Video Game Platforms Turn Into Venues for Concerts, Movies

During the COVID-19 pandemic, video game platforms have transformed into virtual entertainment sites. Online game platform Roblox recently hosted a benefit concert featuring Lady Gaga and Paul McCartney, and online game “Fortnite” ran a trailer for director Christopher Nolan’s upcoming feature “Tenet” and Quibi video clips. It also added a socializing space, launching it with a party at which EDM stars deadmau5, Steve Aoki and Dillon Francis performed. Most recently, also on “Fortnite,” DJ Diplo debuted his latest album in a live performance. Continue reading Video Game Platforms Turn Into Venues for Concerts, Movies

Epic Games Intros Unreal Engine 5 With Dynamic Rendering

Epic Games showcased Unreal Engine 5, with its heightened ability to generate realistic graphics in real time on next-generation game platforms from PlayStation 5 to smartphones. Epic Games chief executive Tim Sweeney stated that Unreal Engine 5, which will roll out in 2021, will offer “a real generational leap in new features … [and] will be a straightforward upgrade for anyone working with Unreal Engine 4.” Epic Games also worked closely with Sony so its games can “take full advantage” of the new engine. Continue reading Epic Games Intros Unreal Engine 5 With Dynamic Rendering

Mobile, PC and Console Gaming Skyrocket During Pandemic

According to Newzoo, in 2020 the globe’s 2.7 billion gamers will spend $159.3 billion on mobile, PC and console games, representing 9.3 percent growth from 2019. The game market is on track to exceed $200.8 billion in revenue by 2023, with growth of 8.3 percent per year. The COVID-19 shutdown and the release of new consoles by the end of the year are the biggest contributing factors to growth. Some game developers also note that, during the pandemic, older players of casual games are reactivating accounts. Continue reading Mobile, PC and Console Gaming Skyrocket During Pandemic

Facebook, Google and Others Challenge Zoom’s Dominance

The group video chat app Zoom has been No. 1 in the Apple store for more than a month, growing 740 percent in the last month, according to App Annie. The company, valued at $47 billion, now boasts 300 million daily participants. Success spurs competition, and Zoom is now in the crosshairs of Big Tech and telecommunications companies. After Facebook chief executive Mark Zuckerberg urged a focus on completing its video chat projects, the company launched Messenger Rooms for as many as 50 people. Continue reading Facebook, Google and Others Challenge Zoom’s Dominance

Houseparty Chat Expands Beyond Teens to Wider Audience

Zoom has gotten a lot of attention as the popular video chat platform that’s soared in usage since the COVID-19 shutdown. But Houseparty is another video chat platform with free mobile and desktop apps that’s gaining traction. Originally targeting teens, Houseparty offers features designed to encourage interaction, such as jumping into a conversation or playing trivia games remotely. In the last month, Houseparty has had 50 million signups, about 70 times its typical number in some markets, said cofounder and chief executive Sima Sistani. Continue reading Houseparty Chat Expands Beyond Teens to Wider Audience

Epic Games Becomes Game Publisher, Acquires Cubic Motion

Last week, Epic Games revealed its plans to fund, introduce and market new multi-platform video games, under the new Epic Games Publishing division. Epic Games stated that it will fund “up to 100 percent of all game development costs … studios will retain 100 percent control of their intellectual property … [and] once costs are recouped developers will earn at least 50 percent of profits.” Epic games also acquired Cubic Motion, which offers automated performance-driven facial animation technology. Continue reading Epic Games Becomes Game Publisher, Acquires Cubic Motion

Streaming Format GPEG Aims to Improve Gaming, Interactivity

Instant Interactive, a game-focused division of Primal Space Systems, is creating GPEG (Geometry Pump Engine Group), a “cousin of the MPEG format” and a different way of visualizing data. The parent company invested $8 million in the venture, aimed at game engines for more efficient streaming and interactivity for video entertainment. Primal Space Systems was co-founded by Barry Jenkins, a graphics expert; chief technology officer John Scott, formerly at Epic Games; and medical vision expert/chair Solomon Luo. Continue reading Streaming Format GPEG Aims to Improve Gaming, Interactivity

