Tag - gdc

From The Hellblade Live Performance from GDC 2016

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March 16, 2016 – Today during Epic Games’ “State of Unreal” opening session, at the 2016 Game Developers Conference, Ninja Theory’s Tameem Antoniades took the stage to reveal a historic real-time facial animation demo based on Hellblade, the studio’s upcoming game for PlayStation 4 and PC, powered by Unreal Engine 4. Partners joining in the Ninja Theory collaboration include Epic Games, 3Lateral and Cubic Motion.

The following is an excerpt from Cubic Motion’s announcement:

Cubic Motion gets Unreal with world’s first real-time high-fidelity live performance system, driven by groundbreaking computer vision.

“Cubic Motion’s real-time facial performance capture is awe-inspiring. In two years or so their computer vision technology will add a real-time element to enable streaming of live performances into interactive entertainment. This will change the way video games are made and played forever,” said Tim Sweeney, Founder and CEO, Epic Games

“Cubic Motion’s computer vision technology is awesome – without it none of this would have been possible,” said Kim Libreri, CTO, Epic Games.

Cubic Motion, the world’s leading provider of facial animation and advanced computer vision, launched a revolutionary new system for live animation in real-time.

In Epic Games’ GDC keynote an incredulous audience saw the performance of ‘Senua’, the lead character of Ninja Theory’s Hellblade game, streamed live in real time to the Unreal Engine. The advanced facial rig was built by 3Lateral and optimized for real-time performance.

Cubic Motion’s computer vision technology tracks more than 200 facial features at over 90 frames per-second and automatically maps this data to extremely high-quality digital characters in real-time. This system transforms the production process, where directors and producers of games, film and TV see the end result instantly. It can also create outstanding results for live broadcast.

Dr. Gareth Edwards, Cubic Motion’s CEO and winner of the 2015 IEEE Test of Time Award for Face and Gesture Recognition commented: “We were delighted to launch this new technology at such a high-profile event. There is no hiding place in a live presentation. The system simply has to work. The robustness and quality we showed today is the result of serious technical breakthroughs that will transform production.

“We’ve seen a few groups try this kind of thing before with more primitive technology, but we’ve never seen a system reach the kind of level required to make it a genuine alternative to offline production for facial animation. Our plan was always to wait until the technology was good enough, and now, by demonstrating outstanding results in this way, producers, publishers, directors and developers can be confident the right technology now exists.

“This will change everything, as we equip the world’s leading studios with this revolutionary new system based on a new generation of real-time computer vision.”

Andy Wood, Chairman of Cubic Motion stated: “Today we witnessed the reality of a computer-generated character driven by the facial expressions of a human being, and to levels of quality, fidelity and efficiency never previously seen before in a live setting – all delivered in real-time. This might just go down as a little piece of history as it is a paradigm shift in CG production methods and content generation for video games, films and live television.”

With a Cubic Motion system installed, producers can create final content in real time throughout a project.

Retakes can continue until the director is happy, knowing that content can be signed off and delivered as it happens. There is no longer any need to wait weeks or months to see what the performance looks like in a game, film or in a live TV broadcast. New content is created instantly and can be broadcast live directly into a production or game.

Cubic Motion is rolling out this technology to selected studios during 2016 – interested partners can contact the company directly.

The are forthcoming wider applications of Cubic Motion’s computer vision technology that promise an equally profound impact in Augmented Reality and Virtual Reality.

Visit Cubic Motion’s website for more information at www.cubicmotion.com.

Kalypso Media Announces Urban Empire

Ridgewood, NJ – March 10, 2016 – Kalypso Media today announces the new IP Urban Empire, to be shown for the first time at GDC 2016 – Ever looked out at your town or city and thought about what you’d do if you were in charge? Of course you have, but running a city involves far more than building a few roads and buildings, right? Well forget about city builders, because Kalypso Media is thrilled to announce its brand-new city ruler – Urban Empire, developed by Fragment Productions.

Urban Empire is the pioneer of a new breed of strategy games that combines city builder features with political scheming and adds 200 years of historical progress into the mix, creating a whole new gameplay experience where players must employ strategic planning and political savvy to successfully grow their cities in their role as Mayor.

Take control of a mayoral dynasty at the start of the Industrial Age. Establish infrastructures, plan city districts, debate political decisions at the town council, bribe or blackmail your opponents, empower the democratic rights of your people or ignore them and reign supremely by yourself – the decision is yours! Master the challenges of 200 years of societal changes: face political struggles, experience world-changing events and pioneering inventions, and eventually, Be a Mayor Player and create your very own Urban Empire!

