• Announcements

  • Sign in to follow this  

    News


    khawk
    Improbable has announced that the Unreal SDK for SpatialOS is now in Open Beta. This coincides with the latest release of SpatialOS version 12.0, which introduced new features that expanded and stabilized Unreal functionality on Improbable’s game development platform. 
    "We’re delighted that our Unreal integration has reached this level of stability, eight months after we first revealed it.” said Rob Whitehead, CTO of Improbable. “This is a huge step for our platform – the Unreal Engine and Epic have been cornerstones of the games industry for several tech generations, and our team has grown up with games like Gears of War and Unreal Tournament. We’re already supporting third-party studios familiar with Unreal in their work on the next generation of games - and we’re always looking for more.”
    Improbable’s Unreal SDK Open Beta is available today for Windows-based development. 
    "Any integration that enables developers to push their boundaries and go that extra mile has to be a good thing, but this initiative is a massive win for both developers and gamers,” commented Mike Gamble, European Territory Manager, Epic Games. “We’re looking forward to working closely with Improbable and excited to see what results in the coming months.”
    More information on the Unreal Integration Open Beta is available here. You can also learn more on the Improbable blog.

    Alpha_ProgDes

    IGN acquires Humble Bundle

    By Alpha_ProgDes, in News,

    Online media giant IGN has acquired Humble Bundle, the indie games storefront best known for its pay-what-you-want bundles that raise money for charity. The company says nothing will change for users and that “we will keep our own office, culture, and amazing team with IGN helping us further our plans.”
    https://techcrunch.com/2017/10/13/ign-acquires-pay-what-you-want-game-shop-humble-bundle/

    khawk

    Unity 2017.2 Now Available

    By khawk, in News,

    Unity 2017.2 is now available for developers. New features and improvements include:
    New 2D tools Support for new XR platforms Faster import/export between Maya/3DS Max and Unity Updates to Timeline and Cinemachine Support for ARCore, ARKit, Vuforia, and Windows Mixed Reality headsets  
     
    Learn more at https://blogs.unity3d.com/2017/10/12/unity-2017-2-is-now-available/.

    Tonya
    This month, the Sydney Game Engine Developers Meetup has organised two speakers to talk about Native VR and Scapy. Join fellow developers for a night of engaging talks on Native virtual reality, get some professional insights on Python and meet other brilliant minds in our industry over pizzas and drinks!

    The growing community has fantastic people from a vast variety of development background join us in the recent months. The level of engagement and networking is at an all-time high and I really do wish to keep this up.
    See you there!
    Link to event: 
    This month, the Sydney Game Engine Developers Meetup has organised two speakers to talk about Native VR and Scapy. Join fellow developers for a night of engaging talks on Native virtual reality, get some professional insights on Python and meet other brilliant minds in our industry over pizzas and drinks!

    The growing community has fantastic people from a vast variety of development background join us in the recent months. The level of engagement and networking is at an all-time high and I really do wish to keep this up.
    See you there!
    Link to event: https://www.meetup.com/Sydney-Game-Engine-Developers/events/243542793/
     
     

    khawk
    Epic Games today announced it has teamed with NVIDIA to deliver enterprise-grade solutions to help application developers create better, more immersive VR experiences.

    Enterprise businesses have been among the most enthusiastic adopters of VR to improve production workflows, visualize CAD designs, boost safety and training, and create better experiences for customers. This requires sophisticated and reliable VR platforms and tools.

    To ease enterprise VR adoption, Epic has integrated NVIDIA Quadro professional GPUs into the test suite for Unreal Engine 4, the company's real-time toolset for creating applications across PC, console, mobile, VR and AR platforms. This ensures NVIDIAtechnologies integrate seamlessly into developers' workflows, delivering excellent results for everything from CAVEs and multi-projection systems through to enterprise VR and AR solutions.

