Geomerics Enlighten Brings True Dynamic Lights to Mobile Games

Published on Tuesday, 26 January 2016

Chris Porthouse of ARM and mobile games developers at Exient talk Geomerics-enlighten-speed
about building dynamic global illumination into today’s top mobile game
titles using scalable runtime techniques.

Arrowhead Game Studios Plays to Win

Published on Monday, 21 December 2015

Anton Stenmark at Arrowhead Game Studios talks about setting up Arrowhead-helldivers-hero-banner1
and running a studio - from choosing game engines and working with
publishers, to developing their latest title, ‘Helldivers’.

343 Industries Builds OptiTrack Mocap System for ‘Halo 5: Guardians’

Published on Thursday, 10 December 2015

To develop ‘Halo 5: Guardians’, 343 built out a large-scale motion capture OptiTrack-343-Halo5-Guardians
stage outfitted with an updated OptiTrack motion capture system. for in-game
action and interactive cut-scenes.

Animatrik Jumps into Video Game Mocap with EP Mataio Gardi

Published on Monday, 19 October 2015

Performance capture and virtual production studio Animatrik in LA hired Animatrik-1
new Executive Producer Mataio Gardi who has developed AAA video game
mocap at EA, Microsoft and Ubisoft.


Published on Thursday, 01 October 2015

Faceware Brings Emotion & Realism to NBA 2K16

Published on Tuesday, 29 September 2015

Animators at NBA 2K16 use Faceware’s to capture the facial performances Faceware-nba-2k16
of over 30 NBA athletes helping to represent the real life players and the
emotion of basketball in digital form.

Imagination Studios Creates Real Time Game Experience with OptiTrack

Published on Wednesday, 05 August 2015

Imagination Studios developed an immersive, interactive 3D game at Imagination-OptiTrack-DreamHack5a
DreamHack digital festival. Armed with UV rifles and an OptiTrack mocap
system, players faced their enemies in real time.

Autodesk Stingray Game Engine Launches with Developer Tools and PBR

Published on Monday, 03 August 2015

Autodesk’s new Stingray engine for creating 3D games has launched Autodesk-stingray-Taxi-Game1
at GDC Europe 2015, supporting standard game development workflows
and including connectivity to Autodesk 3D animation software.

Deluxe Expands Creative Services into VR and Immersive Entertainment

Published on Wednesday, 17 June 2015

At E3 2015, Deluxe Entertainment Services announced their new Deluxe-GE Neuro Capture81a
services supporting content creation for VR experiences, and
debuted ‘Neuro’, a project made with studio Kite & Lightning.

Music Arranger Sets the Score on ‘The Voice’ with Avid Everywhere

Published on Thursday, 21 May 2015

Musician David Pritchard-Blunt writes for TV and stage shows like ‘The Avid-sib-austr-idol1
Voice’ and ‘Footloose’, with Avid Sibelius and Avid Everywhere to access
file-based media and collaborate with clients.

Mixamo 2.0 Goes Live with Customisable Animation Packs

Published on Thursday, 14 May 2015

The new Mixamo 2.0 interface is now live and designed to save time Mixamo-2 0-anim
with a plugin-free 3D viewer. It aims to help users customize content
by creating their own animation packs.

Enlighten 3 Puts Games Artists in Control of Dynamic Lighting

Published on Thursday, 05 March 2015

Geomerics’ dynamic lighting system for games developers, Enlighten 3 Geomerics-enlighten SubwayDemo2
with Forge, re- creates cinematic, dynamic lighting through real-time
simulation of global illumination.

Autodesk Previews Stingray Engine & Maya LT 2016 at GDC 2015

Published on Thursday, 05 March 2015

Autodesk showed recent development work on the Stingray Game Autodesk-Maya LT 2016 PhysicallyBasedShader
Engine and Maya LT  improving  asset building, project testing, shaderFX
and sculpting tools for game designers.

OptiTrack 3D Tracking & Framestore VR Studio Power Virtual Hiking

Published on Tuesday, 03 March 2015

Framestore’s new VR Studio created ‘TrailScape’, a walk-around commercial Optitrack-framestore-vr
VR project on a mountain top based on Oculus Rift VR headsets and OptiTrack’s
motion capture.

Allegorithmic Substance Designer 5 Upgrades PBR Pipelines for Games

Published on Sunday, 15 February 2015

Substance Designer 5 supports procedural art and PBR texture pipelines Allegorithmic-Substance-Designer 5e
with a new image processor node for custom effects, transfer texture
baking and Substance Engine 2.

Poser Pro Game Dev Brings Game Action to Life

Published on Saturday, 07 February 2015

Steve Cooper at Smith Micro talks about Poser Pro Game Dev and Poser-Pro-mrkillabee-Clone
the specialised functionality it contains for game developers who want
to create life-like, original characters for new games.

