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Dr. Neil DeGrasse Tyson Added as New Keynote at GSummit

Dr. Neil DeGrasse Tyson has been getting a lot of people to think outside the box (if the Earth and everyday life on it was a box), in large measure thanks to a recent opportunity to pick up Carl Sagan’s “Cosmos” television show mantle and continuing it with “Cosmos: A Spacetime Odyssey“.

So, for many the cool factor for a certain conference will go through the roof, because Gabe Zichermann, the conference chair for GSummit, announced that Tyson will be leading a keynote at the 2014 GSummit.

Zichermann explained in an announcement email the value in Tyson’s keynote: “His singular achievement has been to make the impossible, accessible – and the complex, understandable for millions. In the course of doing this, he’s learned a thing or two about how to teach the hard stuff: how smart fun changes everything and can drive unprecedented engagement.

For all of us seeking to change behavior – whether we’re marketing products or driving employee engagement – there’s a lesson to be learned from Dr. Tyson’s experience. Just when we think our audience could care less, there’s a way to access their drive for higher purpose and trigger lasting change.”

GSummit is a gamification and user engagement conference, extrapolating and implementing game mechanics and other user engagement systems for industries outside of gaming. This conference will be in San Francisco held from June 10-13, 20014 in San Francisco.

SUBMISSIONS OPEN FOR DEVELOP IN BRIGHTON’S FOURTH INDIE SHOWCASE COMPETITION (PRESS RELEASE)

Develop in Brighton Conference, 8-10 July 2014 – www.developconference.com
Develop in Brighton’s annual search for the next big thing in independent games development is underway again as submissions open for its fourth Indie Showcase at www.developconference.com.

The conference’s Indie Showcase celebrates the very best of indie game development with an exhibition featuring the ten best entries as chosen by a panel of experts led by Assyria Games’ Adam Green. One of these 10 games will be judged overall Indie Showcase Winner by the judging panel, one will be selected by journalists in the Editors Choice Award and there will also be the chance for all delegates to vote for their favourite game during the event in the People’s Choice Award.

All 10 finalists receive two free Indie Dev Day conference passes, up to five Expo passes, pre-event publicity and a profile on the event website, plus the opportunity to show off their games to around 1,600 developers and publishers at the event.

Last year, a record number of indie developers submitted their games to the judging panel. Winners included People’s Choice award That Dragon, Cancer, a game created to help developer Ryan’s four year old son in his battle against cancer and financed by OUYA to launch this year; Editors’ Choice award Gunpoint, out on Steam which received an 83 metacritic score on launch and Indie Showcase overall winner Ibb and Obb which launched in Europe and America on the PlayStation Store a month after winning the award.

“It is fantastic that The Indie Showcase is back for a fourth year. Last year produced a record number of submissions and I think it is safe to say we are in a golden age for indie developers. I have high hopes there will be even more amazing games submitted this year and I can’t wait to check them all out,” said Adam Green, managing director Assyria Games.

“The showcase remains an excellent opportunity for indies to put their game in the spotlight at the Develop in Brighton Conference and get in front of publishers, the press and over 1600 delegates.”

Andy Lane, managing director of conference organiser Tandem Events, added: “For the last four years, we’ve been fully committed to giving a platform to the very best indie talent that’s out there. It’s completely free for indies to enter and the top ten games not only get the great opportunity to be showcased to the wider development community who come to be part of Develop in Brighton each year, but the shortlisted Indies will get direct feedback on their games from other developers playing them.”

Entry to the Indie Showcase is open to the following at www.developconference.com:
– Studios with no more than 15 people
– Studios – and games – that are non-publisher funded
– Games which are not published by a third party at the time of submission
– Games that have a development budget of less than £1million
– Games that are created in the “indie spirit”

The deadline to enter is 12 May 2014 and the Indie Showcase, Editors’ Choice and People’s Choice winners will be announced to press and delegates at the Develop in Brighton Conference on Thursday 10 July 2014.

