Subscribe to GameFromScratch on YouTube Support GameFromScratch on Patreon
22. July 2019


Ubisoft, or more specifically Ubisoft Animation Studio, has just joined the Blender Foundation as a gold sponsor.  The Blender Foundation Development Fund is a way for individuals and corporations to contribute financially to the development of Blender.  Additionally, UAS will be adopting Blender 2.80 for future animation projects.

Details from the Blender news:

Today Ubisoft announced that they will join the Blender Foundation’s Development Fund as a corporate Gold member. Not only will Ubisoft help funding online support for Blender developers, Ubisoft Animation Studio – a department of Ubisoft Film and Television – will also use Blender for their productions and assign developers to contribute to Blender’s open source projects.

Pierrot Jacquet, Head of Production at Ubisoft Animation Studio says “Blender was for us an obvious choice: Its strong and engaged community paired up with the vision carried by the Blender Foundation makes it one of the most creative DCC of the market.”

“Good news keeps coming” says Blender founder and chairman Ton Roosendaal, “it’s such a miracle to witness the industry jumping on board with us! I’ve always admired Ubisoft, as one of the leading games and media producers in the world. I look forward to work with them and help them finding their ways as a contributor to our open source projects on blender.org.“

As well as from Ubisoft:

For those that may not know, Blender has been around for quite some time as open-source animation software. Why has Ubisoft chosen now to become a Corporate Gold Member?

PJ: We believe that Blender 2.8, which will be released in the coming days, is a game-changer for the CGI industry. Blender has been on Ubisoft's radar for a long time already, and in the past year, more and more of our artists have shown an interest in using it in production. The growth of our internal Blender community, as well as the innovations brought by 2.8 – e.g. a revamped UX, Grease Pencil, EEVEE real-time rendering – convinced us that this was the right time to bring support to our artists and productions that would like to add Blender to their toolkit. What better way to support that switch than donating to the Blender Foundation, so we can help Blender to continue to grow?

How does working with open-source tools balance out with in-house developed tools?

PJ: At Ubisoft Animation Studio, we will always have very specific needs, and in-house development is the most efficient way to serve these.

On the other hand, when we had our own DCC, we had to spend a significant amount of time to maintain and improve the core of the software; this was less time we could spend innovating. Working with open source solutions like Blender offers us more flexibility and frees some resources to focus on research and exploration of new ways and tools to create animated shows.

Our discussions with the Blender Foundation have shown us that our goals are aligned, making the open source collaboration the obvious choice.

The above is only a portion of the complete Ubisoft interview about their plans for using Blender and open source in the future.  If you are interested in supporting Blender, be sure to check out details on the Corporate Developer Fund available here or here (PDF).

GameDev News


21. July 2019


The cross platform open source Java based game framework libGDX just released version 1.9.10.  If you are interested in learning libGDX we have a comprehensive tutorial series available here and a video series available here.  While the tutorials are a few years old, libGDX is a mature framework that has stayed relatively stable over time, so they should still be perfectly valid.  This release updates several of the dependencies to newer versions as well as an update to the Gradle build system.

Highlight details of the release include:

  • GWT update to 2.8.2
  • MobiVM release 2.3.7
  • Lwjgl 3.2.1
  • Lots of QOL and bug fixes for GWT backend
  • Better iOS backend customization
  • PixmapPacker features like NinePatch and whitespace stripping
  • InstancedRendering support via Mesh and InstanceBufferObjects
  • SCENE2D (Standard tweaks and improvements across the board)
  • Gradle updates to latest

Full release notes and details are available here.

GameDev News


20. July 2019


Machinations.io is a fairly rare breed, a tool dedicated to game design.  Currently in a free beta, Machinations is a browser based tool for designing and simulating mechanics for gameplay.

Descriptions for the Machinations.io website FAQ:

Machinations.io is a browser-based platform to design, balance and simulate game systems. It allows you to map any game system in an interactive diagram, set parameters that define elements and the relationship between them, and visualise the way in which these systems work. Based on that, you can simulate different outcomes, plot results and balance your game economy.


If you are familiar with diagramming software like Visio or have used a mind mapping application, you have a decent understanding of Machinations.  Machinations is however one of those tools that is easier to understand when seen in action, so I would recommend watching the video below.

GameDev News Design


18. July 2019


In addition to their already released 2D Gamekit  (and the more advanced 3D Gamekit), Unity have released three new Gamekits to their Unity Learn portal.  The new gamekits include:

Each Gamekit includes a complete project downloadable from the Unity Asset store as well as a full step by step tutorial that average around 1 hour in duration.  They are designed to introduce users to Unity without requiring art or programming ability.  Each Gamekit is designed to be extended or customized by the user.  Learn more about the new gamekits in the video below.

GameDev News


15. July 2019


As part of the Unreal Megagrant Program launched to:

…support game developers, enterprise professionals, media and entertainment creators, students, educators, and tool developers doing amazing things with Unreal Engine or enhancing open-source capabilities for the 3D graphics community.

Of course “open source capabilities for the 3D graphics community” sounds like a very specific application doesn’t it?  Therefore today’s news should come as no surprise, the Blender Foundation is receiving $1.2M USD as part of the megagrant program.

Details from the Blender news page:

Epic Games, as part of the company’s $100 million Epic MegaGrants program, is awarding the Blender Foundation $1.2 million in cash to further the success of Blender, the free and open source 3D creation suite that supports the full range of tools empowering artists to create 3D graphics, animation, special effects or games.

The Epic MegaGrants initiative is designed to assist game developers, enterprise professionals, media and entertainment creators, students, educators, and tool developers doing outstanding work with Unreal Engine or enhancing open-source capabilities for the 3D graphics community.

The Epic MegaGrant will be delivered incrementally over the next three years and will contribute to Blender’s Professionalizing Blender Development Initiative.

“Having Epic Games on board is a major milestone for Blender,” said Blender Foundation founder and chairman Ton Roosendaal. “Thanks to the grant we will make a significant investment in our project organization to improve on-boarding, coordination and best practices for code quality. As a result, we expect more contributors from the industry to join our projects.”

“Open tools, libraries and platforms are critical to the future of the digital content ecosystem,” said Tim Sweeney, founder and CEO of Epic Games. “Blender is an enduring resource within the artistic community, and we aim to ensure its advancement to the benefit of all creators.”

This is actually the second time Epic Games funded Blender, with a much smaller donation back in 2014.

GameDev News


GFS On YouTube

See More Tutorials on DevGa.me!

Month List