Physicality Games an online video game store to launch in early 2020

Physicality Games, a new  retailer,  announced their plans for an early 2020 launch. Offering video games and gaming culture goods, Physicality Games partners with leading game publishers to exclusively sell the physical versions of great games, primarily those which were previously only available via digital download. Physicality Games also offers gaming apparel, soundtracks, accessories, and collectibles.

Enter the “Physicality Games Prelaunch Giveaway” to learn about Physicality Games and for a chance to win a selection of game-related prizes valued at over $1,500! Everyone who enters will receive a special Physicality Games Founder reward.

Physicality Games aims to offer :

Quality – Exclusively offering physical editions of great games prepared, designed, and packaged with care.

Service – It is your hard-earned money and you should be taken care of. We don’t believe in limiting our game releases – you want a game, you should be able to order it.

Communication – We know how it feels to order a game and then wait months with no game and no update. Won’t happen with us. We will keep you informed every step of the way.

Kindness – Giving matters. When your game ships, we donate from our own pocket to a charity you select at checkout. We call it “You Buy, We Give.”

Community – Find and follow other Physicality Games members that love the same games you do, and host links to all your gaming and social channels from one, easy-to-share profile.
How Physicality Games works:

It acquires exclusive rights to distribute physical versions of games from the games’ publishers.

  • Games are then made available for pre-order on its official website.
  • When the pre-order goal is met, our partners manufacture the game.
  • Once manufacturing is complete, games are shipped directly to customers.

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‘Hellblade 2’ to roll out in PC and Xbox Series X

A Microsoft representative has confirmed that Senua’s Saga: Hellblade 2 will be released for both PC and the upcoming Xbox Series X. In a tweet to a fan,  Xbox Games GM Marketing Aaron Greenberg said that the game is being made “exclusively” for both Microsoft’s new console and the PC.

Earlier many predicted that it will  come in PC and Xbox but no official confirmation were  there which could confirms that the game would make it to PC at all. Having Hellblade 2 come to PC fits with Microsoft’s current overall strategy of treating both the Xbox Console and PC Gaming as their domain.

 

Yet there are lot of confusion around that Will Hellblade 2 release on Steam as well as the Microsoft Store? Will it launch day one on Xbox Game Pass like so many other first-party Microsoft titles? Stay tuned for more details in the coming months – the Xbox Series X launches in Holiday 2020 but Hellblade 2 doesn’t have a release window.

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Guest Column| How has the year 2019 been for VR?

 Let’s start with bird eye view about the state of VR and then we’ll go down and understand it fully. We are entering 2020 and also the fifth year of consumer VR. Bird eye view shows that VR arcades are mushrooming and it’s one of the hottest business to be in but at the same time, VR failed to reach households. As predicted last year, even VR Arcade is not the biggest market for VR as the adoption in corporate for VR is way higher and far more monetizable than any other form of VR business right now.

Let’s get down to details:

Global VR Industry in 2019

2019 definitely saw lot of innovation, adoption, cost optimization and better content than ever before resulting into some interesting acquisitions in the market. One of the biggest push was from existing players where we saw Oculus releasing Quest, a far better upgrade from previous All-In-One Oculus Go and also Oculus Rift S which offers inside out tracking and no sensors are required. HTC Vive didn’t stay behind and released Vive Cosmos which is professional grade VR with high resolution AMOLED screens for ultra-clear picture.

There were new entrant like surprise entry from Valve with ultra-powerful Index and Varjo VR-1 which boasts to be the first human-eye resolution headset.

All the above mentioned innovations helped VR to surge significantly so let’s talk about numbers now. Oculus Quest has been one of the most important release ever since VR happened and helped VR hardware spending to grow by 31 per cent over the last year with $2.1B from last year’s $1.6B. Valve got sold out in no time when it was released initially and also with recent Half Life announcement, got wiped out of stores in days. One of the key factor for slow adoption of VR was the price point but Oculus Quest solved it in a way as it provides high quality content and you don’t need a heavy duty PC to run that. Overall VR market is anticipated to be $120B as compared to $7.3B last year.

VR Game Industry

When VR started out, it was primarily a gaming device but not anymore. Gaming is a small fraction of VR industry but still it’s getting stronger and content standard is really improving. Regardless of numbers and dominance, there are two massive announcements which got our eyes back on VR gaming and those are Half Life: Alyx announcement and acquisition of Beat Games (Creator of Beat Saber) by Facebook. Beat Saber is a rare breakout title in VR. Interestingly Beat Saber is a cross platform title but Facebook owns Oculus and still letting it be on multiple platform which goes off to show how tiny VR gaming market is. We also heard conflicting viewpoints of two major players in gaming, Microsoft says that nobody is asking for VR while Sony is getting ready with releasing PSVR 2. Sony has its strong reasons as they sold close to 5M units of PSVR so far.