    "With our expanding focus on industries outside of games, we've aligned ourselves ever more closely with NVIDIA to offer an enterprise-grade experience," said Marc Petit, general manager of the Unreal Engine Enterprise business. "NVIDIA Quadro professional GPUs empower artists, designers and content creators who need to work unencumbered with the largest 3D models and datasets, tackle complex visualization challenges, and deliver highly immersive VR experiences. By combining NVIDIA hardware with Unreal Engine, developers are ensured excellent performance and productivity."

    One project that has driven this effort is Epic's collaboration with GM and The Mill on "The Human Race," a real-time short film and mixed reality experience featuring a configurable Chevrolet Camaro ZL1, which was built using NVIDIA Quadro pro graphics.

    Another company that has benefitted from Epic's collaboration with NVIDIA is Theia Interactive a pioneer of real-time architectural visualization. Stephen Phillips, CTO of Theia, added, "NVIDIA Quadro provides an incredible amount of computing power for running beautiful VR experiences within Unreal Engine. Having 24GB of VRAM allows us to use hundreds of high-resolution, uncompressed lightmaps for incredible real-time architectural visualizations that rival the quality of the finest offline renderers."

    "As the market for VR and AR content expands, professional developers in industries such as automotive, architecture, healthcare and others are using Unreal Engine to create amazing immersive experiences," said Bob Pette, vice president of Professional Visualization at NVIDIA. "Unreal, from version 4.16, is the first real-time toolset to meet NVIDIA Quadro partner standards. Our combined solution provides leaders in these markets the reliability and performance they require for the optimum VR experience."
    Learn more at http://unrealengine.com/enterprise.

    khawk
    Microsoft will deliver the closing keynote at the Develop:VR conference and expo taking place on 9 November at Olympia London.
    The keynote entitled Windows Mixed Reality: Developing for the Virtual Continuum, to be presented by Pete Daukintis, Technical Evangelist and Mike Taulty, Developer Evangelist will focus on bringing existing developers skills and apps to Windows Mixed Reality devices such as HoloLens and forthcoming immersive headsets.
    The session will review the current Windows Mixed Reality landscape, followed by an in-depth demonstration on where they excel, as well as teaching prospective developers what they need to know regarding platforms, tools, frameworks, runtimes, languages and resources that are available to them.
    Sessions also confirmed today for Develop:VR:
    Funding Question Time
    A panel consisting of Martin de Ronde, creative director at Force Field VR, Dave Ranyard, founder of Dream Reality Interactive, Thomas Gere from Realities Centre and chaired by Ella Romanos, founder of Rocket Lolly Games will discuss their experiences of getting their latest projects funder, the new trends in funding and how to think outside the box on making your next funding round a success.
    VR and Moral Panic
    New forms of media can sometimes trigger sensationalised fear and worry from the mass media and then, the public – a phenomena that sociologists describe as ‘moral panic’. VR is the perfect moral panic case study. Catherine Allen, VR Curator and Producer will demonstrate how the knowledge of a new technology’s very existence can bring out society’s deep down hopes and fears about humanity’s future.

    khawk
    Epic has announced its third annual Epic MegaJam to kickoff on November 2nd at 2pm ET, when the theme will be announced over livestream through Twitch, Facebook, and YouTube.
    The event lasts seven days with submissions due on November 9th and accepts teams anywhere from a single developer to 5 developers. Prize details are coming soon, but current sponsors include Intel, Falcon Northwest, Allegorithmic, SpeedTree, and SideFX. You can view games that have been created in the past at the Hall of Fame on the UE forums.
    Learn more from the event announcement at https://forums.unrealengine.com/unreal-engine/events/1363542.
     

    khawk
    NVIDIA has released the UE4.17 integration of VRWorks at the VRWorks Github. VRWorks enables developers with VR technology in their Unreal Engine 4 games through a suite of APIs, libraries, and engines provided through custom UE4 branches on Github.
    Learn more at https://developer.nvidia.com/nvidia-vrworks-and-ue4.

