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    Reallusion’s CC3 completes the 3D game character pipeline for game developers. Access a highly optimized game character base for mobile, AR and VR developers then integrate InstaLOD’s model and material optimization technologies to generate game-ready characters that are animatable on-the-fly with multiple LOD outputs. 
    CC3 is introducing a new Game Character Base with its topology optimized for Mobile, Game, AR/VR developers. The 10K polygon base also answers the call for displaying massive amount of NPCs or Citizens with true-to-life body and facial animation without serious performance drop in real-time render.
    Optimized Character for Game/AR/VR/Mobile
    ●    Game Base Characters can be derived from any Standard CC Character.
    ●    Retain visual quality after mesh simplification.
    ●    Compatible with CC Morphs, Skin Presets, and Outfit System.
    Simplified Bone Structure for Facial and Body Animation
    ●    CC bones optimized identically for game engine compatibility.
    ●    Fully-rigged 10K polygon characters with detailed facial and body performance.
    ●    Compatible with iClone character animation tools and mocap system.
    ●    Access to full set of Facial Morphs for lip sync and emotional expression.
    InstaLOD inside Character Creator 3 fulfills the complete game character pipeline on polygon reduction, material merge, texture baking, remeshing and LOD generation.  These necessary elements of game design are able to be completed for every character in one seamless process. After designing with character morphs, clothing, accessories and materials the InstaLOD embedded features finalize the gamification for each character and produce up to 5 levels of detail to load into Unity or Unreal game engines.
    Pricing and Availability:  
    Character Creator 3 Pipeline is available directly from Reallusion or authorized Resellers. It is available for Windows operating systems only. For more information about price and system requirements, please visit https://www.reallusion.com/store/

    The third edition of the book Physically Based Rendering: From Theory to Implementation is now available for free online at http://www.pbr-book.org. The book by Matt Pharr, Wenzel Jakob, and Greg Humphreys describes the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. 

    In 2014 the authors earned an Academy Award for Scientific and Technical Achievement from the Academy of Motion Picture Arts and Sciences based on the knowledge shared in the first and second editions, and the Academy called the book a "widely adopted practical roadmap for most physically based shading and lighting systems used in film production."
    Learn more and browse the contents at http://www.pbr-book.org/.

    'Heavy Metal Impact Sound Effects' from Bluezone Corporation contains a selection of 126 carefully recorded metallic impacts. This sample pack offers a wide variety of different clanks and clunks: from big and weighty industrial container to deep and large fuel tank, old and rusty sheet metal to huge steel door, this hyper-detailed sample pack is a powerful addition to any contemporary sound design production.
    Moreover, all sounds in this collection are ready to use and perfect for all sorts of projects: the metal clanking and dropping sounds are carefully processed and can be easily used in modern electronic music productions. All audio files from 'Heavy Metal Impact Sound Effects' have been meticulously recorded at 24 bit / 96 kHz and are royalty-free, so that you can use them in your commercial projects without having to worry about any additional licensing fees.
    Editor : Bluezone Reference : BC0251 Delivery : Download link Download size : 327 MB Extracted size : 361 MB Format : WAV Resolution : 24 Bit / 96 kHz Channel : Stereo License : Royalty free Total files : 150 Total samples : 126 WAV   More info and download: Heavy Metal Impact Sound Effects

    We are pleased to announce the release of Matali Physics 4.3. The latest version introduces significant changes in support for DirectX 12 and Vulkan. Introduced changes equate the use of DirectX 12 and Vulkan with DirectX 11 and OpenGL respectively, significantly reducing the costs associated with application of low-level graphics APIs. From version 4.3, we recommend using DirectX 12 and Vulkan in projects that are developed in the Matali Physics environment.
    What is Matali Physics?
    Matali Physics is an advanced, multi-platform, high-performance 3d physics engine intended for games, virtual reality and physics-based simulations. Matali Physics and add-ons form physics environment which provides complex physical simulation and physics-based modeling of objects both real and imagined.
    Main benefits of using Matali Physics:
        Stable, high-performance solution supplied together with the rich set of add-ons for all major mobile and desktop platforms (both 32 and 64 bit)     Advanced samples ready to use in your own games     New features on request     Dedicated technical support     Regular updates and fixes  

