Unity Technologies (https://unity3d.com/), creator of the world’s leading real-time 3D development platform, announced today a strategic partnership with Google’s mobile advertising business, AdMob, that will change the way advertisers reach gamers on-the-go and help mobile game developers monetize their apps. With more than 50 percent of all new mobile games made on Unity, this partnership gives Google advertisers access to Unity’s extensive network of mobile gaming titles through Universal App campaigns, helping advertisers reach consumers around the world on both Android and iOS. Unity’s scale and expertise as the go-to engine behind mobile games combined with Google’s global brand leadership gives advertisers a seamless, integrated way to engage high-value audiences like never before.
“Everyday nearly 9 billion minutes of time is spent with consumers engaging in mobile game content built with Unity. This remains a largely untapped opportunity for performance and brand advertisers. Advertisers can win users' mindshare, drive performance, and scale campaigns to new heights by tapping into this valuable global audience,” said Julie Shumaker, Vice President of Advertiser Solutions at Unity Technologies. “By partnering with Google, we are unlocking access to this powerful channel and providing advertisers the opportunity to drive value with high engagement ad experiences.”
To date, the partnership has resulted in video completion rates of 87.3 percent compared to the overall average of 32.5 percent with publishers such as NHN Entertainment, Yodo1 and Doodle Mobile based on internal Unity reports. The Unity ad platform is one of the largest and most powerful in the world, reaching 1.5 billion devices and serving more than 9.4 billion ad impressions on a monthly basis. Unity has consistently scored 97.8 percent for valid and viewable rates, well above in-app benchmarks of 54.7 percent, providing a rich environment for advertisers while also creating value for developers and gamers alike.*
“Google is committed to helping drive the mobile gaming ecosystem forward, and we’ve worked with Unity for several years on this advertising integration -- a key example for how we enable advertisers to better reach consumers around the world,” said Sissie Hsiao, VP of Mobile Advertising at Google. “We’re especially excited about connecting advertisers with new gamers through user-first rewarded ad experiences, where rewards like new levels or extra power-ups complement the game experience.”
Xenko 3D is now available as open source with the MIT permissive license with a completely free runtime and editor. The announcement was made on the Xenko blog with the release of Xenko 3.0.
In addition to the open source transition, Xenko 3.0 includes a new C# project system and video, hair, and skin rendering. You can view the full release notes here.
Silicon Studio no longer supports Xenko, but members of the Xenko team will continue to work on it independently with the community.
These samples are royalty-free and can be used in television and radio broadcasts, film or video productions, video games, web promos, music tracks, commercial audio and/or visual productions. You can download the free sample pack at Bluezone Corporation (on the main page, scroll to bottom, registration not required): www.bluezone-corporation.com
UBM Tech Game Network, organizers of the Game Developers Conference® (GDC) 2019, is now accepting submissions for the 21st annual Independent Games Festival (IGF), the longest running festival, summit and showcase of independent games.
The IGF is part of the Game Developers Conference 2019, which will take place from March 18th through March 22nd at San Francisco’s Moscone Convention Center. Entries for all of the IGF categories will be accepted now through October 1, 2018, with finalists announced in early January 2019.
See GameDev.net's coverage of the IGF 2018 here and full GDC 2018 coverage here.
Finalists will compete for over $50,000 in prizes and their games will be playable at the packed IGF Pavilion on the GDC 2019 Expo Floor. The award categories include Excellence in Visual Art, Audio, Design and Narrative, each of which will have six finalists, with the winner in each category receiving $3,000. Additional awards include the Best Student Game award ($3,000 prize) which will recognize student developers, the special Nuovo Award ($3,000, eight finalists) which honors the title that 'makes the jurors think differently about games as a medium', and the IGF Audience Award ($3,000 prize) which will be decided by a public vote from all of the competition finalists. Finally, six finalists will be selected for the $30,000 Seumas McNally Grand Prize.
Returning for the third time is the alt.ctrl.GDC Award ($3,000), an affiliated award to be given out during the IGF ceremony, honoring intriguing and inventive games using unique one-of-a-kind controllers. Finalists and the winner for this award will be picked from entries into the popular on-site GDC 2019 exhibit of the same name.
Winners will be announced on stage at the high-profile Independent Games Festival Awards on Wednesday, March 20th, 2019, at the Moscone Center in San Francisco, with the IGF Pavilion open from March 20th-22nd, and the sister Independent Games Summit event taking place on March 18th and 19th.
The Independent Games Festival is the longest-running and highest profile independent video game festival, summit and showcase. It has served as a springboard for several games that have gone on to become critical and cultural hits. Previous IGF prize winners from the past 20 years include Night in the Woods, Quadrilateral Cowboy, Her Story, Papers, Please, Spelunky, Minecraft, Limbo, World of Goo, Braid, Castle Crashers, Everyday Shooter and many more of the game industry's breakthrough independent titles. IGF continues to be the largest annual gathering of independent video game developers, showcasing top talent across the industry and keeping a pulse on the future of independent games.
