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    Epic Games today announced that it will once again present the Unreal E3 Awards at this year's Electronic Entertainment Expo (E3), taking place June 11-13 in Los Angeles. The annual awards highlight standout achievements from Unreal Engine game developers across several categories, ranging from Outstanding Original Game to Unreal Underdog.
    Judges will evaluate dozens of Unreal-powered games throughout E3, announcing nominees on Thursday June 13, the final day of the show. Winners will be revealed the following week on June 20. Winning teams in any of the five categories will receive an NVIDIA GeForce RTX 2080 Ti graphics card and an Intel i9-9900K processor, courtesy of the Intel Game Dev Program. Nominee and winner announcements will be shared at unrealengine.com/e32019 .
    Unreal developers attending E3 may email E32019@unrealengine.com with a brief description of their game or experience, along with details about where to find it at the show.
    This year's Unreal E3 Awards categories include:
    Eye Candy: This award is given to the most visually impressive Unreal Engine game at E3 2019 and rewards the use of leading-edge graphics that push the medium of interactive entertainment forward.
    Biggest Buzz: This award is given to the project that creates the most talked about moment of E3 2019. From a major game reveal to an undeniably impressive demo or a twist that flips the industry on its ear, this award goes to the Unreal Engine team or project that produces the most buzz.
    Most Engaging: This award is given to the experience that we simply can't put down. Nominees will make players forget about their surroundings and be transported into a truly immersive experience.
    Outstanding Original Game: This award is given to the project with huge potential as an all-new IP. Nominees will spark interest not only through gameplay, but through original characters, worlds and the potential that is put on full display during E3 2019.
    Unreal Underdog: This award is given to the team that pushes the limits to achieve an amazing showing for their game or experience at E3. Focusing on not just the product, but the people and process behind it, this award acknowledges a team's perseverance to make a big splash at the big show.
    Stay tuned to the @UnrealEngine social media accounts throughout E3 for a peek at some of this year's exciting titles built with Unreal.

    Unity has posted an update on their Terrain Tools package with brand new sculpting tools and a collection of common-use utilities to help automate tedious tasks. The update outlines the improvements made to the existing sculpting tools, including new controls for rotation, spacing, and scatter, along with shortcut keys and brush stroke attributes.
    Unity also introduces the Terrain Toolbox as a centralized hub for all your terrain-related settings. It helps developers create new terrains from presets, heightmaps, batch terrain settings on multiple tiles, and more.
    Read the full update, post your questions in our forums, or check out the Terrain Tools package documentation to learn more.

    NVIDIA has announced Nsight Graphics 2019.3. This release includes:
    Revamped GPU Trace with a new analysis mode Configurable Range Profiler is now the default view in the profiling activity Acceleration Structure Viewer can now export acceleration structures for standalone viewing Learn more from the full release notes and the announcement from NVIDIA.

    Sketchfab is running a 25% off 3D models sale from now through May 31st. Use the code SUMMERISCOMING. Sketchfab's store selection of 3D models includes everything developers might need in their games - characters, props, scenes, and more.
    A few popular 3D models include:
    Reference Female Head Scan, Unity and Unreal Engine ready
    CDMR_Reference_Female_Head_Scan by captureddimensions on Sketchfab
    Lowpoly People Complete Pack
    Lowpoly People Complete Pack by kanistra on Sketchfab
    Western Pixel Town
    Western Pixel Town by BitGem on Sketchfab
    Click here to check out the rest of the store.

