Epic Games has announced the Unreal Engine #ue4jam for Spring 2018. Once a quarter, Epic hosts the #ue4jam to give developers a chance to create new projects, sharpen their skills, and compete for prizes.
Prizes include an Intel Optane SSD 900P, a Houdini Indie license from SideFX, and more.
Learn more from the Unreal Engine blog here.
Learning game development in Unreal Engine could be a daunting task for someone who don’t know where to start, and a cumbersome process if you don’t organize your progression correctly. One thing commonly known by experienced developers and by people unfamiliar with coding: mastering a development language is a long and difficult task.
From blueprints to C++ in Unreal Engine
If you want to learn fast, you need a good learning strategy. Unreal Engine contains a very powerful tool which you can use to learn C++ faster: its blueprint system. Blueprints are extremely easy to learn (and you may already have a good knowledge of them). Thus you can conveniently use them as a guide for writing code in C++. This is the reason why I am writing a tutorial series on how to make the transition from Unreal Engine blueprints to C++.
Learn and practice C++
Following this tutorial, you’ll acquire new concepts of C++ programming in every chapter. Then following chapters will give you reasons to reuse and practice those same concepts. There’s no better way to wire you brain.
Link to the tutorial: [Tutorial] Learn C++ in Unreal Engine 4 by making a powerful camera
Please do send me as much feedback as you want. I’ll be considering every constructive remarks and taking them into consideration. Your feedback will help me to improve and update the existing chapters and to make the next one better.
This morning Rami Ismail posed the game-development-hack-solution question that tends to popup here and there around game development circles:
Now at nearly 300 replies, the thread includes a variety of tips and tricks, including this graphics tip from Lucas Govatos:
And this audio tip from Jeff Ball:
Or this procedural art tip from Marco Gomez:
Even trade show hacks like this one from Asi Epshtain:
And this one from Smithy that I personally used once in a crunch:
Read more of the full thread here- and maybe contribute your own hacks on GameDev.net in the comments below!
YoYo Games has released the latest version of GameMaker Studio 2.1.4 with localization support for German, French, and Spanish languages. These changes to the GameMaker GUI simplifies the learning experience for non-English speaking developers. The release also includes other new features, fixes, and improvements:
Valve has open sourced the source code for GameNetworkingSockets, a basic transport layer for games that is used as the foundation for the SteamWorks SDK. Features include:
Connection-oriented protocol (like TCP)
... but message-oriented instead of stream-oriented
Mix of reliable and unreliable messages
Messages can be larger than underlying MTU, the protocol performs fragmentation and reassembly, and retransmission for reliable
Bandwidth estimation based on TCP-friendly rate control (RFC 5348)
Encryption. AES per packet, Ed25519 crypto for key exchange and cert signatures. The details for shared key derivation and per-packet IV are based on Google QUIC.
Tools for simulating loss and detailed stats measurement
The project has dependencies for OpenSSL, Google protobuf, and ed25519-donna and curve25519-donna. It's also only been tested on Ubuntu 17.10.
Learn more at https://github.com/ValveSoftware/GameNetworkingSockets.
Today, Gamebook has announced its new production software for the quick creation of high-quality, episodic, interactive stories, such as “choose your own story” style mobile games, interactive audio dramas, interactive books and apps, eLearning apps, and more. The production software, called Gamebook.io, is browser-based and releasing into closed beta in May 2018. Those interesting in trying Gamebook.io should visit www.gamebook.io to apply.
GameBook.io is designed for anyone who wants to quickly create interactive stories, including storytellers with little to no technical experience. At the center of Gamebook.io is an easy-to-use graphical, browser-based editing interface with a text editor for writing scripts, and a graphical branching editor to create and track branches in the story. A separate publishing screen enables storytellers to preview (or listen to) the story on their target device, to track various versions of the story (such as localized versions), and to access assets and images used in the story. Once a story is finalized, Gamebook.io can output it to mobile (iOS, Android) and Alexa, with support for PC via HTML5 coming later this year. Finally, support for multiple F2P monetization options enable storytellers build in ways to monetize their content.
