game engine developed by Epic Games
We discuss PSVR 2 dropping support for original PSVR games and the major upcoming Pico 4 announcement.We also discuss the new NVIDIA RTX 4080 & 4090 cards, Unreal Engine 5's Nanite & Lumen systems in VR, and new Quest recording options.
W odcinku rozmawiamy o przyszłości kopania kryptowalut przede wszystkim na GPU po merge ethereum na proof of stake. Jak wypłacać wynagrodzenie pracownikom w kryptowalutach. Z kącika AI, narzędzie do konwersji projektów graficznych na html/css, poprawianie jakości obrazów i podwyższanie ich rozdzielczości dzięki sztucznej inteligencji, tworzenie gotowych projektów stron na bazie makiet rysowanch na kartce papieru. O tym jak twórcy gier mogą już wykorzystywać AI w połączeniu z Unreal Engine 5. Jak naukowcy muszą marnować czas na uczenie sztucznej inteligencji cenzury treści. Z kącika Lightning Network jak zgarnąć 6% cash backu w satoshi płacąc za podróże. Wydruki 3D z zaszytymi NFT. Wyszukiwarka tekstów do generatorów obrazów Stable Diffusion. Interfejs w Umbrel do korzystania z miksera JoinMarket. Odwiedź naszego sponsora, kantor bitcoin --- Send in a voice message: https://anchor.fm/kwarantanna-bitcoin/message
Originally Streamed on YouTube Live on Sep 9, 2022. Audio Edited by Kiara Horowitz. Oscar-winning Pixar Co-director Mark Andrews directed cutting-edge production using Unreal Engine and Motion Capture. More info coming soon. Interviewer Scott Wiser is a Director at Spacestation Animation and the creator of 10 deeply meaningful feature film pitches. Any producers or executives interested in collaborating or funding on Scott Wiser's projects can peruse these pitches through the application at https://scottwiser.com/collaborate Eric Elrod has been a director on Jurassic World: Camp Cretaceous and the Spider-Man TV series (2020-2022), as well as a story artist on DC League of Super-Pets, Spiderman, Avengers Ensemble, Rio 2, The Peanuts Movie, etc.
Ep184 Dylan and Hans discuss upcoming games. They discuss if the lack of exclusivity for PS5 and Xbox are hurting graphics since they are still supporting the last gen. They also talk about what games are supporting Unreal Engine 5 and when will they release. As well as some movie news for films newly released to the streaming platforms.
Welcome to the NEW Golden Hour! Sony Kando Trip 3.0, Leica M, switching to Sony, and Connor learns how to use Unreal Engine.FOLLOW DAVE MAZEhttps://youtube.com/davemaze1https://twitter.com/davemazeFOLLOW CONNOR MCCASKILLhttps://instagram.com/connor_mccaskill
Brian Friel sits down with Star Atlas founder and CEO Michael Wagner to learn about what it's like building web3's first giant strategy MMO on Solana. Show Notes:0:58 - What is Star Atlas? 03:44 - Background / Founders of SA 07:01 - Going for a AAA game 09:32 - Phantom integration in Star Atlas10:20 - Recent events, achievements and releases15:08 - The DAO 19:27 - Interacting with the SA ecosystem23:44 - Star Atlas, AAA gaming and Web 3.028:09 - Builders he admires Full Transcript: Brian (00:05):Hey everyone. Welcome back to The Zeitgeist, the show where we highlight the founders, developers, and designers who are pushing the web 3.0 space forward. I'm Brian Friel, Developer Relations at Phantom, and I'm super excited to introduce my guest, Michael Wagner. Michael is the founder and CEO of Star Atlas, one of the most ambitious games being built on Solana and in web 3.0 in general. Michael, welcome to the show.Michael (00:29):Hey, Brian. Fantastic to be here and really looking forward to our conversation.Brian (00:33):I'm really excited as well. You guys are building something that a lot of people on Solana are really excited about. Anatoly, our first guest, actually quoted you guys as saying that he thinks you guys are "the most ambitious project being built on Solana maybe just outside of Serum." But for maybe listeners who are unfamiliar with Star Atlas, could you give us a quick breakdown on, what is, in your own world, what is Star Atlas, and how does it maybe differ from other crypto-based games that are out there?Michael (00:57):Yeah. Just on that interpretation of being the most ambitious project, I think that again, that is very subject to interpretation. It is a large vision. It's a very grand vision with a long roadmap ahead of us. Some people, I think, might be concerned about the grandiosity of the underlying vision itself. But we have a lot of confidence in what we're doing and the progress we've made and features and products we've launched and the success we've had to date. So, with that being said, let me just start with the flagship component of what we're building here at Automata, the studio behind Star Atlas, which is a grand strategy, space exploration, massively multiplayer online game.Michael (01:32):And we're building that in Unreal Engine 5. We've been building in UE 5 since early access and of course, building on the Solana blockchain. And one of the really pioneering gaming groups and projects to adopt Solana as our layer one protocol, going all the way back to 2020.Michael (01:47):Now, within this giant strategy MMO, you'll be navigating the stars, you'll be flying your ships. Which, by the way, all of the assets in the game are non-fungible tokens or NFTs. So, flying your ships and operating your land and outfitting your ships with crew members and components and modules, leveling up, progressing, getting new attributes and enhancements, and moving your way through skill trees. So, anybody who's a fan out there of MMOs will be familiar with these gameplay mechanics. But I do want to clarify that, although the Unreal Engine product is our flagship, it is our North Star, it's where we're focusing the majority of our energy, we actually develop across really five different segments within our business. And so, Unreal Engine or the fully immersive triple A game is one of those. We're also building out gameplay modals in browser as well.Michael (02:32):We're using Play Canvas as the game development engine there, and it's fully 3D-enabled, WebGL-based assets. And we actually have a release that's planned for this year; up and coming, anyway. And I'm sure we can get more into what that will look like, later in the conversation. But we also build infrastructure tools, architecture, primitives, that are essential to developing and refining the ecosystem and really encouraging innovation and development around all that we're building at Star Atlas.Michael (02:59):We have a marketplace that we've custom-created from scratch, built from the ground up. And then we also have a mobile gaming division as well. So, obviously a lot there; encompasses a lot. As I said, very big vision. But we're also very surgical in how we approach this and tactical in how we tackle these challenges that are in front of us.Brian (03:15):Yeah. No, I'm super excited about that. And you mentioned a call to arms for MMO-based players out there. I used to be a big wild player back in the day. I totally think this is a really awesome vision. Letting these end users level up in a way that they owning the NFTs that they have and having this be very user-centric, I think,Brian (03:31):Is a really revolutionary model. Before we dive into all of that, could you give us a little background on maybe who you are and who the rest of the founders were, and how did you all decide, "Now is the time that we want to build this game on Solana?"Michael (03:44):Sure. I'll be brief here. I will say my background is in traditional finance. Previously worked in portfolio management. I hold this chartered financial analyst designation, so really expertise in all things investment management and investment analysis decision-making. But the more exciting part of my life started back in 2013, when I got introduced to Bitcoin and cryptocurrencies and really SCRYPT coin mining with GPUs.Michael (04:07):Now, I grew up as a big computer nerd and part of a computer gaming group. Built all my PCs as I was growing up. And we would spend our weekends playing video games and drinking Mountain Dew. And those were our parties. So, one of my buddies from back in that era introduced this idea of building out SCRYPT coin rigs in milk crates. And so, it didn't take me long to essentially sink every penny I had into buying GPUs and just putting these rigs together and getting involved in the blockchain ecosystem. Terrible timing for me. It was immediately preceding the collapse of Mt. Gox in 2013, the largest Fiat on-ramp and exchange at the time.Michael (04:43):And we went through, one of many that I've experienced now, crypto winters and bear cycles. But my interest was certainly captivated. And I just spent the next couple of years learning as much as I could and by 2015 had made the decision to go full-time crypto. 2016 I launched my first company in the space, which was at the center of the legal cannabis industry in crypto, providing financial solutions there. And it was really through that company, and through a series of acquisitions, that I onboarded two individuals who went on to co-found Star Atlas with me. That's Danny Floyd, who's our chief product officer and Jacob Floyd, who's our chief technology officer. And also, along that path, I got connected with Pablo Queiroga, coincidentally, serendipitously, you might say, in Las Vegas, actually in a coffee shop. Just overheard him having a conversation about one of his ventures that he was working on.Michael (05:29):And that was in 2018. But really just fast forward a couple of years: 2020, we're in the middle of the pandemic. The company that I had previously founded, called Tokes, things were moving a bit slow. And just given where our passions, interests, and expertise lie, particularly with Jacob, Danny, and myself, who were all working on Tokes at the time, and understanding, seeing the trends that were moving forward across the crypto space, which was predominantly DeFi, NFTs were up-and-coming in a very nascent stage of blockchain gaming. We just felt that we could actually build something bigger and better. And that was the idea of, "Let's bring a AAA MMO to the blockchain." And by the end of that year, Pablo was fully recruited onto the co-founding team as well. And we had our formal debut in January of 2021. And the team is now about 240 people strong.Brian (06:18):Wow. That is seriously impressive. Like you said, January, 2021, I think you guys were one of the earliest, serious projects that planted your flag on Solana. I'm curious, shifting over to the product now, in addition to being earliest Solana, I think you guys, like you said, you're also early to bringing a AAA game into the blockchain context. In particular, I think you're one of the first major games that is building in Unity Engine 5 and trying to combine that with a crypto world that is normally very web-based. Like you said, you guys are doing some stuff in Canvas and WebGL as well. Can you talk a little bit about that decision to go AAA, to go to the top, Unity Engine 5, and how that implications are for your project?Michael (07:00):Well, I think one of the valid criticisms that exist in, really from the traditional gaming community, but even within this crypto ecosphere, if you will, is that the gameplay mechanics that were present back at that time and even persist through to this day is that they're relatively simple mechanics: a lot of turn-based games, a lot of card-style games. But more importantly, they emphasized the financial components of the gameplay. The idea of play-to-earn, the emergence of play-to-earn. Emphasizing the ability to earn, instead of emphasizing what we feel is most important, which is creating and entertaining an engaging gameplay environment. And so, making a fun game.Michael (07:39):And for us, we're extremely passionate about what we're doing. But a large part of that is we're building the game that we want to play as well. This is essentially living the dream, being able to create the product that we will one day be participating in as well. And we're just extremely excited about it.Michael (07:56):So, the choice at the time was really between Unity and Unreal Engine. Videos were coming out around UE 5, which was not yet released when we started conceptualizing all of this. But there's a couple of pieces of fundamental technology that are coming with UE 5, like Nanite, which is the way that assets are rendered. Polygons are rendered in the game environment. And