    You can find out more information on www.mataliphysics.com

    Qualcomm released a new version of Snapdragon Profiler this week. The system profiler for mobile-based hardware using Qualcomm's Snapdragon chips now includes support for Vulkan frame captures. Labelling the new Vulkan capability as a beta feature, the 2018.2 release of Snapdragon Profiler includes additional fixes for OpenGL ES frame captures, saving and loading Profiler sessions, and more.
    You can learn more and download at https://developer.qualcomm.com/software/snapdragon-profiler.
    Full release notes:
    Added support for Vulkan apps to Snapshot mode (beta) Improved Vulkan Trace functionality to work on non-rooted devices. Added snapshots to saved Snapdragon Profiler sessions. A session with one or more snapshots can now be saved and re-loaded in Profiler at a later time. This includes the ability to replay drawcalls from the snapshot (requires a connected device) Added handling of additional OpenGL API calls for Snapshot mode Added a histogram visualization for relevant statistics in Trace Analysis mode Improved the OpenGL API interceptor library that is packaged with Profiler. Also enabled this library by default (when using the Launch Application button in Profiler). Previously this was an experimental feature that was disabled by default. Added support for Android native tracing markers in Trace mode (see https://developer.android.com/ndk/guides/tracing) Improved handling of GPU rendering stages traces for multiple processes in the same trace capture Improved the OpenCL Kernel Analyzer to no longer require an OpenCL app running on the device 100+ bug fixes

    Hello there! I've made a tool for Unity games developers. It's a package of modular handpainted lowpoly weapons and shields in a fantasy style. The package comes with an editor to edit and combine them, and also there is an option for use your own custom models with the editor.
    You can create and export your own weapon, the tool will generate a new prefab with all the source files (so you can move it to any folder in your project or to another Unity game project).
    It was released just a few weeks ago, it's relatively new so I'm looking for (and I would really appreciate) any feedback!
    I'm planning to add more styles of weapons like polearms, staves and bows and also more features like enchanting cool effects.

    Download free version

    Thank you!


    Yesterday, Oculus CTO John Carmack posted advice to developers inspired by his time at Oculus Connect last week reviewing apps and having hallway conversations. Usually known for his technical advice, in this post Carmack talks more about how many VR games he experiences just don't "have any soul".
    His key point: "Build something that at least some people LOVE."
    Here's an excerpt:
    Check out the full post here.

    Starting From today everyone can sign up to Monetizr beta test for cloud computing SDK:  HERE
    The key objective of Monetizr is to monetize games and drive revenue for game developers. Games use only a fraction of device processing power. Unused processing power on those devices has a huge potential for decentralized cloud computing and decentralized cloud storage. Monetizr’s cloud computing SDK enables gamers to opt-in and mine cryptocurrencies while playing the game without any changes to game or device performance.
    Gamers recieve profits from mining in form of cryptocurrencies and merchandise. For game developers this opens a new revenue stream, increases gamer engagement and time spent gaming.
    Monetizr is already working with 30 game studios to reward gamers with real unlockable game products, such as, t-shirts, hats and stickers with game designs, brand items (like Nike shoes or Amazon gift cards) and even cryptocurrencies.
    This Drives gamer engagement and revenue metrics while improving the gaming experience.
    The best thing for game studios - Monetizr is not asking money for product integration. Cooperation model is profit-sharing from transactions.
    Check out our case studies: CASE STUDIES

    Jimmy Liao
    Meet the Vive 3DSP SDK
    " HTC VIVE 3DSP is an audio SDK which provide applications with spatial audio, a key factor for an immersive VR experience. With the HTC VIVE 3DSP SDK, the spatial perception is simulated by specific functions and features, such as head-related transfer functions recording and improvement, higher-order ambisonic simulation of sound direction, room audio simulation, adding background noise floor, real-world acoustic property of distance, geometric and raycast occlusion, Hi-Res audio support, and many other features. "
    It also has youtube demo video inside the link, please try.

    Aras Pranckevicius (@aras_p) on twitter shared his talk on Entity Component Systems and Data Oriented Design for junior/future engineers at Unity. The talk is not Unity specific and is applicable to more general cases.
    You can find the slides at http://aras-p.info/texts/files/2018Academy - ECS-DoD.pdf.
    Sample code is available on Github: https://github.com/aras-p/dod-playground.