Midwest Game Developers Summit Meets Kickstarter Goal

For those who attend game industry conferences as part of their business or to partake in the hobby of games, usually they find themselves on one coast or another. The West Coast — and the San Francisco Bay area in particular — where I am based, sees one conference after another, an endless procession of ideas, people and expo booths shuttled in and out of the SFO, SJC, LAS, SEA and LAX airports.

So what about the heartland of the United States? Where do the developers, publishers, vendors and hobbyists go, if they don’t have the time or money to invest in packing up and joining the roadshows east or west? There are a few events scattered throughout the middle of the US, but not many.

This regional game industry event void was a primary consideration by the two founders of the Midwest Game Developers Summit (MGDS) when the conference began life for them as an idea in 2012. The idea matured into a bootstrapped and sponsor-funded execution of an event hosted in Wisconsin for 2013, yielding 300 attendees and 40 speakers.

Yesterday, a Kickstarter funding run for the MGDS event passed its target of $8,000 to underwrite some of the essential costs of running a two day summit for hundreds of people.

For Ben Mathwig, one of the event co-founders and a programmer, the Kickstarter was an opportunity to take the event to next level. “This is the first year that we are running the conference by ourselves. The goal for this year is to expand our reach outside of the Wisconsin and Illinois area and to bring in a much wider array of developers from all around the Midwest. Going forward, we would like this summit to grow annually and hopefully fill a gap that has been missing from the Midwest for quite some time,” Mathwig stated.

The Midwest certainly has potential, whether one looks it the region as a whole as a start-up growth engine and the money flowing in or as an attendee-magnet, as the region has drawn its share of crowds at events like the Midwest Gaming Classic and Gen Con. The Midwest Games Developers Summit proved it could succeed in year one, enough to take it to year two and aim to do even more.

But if the conference is growing organically, one might ask, why complicate growing an event with the process of compensating individual micro-investors, too?

From Ben Mathwig’s perspective, it’s all about giving back and giving more to the regional community. “Crowd sourcing this year’s summit helped us reinforce our message: everyone should have access to a great conference and not be barred from the experience by expenses. Last year showed that it doesn’t take a large venue and masses of attendees to provide a great networking and learning environment. By opening up a Kickstarter and allowing the attendees to contribute to make it happen, those attendees can now say that it is their conference.

Generating funding on our own also released us from several restrictions and obstacles that came up last year. We now have the freedom to shape the conference into the way we would like it to be for the future.”

As for fulfilling the rewards to the current 140 backers, a phase which has bogged down many other Kickstarted programs, Mathwig is unfazed at the prospect of making good on their promises. “I would say the most time consuming part will be shipping out the T-Shirts to those backers who did not get a conference pass in their tier. All of our rewards are things that we already have in place due to the event last year. The most difficult part? Figuring out what to serve at the Keynote speaker lunch for our top tier backers.”

There’s currently in excess of $1,000 over and above the funding target in the crowdfunding bank for the organizers of the MGDS. Even without an official stretch goal added to the Kickstarter page, Mathwig asserts that the team will be adjusting event plans to add to consider what can be done with the additional support: “The extra funds that we acquire from the remaining days will go directly into this year’s summit and help us improve the conference quality as a whole. We have discussed several fun events that may take place during the conference, but we have not officially announced anything yet. Stay tuned!”

April 2014 Game Industry Conferences and Other Events

We’re rolling out a new feature! To help you plan for upcoming month’s event attendance and news tracking, we’re posting a consolidated list of game industry events at the beginning of each month, for that month.

Here are events in April 2014, sorted by the days they run within the month:

3-4: CounterPlay
5-10: Nabshow
7: Indievelopment
7-8: Cloud Gaming Europe
7-8: Unite Japan
8-10: Quo Vadis
8-13: International Games Week – Berlin
9-10: Unite Korea
9-11: A-MAZE
9-13: The Gadget Show Live
10: Digital Media
10: MCV Awards
11: Canadian Videogame Awards
11-12: Different Games
11-13: PAX East
12: Indie Arcade
13-14: Unite China
16-20: Copenhagen Games
17-18: Unite Taiwan
18-20: Sakura-Con
18-20: WonderCon Anaheim
18-21: Insomnia 51
22-24: Games For Change Festival
22-25: FMX
23: Game Marketing Summit
23-24: East Coast Games Conference
23-24: Festival of Games
23-25: EvoGames
24: F2P Summit
24-25: M2Games LatAm
30: Games & Crowds

This list is obtained from the main calendar. Did we miss an event? Please let us know!

