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    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.

    The application phase for the gamescom award 2018 has started. Registered exhibitors of gamescom can apply for the most coveted prize of the European computer and video games industry until 11:59 p.m. on 1 August 2018. The gamescom award is presented in a total of 29 categories. This year, however, there are several new aspects to consider: titles that want to have a chance at the gamescom award must be submitted by 1 August to the awards office of the Stiftung Digitale Spielekultur.
    New is that the winners in the categories nominated by the international jury will this year already be announced on the trade visitor and media day of gamescom on 21 August 2018 in the Konrad Adenauer Hall of Congress Centre North. Games or products that can either only be first evaluated by the jury directly at gamescom or are chosen by the public, like "Best Booth" or the gamescom "Most Wanted Consumer Award", will be evaluated via the gamescom app as usual. The winners of these categories will be announced on the gamescom stage on Saturday, 25 August. The award office will be headed by the Stiftung Digitale Spielekultur. This way to the general conditions of participation and to apply for the gamescom award 2018.
    Learn more at

    Jose Hidalgo has released a single header C++ command based renderer backend on Github.
    The px_render header is written in C++ 11/14 with no dependencies and simple integration. The API itself is render agnostics and supports OpenGL only with plans to support multiple backends in the future.
    The goals of the project include:
    multithreaded rendering: designed to be used in multithreaded applications command based rendering: build render commands in advance in a separate thread reentrant API: everything is held in a 'Context' class, making it very easy to support multiple windows, etc. no dependencies: portable and easy to extend implicit task graph dependency for single or groups of tasks Hidalgo is hosting px_render in his 'px' PpluX single header C++ library repository at Right now the repository also includes px_sched, which is a task oriented scheduler.
    Click here to learn more.

    JSCF is an open source, lightweight 2D canvas library based on vanilla JS and CanvasInput. Its approach is to allow extendibility while adhering to concepts from popular engines like Unity.
    It's still in prototype and is looking to get help and feedback from programmers. Check it out at
    Update: now added API docs! (working with jsdoc)

    Sergey Tomilov, one of Russia’s largest social networks, has tripled mobile game developer payouts to $1.6 mln (100 mln rubles) over the past five months.
    In a move to lure more developers from all over the world, will give free traffic to new HTML5 games starting from July 1, 2018.
    There are a lot of opportunities for HTML5 developers in OK as it’s a relatively new platform and a low-competition niche in the social network. That said, the new games can quickly earn revenues and ramp up user base. In May 2018, 50% of payouts in OK were passed to top-5 games.
    The increase in developer payouts was caused by OK’s growing number of mobile users, higher penetration of broadband connectivity and the emergence of new mobile technologies that allow to launch any game inside a mobile web browser. That resulted in doubling the number of daily game launches on OK mobile platform to 350 mln.
    OK has 71 million monthly users. The social network allows users to watch streams in UltraHD, listen to music, buy goods and services inside the network and transfer money to 18 countries. OK is a part of Mail.Ru Group, the largest IT holding company in Eastern Europe.

    In the "cool projects from a gamedev" category, Andre Weissflog has open sourced a bare bones C64 emulator written in C99 and compiled to WebAssembly in under 64k:
    You can find the source code at 
    Try out the emulator at

    If you're not sure what to do, here's a "BASIC" set of commands to try with the emulator:
    10 PRINT "HELLO, WORLD" 20 GOTO 10 RUN By the time I finished this post, I noticed he's also released more WebAssembly emulators, including ZX Spectrum 128 and Acorn Atom:


