Microsoft's PIX team has announced their latest version adding support for GPU Occupancy on AMD GPUs, allowing developers to get detailed insight into how shader workloads execute on the GPU.
From the announcement:
While the Execution Duration timeline lane shows the total execution time for draws and other rendering operations, the new Occupancy lane shows the associated work as it moves through the GPU’s rendering pipeline. You’ll see how work is broken into vertex shader work, pixel shader work, and so forth giving you a much more accurate view of how the hardware handles your rendering.
The Occupancy lane shows VS, HS, DS, GS, PS, and CS work corresponding to the different pipeline stages as well as a stage labeled Internal which allows GPU vendors to account for work that doesn’t map to any of the conventional pipeline stages.
With this release GPU Occupancy is available for both AMD and NVIDIA GPUs.
Today, at Unite Berlin, GitHub announced the launch of GitHub for Unity 1.0, making git even more accessible to game developers. The Unity editor extension brings Git into Unity with an integrated sign-in experience for GitHub users, introducing key features for game development teams to manage large assets and critical scene files using Git in the same way that users manage code files, all within Unity.
GitHub for Unity is a Unity editor extension that brings Git into Unity 5.6, 2017.x, and 2018.x with an integrated sign-in experience for GitHub users. It introduces two key features for game development teams: support for large files using Git LFS and file locking. These features allow you to manage large assets and critical scene files using Git in the same way that you manage code files, all within Unity.
The initial alpha-version was made available in March 2017, and is now publicly available to download at unity.github.com and from the Unity Asset Store.
Esoteric has announced the general availability of their new spine-cpp runtime, an idiomatic implementation of the Spine Runtimes API for C++, making the integration of Spine in your C++ based projects a breeze.
The Spine Runtimes for Unreal Engine, Cocos2d-X and SFML have also been updated to use the new spine-cpp implementation.
You can try out the new spine-cpp runtime as well as the new integrations for Unreal Engine, Cocos2d-X, and SFML in the 3.7-beta-cpp branch on Github. Check out the CHANGELOG for information about API additions and breaking changes. The Spine-C++ guide shows how to operate the new runtime and integrate it in your custom engines.
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The game store battle is being fought over content moderation.
Valve yesterday announced in a blog post that they are going to allow everything onto the Steam Store, except for things that they decide are illegal, or straight up trolling, explaining that Valve shouldn't be the ones deciding what games players can and cannot purchase and play.
itch.io's creator followed that up with its creator saying Steam's new hands-off curation policy is 'ridiculous':
Discussion point: Will Valve's open market work? Is itch.io's moderated market the better option for developers and gamers? Is there another option?
Today, Oculus announced Oculus Connect 5 (OC5) with a message that sounds as though it's a bit of a turning point for the company: Celebrate the last five. Believe in the next five. The event will take place on September 26-27 in San Jose, CA.
There isn't much information right now, leaving plenty to speculation, but you can sign up for updates on the website at https://www.oculusconnect.com.
Free tickets are available to The Business of Indie Games Virtual Summit happening next month from July 24-27, 2018. There will be 30+ well respected indie devs, producers, and industry veterans speaking about strategy, finance, and marketing of indie games.
You can easily sign up on the website at https://businessofindiegames.com/info.
Apple today introduced ARKit 2, a platform that allows developers to integrate shared experiences, persistent AR experiences tied to a specific location, object detection and image tracking to make AR apps even more dynamic. Apple is also unveiling the Measure app for iOS, which uses AR to quickly gauge the size of real-world objects, as well as a new open file format with iOS 12, usdz, which is designed to more deeply integrate AR throughout iOS and make AR objects available across the ecosystem of Apple apps.
In related news, Epic announced support for ARKit 2 in the Unreal Engine 4.20 preview available this month, enabling developers with the latest AR features on iOS devices.
Learn more from the Apple Newsroom post.
Raph Koster's new book Postmortems is now available for purchase.
