Before getting into the details about this video, you might have noticed the wording in the headline: “Creation.” NVIDIA didn’t simply record video or stream their keynote for their GPU Technology Conference (GTC) back in April this year. They created much of it using their own technology and tools, especially their Omniverse platform. Omniverse is a multi-GPU real-time simulation and collaboration platform, which is intended for multiverse and digital twin applications. Colloquially, some people call digital twins “deepfakes.”
The M. Night Shyamalan-level twist is that it seemed nobody outside of NVIDIA knew (or publicly said anything, anyway) that they had developed and presented their keynote this way. NVIDIA used their stage a few days ago at the computer graphics-focused conference, SIGGRAPH 2021, to reveal their secret.
At SIGGRAPH, NVIDIA premiered a half hour-long documentary that broke down how the technology giant’s president and CEO, Jensen Huang, keynote at GTC 2021 was largely rendered and simulated through Omniverse, using ray tracing, to physics, AI, and much more. Among some of the specific simulated elements are:
Jensen himself, signature leather jacket and all, at least for a short interlude in the keynote recording. According to NVIDIA, “Through all but 14 seconds of the hour and 48 minute presentation — from 1:02:41 to 1:02:55 — Huang himself spoke in the keynote.”
The kitchen backdrop that’s become familiar to regular viewers of his streams over the last year.
The NVIDIA DGX Station A100 server featured in the keynote as a real-world accurate digital version.
This tweet sums up many of the reactions online when finding out about this “gotcha” twist.
NVIDIA revealed at SIGGRAPH that Jensen Huang’s GTC Keynote in April was…not real. Including Jensen Huang himself! 🤯
The video itself is a mix of fascinating technical tidbits and insights around the-making-of the GTC keynote and sleek marketing for Omniverse. It’s a demonstration that, with enough technical know-how and creativity, simulations can be created that look so close to the real thing that they no longer sit in the not-quite-real space of the uncanny valley. At the very least, NVIDIA proved that they can turn an oh-so familiar 2D digital conference experience into something that is genuinely capable of being surprising.
If you want to check out NVIDIA’s documentary on YouTube, the video follows. NVIDIA also posted a blog piece last week that delves into more of the details about the keynote and the documentary about it.
Gen Con Indy is coming up quickly in September 16-19, with ticket sales and event catalog open for business online. But there’s more to Gen Con’s main event this year than just the physical convention in Indianapolis, Indiana.
Now, Gen Con organizers have announced that event tickets for the all-digital Gen Con Online 2021, the counterpart event to Gen Con Indy. will be opening up this Sunday at noon Eastern time. Keep in mind that these tickets are for individual talks, roleplaying sessions, etc. within the online event’s catalog and require an attendee ticket to secure them. Gen Con Online 2021 attendee tickets are free and have been available since June 27th.
Similar to Gen Con Indy, the event catalog offers its extensive (as in, a couple thousand events in the) online catalog online for exploring or picking a “wish list” session to be a part of. These selected event can then be submitted, starting on August 15th.
Gen Con Online is an all-digital convention which will feature gaming, entertainment, among other types of events. Also, the event is expected to showcase lots of livestreamed content on Twitch and connection opportunities with the event’s community on Discord.
STOCKHOLM/COLOGNE/NEW YORK — DreamHack, the immersive, gaming lifestyle experience where the gaming community comes to life, recently ended the FREE seven-day, interactive event DreamHack Beyond on July 31, 2021. The hybrid festival and online multiplayer game featured themed worlds, 20+ festival halls, game demos, and hourly tournaments (including Hearthstone and Rocket League), the range of added programming, activities and gameplay including the inaugural DreamHack Battle of the Bands, Cosplay Competitions, Panels, Screenings, Speedrunning, Tabletop competitions and more. In total, more than 45,000 fans registered to experience the event, with over 1.7 million viewing hours.
“The goal for all of us at DreamHack is to provide great experiences, so to have brought our community back together for this hybrid festival was super special for us,” said Bas Bruinekool, Vice President, Festivals, DreamHack. “DreamHack is more than an event — it creates an arena where you can come to connect, explore, win, play a part, and be yourself through a gaming lifestyle experience. We are so happy to have reconnected and shared this with our loyal fans.”