Submissions to the competition are now open to all independent game developers. Important dates for IGF 2019 are as follows:
July 30, 2018 - Submissions are Open
October 1, 2018 - Submission Deadline
Early January, 2019 - IGF Finalists Announced
March 18 - March 22, 2019 - Game Developers Conference 2019
March 18 - March 19, 2019 - Independent Games Summit @ GDC 2019
March 20 - March 22, 2019 - IGF Pavilion @ GDC 2019
March 20, 2019 - IGF Awards Ceremony (Winners announced)
This year, Independent Games Festival organizers are particularly interested in receiving submissions from those making interesting or experimental works who might otherwise not enter because of the fee. Those under-represented creators interested in applying for a waiver on the full ($75) entry fee can find additional details and the waiver application form on http://igf.com/submit-your-game. Entries should be submitted by September 14th, and if selected, they will be given the opportunity to enter IGF 2019 for free.
For more information on the 2019 Independent Games Festival, including submission specifics and frequently asked questions, please visit the official Independent Games Festival website. IGF entries can be submitted here.
For more information on GDC 2019 in general visit the show’s official website, or subscribe to regular updates via Facebook, Twitter, or RSS. Official photos are available via the Official GDC Flickr account: www.flickr.com/photos/officialgdc/.
Amazon has released Lumberyard Beta 1.15 with over 270 improvements. With the release, the Lumberyard team is focused on how Lumberyard integrates with AWS, enabling game developers of all sizes to connect their games and accelerate game development.
In this release they've added Cloud Gems, making it easier to build popular cloud-connected features using AWS. Cloud Gems allows developers to deploy resources to use AWS in a few minutes and save time from manually configuring services from the ground up.
This video shows what Cloud Gems can do for developers:
Learn more from the Amazon blog post at https://aws.amazon.com/blogs/gametech/1-15/
Epic has released a sample project called the Action Role Playing Game (ARPG), which was built from the ground up to help developers learn more about how to use UE4 to create high-end mobile games for both Android and iOS. Within ARPG and its accompanying documentation, developers will find useful topics including how to utilize C++ and Blueprints together in a UE4 project, setting up and using certain aspects of UE4’s Ability system, and how to support multiple platforms such as Android, iOS, PC, Mac, and consoles.
It is available on the Unreal Engine Marketplace at https://www.unrealengine.com/marketplace/action-rpg.
Some of the topics that this sample covers are.
Utilizing C++ and Blueprints together in a UE4 project.
Setting up and using certain aspects of UE4's Ability system.
How to support multiple platforms like Android, iOS, PC, Mac, and consoles.
Things to Consider:
Due to the complexity of UE4's Ability system, ARPG only utilizes a small subsection of the available features.
Certain aspects of this project also require that you have a good understanding of C++
Learn more at https://www.unrealengine.com/en-US/blog/learn-how-to-develop-high-end-mobile-games-with-the-action-rpg-sample-project.
The Indie Devs Nation is now very pleased to finally announce the release of the version 2.0 of the acclaimed Colossal Game Music Collection on the Unity Asset Store, a truly massive update featuring more than 2 GB of outstanding new game music taken from 20 five star rated music packs (rising the total size to an unbelievable 5 GB!).
This new update took more than 6 months to finish and features diverse high-end music in such genres as Action, Emotional, Apocalyptic, Asian, Heavy Metal, Adventure, Sci-Fi, Casual, Piano and more!
While this collection was already the biggest and most complete of its type, the 2.0 version now makes it absolutely unrivalled in both size and quality!
The greatest news, however, is that, not only has the collection remained nearly at the same price, but we are also having a very special intro sale, selling it with 60% OFF for a very short period of time. So make sure to grab it while you can!
Asset Store link: https://www.assetstore.unity3d.com/en/#!/content/88190
Track previews: https://soundcloud.com/t-i-d-n-music/sets/colossal-game-music-collection
Here's the full list of packs included:
- Action Music Vol. II
- Adventure Music Vol. I
- Heavy Metal Vol. II
- Apocalyptic Music Vol. I
- Medieval Music Vol. I
- Sci-Fi Music Vol. II
- Asian Music Vol. I
- Emotional Music Vol. I
- Casual Music Vol. I
- Action Music Vol. III
- Piano Music Vol. II
- Fantasy Music Vol. I
- Horror Music Vol. II
- Heavy Metal Vol. I
- Sci-Fi Music Vol. I
- Chiptunes Vol. I
- Piano Music Vol. I
- Action Music Vol. I
- Rock Music Vol. I
- Horror Music Vol. I
Arcadia Library is a navigation solution for custom menus using Unity3D, allowing an easy flow between panels.
This plugin allows the management of different menus with functions, storing history to back to the previous panels and dispatching events on each menu status, as: on menu loaded, show, hide, focused and unfocused.
Supports Show and Hide functions.
Menus are separated in ‘groups’, which means that you can initialize only the desired menus instead of maintain all of them on scene at the same time.
‘Layers’ concept. Only one menu can be shown simultaneously by layer, what it means that the current active menus on the same layer will be hidden to made easy the user flow.
Also supports controller input, storing the last selected button/selectable on menus to make easy the navigation flow between panels.
Default show and hide animations. In addition, animations can be fully customized by user.
Based on two classes:
Menu: Each UI panel or menu inherits from this class.
MenuManager: Manages all the menus in the game, offering methods to initialize, show and hide them.