    khawk
    Amazon has announced that starting October 2, Amazon GameLift will  support per-second billing for game instances. Amazon GameLift is a managed service for deploying, operating, and scaling dedicated game servers for session-based multiplayer games, making it easier for developers to manage infrastructure, scale capacity to lower latency and cost, match players into game sessions, and defend from DDoS attacks.
    All newly launched and already running Linux-based Amazon GameLift instances in all 14 AWS Regions will be billed per instance-second. 

    danys
    Bluezone Corporation releases 'Battlecruiser - Spaceship Sound Effects', a new sound library covering a wide range of designed SFX. This downloadable sample pack is loaded to arm all sound designers with an arsenal of 154 meticulously designed spaceship elements such as: Alarms, command center ambiences, deep exterior and interior ambiences, machine room backgrounds and drone sounds, energy elements, high tech interface sounds and beeps, massive reactor rumbles, explosions, spaceship passby and transmission sounds. 
    Editor : Bluezone
    Reference : BC0240
    Delivery : Download link
    Download size : 1000 MB
    Extracted size : 1020 MB
    Format : WAV
    Resolution : 24 Bit / 96 kHz
    Channel : Stereo
    License : Royalty free
    Total files : 165
    Total samples : 154 WAV
    Additional details : 11 folders
     
    More information : Battlecruiser - Spaceship Sound Effects

    khawk
    Epic has made the first Preview build of Unreal Engine 4.18 available through the Epic Games launcher. Developers can now experiment with volumetric lightmaps, enhanced static skylight directionality, major clothing tool upgrades, the revamped Physics Asset Editor and Media Framework 3.0. Improvements have also been made to support for both Google's ARCore and Apple's ARKit. The desktop forward renderer on iOS, used in the Wingnut AR demo at WWDC 2017, is now available as well.
    A full list is available on the UE forums.

    khawk
    CRYENGINE has released their latest version with support for Vulkan, Substance integration, and more. Learn more from their announcement and check out the highlights below.
    Substance Integration
    CRYENGINE uses Substance internally in their workflow and have released a direct integration.
     
    Vulkan API
    A beta version of the Vulkan renderer to accompany the DX12 implementation. Vulkan is a cross-platform 3D graphics and compute API that enables developers to have high-performance real-time 3D graphics applications with balanced CPU/GPU usage. 

     
    Entity Components
    CRYENGINE has addressed a longstanding issue with game code managing entities within the level. The Entity Component System adds a modular and intuitive method to construct games.
    And More
    View the full release details at the CRYENGINE announcement here.

    khawk
    Unity has jumped into the world of machine learning solutions with their open beta release of the Unity Machine Learning Agents SDK (ML-Agents SDK).
    Released on Github, the SDK brings machine learning to games, allowing researchers and developers to create intelligent agents that can be trained using reinforcement learning, neuroevolution, or other machine learning methods through a Python API.

    Features include:
    Integration with Unity Engine Multiple cameras Flexible Multi-agent support Discrete and continuous action spaces Python 2 and 3 control interface Visualizing network outputs in the environment Tensorflow Sharp Agent Embedding (Experimental) Learn more about these features and more at the Unity blog announcement.
     
     

    khawk
    Zettabyte MPR, LLC and Geek Side Magazine are proud to announce the third Power-Up Digital Games Conference (PDGC). As with the previous two events, the event will be 100 percent FREE and take place on the chat app Discord. This is set to take place October 25-28, 2017 (Wednesday through Saturday).
    Just like the previous two PDGC events, the third one comes with a subtitle/theme to its ideology. PDGC: Syntax Error brings focus to problems that need solutions. The entire point of the online conference has always been to help indie and game developers learn from those in the know. Old masters and those new to the industry alike come together to give their advice and wisdom. The thought process is there are a lot of issues, problems, and errors in games, but there are just as many solutions to solve them.
    The PDGC has always been a free event meant to help educate and inspire developers, aspiring game industry newbies, or just anyone that is willing to listen to people that have a ton of experience. The best part about the conference is that it’s digital, meaning there’s no need for travel, hotels, or even to leave the house. Discord allows people to join from all edges of the world using PC, Mac, mobile, or even just on the website.
    “I’ve always said that this is an event that you can participate in and be a part of while wearing your pajamas,” said Jesse Collins, founder and host of the biannual PDGC, “The fact that you can enjoy this anywhere, at no cost, is part of the Conference’s DNA. I’m here to help the game dev community and this is my way of giving back.”
    The previous two Conferences were themed Words of Wisdom and The Devs Strike Back, respectively. Each had their own set of special guests and events. All of it was produced with nothing more than passion, zero budget, a minimal volunteer staff, and partnerships to help boost the signal to the masses.