To celebrate the announcement, Kalypso Media has prepared a teaser trailer, and is currently taking appointments for the game’s full debut at the Games Developers Conference 2016 from March 14-18 in San Francisco, CA. Kalypso Media would like to invite members of the press to see the game first-hand and to speak with the game’s producer to learn all about the how this new strategy title will change the way you look at city simulation games.

Features of Urban Empire

  • City Ruler, not City Builder: Urban Empire offers a unique combination of classic city building and political management gameplay. Take on the role of a mayor, be a political mastermind and prove your skills by prevailing against opposing parties and guiding your city through technological evolutions and ideological revolutions
  • Choose from 4 ruling families with 5 characters each, like the equal rights and social justice advocates the Kilgannons, or the Sant’Elias, who focus on scientific progress and the pursuit of knowledge
  • Create and manage city districts on a large scale and fulfil your citizens’ needs – such as happiness, safety, and public services
  • Introduce new ideas and technologies, like the electric tram, antibiotics or video games and use your power to convince the city council of your political agenda
  • Up to 800 dynamic events represent the twists and turns of urban life: make and influence decisions on issues such as women’s rights, the hippie movement, and child labor

Urban Empire is slated for release on PC in Q3 2016, with its public debut set for the Games Developers Conference 2016 in San Francisco, CA. To make an appointment for GDC please contact Kalypso PR USA as soon as possible to secure a time slot. Appointments are for registered GDC attendees only.

Razer to Give Out Smartbands at GDC 2015

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SAN FRANCISCO (GDC 2015) – Razer™, a world leader in connected devices and software for gamers, today announced it will give Razer Nabu X smartbands at no-charge (MSRP: $49.99) to developers who visit its GDC booth during expo hours from March 4 to March 6.

Interested developers will need to provide proof of an app they have developed or are developing on the iOS or Android platform to be eligible to receive a Nabu X. Alternately, interested parties, and those not attending GDC, may apply for entry in the Nabu Developer Program to be considered for a Nabu X unit.*

“Since its launch last year, the Nabu Developer Program has grown significantly,” says Jun Shen Chia, Razer product marketing manager. “We have an evolved SDK, comprehensive guidelines to help programmers get started quickly, and an open communication channel to our Development Relations team at Razer. We’re looking forward to meeting developers in-person at the (GDC) show and get them rolling on connecting great apps with our award-winning hardware.”

Watch the Nabu Developer Program video here:

*Free Nabu X units subject to availability and at Razer’s sole discretion. Supply is limited. If stock runs out at GDC, qualified developers will have their units shipped to them after the event.

About the Nabu Developer Program:

The Nabu Developer Program offers mobile app developers an opportunity to connect their apps to an open wearables platform with a simple-to-use SDK. To-date, 13 third-party apps have been connected to the Nabu wearables platform, and more are expected.

Countless developers have signed up to the program, coming from a wide-range of industries including gaming, military, healthcare, enterprise, telecommunications, and more.

For more information on the Nabu Developer Program, please visit http://developer.razerzone.com/nabu/

About the Razer Nabu X:

The Razer Nabu X joins the Razer Nabu in the company’s wearables category, both as separate solutions being sold side-by-side. The company’s first wearable features a private message OLED screen. The Razer Nabu is an award-winning wearable that was first introduced at the Consumer Electronic Show (CES) in 2014 where it won a “Best of CES” award as “People’s Choice,” besting a field of more than 40 finalists by earning 50 percent of the popular vote during the show.

The award-winning Razer Nabu X was introduced at CES 2015 and is available now atwww.razerzone.com/nabu-x.

Price: U.S. $49.99 / EU €49.99

Availability: Razerzone.com – Now available

Product features:

  • Compatible with: iOS devices – iPhone 5, 5S, 5C, 6; and Android 4.3-and-up devices
  • Lithium-polymer battery with 5 – 7 days of battery life, 30 days standby
  • IP67 water resistant, up to 30 min. in 1 m depth

Display and sensors:

  • 3 LED indicators
  • Accelerometer
  • Cylindrical vibration motor

Software:

  • Pairing via Bluetooth Low Energy
  • Nabu X Utility app for band customization, notifications, data, app discovery, and other settings
  • Nabu Fitness app for activity logging and monitoring
  • A growing collection of Nabu-and-Nabu-X connected third-party apps

For more information about the Razer Nabu X, please visit www.razerzone.com/nabu-x.

Valve Reveals SteamVR and More at GDC 2015

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March 3, 2015 – Valve announces a number of product and technologies at this week’s Game Developers Conference (GDC) in San Francisco.

“We continue to see very strong growth in PC Gaming, with Steam growing 50% in the last 12 months,” said Gabe Newell, Valve’s president. “With these announcements we hope that we are helping build on that momentum.”