what is going to be possible in terms of visual fidelity? And so, that was really important, as well as Lumen; is another technology that's new to U E 5, which is the way that light essentially reflects and reacts within the game environment as well.Michael (08:27):And there's a couple of additional pieces there. But what we saw was the potential to create an immersive digital reality, cinematic quality reality. UE 5 is the next generation of gaming, with or without blockchain. Now, what we are doing, adding the fundamentals of blockchain for true asset ownership for a digital asset native economy and for on-chain mechanics that can initiate ecosystem-wide contributions and development to the gaming product itself; we think that is absolutely incredible and will lead to an explosion of growth over time, beyond just the game product itself. But we just saw UE as the best game engine to build within, especially with the opportunities that were present at the time and into the immediate future.Brian (09:08):Yeah. Well, I love that philosophy of building a game that you would want to play and then choosing the right tool for the job there. From the Phantom side, we've definitely seen that interest as well. Just from the metrics that we see of who's using Phantom, what they're connecting to, throughout the last year, Star Atlas is always one of the top projects that people are connecting to. And they're wanting to view their ships, they're super excited about this, and I think you guys have a ton of great momentum into building with Unreal here.Michael (09:31):Big shout out to you guys, if I may just take a moment. Because Phantom came onto the scene. It wasn't the first wallet, but it was, and I think continues to be, the best UI web wallet for the Solana ecosystem. It was already in demand from our users. It was a pretty simple decision for us to integrate. And you guys see the data on your side. We see the data on our analytics. And I think something like 95% of the user base of a couple hundred thousand people across the Star Atlas ecosystem are using Phantom as a wallet. So, big credit to you guys for what you've been able to accomplish there.Brian (10:01):Oh, thanks. Let's keep it going. Let's get gaming on Solana for... I think there's a lot of folks who are really excited about this. I guess, following on that thread, it's been a really busy summer for you guys, across a lot of different aspects. Can you tell us a little bit about some of this events that you guys have had back in June? Specifically, I've seen a lot of noise around 426; maybe what that is, for some folks who are unfamiliar with that?Michael (10:20):Sure. Yeah. I guess just to preface it all, I will mention that we've built a lot, as I've said. We have a lot to continue to build. And we have a community that has been cultivated that is very passionate and enthusiastic, but that also we need to cater to. And so, it's very important for us to interact regularly with our community, engage with our community, keep them informed of the process. And this is truly one of the first times in history, I believe, where a large user base and community is getting the backstage access into the actual process of building a game as complex as Star Atlas.Michael (10:53):And so, a part of that as well is that we're really fostering this ecosystem for collective gameplay. So, guilds: encouraging the gamers to join forces to play across this universe that we're building right now.Michael (11:07):And so, the first event that we hosted this year was called COPA, the Council of Peace Assembly. And this really was a showcase, a place for guilds to highlight the innovation that they're bringing, their recruiting strategies, their intended methods of engaging with a game, of which there are many. We have 28 different career paths in the game that you can take and many different options for player vs. environment, single-player missions that are all scoped out, from deep space PVP with permanent death and destruction of your assets. And so, how you choose to engage is it's really entirely up to the user; there's plentiful options. But doing so with a community and group of other players is probably going to be to the benefit of everyone involved.Michael (11:48):And so, we're really looking to cultivate these relationships between members and help guilds recruit and bring more people in and create strong bonds with their members. And Council of Peace Assembly was an event that was dedicated exclusively to the guilds.Michael (12:01):We sent out a request to all the guilds across our ecosystem. We had 39 submissions from groups that wanted to present their vision for participation in Star Atlas. We had to narrow that down, so we selected 15, based on a set of criteria of presentation materials. And then we hosted an all-day event. We brought in some friends and family and existing partners and some new partners. Relationship with iBUYPOWER, which is one of the largest PC manufacturers in the world, for some custom-branded Star Atlas gear. We actually gave away a top of the line, 3090 Ti-equipped PC to one community member. It was an absolute beast of a machine. I'm kind of jealous, envious that I couldn't win it myself. But-Brian (12:40):Yeah. Yeah, right.Michael (12:42):... great PC. But in any event, the whole point is it was a eight-hour event. 15 different guilds presented, and we had some activities in between and sidetracks that people could participate in. But it was these guilds just presenting, again, their intended approach to Star Atlas, whether that's playing the game, creating a business, creating technology, and how they want to recruit and actually play.Michael (13:02):Moving forward, just towards the end of July, we hosted our first product launch event. And that was called 426 Live. And this is something that is a bit memetic. I won't go too deep into the background of it but in working with the community so closely and trying to provide as much information as possible to them about anticipated timelines for product rollouts, we often refer to the next release coming in four to six weeks. Didn't always or frequently hit those timelines. And so therefore, four to six just became the community meme whenever a projected target date was released.Michael (13:39):And so, we just embraced that. And we've launched the 426 Live. And we think it's really appropriate, just given we had real products coming out. So, on this last one, we rolled out a brand new marketplace program as I described earlier. And one of the biggest releases of the year so far is the official rollout of the Start Atlas Dow. Baseline functionality of the platform with locking in emissions, using the Tribeca framework as part of that overall suite. We launched a Web 3.0 affiliate program; referral program for people that are bringing new members in. We call that Star Path. And then we also, again, solidified the relationship with IBP, iBUYPOWER. And we do have options available now for people to go out and buy Star Atlas-branded PCs, mouse pads, headphones, peripherals. And just really cool to see this Star Atlas-branded gear. And that whole relationship, by the way, just came about because King, the representative there, happened to be a member of our community. And he's just really excited about what's going on across Star Atlas and wanted to get us involved.Brian (14:34):I can't think of another project, I don't think, that has this level of a rabid fan base that wants to be engaged in this key decision-making at this kind of a level. You mentioned a lot here, between all the guilds and the conferences you had around that and the 39 guilds wanting to all present their vision here and the referral programs you guys have; now also, Star Atlas Dow. Let's focus a little bit on the Dow in particular. What is this Dow? What impacts in decision-making do they have on the game as a whole? And who can participate in this? Can I just come in one day and show up? What are the mechanics to this Dow?Michael (15:08):Yeah, I think the concept of Dow's decentralized autonomous organizations, in general, are pretty radical in ideology and what they propose. I would say, even more so in the case of Star Atlas. Here we are, spending enormous time and resources in creating out and building out intellectual property in the form of a gaming product, with the sole intention of taking this ecosystem. And it really does emerge into, as I said earlier, immersive digital environments; the idea of the metaverse. The idea of a place where people can go outside of reality. They can get themselves involved in social aspects and work in education, in commerce; do your shopping there. All things that you can do online today, I think, in some way, are going to live in the metaverse.Michael (15:50):I think it will displace a lot of industry. And I think gaming is one of the core applications there. But we're taking this idea of building the centerpiece of all of that, the gaming product and the ecosystem, and ultimately transitioning control over to the Dow. Which again, in my opinion, very radical proposal to essentially just transfer all of the value that's been created.Michael (16:08):In terms of who can participate, this is, I think, a pretty commonplace model. We have a governance token. It's called POLIS. It's actually a dual token ecosystem. Atlas is our in-game transactional currency, and POLIS is the governance token. But anybody, of course, can acquire POLIS and participate in the Dow. And what I would extend that beyond is, what we've released now is really the universal Dow, the pinnaculum Dow. This is the top level of a hierarchical structure.Michael (16:35):There are elements within the game, within the lore, where political strategy becomes important. And that's at the faction level, it's at the regional level, and it's at the local level. And you can think of this as a county, city, state, federal government, if we were to think of it in modern context of the way that politics is structured. And so, there are gameplay elements that will be influenced. And then there's really the universal Dow, which is just released. And that is to govern the future of Star Atlas itself.Michael (17:03):Now, while I think that this is a paradigm shift and almost antithetical to the way that most companies are built, I also fundamentally embrace fully the idea that significantly more value can be created through these decentralized ecosystems, by opening the pathways to be bidirectional, as opposed to trying to capture all value, retain all value, and create protective walled gardens around it. This is why layer one protocols are succeeding. This is why Solana is succeeding. The idea that you can create primitives in a base layer protocol, that other people can build on top of, is mutually beneficial. It's symbiotic. And we want to do the same thing with the metaverse.Michael (17:43):And so, that's really the idea. That's the vision. We take the idea of the gaming product that attracts people in, it builds this digital society. And then many different functions, features applications, programs, and economies can be built on top of, around it, and tangential to it.Michael (17:58):And so, that's where we're going with this. Now, this is not a short path. America wasn't founded in a day either. So, we have an ethos and a philosophy behind the path to decentralization and how we get from a point where a lot of the content is directed and governed by us, as a more centralized entity at Automata, to one in which Automata is really just a contractor to the Dow. We actually work for the community. We work for the Dow itself. And the Dow is making decisions. Final point I'll make here is that it's specifically because of this philosophy that I think a product like Star Atlas has an indefinite and perpetual life cycle. Because now you're not reliant on the studio to build the 2.0 version and the 3.0 version. It can actually be something that is constantly evolving over time by every contributor around the world that wants to participate in this.Brian (18:49):Yeah. I love that analogy to a layer one blockchain. That opened up my eyes originally, with seeing that anyone from community could just open a GitHub issue and, if they were technical enough, share their vision on how this could improve. And Solana's very open to that. And seeing you guys also position yourself in that way, I think, is really cool, especially