DreamHack Beyond was created to both complement and showcase the best of DreamHack in a fresh, new way allowing players/attendees to enjoy the festival in any way they choose — from virtual cosplay competitions, amateur and professional esports tournaments, and game demos, to the expo, panels, speedrunning, live streamed music and screenings, community tournaments and more. DreamHack Beyond offered a hybrid experience featuring everything gaming under one “virtual” roof.
Additional DreamHack Beyond stats include:
More than 45,000 fan IDs registered
Average playtime of 57 minutes per player
87,182 play sessions across the week
Players visited 17 of 22 worlds on average
Twitch and Tournament stats:
More than 9,300 people signed up to compete in all 633 tournaments that were hosted
The event was featured as a Steam event and had the DreamHack Beyond stream spotlighted.
When bundling all Twitch streams and Steam streams (2-300) DreamHack achieved over 1.7 million viewing hours with Beyond content
Social stats:
DreamHack Beyond realized 866,716 unique viewers across all of its channels on Twitch alone
Twitter saw 1.9 million engagements and 5.4 million impressions across the week
The International Game Developers Association (IGDA) has championed the interests of the game development community since 1994. Of course, a lot has changed in the technology, culture, community in and around the games industry in the many years since then (as well as the events that helps support the business and community). As the IGDA has grown, they’ve had to keep pace with these many changes, too.
With COVID-19, challenges around burn-out, equality and equity, and much more, the game industry has been particularly in flux in the last couple years. What’s the IGDA’s take — and how can the business, the community, and events evolve? Events for Gamers engages in an interesting Q/A conversation with the Executive Director of the IGDA, Renee Gittins, for the organization’s perspective on some of these issues that affect game developers and the folks that play their games.
Events for Gamers (E4G): For those who may be unfamiliar, what is IGDA’s current mission in 2021— and how does it compare to years past?
Renee Gittins: IGDA’s mission is to support and empower all game developers around the world in achieving fulfilling and sustainable careers. This mission has changed slightly in its phrasing over the years, but the IGDA has and will continue to stand firm as a voice in the best interests of individual game developers.
E4G: How has COVID-19 changed (and continuing to change) the way IGDA interacts with the game development community?
Renee: The COVID-19 pandemic greatly affected our normal schedule of conference and local event interactions with game developers. I am so proud of our Chapter and SIG leaders, board, and staff members who have been able to pivot IGDA’s efforts into virtual events while creating even more valuable resources to assist developers through these difficult times; from the IGDA’s Game Developer Crisis Conference to our Global Mentorship Program.
E4G: From the IGDA’s perspective, what are a few of the most critical needs or concerns facing the game development community, and how is the organization involved in addressing them?
Renee: Right now, the past and present misconduct, discrimination, and harassment within our industry is one of our main topics of focus. We cannot allow such behavior to continue within our industry, as it not only lessens the strength of our teams and the quality of our projects, but causes great and lasting harm to our peers. In order to support these changes and to empower company leaders to take action to stop the toxic cultures that allow this behavior to thrive, the IGDA has recently published our own Guide for Game Companies: How to Create and Sustain a Positive Work Culture. This resource details how to proactively define and improve a game studio’s culture to prevent toxicity and poor behavior from thriving, while our HR Policy Guidebook Template provides the outline for the creation and distribution of direct policies to support such a culture.
In addition to these papers, we have stood proudly with our Special Interest Groups, Chapters, and other resources to support those affected by such behaviors, and have worked actively to condemn bad behavior and empower positive leadership.
Together, we can condemn the failures in our industry’s past and take the steps forward to enact change that will ensure this wonderful, creative, diverse industry will support every person who contributes to it.
E4G: From the IGDA’s perspective, what’s the role of online and hybrid events going forward? What are the positives and negatives of these event formats?
Renee: Virtual and hybrid events are a wonderful equalizer for our industry, providing better access to information and networking opportunities than has been possible before for those who have been limited by their location or socioeconomic status. Of course, we as people also greatly prefer socializing and interacting with others in person, so there will always be a preference towards in person events when they can be safely hosted.
E4G: Speaking of online events, what was the IGDA’s role during the most recent (online) GDC? We’re curious to know what your impression and takeaways are from the event.
Renee: As is our tradition, the IGDA has partnered with GDC to bring nearly two dozen roundtables on various discipline and affinity based topics presented by our Special Interest Groups. These conversations dive into important topics from destigmatizing mental health difficulties to helping developers tackle the climate crisis from within their own studios. These conversations always leave us inspired about the forward progress of our industry and give us knowledge about what steps to take next.
