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Found 18 results

  1. Vendor Booth Visit: Perforce

    We stopped by the Perforce booth to find out the latest in their version control system. Perforce is designed to securely manage change across all assets, including art and audio. At GDC they are showing off Hansoft - the agile planning tool that helps developers manage projects better. Perforce acquired Hansoft in September. Perforce said the feedback they were hearing at the show is that indie developers would like to use Perforce, but that the licensing was too high. They said they are going to work on a package for indie game developers, so keep an eye out for new announcements from Perforce. Learn more at https://www.perforce.com.
  2. Vendor Booth Visit: NVIDIA

    We stopped by the NVIDIA booth to see what they were talking about at GDC this year. The core of their announcement at GDC was real-time ray tracing and the support available in the next generation of graphics cards with RTX Ray Tracing technology. They've partnered with Epic as the first engine to offer support for RTX ray tracing, which Epic will make available to Unreal engine developers later this year. Learn more at https://developer.nvidia.com.
  3. Vendor Booth Visit: fmod

    fmod has been around the industry for a long time, and we stopped by their booth to find out the latest. At their booth, fmod is showcasing their fmod Studio, which makes it easier for developers to get rich interactive audio into their game. It has an intuitive visual interface, efficient workflow, and powerful collaboration tools with the ability to edit on-the-fly. Integration with Unity, Unreal 4, or custom game engines is available, making the audio engine truly cross-platform. It also has built-in Perforce and SVN support. Learn more at https://www.fmod.com.
  4. Vendor Booth Visit: Osmo

    We stopped by the Osmo booth, where they were showing off their platform for developers working on interactive learning games for children ages 5-12 years old. With the tagline, "play beyond the screen", the Osmo system works with iPhones and iPads to bring "hands-on" play to children. Using physical items, children can play a game and interact or see results on the device. In their demo we drew some simple lines on the whiteboard, and they are brought into the game. Other examples might be pieces that are put together to program movement, as shown in this product image: Learn more about Osmo at https://www.playosmo.com.
  5. Vendor Booth Visit: Atlassian

    We stopped by Atlassian, creators of JIRA, Confluence, Hipchat, Trello, Bamboo, and other content creation, project tracking, and real time communication tools for developers. Atlassian just released a support plugin for all server and cloud clients that allows admins the capability to monitor diagnostics for performance and lag. Atlassian is at GDC to get feedback from customers and solution partners that use Atlassian products. Learn more at https://www.atlassian.com/.
  6. Vendor Booth Visit: Jetbrains

    We visited the Jetbrains booth to learn more about their tools offerings for developers. They primarily provide developers with IDEs, but they also offer tools to help teams with integration, and they've just launched an integrated Unity IDE. Jetbrains has a long history in the market. According to booth personnel, Jetbrains competes "with Visual Studio and have a better product." Learn more at https://jb.gg/gamedev
  7. Vendor Booth Visit: Speedtree

    We stopped by the Speedtree booth to discuss their latest. Speedtree has been around the industry for a long time and provides a vegetation solution for games and movies. Several engine integrations exist for their runtime technology. Their latest news is an easier-to-use modeler and support for PBR materials. Using the Speedtree tools you can optimize your shaders through specialized controls and build a vegetation mesh from a texture. Learn more at https://store.speedtree.com/.
  8. Vendor Booth Visit: StackPath

    We stopped by StackPath's booth for a moment to learn more about their content delivery network. Developers might typically use StackPath to deliver upgrades or content to their players. Using StackPath, game content can be kept on the edge of their CDN, which translates into faster downloads for players and means developers can move their product globally - StackPath has strategically placed their servers around the world in high internet use locations. Interestingly, StackPath has partnered with Steam for game distribution and delivery. Learn more at https://www.stackpath.com/.
  9. Vendor Booth Visit: Spawnpoint