This first of three volumes is the beginnings of many of the essays and writings Koster has shared over the last several decades. It focuses specifically on games he has worked on, from LegendMUD and beyond, and is a compendium of design history, lessons learned, and anecdotes from the games industry. The foreword for the book is written by Richard Garriott.
Early days, creating board games, and the lessons learned
MUDs, including DikuMUDs design, administrative practices on LegendMUD, and the struggles on MUD governance
The resource system, playerkilling, and evolution of the game economy model of Ultima Online
Postmortems, design philosophy, and a design overview on Star Wars Galaxies
The transition of MMOs
Design diary and transcript of Andean Bird
Tech architecture and postmortem of Metaplace
Here's an excerpt from the book discussing playerkilling with Ultimate Online:
A longer excerpt can be found here.
Raph Koster is a veteran game designer and creative executive who has worked at EA, Sony, and Disney as well as run his own company. The lead designer and director of massive titles such as Ultima Online and Star Wars Galaxies, he’s also contributed writing, art, music, and programming to many other titles. He is the author of the classic book A Theory of Fun for Game Design. In 2012, he was named an Online Game Legend at the Game Developers Conference Online.
You can find the book on Amazon and other retailers.
Interactive Gaming Ventures has joined forces with Epic Games to identify independent game developers building promising titles using Unreal Engine 4, and to bring teams meeting desirable criteria into the their investment portfolio.
Led by former PlayStation President and CEO Jack Tretton, Interactive Gaming Ventures plans to invest in two to three experienced indie teams per year, at $1 million to $5 million per project, over the next seven years.
“We are looking to provide exceptional independent teams building games with Unreal Engine the support structure, cash infusion, marketing resources and relationships that will help them achieve incredible financial returns,” said Tretton, Managing Partner, Interactive Gaming Ventures.
When a studio takes investment from Interactive Gaming Ventures, it maintains control of its IP and creation process. Interactive Gaming Ventures helps fund milestone deliverables, manages promotion and distribution, and then shares in a project’s success once it ships.
“This partnership falls perfectly in line with Epic’s philosophy, meaning that we only succeed when developers succeed,” said Joe Kreiner, head of Unreal Engine business development at Epic. “From programs like Unreal Dev Grants to one-to-one conversations where we connect teams with strategic opportunities, we have an honest motivation to help our licensees get ahead. We couldn’t be happier to make it even easier for Interactive Gaming Ventures to get behind Unreal indies.”
Interactive Gaming Ventures provides investment capital and management strategy to help independent developers force-multiply their scale and success, focusing on teams looking to ship first on PC, with the option of taking their game to console and mobile as well.
Joining Tretton in leadership at Interactive Gaming Ventures is Studio Wildcard CEO Doug Kennedy, whose company is behind the Unreal Engine-powered ARK: Survival Evolved franchise, which has sold more than 13 million copies across PC, console, mobile and VR platforms.
“Epic has been an incredibly supportive partner for Studio Wildcard over the years,” said Kennedy. “ARK: Survival Evolved started off as an independent game released in early access and grew to be a phenomenon beyond our wildest dreams, thanks in part to the Unreal community and Epic’s support. This is a foundation of stability and massive potential, and we’re looking to build on it in collaboration with even more Unreal Enginedevelopers.”
To contact Interactive Gaming Ventures, visit interactivegamingventures.com.
Download Unreal Engine and get started for free at unrealengine.com.
The EnhanceMyApp podcast returns! In this week's episode, we discuss mobile app monetization strategy with Trevor Williams, SR Director of Monetization at Hi-Rez Studios. From general monetization tips to targeting users and retaining them, this is another episode you do not want to miss! Check it out now and subscribe today! https://goo.gl/DzPhbb
WILD WEST Bandit for FUSE
The pack contains the following Clothing items, that you can easily alter the material type, substance, and colour. Check out the Promo Pics on this product page, which depicts the clothing.
The Pack contains:
Pack is already imported and set up in fuse - simply follow the easy instructions and a scene is provided that shows the Avatar in FUSE, with the full costume assembled.
