Paymentwall is launching Terminal3 – a platform for game developers to collect payments and publish games in over 190 countries.
Terminal 3 is powered by Paymentwall and its comprehensive 150+ payment methods to provide an easy payment experience for gamers around the world. In addition, you'll have access to online support, in-house reporting, risk management, VAT reporting and much more!
You can check out demos for Terminal3 at demo.terminal3.com and add your game with in-game items now at www.terminal3.com. Terminal3 will start global distribution and publishing on Friday, June 16th.
Google's latest open source project is Lullaby, a collection of C++ libraries designed to help teams develop virtual and augmented reality experiences.
Built on an entity-component system architecture (ECS), Lullaby's goal is to provide an efficient, data-driven way to create, manipulate, and interact with objects in a "virtual" world.
Lullaby lists its full feature list as:
High-performance C++ libraries designed for building VR/AR apps.
Support for full 3D VR environments, including geometric worlds, panoramic images, and spatial audio.
Entity-Component-System architecture for efficient runtime performance.
Data-driven development tools for quick iteration.
Common set of widgets (eg. images, labels, buttons, reticle, etc.) for UI development.
Material VR: Widgets (eg. images, labels, buttons, reticle, etc.) for building VR UIs.
Animation system for fluid, responsive UIs and "living" environmental objects.
Support for Cardboard/Daydream headsets, Daydream VR Controller, and VR Keyboard.
Java-based API for integration with existing Android applications.
Used by multiple teams across Google incl: VR Home, Play Store, YouTube, Play Movies, and Earth.
Multiplatform support: Android, iOS, Linux, and Windows.
You can learn more about Lullaby at the GitHub page: https://github.com/google/lullaby
The Austin Game Conference has announced its schedule for the show taking place September 21-22 at the Austin Convention Center. This year's show has 7 conference tracks, including: Design, Technical, Production, VR/AR, Audio (sponsored by Dolby), Business (sponsored by MoPub), and Audience Development (sponsored by ModSquad).
AGC is also once again hosting the Intel Game Dev Showcase, an evening of networking, amazing game previews, hands-on demos, food and beverage, and more networking. Finalists will pitch live, onstage, and receive booth space in the AGC Expo Hall.
Following recent announcements about the upcoming Steam Direct, Steam Greenlight has been officially closed for submissions.
The final batch of over 3,400 pending submissions for Steam Greenlight will be reviewed over the next week for publication to the store, whilst those who have paid the fee but not submitted a game, or whose game is rejected for publication will be able to request a refund of their Greenlight fee.
The new Steam Direct system will be opening for submissions from June 13th, 2017, at a cost of $100 per submitted title. This fee will be refunded to developers in the payment period after the game has earned $1,000. Submissions will undergo a quick review process to ensure correct configuration, ensure the content matches its description, and screen for malicious content. Developers who have not previously published on Steam will have to wait 30 days for a review of their business details, and all developers will be required to publish a "coming soon" page two weeks prior to game release to allow opportunities for the player community to spot any discrepancies the official review may have missed.
At WWDC this week, Apple announced their AR and VR technologies and showed them off with demos created using the Unreal Engine 4. As part of the announcement, Epic has made Unreal Engine 4 early access support for ARKit available on GitHub. Using the ARKit early access with complete source code, developers can start building AR experiences with UE4. Binary support is coming with the Unreal Engine 4.17 Preview in July followed by launch in early August.
Some time ago, Valve announced that Steam Greenlight is to be replaced by Steam Direct, which will allow direct publishing to the platform without a community vote. Initially, the fee for this service was not announced but suggested to be somewhere in the range of $100-5000.
In a blog post, it was announced that this fee will be the minimum amount of $100, which will be fully refunded for games earning $1000 or more. The minimal fee provides a low barrier to entry for beginning or less established developers, whilst it is hoped that the possible refund will encourage higher quality games.
The post also announces further updates to the Steam Store to aid in discovery and curation of the best quality games and promises that an upcoming post will explain the process for shutting down Steam Greenlight.
SpeedTree® 8 for Lumberyard was released today under a free license provided by Amazon to all Lumberyard developers.
This launch marks the debut of SpeedTree 8, which has been in development for more than two years, and represents a new standard in vegetation modeling. Significant advances include new tools, powerful optimization techniques, refined geometry, and a fully-PBR workflow.