So is VR gaming not evolving at all. The simple answer is that it’s rapidly evolving. VR Gaming surged with mushrooming VR arcades which is new evolution of an age old business. There are a lot of players in this market and they are constantly evolving. Some of the prominent players are The VOID, Zero Latency, Two Bit Circus and our very own Smaaash apart from many other small and medium players. USA now has over 125 VR arcades and there are VR arcades in all of the major cities of India as well. Free roaming VR and tetherless VR helped this market to grow immensely. When VR gaming started its journey, most of the people rejected stating that gaming is a social activity where group of people meet and play and that’s what multiplayer, free roaming VR offers. Consider this as more of laser tag or paintball with your friend but in the choice of your world and with the choice of your tools. Out of home experiences are not just about setting up VR arcades and offering individual attractions but there are brilliant minds working at bringing new business models for VR arcades like SpringboardVR and SynthesisVR which offer a platform for arcades. They curate content from developers and offer as a catalogue to arcade owners. This is the safest business model also for arcade owners as they are not getting buried under huge cost of buying licensed properties or expensive games and later see less usage of the game. Arcades pay on per minute usage basis which derisk the entire business. Viveport also offers its arcade service to arcade owners.Call it democratising the entire content market for VR arcades.

Companies like Hologate are pushing the limits of high quality out of home experiences. Hologate Arena is one of the most popular attractions used in Location Based Entertainment (LBE) and Hologate recently launched HoloBlitz which is great for racing and flying games. Other companies like D-Box, StrikerVR and many other have developed accessories exclusively for VR which goes off to show that there’s an immense amount of seriousness in this business.


If you observe the story of Superhot VR then you’ll understand that if you do things right in VR, it’s sure going to hit the right chord. Superhot VR  sold more than Superhot non VR version so it’s all about treating the medium right. VR arcade will continue to grow if VR doesn’t become a household thing. Beat Saber and Superhot VR are great validation for players and Hologate, Zero Latency and The VOID are great validation for VR arcade owners operators.

VR Gaming in India

I just hope India doesn’t misses out on what is still a greenfield in the world of VR. India missed many landmark opportunities in gaming where it could play a major role in the global content development but couldn’t because of playing safe. There are only a handful of companies focusing on VR games in India or even considering one in their portfolio but at the same time, there are many arcades opening and startups venturing into this market. Another shining example is that in states like Telangana and UP, even government is bringing VR to educate kids about important topics because some of the key benefits of VR are empathy, presence, be there/feel that factor which let kids understands those topics and also help them understand what can happen if we are not aware. VR in corporate is where VR penetrated really well in India with corporates like ICICI, Mahindra, TCS, Accenture, TATA and many others have adopted and are fairly mature with the VR usecases.

Coming back to games, Gamitronics has its arcade games installed on all popular arcade platforms and at the same time, implemented VR in theme parks, LBEs, FECs and even resorts like Sterling where majority of Sterling resorts are equipped with VR arcades enabled by Gamitronics. Companies like Smaaash, Kaleidoscope and VR Galaxy are pushing their VR arcades in most of the big cities of India with custom content and few licensed content. Jadooz is focusing on similar experiences but focusing on T2 and T3 towns. Another interesting development in India is that elite housing societies and real estate starting having dedicated VR zones which is incredible pattern unlike in any other part of the world. Another interesting development in Indian VR industry is because of the popularity of cricket, there are more than 5 companies offering VR based cricket which in turn resulted into hardware push as most of them developed their own cricket bat controllers but there’s still so much left on the table as other than bat and being in VR, there’s no all round experience but there are companies who are talking about making it more of an experience than just providing In-VR experience.

So in totality, VR gaming has evolved and is making inroads in arcades, VR game developers have proven validation to pursue development activities seriously and there are multiple platforms to launch your game. I’m not hesitant in saying that VR is established platform with proven track record and the only thing missing is reaching every living room but it’s all about great content and hasslefree VR experiences which both started happening with some massive content (like Asgard’s Wrath is 25 hrs long and upcoming Half Life: Alyx) and Oculus Quest kinda hassle free VR headsets. It’s a great time to be in VR business.