All the menus can be loaded during game initialization or manually by group ID.
Menus are indexed using the type of the classes that inherit from Menu.
Each layer has an stack that stores all the opened menus. Closing a menu of a layer will automatically open the next menu on the stack, if any.
The layer for each menu is defined on the inspector view.
Buttons in the menus are loaded during the initialization and are disabled only during the hide animation of the menu.
More info about the library:
GDPR confused? What is the purpose of GDPR?
On this EnhnaceMyApp podcast, sit in on our round table discussion as our panel of experts (Eldad Ben Tora, CEO of KIDOZ; Eric Dawson, Advertising and Game Analysis for Concrete Software; Zachary C. Strebeck, Attorney at Law; Bruce Gustafson, CEO of Developer’s Alliance) break down everything you need to know to get on board with being GDPR compliant!
This is one discussion worth checking out! Don’t forget, subscribe today! https://goo.gl/xUfD3r
Late last week Allegorithmic introduced the Substance Designer Summer Release, bringing with it several new user-requested features and a tool that will change Substance Designer forever. While artists will immediately note a revamped interface, the changes go far beyond aesthetics. Floating windows, additional nodes and performance enhancements increase the tool’s functionality today, while a new scripting API will soon grant users the ability to reshape Substance Designer to fit their unique needs.
The new API, based on Python (version 3.6.5) is the first step toward granting users the ability to control every aspect of Substance Designer through scripting. Today, users can access, save and export runtime data from the graph, introducing the ability for individual users or fully staffed studios to build their own customized quality checks. Users can also create their own plugins using the scripting tool, or modify existing plugins to meet individual needs.
Future updates will expand the API to include direct customization to a Substance Designer graph, as well as the introduction of full automation.
The Summer Release also features a redesigned UI containing the ability to organize and align nodes vertically, horizontally or snap them to the grid. Additional nodes allow for the conversion of 2D shapes to 3D using the Shape Extrude ability, while the Shape Splatter node creates new opportunities for spreading a pattern throughout a map.
Additional new features include:
Normal Map Intensity – Users can now control the intensity of a normal map
Normal Map Transform – Scale, rotate and offset a normal map while vector values are adjusted automatically
Quad Transform – Manipulate four control points on the corner to transform an image
Trapezoid Transform – A new way to distort an input
New Gradient Tools – Controls points add new options
Improved Flood Fill – An updated version of the recent Flood Fill tool allows it to work with any shape, and can handle holes in patterns
“Today, we begin to turn our users' ideas for a more open Substance Designer into a reality,” said Sebastien Deguy, President and founder at Allegorithmic. “As the API evolves, they’ll be able to tailor Substance Designer to their unique needs, expanding the possibilities of what they create and how they do it.”
Along with the new features, the Summer Release includes improvements to a handful of existing features, starting with enhancements to the Material Transform node used to process the normal map more accurately. The release also introduces an experimental in-context edition of the subgraph, where image and parameter inputs set on node instances are automatically injected into the subgraph when the user opens the reference. The update introduces faster auto-levels, as well as a significant improvement to bakers, which are up to five-times faster than before.
To celebrate the Summer Release, Allegorithmic’s Integrations Product Manager, Wes McDermott, will host a livestream discussing the history of Substance Designer and the people behind it. The stream will be hosted on Allegorithmic’s YouTube page at 11 a.m. PST on July 26.
The new update to Substance Designer is available today at no cost to current subscribers. Following the trial period, individual users will be able to subscribe to the Indie or Pro plans. Subscriptions to Substance Indie cost $19.90/month; Pro plans cost $99.90/month. Substance Designer is also available for individual-license purchase, which includes 12 months of maintenance. Enterprise and education pricing is available upon request. Students and teachers can request a license at no cost.
BrashMonkey LLC is pleased to announce that pre-order for Spriter 2, their 2D animation tool for game creators, is now available.
The recently released teaser-trailer for Spriter 2 can be seen here:
A driving goal in the development of Spriter 2 is to enable creators to achieve a level of rich, natural, and expressive form and movement, rarely seen outside of hand-drawn animation, all in a uniquely fun interface which drastically speeds up the animation process.
Spriter 2 will offer many forms of mesh deformation, curve based and bone based hierarchies and animations, and a large array of video game specific functionality such as animated collision polygons, spawning points, advanced stackable character maps, and several features yet to be revealed.
To celebrate this pre-order milestone, BrashMonkey is running a sale of 35 percent off any purchase until August 3rd when you use coupon code: SPRITER 2 in their online store.
As an added bonus, anyone who pre-orders Spriter 2 during this sale will also receive the full version of Spriter Pro (the current version of Spriter) immediately, free of charge, and will be granted private beta access to Spriter 2 sometime in 2018.
You can visit https://www.spriter2.com/ to learn more and subscribe for further updates.
Or visit https://brashmonkey.com to see their full range of products and access their forums.
What is Cloud Assets?
Cloud Assets is a simple and lightweight but incredibly effective library that allows you to add dynamic content to your Unity games in all the gaming platforms available, PS4, Xbox One, Steam, Windows Store, iOS, Android and even Nintendo Switch!