    Billy Joe Cain (Founder/President, Radical Empathy Education Foundation)
    Blair and Jean Leggett (CTO and CEO, One More Story Games)
    Chris Pusczak (CEO, SymbioVR)
    Dave Vogt (CEO, The Ludicrous Ones)
    David Baity (CTO, Crimson Leaf, LLC)
    Deniz Opal (CTO, Hologram LTD)
    Elizabeth Olson (Principal, Strategic Marketing, PR & BizDev Consulting)
    Gregory MacMartin (CEO, Interdimensional Games)
    Heidi McDonald (Creative Director & Head Troublemaker, iThrive)
    Japheth Dillman (CEO, CLEVR; CCO, YetiZen; VP of Content, PlayTable)
    Joerg Droege (Founder & Writer, Scene World Magazine)
    Justin Klinchuch (Independent Designer, Defend The Cake)
    Kate Edwards (Board of Directors member, Take This)
    Laurent Mercure (Communications Officer, Chainsawesome Games)
    Mark Soderwall (Founder, Indie Game University)
    Matt Scibilia (Executive Producer, Gameshastra)
    Mike Jaret-Schachter (VP of Business Development, Running With Scissors)
    Nolan Clemmons (Founder, Clemmons.io; CMO, The Knights of Unity)
    Rebecca Heineman (President, Olde Skuul)
    Renee Gittins (Creative Director / CEO, Stumbling Cat)
    Richie Bisso (President, Hyperkinetic Studios)
    Rupert Meghnot (CXO, Burnout Game Ventures)
    Russ Pitts (Board Chairman & Executive Director, Take This)
    Sherif Botros (CEO, Autonomicity Games Inc.)
    Yulia Vakrusheva (Director of Public Relations, tinyBuild)
    Alongside Zettabyte MPR, LLC, who is handling the marketing and public relations, the PDGC has partnered up with veteran game developer website, GameDev.Net to help spread the word. GameDev.Net is a renowned social platform formed in 1999 dedicated to teaching and connecting game developers, making this a perfect fit as a partnership. In addition, Jesse Collins (Host/Founder, PDGC) is bringing along his newly formed Geek Side Magazine to help within the event, as well.
    While attendance has always been free, a donation link is going to be available to enable participants to give to the event. Donations are split evenly with a charity. For the PDGC: Syntax Error, Take This will be the primary charity recipient for PDGC: Syntax Error, with game industry veterans Kate Edwards (Board of Directors member, Take This) and Russ Pitts (Board Chairman & Executive Director, Take This) both speaking at the event.
    All talks are recorded and released for educational purposes after the event, in high-quality format, so participants need not feel like they must to attend every talk. However, special guest speakers do frequently interact with those in attendance, so it’s definitely recommended to attend live.
    On top of it all, giveaways are done sporadically and often, across a range of donated digital games and software, so it’s worth attending and taking part in the activities.
    “I like to keep people engaged and involved during the entire event,” Collins added. “The best way to teach is to keep people entertained, so we make sure to keep your attention.”

    khawk
    Stuart Whyte, director of VR product development for Sony London Studios will deliver this year’s keynote for Develop:VR.
    Whyte, who has close to 30 years’ experience in the video games industry, starting life as an adventure
    columnist for Amstrad Action magazine, will open Develop:VR with his keynote entitled, ‘Taking VR to
    the Next Level – A Case Study in AAA Games Development’.

