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

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

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

    Sample Effects.
    Tool Demo

    I recently published a book focusing on cloth simulation for computer graphics.
    Details can be found here:
    and on Amazon:
    I hope you find it interesting!

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

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

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

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

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

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

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

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

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

    PAX Dev 2018 is exactly 11 days away, and we wanted to highlight some of this year’s features.
    Ben Brode kicks off this year’s event with a keynote about “The Little Things That Matter A Lot”. In this talk, he’ll be discussing some of the many mistakes he’s made throughout his term as Hearthstone Game Director and how small details ultimately add up to big ones.  
    Other topics of interest include Darkest Dungeon animator Brooks Gordon discussing his artistic process, A Niantic roundtable, game marketing panels, a game lawyer AMA, tips for funding your game, various panels about prototyping and more development content from sound in your game to building puzzles. Other speakers include current and former employees of Stoic, Microsoft, Discord, Epic, EA, Digipen, Twitch, Pixar and so many more.
    One of the most intriguing new features this year is PAX’s collaboration with to develop a networking app to pair its users with industry peers and other individuals of the like.
    PAX Dev has also joined forces with CGX to bring attendees a top notch one-on-one mentoring event  to further expand upon the networking opportunities and encourage collaboration and growth. You can sign up for the mentor lounge as a mentor or a mentee.
    Badges are available for purchase here. If you're an IGDA Member you can get 15% off - to access the code login to your IGDA account.

    Jordan Winslow
    Royalty Free Music for Game Developers
    If you found this page, you probably wondered at some point, "Why is it called Royalty Free Music when none of it is FREE?!" and maybe you already learned the definition of Royalty Free does not necessarily mean the content itself is free but rather refers to the "right to use copyrighted material without the need to pay license fees or usage fees."
    To put it simply, Royalty Free just means you don't have to pay to use the content. So why do so many people charge for it, and isn't that exactly the opposite of what Royalty Free means? Obviously artists and content makers who spend a lot of effort making something should be rewarded for their time, but in my opinion, they should not use the term "Royalty Free" to refer to their paid content.
    That is why I developed a FREE Royalty Free Music for YouTube Library for anyone and everyone who is looking for free professional music to use in their films, television shows, youtube promos, video games, you get the picture.
    How to Download
    To begin, simply choose a category of music from the list on the website linked above:

    Once you have selected your desired category of music, hover your mouse or finger over it and click the red button that appears to open up a small window with a media player in it that will look something like this:

    Click a song to listen to it, and click the down arrow to download the song, it's that easy!
    Licensing & Copyright Information
    If you like the song and you want to use it in a non-commercial project (something that does not earn you money) you can do that for free simply by attributing me in your credits somewhere! Just put "Music by Jordan Winslow on" or simply "Music Downloaded from"
    If you would like to use the music in a commercial project (something that earns you money) there is still no charge, but one more step: simply fill out the Royalty Free Music Commercial License Request Form.
    Downloading Free Royalty Free Music for your YouTube creations has never been so easy!

    Epic Games has launched Unreal Engine Online Learning, a new learning platform for Unreal Engine 4 users. The video tutorials illustrate common workflows in great detail to help creators across a range of industries master Unreal Engine for their own projects.
    Unreal Engine Online Learning content is split into several tracks:
    Game Development Architecture Industrial Design Media and Entertainment Content is also sorted by job roles and engine features. Videos are available anytime, on demand.
    Unreal Engine Online Learning includes a lot of the great video content users have seen on the Unreal Engine website in the past, plus dozens of new videos on common workflows, the latest features and much more.
    To access Unreal Engine Online Learning, use the Video Tutorials option under the Learn tab at



    Chaos Group Announces V-Ray Cloud

    By khawk, in News,

    Chaos Group has released the open beta for V-Ray Cloud, a push-button cloud rendering service for artists and designers running on Google Cloud Platform. V-Ray Cloud can turn a workstation into a supercomputer, unlocking the unlimited power of the cloud to help users hit deadlines and render faster than ever before. V-Ray Cloud will be free to use throughout the beta.
    V-Ray Cloud removes the hardware barriers that keep most cloud rendering users at bay, simplifying the process for the everyday artist. Soon, with a click of a button, users will be able to render an entire animation in the time it takes to render a single frame, without having to track assets, juggle licenses or set up virtual machines. V-Ray Cloud will also be integrated into all V-Ray products, bringing a rapid speed boost to artists and designers in a pinch.
    “V-Ray Cloud will be there whenever you need it, as a natural extension to your workflow,” said Boris Simandoff, V-Ray Cloud Director of Engineering at Chaos Group. “As needs arise, just submit a job and we’ll do the rest. It’s really simple.” 