Blur Takes ‘Halo’ Back to Boot Camp for ‘Master Chief Collection’

Published on Friday, 12 December 2014

Blur Studio’s Franck Balson talks about the team’s work on famous Blur-halo6ascenes from ‘Halo’ for ‘Halo: The Master Chief Collection’, bringing
their artistry to characters, VFX and action.

‘Call of Duty: Advanced Warfare’ Prepares for Battle at House of Moves

Published on Tuesday, 09 December 2014

Sledgehammer Games developed new gameplay and fight sequences Hom-cod-advanced-warfare2
for ‘Call of Duty: Advanced Warfare’ on House of Moves’ mocap stage,
loaded with Vicon T160 cameras and Blade software.

Geomerics Enlighten & Unreal Engine 4 Demo Physically-Based Lighting

Published on Wednesday, 05 November 2014

A new video explores how the Unreal Engine's dynamic light types interact Geomerics-enlighten-ue4
with the Enlighten global illumination system to create realistic, dramatic
lighting for game environments.

AixSponza Takes On ‘Dreadnought’ with a Warp Speed 3D Pipeline

Published on Sunday, 02 November 2014

Manuel Casasola from AixSponza in Munich talks about the Cinema 4D-based Fighter-7aL
workflow his team developed to complete a 45-second trailer for online game
‘Dreadnought’ for developer Yager.

Witch Beam & Cactus Prepare to Meet Indie Game Market

Published on Friday, 08 August 2014

New indie game company Witch Beam, featured on Digital Media World Autodesk-witchbeam-assault
one year ago, are set to release their first title Assault Android Cactus
after a great reception on Steam Early Access

Mixamo Fuse & Kinect for Windows v2 Turn Gamers into Characters

Published on Thursday, 07 August 2014

A new Mixamo-Kinect for Windows v2 workflow makes it possible for Mixamo-KinectFuse_Tyler8
gamers and developers to scan bodies and bring 3D models into Mixamo’s
character software Fuse for customisation.

UK Govt Funds Geomerics Real-time Lighting for Filmmakers

Published on Friday, 11 July 2014

Geomerics has received funding from the UK’s Technology Strategy Board, Geomerics-enlighten3
TSB, to bring its real-time graphics rendering techniques from the gaming
environment to film production.

Autodesk Maya LT 2015 Ext 1 Adds Animation & Rigging Control

Published on Wednesday, 25 June 2014

Autodesk’s first extension release for Maya LT 2015 adds new animation Autodesk-MayaLT_SetDrivenKeys
tools, improving control over linking, auto-rigging and exporting animations
to game engines.

Phosphor Games Animates ‘Nether’ Demons with Vicon MoCap

Published on Wednesday, 11 June 2014

Games developer Phosphor Games used Vicon motion capture to Vicon-nether2
create and place realistic character and creature animation for their
new first-person shooter online game, 'Nether'.

Autodesk Acquires Bitsquid Toward 3D Game Engine R&D

Published on Wednesday, 11 June 2014

Autodesk has acquired Bitsquid AB, creator of the Bitsquid game engine, Autodesk-bitsquid-Arrowhead
expected to help strengthen Autodesk’s games expertise and development
of a 3D game engine.

Cloud Imperium Tracks Assets & Artists for ‘Star Citizen’ with Shotgun

Published on Wednesday, 04 June 2014

Game studio Cloud Imperium uses Shotgun to manage, review and track Shotgun-starCitizenDev
production on ‘Star Citizen’ – a MMO game currently in development across
a network of artists around the world.

Quadriplegic Driver Hits Indy 500 Track with Motion Capture

Published on Wednesday, 04 June 2014

Former Indy racing driver and quadriplegic Sam Schmidt drove a C7 Corvette Optitrack-SAM
Stingray at the 2014 Indianapolis 500, controlling the car with his head using
OptiTrack motion capture.

Mixamo Opens Character Customization to User-Imported Content

Published on Wednesday, 28 May 2014

Mixamo Fuse has extended the ability to customize the features on 3D characters Mixamo-Fuse1-1_01
in imported content, adding possibilities for character looks, specialisation and
variety for game artists.

Allegorithmic Integrates YEBIS 2 for Real-time Render Previews

Published on Tuesday, 20 May 2014

Allegorithmic now integrates Silicon Studio YEBIS 2 post-processing Allegorithmic-Substance-yebis
middleware into Substance Designer 4.3 and Substance Painter beta,
accurately displaying  final renders in  the viewport.

Faceware & Binari Sonori Talk the Talk on Video Voice Localization

Published on Thursday, 08 May 2014

Faceware has been working with localization company Binari Sonori on Faceware-IMG_3855
a simultaneous video and voiceover capture service to improve the quality
of localization in video games.

Allegorithmic Substance Textures Arrive on the Unreal Engine 4

Published on Wednesday, 30 April 2014

Allegorithmic’s Substance texture Engine is coming to the Unreal Engine 4 Allegorithmic-UE4_02b
game development platform, helping game developers transition to physically
based rendering,