    nWay, multiplatform developers of games such as the recently launched Power Rangers: Battle for the Grid, Power Rangers: Legacy Wars and ChronoBlade, today announced the upcoming commercial availability of its nWayPlay platform, making the development of crossplay, real-time multiplayer games easier, faster and more cost-effective than ever. The platform gives development teams a firm foundation on which to build their game backend and delivers everything developers need to launch a stable, scalable backend stack with support for real-time multiplayer and live data. nWayPlay features continual platform updates and source access to ensure developers are getting the latest features available, that can be fully customized to match their game.
    nWay has spent over five years building the nWayPlay platform and initially applied it on its first game, ChronoBlade, which enabled real-time multiplayer and crossplay across iOS, Android, and browser platforms. Using the existing platform, in just nine months, nWay was then able to build its current flagship mobile hit, which now has over 50 million downloads and over 600 million live matches played globally since March 2017.
    With nWayPlay, developers can easily and cost-effectively:
    Build crossplay games -- Game creators can use nWayPlay to easily develop crossplay games, expand their install base, improve social and matchmaking functionality, and ultimately increase engagement and revenue. The nWayPlay platform supports platform-portable accounts, so users can take their progress across multiple devices and formats.
    Create real-time multiplayer games -- nWayPlay allows developers to easily build fast real-time synchronous player-vs-player games -- games that are action-oriented and have complex inputs. For these games to be successful, networked play must be a central engine component so that the gameplay experience is smooth even over spotty WiFi and LTE networks. nWayPlay has been battle-tested to provide low-latency real-time multiplayer experience under various conditions for consoles, PC, and mobile.
    Access real-time arena servers across the globe -- The nWayPlay platform provides a framework for deploying server infrastructure across the globe to give each local player the best networked gaming experience. The platform supports deployments in over 16 regions around the globe, including several inside China. Geo-distribution of users is built into the platform matchmaking/lobby systems and can be extended with custom logic.
    Engage players with live ops -- The nWayPlay platform provides user-level live ops targeting in real-time.  Real-time segmentation and cohorting allow for precise user targeting. nWayPlay allows the developer to script dynamic offers for user-level personalization of in-app products. Moreover, nWayPlay comes with world class customer service tools featuring an intuitive UI for modification of player data, a robust mail system with built-in localization support, and a full audit log of all customer service tool usage.
    Be ensured of server stability and scalability --  nWayPlay has a proven scalability and stability record with a 99.99% uptime on its current products. To further ensure stability, the platform comes with best-in-class alerting and monitoring features.

    “Competitive gaming and esports are becoming ever more important. A robust online multiplayer game today needs to solve a host of development challenges -- it has to be latency and packet loss tolerant, have crossplay functionality, have good live ops tools, and be on a rock solid backend that can scale. This is all very hard to do and requires a lot of server engineering resources to build from scratch,” said Taehoon Kim, co-founder and CEO of nWay. “We have spent years solving these problems for ourselves, and we are proud to now offer our powerful solution to other developers, enabling them to more cost-effectively bring their best versions of competitive online games to the market.”
    Pricing and Availability
    nWayPlay is currently in beta and will launch towards the end of this year. The technology is free to use for development and payments will be based on Monthly Active Users once the game is live.  
    More information on nWayPlay can be found at http://nway.com.

    Brazil’s Independent Games (BIG) Festival, the largest indie gaming expo in Latin America, announced today that a cluster of prominent international mobile gaming companies will be attending its 7th edition, making the gaming application business front and center at this year’s event. As part of Brazil Games’ efforts to further consolidate and promote the Brazilian Game industry internationally, local attendees will be treated to panels and talks whose participants will be composed of companies that have contributed to the creation of the most recent trends in the mobile video game publishing business.
    Representatives from major publishing houses with proven track record will present their latest case studies to explain their involvement with helping mobile game developers to reach profitability by developing customized marketing and monetization campaign strategies. Part of the focus will aim at explaining how to develop and deploy the necessary tools in order to reach the KPIs threshold that have become standards in the industry in terms of user acquisition, engagement, valuation and retention.
    The Brazilian Independent Games Festival is honored to welcome this year the mobile video game companies listed below which will host the debates and discussions over the fundamentals on how to become successful in the mobile video game publishing business.
    Tilting point  Lion Studios Superscale  Glu Mobile Miniclip JoyPac Samsung BIG Festival 2019 Edition will be taking place in Sao Paulo, Brazil from June 27 to June 30. The event covers competition between national and international games with cash prizes, exhibition of the selected games, awards ceremony, lectures and business rounds. For more information visit https://www.bigfestival.com.br/home.html.

