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'.

Quantic Dream Expands Full Performance Capacity with Vicon

Published on Monday, 28 April 2014

Quantic Dream games studio recently invested in additional T-Series T160
cameras to build out their full performance and body motion capture space
for better coverage of future projects.

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.

Bungie’s Destiny Comes to Life with Faceware Mo-cap

Published on Monday, 24 March 2014

Video game developer Bungie is now using Faceware’s professional facial Faceware-Bungie-Destiny
motion capture system to add realistic, human expressions and emotions
to Destiny’s characters.

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.

Autodesk Gameware 2015 Steps Up Engine Integration

Published on Saturday, 22 March 2014

Autodesk Gameware 2015 adds flexible tools for more realism, and increases Autodesk-gameware-scaleform
compatibility with mobile platforms and integration with Unity 3D, Unreal and
other game engines.

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.

Shotgun & Perforce Unify Source Control for Games Studios

Published on Thursday, 20 March 2014

Shotgun has integrated its pipeline tools with Perforce to speed up Shotgun-perforce
game development by establishing an art and asset pipeline that links
tracking and scheduling within artists’ software.

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.

OptiTrack’s New MoCap Cameras Track Small Environments

Published on Wednesday, 19 March 2014

OptiTrack’s new motion capture and tracking cameras, the Prime 13 and Optitrack-prime13W
Prime 13W, have a 40’ tracking range, 1.3 MP resolution, and 240 fps
capture rate with wide FOV.

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.

Unity 5 Lifts the Game on Lights & Physically-Based Shaders

Published on Wednesday, 19 March 2014

Unity 5 adds the Enlighten real-time lighting system and physically-based Unity5_Enlighten_Car
shaders, rewrites the audio pipeline and extends multiplatform functionality
with WebGL
and asm.js support .

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.

Autodesk Maya LT 2015 Extends Character Texturing & Design

Published on Wednesday, 19 March 2014

Maya LT 2015 has new 3D animation, modelling and texturing tools for game Autodesk-mayalt-Unfold3D
makers including Geodesic Voxel Binding, Unfold3D and Allegorithmic Substance
Designer, plus cloud integration.

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,

Faceware Packs Up Facial Mocap for Indie Game Studios

Published on Monday, 10 March 2014

The Indie Faceware Mocap Package for independent and mobile game developers Faceware-Mobile-Game_Republique
and artists, has lite versions of Analyzer and Retargeter applications and a GoPro
Headcam capture kit.