    V-Ray Cloud Features:
    Google Cloud Power – V-Ray Cloud is currently deployed on the Google Cloud Platform, providing a highly secure, scalable system for on-demand, high-performance rendering.
    Smart Sync – Automatic scene updates for new changes, ensuring fast upload times and renders.
    Smart Vault – An optimized storage system keeps assets in the cloud for use in future projects.
    Remote Control – Job settings can be changed and resubmitted from any device, without opening the scene.
    V-Ray Cloud is now open to all beta testers. Apply now to try free cloud rendering for a limited time.
    Chaos Group will be demoing V-Ray Cloud at SIGGRAPH 2018 in the Google booth (#1423) on August 14 from 3:00 p.m. to 6:00 p.m. and on August 16 from 9:00 a.m. to 12:15 p.m.


    Khronos Announcements at SIGGRAPH

    By khawk, in News,

    The Khronos™ Group, an open consortium of leading hardware and software companies creating advanced acceleration standards, announces updates to key standards and opens the Khronos Education Forum at SIGGRAPH. With various Khronos events throughout the week, including a day of Birds of a Feather (BOF) sessions and its annual networking reception, Khronos is accelerating the development of open standards ecosystems and continuing its commitment to the SIGGRAPH community of interactive graphics professionals. At SIGGRAPH, Khronos will talk about the following standardization developments and initiatives:
    First public demonstrations of the OpenXR standard for portable AR and VR
    At SIGGRAPH 2018, we’re excited to show the first public demonstrations of OpenXR™, using two prototype implementations being used to exercise the specification before finalization and release. Epic’s ‘Showdown’ VR Demo will be running portably across StarVR HMDs and Microsoft Windows Mixed Reality headsets using the OpenXR APIs via an Unreal Engine 4 plugin. No changes are necessary tothe application to run across these diverse devices, which proves the portability ofOpenXR and shows it in action. Learn more about how the OpenXR specification is being developed with this detailed OpenXR blog released today. NNEF 1.0 Specification Released
    Khronos is announcing the ratification and the public release of the NNEF™ 1.0 (Neural Network Exchange Format) specification. After gathering feedback from the industry review of the provisional specification, Khronos is releasing NNEF 1.0 as a stable, flexible, and extensible open standard for hardware manufacturers to reliably deploy optimized, accelerated neural network inferencing onto diverse edge devices. Together with this release, an ecosystem of tools is now also available on the Khronos NNEF Tools repository, including an NNEF parser and converters from Tensorflow and Caffe. Importers into popular inferencing environments, including Android’s Neural Network API (NNAPI) and Khronos’ OpenVX™, are also being developed. The NNEF 1.0 specification and documentation is freely available on the Khronos website, with more detailed information in the official NNEF 1.0 press release from today. glTF Ecosystem Grows; New Extensions Released
    glTF™ continues to gain strong industry momentum as the open standard 3D transmission format with support from major players, including Microsoft, Google, Facebook, Adobe, Epic, Unity, and from a vibrant grassroots open-source community. In addition to the recent extensions for Google Draco mesh compression to reduce file size and to unlit materials for mobile performance and photogrammetry use cases, the glTF working group has just released a texture transform extension to facilitate texture atlases. The glTF working group is now working on a significant extension for texture transmission, using a universal super-compressable texture format that is compact to transmit and can be efficiently transcoded to a range of GPU-accelerated texture formats at high-quality levels. The industry is invited to provide requirements and feedback on the texture transmission format via GitHub. Call for Participation - Education Forum Opens for Public Contributions
    The Khronos Education Forum is launched today to provide an open-to-all platform on which to openly share, coordinate and collaborate on course materials for Khronos standards. Khronos will manage an Open Educational Resource hub so that educators can upload materials and receive feedback and ideas from the education community and Khronos working groups. All course materials within the Education Forum will be freely available to support educators around the world who are teaching curricula that include Khronos specifications. The Khronos Group is hosting educational sessions and networking events this week at SIGGRAPH, including a full-day of BOF sessions with talks from diverse members and developers.
    Khronos BOF Sessions on glTF, WebGL, OpenXR, Vulkan, and OpenGL: On Wednesday, August 15 starting at 9 a.m., join Khronos for a full day of sessions covering Khronos standards and ecosystem updates. The BOFs will take place at the Marriott Pinnacle, a few minutes from the convention center. Khronos Networking Reception: everyone at SIGGRAPH is invited to join Khronos for refreshments and conversation at the annual networking reception sponsored by members NVIDIA, LunarG, Cesium, and AMD. Many Khronos BOF speakers and members will be at the reception to discuss Khronos standards, implementations, toolsand trends! glTF Ecosystem Forum Meetup: Khronos will also be hosting a glTF Ecosystem Forum meetup at SIGGRAPH on Thursday, August 16. If you are interested in attending, please send an email to with your name, company, and interest in glTF for an invitation - spaces are limited.