    IndieCade – the premiere international festival of independent games – has announced the 2018 nominees for its 11th annual festival, hosted October 12-13 in Santa Monica. This year’s festival will feature an international selection of the most innovative independent titles available for play on PC, Mac, Linux, Android, iOS, Oculus Rift, Google Daydream, Nintendo Switch and PlayStation, as well as virtual and augmented reality installations, escape room puzzles, tabletop games, performances, sports, card games and live action role-playing.   In addition to featuring this year’s nominated games, IndieCade will showcase more than 100 of the newest emerging titles during 2-days of gameplay, tournaments, workshops, sessions and networking. Festival highlights include the return of Night Games on Friday evening, transforming IndieCade into the ultimate live arcade and gaming playground. Keynote conversations with luminaries will explore a range of gaming and interactive entertainment topics, including theme parks, immersive theater, virtual and augmented reality, escape rooms and live action role playing. Additional sessions and forums throughout the festival will include Artist Talks with panels of developers and Think: Indies – town hall-style conversations on current industry hot topics, including activism, diversity and games and labor. Surprise Flash Jams will combine flash mobs with game jams and be announced sporadically throughout the festival, providing attendees with the opportunity to create unique games on the spot and try them out with other players. A new Gaming Everywhere exhibit will survey gamification in other fields using new technologies and platforms for non-traditional gaming audiences. In addition to indoor exhibits, outdoor games and entertainment will feature a selection of experiences and media from the IndieCade community.   “We’re kicking off our second decade of festivals with a truly innovative selection of the most creative and thought-provoking indie games in a brand-new location in Santa Monica said Stephanie Barish, Chief Executive Officer of IndieCade, “We strive to reflect the diversity of indie game developers, players and fans across the globe and look forward to bringing the community together annually at IndieCade.”   The IndieCade 2018 festival nominees were selected by an international jury comprised of past IndieCade finalists, indie and mainstream game developers, artists, researchers, academics, curators, game writers and journalists. The initial list is of nominees is provided below, including games from the US, Canada, Mexico, Brazil, China, Turkey, Slovenia, Germany, Denmark, the Czech Republic and Italy. Additional titles and festival selections will be announced in the coming weeks. More information on all titles is available here: https://www.indiecade.com/2018-games/                     IndieCade 2018 Festival Nominees   — A Memoir Blue by: Kevin Zeng & Shelley Chen — Accounting+ by: Crows Crows Crows — Anyball by: Hang Ruan, Laurenz Riklin & Paolo Salcedo — ASTA GRANDE by: Pietro Righi Riva — Blindfold by: Tom Ackerman — Bluebeard's Bride by: Magpie Games — Drawkanoid by: QCF Design — Escape from Godot by: Mister and Mischief — Exposure by: The Sheep's Meow — Fire Escape by: iNK Stories — Flight Simulator by: Hosni Auji — Forgotton Anne by: ThroughLine Games — Guildlings by: Sirvo Studios — IO Interloper by: DANG! — Just Shapes & Beats by: Berzerk Studio — Kleptocrat by: How to Hide Dirty Money by: The Mintz Group, in conjunction with BumbleBear Games — Laser Mazer by: Mighty Coconut — Little Bug by: Buddy System — LossWords by: Local No. 12 — Macdows by: Yunus Ayyildiz & Kubra Sezer Ayyildiz — Ministry of Broadcast by: Petr Skornok, Petr Melicherik, Dusan Cezek & Sanja Cezek — Mulaka by: Lienzo — Nishan Shaman by: NEXT Studio — Octopad by: Patrick LeMIeux — One Hand Clapping by: One Hand Clapping Team — Pixel Ripped 1987 by: Pixel Ripped Inc. Core Team — Puppet Pandemonium by: Terence Tolman, Nicky Breshon, Dustin Harris, Simon Manning & Kathleen Kamali — SPY EYE by: The Marino Family — Stress Express by: Stress Express by Pornsima Duangratana — Tale of Ord by: Published by PostCurious & Designed by Rita Orlov — Tendar by: Tender Claws — The Distance by: Team The Distance — The Game: The Game by: Angela Washko (artist & designer) & Xiu Xiu (music) — The Klaxo Radio Hour by: Haunted Ephemera — Tiny Trees by: Michael Perce & Joanna Yu — What's The Golf by: Triband   IndieCade 2018 will be hosted at the Center for Media and Design at Santa Monica College, a new, state-of-the-art facility opened in 2017 and the home of local NPR station KCRW. The new venue is central to prominent games and entertainment industry companies, accessible for students and creative professionals, and conveniently located near the 26th Street/Bergamot Station on the Metro Expo Line for easy transit. One-and two-day passes are on sale now starting at $25.00. For more information, visit: http://www.indiecade.com/