    We briefly checked out Spawnpoint, "where gaming begins". Spawnpoint is a backend platform for user management, user payfront, etc - all the things a developer doesn't want to spend time on. It's quick to sign up and easy to use. Spawnpoint has been around for 6 years working with the enterprise space and are now opening their service up to individual developers. Learn more at http://spawnpoint.com/.
  10. Vendor Booth Visit: Synative

    We briefly stopped by Synative's booth to learn what they have to offer. Synative offers developers a "playable video solution for all games" and aims to tackle the problem of discoverability in the mobile gaming space. Their service enables instant play games, which allows gamers to trial a game immediately without downloading it. Links to games could also be shared, and by clicking the link a gamer's friends could immediately try out the game themselves. Learn more at http://www.synative.com.
  11. Vendor Booth Visit: Elias

    We briefly stopped by the Elias booth (https://www.eliassoftware.com/) where they were showcasing their music engine and interface for composers. Their adaptive music technology allows composers to setup multiple tracks and music loop variations to align music with the dynamic environment of a game. One benefit is that their technology can help reduce ear fatigue by ensuring the player does not hear exact same music repetitively. What separates Elias from other options? Usability, easy to use, test how music sounds without playing the game The game A Way Out is a game being released next week using their technology.
  12. Vendor Booth Visit: Alibi

    We briefly spoke with Alibi at their booth. Alibi provides a massive audio library with music and sound effects that developers can use in their projects. To prevent music loops from becoming stagnate, Alibi offers variations on the music. For example, in the picture below they were demonstrating the 3 Hitmen variation loops using percussion and orchestra samples. Services offered by Alibi: Music library, 20,000 files Custom themes Gaming trailers Play loops
  13. Vendor Booth Visit: R3DS Wrap

    We briefly stopped by the R3DS Wrap booth to learn more about the R3DS Wrap product. R3DS Wrap allows developers to create realistic digital expressions and movement for characters. It maps photorealistic textures and through the use of node graphs allows for simple manipulation. From their website:
  14. Written by Andrea Conover Allegorithmic, the company behind the texture and material creation tools Substance Suite, is doing better than ever. Substance Painter was launched more than 10 million times in 2017, and thus far in 2018 has been launched more than 1 million times per month, setting them on track for an even better year. An estimated 95% of AAA games are made using Substance. Allegorithmic will be expanding their international reach by opening new offices in Australia and India. “We’re doing well,” CEO and founder Sebastian Deguy understates. The most recent update for Substance has introduced a new, sleeker and more user-friendly interface for Painter, which has been very positively received so far. Designer’s capture feature, which allows for photos of real life materials to be scanned into the library of textures for later texturing use, remains unmatched. However, between Designer’s technical capabilities and Painter’s user-friendly applications, the Allegorithmic team felt like there was room for something new. Into this atmosphere of success, Allegorithmic has announced a new project that will lead to their first new product in four years: Alchemist. Intended to be a new standalone product dedicated to augmented material production, Alchemist will combine user artistry, Painter’s procedural capabilities, Substance Designer’s capture capabilities, and artificial intelligence to further enable game developers’ artistic process. The AI element would allow artists to input pictures which the AI would extract information from, such as a color palette, which could then be applied to the object being textured, streamlining and speeding up artists’ projects. A limited, private beta for Substance Alchemist will be available at the end of Q2, and once the official release of Substance Alchemist is available it will be available for free to all Substance subscribers.
  15. Vendor Meeting with Unity

