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Light, Camera, Motion Capture: iPi Soft Announces Monthly Filmmaking Contest Winner
iPi Soft, the leading developer of the markerless motion capture software solution, iPi Motion Capture, announces the iPi Soft Filmmaking Competition. Geared to motion capture filmmakers and animators, the monthly contest is designed to shine a spotlight on the innovative ways both creative professionals and amateurs are relying on motion capture techniques to create compelling digital entertainment content.
Each month the iPi Soft team will select one winning entry based on the quality of the film submission. Entries must be created in part using either the free trial version or a full version of the iPi Motion Capture software. Winners will receive 1 (one) free license of the iPi Motion Capture software (Standard Edition), plus a year of support.
At GBR, we will highlight the monthly winner of this contest and show how they are using the iPi technology to create and capture motion data.
This is big: Unity coming to Sony consoles this year
Sony Computer Entertainment Inc. and Unity Technologies have entered into a strategic partnership. Through this partnership, SCE will offer Unity for PlayStation with optimized deployment for PlayStation4, PlayStation3, PlayStationVita and PlayStationMobile. Unity’s development environment is currently used by over 1.5 million developers and the PlayStation platform development tools are scheduled for release this fall.
GBR Interview: Marcus Krüger of Goo Technologies
Goo Technologies may not be a company you have heard of, but they are doing some very interesting work and GBR was able to catch up with Marcus Krüger, the company’s Chairman. Located in Sweden, Goo Technologies has developed the Goo Engine, an HTML5/WebGL game platform for browser-based, cross-platform development. Check out GBR’s interview to find out more about this interesting company. (more…)
The Promising Future for WebGL – Part 3: Beyond Games
Beyond games,WebGL has broad applicability in the education, scientific and simulation space as well. In my opinion, the best compendium for WebGL experiments can be found on the Google Chrome site, with my favorite being the 3D aquarium: this one rivals similar ones I’ve seen built in the Unity engine. But I’d be amiss if I didn’t mention how gorgeous Alexsandar Rodic’s jelly fish experiment is which I first encountered back in spring or summer of 2010 at a WebGL MeetUp in SF. There are likely many strong use cases for WebGL outside of gaming. (more…)
The Promising Future for WebGL – Part 2: Game Development
Where is WebGL popping up today for end user applications? Since I’m mostly interested in games, let’s start with games. Here’s what I’ve found: Applications for WebGL are popping up like snowdrop flowers in winter, but still there are not so many that it’s hard to classify them. Beyond the few WebGL games and other applications for immersive interactive 3D experiences, there is growing support and infrastructure for WebGL developers. (more…)
The Promising Future for WebGL – Part 1: Introduction
Have you noticed how applications (whether desktop or mobile) of all kinds are becoming very niche centric? Small, succinct niche applications for 3D creation, processing, and effects may very well be the best future for WebGL. (more…)
Prioritized Examination Scores Points in Video Game Industry
How Video Game Companies Can Take Advantage of USPTO’s New Program
In the fast-paced world of video gaming, the market is seeing an increase in mobile gaming as well as a convergence of gaming with other media such as audio, video and social networking. Traditional video game techniques are being applied to areas outside of the video gaming world, such as in sports and military training, and other similar gamification approaches are also emerging. As the popularity of mobile and online games continues to expand, so does their geographical reach. The shift toward mobile and social gaming has also made it easier for small game developers to enter the market and compete head-to-head with more established game studios.
Clouded Thinking: Why Cloud Gaming is a Non-Category, and How Networked Games Really Work
The recent acquisition of Gakai by Sony Computer Entertainment could be the sign of an impending bonanza for cloud-based gaming services. As reported in Engadget and elsewhere, the consumer electronics giant paid $380M for the streaming game service in order to deliver new entertainment experiences for SCE’s network. Sony stands to gain big from the operational efficiencies that Gakai’s infrastructure and team bring to the mix, and Gakai’s team got a well-deserved payday for building a great platform. But is this deal the beginning of a trend in cloud gaming, or the end of the line?
Capturing Actors: The Future of Acting in Capture-Based Animation
In this GBR article, Pascal Langdale outlines some of the issues facing motion capture performances today and looks at where it is going.
An actor himself for 15 years, Langdale’s most notable interactive credit is playing the lead role of Ethan Mars in Quantic Dream’s Heavy Rain. Today he works with performance capture companies and has become an ambassador for the Digital Doubles Agency (A.D.N.)
Q&A with Mixamo: Trends in Character Animation
Stefano Corazza is the CEO of Mixamo, a San Francisco based company that specializes in character animation. He talks to GBR about trends in character animation as well as the company’s recently announced partnership with Autodesk.