Manticore Games Launches Alpha Test for Development Tools

In 2016, Frederic Descamps and Jordan Maynard formed Manticore Games to build real-time experiences, adding a tool to quickly test out ideas and insert them into a game and enabling gamers to easily customize the experience with new items. Now they’ve turned those intuitive tools into a service, dubbed Core, currently in closed alpha testing. An open alpha test is expected “in the near future.” As a game creation tool and eventual marketplace, Core is intended to democratize game development. Continue reading Manticore Games Launches Alpha Test for Development Tools

HPA Tech Retreat: Virtual Production for Mainstream Projects

Virtual production, used in big budget movies such as “The Lion King” and “Jungle Book,” relies on game engine technology to marry CGI backgrounds with live actors in real-time. As such, it’s is a cutting edge production technique. But, noted International Cinematographers Guild (ICG) advanced production technology specialist Michael Chambliss, virtual production can actually be used on more mainstream productions with smaller budgets. He moderated a panel of industry experts with experience in doing just that. Continue reading HPA Tech Retreat: Virtual Production for Mainstream Projects

SuperData: Game Industry Generated $120.1 Billion in 2019

Market research company SuperData reported that, in 2019, the game industry grew 3 percent to $120.1 billion, of which Epic’s “Fortnite” accounted for $1.8 billion, making it the biggest game for the year. The 2019 revenue for “Fortnite” was a 25 percent drop from the previous year’s record-breaking $2.4 billion. Noting that game industry growth is cooling off, SuperData estimated that it will rise 4 percent to $124.8 billion in 2020. The data includes augmented reality, console games, eSports, mobile, PC and virtual reality platforms. Continue reading SuperData: Game Industry Generated $120.1 Billion in 2019

‘The Mandalorian’ Uses Epic’s Unreal Engine for Production

“The Mandalorian,” one of the original exclusive shows on Disney+, follows a mysterious bounty hunter who takes on secretive jobs after the fall of the Empire. Recent data reveals that the show was the third most “in demand” digital original show since its debut. Epic Games is listed in the show’s end credits because series creator Jon Favreau used it in his production process. Epic Games’ Unreal Engine is a popular platform for creating games, such as “Fortnite,” but it’s now being used in more Hollywood productions. Continue reading ‘The Mandalorian’ Uses Epic’s Unreal Engine for Production

Facebook Moves to Defend Itself Against Regulatory Threats

Under pressure from legislators and others, Facebook has taken steps to protect itself. According to sources, the company ceased talks to buy video-focused social network Houseparty to forestall increased antitrust concerns. In response to calls to break up Facebook, the company took internal measures to make that more difficult to do by reorganizing its departments and rebranding Instagram and WhatsApp. Elsewhere, the European Union is expected to issue decisions by the end of the year related to privacy issues involving Facebook. Continue reading Facebook Moves to Defend Itself Against Regulatory Threats

Companies Support the Khronos Group’s OpenXR Standard

After launching an experimental version of the OpenXR specification several months ago, the Khronos Group consortium debuted the official version of the standard aimed at enabling cross-platform AR and VR applications. The Group said it will continue to improve the spec and maintain “full backwards compatibility.” Microsoft quickly embraced OpenXR, releasing it in its store before the official version was introduced. Any user of Windows Mixed Reality or HoloLens can install it to run any OpenXR-based app. Continue reading Companies Support the Khronos Group’s OpenXR Standard

Ad Execs Wrestle Over Objectionable Content, Privacy Laws

At this year’s Cannes Lions International Festival of Creativity, attendees aired their concerns about online data privacy and brand safety. The latter has been highlighted over the last years as advertisements have appeared next to objectionable content on Facebook, Google’s YouTube and other digital platforms. McDonald’s, Clorox, Nestlé, Epic Games and AT&T are among the advertisers that froze ads due to this ongoing problem. Some attendees asked for federal privacy regulations to protect consumers and avert state-by-state legislation. Continue reading Ad Execs Wrestle Over Objectionable Content, Privacy Laws

Epic Opens Digital Store with Favorable Split for Publishers

For 10+ years, video game developers have given up 30 percent of their revenue from digital stores run by Apple, Google, Microsoft, Sony and Valve, which also take a percentage of in-game purchases via a revenue-sharing model that has become the industry standard. Now, Epic Games founder/chief executive Tim Sweeney, whose company put out the immensely popular “Fortnite,” opened a digital store that collects only 12 percent of sales. Sensor Tower reports that an average of $114.5 million was spent between the combined top game publishers in Android and Apple stores last quarter. Continue reading Epic Opens Digital Store with Favorable Split for Publishers

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