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Brazil’s Independent Game (BIG) Festival to Welcome Some of the Industry’s Biggest Players to 2021 Event

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São Paulo, Brazil (April 20, 2021) — Brazil’s Independent Games (BIG) Festival, the largest independent games festival in Latin America, is excited to announce some of the incredible companies to be featured at this year’s event. Along with more than 90 games for attendees to play, BIG Festival will be presenting several enlightening and informative panels from May 4 to May 8. Today, the festival has revealed the full program guide with details on all the talks and participants, which include industry titans such as Nintendo, who will be presenting on how to bring a game to the immensely popular Switch platform, and Paul Viglienzone of Games at Amazon Web Services exploring the future of cloud-based gaming — as well as panels from Google, HTC, Xbox Game Studios, Bioware, and many others. Tune in here for some enthralling talks and insight into the industry’s future and get ready for some big announcements!
Selection of Brazilian games to be shown at BIG Festival 2021
Selected games represented at BIG Festival 2021 (Image: BIG Festival)

The Brazilian games industry is growing at a breakneck pace, and is becoming a hot spot for developers and publishers looking to expand in the industry. Brazil has an estimated 81.2 million people who play games, generating revenues up to $1.6 billion USD. It’s no surprise then that big-name companies are flocking to the largest and most successful event of its kind —BIG Festival. Last year, giants in the segment, such as Nintendo, Microsoft, Sony, Ubisoft, Electronic Arts, Valve Software, and Epic Games, used BIG as an opportunity to see Brazil’s video games industry up close.

At this year’s festival, established companies like Bioware and Ubisoft will share their knowledge and expertise on how to take an indie title to the next level with presentations on AAA games from a producer’s standpoint. With Xbox Game Studios, Warner DC, Capcom, SEGA, Snapchat, Dreamhack, all in attendance, the sheer level of combined industry knowledge at this year’s event — from development to publishing and everything in between — is staggering. For a nominal fee, registered attendees can also engage in more personal virtual one-on-one meetings by booking an appointment with any of the companies presenting at the festival. For nominated titles present at the festival, chatting with the developers about their titles is totally free.

“BIG Festival has always been a great place to shine a light on the rapidly growing Brazilian game development industry,” said Gustavo Steinberg, director of BIG Festival, “and this year not only do we have an incredible number of amazing games to display, but some of the most renowned technology and gaming companies in the world are going to be presenting, further demonstrating why Brazil is becoming such a hotspot for the industry.”

“Despite complications from the pandemic, last year’s digital event was an enormous success,” said Eliana Russi, Executive Manager at Brazil Games. “This year, we’re taking things to the next level with some of the biggest companies in the world, showcasing the incredible growth and exciting future of the Brazilian gaming industry.”

“With support from  Brazil Games Export Program, a partnership between the Brazilian Game Companies Association, ABRAGAMES, and the Brazilian Trade and Investment Promotion Agency (Apex-Brasil), BIG Festival will continue to function as a fundamental business hub for video game professionals across the globe through its lectures, networking events, and digital face-to-face meetings.”

Some of the Key Panels Include
  • Nintendo: Nintendo representatives will present panels on topics like: How to successfully ship a console game from Latin America, and how to ship Nintendo Switch titles out of Brazil, along with examples of support, and why Nintendo wants more Brazilian titles on their popular console
  • Amazon: The biggest company in the world will send Paul Viglienzone, Head of North America Business Development, to present “10 things the Cloud can do for your Game”
  • DreamHackEsports business phenoms DreamHack will break down the steps involved and the milestones needed to go from a humble start-up to a globally recognized brand
  • Ubisoft: Anne Blondel, VP — Open Innovation at Ubisoft, will present a panel on the importance of the vital relationship between Ubisoft and Indie devs.
The presentations will kick off Tuesday, May 4, 2021 at 9:30 AM Brazil Time / 8:30 AM EDT with a warm introduction, and “Welcome to BIG.” The following four days will be jam-packed with interesting and enlightening talks and presentations, and a full schedule can be found here.

Register to attend BIG Festival 2021 by visiting the official website, here: https://www.bigfestival.com.br/.