    Today, Vicon announces the release of “Origin,” a comprehensive location-based virtual reality (LBVR) system that blends Vicon’s unmatched, Academy Award-winning tracking abilities with tools that make it easy for anyone to setup and operate. Building on nearly 35 years of industry-leading R&D that’s made it the leader in engineering, healthcare and motion capture for blockbuster films, Vicon’s new fully scalable solution is designed to empower VR creators big and small by offering unparalleled quality and reliability.
    “The location-based VR industry is poised to explode, but for fans and developers to really embrace it, the experience needs to be flawless,” said Dreamscape Immersive co-founder and CTO Caecilia Charbonnier. “When Vicon first approached us about working with them on Origin we demanded the highest level of precision, and Vicon did not disappoint.”
    Origin includes three brand new pieces of innovative hardware, along with software created specifically for Vicon’s new LBVR system, all curated to meet current and future market demands. Following three years of development working alongside creators like Dreamscape Immersive, Origin contains everything a commercial enterprise would need to drive a fully immersive experience. Auto-healing software capable of repairing calibrations between sessions, paired with tracking that never fails also ensures that the system requires minimal training and maintenance in order to operate perfectly every time.
    The Origin suite consists of the following:
    Viper – A compact, lightweight tracking camera specifically designed to work with active marker technology. Pulsar – Wearable tracking clusters that emit unique, active infrared LED patterns synchronized to ensure optimal battery life, designed to easily attach to a participant’s body, limbs and head-mounted displays. Beacon – Creates a synchronized wireless network connecting to Pulsar clusters (or other devices), allowing them to communicate with Viper cameras and provide seamless connectivity. Evoke – A highly automated software platform featuring unbreakable tracking and auto-healing between sessions; a fully featured API, seamless game engine integration and the ability to run Evoke entirely in the background result in a flawless capture experience that anyone can operate. With Origin, multiple participants can appear simultaneously as characters in the LBVR environment, each with fully animated avatars driven by Evoke’s real-time tracking. Participants wear the Pulsar clusters on their body, limbs and head-mounted displays, contributing to creating a fully immersive experience where their every movement is recreated in the virtual world. Participants can also interact with others and react to them based on their movements. Tools and props can utilize clusters as well, allowing them to be passed between participants to increase the immersion. 
    “We have decades of experience creating the most precise and robust optical motion capture systems in the world, so the expansion into LBVR was natural,” said Vicon CEO Imogen Moorhouse. “Origin has been perfected over the last few years, built upon the foundation of our proven solutions, and designed to meet the current and future needs of this exciting industry.”
    Origin will be on display at SIGGRAPH 2018, August 14-16, as part of Vicon’s booth presentation. Attendees can stop by booth #1239 and see the system in action thanks to an interactive demo created and showcased by Dreamscape Immersive. Demos will run from 10:00 a.m. to 6:00 p.m. PDT.