Steam Machines, Windows PCs, Macs, and Linux PCs will be able to take advantage of a new product announced at GDC called Steam Link. Designed to extend your Steam experience to any room in the house, Steam Link allows you to stream all your Steam content from any PC or Steam Machine on the same home network. Supporting 1080p at 60Hz with low latency, Steam Link will be available this November for $49.99, and available with a Steam Controller for an additional $49.99 in the US (worldwide pricing to be released closer to launch).

Steam Machines from partners Alienware and Falcon Northwest are being shown, with Machines from a dozen other partners slated to release this November. Steam Machines will start at the same price point as game consoles, with higher performance. Customers interested in the best possible gaming experience can choose whichever components meet their needs. Epic will give a demonstration of the newly announced Unreal Tournament running on a 4K monitor driven by the Falcon Northwest Steam Machine. “We love this platform,” said Tim Sweeney, founder of Epic Games. “Whether you’re running incredibly detailed scenes at 4K or running 1080p at 120 FPS for an intense shooter experience, this brings world-class gaming and graphics to televisions with an open platform true to Valve’s PC gaming roots.”

Valve will show a virtual reality (VR) headset. Developer versions of the headset will be available this spring, and partner HTC will ship their Vive headset to consumers by the end of the year.

Two new technologies are part of the VR release – a room scale tracking system codenamed Lighthouse, and a VR input system. “In order to have a high quality VR experience, you need high resolution, high speed tracking,” said Valve’s Alan Yates. “Lighthouse gives us the ability to do this for an arbitrary number of targets at a low enough BOM cost that it can be incorporated into TVs, monitors, headsets, input devices, or mobile devices.” Valve intends to make Lighthouse freely available to any hardware manufacturers interested in the technology.

“Now that we have Lighthouse, we have an important piece of the puzzle for tackling VR input devices,” said Valve’s Joe Ludwig. “The work on the Steam Controller gave us the base to build upon, so now we have touch and motion as integrated parts of the PC gaming experience.”

“We’ve been working in VR for years and it was only until we used SteamVR’s controllers and experienced the magic of absolute tracking that we were able to make the VR game we always wanted to make,” said Alex Schwartz of Owlchemylabs.

VR demos being shown at GDC include work from Bossa Studios, Cloudhead Games, Dovetail Games, Fireproof Studios, Google, Owlchemylabs, Skillman & Hackett, Steel Wool Games, Vertigo Games, and Wevr.

Valve announced the Source 2 engine, the successor to the Source engine used in Valve’s games since the launch of Counter-Strike: Source and Half-Life 2. “The value of a platform like the PC is how much it increases the productivity of those who use the platform. With Source 2, our focus is increasing creator productivity. Given how important user generated content is becoming, Source 2 is designed not for just the professional developer, but enabling gamers themselves to participate in the creation and development of their favorite games,” said Valve’s Jay Stelly. “We will be making Source 2 available for free to content developers. This combined with recent announcements by Epic and Unity will help continue the PCs dominance as the premiere content authoring platform.”

Also as part of supporting PC gaming, Valve announced that it will be releasing a Vulkan-compatible version of the Source 2 engine. Vulkan is a cross-platform, cross-vendor 3D graphics API that allows game developers to get the most out of the latest graphics hardware, and ensures hardware developers that there is a consistent, low overhead method of taking advantage of products. Vulkan, previously called Next Generation OpenGL, is administered by the Khronos Group, along with other standards such as OpenCL, OpenGL, and WebGL.

GDC 2015 will mark the 13th anniversary of Valve’s first public announcement of Steam, which has since become the leading platform for PC, Mac, and Linux games and software. In the last year, Steam realized the addition of many new services and features – including In-Home Streaming, Broadcasting, Music, and user-created stores – as it grew to over 125 million active accounts worldwide.

For more information, please visit www.steampowered.com/universe

AMD Unveils LiquidVR Initiative at GDC 2015

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San Francisco, Calif. – 3/3/2015Today, at the Game Developer Conference in San Francisco, AMD (NASDAQ: AMD) announced an initiative to deliver the best possible VR experience for developers and users through new AMD technologies and partnerships. The first output of AMD’s initiative is LiquidVR™, a set of innovative technologies focused on enabling exceptional VR content development for AMD hardware, improved comfort in VR applications by facilitating performance, and plug-and-play compatibility with VR headsets. The upcoming LiquidVR SDK makes a number of technologies available which help address obstacles in content, comfort and compatibility that together take the industry a major step closer to true, life-like presence across all VR games, applications, and experiences.

In virtual reality, the concept of ‘presence’ is described as the perception of being physically present in a simulated, nonphysical world in a way that fully immerses the user. A key obstacle to achieving presence is addressing motion-to-photon latency, the time between when a user moves their head and when his or her eye sees an updated image reflecting that new position. Minimizing motion-to-photon latency is critical to achieving both presence and comfort, two key elements of great VR.