    In his keynote, Whyte will discuss the current state of the VR industry, the challenges and opportunities
    of AAA VR development and suggest potential solutions to maximise success for any sized studio.
    As well as the keynote, Tandem Events also announced the following sessions, with more to be
    revealed:
    Improve your brain – the real value of VR/AR gaming
    Faviana Vangelius, SVRVIVE
    Pioneers in the Sesert – The Reality of Developing for Virtual Reality
    Andrew Willans, CCP Games
    Love your Limitations: Defining Art for Mobile VR
    Anna Hollinrake, Climax Studios
    Collaborating with Brands to Create Magical VR
    Brynley Gibson, Kuju
    Serious VR, Making Real Money
    Tanya Laird, Digital Jam
    Drop Deadline – Delivering a Visually-Excellent, 60fps, Narrative Mobile Shooter to a Fixed Deadline with a Small Team
    James Horn, Pixel Toys
    Getting Up Close and Virtual with the Automotive Industry: Using VR for the Right Reasons
    James Watson, Imagination
    Haptics and VR – Touching Virtual Worlds
    Anders Hakfelt, Ultrahaptics
    Develop:VR is a one day conference and expo focusing on the commercial opportunities that Virtual and Augmented Reality present for today’s game developers and highlighting the tools and techniques needed to produce top selling VR and AR content.
    Develop:VR takes place on 9 November at Olympia London and delegate passes can be bought at a Super Early Bird rate, a saving of £100, until 20 September at www.developvr.co.uk.

    IADaveMark
    The GDC 2018 AI Summit is currently welcoming submissions on AI-related topics such as:
    Postmortems of the AI in recently released (or soon to be released) games – especially with a focus of “challenges faced… and overcome!” Advancements and improvements in AI architectures (e.g. behavior trees, planners, utility systems, MCTS, etc.) New architectures and approaches for AI-related problems (e.g. data-driven, modular systems, etc.) AI authoring tools Improvements in navigation and avoidance algorithms Animation control through AI systems Multi-agent coordination in tactical, strategic, or social situations Use of AI for content generation in games Use of AI for gameplay management, pacing, etc. Non-traditional uses of AI in game development applications (e.g. tools, debugging, etc.) AI for narrative generation and chatbots AI in VR, mixed reality, and AR Experimental AI designs Learn more at http://www.gdconf.com/news/nows-time-submit-talks-gdc-2018-ai-summit/.

    khawk
    While not typical GameDev.net news material, we felt GamerGate has had enough of an impact on the games industry and on indie developers that it's worth sharing.
    Zoe Quinn is the indie game developer at the center of GamerGate, and now her story is coming out in her own words through her book Crash Override: How Gamergate (Nearly) Destroyed My Life, and How We Can Win the Fight Against Online Hate. The book was published last week and is now a #1 Best Seller.
    Crash Override tells the story of GamerGate, which started as a hate campaign directed at her but ended up turning into an attack on women and race.
    Polygon has posted a review of the book, which we recommend viewing if you're interested in learning more. You can get to the review here.
    From the Polygon review:
    You can also purchase the book from Amazon by clicking here.
    Disclosure: Links to the book on Amazon are GameDev.net affiliate links. You are supporting GameDev.net if you purchase the book through these links.

    khawk

    Blender 2.79 Released

    By khawk, in News,

    Blender 2.79 has been released.

