Nintendo’s first of many mobile games is coming this year
Nintendo has revealed some new details about its plan to develop mobile games. Most notably, its first smartphone title will come out later this year, and it’s hoping to release four more before March 2017. That might sound fairly conservative — five apps in just under two years isn’t a particularly aggressive strategy. But Nintendo believes it’s paramount that it takes a considered approach. “When we aim to make each title a hit, and because we want to thoroughly operate every one of them for a significant amount of time after their releases, this is not a small number at all,” Nintendo chief Satoru Iwata said.
In an earnings briefing, he said the company’s chances of success were “quite low” unless the games maintain Nintendo’s normal level of quality. Although the console maker pioneered touch-based gameplay with the Nintendo DS, it understands that simply porting those experiences won’t be enough. To succeed, Iwata said the company will be “carefully” selecting franchises and characters to develop into smartphone games. He also emphasized that mobile will become a core “pillar” of Nintendo’s business. “If we did not aim to achieve a significant result, it would be meaningless for us to do it at all.”
Source: Nintendo
The Rockstar Editor is coming to ‘GTA V’ on consoles after all
Apparently “exclusive” doesn’t mean what it used to anymore. Rockstar Games recently revealed that its eponymous video editing toolset is coming to the PlayStation 4 and Xbox One versions of Grand Theft Auto V in a recent question and answer session pulled from its mailbag. Given the extra horsepower it requires, the Rockstar Editor won’t surface on the PlayStation 3 and Xbox 360, but the team hopes to release it for new-gen systems this summer or “as soon as it is ready.” So, maybe don’t hold your breath for too long, but you never know.
The Q and A covers a pretty wide variety of other topics too! The for-now PC-exclusive radio station “The Lab” from legendary DJs The Alchemist and Oh No? It’s coming to all four consoles via a title update. There’s some news regarding fresh online heists if you’ve already exhausted the current supply as well.
The video editor suite sounds like it could be pretty great, but since you can’t exactly install mods on the console versions it means you’ll almost positively miss out on making clips of blue whales plummeting from the skies of Los Santos. You know, like the one below.
Filed under: Gaming, Home Entertainment, HD
Via: IGN
Source: Rockstar Newswire
JXE Streams: Klei indoctrinates us into ‘Invisible, Inc.’
Klei Entertainment has been building up its bonafides since 2010, pumping out a steady stream of deeply cool two-dimensional games. Shank had the old-fashioned action, Mark of the Ninja blended that action with stealth and Don’t Starve took the world by storm with its Edward Gorey-an survival strategy. Invisible, Inc., its brand new game out on May 12th, blends all of those elements into a turn-based spy game with a patina of sci-fi style on the surface. How does it work? Designer James Lantz will join us on today’s stream to walk us through Invisible, Inc.‘s world.
Starting at 3:30PM ET on Twitch.tv/Joystiq, Engadget.com/gaming and right here in this post, we’ll be streaming a whole heap of Invisible, Inc. At 4PM ET, we’ll have Klei’s James Lantz on to talk about the game and answer your questions about the studio.
Like the stream? Follow us on Twitch and bookmark Engadget.com/gaming to keep an eye on what we have coming up on the show.
[We’re playing Invisible, Inc. on PC streamed at 720p through OBS.]
Google’s Moledina talks about Google Play’s future trends
At the GamesBeat Summit in California this week, Google’s Jamil Moledina spent some time talking about how the content available in Google’s Play Store may change by the year 2020. The changes will come about as Google examines historical data from the Play Store as part of their neverending quest for the next “blue ocean” for market expansion.
One of the big drivers of change that Moledina sees is what he calls “simplified play” where games and gameplay is more and more oriented toward mobile functionality. Although games will become more oriented toward use on smartphones and tablets, a big component will be the ability to play on smart TVs as well. Moledina sees smart TVs as a major contributor to shaping game ecosystems as they are used either for playing directly or as a second screen for gameplay.