This is the first and the only library in the Asset Store that supports adding dynamic content simultaneously on consoles, PC and Mobile games. It can be used to:
Cross promote your game with Video, Images, or Text Ads.
Show news to your gamers dynamically.
Display offers, new features, etc
How does Cloud Assets work?
Cloud Assets it's a Unity library that works with a single JSON file stored in a server to serve text, images and videos to use in your projects. You can change the content of your game without having to update the binary. You just need to change the references to the assets in the JSON file in seconds, and your game content will be updated.
What are the features that make Cloud Assets the unique library in the Asset Store?
Use it on any game platform (PS4, Xbox One, Nintendo Switch, Steam, Windows Store, iOS and Android)
Display text, image and/or video wherever you want inside your game.
Open external links in the platform web browser or the device store (mobile, consoles and PC)
Works with a simple JSON file stored in a server.
You don't need to be a programmer! Just change the URL which redirects to your games and adds the text, image and/or video that matches your needs.
Use tags to quickly identify your assets and replace them easily.
You can add title, description and URL in the text asset.
Useful links about the library:
- Unity Asset Store: https://www.assetstore.unity3d.com/#!/content/116697
- Game Troopers Website: http://gametroopers.net/
- Cloud Assets Tutorials: https://www.youtube.com/playlist?list=PLkZtvv5GUSSUVWeVhRJ1tb3MaoZV7ILWP
Epic Games today launched Unreal Engine 4.20, enabling developers to build the most realistic characters and immersive environments across games, film and TV, VR/AR/MR and enterprise applications.
Unreal Engine 4.20 combines the latest real-time rendering advancements with improved creative tools, making it even easier to ship blockbuster games across all platforms. With hundreds of optimizations, especially for iOS, Android and Nintendo Switch - which have been built for Fortnite and are now rolled into Unreal Engine 4.20 and released to all users - Epic is delivering on its promises to give developers the scalable tools they need to succeed.
Artists working in visual effects, animation, broadcast, and virtual production can also take advantage of the latest enhancements for digital humans, VFX, cinematic depth of field and more to create stunningly sophisticated images across all forms of media and entertainment.
In the enterprise space, Unreal Studio 4.20 includes upgrades to the UE4 Datasmith plugin suite, such as SketchUp support, which make it even easier to get CAD data prepped, imported and working beautifully in Unreal Engine. These improvements are driving photorealistic real-time visualization across automotive design, architectural design, manufacturing, and more.
Key features within Unreal Engine 4.20 include:
New Proxy LOD System: Handle sprawling worlds with ease via UE4's production-ready Proxy LOD system for the easy reduction of rendering cost due to poly count, draw calls and material complexity. Proxy LOD yields huge gains when developing for mobile and console platforms.
Smoother Mobile Experience: Well over 100 mobile optimizations developed firsthand for Fortnite come to all 4.20 users, marking a major shift for easy shippability and seamless gameplay optimization across platforms. Major enhancements include improved Android debugging, mobile Landscape improvements, RHI thread on Android and occlusion queries on mobile.
Better for Switch: Epic has significantly improved Nintendo Switch development by releasing tons of performance and memory improvements built for Fortnite on Nintendo Switch to 4.20 users as well.
Niagara VFX (early access): Unreal Engine's new programmable VFX editor, Niagara, is now available in early access and will help developers take their VFX to the next level. This new suite of tools is built from the ground up to give artists unprecedented control over particle simulation, rendering and performance, for more sophisticated visuals. This tool will eventually replace the Unreal Cascade particle editor. Watch this GDC talk to learn more.
Cinematic Depth of Field: Unreal Engine 4.20 delivers tools for achieving depth of field at true cinematic quality in any scene. This brand new implementation replaces the Circle DOF method. It's faster, cleaner and provides a cinematic appearance through the use of a procedural bokeh simulation. Cinematic DOF also supports alpha channel, dynamic resolution stability, and has multiple settings for scaling up or down on console platforms based on project requirements. This feature debuted at the Game Developers Conference as part of the Star Wars "Reflections" demo by Epic, ILMxLAB, and NVIDIA.
Digital Humans Improvements: In-engine tools now include dual lobe specular/double Beckman specular models, backscatter transmission in lights, boundary bleed color subsurface scattering, iris normal slot for eyes, and screen space irradiance to build the most cutting-edge digital humans in games and beyond. All users now have access to the same tools used on Epic's "Siren" and "Digital Andy Serkis" demos shown at this year's Game Developers Conference. Check out the updated Photorealistic Human sample, which has been updated to include the static bust from "Meet Mike," revealed at SIGGRAPH 2017.
Proven, Exclusive Cross-Platform Capabilities: Developers only have to create their game once when building with Unreal Engine. Use the same content and gameplay across any device to deliver experiences anywhere players want to enjoy them.
Live Record & Replay: First shown at this year's Game Developers Conference, all developers now have access to code from Epic's Fortnite Replay system. Content creators can easily use footage of recorded gameplay sessions to create incredible replay videos.
Sequencer Cinematic Updates: Creating real-time cinematic content has never been easier with Sequencer. New features include frame accuracy, media tracking, curve editor/evaluation, anim instance control, and Final Cut Pro 7 XML import/export.