    Recently I`ve released new orchestral music asset for FREE on my website. I made this song as main theme for kind of fantasy games.
    Of course it`s completely optimized for looping and you can also use this for any other scenes.Check it out!
    Terms of Use
    All assets are free of charge, but all copyrights vest with "YouFulca".  The assets cannot be repackaged on a CD or in data form for resale or distribution. You are of course welcome to store them on a CD, iPod, or other media for your own personal use.  Assets can be freely edited to suit your needs.  You can also cut and loop pieces from a song or add effects to a voice asset to make it sound like a different person. Almost all audio assets on this website can be used with any game development tools.  and please check the detail in this page.  

    Game developers will be able to become pioneers in the development of decentralized games for the gambling industry using DAO.Casino protocol.
    On September 17, 2018, DAO.Casino is opening Sandbox for developers, independent teams and game development studios that choose to harness the power of the rapidly developing DApp industry.
    Starting today everyone may submit their application for Sandbox on the official Sandbox page.
    The Sandbox project is designed by DAO.Casino developers. Participants of Sandbox will learn the basics of decentralized applications development on DAO.Casino protocol. Developers participating in Sandbox will learn to create, design and deploy decentralized games and applications on Ethereum blockchain.
    DAO.Casino is planning to reward most active developers for their constructive feedback on the improvement and optimization of the SDK and related documentation. The company will separately announce the details of the rewards program later this fall.
    “We are confident that the Sandbox project will play an important role in our collaboration with studios and independent game developers. We cannot wait to see our product helping developers unleash their creative and entrepreneurial talents and apply those to one of the most groundbreaking technologies of the XXI century. — states Ilya Tarutov, CEO, DAO.Casino. – I am sure that the products we’re developing will transform the online gambling into a fair and transparent industry for all of the involved parties: casino operators, developers, and affiliate marketers. “
    “We are launching the Sandbox with the goal of enabling as many developers as possible to learn to create decentralized games. We have achieved an important milestone by starting to accept applications from developers all around the world who share our idea to make online gambling fair and transparent. With our technology, developers can take the whole gambling industry to the next level” – says Alexandra Fetisova from DAO.Casino.
    DAO.Casino is disrupting the online gambling industry by developing the protocol based on Ethereum blockchain technology. The protocol ensures the automation of transactions and facilitates interactions between all the industry participants: casino operators, game developers, and affiliate marketers. DAO.Casino team is fully dedicated to developing the best products and making the gambling industry a better place.

    Studio Wildcard has launched its third ARK: Survival Evolved Modding Contest to reward the amazing work that the modding community does with the ARK Mod Kit. The contest comes with $28,000 in cash prizes and the Grand Prize winner will receive $15,000! So saddle up those Dev Kits, ready the mod cannons, and prepare for battle!
    Interested individuals and teams can now head over to ark.gg/ModContest to get started and to find current information about the contest as it progresses, including hourly updates on rankings once the voting phase starts. All ARK mod creations must be first submitted during the five-week entry phase, followed by a two-week voting phase where all players can show support for their favorite mods.
    In June 2015, Studio Wildcard brought the full power of Unreal Engine 4 tools and development resources to the ARK: Survival Evolved modding community with one of the first custom mod editors. Since that time, thousands of bespoke creations have been made available. A montage of popular ARK mods can found here: www.youtube.com/watch?v=gEcmlCwrBzc
    Players who have purchased ARK can begin modding immediately! Follow the "How To Mod" tutorial to get started, then join the ARK community, participate in the Unreal Engine ARK Modding forum, and find content in the Unreal Engine Marketplace. Modders can then share their creations with the ARK player community using Steam Workshop.