    Epic Games at SIGGRAPH 2018

    By khawk, in News,

    At this year's SIGGRAPH Conference in Vancouver, British Columbia, Epic Games will be demonstrating the power of its Unreal Engine technology to drive the most advanced real-time workflows across film and TV, VR/AR, games, architecture, automotive, product design, marketing and manufacturing.
    Throughout the conference Epic will be highlighting breakthroughs from customers such as Ford, Technicolor and Zaha Hadid to share practical workflow tips and best practices with the user community. With continuous theater talks in the Unreal Engine booth (1401), a full day of Unreal tech talks, and exciting reveals during Real-Time Live!, SIGGRAPH attendees from all industries will be able to see the latest developments in Unreal Engine.
    The schedule of Epic's sessions and events at SIGGRAPH 2018 is available here:
    Kicking things off on Tuesday, August 14 at SIGGRAPH's must-attend Real Time Live! competition, Epic will be showing a new version of the "Reflections" demo, first revealed at this year's Game Developers Conference in partnership with ILMxLAB and NVIDIA. Set in the Star Wars' universe, the demo showcases techniques for virtual production as well as photorealistic real-time ray tracing. At SIGGRAPH, Epic and ILMxLAB will use virtual reality and Unreal Engine's Sequencer cinematic editor to film a live character performance within 'Reflections,' edit the sequence and play the new short film featuring real-time ray tracing at 24fps.
    Epic will also be leading Unreal Tech Talks on Wednesday August 15 in Meeting Room 16, Vancouver Convention Center East Building, featuring presentations on real-time production, live performance motion capture, real-time ray tracing, virtual production, and more. The schedule is as follows:
    9:30-10:30am: Real-Time Raytracing Advances in Unreal Engine: Explore the latest in raytracing advancements in Unreal Engine, including a deep look at our new path-tracer and progressive lightmapper. 11:00am-12:00pm: Fortnite - Advancing the Animation Production Pipeline: Understand new improvements in UE4 to dramatically streamline your animation pipeline, including Sequencer improvements, Shotgun integration, and much more. 12:30-1:30pm: Real-Time Motion Capture in Unreal Engine: Learn how Unreal Engine is helping to bring the power of real-time motion capture to film, games, theater, and beyond. 2:00-3:00pm: Virtual Production with Unreal Engine 4.20: Take a closer look at how new tools in Unreal Engine 4.20 are enabling a new wave of production workflows that integrate real-time VFX with live action footage. 3:30-4:30pm: Mixed Reality Production Using Unreal Engine 4.20: Learn more about the pipeline and processes for designing immersive mixed-reality experiences with live 3D characters. In addition, Epic will host a series of theater talks on the SIGGRAPH expo floor in booth 1401 covering diverse customer use cases, from creating location-based VR experiences, to leveraging mixed reality tools for live broadcast, to photorealistic architectural visualization. Select theater talks include:
    Taking The Weather Channel into the Mixed Reality Future: Join The Future Group for a behind-the-scenes look at how they used Unreal Engine to help an AR tornado destroy The Weather Channel's studio during a live broadcast. Presenters: Lawrence Jones and Justin LaBroad of The Future Group. Creating ILMxLAB's Location-Based VR Experiences in UE4: Get an exclusive look at how ILMxLAB used Unreal Engine to design leading location-based VR experiences including the Academy Award-winning 'Carne y Arena' and 'Star Wars: Secrets of the Empire.' Presenter: Mohen Leo of ILMxLAB. Unreal Collaborative Design: Crowdsourcing 3D Assets for Immersive Experiences: Learn about Technicolor's upcoming 'HP Mars Home Planet' VR experience and how they were able to populate a large environment with a variety of crowdsourced CAD data. Presenters: Brian Frager and David Witters of Technicolor. Creating 3D Virtual Driving Environments for Simulation: Learn how Ford uses Unreal Engine-powered environments to simulate real world scenarios for autonomous vehicle testing, resulting in the reduction of physical road testing. Presenter: Ashley Micks of Ford. Unreal + Shotgun: Real-Time Production Pipelines: Take a deep dive into the new Unreal/Shotgun integration features available in Unreal Engine 4.20. Enable deeper and richer pipeline development capabilities, with an eye toward maximizing efficiency in real-time workflows. Presenter: Ryan Mayeda of Epic. The New 3R's: Real-Time Rendering Revolution: Explore high-level examples of how real-time engines are transforming processes in manufacturing, design, architecture, and entertainment. Presenter: Ken Pimentel of Epic. Lastly, Epic will also host an Unreal Engine customer event on Wednesday, August 15 at 6:00pm, at the Pinnacle Hotel Harbourfront. This casual cocktail gathering provides a great networking opportunity and chance to connect with other creative minds in the professional user community.
    For more details on Epic's presence at SIGGRAPH and the latest schedules for theater talks, visit:

    I have prepared a video tutorial that explains how you can make a game in 5 minutes with LGCK builder. This small video is a quick introduction to use this amazing tool that can be used to make any kind of 2D games.
    Okay, You have watched the video and still have questions. Maybe you want to create a top down 2D map. There is an option to disable gravity on each given level. You simply right-click your level in the Toolbox and select Edit Level. On the Advanced tab, there is a no gravity checkbox.