 This article has been contributed by Gamitronics CEO Rajat Ojha and AnimationXpress does not necessarily subscribe to these views

 

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Netflix orders second season of the popular ‘Green Eggs and Ham’

Netflix has picked up a second season of the animated series, Green Eggs and Ham loosely based on the classic Dr. Seuss book. Green Eggs and Ham: The Second Serving, a hand-drawn 2D series by Warner Bros. Animation
will run for 10 episodes, down from 13 for its first run; a return date hasn’t been set.

Sam and Guy’s adventures continue in an all-new season that takes them around the globe and outside their comfort zones as they get caught between two sides of a delicious conflict!

The star-studded voice cast for the season one featured Adam Devine as Sam and Michael Douglas as Guy, along with Ilana Glazer, Eddie Izzard, Diane Keaton, Jillian Bell, Jeffrey Wright, Tracy Morgan, Daveed Diggs, John Turturro, Billy Eichner and Keegan-Michael Key, who narrates.

The series is created by Jared Stern, executive produced by Ellen DeGeneres, Jared Stern, Sam Register, Mike Karz, David Dobkin and Jeff Kleeman, and produced by Helen Kalafatic.

Green Eggs and Ham is currently streaming worldwide on Netflix.

 

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Regional submission date for e-Masters Chengdu 2020 has been extended

The regional submission for Asia Esports Championship e-Masters Chengdu 2020 has been extended from 23 December  to 24 December 2019 midnight and the regional tournament to commence from 25 to 27 December according to the Esports Federation of India’s (ESFI) official Facebook post (which is subject to change).

Games like League of Legends, Arena of Valor, eFootball PES 2020, Warcraft III  will be part of e-Masters Chengdu 2020.

The prize pool money for four game titles plus two demonstration games is over Rs 47.75 million The format of the tournament will be similar to any other esports tournament, the regional qualifier rounds will be followed by the finals the main event in Chengdu, China.

There are  few limitations for the tournament which includes:

  • Age restriction (the player must be 16 years and minors below 18 years will require to submit parental approval form).
  • The deadline of players’ list submission by ESFI and all other participating National Esports Federations to AESF is on 23rd December 2019.

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BJP attempts to dispels myths about Citizenship Amendment Act with an animated video

The protests against the Citizenship Amendment Act (CAA) are taking a serious turn and are still on in many parts of the country. The nation’s ruling party, BJP has tweeted, assuring the citizens of safety and dispelling the Muslim community’s fears about their identity as Indians.

BJP posted an animated video on their official Twitter account featuring two Muslim characters, one asking questions about the CAA and other answering those, in order to remove fear and confusion regarding the current national issue.

The video also displays a map of India following their question-answer session, while trying to explain how the CAA is an effort to ensure peace among all communities and that it’s in no way against Indian Muslims.

The video surfaces hours after prime minister Narendra Modi’s speech at the election rally in Ramlila Maidan in Delhi on Sunday. He assured protesters that they have no reason to panic owing to the new act.

The Citizenship Amendment Act makes religion a criterion for granting Indian citizenship for the first time in the country’s history.

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Srushti Creative Studio and Unifi Media win National Film Awards for best VFX

Srushti Creative Studio, based in Hyderabad and Unifi Media won National Film Award in the best VFX category for an experimental feature film, Awe (Telugu) and KGF (Kannada) respectively.

The National Awards ceremony took place in New Delhi’s Vigyan Bhawan, with vice president Vankaiah Naidu handing out the awards to the winners.

Srushti’s works include key VFX sequences for the critically acclaimed movie Baahubali, VFX for regional movies including Karthikeya, Gopala Gopala, Vaaradhi, Awe, Savyasaachi amongst others, VFX for commercials like Pepsi, Shell and many others. The studio has also created immersive VR experiences for Microsoft and Welspun.

Unifi Media is a post production studio which offers digital services like digital colour, grading, VFX, high-end animation, motion graphics, stereo rotoscoping, matte painting and mastering (DCP). The studio has worked on few sequences from movies including 2.0, John Wick 2, Thor, Narnia, Ghayal Once Again and others.

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“Women in games” appoints India ambassador, Anshu Patni Singhi

We recently reported on how the new entity called CHNO Media is trying to shake up things in the Indian gaming ecosystem by catering to the content-hungry audience.

Adding on to that we have recently learnt that CHNO Media founder Anshu Patni Singhi has been appointed as the Indian ambassador by Women in Games.