As far as titles, Moledina says Google is also finding there is a surprising level of interest in translating older titles over to new platforms. He gives a couple examples like Goat Simulator and Limbo that have demonstrated the success developers can have with this strategy. He also pointed to classic games like Star Wars: Knights of the Old Republic and NBA Jam that will be coming out soon. Strategy Analytics has projected there will be 2 billion devices capable of running games available through the Play Store by 2018, so attracting even a small portion of users can payoff financially for developers.
Another area where Moledina expects to see more growth and expansion over the next five years will be with curated collections and brand support for multiple titles instead of individual games. On the store-front, users can expect to see more collections like the recent May the 4th Star Wars selections.
Moledina briefly touched on virtual reality and how that might impact the market of the future. Google has seen over 500,000 Google Cardboard deployments since December, so interest is definitely present for the more immersive experience virtual reality can offer.
source: VentureBeat
Come comment on this article: Google’s Moledina talks about Google Play’s future trends
‘Snake Rewind’ modernizes the Nokia game for touchscreen devices
Snake — that addictive, reflex-testing mobile game on old Nokia brick phones — is attempting a comeback. A version for modern smartphones and tablets called Snake Rewind will be released on May 14th by game developer Rumilus Design and Taneli Armanto. The latter’s the Nokia engineer who preloaded it on the 6110 back in 1997 and the one you can blame for all those wasted hours and bouts of Snake-induced rage. For the young’uns who have no idea what it’s about: the game gives you control of a slithering serpent during feeding time. You’d have to get its mouth in the same line as its pixel food, often by twisting and contorting its continuously elongating body using the keyboard. It might sound lame described like that, but over a decade ago, it occupied the throne Candy Crush is sitting on.
We don’t think it’s possible to replicate the feel of the original Snake without a physical keyboard; it sure was strange trying to play the bootleg apps (there are many for various platforms) on a touchscreen device. However, we’d say the developers were gunning for a complete reboot anyway, one that’s more colorful with a bunch of power ups to be able to entice a new generation of players.
The biggest change is perhaps the power to “rewind” the game (hence, the name) after getting a Game Over. Its developers are also promising different themes and various special effects. At the moment, it’s unclear if Snake Rewind will be a paid or a freemium app, but it will be available for iOS, Android and Windows devices when it comes out. As to whether it can reclaim its throne, your guess is as good as ours — we’re just hoping nobody injures themselves trying to feed a hungry a virtual serpent.
Source: The Guardian, Rumilus Design
‘Guild Wars 2’ cheater faces public humiliation before ban
Most cheaters in online role-playing games face an ignominious end. The developers ban them, and that’s all she wrote. Not one particularly egregious Guild Wars 2 offender, however. When game developer ArenaNet finally took action against a hacker who had been terrorizing player-versus-player battles for weeks, the security team decided that some public humiliation was in order. It stripped one of the player’s characters naked, jumped this persona off a ledge, and proceeded to delete every character linked to the account — all recorded for posterity on video, as you can see below.
The move is ostensibly a shot across the bow for other cheaters: keep it up and you’ll suffer an embarrassing fate. However, the ban raises questions about not just whether or not humiliation is an effective deterrent (if they cared about their reputation, why would they cheat?), but the ethics of ArenaNet’s response. Some are concerned that this wasn’t very professional, and that the security team should spend more time looking for game hackers than devising clever punishments. Players had been complaining about this culprit for a long while, after all, and it wasn’t until they recorded a video that justice was served. This isn’t necessarily an either/or situation, however, so here’s hoping that the studio both improves its anti-cheating efforts and delivers the comeuppances that malicious gamers deserve.
Via: Kotaku
Source: Guild Wars 2 Forums
Nintendo rides are coming to Universal’s theme parks
Over the years, Nintendo has crafted a diverse roster of beloved video game characters. They’re colorful and instantly recognisable, so inevitably some fans have wondered whether a Disney-style theme park could be built around them. Well, wonder no more. Nintendo announced today that it’s teaming up with Universal to build new rides in some of its theme parks. It’s staying tight-lipped on the details, but says to expect “spectacular, dedicated experiences” based on Nintendo games, characters and worlds.