Purchase for just $14 from the below Arteria3d website link
The Enhance Partner Spotlight returns this week to highlight KIDOZ , a leading ad network for kid-focused apps. Join us as we discuss COPPA/GDPR compliance and choosing the right ad format for your app! Read all about it here : https://goo.gl/gJbeKh
Shuhei Yoshida, President of Sony Interactive Entertainment Worldwide Studios, has today been announced as the opening keynote speaker for this year’s Develop:Brighton conference and expo at the Hilton Brighton Metropole in July. Yoshida will also be awarded the Legend Award at the Develop Awards, organised by Future Publishing, on the evening of Wednesday 11 July.
A 25-year veteran of the games industry, Shuhei Yoshida is a renowned software developer having been part of PlayStation®’s immense and sustained success since its inception more than 20 years ago.
As part of the new three-day format, Yoshida will open Develop:Brighton on Tuesday 10 July with a fireside chat where he will share his perspective on a long and celebrated career from his start at Sony in the 1980s to joining the original PlayStation team two years ahead of its launch and overseeing the development of global best-selling franchises including God of War®, Grand Turismo®, The Last of Us™ and Uncharted™.
As well as a look back, during the keynote Yoshida will also talk about the mission of managing the worldwide studios and share his insight on Sony’s current success.
“We are delighted to welcome Shuhei Yoshida to Brighton this summer,” commented Andy Lane, managing director of Develop:Brighton organisers, Tandem Events. “Shuhei has a wealth of experience in developing world-renowned games and overseeing top class development studios which is hard to match. Looking back over his 20 years in games development, our delegates will have a fantastic opportunity to hear about the lessons learnt in forging a successful career from a man who was at the birth of the PlayStation and his insights into Sony’s current successes. I can’t think of anyone better to open this year’s conference.”
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.
Other sessions already announced include:
[KEYNOTE] The Future of AI in Games Creation
Chet Faliszek, Bossa Studios
[BUSINESS] Five Stars – The Best Video Games of 2018 (so far)
Jordan Erica Webber, Games Journalist
[BUSINESS] Cryptocurrency in Gaming: Today and Tomorrow
Alex Amsel, Fig
[DISCOVERABILITY] Community Management in the Memeverse
Grace Carroll, Creative Assembly
[DISCOVERABILITY] Your Game Isn’t Going to Sell. Let’s See What We Can Do About That
Mike Rose, No More Robots
[EVOLVE] Artificial Stupidity to Killer Robots: The Evolution of AI
Ian Shaw, Games Technology Consulting
[EVOLVE] VR and Disability: An Overdue Love Story
Paolo Torelli, Programmer and UX Expert
[INDIE] Do Switch Quick, Get Rich Quick?
Tony Gowland, Ant Workshop
[INDIE] What To Do When That One Big Deal, Doesn’t Turn Into The Next Big Deal
Aj Grand Scrutton, Dlala Studios
[CODING] AI In Your Pocket: Character-Based Conversational Sims
Mitu Khandaker, Spirit AI
[CODING] Enhancing Your Game’s AI Using Unity Machine Learning Agents
Alessia Nigretti, Unity Technologies
[DESIGN] Design Workshop: Advanced Paper Prototyping
Dr. Mata Haggis-Burridge, NHTV
[DESIGN] Leveraging Culturalisation for Building Better Game Worlds
Kate Edwards, Geogrify
[AUDIO] Challenging Videogame Music Troops
Olivier Deriviere & James Hannigan, Composers
[AUDIO] Horizon Zero Dawn™ – Dealing with Scope and Scale in a Brand New Open World
Bastian Seelbach, Guerrilla Games
[ART] Solving an Invisible Problem: Designing for Colour-Blindness
Douglas Pennant, Creative Assembly
[ART] Physically Based Workflows Explained
Claudia Doppioslash, Contafoe
Registration is live for Develop:Brighton, with Early Bird tickets on sale until 6 June at www.developconference.com.
bs::framework is a newly released, free and open-source C++ game development framework. It aims to provide a modern C++14 API & codebase, focus on high-end technologies comparable to commercial engine offerings and a highly optimized core capable of running demanding projects. Additionally it aims to offer a clean, simple architecture with lightweight implementations that allow the framework to be easily enhanced with new features and therefore be ready for future growth.