as it relates to a AAA game. It's turning the whole industry on its head there.Brian (19:09):So we deep dove a little bit into Dow. You also mentioned a couple other components that you guys have live today, being Star Path. Also your new marketplace. How can end users today interact with the Star Atlas ecosystem, as far as those two respects? And is there anything else that they should be aware of as far as interacting with the Star Atlas ecosystem today?Michael (19:26):Well, first and foremost, I encourage everybody to be informed and educated on what we're doing, what the vision is, what the road ahead looks like. Because I emphasize this all the time. It is a very long journey ahead. We have many years of development. However, our philosophy to development releases is also not conforming to that of a traditional studio. So, we're not building the whole game for 10 years, in isolation, and then rolling that out. We're rolling out components. And I'll speak to one of those in just a moment. But first things first, I would encourage people to read through our white paper, read through our economics paper, read through our quarterly State of the Economy report that was published last month. And also, go check out some of our cinematics, some of our studio trailers, some of our in-engine trailers. It'll really give you a sense of the quality that we're developing too, and what the lore and story behind this is.Michael (20:15):So, that's the first thing. Once people are comfortable with that, options do exist to purchase ships on our marketplace. That's the predominant asset that's out right now, even though land and crew members and components and buildings and structures and all of these things will be available in the future. But for now, the ships are the core asset that people can purchase. They can do that through our marketplace. And it was important for us to get the first, even if simplistic, admittedly simplistic, gaming feature out, which we did on December 17th of last year.Michael (20:42):And we call that SCORE, or Faction Fleet. Score is Ship Commissions on Remote Expeditions. But Faction Fleet. And this is a utility driver for those assets that people have already purchased. It's a way to support your faction through sending or loaning your ships out to the faction, is the story behind it.Michael (20:59):And the player is responsible for managing a set of four different resources. And to the extent that they are keeping those restocked, then the play-to-earn economy is actually activated. So, those players are earning Atlas today. That's one thing you can do.Michael (21:12):I would also encourage everybody to get in Discord because a lot of conversation and strategy and guild formation and guild recruiting, these things are all taking place right now. A lot of speculation around what gameplay mechanics are going to look like, but the Automata team are there as well. And we're interacting frequently and giving guidance and feedback and giving just our current thinking on state of affairs. But going forward, the timing of this podcast is fortuitous. Going forward, very soon, we'll make some announcements around the next 426 Live event for this year.Michael (21:43):And I don't want to reveal exactly what's going to be announced there, but people do know that we have a couple of things in the pipeline, which includes the first Unreal Engine client. And that's called the Showroom. And this is the first time you'll have access to a downloadable client. You can run it on your PC, enter into the Unreal Engine-immersive world, summon your ships, inspect your ships, walk around them, see them at scale. And for anyone that's seen our videos and trailers related to Showroom, I'm sure they can attest to this. But seeing something like a Pure Sex 4, which is a two meter-long air bike, essentially. It's like a hovering motorcycle. Next to some of our largest ships, the Commander class ships that are 300, 400, 700 meters long, you get a real sense of the value of the asset that you've purchased and what it's going to be capable of in-game.Michael (22:30):So, that's up and coming. A new locking mechanism for Atlas, which provides benefits to the marketplace. And last thing I'll add here is, we've also been spending quite a bit of time developing the underlying story behind Star Atlas. And we do have a couple of releases this year, including a graphic novel, which is a comic book format, comic book style, written media that tells the story of Star Atlas before the current era, at least in-game current era, as well as an upcoming podcast sometime this year, which is a storytelling podcast. Not interview style, but it's a storytelling-style podcast that speaks to another aspect, another region in the Star Atlas universe. So, a lot of exciting things up and coming. But I think join the community and read through some of the materials and just have a good time with us in Discord.Brian (23:19):That sounds great. I won't press you for any more spoilers there. We'll wait for the next 426 event. The showroom in particular sounds really exciting. I'm stoked about that. Zooming out now, a little bit longer-term view, you've spoken a little bit about this in your guys' role in merging the AAA gaming and the Web 3.0 worlds, but how do you see these two worlds, that are pretty separate today, converging? And how do you see Star Atlas' place in both of those?Michael (23:44):Well, as a long-time gamer, I see immense value in Web 3.0 gaming, not only for the true asset ownership, not only for the play-to-earn, but again, this idea that you can mutually benefit through co-creation of some idea. I think it's enormous. That, in and of itself, is a paradigm shift that traditional studios would need to get comfortable with. The idea that, "Hey, maybe it makes sense actually for you not to create and retain all of the value, but share in that value and enable a community to co-create that value with you." I think that that is going to be a challenge for almost every traditional business, not just studios, for that matter. Moving into the era of decentralized governance and Dows, and again, Web 3.0, just broadly speaking.Michael (24:28):But again, referring to being a longtime gamer and spending probably tens of thousands of hours in games over my life, it's great to be able to recapture some of that valued, even just through the asset ownership itself or through the account progression, as opposed to being inherently restricted and prohibited from being able to turn around and sell gold that you've farmed or sell a character that you've leveled up. We actually encourage that. We want to facilitate that. You created the value; you get to keep it.Michael (24:57):So, I think Web 3.0 Gaming is absolutely the future. I think that incorporating elements like NFTs and cryptocurrency-based assets into the gameplay add an enormous amount of value. I think for blockchain in general, gaming is going to be a massive contributor to mass adoption of blockchain and cryptocurrency. I think one of the big issues with crypto today is that it's great at attracting the speculator. Anytime you have a high volatility environment, people that have the risk tolerance will enter into the ecosystem to try to capture some portion of that.Michael (25:30):DeFi was a good step, by the way, in more utility-driven functionality, although still a large speculative component. Gaming is different. Gaming is the entertainment value. You cannot overlook the utility. In economic terms, you cannot overlook the utility that is derived by a sense of escapism when joining a game environment. Now, whether or not blockchain was a part of that and whether or not play-to-earn was a part of that, if you create a great product, if you create a great game, people will come to play it. And so now, what we're doing is focusing on that great gameplay and that escapism that people desire out of engaging in video games, but then also enhancing that and saying, "Look, if you want to take it a step further, you can actually derive true financial benefit from this as well. And that's a component that you can layer into your gameplay strategy or not. Play as simple as you want or as complex as you want."Michael (26:20):But I do want to emphasize this idea of, really, development methodology that we use across Star Atlas, which is actually abstracting logic from a game engine and building that logic on the blockchain, using smart contracts. And this exposes the world to the whole idea of permissionless systems and censorship resistance and self-sovereign ownership of assets. The true inception of this philosophy was with the creation of Bitcoin, 12 years ago now, I guess, or 13 years ago. And so, because we're taking game logic, like in the case of Faction Fleet, all of your resource management is done on chain. There are already guilds out there that are creating their own programs, in their own UI, that interfaces with ours and interacts with that and adds more utility to our players. Now, our players can go use a third-party service. And there was no contractual relationship between us and that provider.Michael (27:14):So, the idea that you can initiate this type of innovation, because we're using blockchain as, really, the backend server technology, to me just creates enormous potential for growth. So, I think it's definitely the future. I think the way that we're doing things at Automata, and for Star Atlas, really attempt to capture all of the potential value. Humbly, I feel that we've been leaders in the space, that we have presented a big vision. But I also feel that we've executed well to date. And we will continue to do so. And we will continue to be leaders, not only on Solana, but across blockchain and Web 3.0 in its whole.Brian (27:50):That's awesome. I think that's a great way to wrap things up here. I agree. I think the Solana space is lucky to have you guys as pioneers in pushing forward AAA gaming on Solana. One question we always love to ask anyone, at the end of our discussion here, is: who is a builder that you admire in the Solana ecosystem?Michael (28:09):I almost don't want to answer the question just because picking out one is so difficult. I think, realistically, what we've seen on Solana is, in and of itself, an explosive growth, a Cambrian explosion of innovation. Especially thinking about the early days in the late 2020 and the early '21, where we had to build a lot of the tools that we needed ourselves. And how so many tools are coming online. And you and I were chatting, just before this, about the Solana summer camps and the hackathons and 18,000 submissions to the latest summer camp for project proposals.Brian (28:42):Pretty unreal.Michael (28:43):It is absolutely unreal. So, it's very difficult to isolate one. I think what Metaplex is doing is phenomenal because they're developing some of those same primitives that I'm referring to, that we're actually developing as well, in a different capacity. Magic Eden has done a fantastic job with the marketplace and with the NFT and the PFP drops and cultivating an environment for NFT purchases for industries like gaming as well. So, I think they're doing great. I'd be remiss if I didn't mention Phantom. You guys are awesome. So, maybe I'll just close with that and say I absolutely am thrilled about the Solana ecosystem. Any challenges that we are facing, I am sure, are short-term. And I think Solana's done amazing job, just cultivating a great environment for warm, welcome developers and great innovation.Brian (29:26):I couldn't agree more. Michael Wagner, thanks so much for coming on the show. It's a really great discussion. You mentioned a lot throughout here about how folks could get engaged with Star Atlas. Make sure you join the Discord, join the website. Any closing thoughts here?Michael (29:38):No, that's it. But please do stay tuned. Our 426 Live event is coming up soon. I didn't even mention it, but we have this web client that's coming out this year as well. And we'll probably speak to that at the 426 Live event. We're pretty much @staratlas on any of the socials or staratlas.com. And you can find all the links there. But yeah, I look forward to meeting some new people in our community soon.Brian (29:58):Yeah, we'll have to have you back on to talk about that web-based environ and more exciting announcements for 426. Thanks so much, Michael.Michael (30:05):Thank you, Brian.
