New indie game company Witch Beam, featured on Digital Media World
one year ago, are set to release their first title Assault Android Cactus
after a great reception on Steam Early Access
A new Mixamo-Kinect for Windows v2 workflow makes it possible for
gamers and developers to scan bodies and bring 3D models into Mixamo’s
character software Fuse for customisation.
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'.
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.
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.
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.
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.
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.
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.
Allegorithmic’s Substance texture Engine is coming to the Unreal Engine 4
game development platform, helping game developers transition to physically
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.
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.
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.
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.
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.
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 .
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.
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.
Game studio Camouflaj has completed the first instalment in its
action-adventure game République, developed specifically to bring
console-quality gameplay and graphics to iOS users,
The Imaginarium has used Vicon’s T-Series motion capture cameras
and Blade 2 processing software for realistic character animations
in the new game ‘Ryse: Son Of Rome’.
MODO Steam Edition 3D tools, based on MODO 701, have been
developed to create custom assets for ‘Defense of the Ancients 2’
multiplayer online game and other Source engine games.
Unity 4.3 game engine and development tools now include dedicated 2D
development tools, extensions to Mecanim animation, and an upgrade to
Umbra 3 occlusion culling.
An interactive, natural virtual reality experience for multiple characters
has been achieved by combining Xsens motion capture, the Oculus Rift
head tracker and Unity 3D software.
Quantic Dream studio directed and captured the action for their
new game ‘Beyond: Two Souls’ in their capture volume with Vicon
T160 cameras, retargeting the data with Blade software.
Havok 3D game development company has integrated the full version of
Autodesk Scaleform software into Project Anarchy, Havok’s free mobile 3D
game production engine.
AMD and Mixamo are collaborating on Face Plus, real-time motion capture
and 3D facial animation plug-in to use inside the Unity game engine for
Shotgun management software is now optimized with tools for game-
specific workflows following a year of development and collaboration with
30 different game studios.
Autodesk Maya LT 2014, 3D software for independent and mobile
game developers is compatible with game engines, and based on
Maya’s modelling and animation tools.
We Are Formation used iPi markerless Motion Capture to capture
basketball moves for animations in a online game built with the
Unity3D engine, LightWave 3D and Maya.
Poland’s Alvernia Studios captured data for game developer Techland’s
characters and Zombies in ‘Dead Island Riptide’ using a 24-camera, Vicon
T160 system and Blade software.