Silicon Image Launches Dual Screen Android App Development Contest (PRESS RELEASE)

Posted up during GDC, this press release (posted in part) was re-worked as collateral at NVIDIA’s GTC 2014. This $100,00 app development contest, begun at GDC 2014, promoted at GTC 2014 and likely to be promoted again elsewhere to keep interest rolling, will reach its finish line at GDC Europe 2014 in August.

Read on below for all the relevant details, especially if you happen to be an Android developer jonesing to show off your skills in developing gaming (or other) apps, with a specialization in mobile high-definition link or WirelessHD:

“SUNNYVALE, Calif.–(BUSINESS WIRE)– Silicon Image (NASDAQ: SIMG), a leading provider of HD connectivity solutions, today announced that it is sponsoring a contest for Android application developers to enable dual screen experiences. The “Dual Screen App Challenge” promotes the creation of games, entertainment and productivity applications that leverage leading mobile-to-display connectivity technologies including MHL® and WirelessHD®. Submissions are now being accepted, and winners will be announced at GDC Europe (Aug. 11-12, 2014 in Cologne, Germany). The total contest prize pool is $100,000.

With an ecosystem of over half a billion MHL-enabled devices and a growing number of WirelessHD products, this contest provides a great opportunity for mobile game developers to showcase their creativity by introducing unique games and other applications for mobile devices when connected to external HD displays.

How to Participate:

  • Contest Dates – Submissions are open from Monday, March 17, 2014 until Monday, July 21, 2014.
  • Category – Submissions will be accepted in the following three categories:
    • Games
    • Productivity
    • Entertainment/Other
  • Technology – Submissions must showcase MHL or WirelessHD technology use cases between mobile devices and displays.
  • Other Criteria – Submissions will be judged on the following criteria:
    • Best use and display of different content and information on dual separate screens
    • Best use of Silicon Image technologies and features
    • Innovation & creativity

In addition, the public will be able to vote on all submissions starting on July 21st, at the conclusion of the submission period. The five submissions that get the most public votes will also win prizes. To enter your game/app or for more details about the contest, please visit the contest website at http://siliconimage.challengepost.com. Be sure to follow #mobile2screen for the latest updates on the contest.

“We are very excited to sponsor this contest for Android application developers,” said Jim Chase, chief evangelist and senior director of business development at Silicon Image, Inc. ”With the advanced processing and graphics power of the latest generation of mobile processors, smartphones and tablets with MHL and WirelessHD connectivity can enhance traditional mobile applications to enable a truly immersive dual screen, real-time, high quality video experience. These applications will establish a new category of compelling interactive gaming, productivity and home entertainment content for consumers.”

Judging Panel

All games and apps will be reviewed by a team of mobile industry visionaries, including:

  • Michael Bergen, Senior Business Development Manager, Silicon Image, Inc.
  • Magnus Ekenheim, Head of Developer Technical Services, Sony Mobile
  • Mark Murphy, Owner, CommonsWare
  • Mike Schwartz, Membership Manager, Application Developers Alliance
  • Neil Trevett, Vice President Mobile Ecosystem, Nvidia
  • Kristan Uccello, Developer Advocate, Google
  • Mike Yuen, Senior Director, Snapdragon Gaming, Qualcomm”

MIGS 2014 Announced Complete with Dates and Call for Speakers

The Montreal International Game Summit, organized by Alliance numérique and Connection Events, is an annual conference crafted as an instrument to “meet the needs of the Quebec video game industry, which currently represents over 9,000 workers. It aims to develop expertise and knowledge transfer as well as to promote trade and business development among all of the industry stakeholders.” But MIGS has become a noteworthy pan-North American conference in Q4 of every year for the last decade.