Some of the currently available features include a physically based renderer based on Vulkan, DirectX and OpenGL, unified shading language, systems for animation, audio, GUI, physics, scripting, heavily multi-threaded core, full API documentation + user manuals, support for Windows, Linux and macOS and more.
The next few updates are focusing on adding support for scripting languages like C#, Python and Lua, further enhancing the rendering fidelity and adding sub-systems for particle and terrain rendering.
A complete editor based on the framework is also in development, currently available in pre-alpha stage.
You can find out more information on www.bsframework.io.
CGTrader’s birthday sale is on May 22-29 with over 250,000 3D models (for games, VR, architecture and 3D printing) going on sale for up to 50% off. 3D artists are giving discounts to celebrate the 7th birthday of the marketplace that has the fairest conditions for designers worldwide.
Here’s a link to the sale page - https://www.cgtrader.com/sale
Rizom-Lab upgrades its professional UV mapping tool, giving it a new name and seven new features. Now known as RizomUV, this professional toolset can provide distortion-free UV maps quickly, sometimes in a single click thanks to a new UV tool and an artist-friendly UI.
“Artists come to us because we’re fast and we listen,” said Rémi Arquier, RizomUV’s creator. “This latest update is living proof, with a new UI designed for game and VFX users, and tools that can tackle everything from an industrial design to photogrammetry. It’s our best tool yet.”
Since inception, RizomUV has amassed an enviable list of users, including artists at Ubisoft, Capcom, GameLoft, 2K, Virtuous Games, Unit Image and Valve Software. Since the release of V10, Rizom-Lab has continued to find new ways to address one of the most labor-intensive aspects of the 3D process.
New Features Include:
Full Auto UV: Compute UV maps in a single click or use the “advanced” controls to adapt the common characteristics of large assets for future processing.
New UI: More intuitive GUI mirrors top 3D applications with faster access to most commonly used features for UV mapping.
Texel Density Tools: Easily edit and visualize texel density of polygons and shells in real-time, ensuring density-consistent UV maps across models.
Polygon Magic Wand: Select groups of polygons using geometry properties, as you would in Photoshop with pixel areas. Once selected, users can then extract new shells and unwrap them on the fly.
Autoseams Box: Create perfect seams to hard-surface models in a single click.
Mouse and Keyboard Customizer: Customize hotkey layouts according to workflow.
Fit to grid: Automatically rescale and snap any selection to fit a grid or texels; promotes better texel usage, especially with low-res maps.
Extensive Pipeline Support: API support allows the RizomUV C++ Library to be adapted to most professional pipelines and software (available separately).
Rizom-Lab will continue to address user requests throughout the year. Current plans include: Better packing tools for stacked shells; an outliner to improve object selection, visibility and the global workflow; and new algorithms to increase the quality of fully automatic UV map generation.
For a free trial, please visit the company download page.
Pricing and Availability
RizomUV is available now for Windows and OS X users in two varieties - RizomUV Virtual Spaces (VS) and RizomUV Real Space (RS). RizomUV VS and RS can be purchased as perpetual licenses or on a monthly, rent-to-own basis. To see all pricing options, including pro and indie licenses, please visit here for RizomUV VS and here for RizomUV RS.
The EnhanceMyApp podcast is back with a brand new episode. Joined by David Hu, Director of User Acquisition for NCSOFT, the podcast discusses how to obtain new users on a budget and properly analyze user acquisition data to create a monetization strategy for your mobile app.
Check out the EnhanceMyApp Podcast here.
Final Lens Effects package is now available on the Unity Asset Store. A free Demo (full-featured) is available for download.
