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Using VR audio to bring a sense of scale to pint-sized puzzler Moss

Polyarc’s virtual reality puzzler Moss has been turning heads for all the right reasons.

For starters, its a game centered around an adorable swashbuckling mouse (how can’t you fall in love with that?), and it also happens to be a rich, engrossing virtual reality experience that avoids familiar pitfalls such as finicky controls and sickness-inducing scenes. 

The acclaimed title won over critics by deftly combining 1st and 3rd person gameplay to create a unique puzzle platforming experience that’s more engrossing than a game about a buccaneering marsupial has any right to be.

While it’s been pulling in the plaudits for a number of reasons, particular praise has been heaped upon the title’s clever use of three-dimensional sound alongside a captivating score, which both serve to drive the game’s narrative and imbue proceedings with a palpable sense of scale. 

Intrigued by how the Polyarc team achieved such a feat, we caught up with the studio’s audio director Stephen Hodde and the game’s composer Jason Graves to find out how they breathed life into the virtual world Moss calls home. 

Gamasutra: Did you have any expectations about how VR composition and audio would work before you started, and how did they stack up to the real thing? 

Stephen Hodde: I had an expectation that VR development was going to be vastly different from conventional games. And it is, to a degree, but it’s an additional layer of consideration, not a fundamental re-ordering of priorities. Whereas non-VR game audio is a mix between interactive and film conventions, VR sometimes requires audio to work more like hearing does in the real world. 

I’m curious to how the shift to VR affected your creative process? Did it force you to rethink or tweak your general approach? 

Stephen Hodde: Maybe it was just switching to a new medium, but there were fewer assumptions and foregone conclusions about “the right way to do things,” if that’s even real. I surveyed a handful of VR developers that I respect and there were a wide range of opinions regarding best practices, with no apparent consensus. So I adopted a mindset that I don’t know what the “right way” is, and that predisposed me to thinking about problems with the game’s needs and player experience over convention. I suppose this is not a uniquely VR state of mind.

Jason Graves: For me, Moss is actually the fourth VR game I’ve worked on. The first one in particular, Farlands, had a binaural mix for the entire score. That is, the music was composed and implemented into the game to sound 3D and spatial – coming from a set of points inside the VR world.

For this particular game, the fact that it was in VR didn’t have a whole lot of influence on the music. We all agreed from the beginning the music needed to have a more traditional role and not call too much attention to itself. The audio director, Stephen Hodde, and I worked hard to integrate the music as seamlessly as possible. We wanted it to feel like it was part of the story.

Moss isn’t a conventional VR effort in that it blends third and first-person gameplay. Was that something you had to consider when working on the score and audio? 

Stephen Hodde: Absolutely. This blend manifested in the choice of perspective and scale of the sounds. I found that the more I shifted the sound to reflect how Quill might experience it, the more I understood the stakes of the narrative and wanted to keep her safe from danger. Practically, this moved the scale of all sounds larger relative to their geometric size and they took on an emotional tone that reflected Quill’s emotional state along the journey.

Jason Graves: Most definitely. I loved the whole 1st/3rd player combination for Moss. That decision was made primarily so the player could feel a connection to Quill, Moss’ tiny mouse protagonist. It was important that she saw you as a character in the game and the music needed to emphasize that emotional connection.

 

“I adopted a mindset that I don’t know what the ‘right way’ is, and that predisposed me to thinking about problems with the game’s needs and player experience over convention.”

What was the biggest VR-related technical challenge you encountered during development?

Stephen Hodde: There is a lot of promising technology for audio that is designed to mimic hearing. Binaural rendering is perhaps the most widely talked about technology. It performs processing on sound to model how the head changes sound when it passes over your face and into your ear canal, which the brain interprets and produces more exact directionality. You’ve probably heard now of head-related transfer functions (HRTF) on a per-object basis, and some binaural technologies emulate Interaural Time Difference (ITD) or time of arrival delay between ears. Oculus, Sony, and Valve are all doing some truly amazing things in this arena. 

The challenge comes when attempting to use this technology as an effect, sparingly, and as transparently as possible. It’s not always easy using this technology side-by-side with more traditional methods of spatialization, from a user experience perspective.  