MIGS has been formally announced today for Montreal in November 10-11, 2014. The Expo Zone, Business Lounge and Conference will be the tent stakes anchoring the autumnal event. Other special events and areas at MIGS, including the Battle of the Studios, the Career Fair, Central Café and Photo Booth, will be returning as part of the package deal.

For the experienced game industry veteran who wishes to share their industry sagacious insights, this is the important part for you:

Expect to see 80 speakers covering sixty talks and six tracks (Arts & VFX, Audio, Business & Management, Game Design, Production, and Technology). The doors are wide open to submit a speaking proposal for MIGS 2014 — at least until April 30th, 2014.

To read up on the details about the event or to submit a talk, check the MIGS website here (English version).

The No. 1 ‘reason to be’ at the Game Developers Conference 2014: Diversity

Follow all of GamesBeat’s coverage from the 2014 Game Developers Conference here.

SAN FRANCISCO — The #1ReasonToBe panel at the Game Developers Conference 2013 was generally understood as a panel about gender concerns in the video game industry. Panel organizers Brenda Romero and Leigh Alexander made it clear through their slate of speakers for the 2014 edition of #1ReasonToBe that the panel is about diversity in the video game industry, which goes beyond concerns only about gender.

Romero’s opening remarks were a reminder as to why gender continues to be one of the highest profile issues in the conversation about diversity, however. “This morning, it’s shitty to wake up to Twitter and see that someone got groped at a party last night,” said Romero, referring to news that someone had been ejected from harassing women at a GDC party thrown by Sony the night of Wednesday, March 19. “It’s been a good year, but we’re still going, and we still have further to go.”

The discussion about the role of women in the video game industry has slowly built up steam over the last couple of years. In 2012, furor over booth babes, often-scantily clad women at expos and conferences whose purpose is to entice people to check out a company’s display, at E3 came to a head. Female developers felt booth babes created an atmosphere in which men assumed that women staffing booths couldn’t possibly be game developers, or that women developers weren’t taken seriously when they identified themselves as such. Female video game journalists were dismissed as being incapable of playing their E3 demos. These were not new problems, but in 2012 critics decided they were tired of dealing with these problems silently.

Read more at: VentureBeat

The DeanBeat: The questions to ask about the current state of games

Follow all of GamesBeat’s coverage from the 2014 Game Developers Conference here.

This is an edited version of a speech I gave at the Digital River Monetization Summit at the Game Developers Conference last week. A lot has changed in gaming in the last week, and I’ve added a few remarks to reflect that. I hope you enjoy it.

I hope you are aware of the term opportunity cost. I am grateful that you are here and not somewhere else. You came here to listen to a talk on games from someone who has never made a game in his life. That also means I have never monetized a game in my life, except by writing game reviews or game news.

GDC 2014
Above: GDC 2014

You are missing out on something by being here. The best thing you could do right now is leave here, go straight the Changyou booth, and get a check from them. The Chinese online game company announced it would invest $600 million in mobile game developers. So leave early, and save me a spot in line. For the rest of you, I’d like to show you how I try to connect the dots for readers. We do that on our web sites, GamesBeat and VentureBeat, and at our own game conference, GamesBeat 2014, which will be held Sept. 15-16 this year in San Francisco.

After all this time covering games, I figured it was time to give my own talk, even if it is filled with the thinking of a lot of smart people and not so much my own original ideas. What I would like to do is toss out some facts in this talk, connect the dots, and answer some questions about the state of the industry.

My first statement is that numbers can tell you something.

That $600 million figure from Changyou is telling. Changyou’s value in the market is $1.5 billion. If you want to buy it, you have to pay that amount. Changyou is risking about 35 percent of its value on mobile gaming. Now that takes guts. The former CEO of HP got fired because he risked 20 percent of the company’s value on an acquisition that brought in 1 percent of revenue.

Read more at: VentureBeat

GTC 2014: The Future of Gaming Hardware at the Expo

NVIDIA began it’s life as a chipset and video card company in 1993, and over the years has evolved into an enterprising force that’s now billed itself as a “visual computing company”. The processing horsepower of the GPU (graphics processing unit) is a data-crunching beast in everything from the visuals in movies to solving problems across the spectrum of the sciences.

