mounting system for rapid setup and ease of use
Smart battery device with 1.5 hours run time on a single battery, or infinite lifetime with hot-swap capability
Physical record button for quick, manual capture in emergency situations
LED indicators that allow everyone on set to monitor whether the system is idle, recording or streaming to UE4
Basic audio recording capability to aid animation quality and allow for quick turn around on set
Persona’s update will be available from 1st October 2019, paving the way for a new era in digital performance and virtual production. An era where characters, actors and audiences all co-exist and interact.
Expanding its offerings for the global videogame industry, ALIBI Music Library (“ALIBI”) has launched a new label for game developers. ALIBI Orange features an initial 16 albums across numerous genres (Action, Adventure Fantasy, Casual, Horror, Sci Fi and Kids), with all tracks formatted especially for game play. The ALIBI Orange label – now available in both the Unity Technologies’ Asset Store and Unreal’s UE4 Marketplace – brings developers music with the same professional quality that has made ALIBI a leading partner to the film and television industry, but with a looping structure catering to the nuances of the gaming experience.
“Getting the chance to work with and really listen to game developers over the years, we created this label with their unique interests in mind,” said Kent Carter, ALIBI’s Vice President, Strategic Initiatives. “We’re proud to be able to share these albums, which are first-of-their-kind offerings for this industry, with Unity and Unreal developers.”
Included with each expertly crafted loop are instrument stems, musically-related stingers, multiple endings and beat-mapped transitions that give game developers maximum flexibility and make implementation easy. At a price point of $39.99 per album, the ALIBI Orange label offers Unity and Unreal developers non-exclusive, royalty-free license to use the music and associated assets for any video game or VR/AR project worldwide and in perpetuity. This pricing reflects ALIBI’s commitment to music creators, with 50 percent of all sales going back to the composers.
Unity is the creator of the world’s leading real-time 3D development platform, giving users the most powerful and accessible tools to create, operate, and monetize experiences for the real-time world.
Epic Games' Unreal Engine technology brings high-quality games to PC, console, mobile, AR and VR platforms. Creators also use Unreal for photorealistic visualization, interactive product design, film, virtual production, mixed reality TV broadcast and animated entertainment.
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.
NVIDIA is the latest high profile company now contributing significant funds for advancing the open-source Blender 3D modeling software.
NVIDIA has joined Epic Games at the premiere "patron" level in which they are contributing at least €120k per year. NVIDIA and Epic are the two companies contributing the most to Blender's Development Fund but also making significant contributions are the likes of Ubisoft, Google, Ubuntu, Intel Software, Valve, and others.
Blender shared that NVIDIA's contributions will allow two more developers to work on Blender full-time and helping to ensure NVIDIA GPU technology is well supported.
Blender already supports CUDA and OpenCL well with NVIDIA GPUs while Blender 2.81 already has an RTX OptiX back-end for NVIDIA Turing GPUs that was contributed by the company.
The Pixel Game Maker MV Game Development Challenge, a contest seeking talented developers using the intuitive yet fully-featured 2D game engine from Playism and Kadokawa Corporation, is now underway.
Taking place until March 30, 2020, at 8:00 a.m. PT, the competition offers a grand prize award of ¥1,000,000 JPY (approx. $9,332 USD) and opportunities to be among the first Pixel Game Maker MV creations published on Nintendo Switch. In addition to the grand prize, there are award categories for side view, top view, multiplayer games, and more. Winning entries may also be adapted into books, comics, and more.
Sister software to RPG Maker, which sold more than 2,000,000 copies worldwide, Pixel Game Maker MV puts 2D game development in the hands of first-time developers with no programming knowledge while maintaining the flexibility, power, and depth required by long-time game creators through extensible scripting.
Featuring native physics and local multiplayer support as well as 20 sample games and a host of modern, sci-fi, and fantasy assets, Pixel Game Maker MV makes it easy to get started prototyping. Developers can carry their games through to completion using the assets to hand or import their own to create top-down or sidescrolling action games in any genre.
“If you can imagine it, you can create it with Pixel Game Maker MV,” said Noboru Mogami, producer, Kadokawa Corporation. “With this contest, we’re hoping to find amazing talents to highlight and nurture. We’ve already seen some truly wonderful things come out of our community so far and we’re looking forward to the delights our creators still have in store for us.”
