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  1. khawk

    Unreal Engine 4.20 Released

    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 View full story
  2. khawk

    Unreal Engine 4.20 Released

    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
  3. khawk

    GDC 2019 Call for Submissions

    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/. View full story
  4. khawk

    GDC 2019 Call for Submissions

    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/.
  5. 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 pcarkeek@vr-intelligence.com. You can also learn more about the VRX conference and get a 15% discount in the GameDev.net industry events calendar:
  6. 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 pcarkeek@vr-intelligence.com. You can also learn more about the VRX conference and get a 15% discount in the GameDev.net industry events calendar: View full story
  7. 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. Pricing/Availability 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. View full story
  8. 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. Pricing/Availability 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.
  9. 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.
  10. 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. View full story
  11. khawk

    Unity 2018.2 Available

    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). View full story
  12. khawk

    Unity 2018.2 Available

    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).
  13. khawk

    IGDA Game Leadership Summit

    until
    The 2018 IGDA Game Leadership Summit, September 13-14, 2018 in Austin, Texas, is the first-ever global event focused on helping individual leaders at all levels and across all disciplines within the industry maximize business performance and professional success as they navigate the rapidly changing interactive entertainment field. Join us for 25 influential speakers and two tracks, focused on Management and Leadership. Our goal with this event is to assist you in maximizing your professional success. Whether you desire to be promoted (Leadership Track) or start and grow your own studio (Management Track), the Leadership Summit is designed for you. You will walk away with practical takeaways and actionable-advice to elevate your career or business. View speakers, sessions, and register at http://gameleadership.com/register/.
  14. 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: Learn more at http://gameleadership.com. View full story
  15. 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: Learn more at http://gameleadership.com.
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