“For over a decade, our team of game development veterans has created content for other studios around the world. We know how much effort can go into the creation of one interactive game, let alone two or three. Our mission for the last three years has been to change that,” said co-founder and CEO, Prof. Thomas Langhanki. “We want to enable storytellers, whether individuals or teams, to produce high-quality, immersive content and stories in weeks, not years, and to do so far more cost-effectively. The result of our efforts is Gamebook.io, which we?ve been using internally to create our own content and we're thrilled to finally announce to the world.”
For current developers of interactive stories, Gamebook.io provides a tested platform to simplify the creation of new content, such as episodes or chapters. For those not currently developing story-driven content, Gamebook.io makes it easy for studios to start. Examples of what can be created with Gamebook.io include “choose your own story” style games, interactive audio dramas on Alexa, interactive books and apps, interactive shows for TV, eLearning and Training applications, marketing and advertising applications, and much more.
Gamebook.io can be licensed by anyone and will be sold on a revenue share model. The revenue share kicks in only after the content's monthly income goes above $100,000 USD. The revenue share starts at 5% and never rises above 15%. Licensing includes access to the Gamebook.io SDK and support. For more information, or to apply for the closed beta, please visit www.gamebook.io.
Video game industry is at its best with $108.9 billion in global revenue for 2017, representing a 8% growth compared to 2016. According to Newzoo, there are currently more than 2.2 billion active gamers across the globe.
In spite of this massive growth in gaming industry, the video game retailer GameStop has been struggling over the past few years as video game purchases from retail stores continue to decline due to the strong growth in the e-commerce and competition from online giants like Amazon.
The Grapvine, Texas-based company, which had a total of 7,535 stores at the end of its fiscal 2016, anticipated to open about 100 new stores as well as close about 130 Video Game Brands stores worldwide and 55 Technology Brands stores in fiscal 2017.
The demand for Nintendo Switch drove GameStop's sales up 15% in the recent quarter. https://news.alphastreet.com/gamestop-q4-2017-earnings/
Tandem Events, organisers of Europe’s leading game developer conference Develop:Brighton, today announced the first set of speakers to deliver sessions this July. GameDev.net readers get an extra 10% off the Super Early Bird rates available until 25 April! Use promo code DATHUT.
Speakers from Creative Assembly, Frontier Developments, BBC Studios, Wargaming, Sony London Studio and Unity Technologies help make up the initial announcement of 31 sessions, representing a quarter of the programme, with more to be announced at a later date.
Highlights from the sessions announced include:
Enhancing Your game's AI using Unity Machine Learning Agents
Alessia Nigretti, Unity Technologies
This session focuses on the implementation of Unity Machine Learning Agents API – No prior knowledge is required.
Developing New Story Telling Formats
Bradley Crooks, BBC Studios
Bradley will be talking about how new technology channels, and particularly VR, are opening up opportunities for content makers to develop new formats for storytelling.
In Plain English: How to Create and Scale Your Mobile Free-to-Play Game
David Amor, Mag Interactive
This session focuses on David’s journey moving from console studios to mobile F2P games, including best practice for current and future games.
Cryptocurrency in Gaming: Today and Tomorrow
Alex Amsel, Fig
This session focuses on the growth of cryptocurrency, blockchain technology and how developers can use this new phenomenon for their next game project.
World of Tanks: Mixed Reality for R&D, Marketing & PR
Matt Daly, Wargaming
Find out how Wargaming (World of Tanks Online Game) uses mixed reality for research, development, marketing and PR
Rami & Mike One on One
Rami Ismail, Vlambeer and Mike Bithell, Mike Bithell Games
This intimate fireside chat will let them discuss their experiences over the last few years, tell you what pit falls to avoid and discuss what they think about the future.
A full list of speakers can be found at https://www.developconference.com/whats-on/2018-speakers.
Develop:Brighton is a three-day conference and expo taking place at the Hilton Brighton Metropole from Tuesday 10 to Thursday 12 July 2018.
Registration is now live for Develop:Brighton, with delegates able to save as much as £325 on a three-day Super Early Bird pass bought on or before 25 April at www.developconference.com.