    Google and Binomial have announced a partnership to open source the Basis Universal texture codec to improve the performance of transmitting images on the web and within desktop and mobile applications, while maintaining GPU efficiency. This release fills an important gap in the graphics compression ecosystem and complements earlier work in Draco geometry compression.
    The Basis Universal texture format is 6-8 times smaller than JPEG on the GPU, yet is a similar storage size as JPEG – making it a great alternative to current GPU compression methods that are inefficient and don’t operate cross platform – and provides a more performant alternative to JPEG/PNG. It creates compressed textures that work well in a variety of use cases across games, virtual & augmented reality, maps, photos, small-videos, and more.
    From the Github page:
    Read the Google blog post announcement to learn more.

    New Collection Brings 15 Original Ready-to-Use Materials, Including Two Free to Download; Substance Source Library Now Contains Nearly 1850 Assets 
    CLERMONT-FERRAND, France – May 21, 2019 – The Substance Team today announces the second Substance Source Signature Collection of 2019, bringing with it one of the most versatile sets of materials yet. For his collection, material artist Ben Wilson channeled his love of abstract design and decaying architecture in order to create assets that run the spectrum from beauty to decay, with an emphasis on shape language. Wilson’s 15 original materials are available now and are meant to offer artists working on anything from games to VFX to architecture a source of inspiration and original designs.
    Wilson’s collection begins with carved layer stacking, meant to convey an abstract and yet simplified expression of beauty. The fully customizable parameters make for a nearly infinite level of variations, and the shapes were designed in a way that encourages experimentation for artists of all skill levels. The designs emphasized in the beauty set are also reflected in the decay materials through the shape language employed. Twisted and distorted features offer a new take on decay beyond the traditional emphasis on factors like death and overgrowth.
    “For this collection, I wanted to create something that could act as a starting point for artists that want to go beyond the familiar ideas of what we associate with beauty and decay,” said Wilson. “The designs I looked to in order to inspire these materials are somewhat abstract and hard to clarify as beautiful, while others for decay bordered on chaotic. But ultimately, it’s two sides of the same coin.”
    Whether an artist is leaning towards the beauty materials to help design a modern skyscraper or utilizing the decay assets to create a well-worn stone wall, the color variation was designed to be as user-friendly as possible. All materials offer a primary, secondary and tertiary color picker, allowing for easy color control. Each graph was also created with similar visual features in mind to ensure a cohesive set of materials, so objects like debris, for instance, are shared across each material.
    To create his collection, Wilson leveraged his years as a Substance Designer user along with nearly a decade of experience creating video games. His resume includes blockbuster franchises including Gears of War and Forza Horizons, as well as work on major releases like The Division. He recently acted as senior environment artist for Machine Games' Wolfenstein II: New Colossus before joining Ubisoft Stockholm as a material artist to work on the upcoming Avatar game. He has also worked with the Substance Team to present a master class during Substance Days GDC 2018.  
    To celebrate the release of the new collection, Substance Source subscribers will receive two materials – “Fossilized Streams” and “Concrete Clover” – for free. Both materials are now available to download from the Substance Source library. Wilson will join the Substance Team for a live stream from Stockholm on May 27, offering a deep dive into the creation of both materials and a look at the collection as a whole.
    With the release of Wilson’s collection, the Substance Source library continues to grow. Users now have access to nearly 1850 ready-to-use materials, each fully customizable and tweakable for use in anything from gaming to VFX to architecture to design and more. Additional materials will be announced soon, including new collections from artists working in multiple industries.
    Access to Substance Source is available through a monthly subscription. Subscribers receive 30 Substance Source material downloads per month, along with Substance Designer, Substance Painter and Substance B2M for $19.90 (Indie) or $99.90 (Pro). Professional users and teams can also buy the entire Substance Source library, along with one year of updates, for $4990. Enterprise and education pricing is available upon request. Students and teachers can request a license at no cost.
    About Allegorithmic  
    Allegorithmic, an Adobe company, is the industry leader in 3D texture and material creation technologies. More than 150,000 users in the domains of games and entertainment, film and VFX, architecture, and design rely on Allegorithmic's award-winning Substance texture and material authoring software for developing the next generation of digital content. Clients include: Naughty Dog, Activision, Sony Computer Entertainment, Electronic Arts, Ubisoft, Double Negative, MPC, Foster + Partners, Gensler, Louis Vuitton, Mercedes-Benz and IKEA. Founded in 2003, Allegorithmic is based in France with offices in Clermont-Ferrand, Lyon and Paris, and has global offices in Los Angeles, Cleveland, Montreal, Singapore and Seoul.