About Final Lens Effects
The Final Lens Effects package is a collection of image effects for simulating some properties of real camera lens such as depth of field, vignetting and distortion for Unity 5 (5.6 or higher). Package contains following effects:
- Depth of field effect with polygonal aperture (Bokeh)
- Bloom effect
- Chromatic aberrations
- Lens distortion
- Color Grading
- Tone Mapping (ACES)
- Color LUTs Support
These effects can be used to make your scenes look closer to as if they were captured with real camera and lens - making computer generated graphics look more natural or to achieve the "cinematic look" for cut scenes or in-game. Being very tweakable, the effects can be combined, reordered, customized and overdone to create interesting looks or visual effects.
At this year’s Electronic Entertainment Expo (E3), taking place June 12-14 in Los Angeles, Epic Games will once again bestow the Unreal E3 Awards to highlight outstanding achievements of Unreal Engine developers.
Epic is partnering with co-sponsors NVIDIA and Intel to provide each winning team with an NVIDIA GeForce GTX 1080 Ti graphics card and an Intel® Core™ i7-8700K Processor. Judges will evaluate hundreds of Unreal-powered games throughout the show and announce nominees on Thursday, June 14, with winners revealed the following week on Thursday, June 21.
This year’s award categories aim to highlight a variety of accolades:
Eye Candy: This award is given to the most visually impressive Unreal Engine game at E3 2018 and rewards the use of leading-edge graphics that push the medium of interactive entertainment forward.
Most Addictive: This award is given to the experience that people simply can’t put down. Nominees will make players forget about their surroundings and lead to fun-induced sleep deprivation.
Best Original Game: This award is given to the project with huge potential as an all-new IP. Nominees will spark interest not only through gameplay, but through original characters and worlds that are put on full display during E3 2018.
Biggest Buzz: This award is given to the project that creates the most talked about moment of E3 2018. From a major game reveal to an undeniably impressive demo or a major twist that flips the industry on its ear, this award goes to the Unreal Engine team or project that produces the most buzz.
Unreal Underdog: This award is given to the independent team that pushes the limits to achieve an amazing showing for their title at E3 2018. Focusing on not just the product, but the people and process behind it, this award acknowledges a team’s perseverance to make a big splash and stand out from the crowd.
To alert the judging panel about an Unreal Engine team’s presence at E3, simply email firstname.lastname@example.org with a brief description or the game or experience, along with details around where it will be shown in or around E3. Epic will respect the confidentiality of any details that are shared. Read more on the Unreal Engine blog.
Follow @UnrealEngine on Twitter throughout E3, June 12-14, to hear about the nominees and see developer interviews straight from the expo floor.
Amazon announced Sumerian at AWS re:Invent 2017 but today announced its availability to developers. Sumerian is a web-based visual editor that allows creators to develop 2D, 3D, and VR experiences without having to master specialized tools.
Experiences can be deployed across multiple platforms without having to write custom code or worry about deployment systems.
From the announcement:
Learn more from the Amazon blog here.
Valve has released a new version of the OpenVR SDK. The 1.0.15 release introduces SteamVR Input, allowing users to build binding configurations for their favorite games with any controller, ultimately making it easier for developers to adapt their games more easily to diverse controllers.
From the announcement:
Learn more from the StreamVR blog announcement here.
Active Gaming Media Inc. and indie game platform PLAYISM has announced a new collaborative project with KADOKAWA Corporation (CEO: Masaki Matsubara; HQ: Tokyo, Chiyoda-ku) on the latest title in the Maker series: Pixel Game Maker MV.
Pixel Game Maker MV is a game creation software that lets you easily create your very own original action games, without any sort of programming skills or specialized knowledge whatsoever. The action games you can create are limited only by your imagination.
The ability to use original materials and resources for character animations, background maps, sound, etc., allows you to create truly unique games. Games can include physics, multiplayer capabilities, particle systems, user interfaces, animations, and more.
Learn more at the Pixel Game Maker MV website at https://tkool.jp/act/.
Perforce Software, a provider of solutions to development teams requiring scale, visibility, and security along the development lifecycle, announced a new package offer for independent game development studios.