"SpeedTree 8 for Lumberyard is designed to be an intuitive and powerful toolset for both new and experienced game devs who want AAA quality vegetation in their Lumberyard projects," said Michael Sechrest, co-founder at SpeedTree developer IDV. "Taking advantage of Lumberyard’s advanced rendering and lighting systems, teams can create large-scale environmental art faster and with greater fidelity."
SpeedTree 8 for Lumberyard also marks the debut of a new model library, featuring surface-scanned leaf and bark textures. Each new SpeedTree 8 model offers multiple resolutions, age variations, and infinite seasonal variations with a new season slider.
"With Lumberyard, we’re giving developers everything they need to bring their most ambitious visions to life," said Eric Schenk, General Manager, Amazon Lumberyard. "By seamlessly integrating with Lumberyard, SpeedTree 8 makes it easier to model, import, and customize visually-stunning vegetation in your games."
In addition to seamless integration, SpeedTree 8 for Lumberyard offers:
A free perpetual license for Lumberyard developers
Full PBR material workflow and rendering
All new 3D surface-scanned PBR texture library
New techniques for low-poly branch structure modeling and mesh editing
Automatic vertex color painting for Lumberyard wind with in-modeler preview
One-draw-call models with tiling textures, wind, and LOD
Unlimited seasonal variation
New art director tools and more intuitive workflow
To see the new SpeedTree 8 Modeler in action, and for more information on how to download and activate SpeedTree 8 for Lumberyard, go to http://store.speedtree.com/speedtree-for-lumberyard/.
A new tutorial series on Youtube started by prime shows Unity developers how to migrate to and use the Unreal Engine. So far three videos have been posted with more to come. The first videos have been embedded below, but you can check them out and subscribe at the Youtube channel.
A new version of the multi-platform Unigine Engine is now available. Unigine 2.5 includes the Screen-Space Ray-Traced Global Illumination (SSRTGI) technology they invented. SSRTGI is a set of screen-space ray tracing techniques with real-time performance level.
The latest version of Qualcomm's Snapdragon Profiler is now available with a variety of fixes and support for multi-frame and multi-context OpenGL ES captures. Snapdragon Profiler is useful for mobile game developers looking to optimize their game on Qualcomm's Snapdragon platform. See the full release notes here.
The 12th Develop:Brighton conference program is now available at www.developconference.com/2017-programme. Develop:Brighton runs three days (11-13 July) at the Hilton Brighton Metropole, and Delegate passes are available at early bird rates until June 7.
Highlights from the program include:
Tuesday 11 July
0930 (KEYNOTE) – Into the Future by Graeme Devine, Magic Leap
1700 (KEYNOTE) – Your Game as Community by Ethan Evans, Twitch
Wednesday 12 July
0930 (KEYNOTE) – A Life in Games by John Romero, Romero Games
1015 (KEYNOTE) – Stay: How to Not Burn Out and Thrive in the Games Industry by Brenda Romero, Romero Games
1500 – Influencing the Influencers by Mark Turpin and Rich Keith, Yogscast
1700 (KEYNOTE) – A Visit to Future Reality by Ken Perlin, New York University
Thursday 13 July
0945 – Beautiful Dream by Tetsuya Mizuguchi, Enhance Games
1115 – A Story in Games by Dan Abnett
Readers of GameDev.net can get an extra 10 per cent on top of early bird rates using code RZVZLG.
More information on Develop:Brighton can be found at www.developconference.com.
Develop:Brighton runs across three days (11-13 July) at the Hilton Brighton Metropole.
Delegate passes are currently available at early bird rates until 7 June.
Epic Games today announced the latest recipients of Unreal Dev Grants, a $5 million initiative that awards developers with no-strings-attached funding for their valuable contributions to the Unreal Engine community. Today’s recipients are receiving a total of $275,000 for their projects across a variety of mediums, including video games, film, technology and online community support.
Albino Lullaby from Ape Law - A horror adventure game that doesn't rely on jump scares or gore, Albino Lullaby Episode 1 saw the launch of the series, and Episode 2 is coming this year from developer Ape Law. The interactive environment twists and contorts around in real time as players navigate the game’s twisted narrative. Find out more by visiting the Albino Lullaby website, Facebook and Twitter.
Be:Brave by One Dream - Coming soon to iOS and Android, Be:Brave is an original RPG adventure that takes players on a journey through Camelot castle. Watch the official teaser on YouTube and discover more on the game’s website, Facebook and Twitter.
