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Report: UK dev Sumo Digital is preparing to go public

LittleBigPlanet 3, Snake Pass, and Crackdown 3 developer Sumo Digital is preparing to go public in an IPO (initial public offering) worth nearly $200 million.

As reported by The Times, the developer-publisher is getting ready for a ‘£150 million ($198 million) float,’ with sources claiming Zeus Capital has been hired to advise on a listing in London. 

If the IPO goes ahead, co-founders Carl Cavers and Paul Porter will apparently retain sizeable minority stakes in the studio. 

Sumo was founded in 2003 and is currently headquartered in Sheffield. The company runs three development studios: Sumo Digital Nottingham and Sumo Digital Sheffield in the UK, and Sumo Digital Pune in India.

The firm creates and publishes games for most platforms, and has worked on major franchises including Forza, Dead Space, Hitman, and Disney Infinity.

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A New Pokémon Ultra Sun and Ultra Moon Trailer Arrives, Along With Famitsu Details

It’s not long now until Pokémon Ultra Sun and Ultra Moon arrive in store; they’re all set to be big hits for the 3DS; for those fully invested in the latest generation they’ll be tough to ignore.

The Pokémon Company has now released a localised version of a story trailer that made its debut in Japan a few weeks ago – it sets up a fairly dramatic storyline.

In addition early details have supposedly leaked from the next Famitsu magazine, so potential spoilers ahead.

With that warning out of the way, below is a summary on the apparent revelations from our chums at Serebii.

It confirms that the game is further detailed than people believe, with there being further post-game story content than before, saying it is far more in-depth than Pokémon Platinum and that the story is twice that of Pokémon Sun & Moon’s. It also states that catching and training Pokémon will have elements to make it easier to obtain compared to Sun & Moon. It also confirms that you will encounter various Legendary Pokémon through the Ultra Wormholes when you travel through portals on Solgaleo & Lunala, including Legendary Pokémon, noting the possibility of Mewtwo.

Are you excited about Pokémon Ultra Sun and Ultra Moon heading to 3DS? What do you think of information suggesting that there’ll be a lot of new story to explore? Let us know in the comments.

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Blog: Bringing Galaxy on Fire to Vulkan – Part 4

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


Written by Max Röhrbein-Kling and Johannes Kuhlmann

Having frequently posted here on Gamasutra over the past couple of weeks, we have now reached part four of our series of blogs about our experience with bringing Galaxy on Fire 3 – Manticore to Vulkan.

Our posts follow this structure:

  1. Introduction and Fundamentals
  2. Handling Resources and Assets
  3. What We have Learned
  4. Vulkan on Android (this post)
  5. Stats & Summary

In case you have not read our previous posts yet, here is our disclaimer once more: When we started working on the Android version of our game we decided to use Vulkan for rendering (there is also an OpenGL ES version, but that is not of interest here). This series is about our own experiences with implementing a Vulkan renderer and getting it to work on different devices, in particular on Android devices. So, we are mainly going to talk about the interesting aspects of our implementation and then dive into what we learned along the way.

First and foremost, the focus of our Vulkan renderer was to ship a game. That means it is more pragmatic than perfect and we have mainly done what has worked for us. We are not using any fancy stuff like custom allocators, parallel command generation, reusing command buffers, etc., etc. We do believe, though, that our implementation is still reasonably versatile and well done.

This fourth post covers the problems we encountered that are specific to Vulkan on Android.

Vulkan on Android 6

While proper Vulkan support was only added in Android 7 (or Android N, or Nougat, or API level 24), there are a few devices out there that already had Vulkan support on Android 6 (or Android M, or Marshmallow, or API level 23). Some of these devices are, for example, the Samsung Galaxy S7 (Edge) and Nvidia Shield Tablet.

It is possible to support such devices with a bit of extra effort. The problem is that you cannot depend on the Vulkan header and library being part of the Android SDK/NDK. Instead, you have to provide your own header file and load the library dynamically at runtime. Google’s Vulkan samples have a convenient wrapper for this that spares you all the typing.

Note, however, that just because a given device can support Vulkan on Android 6, that does not mean all devices of that type support Vulkan on Android 6. The Vulkan support can vary with minor updates and even the extend of the support may vary. For example, we have found one implementation reporting its API version as being 0.0.1 and not supporting the swapchain extension or validation layers at all. Another device told us it did not want to work with us by reporting the VK_ERROR_INCOMPATIBLE_DRIVER error.