The move is another sign that Nintendo is becoming less protective over its homegrown video game franchises. The company is already working with DeNA to develop new mobile games, and last month the Wall Street Journal reported that a Legend of Zelda TV show was in the works. That rumor was later shot down (at least partly) by Iwata, but it still signalled Nintendo’s willingness to work with others. After all, these sorts of initiatives could help Nintendo to capture the imagination and support of a whole new generation of gamers. Something that’s increasingly important, given the lacklustre sales of the Wii U.
So what Nintendo rides would you like to see in Universal’s theme parks? A rollercoaster based on F-Zero, or a haunted house inspired by Luigi’s Mansion? Of course, there’s always Nintendo Land if you need some inspiration…
Source: Nintendo
Nintendo is finally making money again
Nintendo recorded its first annual profit since 2011 today. Its final results for 2014 (technically April 1st 2014 to March 31st 2015) reveal a $207 million operating profit on $4.6 billion in revenue. That’s nothing to write home about, and way lower than initially expected, but still represents a dramatic improvement from previous years’ consecutive losses. The past three months have actually seen a pretty heavy negative swing for Nintendo, with the international launch of new-and-improved 3DS models failing to make much of an impact, and the Wii U continuing to languish in 3rd place behind the PS4 and the Xbox One.
Wii U sales for the year totalled just 3.38 million, only 340,000 of which were sold in the latest quarter. Nintendo had predicted 3.6 million sales, missing its forecast by 220,000. 3DS sales, as alluded to earlier, were also weak. Nintendo initially expected 12 million sales for the year, later dropping that estimate to 9 million. It still managed to miss that lower figure, moving 8.73 million over the year, and just 1.7 million in the latest quarter.
Software is a mixed story. At the start of the year, Nintendo expected to sell 67 million 3DS games and 20 million Wii U games. It later adjusted that prediction to 61 million 3DS and 25 million Wii U software sales. What actually happened? Something in-between the two predictions, with almost 63 million 3DS games and 24.4 million Wii U games moved over the year. Looking at the bigger picture, Wii U titles sold better than initially expected, propping up a lack of demand for the 3DS and helping Nintendo eke out its slim profit. It’s fair to say that the release of well-received fan favorites like Mario Kart 8 and Super Smash Bros. helped Nintendo considerably in this area.
‘The Legend of Zelda’ looks set to miss its initial 2015 release date
So what’s next for Nintendo? It’s expecting to move fewer 3DS consoles and slightly more Wii Us, while software sales for both are predicted to be lower. That reflects the fact that, as far as we know, Nintendo doesn’t have many big games coming out over the next year. The Wii U Zelda game was going to be the huge 2015 release, but it’s now got a “TBD” in place of a release date, and looks set to miss this financial year entirely.
Nintendo hopes those figures, together with the expansion of the lucrative Amiibo toy line and a new partnership with mobile games specialist DeNA, will see it make a healthier $419 million operating profit next year. Nintendo has missed its expectations more regularly than it’s hit them in recent years, but for the first time in a long while, the company at least seems realistic about what it can achieve until its next-gen console arrives.
Source: Nintendo (PDF)
Xbox One rumor claims DVR is coming to replace Media Center
Even as Microsoft buries Windows Media Center, there’s a rumor that it actually does have a plan for a replacement. According to Paul Thurrott’s sources, the Xbox One will gain the ability to record live TV “probably this year.” That’s the kind of feature Microsoft originally envisioned for its all-in-on game console, but so far does not offer. The live TV tuner that’s available in Europe and coming to North America offers some trick play pause/rewind support, but full DVR functionality would be a big shift. The PlayStation 4 has a DVR for subscribers of to the Vue TV service, but that’s relatively expensive and only available in a few areas so far. Proper DVR support combined with that antenna (and hopefully, cable TV access for the people who haven’t cut the cord yet), could provide a more flexible option. Of course, if anyone has the technology prepared to roll out it should be Microsoft, but we’ll have to wait and see when/if it comes to fruition.