Shotgun Integration: Shotgun, one of the industry's leading production management and asset tracking solutions, is now supported in 4.20. This will streamline workflows for Shotgun users in game development who are leveraging Unreal's real-time performance. Shotgun users can assign tasks to specific assets within Unreal Engine, making the latest content and associated data easily available for review.
Improved Support for Live Broadcast: UE 4.20 now offers greater support for users leveraging the engine in broadcast, from virtual sets to virtual production to eSports. UE 4.20 includes support for AJA Video Systems' KONA 4 and Corvid 44 video cards with a plugin for HD/SDI video and audio input and output, enabling seamless integration of AR and CG graphics in live broadcast transmissions.
Mixed Reality Capture Support (early access): Users with virtual production workflows now have mixed reality capture support that includes video input, calibration, and in-game compositing. Supported webcams and HDMI capture devices enable users to pull real world green screened video into the engine, and supported tracking devices can match your camera location to the in-game camera for more dynamic shots.
Robust AR Support: Unreal Engine 4.20 ships with native support for ARKit 2, which includes features for creating shared, collaborative AR experiences. Also included is the latest support for Magic Leap One, Google ARCore 1.2 support. Be sure to check out the new FaceAR sample project that is now available with this release.
In addition, key improvements to Unreal Studio 4.20 include:
Datasmith for SketchUp: Unreal Studio's Datasmith workflow toolkit for streamlining transfer of CAD data into Unreal Engine now supports SketchUp. Save hours by automatically converting SketchUp cameras, materials, and geometry into UE assets. This plugin also includes support for layers, groups, and components, as well as units, scale, pivot points, and instances. SketchUp materials are automatically converted to a matching SketchUp material in Unreal Engine for greater simplicity.
Metadata Control: Import metadata from 3ds Max, SketchUp, and other common CAD tools for the opportunity to batch process objects by property, or expose metadata via scripts. Metadata enables more creative uses of Unreal Studio, such as Python script commands for updating all meshes of a certain type, or displaying relevant information in interactive experiences.
Mesh Editing Tools: Unreal Engine now includes a basic mesh editing toolset for quick, simple fixes to imported geometry without having to fix them in the source package and re-import. These tools are ideal for simple touch-ups without having to go to another application. Datasmith also now includes a base Python script that can generate Level Of Detail (LOD) meshes automatically.
Non-Destructive Re-Import: Achieve faster iteration through the new parameter tracking system, which monitors updates in both the source data and Unreal Editor, and only imports changed elements. Previous changes to the scene within Unreal Editor are retained and reapplied when source data updates.
For a full features list and additional details, please visit: https://www.unrealengine.com/en-US/blog/unreal-engine-4-20-released
Unity® software is one of the most popular options for beginning and established indie developers. With a great feature set and range of target platforms it’s a very attractive choice. The popularity of Unity® software is in no small part thanks to a very liberal free license tier which allows developers grossing less than $100k annual revenue to use the fully featured engine at no cost.
While it’s reasonable to expect that Unity Technologies would try to attract developers on the free tier to upgrade to a Unity Plus or Unity Pro license, it would seem some developers have been the subject of dishonest hard sale tactics and even some coercion.
We’ve spoken to several developers, and it seems there is a pattern to these aggressive sales tactics beginning with a message like the following:
Nothing is particularly amiss here. The message is polite, not overly pushy, and simply invites discussion of an upgrade. Unfortunately, however, it seems this “cold call” style message is a little dishonest. Several of the developers we have spoken to have received this message despite no mention of their project on LinkedIn, and at least two are not even registered on the platform.
The above message has then been followed up with a message suggesting developers are in violation of Unity® software licensing terms due to a higher revenue than the allowed $100k.
Now, these aren’t big-name developers with highly successful projects receiving the messages. Some trivial investigation of the developers’ social accounts or websites would reveal they have not earned anywhere close to the limit.
One developer Tweeted:
Mike Berg of We Heart Games (who kindly provided the above images) had the following to say:
At the time of writing, Unity Technologies has not responded to our request for comments, but have been in contact with some of the affected developers. Mike Berg has kindly shared part of his exchange, which you can view in full on Twitter, and we have included part of here:
Hopefully, the follow up from Unity Technologies and reduction of automated processes prevents similar incidents from happening in future, though in at least some cases it seems it’s too late to win back customers who have received the messages and are now considering alternative options.
The Unity logo and Unity product names are the property of Unity Technologies.
UBM Tech Game Network, the organizers of the Game Developers Conference (GDC) 2019, are accepting submissions to present lectures, roundtables, panels and tutorials from now until Thursday, August 16th at 11:59 PM PT. This will be the 33rd edition of GDC, the world’s largest and longest-running event for game developers, and organizers are keen to feature cutting-edge insights from experts across the game industry. GDC 2019 is returning to the Moscone Center in San Francisco, March 18-22, 2019.
This is the initial call for submissions, which encompasses everything intended for the Main Conference Tracks on Wednesday-Friday, as well as day-long tutorials taking place Monday and Tuesday at GDC 2019. Proposals can be submitted via the official GDC website. Those interested in submitting for any of the GDC Summits (AI, Community Management, Educators, Game Narrative, Mobile, Indie, or UX) or VRDC (all of which take place on the Monday & Tuesday of the event) or Friday’s Game Career Seminar should know that the call for submissions will open later: August 30 through October 10, 2018. Select call for submissions for other Tutorials will also be open later in the year.