Follow BIG Festival on LinkedIn, and keep current with BIG Festival 2021 by following the event on TwitterFacebookInstagram, and subscribe to the BIG Festival YouTube channel.

Video of the Month — The GTC 2021 Keynote and NVIDIA’s Omniverse

Fresh after the conclusion of NVIDIA’s GPU Technology Conference (GTC) 2021 conference and training from the past week, we look back to the lead-in event that kicked it off. That is, of course, the keynote address from NVIDIA”s President and CEO, Jensen Huang on Monday, April 12. All the signals ahead of GTC 2021 suggested that gaming wasn’t going to be a priority for this event.

Among the keynote highlights from the keynote are announcement for new silicon for data centers, which are intended to :speed up high performance computing and artificial intelligence applications. Jensen Huang also announced upgrades and new SKUs for their server-class platforms, AI software offerings, and DRIVE platform for smarter cars and self-driving vehicles. Many of these platforms and service offerings may eventually come to affect what gamers see on their consoles and laptops.

In general, this keynote that clocked in at nearly two hours had plenty to offer folks interested in AI, HPC, and several other applications of computing. Not so much for gamers, specifically.

Except for NVIDIA’s Omniverse, that is, which was one of the early highlights in the keynote. In this portion of the keynote, Omniverse is essentially mapped out to be interconnecting 3D virtual worlds for people, AI, even robots. In other words, it could be the next step forward for the metaverse, a concept that has been in science fiction for decades — such as the ever-popular Star Trek holodeck.

NVIDIA’s Omniverse platform, designed to connect virtual worlds together, bundles cloud-native architecture, scalability to multiple GPUs, capable of physical accuracy, plugging into signature RTX features like ray-tracing and DLSS (deep learning super sampling) for upscaling image quality. NVIDIA’s MDL (Material Definition Language) simulates material types, NVIDIA PhysX covers physics simulation, and of, course, AI will be woven in as well.

Since simulating aspects of reality, like physics, materials, and so on, is part of the Omniverse package. Including these aspects into digital twins, which are digital copies of a real-world object, will help create more realistic set pieces in the digital theatre of virtual worlds. Besides serious use cases for simulations in workplace environments, for example, there’s opportunities in the evolution of what game environment-focused virtual worlds could be.

If the Omniverse sectkion of the keynote is what most excites you, check it out at this timestamped part of the keynote.

Enjoyed the video? Be sure to subscribe to our YouTube channel for more videos!

Whether you are an event coordinator, press, or general attendee, if you have an event video to share with us, please let us know and we’ll be happy to feature it!

PLANET9 Supports Ivy League Esports Student Teams to Host Charity Tournament

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SAN JOSE, Calif. (April 15, 2021) The first charity tournament of 2021 hosted on PLANET9 will go live online in the US on April 24th. Following the success of the CLUE 24-Hour Charity Stream (https://p9.gg/CLUE24hr) in the UK last July, the next-gen esports platform, PLANET9, is facilitating another charity event supporting esports communities to contribute towards the fight against the COVID-19 pandemic. This April, Ivy League esports student teams are presenting the Ivy League COVID-19 Charity Stream, which aims to raise funds for related humanitarian efforts through an action-rich collegiate esports competition. Donors will be entered into a raffle where they can win eye-catching prizes provided by PLANET9 and others sponsors, which includes a US$2,600 Predator Triton 500 Gaming Laptop as the top prize.

PLANET9 strives to help gamers realize their potential by providing innovative features that make it easier to Battle, Connect and Evolve. PLANET9 offers a one-stop solution for gamers wishing to create or participate in tournaments, create clubs to connect with peers, receive coaching to better their skills, or browse articles on the blog to enrich their gaming knowledge.Leveraging the PLANET9 platform, the tournament will consist of eight esports communities of prestigious and historic universities: Brown University, Columbia University, Cornell University, Dartmouth College, Harvard University, University of Pennsylvania, Princeton University, and Yale University.

The tournament will be a best-of-1 double-elimination group stage with a best-of-3 grand final. All matches are set to take place on Saturday, April 24th, under an intensive 12-hour schedule from 10 AM PST to 10 PM PST, and will be streamed at https://www.twitch.tv/yaleesports.