Warmup: Tanner to JustinIntroDungeons and Dragons is evolving. Wizards of the Coast has come out with some major announcements in the last few weeks and today, we're going to talk about them. Welcome back to How to Be a Better DM. I'm your host, Tanner Weyland, here with my cohort Justin Lewis. Together, we are going to learn how to craft better stories for you and your players as you DM sessions of D&D 5e and soon-to-be OneD&D (more on that later). Before we get to the meat of our conversation, let's go through some housekeeping items. First of all, our next one-shot is coming up on September 17th at 2:00 Mountain Time. All the spots are taken up, but you can still watch by going to betterdungeonmaster.com/watch to enjoy a good game of D&D. Our next one-shot will be on October 22nd, and we are still nailing down the exact time for the one-shot, and we'll let you know when we know. The important bit of information is that there is, at the time of this recording, only one open slot left in that one-shot. After that, we'll be opening up our November singup. If you want to explore “The Web of Waking Dreams”, an original horror one-shot created by friend of the show and guest host Bone Daddy Rob from This Dungeon Is Occupied, go to betterdungeonmaster.com/one-shot and sign up today. Last thing I want to mention is that we need your help, desperately. Justin and I are committed to giving you amazing content, but sometimes we're a little too close to the work. We need outside eyes and ears to tell us what is actually helping you become the very best dungeon masters possible. So to do that, go to betterdungeonmaster.com/feedback and fill as much or as little of that survey as you want. All of it is useful to us to make better content that tears down your barriers to ultimate DMhood. Main Content: Wizards of the Coast Presents - The FactsWizards will be releasing OneD&D in 2024. OneD&D will be created on the foundation of 5e but with input from the players OneD&D will have a virtual engine created from the Unreal Engine to help facilitate online play OneD&D Playtest material will be available periodically on DnDBeyond. Now and beyond will be releasing digital/physical bundles Races changed to “backgrounds,” and the feats differentiate them. New race added, kind of the opposite of teaflings. Spelljammer is now released which are sourcebook for D&D in space. New resources for DragonLance will be released including a new companion board game that can be used to play through war scenarios. Initial Rule changes: Nat 20 automatically succeeds. No Monster/DM crit attacks. Magic attacks don't crit, but physical attacks do. Intermission: Warmup Cont.Main Content Cont: Wizards of the Coast Presents - The OpinionsJustin: Tanner: Questions for discussion Is the Virtual TableTop a good thing? Price concerns Constraint on creativity Push the envelope What is the purpose of Crits? Conclusion Mentioned in this episode: Play D&D With Us! Come play D&D with us as your host. Sign up for a free one-shot with either Justin, Tanner or a guest as your host. The one-shots will feature scenarios from every genre and will leave you wanting more. Play online, or in person (if there are enough local players) and enjoy a fun time with some other awesome people. https://betterdungeonmaster.com/one-shot (One Shot Sign up) Death Roll Gaming Discount Hey there listener. We all know the intense discomfort one feels when bringing dice to a D&D session only to have them spill out of your bag and fly all over the table. Or when you roll a dice and it smashes into something making the roll garbled and you have to roll again. Well you can save yourself some embarrassment by purchasing a Dice coffer from Death Roll Gaming. They hand make dice coffers out of various types of wood in Appleton Wiscon. Each product is made with high quality and 5% of each sale...
0:10 Ricky introduces our new episode format – feedback welcome on the plans! 0:59 The Cloud Racer by Impossible Objects (UE5), released 15 August 2022 21:16 The Lord Inquisitor – Prologue, by Warpgazer Animations (released 28 August 2016) 39:15 Person2184 (UT2004 machinima), by Friedrich Kirschner released 4 April 2008 59:09 Prazinburk Ridge by Yes, Commissioner? aka Martin Bell, Unreal Engine 4 (released 27 June 2022) Links and show notes on our website: https://completelymachinima.com/2022/09/08/cm-s2-ep45-films-sept-2022/Credits:Speakers: Ricky Grove, Damien Valentine, Phil Rice, Tracy HarwoodProducer/Editor: Damien ValentineMusic: Scott Buckley - www.scottbuckley.com.au
Surely, CDPR has learned their lesson, right? Patreon: https://www.patreon.com/insidegamesYT Lawrence: http://twitch.tv/sirlarr | Bruce: http://twitch.tv/brucegreene Edited by: Matt Peake | http://vimeo.com/mattpeake Written by: Lawrence Sonntag Sources -- [YouTube, Cyberpunk 2077] Cyberpunk 2077 — Night City Wire: Edgerunners Special - https://bit.ly/3cXKuEw [Cyberpunk.net] EDGERUNNERS UPDATE (PATCH 1.6) — LIST OF CHANGES - https://bit.ly/3RMf030 [YouTube, Inside Games] Everyone Hates Cyberpunk Leaks - https://bit.ly/3ATOGx2 [CD Projekt Q1 2022 Earnings] https://bit.ly/3x3gIFa [Cyberpunk.net] PATCH 1.5 & NEXT-GENERATION UPDATE — LIST OF CHANGES - https://bit.ly/3Ek04nd [Gamefaqs] That 6 months into montage which renders lifepaths useless ruined worldbuilding - https://bit.ly/3RNMgqx [Twitter, Cyberpunk 2077] https://bit.ly/3x2hbao [PCGamer] Cyberpunk 2077 lead gameplay designer leaves CD Projekt Red - https://bit.ly/3epOBJL [Bloomberg] Witcher Game Developer Quits Company Over Bullying Claims - https://bloom.bg/3RHb03B [TheGamer] Cyberpunk 2077 Production Director Leaves The Studio After 15 Years - https://bit.ly/3RMhP3J [YouTube, CD Projekt RED IR] CD PROJEKT Group Q1 2022 results conference - https://bit.ly/3KWaHjb [CD Projekt] New Witcher Saga Announced. CD PROJEKT RED Begins Development on Unreal Engine 5 as Part of a Strategic Partnership with Epic Games - https://bit.ly/3ure2iC [PCGamer] CD Projekt explains why The Witcher 4 is using Unreal Engine 5 - https://bit.ly/3eko3JO [Polygon] CD Projekt refunded 30K copies of Cyberpunk 2077 out of 13M - https://bit.ly/3qiQ879 [Twitter, Derek Strickland] https://bit.ly/3TNdVtn Music: Switch It Up - Silent Partner https://youtu.be/r_HRbXhOir8 Get Back - Silent Partner https://youtu.be/iQYmgOrPEvs Kula - Topher Mohr and Alex Elena https://youtu.be/0bywp0qTVNo Funk Down - MK2 https://youtu.be/SPN_Ssgqlzc
Show Notes and Links 0:27 Nvidia Omniverse Machinima Contest #madeinmachinima results, entries showreel, announcement of winners at SIGGRAPH and links to winners (via 80.lv) Simon Lavit and runners up Nicklas Lotz and Ted Saguindel 2:54 Tracy's interview with John MacInnes on his latest Unreal Challenge contest: Mood Scene – the contest begins 1 Sept 5:44 Unreal Engine's Better Light Than Never contest results sizzle reel and 80.lv article about winners 6:19 Jackson Wang's Cruel video, using Unreal in his virtual production process 7:01 Also using Unreal in a music video, Sagans on Coherence using Katherine Crowson's software Disco Fusion 7:28 Pavel Oliva's desert kit mod 7:48 Game Art Experiments' tutorial on turning AI generated images from MidJourney into 3D format 8:32 Turning in3D Avatars into Reallusion's Character Creator 4 avatars with just a quick scan using your mobile phone! 9:36 Trailer for an upcoming fan film by Unreal Cinema, made in Unreal Engine 5: Star Wars Knights of the Old Republic, Kotor: Episode 1 – The Spire, premiered 5 August 2022 11:31 Dreamworks announces that its Moonray platform will become open source 16:22 19-20 September, remember the Nvidia GTC event is always worth following! 17:50 Film Music.io website update 23:00 Nvidia Omniverse Audio2Face update 2022.1 – using emotions 28:19 Adobe's Premiere Pro guide for filmmakers 32:04 Lynch-land in Second Life – for all those lovers of David Lynch films 33:09 Update: changing our news episodes format – what do you think to our plans?Website link https://completelymachinima.com/2022/09/01/completely-machinima-s2-ep-44-news-september-2022/CreditsSpeakers: Ricky Grove, Phil Rice, Damien Valentine, Tracy HarwoodEditor/Producer: Damien ValentineMusic: Scott Buckley - www.scottbuckley.com.au
It is now clear that Hogwarts Legacy getting PS5 exclusive content is no longer just a theory. Many tried to get a Hogwarts Legacy pre-order and in the process learned about all the PS5 exclusives. Hogwarts Legacy gameplay continues to look promising. I will continue to cover any and all Hogwarts Legacy new gameplay on this channel. Hogwarts Legacy is an upcoming action role-playing video game, developed by Avalanche Software and published by Warner Bros. Interactive Entertainment under its Portkey Games label, using the Unreal Engine. The Reforge Roundtable is a weekly gaming podcast featuring - Reforge Gaming, Ginger Prime, and 30nStillGaming! We'll talk about some of the top stories in gaming from the week that interested us or left us with questions. Don't have Video? Watch This Episode on YouTube We have a passionate community that loves gaming! JOIN OUR DISCORD Coffee drinker? If you've never tried a balanced acidity coffee, try - RAGELESS ROAST We love having our audio listeners in the audience for the live show! - REFORGE GAMING --- Send in a voice message: https://anchor.fm/reforgegaming/message
Brett Leonard is an American film director, producer, and music video director specializing in science fiction and horror. He also hosts a podcast called What the F is the Metaverse. One of Leonard's first films, The Lawnmower Man, is considered the first significant movie to feature virtual reality as a cautionary tale long before our present fascination with all things virtual production.