Despite that, NVIDIA built its foundation early on showcasing the bleeding edge of gaming graphics, and the expo hall at the GPU Technology Conference reflected that legacy in some measure.

NVIDIA themselves hosted a popular expo centerpiece of a racing game with a three-screen display, full standing automotive-style controls, on a powerhouse of a PC revving its engines with four pricey but powerful GeForce GTX Titan Black GPU cards.The GeForce GTX GPU class was on a pod on the floor, featuring Titanfall as the PC as the demo game of choice. G-Sync, NVIDIA’s display technology for synchronizing display refresh rates, was also shown off through the lens of a first-person shooting PC game. The NVIDIA SHIELD clamshell mobile Android (read gaming device) also was frequently showcased by NVIDIA themselves, even as a device to control the frequently in-flight Parrot AR Drone 2.0 via an app.

Let’s take a look at some of the game industry-oriented companies who are part of the NVIDIA ecosystem and what they were showing on the expo floor:

Silicon Image:

I met with Michael Bergen with Silicon Image, who showed off demonstration of their 60GHz WirelessHD chipset. In a nutshell, WirelessHD is a standard to provide a wireless and high-definition A/V connection for applications designed to be streamed to a display at a wired-level quality of display.

In this case the prototype demonstrated the potential of their technology in transmitting data between, between a SHIELD mobile Android device and a high-definition TV display. Currently, according to Bergen, they’re shopping the technology around for a company interested in building a market-ready product that will bring this technology between smartphones, tablets and other wireless-capable devices and HD-capable displays.

I personally tried the Riptide GP demo using the SHIELD, and didn’t notice any appreciate latency to my eye and reflexes. To whatever extent I succeeded (or not) in playing this game, it was due only to my skill, not the hardware — and not the wireless, and that‘s saying something. There are several other wireless standards vying for the even-high-speed wireless crown, but this demo was a pretty solid proof-of-concept what can be done to bring high-def mobile gaming to larger screens without wires.

NVIDIA has been partnered with WirelessHD since 2011, to ensure the technology standard integrates well with NVIDIA hardware.

Exvision:

Exvision is a start-up spun out from the University of Tokyo. Among the many projects in their portfolio is a gesture recognition chipset and software system optimized for the NVIDIA GPU. Their gesture system is “designed to run on a single high speed CMOS Sensor”. Zak Morimoto, a board member for Exvision, walked me through a demo of how precise the technology could be when applied to a game. Think a variation of Microsoft’s Kinect on a mobile device, but as integrated hardware and software rather than as standalone hardware.

Halfbrick Studio’s Fruit Ninja is a familiar touch-based game to millions of mobile gamers, but in this instance, a company representative sat several feet away in a chair and emulated the multi-touch gestures evidenced in the game, frantically waving his arms in a calculated flurry of motion to “slice” the fruit seen only to him on his mobile screen, but represented on a large screen. Other games Morimoto believes would be ideal are Cut the Rope and Candy Crush, and in fact, have tested about ten popular games with their system. Morimoto believes partnering with gaming platforms at the software level is a better way to introduce their version of gesture-driven gaming to software developers.

Once again, low latency in any games-related networking or remote peripheral is a necessary feature and Morimoto claims a latency of less than 30 ms for this system. The gesture system is past beta stage of development, nearly ready for market, and is currently being readied for Android and Windows platforms. In addition to reaching out to software platforms, the company is in search of hardware OEM partnerships to integrate their hardware.

Lenovo:

Lenovo usually doesn’t show its hand directly when it comes to gaming potential, but one of their televisions did show some of exactly that — but for China, at least for now. The Terminator S9 is a 50” smart TV with a super-duper high-resolution 4K display and a custom-skinned version of the Android 4.2 OS. The real brains behind the operations lies in a Smart Card, loaded with the Tegra K1 mobile super-chip, which claimed a lot of the thunder at the show overall.

Top-shelf games, of course, should run brilliantly on this all-in-one hardware, especially with the Tegra K1 enabled, provided it has a continued upgrade path for at least additional memory and storage.