    There are two main requirements for a given level to work. First, you must include a Player Sprite. This is easily solved by creating it with the Sprite Wizard and drag & dropping your player into your newly created level.
    Second, you need at least one goal. The easiest way to solve that problem is use the Sprite Wizard and select Object as the sprite type. There is a checkbox called Automatic goal that you can check and this will mark any instance of this sprite as an objective going toward the completion of the level.

    Objects die when they are touched by the player and you can set several options including points, health rewards and sound to play by right clicking your object and selecting Edit Sprite. If you didn't check automatic goal, you can always right click on any of those Sprites on your level and select Customize in the context menu. Once you are in the property box just check the attribute Goal.

    If you don't have sprites of your own, LGCK builder comes with some sprites in the tutorial folder. It also comes with a sample demo game that highlight some of the engine capabilities and how to use the event model to do some neat tricks (like breakable bridges, animated lava, or squares that change colors when you step on them etc.). You can find more sprites and sounds here:
    Please note that many of the sprites you can find on the web come in the form of sprite sheets. LGCK builder can import most of them with minimal intervention. Go to File, Import, Import Images. Click the + button to add a new png file. Once the sprite sheet is in the box, right click on it and select Split image from the context menu. You'll be given the choice of picking the right tile size (16x16, 24x24, 32x32 etc.). If you need to edit this image set further, LGCK builder IDE comes with it's own Sprite Editor.

    You can download LGCK builder from freewarefiles:
    You can find more information at the official site:

    Ziva Dynamics launches Ziva VFX 1.4, a major update to its character creation technology that adds five new tools for production artists. Thanks to insights from the community and key customers like Sony Pictures Imageworks and Scanline VFX, Ziva VFX now helps creators apply real-world physics to even more parts of the character creation process, including muscle growth, tissue tension and natural elements like heavy winds and water pressure.
    “Ziva’s character tools have really worked out for us,” said John Hughes, Founder of Rhythm & Hues and Tau Films. “The updates speed up simulations and give artists even more control and creative flexibility. Our creature pipeline is really hitting its stride.”
    Already in use at Double Negative and Rising Sun Pictures, Ziva's groundbreaking technology fundamentally changes the character creation process by combining the effects of real-world physics with the rapid creation of soft-tissue materials like muscles, fat and skin. By mirroring the fundamental properties of nature, users can produce CG characters that move, flex and jiggle just as they would in real life, removing difficult steps from the rigging process.
    With External Forces, users are able to accurately simulate how natural elements like wind and water interact with their characters. Making a character’s tissue flap or wrinkle in the wind, ripple and wave underwater, or even repel towards or away from a magnetic field can all be done quickly, in a physically accurate way.
    New Pressure and Surface Tension properties can be used to “fit” fat tissues around muscles, augmenting the standard Ziva VFX anatomy tools. These settings allow users to remove fascia from a Ziva simulation while still achieving the detailed wrinkling and sliding effects that make humans and creatures look real.
    When it’s time to adjust muscles, Muscle Growth can rapidly increase the overall muscle definition of a character or body part without having to remodel the geometry. A Rest Scale for Tissue feature has also been added, letting users grow or shrink a tissue object equally in all directions. Not only do these tools improve collaboration between modelers and riggers, but they also increase creative control for independent artists.
    Ziva VFX 1.4 also marks the introduction of Ziva Scene Panel, a frequent request from advanced users. Now, artists working on complex builds can visualize their work in an effortless, compact way. Ziva Scene Panel’s tree-like structure shows all connections and relationships between an asset’s objects, functions and layers, making it easier to find specific items and nodes within a Maya scene file.
    “With Ziva VFX 1.4, artists are able to make faster changes at every stage of the design process, in a more intuitive way,” said James Jacobs, Co-CEO of Ziva Dynamics. “As the need for realism grows, artists are constantly being asked to break the mold. With Ziva VFX, they can.”
    At SIGGRAPH 2018, Ziva Dynamics will be showing Ziva VFX 1.4 and character results from blockbuster films in the Intel Booth (#1300). To schedule a demo or meeting at the show, please contact:
    For a free 60-day trial, click here.

    Pocket Arena
    We are proud to announce that the PocketArena SDK for HTML5 games release is approaching fast. Compatible with HTML5 games, Unity games and Cocos2D JS games, it will empower you with all the tools and features that come with the PocketArena ecosystem, incentivising and rewarding the users of your game(s) through the use of PocketArena Tokens (POC). Join our Telegram group today to try out some PocketArena games and see the benefits firsthand. Please feel free to ask us any questions you may have.