Originally Streamed on YouTube Live August 19, 2022. Audio Edited by Kiara Horowitz. Oscar-winning Pixar Co-director Mark Andrews directed cutting-edge production using Unreal Engine and Motion Capture. More info coming soon. Interviewer Scott Wiser is a Director at Spacestation Animation and the creator of 10 deeply meaningful feature film pitches. Any producers or executives interested in collaborating or funding on Scott Wiser's projects can peruse these pitches through the application at https://scottwiser.com/collaborate After 18 years at Pixar, Mark Andrews directed 5 hours of content in a little less than two years and called it "Super Giant Robot Bros" - now on Netflix! His other credits include Brave, Primal, Iron Giant, Incredibles, etc. Follow Mark Andrews at: https://www.instagram.com/mandrookz/
The latest Hogwarts Legacy news came during a Gamescom 2022 live stream and it was exciting. The new Hogwarts Legacy trailer is about Sebastian Sallow's Dark Legacy and introduces Hogwarts Legacy Unforgiveable Curses in the game. The depth that this should add to Hogwarts Legacy gameplay is exciting considering choosing between being a good or bad wizard. Whenever we find Hogwarts Legacy's new gameplay I will make sure to take a look at it. Hogwarts Legacy is an upcoming action role-playing video game, developed by Avalanche Software and published by Warner Bros. Interactive Entertainment under its Portkey Games label, using the Unreal Engine. Reforge Gaming is a live talk show hosted by Lono covering the hottest and newest topics in variety gaming news with unmatched interaction, live event coverage and question and answer segments. It is a live gaming podcast, weekdays @9:00 AM EST Don't have Video? Watch This Episode on YouTube We have a passionate community that loves gaming! JOIN OUR DISCORD Coffee drinker? If you've never tried a balanced acidity coffee, try - REFORGE ROAST We love having our audio listeners in the audience for the live show! - REFORGE GAMING --- Send in a voice message: https://anchor.fm/reforgegaming/message
In this episode the goobs talk about Chris's experience with trying to landscape his backyard. Mary talks Kena Bridge of Spirits update and how extremely eventful her past week was. Chris discuses the new fan recreation of Resident Evil 1 using the Unreal Engine 5. All this and more on this episode! Listen to this episode on Spotify: https://open.spotify.com/show/0noI9h7YNg1NK1Eq1NJrIQ?si=e2qiEr-WQHSaM_-clruuSA&dl_branch=1 Listen to this episode on iTunes: https://podcasts.apple.com/podcast/id1570002418 Find us on social media:Instagram: https://instagram.com/afterschoolspecialclubTwitter: https://twitter.com/assclubpodcast Find us on social media:Instagram: https://instagram.com/afterschoolspecialclubTwitter: https://twitter.com/assclubpodcast
This week on The Construction Record Podcast, digital media editor Warren Frey speaks with Esri Runtime and Maps SKD ArcGIS product manager Rex Hansen and Esri Director Industry Solutions, AEC Marc Goldman about the integration of geographic information system (GIS) mapping and real0time games engines such as Unreal Engine to create highly-detailed and responsive virtual environments for architects and engineers. Goldman and Hansen detailed how BIM and digital twins allow for massive amounts of data to be input into game engines with the additional ability to add weather conditions, an immersive environment and the ability to change conditions to see effects on a project. You can listen to The Construction Record and TCR Express on the Daily Commercial News and Journal of Commerce websites as well as on Apple Podcasts, Spotify and Amazon Music's podcast, and you can listen to the previous podcast featuring BCIT School of Construction dean Wayne Hand speaking about mass timber here. Thanks for listening and we'll see you next episode. DCN-JOC News Services
Raging Chicken's Friday Politics Roundup for June 24, 2022. We're back at our regular time and there's a lot going on. Amy Knecht is back to help to dig into the good, the bad, and the ugly in state and national politics. Joe Biden finally signs the build back a little bit bill, aka the Inflation Reduction Act. Yes, it's the biggest climate legislation in U.S. history. No, it will not be enough and we are once again putting faith in the market and the tax code, because that's the only way we do policy in this country. Speaking of climate change, the Colorado River is at historic lows. Have you seen the pics? It's not just the U.S. astounding pictures of the Loire River, France's longest river, reduced to a trickle is pretty telling of our climate future. New study finds the emergence of an “extreme heat belt” in the U.S. By 2053, an area running from Texas to Illinois will hit a heat index of at least 125 degrees at least one day a year. Liz Cheney, to no one's surprise, lost her primary to a Big Lie proponent. School Boards are back in session! Palisades held its first meeting of the new school year this past Wednesday night. A few irate parents showed up and demanded answers from the Superintendent over a trespassing incident that occurred at one the elementary schools. Fetterman is heating up the troll machine in his race against the Wizard of Oz. How's shopping at Wegners for crudité - that's a veggie tray for us plain folk. Big D&D news. Wizards of the Coast announced the coming of One D&D which will include an updated rule system, digital and hardcover book bundles, and a digital platform driven by the Unreal Engine…all through D&D beyond. You can support this show by becoming a patron for as little as $5/month at https://www.patreon.com/rcpress. Don't Let Paul Martino & His Oligarch Friends Buy Our Schools and push extremist politics in our community. Raging Chicken has teamed up with LevelField to launch a truly community rooted PAC to invest in organizing, support local and state-wide progressive candidates, and unmask the toxic organizations injecting our communities with right-wing extremism. We're putting small-dollar donations to work to beat back the power of Big Money. You can get more information and drop your donation at https://ragingchicken.levelfield.net/. Join our Discord to continue the conversation all week long: https://discord.gg/BnjRNz3u
0:45 Unreal 1 Released – 22 May 1998 2:22 Unframed Productions formed, with James Hammer-Morton and Hugh MacDonald, and created Resident Evil themed content 3:13 Unreal Tournament 1 – 23 May 1999 and Reactor4's Real Time Movie Studio mod 4:16 Unreal Tournament 2003/2004 which included the first edition of Matinee and further information round 12:00 5:04 Star Fury produces Sucker in 2003 5:58 2003, Epic Games launches the Make Something Unreal Contest with notable films awarded runners up by Friedrich Kirschner (The Tournament) and Unframed Productions' Lucky Man, EG_Intro from Hongman Leung and The Showdown by Accelerated Pictures. 7:25 2004, Epic's Make Something Unreal Contest winner was Friedrich Kirschner's The Journey 8:18 Creators Testing concepts for Blade Runner, Lord of the Things and others 11:12 Spielberg uses Unreal Tournament 1 for pre-viz for Artificial Intelligence with ILM 14:06 First version of Epic's Unreal Engine released in October 2003 for education and non-commercial projects 15:02 Computer website, HomeLAN, interviewed Friedrich Kirschner about his 2004 winning film The Journey and Steve Polge at Epic Games about why the film was selected – interesting comments!Full show notes and links at https://completelymachinima.com/2022/08/18/cm-history-with-ben-grussi-unreal-engine/ 17:36 Victory's tutorials on Unreal Tournament 2004
Aaron Sims, the visual creator behind some of this generation's most unforgettable cinema creatures, began his career over two decades ago as a special effects makeup artist. His pioneering techniques in the world of visual effects influenced the face of character and creature design in Film, Television, Games, Previs, and VFX early on in their application. Aaron Sims Creative [ASC] was formed in order to bring together a wide range of the world's most talented concept and visual effects artists and create memorable characters, creatures, VFX, costumes, and key scenes. Aaron's unparalleled skill and dedication to consistently creating stunning content for all platforms of visual entertainment has made ASC a premiere entertainment studio. Since its founding, ASC has worked on feature films like It, Wonder Woman, Logan, Wrath and Clash of the Titans, War for the Planet of the Apes, Dawn of the Planet of the Apes, Rise of the Planet of the Apes, The Amazing Spider-Manand many, many more. In this Podcast, Allan McKay interviews Visual Creator and Director Aaron Sims about creating in Unreal Engine, his journey working on short film THE EYE: CALANTHEK; working against creative constraints, perfectionism and knowing when to let the project go. For more show notes, visit www.allanmckay.com/364.
Find Aaron: https://www.aaronsimscreative.com/Learn Virtual Production: https://www.cgspectrum.com/courses/virtual-productionThis week, Justin sits down with industry legend Aaron Sims, VFX Concept Artist and founder/CEO of Aaron Sims Creative, to talk about the industry's evolution from practical effects to visual effects, Aaron's latest venture into virtual production, and practical tips for succeeding in the industry. ASC is an award-winning Design, VFX, and Game Studio with over 30 years of experience working on some of the biggest titles in the business: Stranger Things, Wonder Woman, the Planet of the Apes trilogy, and more. Tune in to hear how Aaron transitioned from working as a practical makeup FX artist in the 80s, to working on iconic films like Gremlins 2, Batman Forever, Men In Black, and Artificial Intelligence: A.I. with industry greats like Steven Spielberg, Stan Winston, and Rick Baker, and now breaking boundaries by embracing Unreal Engine as the next great innovation in storytelling.