Pixel Game Maker MV is available now on Steam in Japanese, English and Simplified Chinese for $84.99 USD/€71.99.
The full official rules can be found on the Pixel Game Maker MV Game Development Challenge page. For more information about the engine, please visit the Pixel Game Maker MV official website, Facebook page and follow @PixelGameMaker on Twitter.
For mobile games and applications performance analysis, Qualcomm has released Snapdragon Profiler 2019.3. This looks to be primarily a bug fix release addressing several crashes and graphics debugging issues:
Speed up the connection process
Added ability to auto connect if a single device is detected
Added support to display YUV EGL images
Clarify when Launch Application button should be used
Fixed issue where Vulkan returns no data after a few captures
Fixed SDP crash when switching between trace and snapshot
Fixed issue where used resources shown for a snapshot were incorrect
Few other bug fixes
Learn more at https://developer.qualcomm.com/software/snapdragon-profiler/.
Simon's Tech Blog has posted a blog entry on ambient occlusion with DirectX ray-tracing (DXR).
From the entry:
If you're interested in learning more about DX Ray-tracing techniques then check out the full blog post at DXR AO
Unity has acquired ChilliConnect, which provides cloud-based game services to enable backend operations at scale, allowing anyone to add online game features without needing to stand up individual servers. With the acquisition Unity also acquires the full-stack toolkit with LiveOps capabilities and real-time analytics.
According to Unity, ChilliConnect will continue to operate its engine agnostic services independently, but with the support and backing of Unity.
In the 5th PixelCast, Jeremy shares some fond memories of Castlevania IV now that it's October and Halloween gaming is on. Jeremy also dives into the news and covers an issue that's been on his heart and mind lately; the increasing number of game developers who seem to be passing away in their 40's and 50's.
Humble Bundle has two bundles that people that are just starting out with game development could use: A Unity Bundle with over 1000+ dollars of amazing stuff for just 15 dollars
Buying this bundle will support the charity Gameheads via United Roots!
A Corel Graphics Design Bundle!
Gravit Designer PRO + Corel Painter (and plugins): Graphic design software. 998 dollars of software for 25 dollars!
By buying the bundles you will also be supporting Make-A-Wish Foundation and Game Changer!
Lastly, there is a Python Bundle available!
867 dollars of Python goodies for 20$.
By buying the bundle you will be supporting the Python Software Foundation as well as another charity of your choosing.
AMD has released a preview of Radeon ProRender with Full Spectrum Rendering in a beta Windows 10 plug-in for Blender 2.80. This plugin provides artists a viewport scalable from super-fast rasterized to fully ray-traced, all with physically accurate materials and lighting. You can download the beta plug-in here.
In PixelCast 4, Jeremy covers The Legend of Zelda: Link's Awakening and dives into one possibility as to why it experiences frequent drops in framerate. Jeremy also reflects on the latest PixelFest developments, covers SO MUCH NEWS, and gets techy with the Unity Frame Debugger.
During the Unite Copenhagen keynote, Unity announced new graphics tools, Unity Simulation, and more.
Unity Simulation is a new cloud-based simulation product for running multiple instances of a Unity project in parallel, at scale on Google Cloud. Unity Simulation can be used to accelerate applications across industries like gaming, automotive, and robotics, allowing developers to test, train, and validate any projects, prototypes or concepts in a simulated world without being bound by the challenges of reality – like insufficient data, inadequate resources, or safety concerns. Using Unity Simulation, game developers can test a game's soft launch scenario, for example.
On the graphics side, Unity introduced the new High Definition Render Pipeline, the Universal Render Pipeline, improvements to 2D tools, and more.
Learn more from the Unity blog or watch the Unite Copenhagen keynote here:
NVIDIA Nsight Systems 2019.5 is now available for download with refined user experience with CLI sessions for simultaneous usage of more commands, improved GUI timeline zooming levels of detail, enhanced Vulkan API coloring, and Linux GPU context switch trace.
Nsight Systems is a system-wide performance analysis tool, designed to help developers tune and scale software across CPUs and GPUs. Find out more at https://developer.nvidia.com/nsight-systems