E4G: Are there any game industry-focused events coming up in the next few months that the IGDA is involved in that you’d like to recommend to our readers
Renee: The IGDA has two upcoming events, one right around the corner and one in November:
Global Industry Game Awards (GIGA) in partnership with devcom on August 27th. These awards are unique from other industry awards in that they celebrate the contributions of discipline teams and individuals, acknowledging the hard work of the developers. In November, we are once again hosting Pathdin.gs Global South. Pathfindin.gs is our conference that shines a spotlight on developers from the global south and helps them spread their messages while connecting with job and publishing opportunities. Both are wonderful opportunities to support developers across the globe.
E4G: Whether for the curious, new or advanced learners in game development, what new initiatives or outreach might the IGDA be working on that you’d like to let folks know about?
Renee: Our very next whitepaper is about inclusion game design and development, and will dive into how to create a truly inclusive game from building your team and the initial research of the project all of the way through character designs, marketing, and community management. In order for our industry to become more diverse and inclusive, we need to make more content and communities that are welcoming to all.
We want to thank Renee Gittins for her insights from the IGDA‘s perspective!
CHICAGO, Aug. 5, 2021 /PRNewswire/ — The SIGGRAPH conference is regularly at the forefront of what’s next in computer graphics and interactive techniques, and SIGGRAPH 2021 is no different. Virtual conference live events run 9–13 August, with content available online and on-demand from 2 August through 29 October.
“I am so proud of the incredible program the committee has prepared,” said SIGGRAPH 2021 Conference Chair Pol Jeremias-Vila, of Pixar Animation Studios. “SIGGRAPH remains the premier conference for computer graphics and interactive techniques, and, though the pandemic means we cannot gather together in-person, we’re honored to bring new ideas that represent the next generation of graphics to our virtual stage.”
On top of new developments in research (Technical Papers, Art Papers, Posters) and previews of technologies (Emerging Technologies), attendees of SIGGRAPH 2021 will have the chance to discover so much more. Learn from some of the biggest names in their respective professions with programming like:
Landing on Mars With Your Eyes Open | Frontiers Talk Tuesday, 10 August, 7 am PDT
From NASA’s Rob Donnelly, this Frontiers Talk will provide an overview of Terrain Relative Navigation, or TRN, which is a technology that uses computer vision to determine lander position relative to satellite imagery to ultimately select a safe landing site. Details.
The Academy: Beyond the Oscars®, the Other 364 Days | Production Sessions Special Session Session: Tuesday, 10 August, 9 am; Live Q&A: Tuesday, 10 August, 10 am PDT
This session will offer a conversation with the Academy of Motion Picture Arts and Sciences that gives a rare glimpse into its year-round activities outside of the Oscars, featuring Academy members Doug Roble, Rob Bredow, Ed Catmull, Annie Chang, Alfred Molina, and Jennifer Yuh Nelson, among others. Details.
AR Dilemmas | Frontiers Talk Wednesday, 11 August, 7 am PDT
As we enter what will be known as the “augmented decade”, there are no easy answers — only questions of agency, power, authority, and control; questions that technology alone cannot answer. Yet, these questions must be addressed before augmented reality achieves scale. In this Talk, University of Sydney’s Mark Pesce will attempt to answer these questions. Details.
Esports as a Driving Problem in Computer Graphics | Panel Wednesday, 11 August, 2:30 pm PDT
This panel brings together esports experts in engineering, medicine, and cognitive and data science (from NVIDIA Research, 1HP, Mobalytics, and Statespace) to argue that the research community need no longer ignore the worldwide phenomenon of esports and the heavy load these sports place on real-time graphics technology. Details.
Rendering Engine Architecture for Games, Parts 1 and 2 | Course Part 1: Thursday, 12 August, 9 am PDT; Part 2: Friday, 13 August, 10 am PDT
For this two-part Course, experts from Unity, Activision Blizzard, Roblox, and Sony’s Santa Monica Studio will bring state-of-the-art and production-proven rendering engine architecture details for fast, interactive rendering of complex and engaging virtual worlds of video games to SIGGRAPH. Details.
For even more content that celebrates progress across the industry’s many disciplines, catch 10 Featured Speaker sessions that will be held throughout the live week, spanning everything from deepfakes and ray tracing to animation and robotics.