    UI Design Widget Kit for UE4

    By Doyu, in News,

    Simple UI Design Widget is user interface set for your UE4 projects and created entirely with Blueprint classes. Simple UI Design UMG contains various user Interface styles which consist of common popup, scroll, text input, slide, radio button, drop down box, toggle button, check box.
    - It is created entirely with Blueprint classes
    - Full mouse and keyboard key binding
    - Common popup, scroll, text input, slide, radio button, drop down box, toggle button, check box style UI
    - Accept, default and cancel button function
    - Responsive UI design
    - UI sound effects ( common popup, warning popup, success popup and click )
    - More than 40 high resolution images

    Quick Preview:
    Marketplace Page :


    Fishing Basics for UE4

    By Doyu, in News,

    Fishing Basics is a simple fishing system for Unreal Engine 4 (UE4). It is created entirely with Blueprint classes and developers can easily customize them. In this project, you can throw a hook and lines into the water at the desired distance and direction and reel the line. AI fish behave in Roam and Chase state. Also, the fishing rods are animated into Idle, Bite and Hook state depending on the situation.

    - A user can spool a spinning reel which has transform animation
    - A user can throw a hook and lines into the water at the desired distance and direction
    - Two AI Fish mode (Roam and Chase)
    - Three Fishing Rod mode (Idle, Bite, Hook)
    Quick Preview:
    Marketplace Page :

    Continuing its update-filled summer, Allegorithmic announced the latest additions to Substance Painter. The Summer Update introduces subsurface scattering (SSS), a feature prized by some of the biggest VFX and film companies in the world, along with new projections and fill tools, enhancements to the UX and support for a host of new meshes. The update is available now.
    VFX, game studios and individuals working at a professional level are constantly looking for ways to create realistic lighting effects that help them separate the good from the great. Using Substance Painter’s newly updated shaders, they will be able to add subsurface scattering as a default option. Artists can simply add a Scattering map to a texture set and activate the new SSS post-effect. Skin, organic surfaces, wax, jade and any other translucent materials that require extra care will now look even more realistic, with redistributed light shining through from under the surface. And thanks to direct Iray integration, artists can do it all without leaving Substance Painter.
    The release also includes updates to projection and fill tools, beginning with the user-requested addition of non-square projection. Images can be loaded in both the projection and stencil tool without altering the ratio or resolution. Those projection and stencil tools can also disable tiling in one or both axes. Fill layers can be manipulated directly in the viewport using new manipulator controls. Standard UV projections feature a 2D manipulator in the UV viewport. Triplanar Projection received a full 3D manipulator in the 3D viewport, and both can be translated, scaled and rotated directly in scene.
    Along with the improvements to the artist tools, the Substance Painter Summer Update also includes several updates designed to improve the overall experience for users of all skill levels. Substance Suite users will also see an immediate benefit thanks to an improved consistency between tools. Additions like exposed presets in Substance Designer and a revamped, universal UI guide makes it easier than ever to jump between them.
    “While the Substance Painter team has been working on this update for more than four months, we’ve been working toward subsurface scattering for a long time,” said Sebastien Deguy, CEO and founder of Allegorithmic. “This addition will open up a new range of options for users of all skill levels, and ensure that they have all the tools they need to expand into new levels of realism.”
    Additional updates include: 
    Alembic Support – The Alembic file format is now supported by Substance Painter, starting with mesh and camera data. Full animation support will be added in a future update. Camera Import and Selection – Multiple cameras can be imported with a mesh, allowing users to switch between angles in the viewport; previews of the framed camera angle now appear as an overlay in the 3D viewport. Full gITF support – Substance Painter now automatically imports and applies textures when loading gITF meshes, removing the need to import or adapt mesh downloads from Sketchfab. ID Map Drag-and-Drop – Both materials and smart materials can be taken from the shelf and dropped directly onto ID colors, automatically creating an ID mask. Improved Substance Format Support – Improved tweaking of Substance-made materials and effects thanks to visible-if and embedded presets.
    The Substance Painter Summer Update is available now at no cost to Substance subscribers. Attendees at SIGGRAPH 2018 will also be able to see live demonstrations of the latest features for all Substance tools at Allegorithmic’s booth #415.
    The new update to Substance Painter is available today. Following the 30-day trial period, individual users will be able to subscribe to the Substance Indie or Pro plans. Substance Painter is also available for individual-license purchase, which includes 12 months of maintenance. Subscriptions to Substance Indie cost $19.90/month; Pro plans cost $99.90/month. Enterprise and education pricing is available upon request. Students and teachers can request a license at no cost.

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