    Effekseer Project develops "Effekseer," which is visual software for creating open source games; on September 13,
    I released "Effekseer 1.4," which is the latest major version release. 
    Effekseer is a tool to create various visual effects used in games and others.
    With Effekseer, you can easily create various visual effects such as explosion, light emission, and particle simply by specifying different parameters.
    Effekseer's effect creation tool works on Windows and macOS.
    The created visual effects can be viewed on Windows, macOS, Linux, iOS, Android and other environments with DirectX, OpenGL and so on.
    In addition, there are plugins / libraries for game engines such as Unity and UnrealEngine4 to view visual effects.
    Effekseer 1.4 is an updated version of Effekseer 1.3 released in November 2017.
    This update contains the following changes:
    The renewal of UI. Support the tool for macOS. Addition of a function to read FBX with animation. Addition of parameters to protect collied effects and objects. Addition of parameters for easier control of the effects. In addtion I improve plugins/libraries for Unity, UnrealEngine4 and Cocos2d-x.
    Besides that, more than 40 new sample effects have been added and many bugs have been fixed.
    Effekseer 1.4 is available on the project website.
    The license for the software is the MIT license.

    Sample Effects.
    Tool Demo

    I recently published a book focusing on cloth simulation for computer graphics.
    Details can be found here: http://www.morganclaypoolpublishers.com/catalog_Orig/product_info.php?cPath=22&products_id=1295
    and on Amazon: https://www.amazon.com/Simulation-Computer-Graphics-Synthesis-Computing/dp/1681734117/
    I hope you find it interesting!

    Game Developers Conference 2019  is now accepting submissions for GDC Summits, the Virtual Reality Developers Conference (VRDC), and Game Career Seminar through Friday, October 5th at 11:59 PM Pacific Time. GDC 2019 will return to the Moscone Center in San Francisco, March 18-22, 2019, VRDC and the GDC Summits take place the first two days of GDC (March 18-19). You can see GameDev.net's coverage of GDC here.
    The full list of GDC 2019 Summits that are accepting submissions includes:
    AI Summit Community Management Summit UX Summit Game Narrative Summit Educators Summit Mobile Summit Independent Games Summit UX Summit VRDC advisors are accepting submissions for talks which explore virtual reality and augmented reality spaces, and they may pertain to both game and non-game experience development. Organizers of the popular Game Career Seminar at GDC are also taking submissions for talks focused on building careers in the game industry. Those looking to propose a potential session can review the submission guidelines and topics before submitting.
    Each program has its own specialized advisory board to evaluate submissions. This year the organizers are welcoming a few new faces and one returning member to the advisory team. These advisory board members will lend their invaluable insights into guiding the content tracks and offering key feedback in the creation of sessions at each of the GDC Summits. GDC 2019 is welcoming the following people to their respective GDC Summit Advisory Boards:
    AI Summit
    Emily Short - Character Engine Product Manager, Spirit AI
    Emily Short is a Character Engine Product Manager and an Executive Director at Spirit AI, where she works with natural language processing and generation, character moods and social behavior, and conversation modelling. She was previously the creative director of the Versu project, building interactive iPad stories around AI character agents. She has an extensive background in games writing and narrative design as well as tooling for writing interactive fiction. Her blog can be found at http://emshort.blog.
    Community Management Summit
    Grace Carroll - Lead Social Media Manager, Creative Assembly
    Grace oversees the social media channels for Creative Assembly’s 18-year-old award-winning franchise, ‘Total War.’ She’s been working in the industry for the last 3 years and was recently named as MCV’s 30 Under 30, and was a finalist in the 2017 Women in Game Awards. She works to promote Creative Assembly’s ‘Total War: WARHAMMER’ series as well as the historical titles, cultivating a strong community tone of voice and drawing on strategic engagement through her love of puns and memes.
    Educators Summit
    Miguel Sicart - Associate Professor at the Center for Computer Games, IT University of Copenhagen
    Miguel Sicart is an Associate Professor at the Center for Computer Games, IT University of Copenhagen. His research has focused on the ethics of digital games and game design. He teaches courses on game design and experimental digital play design, and was Head of Program for the IT University’s GAMES MsC between 2009 and 2013. His more recent work explores the nature of play, with a particular interest in the ludic aspects of computational technologies. He is the author of The Ethics of Computer Games, Beyond Choices: The Design of Ethical Gameplay, and Play Matters (The MIT Press, 2009, 2013, 2014).
    Indie Summit
    Tanya X. Short – Captain, Kitfox Games
    Tanya X. Short is the Captain of Kitfox Games, a small studio in Montreal responsible for such games as ‘Boyfriend Dungeon’, ‘The Shrouded Isle’, and ‘Moon Hunters’. She started in games in 2003 as an intern on ‘iLoveBees’, the ARG leading up to the launch of ‘HALO 2’. She is also a co-founder/co-director of Pixelles, a feminist non-profit, and co-editor of Procedural Generation in Game Design (2017).
    Steve Swink – Creative Director, CubeHeart Games
    A returning advisor to GDC, Steve Swink is a game designer and occasional author. His current project is ‘SCALE,’ a unique first person reality manipulation game. He wrote Game Feel: A Game Designer's Guide to Virtual Sensation which some people have read. Steve Swink previously did design work at Flashbang Studios, Blurst.com, and on Tony Hawk’s Underground.
    Mobile Summit
    Katrina Wolfe - Studio Operations Manager, Kongregate
    Katrina is the Studio Operations Manager at Kongregate, working with the publisher’s internal studios. After graduating from USC in Classics and Game Design, Katrina jumped into the world of social and mobile games at Grab Games. There she worked on a variety of games and carved a path into production after spending a few years as a game designer. She worked at TinyCo on ‘Family Guy: Quest for Stuff’ before ending up at Kongregate where she works currently. At Kongregate she spent the last few years leading the production charge for ‘Animation Throwdown’.
    The initial call for submissions, which includes the Main Conference Tracks and day-long tutorials, have been closed since Thursday, August 16th.