    Features include updates to:
    Denoise to get rid of render noise while preserving visual detail Filmic Color Management for more photorealistic results and better handling of HDR PBR Shader as a new surface shader node based on the Disney model Faster OpenCL with improved performance and support for subsurface scaterring, volumetrics, and optimized transparent shadows Shadow Catcher to combine CGI elements with real-life footage More Cycles Improvements for improved multithreading performance New Surface Deform modifier and improvements to existing modifiers and more Click here to view the full release and download Blender.

    khawk
    Snapdragon Profiler v1.8 is now available from Qualcomm for developers looking to profile their games and VR/AR apps on Android and the Snapdragon SoC. The latest version adds new realtime metrics for frame time, GPU frequency, and GPU temperature, improved profiler overhead, and a number of bug fixes. Learn more and download by clicking here.
    Full release notes:
    Added new Realtime metrics: Per-process 'Frame Time' metric for OpenGL ES applications in Realtime captures System 'GPU Frequency' metric (requires root) System 'GPU Temperature' metric (requires root, not available on all devices) New Trace capture metric 'GPU Activity' visualizes the correlation between GPU Activity and CPU thread command submissions Added ability to export Drawcall Vertex Data to the OBJ file format in Snapshot captures Reduced Profiler overhead for graphics applications Added ability to copy to clipboard affecting relevant controls Added visual indicator for binary programs used in Snapshot captures Added ability to toggle boolean values in the Options view with mouse double-click Added OpenCL metric support for Adreno 512 GPU family Fixed crash while exporting Data Explorer data from Trace and Snapshot captures Fixed issue capturing 'Rendering Stage' and 'API Trace' with Vulkan Trace captures Fixed drawcall data crash affecting various graphics applications Fixed various issues in Shader Analyzer in Android O Developer Preview Fixed Vulkan applications not listed in process list for Trace captures Fixed issue where global metrics aren't re-enabled when re-launching Vulkan applications Fixed random crash while creating a new Snapshot capture with Snapdragon Profiler on MacOS Fixed incorrect data when capturing Trace 'Rendering Stages'