VR Intelligence is bringing its prestigious VRX event to Amsterdam this May 17-18, for VRX Europe 2018 – and GameDev.net readers receive a 15% discount on all passes.
With previous sell-out events in San Francisco and London, VR Intelligence has announced a list of industry-leading expert speakers for VRX Europe 2018 in Amsterdam, for 2-days of content and insights, innovative demos and premium networking.
The event will feature over 70 luminary speakers, including C-level and key representatives from companies including Sony, BMW, Google, Jaunt, Sky, Microsoft, The Mill, BBC, KLM, Resolution Games, nDreams, P&G, Rovio, Volkswagen, Media Monks, SuperData, Gensler, Fast Travel Games, R/GA,
REWIND, Dream Reality Interactive, Foster & Partners, Candy Lab AR, France.tv, Mecanoo, GfK, AksoNobel and many more.
Designed exclusively for senior-level business leaders from across the immersive tech industry, the event will include:
High-level industry outlook and future thinking sessions on Day 1, from business leaders, strategists, innovators, investors and analysts
Dedicated tracks on Day 2; one on gaming and interactive entertainment; another on enterprise and industry applications, from automotive to architecture, education, retail, healthcare, marketing, engineering and more
A full-scale expo and demo area featuring the latest technology, content innovations and solutions from 30 leading VR & AR brands, studios, suppliers and solution providers
To claim the 15% discount, just enter the code GAMEDEV15 when registering here: http://events.vr-intelligence.com/europe/register.php.
“We’re delighted to bring VRX to Amsterdam – expanding our pan-European and global reach in one of the world’s hot beds for VR and AR”, says Conference Producer at VR Intelligence, Jasmine Kees. “Our goal is to create quality content and insight, with real business solutions, in an exclusive networking environment for those leading the way and taking the industry forward. After our previous sell outs in San Francisco and London, VRX is now established as the premier global networking event series for the immersive tech industry.”
Tickets for VRX Europe can be purchased for the full conference now, from www.vr-intelligence.com/europe.
DMarket, the world’s first and only working marketplace on blockchain for in-game items trading, today announced the release of its product version 2.0 Beta.
One of the key features of v2.0 is Steam integration. It allows users to trade and exchange Steam-stored in-game items on DMarket, providing a whole new model of assets monetization. The annual turnover of in-game assets trading is over $10 billion, and it has the potential to reach $450 billion. The average monthly trading volume of skins globally exceeds 60 million items.
DMarket v2.0 also features an upgraded version of the Blockchain Explorer that has been supplemented with a cold wallet functionality for enhanced user security.
The company launched version 1.0 of its marketplace in October 2017. DMarket Founder’s Mark, a unique piece of memorabilia commemorating the marketplace launch, has already risen in price from a few cents to thousands of dollars. To date, the trading volume of DMarket Founder’s Mark is 486,000 DMC.
Most recently, DMarket signed a partnership agreement with Unity Technologies, the world’s most widely-used real-time 3D development platform. This will allow any Unity-based game to easily plug into the DMarket API and integrate in-game items into DMarket blockchain for trading and exchange. Under the agreement, DMarket will build a custom SDK for Unity games integration that will be officially certified by Unity and presented and supported in the Unity Asset Store.
DMarket is the world’s first and only working blockchain-based marketplace for trading in-game items and turning them into real assets.
To learn more or test DMarket in action, check out dmarket.com
Sonniss has released the Game Audio GDC Bundle Part 4 - over 30GB of royalty-free, high quality sound effects. From the website:
The 8-part download is available here. Sonniss has also provided a torrent for the download.
The International Game Developers Association (IGDA) announced a relaunch with a new mission statement and changes to its member benefits, as well as the newest additions to the board of directors.
The new mission statement of the largest organization in the world serving people who make games proclaims the “IGDA supports and empowers game developers around the world in achieving fulfilling and sustainable careers.”
“The shape of game development has changed since the IGDA was founded 24 years ago. It’s the easiest it’s ever been to become a game developer, but conversely harder than ever to succeed as one,” said Jen MacLean, executive director, IGDA. “Consequently, we’re losing talent. This impacts both the short- and long-term successes of individuals and studios throughout our industry. We need to actively support our small and medium-sized studios and the people who work for them because they become the Blizzards, Valves and Bethesdas of the future.”