    Sketchfab, the leading platform empowering a new era of creativity by making it easy for anyone to publish and find 3D content online, today launched the Sketchfab store out of beta – the most transparent and intuitive place to sell and purchase 3D models online. This launch will allow the platform’s community of 1.5 million creative professionals and hobbyists to monetize their incredible work. At the same time, customers who are working on a wide range of 3D projects – from animation and visual effects to video games, 3D printing, virtual reality, augmented reality and architectural renderings – will finally have the opportunity to purchase tens of thousands of high quality 3D models and textures with confidence thanks to Sketchfab’s first in market “Model Inspector.”
    The Sketchfab Store combines a powerful browser-based 3D player with an advanced “Model Inspector” which allows every aspect of a 3D model, including textures and topology, to be reviewed in real-time. This lets buyers purchase their models with complete confidence, taking the guesswork out of purchasing 3D digital files online. The Sketchfab viewer also supports VR and AR out of the box, providing additional ways to check out the store’s content.
    Since Sketchfab was founded in 2012, its community of 1.5 million users have published close to 3 million 3D models to the platform. In that time, Sketchfab has helped creators share their 3D models with the world, both through their platform and through more than 200 sharing integrations (including Blender, Adobe, Facebook, Twitter, Reddit and many others). The launch of the store is a natural next step for the company, allowing 3D content creators to seamlessly integrate 3D models uploaded by the Sketchfab community into their virtual worlds without attribution.
    Already trusted by brands such as Oath, Sony, HTC, Amazon and others, the Sketchfab Store is becoming the go-to destination for buyers with significant industry asset purchase needs. Sketchfab also recently announced content partnerships with Facebook at f8, integrating their AR studio platform, and with Apple at WWDC, as one of the launching partners of their new 3D format. The launch also follows a six month open beta program with early adopter buyers and sellers, during which the team gathered feedback and continuously added new features to develop the best store experience possible.
    “We’re extremely excited to launch the Sketchfab store after a successful open beta,” shared Alban Denoyel, Co-founder and CEO of Sketchfab. “The store allows our extraordinarily talented community to easily monetize their work on a single platform, while the model inspector takes the guesswork out of 3D model purchases. We cannot thank our early adopter buyers and sellers enough for sharing their thoughtful feedback and making the official store as strong as possible!”
    “Sketchfab’s store is a great place to buy assets because customers can inspect models from all angles instead of browsing through cherry-picked presentation images,” says Matthias Andre, Co-founder and Art Director of Bitgem, a team that creates 3D models and textures for game developers, “For sellers, it’s hassle-free as there is no need to create extensive presentation material. It’s easy to create great looking 3D previews and even showcase animations.” supports embedding Sketchfab models - just paste the URL to a model in your post to display it!

    Epic Games has announced the recipients of its latest round of Unreal Dev Grants, with 37 teams and creators receiving a total of $1 million in no-strings-attached funding for games, tools, broadcast and beyond. The Unreal Dev Grants program was established in February 2015 as a $5 million fund for promising developers working with Unreal Engine 4; awards range from $5,000 to $50,000 with no restrictions or obligations to Epic Games. This latest round of Unreal Dev Grants underscores the variety of applications for Unreal Engine, with software plugins, VR games, AI-driven educational platforms, and healthcare tools all receiving financial assistance.
    “The Unreal Dev Grants program was designed to give studios and other developers a boost to bring their promising working prototypes to market, and to give back to the wider Unreal developer community as they use the engine in interesting ways,” said Chance Ivey, Partnership Manager at Epic Games. “This new round is our biggest yet, and we are blown away by the potential of projects like Kara Education, an AI-driven online educational platform for kids with hearing difficulties; VStore, a VR tool for quick and portable early dementia screenings; and Anima, a robust crowd simulation plugin for Unreal that can be leveraged by any game designer or VFX artist working with Unreal. Congratulations to all of these recipients on their exciting work; we can’t wait to see what’s next!”
    The new round of grant recipients includes:
    Amid Evil by New Bloods Interactive
    In this 90s-inspired FPS adventure, players take on evil hordes with sacred magical weaponry and spells. Travel through seven distinct episodes to hone your skills against evil and reclaim your world.
    Anima Plugin for UE4 by AXYZ Design
    anima© 3.0 by AXYZ Design is a robust crowd simulation plugin for Unreal Engine that helps architects, designers and visualization professionals to populate hundreds of 3D characters and bring them into Unreal Engine 4 scenes with just a few mouse clicks.
    Atomic Heart by Mundfish
    Atomic Heart is a first-person shooter that takes players inside an alternate universe during the high noon of the Soviet Union. Follow a Soviet special agent to unlock thrilling secrets and show the Motherland what you’re made of.
    Brief Battles by Juicy Cupcake
    A hilarious platform fighter, Brief Battles uses underpants as a weapon. Players can choose from a variety of super-powered underpants and different game modes as they compete to see who has the mightiest buns.
    Project "Caillou" (Working title) by Awaceb
    Video - Website
    Awaceb is a small indie team of two childhood friends from New Caledonia in the French territory of the Pacific. Project “Caillou” tells touching, poetic stories in an open, physics-based and dynamic 3D world.
    Desolate Sands by Blacksmith Studios
    Desolate Sands is a VR puzzle game set in an ancient pyramid. The objective is to reach the bottom by leveraging nearby movable objects and levers to solve a series of complex puzzles.
    ELLI by Bandana Kid
    In this puzzle platforming game, players travel as ancient time guardian Elli on a journey to recover the stolen sands of time.
    Feri Vincze
    Feri Vincze is a freelance 3D artist and videographer using Unreal Engine 4 to render elegant animated films such as “The Chest.”
    Ghost by Sky Machine Studios
    Ghost is a sandbox stealth game set in a Victorian era world, where players seek to uncover the truth about Arthur Artorias’ past. In this game, light is the enemy – stay in the shadows and explore the darkness to survive.
    Guntastic by Ludicrous Games
    Guntastic is an arcade-inspired game involving shooting and mayhem. Battle with up to four local or online players in fast-paced, one-shot one-kill, nonstop matches over continuously changing levels.