Moss is not a game that requires a lot of pinpoint accuracy when judging the origin location of a sound. However, it does require a lot of emotional, full, bright sound for its transportive effect. The processing required to make sounds more accurate (i.e. HRTF) and the pursuit of transparency are ideals totally at odds with each other. If there is some amount of real-time binaural processing to the audio signal that occurs, sometimes an essential quality of the sound is lost. So there’s a tension and a choice for each sound; how directional should it be versus how open and free of intervention. In this way, some of the old-fashioned spatialization methods are actually preferable to newer technology. 

What did you set out to achieve when you started out, and how did you know when you’d finally got there? Did the score/audio evolve much throughout the process? 

Stephen Hodde: The goal was to support the story, so we started out with a simple emotional arc that mapped to each section of the gameplay. In some instances the music helped inform emotional tone of the game, and so the team at Polyarc was listening to Jason’s work and responding to it by changing game content. There was a lot of effort to provide Jason with as much context as possible: screenshots, video captures, scripts, world building documents, concept art, and so on. 

We talked a lot at the beginning about balancing feelings of intimacy, that it’s simultaneously small and large feeling, and what that might sound like from an orchestration perspective. And then Jason just went with it. He’s such a pro and sort of a magic antenna of creativity, that he nailed it every time. If something didn’t fit like a glove, it could always be moved around to someplace else. In the end we used 100% of the music he wrote. 

“Finally getting there” was about monitoring our own reactions and getting feedback from the studio and players. For me this is mostly instinct-driven.

Jason Graves: My musical goal was the same as the developer’s goal — to make a game that would create an emotional bond between the player and Quill. The music was slightly different in the beginning but in general the scope and sound of the score remained the same.

 

“It’s really fun to feel like you’re on the front lines of a new medium, and it can be accompanied by a sense that there’s no clear way forward, which can be liberating.”

What tools and tech did you rely on? Did you have to bring some new toys into the studio to support your efforts in VR?

Stephen Hodde: We used Unreal Engine 4 and Wwise, along with Sony’s spatialization technology on PSVR. The mix you hear is predominantly 3rd order ambisonic. 

One of my favorite sounds was Quill’s heartbeat when she’s injured, which I captured using a fetal doppler monitor. That classic sonogram heartbeat sound is an inherently empathy-and protection-inducing sound.  

Jason Graves: The score for Moss was implemented in a traditionally interactive way so there was nothing new in terms of technology composing for VR. But I was able to dust off some of my favorite instruments! Many of them I’ve had for some time, thinking someday I would get the chance to use them on a project. Ukulele, hammered dulcimer and Celtic harp all came out to play for the first time, along with my accordion, acoustic guitar and percussive toys. I had the idea to use instruments that were small in size and sound to relate to Quill, especially since you experience how tiny she is in VR — she really is mouse-sized compared to you!

When it comes to audio specifically, are there any distinct pros and cons to working within the realm of VR? And do you have any advice for other budding soundsmiths who might be looking to dip their toes into the virtual reality waters? 

Stephen Hodde: Don’t let VR intimidate you. The tools have come a long way and working in Unreal Engine is quite fun and easy. Your skills will absolutely translate over. Think of it like a new game, so approach it as you would any new project and ask what it needs. It’s really fun to feel like you’re on the front lines of a new medium, and it can be accompanied by a sense that there’s no clear way forward, which can be liberating. You’re not tied down to the choices of other games. 

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Blog: Changes to the Google Play Store are putting thousands of indie devs at risk

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.


The purpose of this blog post is to drive awareness about an unprecedented change in the play store visibility algorithm.

Starting with Thursday, June 21st, hundreds of small, independent Android game developers started observing a decrease in new daily installs across their games published on the Play store. At first, it looked like a normal fluctuation, that happens now and then. By Monday morning, most of them lost from 80% to 90% of new organic traffic. They are now all in the same boat, that is about to sink.