Effective starting March 22, IGDA members will have access to a host of new benefits including professional education partnerships, increased support for new and existing IGDA chapters and special interest groups, expanded research including a new developer survey and partnerships with organizations such as the Anti-Defamation League to support diverse communities of game developers and players. The IGDA will also be launching an Expert Resource Library later this year, populated with articles and videos from industry veterans to help game developers at all stages of their careers.
Joining the board of directors are Hans ten Cate, a 15-year industry veteran who has worked on titles including The Sims and Dante’s Inferno; Bernard Yee, executive producer and TPM at Oculus, with experience at studios including PopCap, Bungie, Harmonix, Atari, Disney Interactive and Sony Online Entertainment; and Christopher Hamilton, a producer at Rovio Entertainment with prior experience at NGOs in the US, Russia, and Europe.
As part of its ongoing efforts to recognize organizations making great contributions to the game development community, the IGDA is honoring Global Game Jam, the world’s largest game jam event taking place at physical locations, with its 2018 Positive Impact Award.
Since its inception in 2009, Global Game Jam has expanded from having 1,650 participants make 370 games at 53 sites in 23 countries to having more than 42,000 participants create over 8,600 games at 803 locations in 108 countries. The largest single Global Game Jam site in 2018’s event was in Cairo, Egypt, with more than 2,000 participants.
For more information, please visit the IGDA website.
Humble Bundle is currently running an AI Book bundle for the next 5 days, featuring titles from Packt on machine learning, game AI, deep learning, and more.
GameDev.net is a Humble Bundle partner. If you're interested in purchasing the bundle, you can support GameDev.net by using our affiliate link:
CGTrader, the world's largest database of 3D models and 3D designers, has introduced the Digital Art Competition, which invites all CG artists (both 2D and 3D): https://www.cgtrader.com/digital-art-competition !
You can submit up to three works of art to each of the six categories: Character Illustration, Character Concept Design, Environment Illustration, Environment Concept Design, Object Design, and Object Concept Design. Contestants will also have the chance to achieve the Public Award.
There are no hard requirements, and artworks do not have to be created exclusively for the competition, so feel free to show everyone your best and favourite works. For more details, visit the competition page and be sure to check out the Categories & Prizes section!
The CGTrader Digital Art Competition gives participants exposure in our 1.2M+ designer community and the chance to win prizes valued over $60,000.
Today at GDC, AMD announced widened support for Radeon Rays with Unity Lightmapper. Its open-source, high efficiency, high performance GPU-accelerated ray tracing software helps game developers to achieve higher visual quality and stunningly photorealistic 3D images in real-time.
Radeon ProRender now supports real-time GPU acceleration of ray tracing techniques mixed with traditional rasterization-based rendering, to combine the value of ray tracing with the interactivity of rasterization.
For gaming, ray tracing is in its early stages. For professional applications, however, real-time ray tracing is a well-established rendering technique. Today, AMD is announcing ProRender support for real-time GPU acceleration of ray tracing techniques mixed with traditional rasterization based rendering. Now built on Vulkan, ProRender is continuing to enable developers to deliver interactive photorealistic graphics. We are actively engaging with professional developers to make real-time visualization a reality.
To find out more, please read our blog here. For More information on Real Time Ray Tracing, check out the following video:
AMD also discussed new technologies and partnerships to help developers squeeze more performance from their hardware and optimize for low-level APIs, including:
Introducing Radeon GPU Profiler 1.2: AMD released the next iteration of its ground-breaking low-level optimization developer tool, Radeon GPU Profiler (RGP) 1.2, bringing compatibility with RenderDoc, integrated frame debugging and profiling, barrier reason codes and improved frame overview. With RGP 1.2, developers can also generate RGP profiles from RenderDoc replays, select events in RGP and view them in RenderDoc, or vice versa. For more information on Radeon GPU profiler, check out the following video:
Support for the new Vulkan 1.1: AMD worked closely with The Khronos Group for the release of Vulkan 1.1 to develop a conformant driver. This major upgrade to the API will delight the existing Vulkan community and continue to broaden the user base. Any AMD APU or Radeon GPU based on the Graphics Core Next (GCN) architecture is already Vulkan-compliant.