Oculus Rift VR:

Oculus Rift VR once again drew the steady, sometimes long, lines to try out its developer-ready headset, evangelizing a convincing impression of pixilated immersive reality in stereoscopic vision. That much has been the way of things for the virtual reality hardware start-up’s roadshow from GDC 2013 onward, that I have seen.

What was different this time for the company, aside from the recent announcement of the estimated shipping date of the updated DK2 dev-kit, was the acquisition by Facebook for $2 billion amidst the GTC 2014. What attracted even more attention to this particular coincidence was the seemingly less-coincidental delay in Oculus’ Chief Software Architect Michael Antonov’s appearance to speak.

NVIDIA Announces GTC 2015

Just before the final keynote of NVIDIA’s GPU Technology Conference kicked off, it was announced that the next seminal “visual computing” conference will be held a year — and about a month later — at April 28-May 1, 2015.

The slight of change in timing is intended to create separation from other events in March, such as GDC, which this year was held a week prior. While it didn’t apparently dampen attendance and new announcements this time around, this new timeframe for the conference should make it easier to position product and news announcements apart from other events in which NVIDIA is a major participant.

Read more about GTC 2015 at GPUTechConf.com.

Game Connection America Concludes with Record-Breaking Attendance, Dates Announced for Game Connection Europe 2014

Game Connection America 2014 wraps up another successful event in a very dynamic market and announces its return to Paris, for Game Connection Europe on 29-31 October 2014.

SAN FRANCISCO, USA – 27 March 2014 – Last week, Game Connection America 2014 came to a successful conclusion, after three days of concentrated networking, meetings and lively conversations, with a total of 1606 attendees from 48 different countries, including 260 exhibiting companies and 362 certified buyers. The Meeting Application saw an average of 20 qualified meetings per exhibitor and attendees’ enthusiastic feedback confirmed Game Connection America to be once again the most effective market place of the games industry in Q1.

It’s the place in the industry at which you must be to get a snapshot of what it’s moving” said Ludovico Cellentani, Creative Director at Just Funny Games.

Game Connection allowed me to meet more companies that I REALLY wanted to in such a short time and gave me the opportunity to meet with companies that would possibly have never met outside of Game Connection. I have never met so many great people in such a short time. Go to Game Connection!” Matt Munson, Game Executive at Ten Foiled Hats.

“Along with another excellent turnout in terms of attendee figures, we’ve seen a tremendous amount of growth with a lot of projects signed on-site and some excellent business perspectives for our exhibitors” states Pierre Carde, founder of Game Connection. ”

Game Connection Europe is announced to return to Paris, 29 – 31 October 2014. Once again, the event will feature cutting edge content, with speaker lectures, panels and Master Classes, for which the Call for Speakers is now live HERE – all in the mix with concentrated networking opportunities, optimized meeting schedules and the customary lively conversation.

Game Connection is also pleased to celebrate the Italian studio, Untold Games’ virtual reality adventure, Loading Human win of Game Connection America 2014’s Best Project 2014 in the Selected Projects indie game competition, sponsored by Microsoft Studios, Namco Bandai Games and Sony Computer Entertainment and supported by Develop. Chosen from 15 nominated game developers, based on innovation and market potential, Loading Human was awarded by the Game Connection Advisory Board and acknowledged for its achievements. Along with their additional win of Best Console & PC Hardcore, Loading Human was joined by other winners, Glowforth, for Best Mobile & Tablet Handheld game, with Last Inua and Gamester, for Best Social, Casual & Online game with Hordemaster.

Elisa di Lorenzo, Co-Founder of Untold Games, commented “Winning was completely unexpected, but proves that Loading Human is truly something different, experimental and exciting.”

Flavio Parenti, Game Co-Designer and Art Director said, “Winning two Selected Projects awards is an honor and we were excited to be able to show Loading Human to even more people during Game Connection America.