    Unity has posted a technical deep dive for the GPU Lightmapper offered as a preview in the 2018.3 release. They've partnered with AMD and chosen to use RadeonRays, an open source ray tracing library from AMD, to implement power sampling, rays compaction, and custom BVH traversal.
    The deep dive goes into the design decisions, tradeoffs, pipeline design, and general architecture for the Lightmapper, including discussion of its control flow:

    Check out the full deep dive here: GPU Lightmapper: A Technical Deep Dive.

    In April 2019, over 800 game developers attended Unreal Fest Europe in Prague to connect and learn new ways of using Unreal Engine. The second annual event included 56 sessions by Epic Games, technical partners, and 16 studios across Europe focusing across the spectrum of coding, art, animation, design, and production. 
    These presentations are now available online here.
    Learn more about the event from the video below:

    'Lunar - Cinematic Ambient Samples'features over 1GB of production-ready cinematic soundscapes and evolving ambiences, dramatic impacts, experimental synth textures and transitions. Created with a large selection of high quality recordings, this sample pack will enhance your creative potential.
    Easily downloadable and affordable, this sample library brings you 105 royalty-free samples in WAV format. 'Lunar - Cinematic Ambient Samples' comes to you in 24-bit high definition and is licensed to you as royalty-free so you can use it in your commercial compositions at no extra cost.

    NeoAxis Group releases a new version of NeoAxis Engine is an integrated development environment with built-in 3D game engine. The environment can be used to develop all kinds of 3D projects such as computer games, visual trainers, VR systems, to visualize processes and develop windowed applications.
    Check out the full announcement at https://www.neoaxis.com/news/neoaxis_engine_2019_2_released.

    Legal firm Morrison Rothman have announced that they will be offering free legal services to qualifying indie developers as part of their new "Jump Start Program".
    Further details are still to be provided, but we currently know that the firm will be starting out offering pro bono (free) services to three developers each month and "will work with each one to complete the legal needs smaller dev teams often cannot afford", with plans to hopefully expand this to include a larger number of developers in future.
    The program also aims to support and encourage more diversity, and so will prefer studios who exhibit a commitment to diversity either through their work or their studio's leadership.
    Founding partner Ryan Morrison goes by the online handle of Video Game Attorney on Twitter and Reddit, and is well known for his popular legal AMAs (Ask Me Anything) which are normally done a few times per year.

    Fabien Sanglard has made Game Engine Black Book: Wolfenstein 3D available for free download with updates to the DOOM edition. In the latest updates to the series, all reported errata have been fixed, both Wolfenstein 3D and DOOM versions of the books are available as 300dpi PDFs, and Sanglard has released the LateX source code of the books (Wolf3D, DOOM).
    Readers are encouraged to gift to Sanglard for the books, but the high-res PDFs of both Game Engine Black Book: Wolfenstein 3D and Game Engine Black Book: DOOM are now available for download for free. Of course, hard copies are still available for purchase from multiple retailers.
    Learn more and about all the updates from the blog post.

    Algonquin College is looking for a Full-Time Professor for Game Development in Ottawa, Ontario. The position will be open until May 23rd, 2019.
    Minimum requirements include a degree in game development, art, or a design related field with at least 5 years of industry experience and 2 years of teaching experience at a post-secondary level, including experience with game related art asset production software such as Adobe Creative Cloud, Autodesk 3ds Max, or Autodesk Mudbox and experience with game engine software such as Unity and Unreal.
    If this sounds of interest to you, check out the full job description at gamedev.jobs here.