“It’s always a great pleasure to support collegiate talents to carry out non-profit esport competitions,” said James Hsu, the Director of the Growth Team at PLANET9. “Through our platform, we hope to help raise awareness for both the esports scene and charity.”

Adding to the excitement, former LEC (League of Legends European Cup) player and popular streamer Nemesis will join the event to hold an AMA and answer questions from donors. The full schedule and details about the giveaway are available here. (https://p9.gg/P9IvyScheduleGiveaway)

For updates and special coupons related to the event, make sure to follow PLANET9 on Twitter, Instagram,and Facebook and join the PLANET9 Global Club.

Super League Gaming Announces Partnerships for Over-the-Top Content Distribution  

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Santa Monica, Calif. – (April 15, 2021)  Super League Gaming  (Nasdaq: SLGG), a global leader in competitive video gaming and esports entertainment for everyday players, announced today a slate of content distribution partnerships that continues to expand the Company’s existing audience reach. Following on viewership growth of more than 1,500% in 2020 to two billion views of its on-demand and live streamed programming, these partnerships reflect increased interest in, and monetization potential from, the company’s video content, which soon will be available across numerous additional services and platforms.

The expansion into OTT includes partnerships with the following companies:

  • Tempo Storm: A veteran esports organization soon launching a dedicated channel for premium episodic shows focused on interactivity and the communities that make gaming so unique.
  • Harena Data: The esports community aggregator and media distributor that will be launching Pixls, a gaming and entertainment OTT with primary distribution in out-of-home destinations such as restaurants, family entertainment centers, cruise ships, and more.
  • Aggregated Media: An esports journalism and video game culture content aggregator and media company launching its flagship esports OTT, A8 Esports, in 13 countries in May.
  • Mobcrush: a live streaming technology platform with an OTT featuring recasts of live content streamed by Mobcrush creators on XumoTV (channel 302) and RAD.

“The growth of Super League’s content business is fueled by two energizing sources – the talented, passionate producers on our team and the players and creators within our community,” said Matt Edelman, Chief Commercial Officer, Super League Gaming. “We’re thrilled to be working with such a diverse collection of partners who believe that our video programming can contribute to the success of their OTT channels.”

“The partnership with Super League Gaming will allow us to capture a new segment of fans that craves gaming content while we continue to pursue our mission of bringing Tempo’s premium original titles to gaming’s most passionate participants,” said Noah Kline, Chief Revenue Officer, Tempo.

Q/A With QuadraClicks CEO Qeric Koten: On Pivoting to Pro Gamers and Professionals

For years, QuadraClicks has offered, like many companies, a computer accessory designed for a fairly specific audience. In the case of this California-based company, what’s offered is a mouse designed to address comfort and long-term stress and strain to the wrist and hand.

But then, like many companies, after the pandemic hit a year ago, QuadraClicks faced a challenge and an opportunity with manufacturing supply chains disrupted and so many people working (and gaming) from home.

We took the opportunity to find out more from QuadraClicks’ CEO Qeric Koten about where the company and its main product, the RBT mouse, has been, where it’s going. In particular, we wanted to find out more about how the changes in the last year might shape the company and product in terms of gamers, game developers, and the esports community. (Editor: The Q/A was lightly edited without affecting context.)

Events for Gamers (E4G): What’s the story behind QuadraClicks? How did you get started on this journey, and what led to the launch of the RBT Rebel Real mouse?

Qerik Koten, CEO, QuadraClicks
Qeric Koten, CEO of QuadraClicks (Image: QuadraClicks)

Qeric Koten: Interesting how life sometimes throws at you a bunch of lemons without letting you know there’s a possibility for lemonade. Growing up  a gaming enthusiast it’s no surprise I’d given League of Legends over 1,000 hours of my life in just under a year and the game loved me so much so that numb fingers, carpal tunnel syndrome, arthritis, stiff neck, migraines were just Riot’s natural way of saying “thanks”. My right hand became weak, picking up an orange would trigger needle-filled pains in the palm, and with it rage and a sense of self-pity. It didn’t make sense to me, I was life’s best example of a serial try-hard. Didn’t party during college, GPA went from 4.0 to 2.5, gave up dating, and made good from the stock market.