The Computer Games Museum in Berlin knows that its visitors want to play games, so it lets them. The artifacts are fully-playable video games, from early arcade classics like PacMac to modern console and PC games, all with original hardware and controllers. By putting video games in a museum space, the Computer Games Museum invites visitors to become players. But, players can become visitors too. Video games have been inviting players into museum spaces for decades. In the mid 1990s, interaction designer Joe Kalicki remembers playing PacMan in another museum – only this one was inside a video game. In Namco Museum, players navigated a 3D museum space to access the games, elevating them to a high-culture setting. Since then, museums and their cultural shorthands have been a part of the video game landscape, implicitly inviting their players-turned-visitors to think critically about museums in the process. In this episode, Kalicki presents mainstream and indie examples of video games with museums inside them: from Animal Crossing's village museum to Museum of Memories, which provides a virtual place for objects of sentimental value, to Occupy White Walls where players construct a museum, fill it with art – then invite others to come inside. Image: The Computer Games Museum in Berlin by Marcin Wichary (CC BY 2.0) Topics and Notes 00:00 Intro 00:15 Computerspielemuseum Berlin (https://en.wikipedia.org/wiki/Computerspielemuseum_Berlin) 01:23 Joe Kalicki (https://panoply.space/) 02:06 Namco Museum (https://youtu.be/y1rvBhJtmkY) 03:42 Digital Museum Spaces Elevating Video Games 04:26 Museum of Memories by Kate Smith (https://katesmith.itch.io/museum-of-memories) 05:25 Occupy White Walls (https://www.oww.io/) 07:18 Discovery Tour for Assassin's Creed Origins (https://www.youtube.com/watch?v=88xjcvPKLJk) 10:11 Animal Crossing 11:29 Video Game Engines In Museums 12:44 Joe Kalicki's new podcast, Panoply (https://panoply.space/) 13:13 Museum Archipelago's 100th Episode Party
John MacInnes talks to Tracy about his new real-time movie contest just launched - a competition with a very interesting difference, using Unreal Engine 5. Its all about mis-en-scene... "the skill, the challenge, is to actually reproduce a tone or a feeling and affect the audience... there's something really challenging and valuable in that exercise in itself..."Show notes and links at https://completelymachinima.com/2022/08/08/real-time-movie-challenge-mood-scenes-announcement/
In this episode, Ricky, Tracy and Damien discuss some of the more interesting machinima and real-time things they've trawled the internet for during the last month. Tracy gives her take on the GTA Online performance of Hamlet by Sam Crane, some interesting uses of Unreal Engine, tech tools and a fun way to simulate gravity. Damien brings Godot to the table and highlights some worrisome news about Unity, before waxing lyrical on Star Trek's Strange New World's use of Unreal. Ricky finds an interesting Unreal Engine Field Guide and discusses the latest updates to Nightmare Puppeteer. 1:30 Feedback and comments from Mike Clements, 3D Chick, EE Studios, JSFilmz, TMC, Lord Krit and Chris Newell 4:04 The Snow Witch, by Britannica Productions, reviewed on CM podcast Season 1, Episode 18 16:20 Sam Crane's GTA Online performance of Hamlet, an interesting audience experience (live 4 July 2022) 22:41 Digital replica of co-op live music venue strikes the right chord, Unreal Engine, 23 June 2022 23:22 Christopher Nolan: How to make a good no-budget film | Christopher Nolan on Following, by Cinedome, published 28 June 2022 23:51 50 Greatest Fictional deaths, Slate.com, by Dan Kois, 20 July 2022 24:31 AI dubbing service by Papercup 25:00 Markerless hand tracking in DeepMotion Animate 3D 25:50 Rotate you monitor to simulate gravity in Unreal Engine 5 using Android orientation data, by Ayoub Attache, 12 July 2022 27:14 Godot 4 engine can now make movies – explainer, by Gamefromscratch, released 29 June 2022 29:08 Behind the scenes of Netflix's ‘In Valuted Halls Entombed' | Spotlight | Unreal Engine, by Unreal Engine, released 27 June 2022 32:29 Star Trek's Strange New Worlds – a better use of Unreal than Mando?! Review in American Cinematographer, by Noah Kadner, 23 June 2022 42:04 Should we be concerned? Unity is merging with a company who made a malware installer, by Jody Macgregor, 16 July 2022 43:48 Unreal Engine Field Guide, free download book 44:57 Updates to Nightmare Puppeteer, available on SteamFurther details on the podcast website, https://completelymachinima.com/2022/08/04/cm-s2ep42-news-august-2022/Credits:Speakers: Ricky Grove, Tracy Harwood, Damien ValentineEditor/Producer: Ricky GroveMusic: Where We Wanna Go by Patrick PatrikiosSount Effect: SoftBounceShowReel2 by Malcolmboye
It's the DF Direct Weekly "Hot Beast" Edition as John and Rich return from holiday to join Alex Battaglia for an extended discussion on the week's news, covering the surprise reveal of 1440p display support for PlayStation 5, an official look at more of The Last of Us Part 1, the highs and lows of VR - and Alex's Core i9-12900K PC upgrade! 00:00:43 News 01: 1440p output support in new PS5 beta firmware 00:13:49 News 02: TLOU Part 1 gameplay showcase video released 00:20:31 News 03: PSVR 2 features detailed, Quest 2 price increased 00:34:10 News 04: Xbox boot times shortened with faster boot video 00:39:07 News 05: Returnal port updated with Steam Deck support 00:43:38 DF Content Discussion: Alex's i9-12900K upgrade 00:59:28 DF Supporter Q1: Given the stutter issues on Unreal Engine, is it better to just play UE games on consoles? 01:07:45 DF Supporter Q2: Is there a way to get pre-cached shaders for EGS games on Steam Deck? 01:09:39 DF Supporter Q3: Why do so many Switch games lack anti-aliasing? 01:13:55 DF Supporter Q4: DLSS has a fixed cost, so have you ever seen a scenario where DLSS was slower than regular rendering? 01:15:43 DF Supporter Q5: If the next Switch can achieve performance similar to Series S, will major third party games come back to Nintendo? 01:19:46 DF Supporter Q6: When playing on PC, what is your personal target frame rate?
The latest Hogwarts Legacy release date is looking more promising for those worried about a delay. There have not been very many Hogwarts Legacy leaks up to this point. Those looking forward to the first major Harry Potter game are watching this game closely. We have previously broken down all the Hogwarts Legacy gameplay and there is some new footage of environments to look at. Whenever there is Hogwarts Legacy new gameplay we will make sure to take a look at it. Hogwarts Legacy is an upcoming action role-playing video game, developed by Avalanche Software and published by Warner Bros. Interactive Entertainment under its Portkey Games label, using the Unreal Engine. Reforge Gaming is a live talk show hosted by Lono covering the hottest and newest topics in variety gaming news with unmatched interaction, live event coverage and question and answer segments. It is a live gaming podcast, weekdays @9:00 AM EST Don't have Video? Watch This Episode on YouTube We have a passionate community that loves gaming! JOIN OUR DISCORD Coffee drinker? If you've never tried a balanced acidity coffee, try - REFORGE ROAST We love having our audio listeners in the audience for the live show! - REFORGE GAMING --- Send in a voice message: https://anchor.fm/reforgegaming/message
We briefly covered Blender in our sixth episode, and now it's time to delve deep into the past, present and future of this sprawling 3D animation package with team members Pablo Vazquez and Dalai Felinto, who walk us through Blender's closed-source origins and early crowdfunding efforts, the increasing importance of Blender both in developing markets and in game development and film visual effects, managing the parallel workflows of Blender's many sizable components, the importance of diversity in software development and interface design, and a whole lot more.Find out more about Blender at blender.org.The FOSS Pod is brought to you by Google Open Source. Find out more at https://opensource.google
In today's Daily Fix, August's PlayStation Plus free games have been revealed, and they're all pretty good! A little bit of something for everyone with Yakuza: Like a Dragon, Tony Hawk's Pro Skater 1 & 2, and spooky indie hit Little Nightmares coming to the service next month. What PS Plus game will you play first? Let us know in the comments! And speaking of Playstation, an update for the PS5 will finally bring a highly requested feature. All you gamers playing on PC monitors might be happy with this one. And finally, we get a look at what PS2 classic Bully could look like on Unreal Engine 5. It's your Daily Fix!
"Big vision and small execution. That's the sweet spot to attack the market" Houston Howard How can creators stand out in today's ocean of content? Super Story Architect, Houston Howard has answers… Houston Howard is the Chief Storyteller at One 3 Creative, a transmedia design firm, and a co-founder of Fulcrum Worldbuilders, an organisation that designs large-scale storyworlds that are meant to shift culture and catalyze large-scale social impact. He has written three books about transmedia design including the brilliant, You're Gonna Need a Bigger Story, a title on the Future of Film Incubator 2022 Reading List. He is a professor of Transmedia Storytelling and Worldbuilding at the Arts Center College of Design and the host of the Super Story Podcast. In this conversation we discuss how creators can, in Houston's words, attack the market in 2022. What is the significance of this market becoming commoditised - and what are the specific creative and commercial strategies that storytellers can adopt to navigate and succeed in the new landscape? This episode was recorded as part of Future of Film Incubator 2022 and is brought to you in partnership with Epic Games and Unreal Engine, Autodesk, Dell Technologies, Nvidia and Garden Studios.
In this episode of Experience Imagination, we are speaking with special guest Jason Chen, who is the Executive Vice President of Digital at academy award-winning BRON Studios. Some of the topics we will discuss include Web3, utilizing Epic Game's Unreal Engine to produce animation, and how the entertainment industry is embracing NFTs. We will also discuss the new partnership between BRON Studios and Falcon's Beyond to co-develop and produce multiple IPs. ABOUT THIS PODCAST: "Experience Imagination" is a Themed Entertainment Podcast presented by Falcon's Creative Group, a design studio and media house that works to create immersive experiences around the world. Learn more about us at falconscreativegroup.com FOLLOW FALCON'S ON SOCIAL: Twitter: twitter.com/falconscg Facebook: facebook.com/falconscreativegroup/ Linkedin: https://www.linkedin.com/company/falcon's-treehouse-llc Instagram: https://www.instagram.com/falconscg/
The latest Hogwarts Legacy news has many fans excited about the game. But the lack of a Hogwarts Legacy release date is still concerning to some gamers. We have previously broken down all the Hogwarts Legacy gameplay and there is some new footage of environments to look at. Whenever there is Hogwarts Legacy's new gameplay we will make sure to take a look at it. Hogwarts Legacy is an upcoming action role-playing video game, developed by Avalanche Software and published by Warner Bros. Interactive Entertainment under its Portkey Games label, using the Unreal Engine. Reforge Gaming is a live talk show hosted by Lono covering the hottest and newest topics in variety gaming news with unmatched interaction, live event coverage and question and answer segments. It is a live gaming podcast, weekdays @9:00 AM EST Don't have Video? Watch This Episode on YouTube We have a passionate community that loves gaming! JOIN OUR DISCORD Coffee drinker? If you've never tried a balanced acidity coffee, try - REFORGE ROAST We love having our audio listeners in the audience for the live show! - REFORGE GAMING --- Send in a voice message: https://anchor.fm/reforgegaming/message
On this episode of This Week in Linux: SCaLE 19x, Pre-Orders for First RISC-V Laptop, Gamify Your Life with Habitica, Unreal Engine 5 Offical Binaries for Linux, Bitwig Builds Official Flatpak for Linux, Asahi Linux Project Update, Apache OpenOffice, System76's New Oryx Pro Laptop, FFMPEG 5.1, and much more on Your Weekly Source for Linux […]
Epic releases Linux binaries for Unreal Engine 5, overclocking the Intel Arc A380, Valve warns customers about overheating Steam Decks, and Heroic Games Launcher adds support for GOG Cloud Saves. Special thanks to: mfoxdogg – ...
