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,

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.

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.

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.

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.

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.

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 .

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.

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.

Camouflaj & Faceware Join Talents on iOS Action Game République

Published on Wednesday, 29 January 2014

Game studio Camouflaj has completed the first instalment in its Camouflaj-Republique_In_Game_F
action-adventure game République, developed specifically to bring
console-quality gameplay and graphics to iOS users,

Vicon and The Imaginarium Capture Performances for Crytek

Published on Thursday, 12 December 2013

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 Plays for 3D Source Engine Games

Published on Wednesday, 11 December 2013

MODO Steam Edition 3D tools, based on MODO 701, have been MODO_Steam-foundry4
developed to create custom assets for ‘Defense of the Ancients 2’
multiplayer online game and other Source engine games.

Unity 4.3 Gains 2D Tools & Mecanim Animation Events

Published on Thursday, 21 November 2013

Unity 4.3 game engine and development tools now include dedicated 2D Unity-3d-4_3
development tools, extensions to Mecanim animation, and an upgrade to
Umbra 3 occlusion culling.

Xsens, Oculus & Unity 3D Get Immersed in a VR Experience

Published on Wednesday, 13 November 2013

An interactive, natural virtual reality experience for multiple characters Xsens-oculus-unity-3d-3
has been achieved by combining Xsens motion capture, the Oculus Rift
head tracker and Unity 3D software.

Quantic Dream Captures Motion & Drama for ‘Beyond: Two Souls’

Published on Friday, 25 October 2013

Quantic Dream studio directed and captured the action for their Vicon-quantic-dream_TSeries
new game ‘Beyond: Two Souls’ in their capture volume with Vicon
T160 cameras, retargeting the data with Blade software.

Havok Integrates Autodesk Scaleform into Mobile Game Engine

Published on Thursday, 24 October 2013

Havok 3D game development company has integrated the full version of Havok-vision-engine
Autodesk Scaleform software into Project Anarchy, Havok’s free mobile 3D
game production engine.

AMD and Mixamo Bring Real-time Facial Capture to Unity

Published on Thursday, 05 September 2013

AMD and Mixamo are collaborating on Face Plus, real-time motion capture AMD-Mixamo-faceplus-2
and 3D facial animation plug-in to use inside the Unity game engine for
3D characters.

Shotgun Software Now Aims at Game Developers

Published on Thursday, 05 September 2013

Shotgun management software is now optimized with tools for game- Shotgun-game-development3
specific workflows following a year of development and collaboration with
30 different game studios.

Autodesk Maya LT Specialises for 3D Mobile, PC & Web Games

Published on Wednesday, 28 August 2013

Autodesk Maya LT 2014, 3D software for independent and mobile Autodesk-MayaLT__HyperShade_DX11_UberShader
game developers is compatible with game engines, and based on
Maya’s modelling and animation tools.

iPi Soft Captures a Perfect Slam Dunk for Unity 3D Game

Published on Wednesday, 28 August 2013

We Are Formation used iPi markerless Motion Capture to capture Ipi-soft-kia-game3
basketball moves for animations in a online game built with the
Unity3D engine, LightWave 3D and Maya.

Vicon’s T-Series Captures Action for ‘Dead Island Riptide’

Published on Sunday, 25 August 2013

Poland’s Alvernia Studios captured data for game developer Techland’s Vicon_TSeries
characters and Zombies in ‘Dead Island Riptide’ using a 24-camera, Vicon
T160 system and Blade software.