In a way, I felt I shouldn’t have been “punished” so harshly for my gaming lifestyle. I tried every mouse product on the market at that time, some would cause less pain for a little while but it’d eventually become intolerable. It was decision time: a real man sacrifices a part of his body to keep the whole intact, so I cut off the mofo debilitating right hand…. Joking.

CTS surgery, like any surgery had never appealed to me, and there weren’t any real solutions then. so I made my own 12.5th option and went cold turkey. If any of you played League with me back then would’ve seen my 5 year gap of gameplay, and this was the reason. Did I mention I was a serial try-hard?

So in those five years I’ve been doodling. Drawing concepts and shredding, repeat. I was hitting walls. Someone very wise (my dad) more than once mocked me being hard headed and said I’d never stop until I hit the southern-wall. I never figured out where that southern-wall is, but I told him if I hit that wall head on and fast enough, my spirit would make it through…. leaving behind a corpse for him to keep mocking.

One day I was driving from Riverside back to Rowland on 60 W, an idea lit up. Immediately I took out a pen and started drawing going 65 mph. It was good, even the F’U’s and sign languages from passing by vehicles felt applauding. I took my drawing and made it 3D, then pitched the idea to over 100 investors (no positive response). I then took printed 3D models to make fairs and tradeshows for 2 more years (no positive response), I then booked a flight and went to Shenzhen/Dongguan/Guangdong /YiWu and visited 100 peripheral making factories (a few positive responses). I selected one factory and gave them the blueprint. Today, Rabbit Mouse sells all over Asia and I don’t get paid a penny thanks to manufacturers knocking off RBT.

Moral of the story? Leave your corpse behind.

E4G: Both the name and physical design of the RBT (Right ‘Bove Touch) mouse appear very distinctive. Can you explain the thinking behind both?

Qeric: I wanted to call it Rabbit Mouse at first but that doesn’t say anything about what it does differently, so I came up with Right ‘Bove Touch to emphasize the RBT click feature difference. The raised buttons are actually levers. The idea is to stabilize areas underneath the third knuckle or fingertips for resting, and make areas underneath the major and second knuckle for clicking possible and comfortable. This small shift in contact actually moves repetitive clicks induced pressure away from the carpal tunnel region and instead moves it into the forearm, where muscles and tendons are not vulnerable to repetitive trauma. Fingertips at rest instead of “hover” creates zero hydrostatic pressure and reduces stress in the carpal tunnel.

QuadraClicks RBT Rebel Real mouse side profile (Image: QuadraClicks)

E4G: With the RBT Rebel Real mouse focused on carpal tunnel and repetitive stress injuries, esports teams checking out this mouse seems logical. How are you working with esports teams and players right now?

Qeric: We have been sponsoring a few CS: GO, COD & Dota 2 teams and players. I personally like to gift random individuals with an RBT mouse when I notice the player seems to be struggling with CTS.

Here’s our newest, go drop them a like: https://twitter.com/Eternal_Empire_. QuadraClicks has also partnered with Kong Kong-based esports team, https://gr-gaming.com/.

E4G: In the coming months, are there any online or in-person esports events where observers might see the RBT Rebel Real mouse in use by competitors

Qeric: Most likely in Call of Duty tournaments.

E4G: In what other portions of the gaming community have you seen interest and adoption of the RBT Rebel Real?

Qeric: Disabled gamers who have had hand/finger injuries have found real value in RBT’s knuckle clicking technology. I only found out about this fairly recent because someone tagged me on Instagram. Dude is a real fighter and crazy talented, someone signs him. https://www.instagram.com/letzzdodizz/

The Q/A continues on the next page, with Qeric’s thoughts on the pandemic’s impact, the cost-to-value discussion about the RBT mouse, and more.

Can’t Buy an NVIDIA RTX 30 Series GPU? Maybe Win One at GTC 2021

It’s still no easy feat to try to buy a new RTX 30 series GPU these days, and the supply shortages and high demand may continue for some time if some reports prove accurate. What’s a gamer in need of a processing power up for their PC to do?