Registration access varies across conference programs and session types. Learn more and register for SIGGRAPH 2021, the 48th international conference and exhibition on computer graphics and interactive techniques, at s2021.SIGGRAPH.org/register.
SAN FRANCISCO – August 3, 2021 – Informa Tech, the organizers of the Game Developers Conference (GDC) 2022, the world’s largest and longest-running event for game developers, are now accepting submissions to present lectures, roundtables, and panels for the Core Concepts section of the event. This initial call for submissions, which encompasses everything intended for the Main Conference Tracks on the Wednesday-Friday of the conference, will be open until Tuesday, August 31, 2021 at 11:59pm PT.
Submissions will be considered for GDC 2022, which returns to the Moscone Center in San Francisco March 21 – 25, 2022. The GDC Advisory Board is currently seeking submissions from game developers with expertise in any of the following disciplines:
Advocacy
Audio
Business & Marketing
Design
Production & Team Management
Programming
Visual Arts
Those looking to submit Core content should first review the submission guidelines and track topics prior to submitting. They should also know that the submission process is divided into a three-phase system:
Phase I – open call for submissions and initial advisory board review (August – late September).
Phase II – submission declines, acceptances, or Phase II conditional acceptances sent.
Most GDC talks are Phase II conditionally accepted prior to official acceptance. Phase II submitters will be required to provide additional information and revise their submission per advisor feedback.
Phase III – review of Phase II revisions and final acceptances/declines sent (November – December).
The GDC Advisory Board will review and determine submissions based on the criteria of concept, depth, organization, credentials and takeaway. The GDC Advisory Board aims to achieve diversity of voice, experience and perspective and strongly encourage taking this goal into consideration when working on submissions.
GDC Summits (including VRDC) and GDC Masterclass courses will take place on the Monday and Tuesday of the conference. The call for submissions for these programs, as well as Friday’s Game Career Seminar, will be open September 7 through October 5, 2021.
For more details on the Game Developers Conference, please visit the GDC’s official website, or subscribe to regular updates via Facebook, Twitter, or RSS. Official photos are available via the Official GDC Flickr account: www.flickr.com/photos/officialgdc/.
As the highly-contagious Delta variant of the COVID-19 virus extends the coronavirus pandemic into the summer, event planners have had to quickly adjust to the latest “new normal.” Superspreader events like this one in Massachusetts that sparked a change on guidance from the U.S Centers for Disease Control and Prevention and also may the way organizers host events for at least the next few months.
Case in point: ReedPop and PAX West 2021.
For ReedPop, the creator of the Penny Arcade Expo (PAX) events, PAX West is coming up in about a month (Sept. 3-6 in Seattle, Washington), and they’re adjusting with the health conditions in the moment. The show’s prior health and safety guidelines in late June called for face coverings and social distancing.
Fast-forward a month, and the organizers have issued a statement this week that “Prior to entry we will now require proof of a completed COVID-19 vaccination series or a negative COVID-19 PCR or antigen test, each to be verified with a valid, government issued ID.”
ReedPop’s statement acknowledged the change in policy as well:
When PAX West 2021 badges were announced, the PAX Team made the decision to communicate what we could commit to at that time, rather than what we were working toward. While we let the community know the health and safety guidelines could evolve, we wanted to get it right and we feel confident that verification of fully vaccination or negative test, along with continued face covering requirements for everyone, will create an environment that promotes the wellbeing of our PAX community.
It’s always possible that the health and safety requirements may change further, depending on the changing situation around COVID-19 Delta variant infection rates, so if you have purchased a PAX West 2021 pass or are considering it, you may want to keep on their official site and social media channels. After all, ReedPop canceled PAX East in 2021 due to coronavirus-related health considerations, so other changes or restrictions are certainly possible. Events for Gamers will also keep an eye out for any news or updates as well.
July 28, 2021 – Today, Game Devs of Color Expo announced the starting lineup of speakers and panel discussions for its sixth annual event. The 2021 Game Devs of Color Expo will take place entirely online from Thursday, September 23 to Monday, September 27.
This year’s event features an exciting array of talks from the developers behind Button City, GNOG, LIONKILLER, She Dreams Elsewhere, Sephonie, Validate, and more. As with last year’s expo, virtual attendees will be able to access a private online conference space that’s designed to encourage conversation and collaboration.