    AMD has released the Radeon GPU Profiler 1.5.1. The low-level GPU optimization tool provides details timing and occupancy information on Radeon GPUs. New to this release is Instruction Timing, Shader ISA in the pipeline state pane, and improved user marker display, grouping, and filtering. 
    Now developers can use the built in hardware-level tracing support to dump instruction level trace data during a capture to understand how each instruction performs without doing anything special besides profile a frame.
    Developers also now can view the embedded GPU ISA for each active shader stage. Two tabs show the information about the hardware occupancy of the particular event you're interested in, and a new tab labelled ISA to show the hardware instructions sent to the GPU after being compiled from the higher level language you submitted with the dispatch or draw using one of Radeon GPU Profiler's supported high-level APIs.

    Finally, user markers are now shown in a capture event view on top of the event, helping developers get a better idea how their frame is put together. 

    Check out the full announcement at https://gpuopen.com/radeon-gpu-profiler-1-5-1/.

    The Substance team today announces a new Substance Source material collection designed to aid in the rapid creation and customization of 3D characters. Developed with the help of veteran character modelers from film and games, the “Substance Source Skin Micro Details Collection” introduces 32 original materials, each offering artists a way to quickly customize the little imperfections needed to bring a fully realized character to life.
    Today’s release is the second of two parts and features materials created with the input of character designer Pablo Muñoz Gomez. His work joins that of 3D modeler Magdalena Dadela, whose contributions debuted on May 2. For this dermatological collection, the veterans worked with the Source team every step of the way, from the design of the materials for use in a variety of character designs to determining the parametric levels of each asset. Each downloadable offering can be endlessly modified to help create a photorealistic digital human or tweaked and exaggerated to produce anything from a cartoon character to a sci-fi monster.
    “When it comes to character creation, perfection can actually be a negative,” said Nicolas Paulhac, product manager of Substance Source. “The best looking 3D characters are the ones that use major or minor differences to show history and uniqueness. That can make a huge difference, but it can also be time and resource heavy. That’s where this collection comes in.”
    Working from dermatology publications and reference images, the team was able to recreate some of the most common skin imperfections, including natural blemishes, freckles, open wounds and even the effects of diseases. Shape, size, colors and more are all adaptable, customizable and ready-to-use, whether you want to create a realistic digital human or a zombie with rotting flesh.
    The new collection is the latest step towards helping Substance users create a digital character that fits any genre, offering adjustable levels of realism based on the needs of the project. Earlier this year, the Substance team released a collection of materials made in collaboration with Texturing XYZ featuring scans of human skin. Those customizable materials feature everything from pores to individual hairs, and can be used as the first level of a character’s skin. When paired with advancements to Substance Painter – including the introduction of Subsurface Scattering – artists now have even more ways to produce film-grade characters faster and with more flexibility.
    To help bring the Substance Source Skin Micro Details Collection to users, the Substance team sought out character design professionals with years of experience. That led them to Dadela and Gomez. Dadela is a long-time Substance user and character modeler for Framestore’s Montreal location. Her resume includes game franchises like Assassin’s Creed, Splinter Cell and Tomb Raider, while her VFX history features Warcraft: The Beginning, Predators, Fantastic Beasts: The Crimes of Grindelwald and more.
    Based in Melbourne, Gomez has spent years as a professional modeler and teacher, helping to create character models for a wide variety of industries, including education, healthcare, corporate videos and the film and game industries. He recently turned that passion for creation and sharing knowledge into a resource for artists when he founded ZBrushGuides.
    The collection launches with two free materials for Substance Live subscribers to experiment with. Both the “Arch Fingerprint” and the “Skin Freckles” can be downloaded directly through the Substance Source library.
    For additional tips on using the micro skin materials, look for live tutorials from Dadela and Gomez on the Substance YouTube channel in the coming weeks.
    Access to Substance Source is available through a monthly subscription. Subscribers receive 30 Substance Source material downloads per month, along with Substance Designer, Substance Painter and Substance B2M for $19.90 (Indie) or $99.90 (Pro). Professional users and teams can also buy the entire Substance Source library, along with one year of updates, for $4990. Enterprise and education pricing is available upon request. Students and teachers can request a license at no cost.