Hello creatives, Ryan wants you to meet Jet Olaño. Jet wears many hats; he works with Unreal Engine Virtual Production Fellowship as an Instructor/Unreal Engine Technical Artist and is the Owner Operator at The Secret Hideout. He helped to instruct Industry Professionals learn a hands-on approach to In Camera Visual Effects (ICVFX) using the Unreal Engine. Also, to teach skill such as: Camera Tracking with Optitrack System, Camera Calibration, Ndisplay Configuration Creation, LED Wall Panel Replacement of ROE Black Pearl panels and Stage Operations. Make sure to learn more about Jet Olaño at the links below. LinkedIn: https://www.linkedin.com/in/jet-ola%C3%B1o-6a55709/ Instagram: https://www.instagram.com/thejetshow/?hl=en Learn more about Vertex School: https://www.vertexschool.com/ Want to learn skills for creative tech jobs in games, film, XR and the Metaverse? Apply for your spot in our upcoming Game Arts Program here: https://www.vertexschool.com/game-arts-program
Alex Proyas is an Australian film director, screenwriter, and producer. He's best known for directing films like The Crow, Dark City, I Robot, Knowing, and Gods of Egypt. A longtime master of visual effects wizardry, Proyas is currently in pre-production on a horror movie to be shot in an LED volume. The Virtual Production podcast is brought to you by Puget Systems and Blackmagic Design. Please visit Abel Cine and The Virtual Company for all your virtual production needs.
Show Notes and Time Stamps 1:21 If Top Gun Was a British Film Part 2, by Square (released 31 March 2022) 6:49 DCS World Movie | Top Gun: Maverick Intro by Phenom (released 16 June 2022) 13:05 Discussion: Why recreate scenes from big budget films, such as Top Gun Maverick? 20:00 Hired Steel: A Mech Machinima – Episode Two, by TMC (released 25 February 2022) and the review of Episode One in Completely Machinima S1 Ep 16 Films (August 2021) 27:40 Star Citizen – News – RED LINE Episode 2 (Elite Expeditionary), by EE Studios (released 13 April 2022) 35:57 Unreal Engine 5 Concept Short Film by JSFilmz (released 17 June 2022)See also: https://completelymachinima.com/2022/07/14/cm-s2-ep41-films-july-2022/
Welcome to the latest episode of The Unstoppable Podcast. Today we're joined by an entire team — the BYOPills founding team: Dr. Ether Jay, Jetheca, & P_ether. BYOPills is a Web3 video games company focused on consumable items and interoperability between games.We talk about how BYOPills got started, how the team got involved in the crypto space, and where they came from in the various parts of the games industry. We also discuss the importance of feedback when developing Web3 games, the timeline of game development, and the significance of interoperability for the games space.The team also shares their initial vision when it came to creating BYOPills and how the project evolved and expanded over time. We chat about why metaverse land is so valuable, how scarcity works in the metaverse, and how guilds work in the Web3 gaming world.Dr. Ether Jay dives into in-game mechanics and the significance of building on Unreal Engine 5. We talk about tokens and BYOPills' upcoming drop, and finally, the team answers some questions from our community.You can follow Josh on Twitter, Dr Ether Jay on Twitter, Jetheca on Twitter, P_ether on Twitter, and learn more about Unstoppable Domains and our work here.Don't forget to rate, download, and subscribe to the podcast so you won't miss an episode and we can keep producing awesome content for you.
On this episode of Easy Mode Dale takes us through the recently announces Unreal Engine 5 and all the new improvements and changes we start to see as new games run on this engine. Henry takes us through the future of Playstation's VR system and all that we know so far. Also Sony announced some new gaming equipment that Henry and Dale are stoked for!
Despite being encouraged to create an episode of just 15 minutes duration by one of our followers, the team have this month extended their coverage – hear Tracy, Damien and Phil discuss vtubing, Ricky's Duke Henry the Red character in the game Evil Dead, the FTC's proposed updates to social media guidelines, Unreal's review of the Matrix Awakens Experience, John Gaeta's latest exploits, metaquette, Reallusion's iClone 8 and CC4 and a number of other exciting developments relevant to the world of real-time filmmaking and machinima. Thankfully, you can use the timestamps to jump to the bits your most interested in!Timestamps - 1:34 Feedback from our followers: 3DChick, Al Scotch, Spentaneous, Mike Clements, Circu Virtu, Notagamer3d 8:14 Vtubing and Face Rig app (Steam), VTuber Studio – real time puppeteering using faceware 17:41 Interactive video on Vimeo, branching narrative storylines 20:23 Ukranian films of the recent war, showcased at Milan Machinima Film Festival website 24:17 Evil Dead and the character Duke Henry the Red played by Ricky Grove and IP generally, Ricky Grove on IMDb 39:29 FTC updating ‘disclosures 101 for social media infuencers' guide' discussion, the relationship between brands, platforms and influencers and see also [Company] Rulez! (Phil Rice aka zsOverman & Evan Ryan aka Krad Productions) 54:55 Competition updates: Nvidia Omniverse Machinima promo video ‘Top Goose' and Unreal competition, Ben Tuttle's The Amazing Comet and William Faucher's YouTube channel. 58:03 Making of Unreal's Matrix Awakens Experience, Behind the Scenes on The Matrix Awakens: An Unreal Engine 5 Experience, released 6 June 2022, and Tracy's interview with John Gaeta, VFX, The Matrix films, released 17 February 2022. Living Cities is a new metaverse mirror world and Inworld AI 1:00:16 Pooky Amsterdam's blog on metaverse etiquette, called Metaquette 1:00:39 Reallusion's iClone 8 character animation processes including Character Creator 4 launch 1:13:08 Mesh to MetaHuman in Unreal Engine by Unreal Engine, released 9 June 2022 1:13:33 Meta's new model allows creating photoreal avatars with an iPhone, 80.lv, 14 June 2022 and full research publication 1:14:02 Mocap with the MoCats: Livestreaming with Multiple Actors (Faceware & Movella/Xsens) by Faceware 1:14:29 Love, Death & Robots, Jibaro character creation Love, Death + Robots | Inside the Animation: Jibaro, Netflix, released 9 June 2022 and Art Dump 1:16:48 Jonathon Nimmons WriteSeen.com, launched June 2022, website connecting creative writers with industry professionals (upload written content, attach a video pitch, audio clips, video clips and a link to a prototype if required) 1:19:08 A word of thanks to our sponsors Credits - Speakers: Tracy Harwood, Damien Valentine, Phil RiceProducer/Editor: Damien Valentine Music: Scott Buckley – www.scottbuckley.com.au
On this week's episode of the Welcome to the Metaverse podcast, I talk to one of the biggest companies building the future of the metaverse - Epic Games. Rachel Stones is a Business Development Manager at Epic Games. This conversation was one of my absolute favourites so far. Epic Games, as I'm sure you are aware, have been building in this space probably longer than anyone and I would argue have been paramount in bringing the whole concept of the metaverse to life. To be able to sit down with Rachel and really understand Epic's vision for the future was really fun and absolutely invaluable. We of course cover Fortnite and some developments there, plus delve into the whole pipeline of products and tools in the Epic Games ecosystem that are being used to build this immersive and hyper-realistic future that is coming. It's going to get very interesting very quickly in my opinion, I left this interview both genuinely mindblown and really excited for what is to come. Thank you to Rachel for coming on the show, she was awesome and I'd highly recommend you listen to this one in full, there's a lot of cool stuff in this episode! My twitter has moved, click to view here or https://www.twitter.com/luke_franks If you would like to support the show, a great way to do so is to leave a rating or review on your podcast platform of choice, thank you! ======================= This podcast is sponsored by the awesome Everyrealm (previously Republic Realm) who are a leader in metaverse innovation, investment, and NFTs. They are among the largest owners of digital real estate NFTs in Decentraland, The Sandbox and Axie Infinity to name just a few. They're also the creators of the Fantasy Islands metaverse NFT project, the ultra-luxury metaverse destination and community in The Sandbox and beyond. They also recently announced their upcoming immersive ASMR experience in the metaverse, called Soundlands, which you can be the first to sign up to before it launches in full by heading to asmrsoundlands.com You can find out more about what they are up to at everyrealm.com, join their substack newsletter with updates about the wider metaverse here realmroundup.substack.com and follow on twitter https://www.twitter.com/everyrealm and discord here discord.gg/ntSaG8b9sW ======================= I always love to hear from you, say hello on the following links! : Twitter : https://twitter.com/luke_franks Email : email@example.com Consultancy : www.wagmi-agency.com ======================= Epic Games' links Epic Games Store : https://store.epicgames.com/ Keep up to date with Epic Games news : https://store.epicgames.com/en-US/news Learning Resources for Unreal Engine and more : https://www.unrealengine.com/en-US/learn Epic Games Twitter : https://twitter.com/EpicGames Epic Games Instagram : https://instagram.com/epicgames ======================= Everyrealm's Links Twitter : https://www.twitter.com/everyrealm Discord : discord.gg/ntSaG8b9sW Soundlands : asmrsoundlands.com Substack : realmroundup.substack.com Website https://www.everyrealm.com =======================