Compressonator 3.0 from AMD which allows designers to compress both 2D textures and 3D meshes in one simple UI. Compressonator supports all common file formats and codecs and can display compressed 3D models in DX12, Vulkan and OpenGL. Compressonator also allows in-depth customization of individual assets or batch compression of multiple assets. Users can visually and analytically compare the original and compressed files at each stage of the process.
Last but most certainly not least, AMD announced the latest development to their ReSX program. A recently announced a special initiative inside the Radeon Software group, Project Radeon eSports Experience focuses on delivering gameplay optimizations to the world’s most popular eSports titles.
Adding to previously announced optimizations for PlayerUnknown’s Battlegrounds, Overwatch and Dota 2, AMD has another set of impressive performance gains with today’s Radeon Software release: From the launch of Radeon Software Adrenalin Edition till today, Fortnite has improved frames-per-second (8%), 99th percentile frame times (7%) and click-to-response (13%), delivering an extraordinary eSports experience.
Imagination Technologies announces a new version of PVRTune, the PowerVR GPU performance analysis tool which provides developers with a deep level of information to help them fully understand the dynamics of their applications on mobile and embedded devices. With the new capabilities in PVRTune 2018 Release 1, developers can create apps and games that take full advantage of the underlying hardware to achieve optimal performance at the lowest possible power consumption.
Developers use PVRTune to analyze the performance of their applications running on PowerVR GPUs in real-time and use the fine-grain performance information to easily identify bottlenecks. With this release, PVRTune is now ‘API aware,’ able to retrieve and present events that have been generated by the client driver of native programming interfaces such as OpenGL® ES and the EGL™. In addition, UI enhancements make navigation more intuitive than ever and also improve the clarity of data presentation.
Mark Butler, VP, PowerVR software graphics engineering, Imagination Technologies, says: “PVRTune represents the first time a mobile GPU vendor is exposing so much in-depth driver and hardware information. Across all of our PowerVR developer tools, we are providing as much information as possible and presenting it in a way that is easy to understand. PowerVR GPUs are designed to deliver stunning visual experiences on the most power-conscious products. Developers creating games and apps for devices with a PowerVR GPU can use PVRTune to take full advantage of this leading graphics architecture.”
How does API awareness work?
PVRTune lets developers view application-level API calls (e.g. glDraw) in the PVRTune GUI and trace a piece of work from the application level through the PowerVR driver and onto the hardware for execution. In this way they can see how work that was submitted at the application level directly affects the behavior and performance of both the driver and hardware. PVRTune can also provide other information from the client driver such as surface format, size and shader details.
PVRTune today supports OpenGL ES / EGL client driver, with Vulkan® support to follow.
Demonstration at GDC
To see a live demo of PVRTune’s new capabilities, visit Imagination in booth #102 at the Game Developers Conference (GDC), being held in San Francisco from 19th – 23rd March.
PVRTune Complete v14.145 is available now under NDA. A non-NDA version with some reduced functionality, PVRTune Developer, is still available and is continuing to be developed. Contact email@example.com to learn more.
Amazon today announced Amazon GameOn, a cross-platform, competitive gaming service for developers. With GameOn, developers can easily integrate competitions natively into their games on mobile, PC, and console through a set of flexible APIs. GameOn is built on AWS cloud infrastructure and works on any operating system, giving developers the ability to scale quickly, while allowing them to invest more time in what they do best—designing great games.
Competitive gaming and esports are growing globally, and with Amazon GameOn developers have an easy tool to bring more players in on the action—allowing them to compete for in-game and real-world prizes fulfilled by Amazon. This service also gives developers the ability to drive engagement and increase monetization of their games. GameOn currently supports leaderboards, leagues, and multi-round competitions and gives developers the flexibility to create custom events such as local and regional competitions. Developers can also enable players and streamers to create their own user-generated competitions and invite participants, allowing players to connect with friends and expand their gaming network.