    We met with JC Cimetiere, Senior Director Product Marketing at Unity, at their offices to discuss the latest developments and future of Unity as a platform. Unity at GDC 2018 (?) One notable development this year is that Unity doesn’t have a booth at GDC, and aside from logos due to their Diamond Sponsorship, Unity doesn't have much of a presence around the show floor. Instead, they are hosting what they call “Unity at GDC” with sessions in their corporate office (“Unity Central”) 2 blocks north of the Moscone off 3rd St just south of Market St. GDC organizers typically don’t allow this setup, so naturally, we had to ask: why separate yourselves from GDC? JC says that Unity is "bringing GDC home". They’ve partnered with the GDC team in their desire to make interacting with Unity more personable than a booth and to have more space than a booth could provide for all of their developers and partners. Unity is still a Diamond Sponsor of GDC, and they still have branding and content at the Moscone. Where is Unity headed? So what is Unity trying to do? JC says it’s the same trajectory as when they started: giving tools to allow developers to create their vision. They will continue to improve tools, connection points, and the content pipeline to integrate well with Unity. More notably, Unity wants 50% of the world's content to be powered by Unity. That’s a very bold goal that provides better context and a hint at Unity's future as a platform. For example, Unity already powers a lot of different mediums and industries. Obviously their roots are in gaming, but multiple industries use Unity to create content and do so in mixed mediums. Unity believes they need to help developers solve hard technical challenges so developers can focus on their own creative challenges. The upcoming 2018.1 release brings new shader and story boarding features. They also discussed the new jobs system, and they’ve been rebuilding Unity in layers to help make the engine more extensible. Jobs System For the Jobs system, Unity wants to make it “safe” for developers. Templates are available to get them started on jobs, and the system itself is setup so developers only code the parts that are really important to them. If you’re unfamiliar with the Jobs system, it basically helps optimally distribute the processing load for entities, so you can have thousands of entities running around your world at the same time. Unity recognizes that writing optimized, parallel code is tricky, so they created a system to simplify parallel tasks distributed across multiple CPU cores. Rearchitecture When you license Unity, the only module you’re licensing is the engine core. Unity is trying to limit the capability residing in the core engine and instead create a package manager that pulls in the different pieces - think like a Linux package manager, but with an engine. This is part of a larger effort to clean up the architecture. 2018.1 is the first release with the package management system. The Scriptable Render Pipeline makes graphics one of the first subsystems that has been re-architected, and they will continue to make improvements based on community feedback. Looking Ahead In the preview for 2018.2 Unity will be adding a new compiler that will be able to optimize code using the Entity-Component System Framework for each target - effectively compiling target-optimized C#. Unity has seen up to 100x performance improvements with this compiler, giving developers more power. Nested prefabs are coming, which addresses a major pain point for developers. This feature will give a lot more flexibility and inheritance in future prefabs. Unity plans to ship nested prefabs in 2018.3 will have a preview soon. Unity is seeing a high volume of VR developers using their platform, which they say is encouraging but everything in the VR space is moving very fast. They believe they are in a good position, but with the pace of the market they feel it’s important to stay on top of it. Platform Support Unity supports 25+ platforms that work well, and they believe this is why developers choose to use Unity. Unity believes that their commitment to platform support provides confidence for developers that their content is going to run well on all of their desired target platforms.
  16. Prepare yourself for this one. Star Wars and raytracing? They're showing this demo live on the show floor. From the description:
  17. Vendor Oculus Go Demo

    We went to the Oculus booth. We were hoping to find someone to talk to about what Oculus is doing for developers - the usual suspects: SDKs, technology, etc. But GameDev.net was unsuccessful in finding someone from Oculus who could talk about that. We went to the booth anyway where they were showing tech demos of the Oculus Go. Oculus Go is considered a middle-of-the-line headset. It's comfortable to wear, and as a standalone VR device it is untethered and does not require a phone or computer to use. It's also at an affordable price point of $199 USD. The hand controller was simple to use with only 2 buttons, but hand movement seemed to be limited. Graphics are improved from last year and much better than the GearVR. Developer kits started being available in November 2017 and the Oculus Go commercial release will be in early 2018. It's built by Xiaomi and powered by a Snapdragon 821 processor from Qualcomm.
  18. Vendor Meeting with Gamebook

    We can't talk much about Gamebook yet, but they gave us a preview of what's to come - it's pretty exciting for writers. We met with Nico Nowarra from Gamebook to talk about their upcoming launch of their story telling technology. Their platform allows writers to create their own adventure games without having to know or write even a single line of code. There are multiple uses and applications where this can be utilized - of course in the games industry but also in other industries. Gamebook will be releasing more information soon and GameDev.net will have full details at that time.
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