The GDC Advisory Board is currently seeking submissions from game developers with expertise in any of the following tracks: Advocacy; Audio; Business & Marketing; Design; Production & Team Management; Programming; and Visual Arts. Those interested should first review the submission guidelines and track topics prior to submitting. They should also know that the submission process is divided into a three-phase system:
Phase I – open call for submissions and initial advisory board review
Phase II – submission declines or conditional Phase 2 acceptances sent, pending the submission of additional requested materials for advisory board review
Phase III – review of Phase 2 resubmissions and final acceptances and declines sent
The GDC Advisory Board will review and determine submissions based on the criteria of concept, depth, organization, credentials and takeaway.
GDC organizers aim to achieve diversity of voice, experience and perspective. When considering who would be best to speak on behalf of a company or department, it is strongly encouraged to take this goal into consideration.
For more details on the submission process or GDC 2019 in general visit the show’s official website, or subscribe to regular updates via Facebook, Twitter, or RSS. The GDC Vault website - www.gdcvault.com - offers access to a wide variety of GDC and VRDC@GDC 2018 lectures and sessions, including speaker slides, synchronized video and presentations for select sponsor lectures, as well as a broad range of free conference videos. GDC All Access Pass holders and individual Vault subscribers will get access to hundreds of video sessions from this and previous GDC shows. Official photos are available via the Official GDC Flickr account: www.flickr.com/photos/officialgdc/.
On Thursday July 19, VRX is hosting a webinar with senior execs at Google, HTC Vive and SuperData Research, to assess the current state of the industry and the strategies for bringing immersive tech to its commercial potential.
Register for the webinar (and/or to be sent the recording) here: https://bit.ly/2JaYrdl
With a panel of experts:
Steven Kan, Head of Global Strategy, AR and VR, Google
Vinay Narayan, Executive Director, VR, HTC Vive
Stephanie Llamas, VP of Strategy and Head of XR, SuperData Research
Discussion chaired by: Amy Peck, Founder & CEO, EndeavorVR
Key discussion points:
What’s really happened with VR & AR in the last 12 months – and what’s the 2019 outlook?
Where’s the smart money and focus heading and why?
What VR & AR applications are working for business now – and what’s coming next?
Virtual consumers: Who are they? What do they want? And can we deliver on it yet?
It’s on Thursday July 19 @ 11.00am PT – register to join, or to receive the recordings later, here: https://bit.ly/2JaYrdl
For more information on this webinar, or the upcoming VRX 2018 conference (San Francisco, December 6-7), contact Pete Carkeek at firstname.lastname@example.org.
You can also learn more about the VRX conference and get a 15% discount in the GameDev.net industry events calendar:
When it comes to creating a vehicle interior, attention to detail is everything. From the stitches to the grain of the leather, from the patterns of the speaker covers to the dashboard displays, it all matters. To help make that process significantly easier, Allegorithmic has released a set of customizable materials covering every component of the interior of a vehicle. Whether a designer is looking to show off the inside of a million-dollar car for prospective buyers or recreate a weathered vehicle with cracked leather seats for a video game, the new interior collection has something for everyone.
The latest release consists of 400 materials, offering multiple options for each interior component, including textiles, leathers, metals, woods and plastic for everything from upholstery to dashboard readouts. Since leather is such a common material in car design, Allegorithmic created 12 types of leather skins, each of which can be altered to reflect different colors, thickness and conditions. Once the fabric has been selected, additional options allow for full customization of the upholstery, down to the stitches used and the bulges created through around the seams.
Materials are also available for dashboards and center consoles ranging from a modern plastic gloss to wood grain. To keep up with the increasingly complex displays favored by modern vehicles, Allegorithmic also introduced a wide range of display options, from manual meters and knobs to digitized screens capable of playing animations and videos that can be dropped directly into the design. Users can create something for today or something that may be seen in the far future all by using drag and drop options.
To round out the interior, several fabrics like alcantara microfibers can be used to create the rest, including seatbelts, carpeting and the interior roof. Additional touches including speaker covers created to mimic different types of mesh patterns and styles are also available, or you can leave them uncovered. Once the foundation is set, designers can then add finishing touches, including light reflection and shadow, or wear and tear to show what the car may look like after rugged use.
“We’ve worked with automotive experts and listened to automotive companies to create everything auto designers need, but we wanted to go even further,” said Nicolas Paulhac, Product Manager and Color, Material and Finish Designer at Allegorithmic. “These materials will offer everything you need to create a photorealistic vehicle from the initial prototyping to the final polish, but artists in multiple industries like fashion, consumer goods and architecture should be able to find countless uses for them as well.”
Today’s release marks the fifth and final release of Allegorithmic’s automotive materials collection. With 700 new materials added to the ever-growing Substance Source library since June 4, designers of all skill levels can quickly and easily find everything they need to recreate a real car for a showroom floor, or design something totally original to populate an existing 3D model, game or video. Allegorithmic is also offering the “Taurillon Leather Medium Worn” and “Laser Cut White Norway Spruce” materials from the interior collection at no cost to Substance Source users, giving them ample opportunities to test the materials.