Other award winners from Game Connection America 2014 include the recipients of the Game Connection Marketing Awards. The winners were:

Best Digital Campaign – Midnight Oil with the Saints Row IV Digital Campaign for Deep Silver
Best Experiential Campaign – iam8bit with The Great MMO Migration for ArenaNet
Best Gameplay Trailer – Paradox Interactive with Leviathan: Warships trailer
Best CG Trailer – Axis with Halo Xbox One for Microsoft Studios
Best Live Action Trailer – Team Xbox with Forza Motorsport 5 Filmspeed
Best Mobile Campaign – Enter the Studio with TRANSFORMERS Construct-Bots
Best Original Content – Cosmocover with Dark Souls 2 Forging a Hero for NAMCO BANDAI Games Europe
Best PR Campaign – Neology and The Redner Group with Seeing is Believing for Oculus VR
Best Social Media Campaign – Ayzenberg Group with Xbox One Product Launch for Microsoft/Xbox
Best Overall Campaign – Square Enix with Tomb Raider Overall Campaign
Best Marketing Team at Game Connection America 2014 – Team Xbox

Game Connection Europe 2014 takes place in Paris, 29-31 October. To find out more, visit www.game-connection.com

For more information:

– Visit the website: www.game-connection.com
– Like us on Facebook: www.facebook.com/Game.Connection.Official.Page
– Follow us on Twitter: www.twitter.com/The_GameCo
– Tune into our YouTube channel: http://www.youtube.com/user/gameconnectionvideos/
– Contact: gpalmieri@connection-events.com

To find out more about Untold Games and Loading Human, please visit www.untoldgames.com

GTC 2014: An Inside Glance at GameWorks

NVIDIA rolled out GameWorks for game devs last week at GDC 2014 with a big splash, then given a ripple effect through partnerships with Crytek (Warface), Epic (Unreal Engine 4) and Respawn Entertainment (Titanfall). While no one sentence can cover all that this package can do, GameWorks is a growing, evolving collection of tools and technologies that covers everything a developer could use from debuggers to flame and smoke effects and PhysX-physics based surface effects.

At GTC 2014 at a chat-with-NVIDIA-folks Hangouts lounge, I spoke with David Coombes, Developer Program Manager with NVIDIA, to ask about his insight into GameWorks and working with developers, both of which he works with on a regular basis.

This week at GTC, there wasn’t anything new to announce for GameWorks, since GDC “used all the fireworks”, Coombes mentioned, but the GTC show did represent an opportunity to connect with new developers and build on the momentum with developers created during GDC.

“Building relationships with (larger) studios is usually a high-touch relationship, involving sending out engineers on-site for a couple weeks,” Coombes said, but there’s a lot of opportunities at smaller studios. Anyone can join the GameWorks Registered Developer Program, as a starting point, so it‘s easy enough for an indie or a AAA studio to investigate the developmental possibilities with GameWorks. By doing so, Coombes explained, developers are provided “access to newsletters, to the SDK, training materials, download new samples, new demos. With a lot of components, there’s a free version and there’s a free version and a paid version with (full) licensing and source code access.”

The roll-out of NVIDIA’s Tegra K1 powerhouse mobile chipset marks a big step forward at the silicon level toward blurring the lines between the horsepower driving mobile and consoles/PC. The same can be said for GameWorks, which is platform agnostic, and is hitching its wagon to that chipset star. As Coombes explained, “With Tegra K1 moving forward, we’re seeing a conversion between desktop and mobile. It’s the same architecture, just the amount of performance you’ve got. One of the conscious decisions with GameWorks was to not strongly distinguish between our mobile developers and our desktop developers. We treat them as equals.”

What’s coming up for GameWorks? “The big story for us this summer will be the Tegra K1.We will have a 64bit, a dual core 64 bit and eventually a quad core 64 bit version of that,” which GameWorks will likely be keeping pace with. While mobile is catching up quickly to desktop performance, the “PC will have a richer experience than a mobile device,” which will be reflected in the capabilities exhibited through GameWorks.

While the jury is still out whether the GameWorks libraries will offer as much optimization capability for games developed for AMD and Intel’s chipsets, which is a standing question in some discussions, GameWorks represents at least a promising match for developers creating Tegra-enhanced mobile games — especially as the K1 becomes a standard over the year.

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