Fear not, NVIDIA (sort of) has a solution for those who want to try another way to acquire a raytracing powerhouse GPU — by attending GPU Tech Conference (GTC) 2021, paying attention for Easter eggs, and doing a bit of quick social media engagement.

wccftech and Videocardz has uncovered the start of a treasure hunt organized by NVIDIA, beginning with a Morse code message in a teaser tweet and a short promo video:

From that starting point, Vieocardz ultimately found a secret landing page buried in the GTC 2021 event site, which provides the necessary information about how to participate in the competition. Among the prizes offered for those who accurately and quickly post the Easter eggs during GTC 2021 could be a GeForce RTX 3090 GPU.

NVIDIA’s GTC 2021 will kick off on Monday, April 12 and continue through Friday, April 16. For more info about the gaming aspects of the GTC event, we posted a brief summary of some of the gaming-related tech and discussions you can expect from this online event. For more info on GTC 2021 overall and the agenda in detail, visit the official event site.

And, if you choose to participate in NVIDIA’s Easter egg hunt at GTC 2021 in pursuit of the 30 series RTX card, best of luck to you!

DreamHack Announces Nominees and Initial Talent for “The Dreamies” Awards Show on Friday, April 30

COLOGNE/STOCKHOLM/NEW YORK — DreamHackthe immersive, gaming lifestyle experience where the gaming community comes to life, has announced the full list of nominees and initial talent confirmed at the second annual The Dreamies” Award Show, presented by iam8bitThe event will be streamed live via Twitch and YouTube globally on Friday, April 30, 2021.

With 20 gaming categories and 10 community categories, gamers will understand and connect with, “The Dreamies” not only rewards 2020’s games with the most impressive visuals, development and design, but also celebrates all the reasons games are played. This year’s games with the most nominations include “The Last of Us Part II” by Naughty Dog and Sony Interactive Entertainment (7 nominations); “Hades” and “Yakuza: Like a Dragon” (6 nominations); and “DOOM Eternal”,  “Risk of Rain 2”, “Spelunky 2”, “Spiritfarer” (5 nominations each).  Additional details on main categories below.

“With all that’s going on in the world, DreamHack felt it was crucial to not only to build upon the success of last year’s fun-filled inaugural Dreamies, but to also celebrate 2020’s best of gaming and our community in the most inclusive, immediate way possible,“ said Justin Burnham, Vice President of Creative for DreamHack. “What better way is there to do this than to livestream ‘The Dreamies’ on our Twitch and YouTube channels — which creates ma ust-watch programming event inviting everyone to join the gaming community.”

Talent
Featuring Faces of the New G4 (under construction — not the faces, the network), three entertainment acts and additional talent will be announced. Talent currently scheduled to appear on “The Dreamies” Award Show includes:

Earlier this year, the public helped submit nominations for “The Dreamies’” community categories online (dreamhack.com/dreamies). Fans will also be able to vote on their favorite community nominees, which affords an opportunity to have their voice heard when deciding on winners. Fans will be able to vote in a series of polls on DreamHack’s Twitter as the show approaches. In addition, a judges panel will vote to determine the winners of the 20 gaming categories.

Main Awards Categories

  • Mind Melting
    • Awarded to the most mind blowing of video games
  • Wait Worthy
    • Awarded to the best game that made us wait a bit for release
  • Satisfying Sequel
    • Goes to the best sequel, bonus points if it beats the original
  • Innovative Ideas
    • Goes to the game that did something new and refreshing (AND made it work)
  • Remarkably Replayable
    • Awarded to the game that we just couldn’t stop playing again and again
  • Early Engagement
    • For the best early access game (otherwise known as released but expect some bugs)
  • Refreshing Revive
    • For the best remaster and/or remake out there
  • Daringly Dramatic
    • This goes to the game that caused the biggest reaction and discussion in the community
  • Ultimate Update
    • Sometimes, you can’t beat the classics, especially when they come with updates
  • Captivating Co-op
    • Recognizing the game that makes you actually accept that party invite request
  • Adrenalized Action
    • Adrenaline. Explosions. Non stop fighting. Whether delivered by swords, tanks, or covert agents, these games deliver all the action
  • Hilarious Humor
    • Awarded to the best game that just makes you laugh
  • Absolutely Adorable
    • For the games that are cuter than puppies. Or ones that have in game puppies. That works too.
  • Rage Ready
    • Beware anything fragile in the area, these games result in pure rage that could be dangerous for them!
  • Luscious Loot
    • Awarded to the best looter of the lot with the greatest bounties to be found
  • Hellish Horror
    • For the game that deprives us of the most sleep
  • Compelling Character
    • For the fictional creations t-hat impressed us the most
  • Awesome Audio
    • Recognizing the games with a soundtrack that just can’t be beat
  • Heavy Horsepower
    • Rev those engines, trim the sails, or saddle up in these transportation driven titles
  • Emotionally Explosive
    • For the game that made you feel something. What that something is… well that’s flexible\