    Headsnatchers by Iguanabee
    Headsnatchers is a multiplayer party game where players each try to keep their heads on their shoulders while trying to remove everyone else’s. Play across four different game modes in over 25 unique environments, each with different rules and attributes.
    Hear No Evil by Rockodile Games
    Hear No Evil tells the story of humanity’s last remnants, who return to earth to fight for their future. This game is a visually spectacular top-down action shooter inspired by Alienation and Helldivers.
    Hellbound by Saibot Studios
    Hellbound is a demonic first-person shooter game inspired by classic 90s games like DOOM and Quake created by an independent team of developers in Argentina.
    Kara Education by Kara Technologies
    Video - Website
    Kara is an online education platform for children with hearing difficulties. The platform delivers educational material using an avatar, driven by Kara's AI and machine learning algorithms and Unreal Engine.
    Kine by Gwen Frey
    Kine is a 3D puzzle game about three whimsical machines that aspire to be musicians. Players embark across a theatrically rendered cityscape and solve increasingly difficult 3D puzzles to help the machines form a band and catch their big break.
    Little Devil Inside by Neostream
    Little Devil Inside is an engaging 3D action adventure RPG game where players are thrown into a surreal environment with elements that challenge their survival instincts. Explore, adapt, and fight to survive.
    M.A.S.S Builder by Vermillion Digital Co., Ltd.
    M.A.S.S. Builder pits humans against invading aliens in the fight for the Earth. Players will build, customize and control the ultimate M.A.S.S. (Mechanical Assault Skeleton Suit) in an effort to save the world.
    Midnight Ghost Hunt by Mellowsoft
    Midnight Ghost Hunt is a multiplayer hide-and-seek game that pits a team of Ghosts against a team of Ghost Hunters. The hunt begins at the stroke of midnight, and it’s a race against the clock to either stay hidden or uncover the ghosts.
    NanoSpace by Synthetic Systems
    Nanospace is a 3D platformer with elements of real-time strategy. Players take control of three "nano-mites" in levels full of riddles, monsters, inventory and more.
    Neon Giant - Unannounced Title
    Neon Giant is a group of game veterans with a experience in some of the world’s biggest action game franchises. The studio is hard at work on its first title, set in a brand new cyberpunk world.
    New Reality Co. - Unannounced Project
    New Reality Co is a creative studio by Milica Zec and Winslow Porter, dedicated to synthesizing storytelling, art, and technology into groundbreaking and emotional projects. New Reality are the creators behind the award-winning Giant and Tree VR experiences, both of which are built with Unreal and previously benefitted from Unreal Dev Grants.
    NotMyCar by NMC Studios
    NotMyCar is a white-knuckle, lead-footed massive multiplayer vehicular combat battle royale game. Drop into the battleground and use cool weapons and abilities to fight your way through single-elimination combat and become the ultimate survivor. Customize your ride to make it a beast of a vehicle to take on anyone, anytime.
    Oceanhorn 2 by Cornfox and Bros.
    Oceanhorn 2, which was showcased in the Unreal Engine booth at GDC 2018, is the upcoming sequel to the action-adventure mobile game featuring exploration in a colorful world with items, puzzles and battles.
    Origin Zero by Black Amber Digital