Today, Amazon GameOn is being used by nWay, Game Insight, Millennial Esports’ Eden Games, Umbrella Games, Nazara, Mindstorm, Mokuni, Avix, and GameCloud Studios in games ranging from casual to core across different genres. Players in these games already experience the amazing benefits of GameOn from leaderboards to leagues to real-world prizing.
“Game developers have consistently told us they are looking for ways to increase player engagement and retention,” said Marja Koopmans, Director, Amazon Competitive Gaming. “We built Amazon GameOn to give developers simple, yet powerful tools to foster community through competitive gameplay.”
nWay, the developer of free-to-play mobile multiplayer games, started integrating Amazon GameOn competitions into Saban’s Power Rangers: Legacy Wars. “We were particularly drawn to the real-world prizing aspect of GameOn. In-game tournaments drive player engagement, and prizing creates a stronger incentive for players to participate.” said Jesse Cherry, Senior Product Lead, nWay. “Administering real-world rewards is complex, and Amazon is a valuable partner who can make the logistics easy and seamless.”
Millennial Esports’ Eden Games, the developer behind some of the world’s most successful racing franchises including V-Rally and Test Drive Unlimited, uses Amazon GameOn to scale the size of the competitions they run in Gear.Club. “GameOn has made it easy for us to add leaderboards and tournaments in-game,” said Pascal Clarysse, CMO, Eden Games. “GameOn saved us months of development and a whole lot of maintenance and logistical overhead in the long run.”
Game Insight, a leading global developer of cross-platform multiplayer games, is using Amazon GameOn to better reward their community in Survival Arena. “We’re committed to growing the competitive gaming and esports community, and GameOn APIs give us an exciting new toolset to do this with,” said Anatoly Ropotov, CEO, Game Insight. “We’ve already started using GameOn to provide our fans with real-world prizes and new types of tournaments that allow players to compete against each other across PC and mobile.”
Amazon GameOn will be powering competitions in highly anticipated sequels from Vector Unit and Lima Sky with the ability to win prizes in both Beach Buggy Racing 2 and a brand-new Doodle Jump title. In addition, new upcoming releases from Canvas Games, Superpower, PlaySide Studios, and Asmodee Digital will leverage GameOn technology to bring competitions to their fans.
Developers can use GameOn APIs for free until May 1, 2018. After that date, the first 35,000 plays per month are free for a limited time, then developers will pay $0.003 per play. Physical prizing fulfilled by Amazon will only be available in the U.S. at launch. To learn more about Amazon GameOn, our partners, and pricing visit: developer.amazon.com/gameon
Epic Games today announced that Unreal Engine 4 developers now have access to a full array of assets from Paragon, the company's high-end multiplayer online battle arena game. The assets, built at a cost of over $12 million, include 20 AAA-quality characters, with their respective skins, animations, VFX and dialogue, along with over 1,500 environment components from Paragon. This content is now available free of charge in the Unreal Engine Marketplace, where developers may download Paragon packs to use in their own UE4 projects.
For those interested in importing Paragon characters into their projects, Epic recommends starting with Shinbi, who comes with an animation Blueprint. This can be used as a framework for animating the other characters in the Paragon packs. Epic is also shipping a sample map that is handy for testing and can be used as a baseline for creating more customized environments.
Available Paragon assets include:
Characters: 20 Paragon Hero characters will be initially available including all skins for distinct character variants. The release also includes base meshes, thousands of textures, VFX and animation cycles, and dialogue with hundreds of sound cues. The character Shinbi comes with an animation Blueprint which can be tailored to specific needs. Epic sends special thanks to OTOY and 3D Scan Store for granting permission to keep intact the high-quality character materials using their facial and body scanning technologies as part of this release.
Environments: The Paragon release includes over 1,500 environment assets created for the Agora and Monolith maps, including a sample map for developers to use and customize as desired.
More to Come: Epic will release millions of dollars worth of additional Paragon asset packs beyond the initial $12 million offering through spring and summer 2018.
For more information and to register for updates, visit http://www.unrealengine.com/paragon.