E3 2021 Confirmed as Online Event

For weeks, reports had put the word out that the Entertainment Software Association, the organizer for the E3 show, was planning for this year’s expo to be an all-digital experience. Now there’s no more need to wonder. The ESA has confirmed that E3 will be hosted online and take place from June 12-15. In 2020, E3 had been canceled due to the COVID-19 pandemic, but other newsy and showcase online events helped filled the void..

Stanley Pierre-Louis, President and CEO of the ESA, said that the digital format will make this year’s E3 “a more inclusive event, but will still look to excite the fans with major reveals and insider opportunities that make this event the indispensable center stage for video games.”

Along with the confirmation of the format and timeframe for E3 2021, the organizers mentioned that corporate participants will include “Nintendo, Xbox, Capcom, Konami, Ubisoft, Take-Two Interactive, Warner Bros. Games and Koch Media.” It’s seemingly a vote of confidence from several major industry platform owners, publishers, and a developers. But it’s also worth mentioning that Sony —  who launched the PlayStation 5 console only months ago and also a major publisher and developer — is not on this list. Sony has not participated as an exhibitor in an E3 show since 2019.

E3 2021 might also have competition for eyeballs and attention from the Summer Game Fest, which is returning for its second year and will take place starting on June 15, which is back-to-back to E3’s digital show.

The ESA also noted that they’ll be planning to return E3 to an in-person format by 2022.

To check out the full announcement from the ESA about E3 2021, take a look at this link.

Comic-Con Announces Dates for November Convention

San Diego – San Diego Comic Convention today announced dates for their November convention. Comic-Con Special Edition will be held as a three-day event over Thanksgiving weekend, Friday, Saturday, and Sunday, November 26-28, 2021 at the San Diego Convention Center. It is our hope that by Fall conditions will permit larger public gatherings.

Comic-Con Special Edition will be the first in-person convention produced by the organization since Comic-Con 2019, and the first since the onset of the global pandemic COVID-19. The Fall event will allow the organization to highlight all the great elements that make Comic-Con such a popular event each year, as well as generate much needed revenue not only for the organization but also for local businesses and the community.

“While we have been able to pivot from in-person gatherings to limited online events, the loss of revenue has had an acute impact on the organization as it has with many small businesses, necessitating reduced work schedules and reduction in pay for employees, among other issues,” said David Glanzer, spokesperson for the nonprofit organization. “Hopefully this event will shore up our financial reserves and mark a slow return to larger in-person gatherings in 2022.”

As details are still being finalized, badge cost, attendance capacity, and related information will be forthcoming.

Global Game Jam, Inc Ushers in 2021 with Appointment of Five New Members to Board of Directors

San Luis Obispo, USA — April 1st, 2021 — International nonprofit organization, Global Game Jam, Inc® announced today that it is welcoming five new members to its board of directors, Hiroki Omae (Tokyo, Japan), Dr. JC Lau (Seattle, USA), Dr. Loretta Cheeks, (Arizona, USA), Nourhan El Shereif (Cairo, Egypt) and Taha Rasouli (Tehran, Iran). In what is a regular director turnover event,  with individuals serving two year terms, the organization also bids a fond farewell to retiring board members Ashley Brown, Foaad Khosmood and Houssem Ben Amor.

“We’re excited to welcome our next cohort of members to the board of directors of the Global Game Jam organization and look forward to leveraging their individual talents and expertise in continuing our work in empowering individuals worldwide to learn, experiment and create together through video games,” said Joseph Olin, GGJ Board President. Kate Edwards, Executive Director of Global Game Jam, Inc. added, “We are incredibly grateful for the service of our departing board members as well and bid them a very fond goodbye as we look forward to crossing paths with these great industry veterans regularly. We especially thank Foaad, the last co-founder of the GGJ to be departing their role in the organization.”