    Origin Zero is an episode-based, sci-fi animation project lovingly crafted by a small, dedicated team using Unreal Engine 4.
    Paradise Lost by PolyAmorous
    Paradise Lost is a non-linear narrative driven adventure game with meaningful, kinesthetic interactions dynamically changing both the environment and the story you are experiencing.
    The Path of Calydra by Finalboss
    The Path of Calydra is an 3D adventure platformer set in the fantastic world of Calygore. Explore as suburban teenager Matheus, who has been transported to Calygore and must rely on an unusual entity named Calydra to seek out four powerful crystals and return home.
    Point Cloud Plugin by Phoboz
    Forum Post
    The Point Cloud Plugin by Phoboz is a free plugin for Unreal Engine 4, developed to help with importing, processing and rendering of point clouds. It is currently in beta for Windows.
    Raji: An Ancient Epic by Nodding Head Games
    Raji: An Ancient Epic is an action adventure game set in ancient India. Raji is a young girl chosen by the gods to stand against the demonic invasion of the human realm, saving her younger brother in the process.
    Rocket Jockey by Burn Ward Games
    Rocket Jockey is a team-based game that plays like a cross between Rocket League and Super Smash Bros. Fly on top of modern jet engines with classic car chassis at break-neck speeds.
    Scene Fusion by KinematicSoup Technologies
    Scene Fusion for Unreal Engine makes real-time editor collaboration possible. Developers can build all sorts of content together in real time, resulting in significant time savings.
    Second Order
    Independent developer Second Order, creator of Claybook, is being recognized and awarded for contributing numerous fantastic rendering features and optimizations to Unreal Engine 4. This is the team’s second Unreal Dev Grant.
    Session by Crea-ture Studios
    Inspired by the golden era skate culture of the late 90s and early 2000s, Session is an upcoming skateboarding game that is all about authenticity, creativity and the freedom of expression that skateboarding provides.
    SMALLAND by EMBU Games
    With SMALLAND, the survival genre gets a tinier take that lets you appreciate the little things, or flee in terror of the little things. The slightest breeze can sweep your items or even your house away from you. The simplest rainfall can form puddles the size of lakes in a matter of minutes.
    Solar Warden by Polar Zenith
    Solar Warden is a six-degrees-of-freedom space shooter combined with an overarching campaign with real time strategy elements. Jump into your fighter and combat the silicoid menace up close, while you command and dispatch the Solar Warden fleet for reinforcements.
    Someday You'll Return by CBE Software
    Someday You'll Return is a story-driven psychological horror game about a desperate search for a missing daughter deep in the woods where you swore you'd never return.
    Twenty Studios
    Sweden's Twenty Studios, together with and LeViteZer, is crafting intuitive open source software that brings the power of Unreal Engine 4 to live mixed reality production and video compositing pipelines.
    VStore by VitaeVR
    Vstore, which recently entered wide clinical trials, is a fully functioning virtual reality supermarket which offers a fast, accurate and portable method of screening for early indicators of dementia. Diagnosing dementia at the earliest possible stages is critical because that is when treatment is at its most effective.
    To learn more about Unreal Dev Grants and to apply for a future award, visit:


    Matali Physics 4.2 Released

    By komires, in News,

    We are pleased to announce the release of Matali Physics 4.2. The latest version introduces support for heightmaps with holes and with non-rectangular shaped terrain. New functionality allow you to create real-time deformable, large-scale heightmaps containing bridges, caverns and tunnels.
    What is Matali Physics?
    Matali Physics is an advanced, multi-platform, high-performance 3d physics engine intended for games, virtual reality and physics-based simulations. Matali Physics and add-ons form physics environment which provides complex physical simulation and physics-based modeling of objects both real and imagined.
    Main benefits of using Matali Physics:
    Stable, high-performance solution supplied together with the rich set of add-ons for all major mobile and desktop platforms (both 32 and 64 bit) Advanced samples ready to use in your own games New features on request Dedicated technical support Regular updates and fixes  
    You can find out more information on

    The IGDA Game Leadership Summit has announced the  speakers and show schedule for this year's event, which takes place at the Austin Convention Center on September 13-14, 2018. The Summit is focused on helping individual leaders at all levels within the industry maximize business performance and professional success as they navigate the rapidly changing interactive entertainment field. Super Early registration before July 13 is $125 for IGDA members and $200 for non-members.
    The Summit includes two tracks:  Management Excellence and Professional Leadership.
    Management Excellence
    Managers, executives, business owners and entrepreneurs will learn competencies essential to running smart, effective game businesses, at scales from small team to thousand-plus person studio. From planning ahead for success to navigating risk and positioning for growth, topics include:
    Keeping It Real: Creating, Sharing, and Executing a Company Vision The Turnaround: Leading teams from Crisis to Victory No Office, No Pants: Running a Virtual Studio Considerations Before Starting a Game Studio One (Story) Game at a Time: Tales from the First 5 Years of an Indie Game Studio Ways to Grow and Sustain a Successful Game Studio From Good to Great: How to Build and Sustain High Performing Teams Your Lawyer as Paladin What Your Publisher Wishes You Knew About Management Professional Leadership
    Game professionals at all stages of their careers and across all disciplines who seek to better manage their careers and acquire leadership skills will learn to improve their decision making, planning and problem solving. Topics include:
    The Terrible Transition! Or “I’ve Been Promoted – What Do I Do Now?” 30 Concrete Changes To make your Team more Sustainable The Soft Skills Needed to Succeed in Game Development Advocating for Yourself When Your Manager Doesn’t, Can’t or Won’t Radical Candor: Being an Asshole is Already 2nd Best SURPRISE! Your Feedback Sucks Leading From the Front Building a Culture of Opportunity Check out the speakers and learn more at

    CGTrader’s team is ready to go watch some great footy this coming week! We know how frustrating it is to have a deadline looming right as the World Cup is ramping up, so we’re inviting every developer, design studio and maker to watch every game and grab over 250,000 3D models with up to 50% discounts in the week between June 21 and June 30.

    Microsoft's PIX team has announced their latest version adding support for GPU Occupancy on AMD GPUs, allowing developers to get detailed insight into how shader workloads execute on the GPU.
    From the announcement: 
    While the Execution Duration timeline lane shows the total execution time for draws and other rendering operations, the new Occupancy lane shows the associated work as it moves through the GPU’s rendering pipeline. You’ll see how work is broken into vertex shader work, pixel shader work, and so forth giving you a much more accurate view of how the hardware handles your rendering. The Occupancy lane shows VS, HS, DS, GS, PS, and CS work corresponding to the different pipeline stages as well as a stage labeled Internal which allows GPU vendors to account for work that doesn’t map to any of the conventional pipeline stages. With this release GPU Occupancy is available for both AMD and NVIDIA GPUs.  


    Today, at Unite Berlin, GitHub announced the launch of GitHub for Unity 1.0, making git even more accessible to game developers. The Unity editor extension brings Git into Unity with an integrated sign-in experience for GitHub users, introducing key features for game development teams to manage large assets and critical scene files using Git in the same way that users manage code files, all within Unity.
    GitHub for Unity is a Unity editor extension that brings Git into Unity 5.6, 2017.x, and 2018.x with an integrated sign-in experience for GitHub users. It introduces two key features for game development teams: support for large files using Git LFS and file locking. These features allow you to manage large assets and critical scene files using Git in the same way that you manage code files, all within Unity.

    The initial alpha-version was made available in March 2017, and is now publicly available to download at and from the Unity Asset Store.

    Esoteric has announced the general availability of their new spine-cpp runtime, an idiomatic implementation of the Spine Runtimes API for C++, making the integration of Spine in your C++ based projects a breeze.
    The Spine Runtimes for Unreal Engine, Cocos2d-X and SFML have also been updated to use the new spine-cpp implementation.
    You can try out the new spine-cpp runtime as well as the new integrations for Unreal Engine, Cocos2d-X, and SFML in the 3.7-beta-cpp branch on Github. Check out the CHANGELOG for information about API additions and breaking changes. The Spine-C++ guide shows how to operate the new runtime and integrate it in your custom engines.

    GameDev Townhall is a topic posed to the community for discussion of events and issues affecting games and the game industry. Participate in the comments below.
    The game store battle is being fought over content moderation.
    Valve yesterday announced in a blog post that they are going to allow everything onto the Steam Store, except for things that they decide are illegal, or straight up trolling, explaining that Valve shouldn't be the ones deciding what games players can and cannot purchase and play.
's creator followed that up with its creator saying Steam's new hands-off curation policy is 'ridiculous':
    Discussion point: Will Valve's open market work? Is's moderated market the better option for developers and gamers? Is there another option?

    Today, Oculus announced Oculus Connect 5 (OC5) with a message that sounds as though it's a bit of a turning point for the company: Celebrate the last five. Believe in the next five. The event will take place on September 26-27 in San Jose, CA.