Created in 2016, Substance Source has grown into an unmatched repository of ready-to-use materials perfect for amateurs and professionals alike. With over 1,600 materials to choose from, the ability to turn customizable materials into incredible works of art is now even easier.
Substance Source is included in the subscription price for Substance at no additional cost. Individual and pro plans are also available, running $19.90 and $99 per month, respectively. Both plans include 30 material downloads per month. Enterprise licenses are available on demand.
Epic Games has announced a sweeping change to the Unreal Engine Marketplace, whereby creators on the store will now receive 88% of their product sales, an increase from the common 70% / 30% split of other digital stores.
The Unreal Engine Marketplace is a digital store targeting the Unreal Engine community, and enabling game developers to purchase digital content sold by 3D modelers, digital artists, sound designers, and animators, and use those assets in their own projects. Many successful UE4-powered games, such as ARK: Survival Evolved and PlayerUnknown’s Battlegrounds made use of Marketplace content in their development.
This new 88% (developer) / 12% (store) revenue split applies to all Unreal Engine Marketplace transactions past, present, and future. In addition to implementing the policy for future sales, Epic is paying out all Marketplace sellers retroactively, applying the more creator-friendly 88% rate to previous transactions dating back to the store’s 2014 launch.
“Thanks to both the Marketplace’s growth and the success of Fortnite, Epic now conducts a huge volume of digital commerce,” said Tim Sweeney, founder and CEO of Epic. “The resulting economies of scale enable us to pass the savings along to the Unreal Engine Marketplace community, while also making a healthy profit for Epic.”
The Unreal Engine ecosystem is growing faster than ever, with Epic confirming:
As of July 2018, more than 6.3 million users have chosen Unreal Engine 4, an increase of more than 1 million users since March.
In the first half of 2018, the Unreal Engine Marketplace experienced 30% growth in active sellers. There are now over 1,500 creators offering more than 5,000 curated products on the Marketplace.
There have been nearly 8 million downloads from the Marketplace since the store’s launch in 2014.
There have been more than 1 million downloads of the free Paragon assets to date, representing $300 billion in total value to the development community.
More information can be found at unrealengine.com/blog.
Unity 2018.2 is now available and it continues the 2018 cycle with a range of improvements and new features which allow 2D and 3D developers on any hardware to achieve beautiful graphics and high-end performance. Future innovations that will revolutionize AR development, make creating connected games easier, and enable further success of the world’s highest earning gaming community also debuted during last month’s Unite Berlin developer conference.
Assets for each feature and interviews are available by request. Key highlights coming in the future include (view the blog post for more):
Unity powers 50% of all new gaming experiences, reaches 3 billion devices worldwide, and generated 24 billion downloads in 2017. Unity 2018.2 introduces key features such as 2D Sprite Shape, which gives designers the power to sculpt and bend worlds using a visual layout tool, and a new 2D animation system that makes it easy to create animated characters that consist of a single sprite.
Next Level Graphics and Performance by Default - Unity 2018 is a major upgrade which introduces the start of several innovations, including the Scriptable Render Pipelines and the Entity Component System, which make it easier and faster to achieve beautiful graphics and high-end performance.
Unity and Google Making it Easier to Create Connected Games - Connected games are the most played, watched and successful experiences today. Making connected games is a challenging endeavor that requires resources, technology, and knowledge -- a hard feat for developers large and small. Unity and Google are reducing this barrier by introducing a suite of features to Unity 2018.2 designed to enable connected games including game server hosting and game-specific services such as an open source matchmaking project developed by Unity and Google.
Mixed and Augmented Reality Studio (MARS) - Unity is delivering on the promise of AR by giving creators the power to build applications that intelligently interact with any environment. Project MARS allows developers to build for the real world: creating engrossing multi-plane experiences that will work indoors, outdoors, and everywhere in between without requiring complex lines of code.
Machine Learning Gives Animators More Power - Kinematica generates smooth, natural-looking movements by applying machine learning to any data source. This eliminates the need for complex animation webs or blend trees so that creators can iterate faster and focus on their art.
New Prefab Workflows - Unity spoke to a wide range of indie and AAA studios to understand the needs of teams working with Prefabs. This has led to the creation of the new Prefab workflow, which is a faster, more efficient, and safer way to edit Prefabs. New features include support for nesting and inheritance, and the ability to apply overrides on multiple levels of granularity. The new Prefab workflow preview is available to try now.
Creators using Unity have generated more than $12.4 billion USD over the last 18 months. Unity is helping creators improve how they monetize by allowing them to tailor the game advertising experience for each player. Using Personalized Placements, creators can take advantage of a prediction engine that determines what to show each player based on what will drive the highest engagement and lifetime value.
Furthermore, Unity is powering the next wave of creative and gorgeous games including GTFO (10 Chambers Collective), Oddworld: Soulstorm (Oddworld Inhabitants), Ori and the Will of the Wisps (Moon Studios), Harold Halibut (Slow Bros.) and Overcooked 2 (Ghost Town Games). More information about each of these titles will be revealed in the coming months.