Visit http://epic.gm/paragonfaq for additional technical guidance on how to get started using the Paragon assets in Unreal Engine 4.
Epic Games has launched Unreal Engine 4.19, which enables artists and designers to step inside the creative process with tools that become almost transparent so creators can spend more time building beautiful worlds. Improvements to rendering, physics, lighting, terrain, and many more systems make it possible for interactive 3D content to run faster in Unreal than ever before.
Unreal Engine 4.19 enables those creating games, linear media, architectural visualizations or product designs to know exactly what the finished product will look like every step of the way. New features include the highly anticipated Maya Live Link, the unified augmented reality framework with AR project template, temporal upsampling, dynamic resolution, material layering and physical light units. There are many significant upgrades in 4.19, including Sequencer cinematic workflow and Landscape level of detail (LOD) improvements.
Epic has shipped hundreds of updates in this release, which you can learn more about here: https://www.unrealengine.com/en-US/blog/unreal-engine-4-19-released
Graphics middleware company Graphine announced today the launch of Granite SDK 5.0, the latest release of its flagship texture streaming middleware for high-quality real-time 3D visualization and video games. Granite SDK 5.0 brings similar video memory optimization and loading time optimization as previous versions while significantly improving iteration times for artists, combined with straightforward file versioning and asset distribution during video game development.
Virtual texturing, the technology behind Granite SDK, has always resulted in larger atlas files at some point in game production. Granite SDK has now removed these large files by completely redesigning its file format. It now streams from individual texture assets during production.
“Artist iteration time matters to our partners” says Aljosha Demeulemeester, Graphine CEO. “We found a way to keep working with individually compressed assets during production. Although you could already configure Granite to have no impact on the workflow of artists, we now efficiently allow a distributed approach next to the previous centralised file creation with less integration time required. You benefit from all the memory saving and fast loading during production as well.”
James Loe, Technical Director at Wargaming Seattle: “With the latest release of Granite SDK, Graphine have delivered a nearly seamless production workflow that makes our content creation process easier than ever. No other vendor we work with is better at listening to our feedback and delivering effective improvements as quickly as Graphine does, and that means a lot.”
Granite SDK 5.0 is available as a stand-alone SDK that can integrate into any game engine and as a plugin for Unreal Engine 4 and Unity 3D. The benefits from Granite SDK 5.0 will be available with the next release of the plugins.
You can find more information about the release of Granite SDK 5.0 in this blogpost. Graphine will be exhibiting at Game Developers Conference in San Francisco to present its products and services to the video game industry on March 21-23.
Hey guys! Enhance has already made SDK integration simple, so now we want to make it simple to find us at GDC this year!
Stop by and say hello to us at Booth #1913 in the South Hall of the Moscone Center, pickup some swag or see what you could win in the mystery bag!
Check it out : https://goo.gl/d3yjdP
Registration is now live for Develop:Brighton (@developconf), with delegates able to save as much as
£325 on a three-day Super Early Bird pass bought on or before 25 April at www.developconference.com.
Develop:Brighton, Europe’s leading game developer conference and expo, will consist of eight tracks:
Design; Art; Audio; Business; Coding; Evolve; Indie and Discoverability across a new three day format
with the expo open on Wednesday and Thursday.
The deadline for speaker submissions closes on Wednesday 14 March with the first round of speakers
announced by the end of March. 2017 speakers included Brenda Romero (Romero Games), Ethan Evans
(Twitch), Graeme Devine (Magic Leap), Alex Moyet (Curve Digital), Karen Stanley (Ubisoft), Mark Turpin
(Yogscast), John Romero (Romero Games), Rob Whitehead (Improbable) and Tetsuya Mizuguchi
Readers of GameDev.net can receive an extra 10% on all rates using code: DATHUT.
Develop:Brighton is a three-day conference and expo taking place at the Hilton Brighton Metropole
from Tuesday 10 to Thursday 12 July 2018.
For more information about how to submit a session or to register for Develop:Brighton 2018 visit www.developconference.com.