    Matt Hunter
    There is a new 3D AR Engine for iOS available called Emcore3D , www.emcore3d.com. It is native, fast and lightweight, so no need to use the bulk of Unity.
    There is a free trial available if you want to test it.   Integration is super simple and it allows you to throw a 3D model into AR in no time.
    Emcore3D features include - Multiple shaders per scene, optimised session and memory management, OBJ & FBX support, scale, shadows, proximity triggers.
    You can even augment 3D models and environments with image, video and audio content - all served from your own CDN.
    Download now at www.emcore3d.com
    Why The World Needs A Super '3D-AR Engine'

    Ubisoft RedLynx is looking for a self-driven and talented Senior/Lead Graphics Programmer to join their core technology team. As Graphics Programmer, you will design and implement systems for the rendering engine developed inhouse, with the opportunity to work on a new innovative and groundbreaking tech for existing and future titles. The role requires 3+ years experience, strong graphics understanding, strong math and C++, and more. You can see the full job description here.
    As a multiplatform game development studio located in Helsinki, Ubisoft RedLynx has developed and published more than 100 games, including the Trials series, with a passionate team of over 140 people of 21 different nationalities. As one of the biggest and oldest game studios in Finland, Ubisoft RedLynx focuses on surprising people with the unexpected and creating impactful game experiences that stand the test of time.
    Since 2011 RedLynx has been part of Ubisoft, one of the biggest independent video game publishers in the world with over 15,000 team members, who work hand-in-hand to deliver rich and innovative gaming experiences.
    Learn more about Ubisoft RedLynx and the Senior/Lead Graphics Programmer role at GameDev.jobs here.

    NVIDIA has posted the GDC presentation by Jeff Kiel entitled Getting the Most From Your Vulkan Applications with NVIDIA Nsight Graphics. The talk includes real-world examples that show how to use NVIDIA’s developer tools and provides guidance on how to use the Frame Debugger to find rendering anomalies.
    An excerpt of the talk is included below with Kiel discussing how to customize metrics collected in the Range Profiler.

    Crytek has updated the CryEngine Roadmap, revealing planned features for CRYENGINE 5.6, scheduled for summer 2019, CRYENGINE 5.7, which is set for spring 2020, and also demonstrates interests in long-term development of the engine in the Research & Development category. The roadmap is a forward-looking document and is intended to give an insight into the overall direction of the engine’s development and planned features. 
    Highlights in the update include:
    Tool Optimization including new in-editor project management system in 5.6, numerous optimizations in all areas including rendering, compilation, and memory footprint. Schematyc & New Features with a modern and modular visual scripting framework that will allow you to create game logic without code. Ray Tracing with hardware-agnostic technology with the aim to make it available in CRYENGINE 5.7. View the full roadmap here.

