Geomerics has received funding from the UK’s Technology Strategy Board,
TSB, to bring its real-time graphics rendering techniques from the gaming
environment to film production.
Autodesk’s first extension release for Maya LT 2015 adds new animation
tools, improving control over linking, auto-rigging and exporting animations
to game engines.
Games developer Phosphor Games used Vicon motion capture to
create and place realistic character and creature animation for their
new first-person shooter online game, 'Nether'.
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 has acquired Bitsquid AB, creator of the Bitsquid game engine,
expected to help strengthen Autodesk’s games expertise and development
of a 3D game engine.
Video game developer Bungie is now using Faceware’s professional facial
motion capture system to add realistic, human expressions and emotions
to Destiny’s characters.
Game studio Cloud Imperium uses Shotgun to manage, review and track
production on ‘Star Citizen’ – a MMO game currently in development across
a network of artists around the world.
Autodesk Gameware 2015 adds flexible tools for more realism, and increases
compatibility with mobile platforms and integration with Unity 3D, Unreal and
other game engines.
Former Indy racing driver and quadriplegic Sam Schmidt drove a C7 Corvette
Stingray at the 2014 Indianapolis 500, controlling the car with his head using
OptiTrack motion capture.
Shotgun has integrated its pipeline tools with Perforce to speed up
game development by establishing an art and asset pipeline that links
tracking and scheduling within artists’ software.
Mixamo Fuse has extended the ability to customize the features on 3D characters
in imported content, adding possibilities for character looks, specialisation and
variety for game artists.
OptiTrack’s new motion capture and tracking cameras, the Prime 13 and
Prime 13W, have a 40’ tracking range, 1.3 MP resolution, and 240 fps
capture rate with wide FOV.
Allegorithmic now integrates Silicon Studio YEBIS 2 post-processing
middleware into Substance Designer 4.3 and Substance Painter beta,
accurately displaying final renders in the viewport.
Unity 5 adds the Enlighten real-time lighting system and physically-based
shaders, rewrites the audio pipeline and extends multiplatform functionality
and asm.js support .
Faceware has been working with localization company Binari Sonori on
a simultaneous video and voiceover capture service to improve the quality
of localization in video games.
Maya LT 2015 has new 3D animation, modelling and texturing tools for game
makers including Geodesic Voxel Binding, Unfold3D and Allegorithmic Substance
Designer, plus cloud integration.
Allegorithmic’s Substance texture Engine is coming to the Unreal Engine 4
game development platform, helping game developers transition to physically
The Indie Faceware Mocap Package for independent and mobile game developers
and artists, has lite versions of Analyzer and Retargeter applications and a GoPro
Headcam capture kit.