Says Singhi, “I am glad to be appointed as the first women in gaming ambassador from India for  WIGJ, which internationally as an organization is working towards bringing gender equality in gaming . Everything they do is in service of achieving full and lasting equality for all women throughout the gaming industry and beyond.
At CHNO Media while we are thriving to create more vernacular gaming based content, we will do our best to be able to provide more opportunities for women creators, women working behind the scenes creating content etc across all languages and regions.”


According to the official website of the organisation, “Women in Games (WIGJ: as it was originally registered as Women in Games Jobs) is a not for profit organisation that works to recruit more women into the games industry and to support those already in the industry. It also campaigns to ensure individuals and businesses understand that a more diverse workforce leads to greater productivity and financial success. Women in Games WIGJ was founded in 2009 as Women in Games Jobs and incorporated as a “not for profit” or Community Interest Company in 2011.”

As the ambassador, her role would largely be revolving around encouraging more women from the country to join the gaming industry and bring in specially curated events to bring in more women.

Says the CHNO media founder further, “The fact that no of women playing games is increasing , especially in the casual gaming space, it’s important that we not just create content keeping women in mind, but bring more perspective to the marketing, development and creation of gaming content keeping both genders in mind.”

The rise of gaming in the country brings in myriad opportunities for enthusiasts in the country and moves like this not only has a chance to put India on the global compass but also make the gaming ecosystem of the country a gender-neutral and inclusive one.

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2019: Reflecting on the VFX trends

Year Ender


With filmscape being expanded by technological feats ranging from digital platforms to machine learning, VFX scenario is on an upwards trajectory. 
2019 proved to be a disruptive year in terms of technological advancements in the VFX sphere of filmmaking. Storytelling was taken a notch higher than the year before, courtesy of the strides witnessed in the ecosystem. Filmmakers made maximum use of technology to bring their imagination to life on celluloid. As the year draws to a close, we are here to shine the spotlight on some of the pressing trends that defined the VFX scenario for the year.

The CGI streak

While we saw live transition of CG characters over the course of the year advanced by Disney, there was a conspicuous rise in the number of CG elements in Indian movies like Houseful 4 and Total Dhamaal.

While Houseful 4’s CGI work included elements like tarantula spider, medieval city, giant pillars etc, Total Dhamaal gave a glimpse of a menagerie of animals and birds along with other complex simulations.

Beloved animated characters given a CG facelift

THE LION KING – © 2019 Disney Enterprises, Inc. All Rights Reserved.


Rapidly advancing VFX streaks have lent themselves to CG transformation, paving the way for live-action retelling of popular animated content. A score of disney classics that had predominantly garnered cult-like following got live-action treatment this year.

While bedtime classics like Aladdin and Dumbo were stylised to cinematic perfection, audiences were wowed by the CG Pokemons in the movie Detective Pikachu. Referring to the intricacies of the movie Dumbo, MPC VFX supervisor Patrick Ledda shared, “I would say that in terms of research and development, our main achievement was the development of high-resolution skin deformer to allow us to simulate every single skin wrinkle and shun away from traditional displacement maps. This allowed us to dynamically simulate skin wrinkles and change their appearance as the elephant’s move.”

Shedding light on the VFX techniques deployed to created our beloved pokemons, Pokémon: Detective Pikachu VFX supervisors Pete Dionne noted, “On set, we had multiple Pikachu puppets and stuffies available to support the performance of the actors, as well as for integration reference for our lighters and compositors back at the studio. Typically, we would shoot with a practical puppeteered Pikachu in the shot for the first few takes of a scene, as the cast and crew develop a feel for the performance, action, and composition. Once everyone was comfortable, we would remove the puppeteer and puppet for the remaining takes, and shoot it clean, using various markers for maintaining eyelines as necessary. Once we were ready to move on, we would shoot a final pass of a clean plate without any actors in it and we would shoot chrome and grey spheres as well as 360 degree HDRI photography for reference of the scene lighting, as well as shoot an actual furried and painted latex stuffy we made of key Pokémon, for explicit reference of how our CG characters should appear in the scene. It was an exhaustive process, but it allowed us to really capture the nuance required to integrate these creatures into reality.”

Out of all the animated giants that were lucky enough to be reincarnated in CG, the most notable one was the oscar-nominated Lion King. Deploying revolutionary technologies like virtual production and game engine, the creative team allowed director Jon Favreau to watch the photorealistic giant before even making it.


Space Movies

First Man


The VFX landscape was expanded beyond the stratosphere as filmmakers depicted stories set in the intergalactic space. While the Star Wars Universe was magnificently concluded with the rise of the Skywalker; deploying the best of VFX imageries, Ad-Astra’s visual-style leaned towards realism over fantasy.