Deep Rock Galactic from Ghostship Games - Ghostship Games of Denmark are currently hard at work at this four-player co-op game set in space. Players must fight and dig their way through various cave systems in order to find great treasures and hopefully make it out alive. Visit the Ghost Ship Games website for more and stay up-to-date on new developments on Facebook and Twitter.
Formula Fusion by R8 Games - Test out your anti-gravity racing abilities in Formula Fusion by R8 Games. Players can tackle the game’s single player campaign mode, or take their skills online for multiplayer fun! Formula Fusion is now available in Early Access and more information can be found on R8’s website, Facebook and Twitter.
Galactic Feud from Fat Bomb Studios - Recently greenlit on Steam, Galactic Feud is a fast-paced party brawler by Fat Bomb Studios that’s currently in beta. Featuring hilarity-inducing gameplay and a wild roster of 12 characters, the game offers plenty of local and online multiplayer fun! More information can be found on Fat Bomb’s website here and their official Facebook and Twitter pages.
Mothergunship from Terrible Posture Games - From Joe Mirabello, creator of Tower of Guns, Mothergunship features chaotic, first-person shooter survival action that has recently been earning praise at various conferences. Published by GRIP Digital, the game also features gun-crafting and co-op, and will be launching on PlayStation 4, Xbox One and Steam. More information can be found on the game’s official website, Facebook and Twitter.
No More Room in Hell 2 - No More Room in Hell 2 is the highly anticipated sequel to the top-rated 2011 zombie survival game for PC. For updates on the game, visit the official NMRiH2 blog and follow the game’s development on Facebook and Twitter.
Omen of Sorrow by AOne Games - Omen of Sorrow is an upcoming fighting title starring a dozen iconic characters from myth and legend. Acclaimed artist Genzoman (Double Dragon: Neon, Ultra Street Fighter IV, Hearthstone) has contributed to the game’s unique art style. Built by AOne Games, an independent team based in Chile, Omen of Sorrow includes local and online multiplayer and is being developed for PlayStation 4, Xbox One and PC. Learn more by visiting AOne Games’ website and on Facebook.
Project EX from Playearth - Currently in development from Korean studio Playearth, Project EX is an upcoming game pushing the boundaries of mobile graphics. Visit the Playearth website for more.
Raiders of Erda from Cooperative Innovations - Raiders of Erda provides players with an intense VR RPG experience. Announced earlier this year, the game features a complex combat system and an alpha is expected in 2017. Sign up for the Raiders of Erda mailing list for future updates on the game’s progress.
The Soulkeeper VR by Helm Systems - The Soulkeeper VR is an episodic dark fantasy role-playing game coming soon to Steam Early Access. As one of the only graphically powerful RPGs for VR players, it’s packed with adventure and utilizes the full play space through both free roaming and teleportation. Visit the game’s official website and Steam page for a look at the game.
Unfortunate Spacemen from Sandswept Studios - Unfortunate Spacemen is a multiplayer game in which spacemen must work to be rescued from a failing outpost as a shape-shifting, body-stealing monster lurks amongst them. The game is currently in beta with positive reviews on Steam Early Access, and more information can be found on the official website and on Twitter.
Tree by New Reality Co - From New Reality Co, the creators of the social awareness VR experience Giant, comes Tree, an emotionally touching VR experience that uses sight, sound, touch and even smell to explore the lifecycle of a rainforest tree from a seedling to full-grown state to unfortunate human consumption. Shown at VRLA, the Tribeca Film Festival, and now at Cannes, the experience has earned critical acclaim for its impactful push for environmental change. For additional information, visit the official Tree website and follow New Reality Co on Twitter and Facebook.
gameDNA - gameDNA is an independent game development studio that has contributed several analytics and ad service plugins currently available for purchase on the Unreal Engine Marketplace. For a full list of plugins, including gameDNA’s Google Analytics provider and an Extended Facebook Online Subsystem, visit gameDNA’s profile on the Unreal Engine Marketplace.
realityvirtual.co - Based in New Zealand, realityvirtual.co are R&D pioneers in new media, including drone UAV cinematography and virtual reality. They have been pushing the bleeding edge of photogrammetry and volumetric capture for VR in UE4. Their MANA VR project is currently touring the world. Check out the realityvirtual.co website and Facebook for more.
MGSStudios - MGSStudios has been leading the charge in the creation of Robo Recall mods. Their contributions have led to several of the most actively used mods, such as the popular locomotion mod that changes how the game is played and other popular community mods.