The 2021 Game Devs of Color Expo will also feature interviews hosted by DaPurpleSharpie with developers from indie studios Subliminal (Button City), Soft Not Weak (Spirit Swap: Lofi Beats to Match-3 to), Aerial_Knight, DragonBear Studios (Innchanted), Plethora Project (Common’hood), insertdisc5 (START AGAIN START AGAIN START AGAIN: a prologue), Fishean Studio (Our America VR), Somber Pixel (Night Reverie), Analgesic Productions (Sephonie), Team Midautumn, Studio Zevere (She Dreams Elsewhere), and Danny Fisher.
The expo is also hosting several panels, touching on a variety of relevant industry topics. “Cooperating as Game Worker Cooperatives,” will provide an overview on the history of worker cooperatives, with panelists Alex A.K. (Soft Not Weak), Eva-Léa Longue Ngambi (Lucid Tales), and Francesca Esquenazi (Future Club) sharing their experiences with this little-known business model. Tabletop-game developers can learn more about picking and refining projects in the “Finding Your Voice: Developing Your Brand (in Tabletop)” panel, with Yeonsoo Julian Kim (Avatar Legends: The Roleplaying Game), Jeeyon Shim (Sea of Legends: Expansion), Victoria Caña (Cat Quartet Games), Ella Ampongan (The Dice Tower), and Banana Chan (Game and a Curry).
The full lineup of speakers and participating games will be revealed at a later date.
Game Devs of Color Expo was first envisioned by founders Catt Small and Chris Algoo in 2016, who sought to construct a safe space where people of color from any and all intersections of identity could connect to discuss their passions and projects.
“From the very beginning, we’ve worked to create a space and an industry that we can all enjoy,” said Chris Algoo. “The excitement we receive every year from attendees, sponsors, and devs is pushing us forward to create the biggest and best Game Devs of Color Expo in 2021.”
For additional information about the Expo, including ticket sales, visit gamedevsofcolorexpo.com. Passes for the event are priced on a sliding scale between $20-100, depending on the needs of attendees. Working members of the press can apply for a media pass here https://bit.ly/gdoc21press.
The Mobile Growth Association (MGA) has announced that they’re adding the live format as an option for attendance to their upcoming September 30 event, MGS Games. The MGA is an organization built around the mobile marketing and development community. MGS Games will be physically hosted in San Francisco, California at the SF Jazz Center venue, and it will also be hosted online as well.
From the MGS official blog post, this is how the MGA looks at this upcoming event:
“We at Mobile Growth Association are looking forward to bringing the mobile gaming community back together after over a year apart,” says Jen Laloup – Co-Founder, Chairwoman & CEO. “We will explore the gaming community’s challenges, triumphs, and everything in between at our first hybrid event — MGS GAMES We will gather — safely, of course — in a physical space in San Francisco, as well as online. By hosting these progressive events, we offer the Mobile Games Community a chance to share knowledge and network globally. MGS GAMES attendees from around the world will be able to learn from the best industry professionals in the game and share in a way like never before.”
So far speakers include leaders from Glu Mobile, GamesBeat, 5×5 Gaming, Fandom, with more industry veterans certain to be announced soon. Virtual and live attendees can expect plenty of discussions around the tricky, rapidly evolving spaces of mobile gaming engagement and monetization of audiences. On-site attendees can likely expect certain perks — like face-to-face networking, breakfast and lunch and happy hours — that many folks may have missed over the last year
The MGA joins a growing list of event planners opening their doors to live and online attendees to offer a virtual or physical attendance option. For $99, a virtual pass option with on-demand access of content will be available on August 2. Otherwise, a range of attendee passes are available from $199 to $3,000.
Stop on by on the official MGS Games website if you’re interested in more info.
Cologne/Stockholm/New York — ESL Gaming, the world’s biggest esports company, has today announced a programming collaboration with North American broadcaster G4 that will extend ESL’s already-unrivaled presence in esports by enabling the gaming and esports community in the U.S. and Canada to access linear TV content from select ESL Pro Tour events for the first time.
G4, part of NBCUniversal, will produce programs containing action and cut downs from eight ESL Pro Tour competitions. The programs will give viewers an entertaining and action-packed insight into ESL tournaments.
The programs will be aired in prime time slots to provide a new audience with access to esports and gaming entertainment, with G4 holding exclusivity to produce and air the programs in the region. G4’s esports shows will now also feature highlights from ESL events and the channel will also partake in one-off takeovers of ESL’s Twitch channel.