    GameDev.net members with Projects may be interested to know that Double Fine Productions and iam8bit have announced that submissions for Day of the Devs 2018 are now open. Developers of all genres and backgrounds are encouraged to submit their projects for consideration here. 
    2018 will mark the 6th annual Day of the Devs, a now time-honored tradition in the San Francisco indie game scene. Last year brought together more than 75 inspiring indie games and developers together to celebrate with over 7,000 fans, great music, and loads of awesome treats and surprises all free with no costs either to developers or attendees.
    Games and projects of all types will be considered, and past Day of the Devs participants have set the bar high for uniquely beautiful, interesting and inspiring indie titles. This year, the team is also specifically looking for more games providing unforgettable multiplayer experiences and functionality as well as games with alternate controllers and interesting hardware.
    Submissions are open now until September 24th, and the full game line-up and more details on the event will be announced in October.

    Professional Game Music Assets for FREE
    It is an extensive collection of looping music assets that is ready-to-use for the game development, and they can be used for commercial works. These assets can be used for all types of situations, such as combat, boss fights, dungeons, towns and events, 8 bit, SNES style, horror, and it is of the highest quality because it is produced by the pros of the game music industry. It provides professional assets which can be used with a wide range of game production environments, such as RPGmaker and Unity, free of charge. http://wingless-seraph.net/ How to Download
    They are categorized by purpose in the page linked above. For example, "Battle", ”Dungeon", "Horror" , "8 bit", "SNES style" ...and such like.
      You can choose any category and download mp3 and .zip (including looping ogg and m4a.) for FREE. (The example below is a page of battle music.)     And also, a lot of Sound FX and voice assets is in here. There are over 800 audio assets for creating game in this website!! Terms of Use
    All assets are free of charge, but all copyrights vest with "YouFulca".  The assets cannot be repackaged on a CD or in data form for resale or distribution. You are of course welcome to store them on a CD, iPod, or other media for your own personal use.  Assets can be freely edited to suit your needs.  You can also cut and loop pieces from a song or add effects to a voice asset to make it sound like a different person. Almost all audio assets on this website can be used with any game development tools.  and please check the detail in this page.