    khawk
    IndieCade – the premiere international festival of independent games – has announced the nominees and official game selections for its 10th anniversary festival, hosted October 6-8, 2017 at the Japanese American National Museum in the Little Tokyo District of Downtown Los Angeles.   “Our commitment to cultivating diverse and innovative games across all mediums has helped thousands of indie game developers gain visibility throughout the past decade,” said Stephanie Barish, Chief Executive Officer of IndieCade. “This year, as we celebrate our milestone 10th anniversary festival, we truly honor the talented individuals around the world who continue to create the most unique and artistic independent games. From thought-provoking titles that explore real world issues, to live action RPGs that bring people together in communal experiences, this year’s selections reflect the strength and ingenuity of the community, and we’re proud to showcase top emerging talent.”   An international jury comprised of past IndieCade finalists, indie and mainstream game developers, artists, researchers, academics, curators, game writers and journalists selected the IndieCade 2017 nominees and exhibiting games. This year’s selections feature a diverse array of titles available for play on PC, Mac, Linux, Android, iOS, HTC Vive, Oculus Rift, Google Daydream and PlayStation, as well as virtual and augmented reality installations, tabletop games, performance art, sports, card games and live action role-playing. The initial list of festival nominees and game selections is below, with titles created by developers across North America, South America, Asia, Europe and Australia:   • _transfer by: Abyssal Uncreations • A Normal Lost Phone by: Accidental Queens • Anamorphine by: Artifact 5 • Angels with Scaly Wings by: Radical Phi • Art Deck by: Matheson Marcault • AT SUNDOWN by: Mild Beast Games • Atchafalaya Arcade by: Tammy Duplantis • BIT RAT by: bucket drum games • Bleep Space by: Andy Wallace & Dan Friel • Breakup Squad by: Catt Small, Chris Algoo, Ethan Gooding, Hillmon Ancrum • Broken Reality by: Dynamic Media Triad • Bury me, my Love by: The Pixel Hunt and Figs • Busy Work by: Mouse & the Billionaire • But Not Tonight by: Clio Yun-su Davis • Cardamom by: Cardamom Team • Cat Sorter VR by: Pawmigo Games • Code 7 by: Goodwolf Studio • Collective Action! by: Sara Fowler, Ben Moren & Tyler Stefanich • Complicated Board Game the Card Game by: offcut games • Cosmic Top Secret by: klassefilm • Court of Appeals by: Alex Handy • Cribbage with Grandpas by: Less Than Three Interactive • Dark Train by: Paperash Studio • Desert Child by: Oscar Brittain • Detective Bullshit by: Tasty Penguin • Detention by: Red Candle Games • Dialogue-3D by: Ramsey Nasser • Dream Daddy: A Dad Dating Simulator by: Game Grumps Games • Eli by: Jerome Games • Emotional Fugitive Detector by: Sam Von Ehren, Alexander King & Noca Wu • Everything is Going to Be OK by: Nathalie Lawhead • EXO ONE by: Jay Weston & Rhys Lindsay • Fear Sphere by: HNRY • Feast by: Sharang Biswas & Sweta Mohapatra • FEED by: Fish Elders • Fortune-500 by: AP Thomson • Four Horsemen by: Nuclear Fishin' Software • Frog Fractions 2 by: Twinbeard and Mostly Tigerproof • Future Unfolding by: Spaces of Play • Ghosts of Miami by: Pillow Fight • GLARP by: Martzi Campos & Patrick Quah • GNOG by: KO_OP • Go! GO! Gattai! by: Game Yay Fun! • Hackers of Resistance by: The Hackers of Resistance • Hacktag by: Piece of Cake Studios • Handväska! by: Jane Friedhoff + Ramsey Nasser • Herald: An Interactive Period Drama - Book I & II by: Wispfire • I Ching Fortunetelling by: Xuan Studio, Wuhan University of Technology • InnerSpace by: PolyKnight Games • Ishmael by: Jordan Magnuson • Keyboard Sports by: Triband • Killer Snails: Assassins of the Sea by: Killer Snails LLC in collaboration with the American Museum of Natural History & Playmatics, and with support from the U.S. National Science Foundation • Kim by: The Secret Games Company • Kimmy by: Star Maid Games • Ladykiller in a Bind by: Love Conquers All Games • Legal Dungeon by: Somi • Life Judge vol. 1 by: The Life Judgers • Luna by: Funomena • Magia Transformo: The Dance of Transformation by: The Transformative Play Lab at UC Irvine • Measure 4 Measure 4 Play by: Stories & Makebelieve • Mendel by: Owen Bell • Mind Field by: Entertainment Technology Center, Carnegie Mellon University • Objectif by: a.m. darke • Objects in Space by: Flat Earth Games • Oblige by: Jocelyn Kim & Ivan Tsang • Oikospiel Book I by: David Kanaga • OneShot by: Little Cat Feet • Party Golf by: Giant Margarita • Penny Blue Finds a Clue by DigiPen Team Cactus Curse • Pounded In The Butt By The Handsome Living Video Game Manifestation of the Life and Works of Dr. Chuck Tingle by: Zoe Quinn and The Tinglers • Rhythm Doctor by: 7th Beat Games • Room at the Top by: Miranda Banks, Sam Liberty & Jess Weaver • Rosenstrasse by: Moyra Turkington & Jessica Hammer • Roto Color Rhythm (with peripherals) by: Blue Volcano Studio • Santiago by: Team Santiago • SceneSampler by: Social Emotional Technology Lab @ UC Santa Cruz • Secret Histories by: Floor Is Lava • Sign: A Game About Being Understood by: Thorny Games • Someone Has Died by: Gather Round Games • Somewhere in the South by: Wonderneer • SLAP FRIENDS by: Terence Tolman, John Ceceri, Sam Suite & Sam Bonfante • SPY VS SPY VS SPY VS SPY by: Alpha Code Inc. (ex UEISOLUTIONS Inc.) • Starcats by: Forever Young Games LLC • Stolen Hearts by: Alex Colby • Story Master by: Brent Garcia, Mo Belden, Christian Laboy, Board2Death Games LLC • Susurrus: Season of Tides by: Evil Overlord Games • Swords by: Ian Hinck & Jeff Delgado • That Blooming Feeling by: Tots Team • The Black Widow by: Flux • The Incredible Playable Show by: Alistair Aitcheson • The Norwood Suite by: Greg 'Cosmo D' Heffernan • The Sexy Brutale by: Cavalier Game Studios • The Tessera by: Brigham Young University, University of Maryland & Tinder Transmedia • The Visitor by: Tiltfactor • There Might Be Ponds by: Sundae Month • Tracking Ida by: Tracking Ida Team • Un-Destined by: Zinno Studio • Vampire: The Masquerade - We eat Blood and all our Friends are Dead by: White Wolf Entertainment & Fula Fisken • Vignettes by: Skeleton Business • Virtual Virtual Reality by: Tender Claws • What Isn't Saved (will be lost) by: Cat Manning • What's My Headline? by: Mike Minadeo, John Greg Gomez & J.J. White • Where the Water Tastes Like Wine by: Dim Bulb Games • Wisp In the Vale by: P.D. Warne • Witchball by: S.L.Clark   Additional game selections will be announced in the coming weeks; more details about each of these titles are available here: http://www.indiecade.com/2017/games.