    Today, the Substance team announces the first major Substance Designer update of 2019, bringing with it a new Substance Engine that will lay the groundwork for years to come. With Substance Engine v7, Substance Designer can now process both values and textures to simplify the material creation process and take users beyond the PBR format.
    Where before textures represented values, Substance Designer can now process these values directly during material creation, ensuring consistency across the pipeline. Using the new “Value Processor” node, users can manipulate values from within the composite graph itself, helping to drive parameters and optimize their workflow with even more creative flexibility. Rather than working with nodes that represented elements like color, users can add the color value directly, simplifying and strengthening the design process. 
    Users can also pass values from one node to another, and create global variables at the graph level. Over time, nodes/filters will attain the ability to become smarter throughout the graph as they receive additional data. Substance Engine v7 will soon be compatible with all the Substance integrations, so materials can be directly imported into top tools without any extra tweaks.
    "With the introduction of Substance Engine v7, Substance Designer takes another step toward becoming the ultimate material authoring tool," said Nicolas Wirrmann, product manager for Substance Designer. "The whole ecosystem has become smarter, and the new engine allows artists to continue to innovate and experiment for years to come."
    Along with Substance Engine v7, today’s update brings with it several new filters, including:
    New Flood Fill Variants – Two new Flood Fill companion nodes have been released including: “Flood Fill to Index,” which generates user numbers per shape, and “Flood Fill Mapper,” which lets them apply images to each shape.
      Atlas Splitter – Users can now divide an Atlas in order to isolate and exploit the separate elements of a scan.
      New Directional Warp Filters – The “Non-Uniform Direction Warp” allows the intensity and direction of the warp to be driven by an image input; the “Multi-Directional Warp” applies the directional warp multiple times in opposite directions while the displaced texture stays in place.
      Height Extrude – Height maps can now be rendered as 3D depth; users can rotate the resulting shape as a 3D object.
      Triplanar Update – More accurate blending formula, random offset, separated inputs for x, y and z projections are now available.
      Improvements to Normal Vector Rotation – Rather than being set by a uniform value, the Normal Vector rotation angle can now be set using the grayscale value of an image input. Along with the new features, today’s update also introduces several performance upgrades, including a massive boost to the bakers. The integration of Optix for the AO, Bent Normal and Thickness bakers will now produce speeds at least five times faster than CPU ray tracing. The .obj loader has also been optimized and multi-threaded, leading to a significant increase in loading times.
    For technical users, the update brings expanded options to the Python Scripting plugin system. Users can now create GUIs for plugins within Substance Designer using the Python API. The plugin system has also been standardized, allowing for plugins to start when the application loads, aiding in the creation of persistent plugins. Additional plugins created by the Substance team are on the way as well, look for those soon.
    The new update to Substance Designer is available today. Following the 30-day trial period, individual users will be able to subscribe to the Substance Indie or Pro plans. Substance Designer 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.

    Reallusion has announced Game Tools for Unity, a new plug-in connecting developers to limitless Unity character creation and automatic setup. With this launch, developers can design and deploy AAA-quality characters on an indie budget with tools for character creation, animation, face/body motion capture, and a massive motion library ideal for film production as well game development.
    “We strive to be a total character solution,” said John C. Martin, VP of Product Marketing, Reallusion. “Game Tools for Unity allows you to optimize game characters with polygon reduction, LOD, UV and material merging for max efficiency. You can also import ready-to-play characters into game engines with Reallusion’s Character Creator automated support for shader assignment, game controller and facial performances. Whether you are doing game development or film production, Game Tools is your go-to solution for characters that create new storytelling possibilities.”
    A platform for games and real-time virtual production, Unity was recently awarded the Technical & Engineering Emmy for Disney’s BayMax Dreams featuring real-time character animation. As more filmmakers and creators utilize real-time technology to visualize their stories, they now have Reallusion’s dedicated real-time character solution to generate optimal characters and motions for use in Unity games or cinematic real-time productions. Game, App, AR, and VR content developers can deploy 100% royalty free characters with rapid creation and big cost savings.
    Intuitively Customize: AAA-quality Character with Speed Reallusion’s Game Tools for Unity optimizes production workflow for character design, morphs, and clothing. Quickly Optimize: Characters with Mesh Optimization Technology
    Professionally prepare characters with poly reduction and LOD. Absolutely Animate: Create & Capture Face/Body Motion
    Generate character performances in realtime with mocap using mocap suite for the body and iPhone or webcam for the face. Motion library and lip sync can also animate without mocap.  Perfectly Convert: Characters Import Directly to Game Engines
    Import characters directly to Unity with automatic shader and animation assignment, saving time and keeping the focus on the characters, story and project. Check out the full announcement here.

    Today I would like to introduce to you our new 3d model marketplace  www.CGIFans.com where you will find a lot of affordable and high quality 3d models. Currently we have over 11,000 models online and many more to come.

    As a welcome gift, every new signup receives a $20 credit, allowing you to test-drive our models for free.

    Maya Virtual is looking for a UE4 engineer to outline and help develop core functionality of video games based on Unreal Engine 4, primarily using the Unreal Engine Blueprints system as well as C++. The preferred candidate will work on the Maya Virtual platform to accelerate the performance of next-generation multimedia apps and services through cloud computing. Located in Albuquerque, New Mexico, they offer flexible work hours, generous vacation time, and free onsite parking.
    Interested? Learn more about the role here.

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