Shadowriver - Developer Shadowriver has been instrumental in supporting the Unreal Engine developer community ever since the early days of the Unreal Engine 4 (codenamed Rocket) beta. He has played an integral role in the AnswerHub and Unreal Engine forum communities by sharing his knowledge through discussions on countless questions and topics.
Learn more on the Unreal blog.
Epic Games today released Unreal Engine 4.16, which brings dramatic improvements to the way developers can create content across PC, console, mobile and VR platforms.
Amongst the updates are new rendering and animation features, significant performance improvements for mobile and console platforms with many quality of life enhancements.
Unreal Engine 4.16 ships with volumetric fog which enables realistic fog and smoke effects with consistent lighting, even at very large scale. Artists have been experimenting with this new feature in early access and achieving stunning results.
Animators now have greater control of the flow of character movement using Animation Modifiers, the new spline IK solver and an updated Pose Driver with new lightweight rigid body and low level cloth simulation tools.
Support for the Nintendo Switch is now also fully-featured and ready for development with 4.16. Epic Games has teamed up with Nintendo to release the full UE4 source code for Nintendo Switch to approved developers for free.
Physically-realistic bloom post-process effects can now be created with the new image-based (FFT) convolution feature Epic developed during the making of “The Human Race” collaboration with Chevrolet. FFT Bloom empowers artists to use custom bloom kernel shapes with complete control to match desired results.
Additionally, interfaces and workflows for VR Mode (formerly known as VR Editor), Animation, Sequencer cinematics and other tools have been updated to make developing in Unreal more streamlined.
Along with the hundreds of new updates from Epic, more than 160 improvements submitted by the Unreal Engine developer Github community are shipping with today’s 4.16 release.
See the full list at the full Unreal Engine 4.16 release blog post.
UploadVR reports that Microsoft Research has revealed new augmented reality glasses with a slimmed down form factor.
The announcement comes from a research paper in the ACM Transactions on Graphics journal titled Holographic Near-Eye Displays for Virtual and Augmented Reality, by Microsoft’s Andrew Maimone, Andreas Georgio and Joel Kollin.
You can see the full research paper at https://www.microsoft.com/en-us/research/publication/holographic-near-eye-displays-virtual-augmented-reality/.
YoYo Games have released a GameMaker 2 Education package for schools and students. Any approved university or school affiliate can now access a free trial version without time restrictions and the ability to upgrade to the full version. These licenses can be bought by education institutions in bulk for $30, with a minimum of 10 licenses per order.
Google today announced Google Seurat, a new tool that allows high resolution renders to run in realtime, even on mobile VR devices. Google demonstrated the technology through a collaboration with ILMxLAB, which brings cinematic-level of quality from Star Wars to mobile VR.
The video, embedded below, shows Rogue One: A Star Wars Story scenes in high detail.
Seurat works by allowing developers to define a bounded perspective region that a viewer can move around. Using that defined space, Seurat will take a series of snapshots of a fully rendered 3D virtual object and recompile it into a lightweight version that appears as high fidelity as the original. The viewpoint is bound to the defined space, but a high definition scene can be rendered with less computational resources than would otherwise be required.
Google plans to share more on Seurat later this year and how it can be deployed.
The Austin Game Conference (AGC) has announced its first 50 speakers, offering critical insight into the development of live, participatory games with real-time engagement between developers, players, and spectators. AGC returns to the Austin Convention Center Sept. 21-22, 2017, expanding to seven conference tracks, with the support of game development community and presenting sponsor Intel.
In addition to a growing trade show floor, 2017 conference tracks include Production, Design, Technical, Virtual Reality / Augmented Reality, Audience Development, Business, sponsored by Twitter, and Audio, sponsored by Dolby. Additionally, AGC and Intel will host the Intel Game Developer Showcase, Wednesday evening, September 20, 2017. Show organizers are expecting to attract upwards of 1,500 participants from across the nation and around the world this year, up from 800 in 2016.
2017 Speakers include experts from across the game industry, including senior developers and executives from TheWaveVR, HTC, SVRVIVE Studios, Cloud Imperium Games, Electronic Arts, Dolby, Riot, ZeniMax, XEODesign, Giant Cranium, Versus Evil, Underminer Studios, Microsoft, Mutual Mobile, Sony Interactive Entertainment, Google and many more.