More information about the future of Unity will be on display during Unite Los Angeles (October 23-25).
It's time to raise funds for your next big project, but how? In this episode of the EnhanceMyApp podcast, we chat with Anya Combs (Sr. Games Outreach at Kickstarter) about creating effective crowdfunding campaigns and how to stand out on Kickstarter. Check it out and don't forget to subscribe today!
Georgia Game Developers Association announced CIMFest 2018 for July 14!
This weekend, on July 14th, the Georgia Game Developers Association is holding their third annual Columbus Interactive Media Festival (CIMFest). This event is a yearly programmed event that brings together a variety game industry talents throughout the heart of Georgia and looking to support the growing network of southern game developers and students throughout the region.
CIMFest is a single day event hosted by Columbus State University, held at the Student Davidson Center. Check-in will start around 9AM EST and will conclude around 6PM EST. CIMFest will be featuring guest speakers like Chris Patterson, owner of Bricks and Minifigs in Columbus; Jesse James Allen, editorial director at Falcon’s Creative Group, a theme park and interactive design studio in Orlando; and Joe Cassavaugh, the CEO, designer and engineer of Puzzles by Joe.
“We have seen a significant interest in both digital entertainment and video game development from the Columbus area. CIMFest is the perfect opportunity for students and professional developers alike to increase their skills and reach. Anyone interested in game development would benefit from going,” said Andrew Greenberg, Executive Director of the Georgia Game Developers Association.
This event is open to the public but offers lower rates for GGDA members, Students (School ID required), and CSU Alumni. All attendees will receive full access to all programming associated with this event. Registration is available here for this event, payment will be acquired at the door upon arrival. More information on scheduled speakers and sessions can be found at the official site for the Georgia Game Developers Association.
Super Early Registration for IGDA Game Leadership Summit ends in just a few days, Friday, July 13th. Register now for the lowest possible rate: only $125 for IGDA members. $200 for non members.
The Leadership Summit takes place September 13-14, 2018 at the Austin Convention Center. With 25 influential speakers and tracks focused on Management and Leadership, the Summit's goal is to assist you in maximizing your professional success.
19 sessions have been hand selected by the advisory board, including these two highlights:
2 Hour Workshop: I've Been Promoted, What Do I Do Now?
Promotion from individual contributor to supervisor, manager or executive requires adopting and executing an entirely new set of skills, different from the ones that got you promoted in the first place. This two hour workshop covers strategies for surviving various leadership transitions (defining the differences between supervisor, manager and executive, discussing “day in the life” and outlining critical tasks). [read more here]
3 Hour Mini-Summit on Starting and Growing A Game Studio
Are you considering starting your own game studio? Have you already made the leap? Three studio founders join us for this mini-starting-your-own-studio summit within the summit. You'll get the inside dirt on starting up a startup, gain a better understanding on budgets, key partnerships, hiring, accessing funds from government programs, and how you sustain a great game studio after you've survived starting up. These sessions make up this outstanding mini summit:
- Considerations Before Starting a Game Studio
- Tales from the First 5 Years of an Indie Game Studio
- Ways to Grow and Sustain a Successful Game Studio
Make sure you view the rest of the schedule and speakers for everything the Leadership Summit has to offer and don't forget to register by Friday, July 13th for the lowest possible rate.
IGDA Leadership Summit is sponsored in part by:
The Human Resources Global Game Competition (HRGGC) started on 1st of July and lasts until 31st of July. The competition is a great opportunity for game developers around the world to show off their skills and win amazing prizes. Use your development superpowers, gamify an otherwise pedestrian topic, build your demo, and, hey, you might even be invited to receive your prize in Malaysia!
HRGGC invites game developers, students, indie studios, and everyone passionate about game development to showcase their skills by making an innovative HR themed game demo. It is a great chance to be part of a unique HR focused projects that aims to enhance Malaysia’s growing place in the world.
The winning demo will be used by the Human Resource Development Fund (HRDF) of Malaysia to train HR personnel and employees all over the country in a modern and interactive way. The best three games will be awarded respectively 2,000 USD, 1,000 USD, and 500 USD as cash prize. It is indeed a competition no game developer should miss!
Full XP, a Finnish gaming company providing services for gaming and streaming apps, in collaboration with the HRDF, made this competition possible. HRDF is a dynamic organization established in 1993, under the Ministry of Human Resources. Governed by the Pembangunan Sumber Manusia Berhad Act 2001 (PSMB Act 2001), HRDF was given the mandate by the Malaysian Government to catalyse the development of competent local workforce that will contribute to Malaysia’s vision of becoming a high-income economy.
Learn more at http://www.fullxp.co/.
AMD's GPUOpen initiative has posted a presentation by Adam Sawicki on his experiences porting AAA games to Vulkan and DirectX 12. Sawicki is member of AMD RTG's Game Engineering team. The presentation covers a number of topics a developer will encounter when bringing an existing renderer to the new APIs, including why you might want to do it and optimization and debugging considerations.
He recently gave the talk at the Digital Dragons 2018 conference in May, and the recording and slides have been made available publicly.
You can watch the presentation below and download the slides here.