    Allegorithmic released the second “Signature Series” collection, part of an ongoing effort to give professional Substance artists carte blanche to tap their imaginations and create original materials for the rest of the Substance community. The collection includes 18 unique sci-fi themed materials from one of the game world’s top artists, created to give users a head start on building their own extraterrestrial world, from gleaming spaceships to exotic aliens.
    The latest Signature Series collection was created exclusively for Substance Source by Chris Hodgson, a texture and material artist at Naughty Dog, with over a decade of experience in the gaming industry. Hodgson’s credits feature AAA titles like Payday 2, Tom Clancy’s The Division and Watch Dogs, as well as tenures at renowned game development studios like Starbreeze Studios and Ubisoft. For this release, Hodgson looked to the sci-films of the 70s, 80s and 90s that continue to inspire him today, including Alien, Blade Runner and The Thing.
    Hodgson created each material using only Substance Designer and Substance Painter. The otherworldly materials also feature a handful of new techniques only recently available to Substance users, including subsurface scattering, which gives alien skin a translucent glow. As with all Substance Source materials, Hodgson’s sci-fi themed offerings are fully customizable and meant for users of all levels. Each material includes the complete .sbs file, allowing users to adjust the graphs and learn how and why Hodgson used certain nodes, while beginners can simply download a material and tweak the basic parameters to create something unique.      
    “I’ve been using Substance professionally for years now, and it has helped me expand my creativity in ways I wasn’t able to before,” said Hodgson. “When the opportunity arose to create this collection, it gave me the chance to delve deeply into a genre I’ve always loved, and push myself to create things I’ve only ever dreamed about. Being able to share those results with others is just an incredible feeling.”

    Hodgson’s Signature Series consists of five categories of materials, beginning with “Alien Growth,” a set of organic-inspired materials meant to be both exotic and even a little disgusting. The second group, “Alien Panel,” contains structures and panels that you might associate with a frightening alien civilization, including skeletal and techno-infused hallways. The “Sci-Fi Industrial Panel” group moves from the horror of H.R. Giger to the grittiness of cyberpunk, reflecting an urban setting of metal and electrical cables. In contrast to the dystopian cyberpunk influence, “Sci-Fi Panels” offers brighter, cleaner materials with a touch of retro style. The final group, “Alien Terrain,” offers everything users will need to create their own alien landscapes. 
    Hodgson’s collection marks the second Signature Series release of 2018, with a third planned for later this year. The new collection is available now as part of a Substance Source subscription, but users can also download and test the “Alien Growth Brain Cells” material right now for free. The Substance Source library continues to grow, and with the 18 new additions from Hodgson, users have access to nearly 1,700 ready-to-use materials, with more releases coming soon. 
    Next month, Hodgson will host a webinar to discuss the creation of his materials, as well as giving practical tips on how to customize them. The livestream event will be available on Allegorithmic’s YouTube channel, date and time to be announced. 
    Access to Substance Source is available through a monthly subscription. Subscribers receive 30 Substance Source material downloads per month, together with Substance Designer, Substance Painter, and Substance B2M for $19.90 (Indie) or $99.90 (Pro). Pros can also buy the entire Substance Source library, along with one year of updates, for $4990.

    ShaderMap 4.1 is here and is a major update. It brings with it a lot of new features, changes, and bug fixes.
    Most exciting is PBR (Physically Based Rendering) Map creation, PBR Materials, and Multi Angle Light Scan nodes.
    Check out ShaderMap 4.1 here: https://shadermap.com
    I put a lot of work into this version so I hope everyone enjoys the update.

    SDK fatigue is very real and today the EnhanceMyApp podcast tackles this epidemic along with the help of Enhance CEO Chris Hughes and CTO Luke Mitchell. If you are stressing out about managing yet another SDK, then give this podcast a listen! Hear about our roots and how SDK fatigue is now a thing of the past! 
    Oh, and don't forget to subscribe!  https://goo.gl/J4bwNf

    Today, Game of Whales announces the acquisition of Appstatics. With the acquisition, the company plans to develop a one-stop shop platform for mobile game developers to improve revenue and retention in mobile games.
    Appstatics is a leading tracking tool that delivers intelligence about mobile performance tactics through App Store rankings. The acquisition of Appstatics will empower Game of Whales with access to real-time global top grossing charts.
    Since Game of Whales’ autonomous AI takes into account various parameters to create retention and monetization algorithms, Appstatics’ real-time data on ranking trends will allow the platform to show even better results for developers and publishers that are already using its AI automation.

    Doron Kagan, Game of Whales CEO says that “the acquisition of Appstatics is fast forwarding us to position Game of Whales as a fully automated A-Z management platform that uses the latest technologies and AI models to deliver superior performance to our clients.”

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