So, make sure to check that the Vulkan implementation that a device provides is actually one you can work with and that it supports all the features you need. Otherwise, fail gracefully.

Lifecycle Concerns

A challenge that is rather unique to Android is that you have to handle the case when your application is sent to the background. The player can pause and resume the application at pretty much any time by pressing the home button, for example. You have to handle this on the CPU side in order to not eat up all CPU cycles in the background. This would annoy the user by slowing down the phone and draining the battery.

Unfortunately, we could not find any documentation on what you have to do for Vulkan when this happens. Therefore, we had to figure this out ourselves by experimenting. We already knew that with OpenGL ES you have to be careful to not destroy your complete context (which means you will have to recreate all your textures and buffers, and so on). If you are careful, you can get away with only having your surface destroyed and recreated.

It is actually the same case with Vulkan. When the application is paused, your surface is destroyed. When it is resumed, you get a new surface which you will have to render into from then on. This is all a bit tricky as you have to be careful with synchronization and timing. Do not destroy the surface while still rendering into it, for example.

Destroying and recreating the surface also means that you will have to recreate your swapchain and its framebuffers. When all of that is done, you should have a smooth and quick pause and resume cycle.

Note, however, that you cannot pass in the old swapchain into vkCreateSwapchainKHR(). You have to destroy it independently and create a completely new one. We assume this is due to the old swapchain already being invalid because the surface was destroyed.

Debugging Tools

We started with implementing the Vulkan renderer on Windows. There, RenderDoc had our back when our rendered frames looked wrong and the validation layers did not provide enough insights.

For Android development, there are various tools aiming to satisfy your Vulkan debugging needs. RenderDoc also supports capturing from an Android app. But it is harder to set up. The major GPU vendors also provide their own tools:

Google is currently working on extracting the graphics debugger from Android Studio into a standalone tool.

Sadly, when we really wanted a frame capture, it almost always was on a device where the validation layers were not working. And all of the tools we tried require you to load a special validation layer for the capture. As a result, none of these tools provided a great deal of help. We therefore either tried to reproduce the problem on Windows or took a more manual approach by selectively disabling certain kinds of draw calls to track down the problem.

Conclusion

Implementing a Vulkan renderer is already a complex undertaking in itself. But from our point view, there are even more pitfalls on Android. This is mainly caused by two factors: First, the absence of simple-to-use tools. And second, the presence of additional difficulties such as the application lifecycle and different versions of Android.

Interestingly, different GPUs from the same vendor often have the same manifestations of bugs. So, if you want to reproduce a problem, make sure to use a device with the exact same GPU or at least with one from the same vendor. This can be difficult in some cases as, for example, Samsung likes to ship different GPUs in different regions of the world.

In the next (and final) post, we will talk about select statistics and numbers that we collected from our Vulkan implementation.

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Chinese firm buys 20% stake in Halo 4 co-developer Certain Affinity

Chinese firm Leyou Technologies has acquired a 20 percent stake in Austin-based developer Certain Affinity for $10 million. 

Established by a group of former Bungie employees back in 2006, Certain Affinity has co-developed a number of popular titles including Halo 4, Call of Duty: Black Ops, and Doom. 

Leyou was at one time best known as a poultry supplier, but recently made inroads into the games industry after acquiring Dirty Bomb creator Splash Damage and Warframe developer Digital Extremes

The chicken peddler turned games mogul now hopes to work with Certain Affinity to create an “ambitious and exciting” new title. 

As part of the agreement, Leyou also has the option to snap up Certain Affinity’s remaining shares in 2021 for a valuation based on an agreed formula. If that deal goes ahead, it could cost Leyou up to $150 million. 

“With its proven track record producing high-quality video games, Certain Affinity possesses the technical capability and talent to create highly successful titles, which in turn will assist Leyou in further diversifying its video game portfolio and enhancing its revenue streams,” said Leyou CEO, Alex Xu.

“This strategic investment into Certain Affinity is consistent with the growth strategy of our company as we continue to look for opportunities to invest and increase our market share in the video gaming industry.”