The package, called the “Indie Studio Pack,” is designed to provide up-and-coming game development studios with the tools they need to plan and version their next game. It includes five free users on both its version control and project management solutions: Helix Core, a long-time industry standard, and Hansoft, an Agile project management tool built by game developers for game developers. Recognizing that independent studios come in many sizes, the package includes special pricing for those needing more than five users.
The offer comes after real feedback from game developers at the industry’s largest global event — the 2018 Game Developer Conference (GDC)held last February in San Francisco.
“What we heard at GDC is that indie game developers love Helix Core, which is currently available for free to teams of five or fewer, but they wanted similar access to our Hansoft project management product,” says Nico Krüger, Perforce General Manager. “So, we’ve bundled them together.”
In a crowded field of project management tools, Hansoft is one that was built by game developers for developers. It’s currently used by AAA studios for its speed, flexibility (it supports Agile and hybrid methodologies), and scalability.
“[Indie game developers] told us that what they end up doing is using free project management software they find online — and there’s a lot of it these days — but that those tools aren’t really built for game developers,” says Krüger. “They now have access to the same version control and project management tools used by AAA game studios.”
Visit the webpage for more details about the Perforce Indie Studio Pack.
Enhance has announced the launch of the EnhanceMyApp podcast where they will talk about valuable tips and advice on how to improve your mobile app in all stages of development and beyond. EnhanceMyApp will be picking the brains of some of the mobile industry’s most successful developers, publishers and service providers, discussing everything from cultivating your first app idea, all the way to generating more installs.
The first episode of the show will focus on all the phases of building your first mobile game, from start to finish. Indie game developers Damien Crawford and Robert Podgorski join to discuss everything from how game jams can spark your creative juices, to how user feedback should be taken seriously in the development phase.
Head over to Enhance.co/podcast and subscribe on your preferred listening platform. Enhance also has a Facebook, Twitter, and Instagram as well with the latest updates on the show.
Unity has released the official 2018.1 build and provided it for download.
As we reported here when we spoke to Unity at the Game Developers Conference in March, the 2018.1 release includes the Scriptable Render Pipeline (SRP) Preview, the new C# Job System and Entity Component System (ECS), a Package Manager, improvements to level design and shaders, and more.
Watch the video for an overview.
Scriptable Render Pipeline (SRP)
The Scriptable Render Pipeline allows developers and technical artists to have the full power of modern GPU hardware using C# code and material shaders. Two render pipelines are being provided with Unity: the High-Definition Render Pipeline for developers with AAA aspirations, and the Lightweight Render Pipeline (LW RP) for those looking for a combination of beauty, speed, and optimized battery life on mobile devices and similar platforms.
High Definition Render Pipeline (HD RP)
This modern renderer will support a limited set of platforms: PC DX11+, PS4, XBox One, Metal, Vulkan - no XR. It targets high-end PCs and consoles and prioritizes high definition visuals., The tradeoff is that HD RP will not work with less powerful platforms, and some learning and re-tooling may be required.
The renderer is a hybrid Tile/Cluster Forward/Deferred renderer. It features volumetric and unified lighting, new light shapes, and decals.
Lightweight Render Pipeline (LW RP)
This pipeline is a single-pass forward renderer intended to use fewer draw calls, which is an ideal solution for mobile and performance-hungry applications like XR.
LW RP has its own process for rendering and requires shaders written with it in mind.
C# Job System and Entity Component System (ECS)
The Entity Component System combined with the Job system allows Unity developers to take full advantage of multicore processors without the programming headache. Developers can use the extra horsepower to add more effects, complexity, and behaviors to their games.
Level Design and Shaders
More improvements have been added to help artists, designers, and developers collaborate more efficiently by making it possible to create levels, cinematic content, and gameplay sequences without coding.
Unity 2018.1 builds on the Package Manager introduced in Unity 2017.2 with a new Package Manager User Interface, the Hub and Project Templates, and more to help developers get started faster and more efficiently.
Unity's goal is to make the toolset more modular where features can be installed, removed, enabled, and disabled quickly and easily.
Much more is included in the 2018.1 release. Learn more and view all the details at the Unity announcement here.