    khawk
    GameMaker Studio 2 is now available on macOS. First launched by YoYo Games in March 2017, GameMaker Studio 2 has been steadily supported after its debut and is ready to take the next step by opening game creation even further with the Mac Integrated Development Environment (IDE).
    YoYo Games has ensured that every upgrade and feature addition made to GameMaker Studio 2 since its launch has been consciously preserved in the macOS version, ensuring the Mac release is on par with previous releases. Now, programmers who favour the Mac operating system and Mac enthusiasts who are newcomers to the 2D developing world can access the intuitive base of operations in GMS2.
    “We worked tirelessly to ensure GameMaker Studio 2’s Mac debut would coincide with the needs of game developers that prefer to use platforms outside of Windows and home consoles,” said James Cox, general manager, YoYo Games. “After months carefully considering the feedback we received from beta testing and direct community outreach, we’re confident that developers who prefer Mac can now feasibly create games on the often-ignored platform. We’re always looking for ways to expand game creation to as many developers as possible, and we know Mac users will make some stand-out games with these resources.”

    Timed with the macOS launch, GameMaker Studio 2 is also receiving a comprehensive update with new features and quality-of-life improvements. The 2.1 version update introduces:
    A “last used” list: Expedite your workflow by accessing recently used assets through the new Resent Assets section of the resources tab; Code folding: Maximize your editing efficiency by selectively hiding or expanding sections of code, managing large sections of text while only viewing the few lines of relevant code; Resource tree update: Tailor the newly redesigned resource tree to your programming needs with customizable layouts, colours, and icons to highlight sections that are important to your workflow; Integrated debugger: Debug your programs on Mac via a simple debugging layout with new panels for debug events, keeping the focus on cleaning up your code; Multi touch support: Code on the go with Mac laptops, using the standard touchpad pan and zoom features to navigate naturally through workspaces. GameMaker Studio 2 can be purchased for Windows, Mac, and Ubuntu for $99.99 on the YoYo Games website, which also features many more package options.

    khawk
    With people busy with Gamescom last week and the threat of Hurricane Harvey last weekend, Austin Game Conference (Sept. 21-22) has extended early bird registration until 11:59pm September 1st. Register now for $349. Groups of 8 can register for $279 each. http://austingamecon.com/register/
    The Austin Game Conference (AGC) presented by Intel, takes place September 21-22, 2017 at the Austin Convention Center. AGC provides critical insight into online games development with more than 100 speakers across 7 conference tracks:Design, Technical, Production, Virtual Reality / Augmented Reality, Audience Development, Audio and Business. Keynotes include: John Hanke, CEO and Founder, Niantic, Inc., developer of Pokémon GO and 35-year game industry vet Richard Hilleman, Director, PMT, Amazon Games. Plus, we’ll once again host the Intel Indie Dev Showcase. (submit your game by Sept 1st).