“We know there is a growing number of esports fans in North America and G4 is the perfect partner for us as we continue on our mission to reach new audiences,“ said Frank Uddo, Senior Vice President Media Rights at ESL Gaming. “We have hosted many successful events in North America already, and with this exciting partnership we will finally be able to provide all US and Canadian esports fans with access to ESL events via linear TV broadcasts as well.”
Following successful exclusive partnerships, G4 now covers a key market for ESL, which results in providing world-class esports content in up to 30 channels worldwide.
“G4 is thrilled to partner with ESL and deliver their premier esports events to North American audiences,” said Kevin Sabbe, Chief Content Officer of G4. “Our approach to esports coverage will be focused on entertaining fans, providing in-depth analysis, and most importantly, offering casual gamers a comedic entry point into the world of esports and competitive gaming.”
Further updates will be made as to which ESL events will feature in the programs.
SAN FRANCISCO – July 21, 2021 – Supergiant Games’ stylish roguelike Hades was honored by the game development community as the recipient of the Game of the Year award at tonight’s 21st annual Game Developers Choice Awards (GDCA) ceremony. The ceremony, which honored some of the biggest and most innovative games of the past year, took place as part of the 2021 Game Developers Conference (GDC). An archive of the award ceremony, as well as the full presentation of the Independent Games Festival Awards (IGF Awards), can be viewed at http://twitch.tv/gdc.
In addition to Game of the Year, Hades was the recipient of the Best Audio and Best Design Awards. The roguelike action dungeon crawler won praise and accolades for combining the best aspects of Supergiant’s critically acclaimed titles, including the fast-paced action of Bastion, the rich atmosphere and depth of Transistor, and the character-driven storytelling of Pyre.
Developer Sucker Punch Productions took home two awards for Ghost of Tsushima, for Best Visual Art and the Audience Award. Ghost of Tsushima is a beautiful open world, action-adventure game where players control a samurai that must use the shadows and other less-than-noble techniques to save his home from Mongol invaders.
The full slate of winners of the 2021 GDCAs also includes Best Debut winner Phasmophobia by Kinetic Games, an indie horror game where players must enter dangerous haunted locations in order to gather evidence of the paranormal. Genshin Impact by miHoYo won Best Mobile Game, for the impressive open-world game full of slick combat and countless mysteries.
The Innovation Award went to Dreams by Media Molecule for its game creation system, which allows players to create anything from games to gadgets, music to movies, puzzles to paintings and everything in-between and beyond. The Award for Best Narrative went to The Last of Us Part II developed by Naughty Dog, which continues the story of the critically acclaimed The Last of Us in a gritty revenge story set in a post-apocalyptic Earth. Asobo Studio’s Microsoft Flight Simulator won the Best Technology Award; in the game players can create their flight plan and fly anywhere on the planet, while navigating challenging weather conditions. Lastly, the Best VR/AR Game Award went to Half-Life: Alyx by Valve, the immersive, genre-bending virtual reality game set in the legendary Half-Life series.
The Game Developers Choice Awards honor the very best games of the year, and were created for and voted on by developers. Winners in all categories except the Audience Award and Special Awards are selected by the Game Developers Choice Awards-specific International Choice Awards Network (ICAN), which is an invitation-only organization, comprised of leading game creators from all parts of the industry.
In addition to the best games of the last year, the GDCAs also honor the dedicated individuals who have helped further the art, science and craft of video games with special awards. This year’s Pioneer Award, which recognizes breakthrough tech and game design milestones, went to Tom Fulp, creator of Newgrounds and trailblazer of the Macromedia Flash games that helped define a generation of indie developers. The advent of Newgrounds brought about an explosion of creations and gave a platform for independent developers’ Flash games.
The Lifetime Achievement Award was given to influential game designer Laralyn McWilliams, who holds 28 years of experience working across all genres, particularly on ground-breaking MMO games. The award recognizes Laralyn McWilliams’ video game career, in which she has led the design for award-winning adventure, social, strategy, simulation, platform, brawler, FPS and massively multiplayer online games. She was Creative Director for the ground-breaking MMO Free Realms at Sony Online Entertainment and was lead designer for the critically acclaimed Full Spectrum Warrior, the most nominated game of E3 2003.