Registration is now open. Two primary options are available: All Access Badges and Expo Only badges. All Access Super Early registration before July 29 is $249. A limited number of student tickets are available for $149. Group discounts are also available. For additional information, visit http://AustinGameCon.com/register/[color=rgb(0,0,0)][font=Roboto]
FIRST 50 SPEAKERS ANNOUNCED[/font][/color]
Aaron Lemke – Co-Founder and Chief Creative Officer TheWaveVR Alexander Brandon – President Funky Rustic Alexandra Tinsman – Director of Marketing Aspyr Media Amy Dallas – Co-Founder ClutchPlay Games Andy Reitano – Technical Evangelist Microsoft Ben Crossbones – Sound Designer GL33k Bernard Francois – Founder PreviewLabs Bernard Rodrigue – Director, Software Development and User Experience Audiokinetic Blake Burns – COO, Creative Director BlankMediaGames Chris Mahoney – CEO and Co-founder Abstractron Chris Oltyan – CEO Rebric Chris Mancil – Global Director, Community & Influencers Electronic Arts Chris Mayer – Lead Network Engineer Battlecry Studios Christopher Sherman – Executive Director Austin Game Conference Cindy Armstrong – COO Hitbox Entertainment GmbH Dave Voyles – Technical Evangelist Microsoft Dave Mark – President & Lead Designer Intrinsic Algorithm Elizabeth Howard – VP, Publishing Aspyr Media Evan Figueroa – VR Environment Artist & World Builder Chicken Waffle Faviana Vangelius – CEO and Co-Founder SVRVIVE Studios Finn Staber – Programmer/Designer/Founder Chicken Waffle & TheWaveVR Gordon Walton – President Art & Craft Entertainment, Inc. Jameson “JOGURT” Sutton – Sound Designer Self-Employed Jared Yeager – Director Of Publishing Razer Jeffrey Kesselman – Director AR/VR Lab at WPI Worcester Polytechnic Institute Jesse Jacobson -Director of Technology GamesThatWork Jim Cherry – Engineer ChickenWaffle John Erskine – Vice President, Publishing Cloud Imperium Games Keith Fuller – CEO Whisperer Fuller Game Production Lori Solomon – Sr. Marketing Manager, Developer Program Dolby Laboratories Margaret Ng – Talent Partner & Coach Riot Games Mark Mandel – Developer Advocate for Games for Google Cloud Platform Google Mathew Anderson – Senior Community Manager Portalarium Matt Firor – President ZeniMax Online Studios Michael Sellers – Director of Game Design Indiana University MJ Johns – Founder / Director Astire Games Nicole Lazzaro – CEO XEODesign Pete Moss – Founder Giant Cranium Raph Koster – Designer and Consultant Independent Rich Weil – Senior VP Global Operations ModSquad Rich Vogel – Executive Producer/President BattleCry Studios a division Bethesda Softworks Robert Ridihalgh – Senior Technical Audio Director Microsoft Steve Escalante – General Manager and Founder Versus Evil Terry Redfield – CEO Wicked Fun Tim Walsh – Partner Interactive Studio Management Tim Flowers – President & Lead Designer Intrinsic Algorithm Timothy Porter – Owner Underminer Studios Tricia Katz – Senior Web Engineer Mutual Mobile Victoria Dorn – Audio Engineer Sony Interactive Entertainment Vinay Narayan – Executive Director, Virtual Reality Product Management and Head of PMO HTC Vive
Additional speakers and the full show schedule will be announced soon. Learn more at http://austingamecon.com/.
If you're like me and couldn't make the VR/AR Vision Summit in Los Angeles a few weeks ago, Unity created a Youtube playlist for the Summit so you can watch the sessions and learn the latest happenings in the industry with VR and AR.
A few that look interesting:
Indie Prize, an international scholarship program created by Casual Games Association for independent game developers, announced the winners of the 18th Indie Prize Awards at the 40th edition of Casual Connect in Singapore – representing the best of the best in independent game design and innovation:
Indie Prize Winners
Best Game Audio - Rhythm Doctor by 7th Beat Games (Malaysia)
Best Game Design - Stifled by Gattai Games (Singapore)
Best Game Art - Lila's Tale by Skullfish Studios (Brazil)
Best Game Narrative - Monster Prom by Beautiful Glitch (Spain)
Best Multiplayer Game - Mushroom Wars 2 by Zillion Whales (Russian Federation)
Best Kids and Family Game - She and The Light Bearer by Mojiken (Indonesia)
Best Mobile Game - Sara Is Missing by Kaigan Games (Malaysia)
Best VR Game – The Wizards by Carbon Studio (Poland)
Most Innovative Game – Stifled by Gattai Games (Singapore)
Best in Show: Audience Choice - Dragon Up: Match 2 Hatch by East Side Games (Canada)
Find the full list of nominees here.