[Image credit: Stephen Brashear/Invision/AP]
Filed under: Gaming, Home Entertainment, HD
Source: Thurrott.com
Lighting, console level graphics & ARM – 5 things developers need to know

If you have ever seen a 1980s science fiction movie, or if you have ever played a 1980s computer game, then you will understand when I say that computer graphics have come a long way in the last few decades. At the dawn of the computer graphic age it was all about wireframes and simple texture mapping. Now we live in the time of photorealistic rendering with the use of shaders and advanced lighting techniques.
The challenge for 3D game makers, and for GPU designers, is to find ways to create the most realistic rendering of a scene while using the smallest amount of computing power. The reason is that 3D games, even those on Android devices, run at high frame rates ranging from 25 frames per second (fps) right up to 60 fps. In other words, the GPU has less than 1/60 of a second to turn a huge load of graphics data into a realistic rendering of a scene.
The quicker the objects, shadows, lighting, and reflections can be rendered, the greater the fps. And high frame rates mean smooth gameplay. Quick render times also mean that game designers can create increasingly complex scenes, something which further adds to the realism.
1. ARM isn’t just a CPU designer
http://seemore.playcanvas.com/
The vast majority of smartphones and tablets use processors with ARM designed CPU cores, but ARM doesn’t just design CPU cores, it also designs GPUs. In fact over 50% of all Android tablets and over 35% of smartphones have ARM designed GPUs. Marketed under the brand name “Mali,” the GPU finds its way into almost every category of smartphone including high-end devices. The Samsung Galaxy S6 uses a Exynos 7420 SoC with four ARM designed CPU cores, and the ARM Mali-T760MP8 GPU.
During GDC ARM demonstrated an upcoming Unreal Engine 4 plugin for its Mali Offline Compiler.
For game designers the popularity of the Mali GPU means it is essential that games are tested and optimized for the Mali GPU. As you would expect, ARM provides a comprehensive set of developer tools for game designers. Among the tools you will find the Mali Graphics Debugger, which allows developers to trace OpenGL ES and OpenCL API calls in their application, and understand frame-by-frame the effect on the application to help identify possible issues; the OpenGL ES Emulator, which helps software development and testing of the next generation OpenGL ES 3.1 applications via PC emulation; and the Mali Offline Compiler, a command line tool that translates vertex, fragment and compute shaders written in the OpenGL ES Shading Language (ESSL) into binary shaders for execution on Mali GPUs.
If you want to see what is possible with ARM’s GPU specific tools then I recommend reading Profiling Epic Citadel via ARM DS-5 Development Studio, which shows how these tools can be used for performance analysis and optimization.
2. ARM will soon release an Unreal Engine 4 plugin for its Mali Offline Compiler
During GDC ARM demonstrated an upcoming Unreal Engine 4 plugin for its Mali Offline Compiler. It will allow you to analyze materials and get advanced mobile statistics while previewing the number of arithmetic, load & store and texture instructions in your code. Here is a demo of the new plugin:
The reason this type of tool is important is because it gives game makers the tools need to port games from the console/PC space to mobile. Typically content on the XBOX/PS3 is at 720p, but the Google Nexus 10 displays games at 2.5k. The challenge for game makers is to maintain a high level of gaming experience while optimizing for the power budget of a mobile device.
3. ARM is developing new GPU techniques
The engineers at ARM do more than design GPUs, they also help create and develop some of the latest 3D graphic techniques. The company recently demonstrated a new rendering technique for creating dynamic soft shadows based on a local cubemap. The new demo is called Ice Cave and it is worth watching before reading further.
If you aren’t familiar with cubemaps they are a technique which has been implemented in GPUs since 1999. It allows 3D designers to simulate the large surrounding area that encompasses an object without straining the GPU.
If you want to place a silver candlestick in the middle of a complex room, you can create all the objects that make up the room (including the walls, flooring, furniture, light sources, etc) plus the candlestick, and then fully render the scene. But for gaming that is slow, certainly too slow for 60 fps. So if you can offload some of that rendering so that it occurs during the game design phase, that will help improve speed. And that is what a cubemap does. It is a pre-rendered scene of the 6 surfaces that make up a room (i.e. a cube) with the four walls, the ceiling and the floor. This render can then be mapped onto the shiny surfaces to give a good approximation of the reflections that can been seen on surface of the candlestick.