Epic Games will be at GDC 2018 to support the explosive growth of the Unreal Engine community with more content and learning material than ever before. Along with a booth at #423 South, Epic Games will be taking over the Yerba Buena Center for the Arts Theatre on Wednesday, March 21st for the annual "State of Unreal" opening session and a full day of programming offering a deep dive into the latest Unreal Engine developments. Visit http://unrealengine.com/gdc2018 for a preview of where Epic will be throughout GDC.
State of Unreal -- Epic's annual opening session will be open to the media and all GDC attendees with an Expo Pass Plus or higher. While we can't reveal details quite yet, there will be many surprises along with presentations from Epic Games Founder and CEO Tim Sweeney and CTO Kim Libreri, Unreal Engine licensees, partners, and special guests. Please note our new location for the GDC 2018 presentation, Yerba Buena Center for the Arts Theater, 700 Howard Street in San Francisco (adjacent to Moscone Center) on Wednesday, March 21st from 9:30-10:30AM. The presentation will be streamed online via the Unreal Engine YouTube, Facebook and Twitch channels. We are taking media RSVPs.
Unreal Engine Sponsored Sessions -- Join us for a full day of programming with sessions running from 11AM through to 6PM PST at the Yerba Buena Center for the Arts Theatre. These sessions will cover topics ranging from cinematic lighting in Unreal Engine, and creating believable characters in Unreal Engine, to optimizing Fortnite: Battle Royale and programmable VFX with Unreal Engine's Niagara. More information about these sessions is available online; the content will also be livestreamed to /Unreal Engine on YouTube, Facebook and Twitch.
Unreal on the Expo Floor - Stay tuned for more details on this year's dedicated space on the GDC expo floor for showcasing dozens of exciting new games developed with Unreal. Visit for opportunities to play the latest titles, chat with the developers behind them, and connect with recruiters looking to hire Unreal Engine talent!
Unreal Engine Partner Sessions -- From a look at the making of ILMxLAB's location-based VR experiences including the Oscar-winning "Carne y Arena" and "Star Wars: Secrets of the Empire" to a breakdown of how Ninja Theory's small team of 20 delivered AAA quality with "Hellblade: Senua's Sacrifice", GDC full-pass holders will have access to an incredible range of educational programming from some of the top creators across games, AR/VR and VFX. A complete list of GDC sessions is available online.
Unreal Engine Technical Sessions -- GDC 2018 sessions offer an incredible range of UE4 educational opportunities from the latest techniques in photorealistic virtual humans, to bridging the gap between UX principles and game design to developing the art of Fortnite to Fortnite's unconventional launch, creating VFX in VR and much more!
Unreal Engine GDC Education Summit -- A full day of programming will be offered on Tuesday, March 20 at the Four Seasons Hotel & Residences in San Francisco. This event is open to educators for free and will offer many new learning resources directly from the Unreal Engine education team covering topics including technical art, using Blueprints to teach programming, an introduction to Datasmith, rendering masterclasses, an introduction to the new Niagara VFX editor and more. Advance registration is required; space is limited.
FES Retro Game Framework is on a 100% sale on the Unity Asset Store until March 13th!
FES is a retro pixel game framework, built on top of Unity. It aims to create an ideal, low friction framework for making pixel-perfect retro games from the early 90s era. FES takes advantage of the portability, and the ease of deployment that Unity provides, but does away with the Unity Editor interface in favour of a traditional game loop, and code-only development.
Pixel perfect rendering
RGB and Indexed color mode, with palette swapping support
Primitive shape rendering, lines, rectangles, ellipses, pixels
Multi-layered tilemaps with TMX file support
Rendering to and from offscreen surfaces with custom sizes
Text rendering, with text alignment, overflow settings, and custom pixel font support
Custom shader support
Sound and Music APIs
Simplified Input handling
Optional wide and tall pixel support
Post processing and transition effects, such as scanlines, screen wipes, screen shake, fade, pixelate and more
Supports an amazing variety of platforms, courtesy of Unity
A live WebGL demo of FES can be found at: https://pixeltrollgames.itch.io/fes
FES can be found on the Unity Asset Store here: https://www.assetstore.unity3d.com/#!/content/102064