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NSFW: Wolfenstein II’s Launch Trailer Shows The Many Ways To Skin A Nazi

Wolfenstein II: The New Colossus doesn’t launch on Switch until 2018, but that doesn’t mean we can’t get all excited by the game’s launch trailer, which has been published today to build hype ahead of release on other systems on October 27th.

The trailer – which contains plenty of bad language, gore and violence, as you might imagine (consider yourselves warned) – showcases the many ways in which you can dish out death and punishment to your Nazi oppressors.

We don’t expect the Switch version to look quite as sharp as that footage, but given how promisingly DOOM is shaping up, we should hopefully be in for a treat by the time it arrives on Nintendo’s system early next year.

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Video: The Fire Emblem Warriors Launch Trailer Sets the Scene for Dramatic Battles

Fire Emblem Warriors is now just days away, the latest Musou / Nintendo crossover after a couple of iterations for Hyrule Warriors. It’s a title that impressed us in our preview, and our full review will be dropping once the embargo ends.

With the title just days away Nintendo has now published a launch trailer; it gives an insight into the way Fire Emblem strategies are fused with the frantic combat, and gets rather intense as it hypes up the scale of the story and its battles.

Check it out below.

With release all set for 20th October, are you planning to pick this up on Switch or New 3DS?

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Deals: Gear Up With Xenoblade Chronicles 2 Collector’s Edition And Pro Controller

One of the games wthat we are really looking forward to on the Switch this year is of course Xenoblade Chronicles 2, which isn’t all that far away now. Roll on 1st December.

The Nintendo UK Store has recently listed two different versions of the game for fans, along with a tempting limited edition Pro Controller. As always it’s worth getting in early to secure these as they do appear to actually be quite limited in supply.

The “Fan Pack” includes a lovely A2 sized poster and a pin badge along with the game; it’s not much of a price bump at £49.99. Of course hardcore Xenoblade fans will want to grab the “Collector’s Edition”, which bundles the game with a steelbook case, soundtrack CD and a 200 page art book for £79.99.

And what can we say about this Xenoblade Chronicles 2 themed Pro Controller? It is certainly quite eye-catching, but it might not appeal to everyone…

Please note that some of the links below are affiliate links. If you click them and make a purchase we may receive a small percentage of the sale which helps support the site. Please read our FTC Disclosure for more information.

Of course if you are not bothered about all that extra gubbins you can pick up the no-thrills standard game from Amazon for less, with the usual small discount for Prime members.

Also of note, in both Europe and North America you can currently get 40% off Xenoblade Chronicles 3D on the New Nintendo 3DS via My Nintendo. That’ll cost you 100 Gold Points in Europe and 120 Gold Points in North America.

Let us know if you have secured your copy of Xenoblade Chronicles 2 with a comment below!

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Pokémon GO Leak Hints At Gen 3 For Upcoming Halloween Event

It would appear that Gen 3 monsters will be unleashed as part of Pokémon GO’s upcoming Halloween event.

The evidence is two leaks, the first of which is an image found in data files for the game. A piece of artwork – presumably the loading screen art – clearly shows Gen 3 monsters Duskull, Dusknoir, Shuppet, Sableye and Banette.

The second leak is Apple’s doing; an image showing Gen 3 Pokémon – as well as a witch hat-wearing Pikachu – has been spotted on the iOS App Store. The Pikachu will presumably be a time-limited offering, as has been the case previously.

While we’ve yet to hear any official confirmation that Gen 3 is coming this Halloween, these two leaks would suggest it’s almost certainly on the cards.

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Mario + Rabbids Kingdom Battle DLC Gets Shown Off In Shiny New Trailer

Yesterday we revealed that the first main addition to Mario + Rabbids Kingdom Battle – the Ultra Challenge Pack DLC – had gone live, allowing season pass buyers to get their hands on some lovely new content. Today, Ubisoft has released a trailer for the package, giving us a quick look at these new features.

The trailer shows off its new co-op campaign (which consists of five exclusive new maps), and a glimpse of the eight ‘Ultra Hard Challenges’ that have made their way to the Secret Chapters of each world. You can check out the trailer for yourself below.

These new modes look as beautiful and fun as ever and, if you have bought (or now buy) the season pass, they should be available for you to play when you next update the game.

Have you decided to grab yourself the season pass for Mario + Rabbids Kingdom Battle?