Mushroom Wars, which won Best Multiplayer Game, was nominated to Indie Prize by Indie Prize nomination partner in Ukraine - GTP Indie Cup. Indie Prize has international partners around the world, united under the Game Nations community banner. Those partners nominated their best games via local contests to participate in the showcase in Singapore without having to go through the internal Indie Prize evaluation process. The winners received a guaranteed spot in Indie Prize to showcase their game with two free all-access passes and free accommodations during the Casual Connect. More details about the Indie Prize nomination partnership can be found here.
“Developers from 52 countries submitted games across multiple platforms for the international Indie Prize scholarship in Singapore! it is an inexpressible feeling to be a part of this huge community that unites developers worldwide. On behalf of Casual Connect and Indie Prize, we congratulate all the finalists, nominees and winners, and are looking forward to seeing more games in the future,” says Yuliya Moshkaryova, Director of Indie Prize.
All the Indie Prize judges are veterans of the gaming industry and represent the following companies: Yodo1 Games, Rovio, Zeptolab, Unity, Epic Games, Affiniti Ventures | AV(M) & IPC, Tamalaki Publishing, GameFounders, Tenjin, Amazon.com, Stugan, Exit Games, I Teut You So, Big Boat Interactive, WARGAMING.NET and many more.
Unity and adColony supported Indie Prize as Gold sponsors and the prizes for winners were provided by: Tenjin, Photon, Amazon Appstore, SpeedLink, Gamesauce.biz and Casual Connect.
For more information on Casual Connect and Indie Prize please visit the official websites or watch last year’s highlight video on Casual Connect’s official YouTube channel.
The Polygon College Engine is a home-grown game engine right from your browser, no downloads, and it’s suitable for users with no prior programming knowledge. The Engine’s quick, simple to use and creates awesome 2D games. Users can even make a game from templates available as part of the Engine.
It uses the latest HTML5 and WebGL technology, it has a built-in physics Engine, and users can upload their own graphics to use in their games. The games are hosted by Polygon College, as part of this free offering, and can be published with a single click to Facebook or the web. The games can be played with no log-in required, and there’s no royalty or license fees.
Within the Polygon College Community members can join together with other like-minded people to form studios, and enjoy designing and creating games together; who knows, you could put together a studio that produces the latest block-buster!
There’s also weekly Live Internet Training where the polygon development team will beam into your living room to provide help, advice and training in a variety of games development subjects.
There’s free Lessons in Game Development Principles, What is 3ds Max, Game Testing or take a look at the Polygon Engine tutorials. Users can build their very own masterpieces!
Polygon College have teamed up with Microsoft to provide full access to Microsoft Imagine Premium for all Polygon subscribers.
*There is a maximum asset upload limit of 20mb (no limit for subscribers). Learn more at www.polygoncollege.com.
Graeme Devine, Chief Game Wizard at Magic Leap, and Ethan Evans, SVP Commerce and Developer Success at Twitch, have been confirmed as keynote note speakers for the Tuesday Evolve conference at this year’s Develop:Brighton.
Graeme Devine is a veteran game developer with more than 30 years of experience across multiple platforms. Beginning his career working for Atari, Graeme has helped bring numerous games to life, including Pole Position, The 7th Guest, The 11th Hour, Quake III Arena, Doom 3, and most recently Halo Wars. At Apple, Graeme held a key position in iPhone Game Technologies making sure that gaming on iOS devices was as good as it could be.
Devine’s session entitled ‘Into the Future’ will look into the future at how mixed reality will bring and change even the most ordinary tasks into something special. Exploring everything from theme parks to office work and everything in between, Devine will explore a world made better with mixed reality.
In his role at Twitch, Ethan Evans oversees all commerce activities including Twitch Prime, Cheering & Bits and Subscriptions as well as technical integration with Game Developers. Prior to Twitch, Evans served as Vice President of the Amazon App Store and led Amazon’s first game studio.