Reducing latency involves the entire processing pipeline, from the GPU, to the application, to the display technology in the headset. AMD GPU software and hardware subsystems are a major part of improving that latency equation, and with LiquidVR™, AMD is helping to solve the challenge by bringing smooth, liquid-like motion and responsiveness to developers and content creators for life-like presence in VR environments powered by AMD hardware.

“Achieving presence in a virtual world continues to be one of the most important elements to delivering amazing VR,” said Brendan Iribe, CEO of Oculus. “We’re excited to have AMD working with us on their part of the latency equation, introducing support for new features like asynchronous timewarp and late latching, and compatibility improvements that ensure that Oculus’ users have a great experience on AMD hardware.”

“Content, comfort, and compatibility are the cornerstones of our focus on VR at AMD and we’re taking a big step in all three areas with the introduction of LiquidVR™ today. With LiquidVR we’re collaborating with the ecosystem to unlock solutions to some of the toughest challenges in VR and giving the keys to developers of VR content so that they can bring exceptional new experiences to life,” said Raja Koduri, corporate vice president, Visual Computing, AMD. “AMD will continue to collaborate closely with the VR ecosystem to deliver new LiquidVR technologies that aim to make the virtual world every bit as accurate as the real world.”

Significant features of version 1.0 of the LiquidVR SDK include:

  • Async Shaders for smooth head-tracking enabling Hardware-Accelerated Time Warp, a technology that uses updated information on a user’s head position after a frame has been rendered and then warps the image to reflect the new viewpoint just before sending it to a VR headset, effectively minimizing latency between when a user turns their head and what appears on screen.
  • Affinity Multi-GPU for scalable rendering, a technology that allows multiple GPUs to work together to improve frame rates in VR applications by allowing them to assign work to run on specific GPUs. Each GPU renders the viewpoint from one eye, and then composites the outputs into a single stereo 3D image. With this technology, multi-GPU configurations become ideal for high performance VR rendering, delivering high frame rates for a smoother experience.
  • Latest data latch for smooth head-tracking, a programming mechanism that helps get head tracking data from the head-mounted display to the GPU as quickly as possible by binding data as close to real-time as possible, practically eliminating any API overhead and removing latency.
  • Direct-to-display for intuitively attaching VR headsets, to deliver a seamless plug-and-play virtual reality experience from an AMD Radeon™ graphics card to a connected VR headset, while enabling features such as booting directly to the display or using extended display features within Windows.

AMD released the alpha version of LiquidVR SDK 1.0 to registered developers today.

Supporting Resources

Valve Revealing New Steam Hardware at GDC

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February 23, 2015 – Valve will show a family of new Steam devices at next week’s Game Developers Conference (GDC) in San Francisco, CA. Products being demonstrated at GDC include Steam Machines with the final Steam Controller, new living room devices, and a previously-unannounced SteamVR hardware system.

Developers and publishers interested in experiencing the new SteamVR hardware may request to schedule a GDC demo at http://www.steampowered.com/universe.

GDC 2015 will mark the 13th anniversary of Valve’s first public announcement of Steam, which has since become the leading platform for PC, Mac, and Linux games and software.

In the last year, Steam added new services and features – including In-Home Streaming, Broadcasting, Music, and user created stores – as it grew to over 125 million active accounts worldwide.

Steam now offers 4500 games, with 400 million pieces of user-generated content contributed by members of the Steam Community.

Wargaming Rolls Out GDC 2014 Plans

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March 4, 2014 — Wargaming today announced its participation at the Game Developers Conference (GDC) 2014. The world’s largest and longest-running professionals-only game industry event will take place at the Moscone Convention Center in San Francisco, Calif., during March 17-21, 2014.

“With the recent successful launch of World of Tanks: Xbox 360 Edition, we are taking the next step in expanding the company’s multiplatform line-up,” said Jay Cohen, General Manager of Wargaming America. “Along with showcasing the mobile MMO action game World of Tanks Blitz, we’ll give an insight into the approaches taken by the company to overhaul World of Tanks (PC) in 2014.”

The Wargaming team will be welcoming guests at booth #1624 in the South Hall on March 19-21, where they will showcase a lineup of projects, including World of Tanks: Xbox 360 Edition, the recently unveiled enhancements set for World of Tanks in 2014, and new details on World of Tanks Blitz. Visitors will also have the opportunity to talk with the company’s recruiters and employment specialists, and obtain information about the growing career opportunities at Wargaming’s offices worldwide.

Destiny Character Development GDC Assets

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While at the 2013 GDC in San Francisco, Bungie revealed more about their upcoming game, Destiny. Specifically, talking about its character and art design. Checkout their presentation video and new concept art below.

Video

New Concept Art