“We’re wowed to see so many creative and excellent titles released during the past year, which has been a difficult one for many, and we are proud to be able to honor them tonight,” said Katie Stern, who oversees the GDC as VP of Entertainment Media at Informa Tech. “GDC is about bringing the game development community together to celebrate the craft of video games, and there is no better way than to recognize the hard work and talent that made these games possible.”
The Game Developers Choice Awards winners are:
Best Audio Hades (Supergiant Games)
Best Debut
Phasmophobia (Kinetic Games)
Best Design
Hades (Supergiant Games)
Best Mobile Game
Genshin Impact (miHoYo)
Innovation Award
Dreams (Media Molecule / Sony Interactive Entertainment)
Best Narrative
The Last of Us Part II (Naughty Dog / Sony Interactive Entertainment)
Best Technology
Microsoft Flight Simulator (Asobo Studio / Xbox Game Studios)
Best Visual Art
Ghost of Tsushima (Sucker Punch Productions / Sony Interactive Entertainment)
Best VR/AR Game
Half-Life: Alyx (Valve)
Audience Award
Ghost of Tsushima (Sucker Punch Productions / Sony Interactive Entertainment)
Game of the Year
Hades (Supergiant Games)
Pioneer Award
Tom Fulp
Lifetime Achievement Award
Laralyn McWilliams
The awards were livestreamed on the official Twitch channel for the Game Developers Conference (GDC) at Twitch.tv/GDC and are archived both on Twitch and on the official GDC YouTube Channel at http://www.youtube.com/c/gdconf.
SAN FRANCISCO – July 21, 2021 – Origame Digital’s Umurangi Generation won the Seumas McNally Grand Prize at the 23rd annual Independent Games Festival (IGF) Awards tonight. The ceremony, which honored some of the most innovative and excellent independent games of the past year, took place as part of the 2021 Game Developers Conference (GDC) virtual event.
In addition to the Grand Prize, Umurangi Generation also won the Excellence in Narrative Award. Umurangi Generation is a first-person photography game set in a bleak future by Origame Digital. Following an impending crisis, players act as a courier for the Tauranga Express where they unlock a variety of photography lenses and equipment throughout the game.
The full slate of 2021 IGF Award winners feature many notable and fan-favorite titles, including the Excellence in Audio award and Excellence in Visual Art award winner Genesis Noir by Feral Cat Den, a stylish noir adventure game where players explore the mysteries of the Big Bang and seek a way to destroy it before it kills their love.
The Excellence in Design winner, Teardown by Tuxedo Labs, is a game in which players prepare the perfect heist in a simulated and fully destructible voxel world, using the environment to their advantage in the most creative way they can think of. The Nuovo Award, which honors the title that makes jurors ‘think differently about games as a medium,’ went to developer The Game Band for Blaseball, a baseball horror simulation game. In Blaseball, a full season and championship series of “Internet League Blaseball” is simulated.
The Best Student Game winner, Local Space Survey Corps, LLC’s Vessels, is a character-driven story game where players experience atmospheric, environmental storytelling as they piece together clues on a ship reeling from a grisly death and spreading paranoia. Additionally, Arrog by Hermanos Magia and Leap Game Studios won the community-driven Audience Award, which is chosen by fans through a public voting process.
The winners of the 23rd annual IGF Awards are:
Best Student Game ($2,000)
Vessels (Local Space Survey Corps, LLC)
Excellence in Audio ($2,000)
Genesis Noir (Feral Cat Den)
Excellence in Narrative ($2,000)
Umurangi Generation (Origame Digital)
Audience Award ($2,000)
Arrog (Hermanos Magia and Leap Game Studios)
Excellence in Design ($2,000)
Teardown (Tuxedo Labs)
Excellence in Visual Art ($2,000)
Genesis Noir (Feral Cat Den)
Nuovo Award ($2,000)
Blaseball (The Game Band)
Seumas McNally Grand Prize ($10,000)
Umurangi Generation (Origame Digital)
The IGF was established in 1998 to recognize the best independent game developers and encourage creativity and excellence in independent games.
The awards were livestreamed on the official Twitch channel for the Game Developers Conference (GDC) at Twitch.tv/GDC and are archived both on Twitch and on the official GDC YouTube Channel at http://www.youtube.com/c/gdconf.
For more information on the Independent Games Festival, please visit the official IGF website at www.igf.com. For more details on the Game Developers Conference, please visit the GDC’s official website, or subscribe to regular updates via Facebook, Twitter, or RSS.