In Evans’ session entitled ‘Your Game as Community: Learnings from the Intersection of Viewing, Playing and Buying’ he will share data and anecdotes about how Twitch helps build game communities, including pro tips on working with streamers, early learnings from game sales on Twitch and the surprising power of Twitch Affiliates.
“As part of Develop:Brighton, Evolve is aimed at exploring what is new and cutting edge within games development,” commented Andy Lane, managing director of Tandem Events. “In Graeme and Ethan, we have two high class keynote speakers to complement the sessions we’ve already announced. They’re going to set this year’s Develop:Brighton off to a truly inspirational start.”
Other Evolve sessions already confirmed:
Tin Hearts: The Quest for “Long-Form VR” and Lessons Learned Along the Way
Kostas Zarifs, Rogue Sun
The Impact of User Behaviour on Social VR
Clemens Wangerin, vTime
The Beautiful Game: What esports Can Learn from the World of Football?
George Osborn, Go Editorial
Esports for Everyone: The Future of Esports is Accessibility, Not Platforms
Simon Sunden, Gumbler
Emergence in VR – Empowering Players to Be Rather Than Do!
Ben Kidd, Curiscope
Creating Large-Scale Location-Based AR Experiences
Edward Miller, Scape Technologies
Accessibility – Where to Next?
Jo Twist, UKIE
Bryce Johnson, Xbox
Henry Hoffman, Fiddlesticks
Ian Hamilton, Accessibility Specialist
Mark Friend, Sony Interactive Entertainment
For more information on all announced sessions visit www.developconference.com/2017-sessions.
Develop:Brighton, Europe’s leading conference for the European game development community, is a three day conference, expo and networking event taking place from Tuesday 11 to Thursday 13 July 2017 at the Hilton Metropole in Brighton.
Early Bird tickets are available until 7 June: http://www.developconference.com/
The latest episode of podcast GameDev Unchained is up, and this week they're talking to Architect and Environment Designer Roger Lundeen. Roger is currently at Turtle Rock Studios but includes a resume working on Portal 2, Counter-Strike: Global Offensive, and Source 2 at Valve.
Improbable and Jagex announced a technology partnership that will see the RuneScape studio deploy Improbable’s SpatialOS technology in future game production.
Improbable’s SpatialOS technology is a computation platform that allows developers to exceed the power of a single game engine or server. By building games with standard tools and deploying on SpatialOS, developers can build virtual worlds that offer permanent, persistent and engaging experiences.
Herman Narula, Improbable’s co-founder and CEO, commented:
Phil Mansell, COO and acting CEO of Jagex, said:
The Khronos™ Group announced the immediate availability of the finalized OpenCL™ 2.2 specification, incorporating industry feedback received from developers during the provisional specification review period. In addition to releasing the specification in final form, Khronos has, for the first time, released the full source of the specifications and conformance tests for OpenCL 2.2 onto GitHub to enable deeper community engagement. The conformance tests for OpenCL versions 1.2, 2.0 and 2.1 have also been released on GitHub with more open-source releases to follow.
OpenCL 2.2 brings the most developer-requested feature into core — the new OpenCL C++ kernel language for significantly enhanced parallel programming productivity. OpenCL™ 2.2 has been released in parallel with SPIR-V 1.2 which brings full support for the new OpenCL C++ kernel language into the Khronos-defined intermediate language. OpenCL 2.2 finalization further complements SYCL 2.2, which leverages OpenCL 2.2 to provide the power of single source C++ programming.
“By finalizing OpenCL 2.2, Khronos has delivered on its promise to make C++ a first-class kernel language in the OpenCL standard,” said Neil Trevett, OpenCL chair and Khronos president. “The OpenCL working group is now free to continue its work with SYCL, to converge the power of single source parallel C++ programming with standard ISO C++, and to explore new markets and opportunities for OpenCL — such as embedded vision and inferencing. We are also working to converge with, and leverage, the Khronos Vulkan API — merging advance graphics and compute into a single API.”
Khronos is announcing these new features at the IWOCL 2017 Conference, hosted at the University of Toronto and sponsored by the Fields Institute, in Toronto, Canada, where participants have a choice of four tutorials, 19 technical sessions, a Khronos panel discussion, posters, demos, and a conference dinner and networking event. The Khronos Group, alongside other Khronos Group Members, is the primary sponsor of IWOCL.
The new specifications for OpenCL 2.2 and SPIR-V 1.2 can be found at www.khronos.org.