    There isn't much information right now, leaving plenty to speculation, but you can sign up for updates on the website at

    Apple today introduced ARKit 2, a platform that allows developers to integrate shared experiences, persistent AR experiences tied to a specific location, object detection and image tracking to make AR apps even more dynamic. Apple is also unveiling the Measure app for iOS, which uses AR to quickly gauge the size of real-world objects, as well as a new open file format with iOS 12, usdz, which is designed to more deeply integrate AR throughout iOS and make AR objects available across the ecosystem of Apple apps.
    In related news, Epic announced support for ARKit 2 in the Unreal Engine 4.20 preview available this month, enabling developers with the latest AR features on iOS devices. 
    Learn more from the Apple Newsroom post.

    Raph Koster's new book Postmortems is now available for purchase.
    This first of three volumes is the beginnings of many of the essays and writings Koster has shared over the last several decades. It focuses specifically on games he has worked on, from LegendMUD and beyond, and is a compendium of design history, lessons learned, and anecdotes from the games industry. The foreword for the book is written by Richard Garriott.
    Contents include:
    Early days, creating board games, and the lessons learned MUDs, including DikuMUDs design, administrative practices on LegendMUD, and the struggles on MUD governance The resource system, playerkilling, and evolution of the game economy model of Ultima Online Postmortems, design philosophy, and a design overview on Star Wars Galaxies The transition of MMOs Design diary and transcript of Andean Bird Tech architecture and postmortem of Metaplace Here's an excerpt from the book discussing playerkilling with Ultimate Online:

    A longer excerpt can be found here.
    Raph Koster is a veteran game designer and creative executive who has worked at EA, Sony, and Disney as well as run his own company. The lead designer and director of massive titles such as Ultima Online and Star Wars Galaxies, he’s also contributed writing, art, music, and programming to many other titles. He is the author of the classic book A Theory of Fun for Game Design. In 2012, he was named an Online Game Legend at the Game Developers Conference Online.
    You can find the book on Amazon and other retailers. 

    Interactive Gaming Ventures has joined forces with Epic Games to identify independent game developers building promising titles using Unreal Engine 4, and to bring teams meeting desirable criteria into the their investment portfolio.
    Led by former PlayStation President and CEO Jack Tretton, Interactive Gaming Ventures plans to invest in two to three experienced indie teams per year, at $1 million to $5 million per project, over the next seven years.
    “We are looking to provide exceptional independent teams building games with Unreal Engine the support structure, cash infusion, marketing resources and relationships that will help them achieve incredible financial returns,” said Tretton, Managing Partner, Interactive Gaming Ventures.
    When a studio takes investment from Interactive Gaming Ventures, it maintains control of its IP and creation process. Interactive Gaming Ventures helps fund milestone deliverables, manages promotion and distribution, and then shares in a project’s success once it ships.
    “This partnership falls perfectly in line with Epic’s philosophy, meaning that we only succeed when developers succeed,” said Joe Kreiner, head of Unreal Engine business development at Epic. “From programs like Unreal Dev Grants to one-to-one conversations where we connect teams with strategic opportunities, we have an honest motivation to help our licensees get ahead. We couldn’t be happier to make it even easier for Interactive Gaming Ventures to get behind Unreal indies.”
    Interactive Gaming Ventures provides investment capital and management strategy to help independent developers force-multiply their scale and success, focusing on teams looking to ship first on PC, with the option of taking their game to console and mobile as well.
    Joining Tretton in leadership at Interactive Gaming Ventures is Studio Wildcard CEO Doug Kennedy, whose company is behind the Unreal Engine-powered ARK: Survival Evolved franchise, which has sold more than 13 million copies across PC, console, mobile and VR platforms.
    “Epic has been an incredibly supportive partner for Studio Wildcard over the years,” said Kennedy. “ARK: Survival Evolved started off as an independent game released in early access and grew to be a phenomenon beyond our wildest dreams, thanks in part to the Unreal community and Epic’s support. This is a foundation of stability and massive potential, and we’re looking to build on it in collaboration with even more Unreal Enginedevelopers.”
    To contact Interactive Gaming Ventures, visit
    Download Unreal Engine and get started for free at

    WILD WEST Bandit for FUSE
    The pack contains the following Clothing items, that you can easily alter the material type, substance, and colour.  Check out the Promo Pics on this product page, which depicts the clothing.
    The Pack contains:
    Hat Scarf Sweater Belt Trousers Trouser Over ChestBelt  
    Pack is already imported and set up in fuse - simply follow the easy instructions and a scene is provided that shows the Avatar in FUSE, with the full costume assembled.
    Purchase for just $14 from the below Arteria3d website link
    WildWest Bandit – arteria3d 



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