It is also possible to get an even better experience by combining the cubemap shadows with the traditional shadow map technique.
Since the pre-rendered cubemap includes all the views from every possible angle then it doesn’t matter where the camera is in the scene, the GPU can simulate the reflections. This approach is much quicker than rendering the whole scene. This approach has had several major developments over recent years and the technique was refined significantly in 2004 and 2010.
The Ice Demo shows off a new local cubemap technique. Sylwester Bala and Roberto Lopez Mendez, from ARM, developed the technique when they realized that by adding an alpha channel to the cubemap it could be used to generate shadows. Basically, the alpha channel (the level of transparency) represents how much light can enter the room. If you want to read the full technical explanation of how this new technique works then check out this blog: Dynamic Soft Shadows Based on Local Cubemap. Below is a short walk-through of the Ice Cave demo by Sylwester:
It is also possible to get an even better experience by combining the cubemap shadows with the traditional shadow map technique, as this demo shows:
4. Geomerics is an ARM company
Lighting is an important part of any visual medium including photography, videography and 3D gaming. Film directors and game designers use light to set the mood, intensity and atmosphere of a scene. At one end of the lighting scale is Utopian science fiction lighting, where everything is bright, clean and sterile. At the other end of the spectrum (sorry, bad pun) is the dark world of horror or suspense. The latter tends to use low lighting and lots of shadows, punctuated by pools of light to grab your attention and draw you in.
There are many different types of light source available to game designers including directional, ambient, spotlight and point light. Directional light is far away like sunlight, and as you know sunlight casts shadows; ambient lighting casts soft rays equally to every part of a scene without any specific direction, as a result it doesn’t cast any shadows; spotlights emit from a single source in a cone shape, like on the stage in a theater; and point lights are your basic real-world light sources like light bulbs or candles – the key thing about point lights is that they emit in all directions.
Simulating all this lighting in 3D games can be GPU intensive. But like cubemaps, there is a way to shortcut the process and produce a scene that is good enough to fool the human eye. There are several different ways to create realistic lighting without all the hard work. One way is to use a lightmap bake. Created offline, like a cubemap, it gives the illusion that light is being cast onto an object, but the baked light won’t have any effect on moving objects.
Another technique is “bounce lighting”, here game designers add light sources at strategic positions in order to simulate global illumination. In other words, a new light source is added at the point where a light would be reflected, however, it can be hard to achieve physical correctness using this method.
Enlighten takes the pre-baked lightmap approach one step further by using a unique and highly optimized runtime library that generates lightmaps in real time.
A third is to use Enlighten from Geomerics. Enlighten takes the pre-baked lightmap approach one step further by using a unique and highly optimized runtime library that generates lightmaps in real time. The lightmap is created using the CPU during the gameplay, and is subsequently added to the rest of the direct lighting on the GPU.
This means that now the lightmap technique can be applied to moving objects. When combined with offline lightmaps only the lights and materials that need to be updated at runtime will use any CPU time.
The result is a technique that doesn’t only apply to mobile games, but one that can scale up to PC and consoles.
The subway demo below shows Enlighten in action. Note how during the “dynamic translucency” part of the demo some walls are destroyed allowing light to pass where it was previously partially blocked, however the indirect lighting remains consistent. This all happens in real-time and is not something pre-rendered just to create the demo.
5. Enlighten 3 includes a new lighting editor
To achieve such great lighting, Geomerics has released a new lighting editor called Forge. It has been specifically developed for the needs of Android game artists, and provides an immediate “out of the box” experience. It is also an important tool for “integration engineers,” as Forge serves as a model example and practical reference for integrating Enlighten’s key features into any in-house engine and editor.
One of the really useful features of Forge is that it provides the ability to import and export the lighting configurations you have set up for your scenes. This is particularly useful for defining certain lighting conditions or environments and then simply sharing them (via export) across your other levels/scenes.
For a quick tour check out this Introduction to Forge article.