Épisode 808 : Interoperabilité, c'est le mot du jour. Fini de faire cavalier seul pour Markito dans la course au Metaverse, le Boss de Meta signe des partenariats stratégiques pour faire avancer son projet et normaliser le futur du metaverse.A quoi ressemblera le fameux Metaverse ? Est-ce que ce sera un espace virtuel ouvert, joyeux et collaboratif comme le pays des bisounours ? Ou verra-t-on naitre des espaces propriétaires payants s'affrontant dans une concurrence féroce digne de Game of Thrones ? Pour résumer qui aura les clés de la boutique ? La promesse : le Metaverse n'appartiendra à personne.C'est Zuckerberg qui a pris le lead médiatique sur le projet metaverse.Il a pris des positions, tenter un morve risqué, jusqu'à rebaptiser le Groupe Facebook en Groupe Meta.Mais face au risque hégémonique, Zuck se défend. « Le Metaverse ce n'est pas Meta. Ca n'appartiendra pas à Meta. »Il faut de la coopération pour créer de la cohérence. Et aucune entreprise n'est censée posséder ou gérer le métaverse.Pour que le métaverse soit une expérience véritablement immersive et révolutionnaire, une gamme de fournisseurs devront exploiter leurs propres espaces et travailler ensemble. En gros, le Metaverse doit se construire un peu comme Internet tel que nous le connaissons actuellement.Le metaverse, une question techniqueMais les vrais enjeux du metaverse sont avant tout techniques.On l'avait évoqué en parlait du déploiement de l'occulus Quest 2 ou des lunettes du projet Lazare.Mais il y a un peu plus que ça, il y a aussi le MSV, LE Metaverse Standards Forum.Pour le Web, par exemple, on a le W3C, le World Wide Web Consortium, qui convient des normes de l'InternetAvec au coeur du Web, la même notion d'interopérabilité.HTML, CSS, PHP, Balises, autant de blocs de construction fondamentaux mis à disposition pour que chacun puisse créer ses propres expériences connectées. Pour le Metaverse il y a le MSV ConsortiumEt bien Pour le Metaverse, il y a le Metaverse Standards Forum, un lieu de coopération entre les organismes de normalisation et les entreprises pour favoriser le développement de normes d'interopérabilité pour un métaverse ouvert et inclusif,Quand on parle de normes, on parle de schémas, de plans de connexion, de transmission d'avatars, de codage…* »Le constat de ses membres est simple : Le potentiel du métaverse sera mieux réalisé s'il est construit sur une base de normes ouvertes. »*Et bien que personne ne sache encore exactement ce qui sera nécessaire, ces éléments de base fondamentaux définiront l'espace métaverse, ce qui garantira que des entreprises comme Meta ne finissent pas par dominer entièrement la prochaine étape.—L' absence d'interopérabilité est un problème clé dans l'industrie naissante du métaverse. Ceci étant aujourd'hui c'est tout l'inverse qui semble s'écrire. Roblox a son propre truc à base de gros pixels carrés. Ce qui se passe sur Fortnite ne peut se passer que sur Fortnite et Horizon la plateforme en VR de Meta n'offre aucune passerelle avec rien.—Les géants se mettent d'accord dans une sorte d'alliance cordialeLa semaine dernière, le groupe Meta a adhéré au nouveau Metaverse Standards Forum (MSF). Il s'agit d'un groupe de travail qui réuni des organisations et des entreprises de premier plan pour travailler ensemble sur l'interopérabilité. En gros, les géants du web de demain se réunissent pour créer ensemble les normes nécessaires pour un métaverse ouvert.L'idée étant que les utilisateurs puissent emporter leurs avatars et objets virtuels avec eux entre les différents espaces et expériences en ligne.https://metaverse-standards.org/—Il s'agit pour les géants d'écrire le HTML de demainL'interopérabilité est déjà un élément clé du Web, avec des blocs de construction fondamentaux, comme le HTML ou encore le CSS.Personne ne possède ces langages mais il existe des règles d'utilisation qui permettent à tous de participer.Le Metaverse Standards Forum est d'ailleurs encadré par le le World Wide Web Consortium (W3C) un organisme qui régit aujourd'hui les règles d'interopérabilité du web.L'idée sera que de pouvoir passer d'Horizon Worlds à Fortnite, de manière transparente et fluide. Un vrai défi qui pourrait effectivement changer le game ! —Le Metaverse Standards Forum rassemble aujourd'hui les leaders de l'industrie du Web3.Quelques noms : Microsoft, Adobe, Nvidia, Meta, Sony InteractiveCeci étant collaboration ne veut pas dire sans rapport de forceEt Meta bien décidé à ne rien laisser passerAttention, aucune confusion n'est possible : Meta aimerait contrôler autant que possible la poussée du métaverse. Et c'est déjà bien avancé…. grâce notamment aux ventes de ses casques en réalité virtuelle et au développement de son espace Horizon Worlds VR.À en juger par la stratégie de croissance de Facebook au cours des 10 dernières années il y a peu de chance que Zuckerberg se contente de faire de son entreprise un composant parmi d'autre d'un métaverse multiplateforme.Tout comme l'entreprise a acheté et absorbé les autres acteurs de médias sociaux, Zuckerberg a évidemment les dents longues.——Epic Games et Microsoft font figure de concurrents sérieuxSi il y a bien une entreprise qui est prête à tirer profit du métaverse, c'est Epic Games. Epic Games c'est le fabricant de Fortnite.Epic Games vend également Unreal Engine, le logiciel de conception en trois dimensions qui est utilisé par toute l'industrie du jeu et dans les superproductions comme la série "The Mandalorian". Epic Games s'est d'ailleurs récemment rapproché de Microsoft avec la mise à disposition de Fortnite sur Microsoft cloud.Avec la Xbox, Microsoft fait figure de leader sur le sujet du cloud Gaming. Le Gaming on le sait c'est une porte d'entrée énorme pour le Metaverse.L'objectif assumé de Microsoft est de toucher plus 3 milliards de personnes via sont service de cloud Gaming.Les projets actuellement projetés par le Metaverse Standard ForumAssets 3D interactifs et rendu photoréalisteInterface humaine et paradigmes d'interaction, y compris AR, VR et XRContenu créé par l'utilisateurAvatars, gestion de l'identité et confidentialitéOpérations financièresIOT et jumeaux numériquesSystèmes géospatiauxUn autre exemple de projet à venir : Interopérabilité des actifs 3DTester et éprouver le flux de travail des actifs 3D de la création au rendu d'exécution dans plusieurs moteurs :Confirmez que les comportements et les attributs des actifs satisfont les cas d'utilisation.Testez le pipeline de publication et de transmission.Exercez des comportements et des attributs interopérables dans plusieurs applications d'exécution.Source : Metaverse standards. . .Le Super Daily est le podcast quotidien sur les réseaux sociaux. Il est fabriqué avec une pluie d'amour par les équipes de Supernatifs.Nous sommes une agence social media basée à Lyon : https://supernatifs.com/. Ensemble, nous aidons les entreprises à créer des relations durables et rentables avec leurs audiences. Ensemble, nous inventons, produisons et diffusons des contenus qui engagent vos collaborateurs, vos prospects et vos consommateurs.
Victor Manin, is a Co-founder and CEO of Anvil Frame Studio, creative producer, art-director, cinematographer and senior matte-painter with 6+ years expirience in the film industry and 8+ years in the game industry. Curator of Moscow Film School Course on virtual production and Unreal Engine. FIND VICTOR ON SOCIAL MEDIA LinkedIn | Facebook | Instagram | Telegram ================================ SUPPORT & CONNECT: Support on Patreon: https://www.patreon.com/denofrich Twitter: https://twitter.com/denofrich Facebook: https://www.facebook.com/denofrich YouTube: https://www.youtube.com/denofrich Instagram: https://www.instagram.com/den_of_rich/ Hashtag: #denofrich © Copyright 2022 Den of Rich. All rights reserved.
Clayton Jacobson is an award-winning producer/director/writer whose experience spans commercials, documentaries, online content, music videos, and feature films. His debut comedy feature Kenny was a highly acclaimed box office hit, winning the 2006 IF Awards for Best Feature Film and Best Script, and the Film Critics Circle of Australia Award for Best Original Screenplay. Jacobson is the founder and CEO of Dreamscreen Australia, Melbourne's largest LED volume.
Nilay Patel, David Pierce, Alex Cranz, and Alex Heath discuss Meta COO Sheryl Sandberg stepping down after 14 years. 29:45 - Transportation editor Andrew Hawkins joins the show to discuss that latest car news, including Volvo using Epic's Unreal Engine to create 'photorealistic' graphics in its cars. 1:00:04 - Segment three covers what to expect at Apple's WWDC next week. Sheryl Sandberg on leaving Meta Meta COO Sheryl Sandberg is stepping down after 14 years Meta's head of AI to depart in group reorg Volvo will use Epic's Unreal Engine to create 'photorealistic' graphics in its electric cars GM is slashing prices for the Chevy Bolt amid high demand for electric vehicles Ford announces new Mustang, Ranger, and commercial EV in major Midwest expansion DeLorean offers a first look at its gull-winged Alpha 5 EV revival Buick is rebranding as an electric-only automaker Polestar's experimental EV, nicknamed 'Beast,' is getting a limited production run Porsche strengthens ties with electric supercar startup Rimac in new funding round iOS 16, notifications, and Macs: what to expect at WWDC 2022 The Murena One shows exactly how hard it is to de-Google your smartphone Google is combining Meet and Duo into a single app for voice and video calls Learn more about your ad choices. Visit podcastchoices.com/adchoices