As of today, the departing GGJ board members will officially pass the torch to the incoming group of industry veterans. The GGJ board is responsible for helping the organization maintain financial stability and supporting the Executive Director’s mission to forge new strategic partnerships and build relationships with current and future sponsors. As a non-profit organization, the GGJ also supports its community through local site grants and through its accessibility fund to enable more people to participate around the world and eliminate any barriers to developing and uploading their creations to the global GGJ network.

The Global Game Jam® (GGJ) is the world’s largest game creation event taking place around the globe, typically at physical locations.  In January 2020, GGJ had a record-breaking year with 934 locations in 118 countries creating 9,601 games in one weekend! One year later, in January 2021 GGJ shifted to an online-only format due to the global pandemic but still hosted a great event with 585 virtual locations in 104 countries which made 6,383 games!

The jam is known for helping foster new friendships, increase confidence and opportunities within the community and is always an intellectual challenge. Participants are invited to explore new technology tools, try on new roles in development and test their skills to do something that requires them to design, develop, create, test and make a new game in the time span of 48 hours.

Summer Game Fest Event is Back in June

One of the bigger events that filled in the void after E3 was canceled during 2020 was the Summer Game Fest, a series of games-focused events, demos, announcements and more spread out over several weeks.

Enter 2021, and the pandemic continues to have an impact on scheduling many events. E3 is reportedly going to be lined up as an all-digital event for June 15-17, and Summer Game Fest has also been scheduled to make a return in June.

On the Summer Game Fest website, there’s very little information so far: social media links, a link to set up notifications about news and updates, and a placeholder link to calendar the event.

Unlike last year, in which this train of numerous events under one event stretched out over several weeks across months, it’s expected that this year, the schedule will be “more concentrated, under a month!” according to returning show curator, Geoff Keighley, in a tweet. So it’s likely all the events and presentations will be organized within June.

One specific event is already announced as part of Summer Game Fest, a Day of the Devs event, which is a showcase of curated indie games. Day of the Devs is usually a physical standalone event hosted around Halloween or as a showcase with the Game Developers Conference. This virtual edition of Day of Devs will be organized by Iam8bit and and Double Fine, Games can be submitted for consideration for the showcase by April 9, using this form.

As more information comes down the pipeline about Summer Game Fest, we’ll be sure to pass it along!

Super League Arena Tournament Series Demonstrates Audience Excitement for Semi-Pro Esports

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Santa Monica, Calif. – (April 1, 2021) – Super League Gaming  (Nasdaq: SLGG), a global leader in competitive video gaming and esports entertainment for everyday players, proudly announced today an exciting level of audience enthusiasm for the company’s amateur and semi-pro tournament series, Super League Arena. With three events so far in 2021, Super League Arena live broadcasts and on-demand video content have generated more than 10 million total minutes – more than 180,000 hours – watched, including more than 40 million views across major platforms including Twitch, YouTube, Tik Tok, Instagram, and Twitter.

Super League Arena’s monthly events have featured ValorantLeague of Legends, and Apex Legends, with players having competed for $30,000 in prize money, including donations to worthy non-profit organizations such as Black Girls Code and California Breast Cancer Research Program, as chosen by the winners of the Galentine’s Games. Average minutes watched of the live broadcasts peaked at 35 minutes for the Valorant competition.

“Anyone who is still questioning the power of esports is beyond out of touch,” says Matt Edelman, Chief Commercial Officer of Super League Gaming. “When amateur events and the personal stories of athletes aspiring to break through to the next competitive level generate this level of audience interest, you know you’re in a growth market. We’re energized by the initial success of Super League Arena and thrilled for it to expand as a showcase for talented players.”

All Super League Arena events leverage the company’s fully-remote live production system within Virtualis Studios, which captures and showcases all of the exciting gameplay action while players, on-camera talent, and every member of the production crew remain safely at home.

For more details about upcoming Super League Arena events, head to Super League.

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