Speaking about the amount of research that was carried out to portray the depth of the project, MPC compositing supervisor Eric Andrusyszyn, shared, “A lot of research was involved. The CG departments looked into how metals corrode in space, re-entry methods, how atmospheric wear and tear affects ships on take-off and landing. It was an area that we didn’t have much knowledge — the more we knew, the more we could apply. For compositing, I spent a lot of my initial hours studying a variety of space photography. NASA’s online image database was a huge resource for me personally. This especially included the various images of moonwalks where I spent time studying specular details and how light reacts to the lens of a camera in that type of environment.”

Indian cinema too followed suit with its hindi space movie Mission Mangal that depicted India’s first exploratory mission focused on the red planet.

Reflecting on the movie’s VFX aspect, Famulus Media and entertainment COO and Founder Suchit Mukherjee shared, “
We were very keen from day one as we were lucky that we got the film because nobody has done that here so far. This kind of a movie has never been made in bollywood. And we knew the challenges that lay ahead but we did a lot of work in terms of providing high-end CGI ……”

Machine Learning

Adobe and Autodesk both announced machine-learning features in their products, and Foundry announced the open-sourcing of our deep learning platform, ML Server. Pushing the envelope. Digital Domain relied on machine learning to create the CG Character of Thanos from Avengers Franchise.

Making massive inroads in catalyising the processes, machine learning is touted to be a huge disrupter in the VFX sphere of filmmaking which is eventually going to not only automate processes once streamlined in the studio pipelines but also a recaliberated approach to enter the granularities like hair systems, muscle movements and other nuances of characters.

Digital Humans

Capping the uncanny valley was a main aim in 2019 for visual effects companies in regards to digital humans and AI techniques in general. The goal of making digital humans more life-like—to the point where they’re indistinguishable from the real thing is progressively being realised. In the movie Blade runner 2049, MPC had successfully created a body double of the character of Rachel which had become the benchmark for future projects. Technicolor India head Biren Ghose shared, “they couldn’t find a match for casting Rachel, So neck upwards, Rachel is not real. and this really shows you where the state of the art is.”

2019 saw the battle angel Alita brought to life with the performance capture of actor Rosa Salazar through Weta Digital’s well-developed pipeline. They gorgeously fused the keyframe animation with motion capture to create the final imagery. While the cyborg character is not strictly intended to be tellurian, the character betrays tremendous human-like features as a photorealistic digital character. Especially going by Weta Digital’s recent visual effects work on Gemini Man, where Will Smith was digitally recreated by the VFX studio to hearken back to his Fresh Prince days, one can really measure the level of sophistication in De-aging techniques.

Overcoming the uncanny valley by making man and machine as though they were cut from the same cloth through a rigorously complex process, Weta Digital’s 23 year old digital double, dubbed ‘Junior’ by VFX  artists turned out to be astonishingly convincing right from facial muscles down to breathing and facial expressions.

Deep-fake technology has long been the lightning rod owing to its possible misuse and easy availability. The same technology came under fire during elections given the implications of fakery in the 2020 US elections and more. If anyone can be recreated, and be made to say and do anything by the creator, many intellectuals have issues their concerns over whether or not such technology should be easily available? Correspondingly, we do have identification software that can immediately allow us to identify imposters.

VFX under social media scrutiny

Sonic

While Sonic’s CG remake came under fire for not resembling the original blue critter that had captured imaginations in the times before, Original broadway classic CATS’ cinematic treatment drew flak from the netizens. In both the scenarios, grievances from the internet were addressed where netizens spurred on the filmmakers to rework on their projects.

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Ryan Reynolds returns with the Christmas sweater

Ryan Reynolds of Detective Pikachu and Deadpool and his Maximum Effort banner have teamed up with Rooster Teeth for a new animated holiday short, The Sweater Returns.

The fun and festive project will see Reynolds wearing the colourful Tipsy Elves piece in an fundraising ad for the SickKids Foundation, and it also makes an appearance in an animated promotional video for the non-profit group. Reynolds has pledged to match all donations made to the foundation, Help Ryan Help SickKids by 24 December midnight, up to an amount of $100,000.

The Sweater Returns is directed by Jordan Cwierz, written by Burnie Burns and Cwiernz and executive produced by Reynolds. The short features the song They Don’t Know performed by Tracey Ullman.

Based in Toronto, SickKids works to extend its excellent standards of health care to children around the world, support research into disease and congenital childhood conditions, and enrich the compassionate care that is essential to the lifelong well-being of children and their families. SickKids Foundation operations the Hospital for Sick Children.

 

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