Here’s what devs are saying:

peanutbutterlabs “We have the same story. Overall accounts was at more than 80k downloads per day. Now it’s below 5k and still getting worse day by day. I If this stays we’ll all have to let go of our teams and shutdown our companies!”

Butterbean21 “We too, have been doing apps for almost 10 years now, and spoke to another developer who has been doing apps since around 2010, and we have NEVER in the history of google play, or any appstore, seen a significant drop like this. This is not a normal downtrend in organic installs – this is a significant drop, by over 80% in many of our top performing apps, and a very scary scenario.”

Jenzo83 “This is definitely no normal fluctuation. We’ve been in the store for 4 years now. And we’ve never seen drops of 80-90% on all games at the same time. Not even close to what is happening now!”

snoutup “I’m here to get emotional support. Looks like I got it easy with “only” 70% drop in downloads, but ad-revenue from Google Play releases was my main source of income, so things are not looking good now.”

llliorrr “We have more than 30 apps and it happened(80% drop) to 28 of them and we didn’t update most of them. The rest 2 almost doubled themselves. something happens to google play.”

Whether this is a glitch in the Play store visibility algorithm or a change made on purpose by Google is yet to be seen.

Google has not made any public announcement on this issue, nor has given a clear answer to any of us through their support department.

For all the fellow developers that are facing the same issue:

– A developer group has been established on Discord at:

https://discord.gg/5Hny2Xy

– There is a thread over Unity forums about this issue, as well:

https://forum.unity.com/threads/sudden-drop-in-number-of-daily-installs-on-google-play-store.537467/

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Steam Intergalactic Summer Sale Day 8

The Steam Intergalactic Summer Sale continues! For the next seven days, take advantage of huge savings throughout our store on over ten thousand games. You can also help unlock free games by playing our Summer Saliens Game.

Today’s Featured Deals include:

Stellaris – 60% off
Steep – 70% off
Dying Light – 67% off
ELEX – 50% off
Batman Franchise – Up to 75% off
Battle Chasers Nightwar – 50% off
Bioshock Franchise – Up to 75% off
Company of Heroes Franchise – Up to 75% off
and many more

Along with the sale is the Summer Saliens Game. Team up with other Saliens to fight The Duldrumz on different planets and free the abducted games. Gain XP as you battle, level up, unlock new abilities, and win cosmetic items to deck out your Salien. Plus, get Summer Sale Trading Cards just for playing.

Choose to battle on a planet that piques your interest and you’ll automatically be entered for a chance to win one of its rewards when it’s conquered. The longer your Salien spends on a planet the higher your chances of winning! The groups with the most tiles when a planet is taken will get to plant their flag as conquerors, undoubtedly gaining Saliverse-wide fame in the process.

The Steam Intergalactic Summer Sale will run until 10 AM Pacific, July 5th. Complete information can be found HERE.

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Now Available on Steam – Next Up Hero, 25% off!

The Steam Intergalactic Summer Sale continues! For the next two days, take advantage of huge savings throughout our store on over ten thousand games. You can also help unlock free games by playing our Summer Saliens Game.

Today’s Featured Deals include:

RUST – 75% off
Slime Rancher – 40% off
Batman: The Enemy Within – 40% off
Total War Franchise – Up to 75% off
ARK: Survival Evolved – 67% off
Serious Sam Franchise – Up to 90% off
Hyper Light Drifter – 60% off
and many more!

Along with the sale is the Summer Saliens Game. Team up with other Saliens to fight The Duldrumz on different planets and free the abducted games. Gain XP as you battle, level up, unlock new abilities, and win cosmetic items to deck out your Salien. Plus, get Summer Sale Trading Cards just for playing.

Choose to battle on a planet that piques your interest and you’ll automatically be entered for a chance to win one of its rewards when it’s conquered. The longer your Salien spends on a planet the higher your chances of winning! The groups with the most tiles when a planet is taken will get to plant their flag as conquerors, undoubtedly gaining Saliverse-wide fame in the process.

The Steam Intergalactic Summer Sale will run until 10 AM Pacific, July 5th. Complete information can be found HERE.

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Fortnite Battle Royale: Tips & Tricks for Competing on Mobile

By Collin MacGregor 28 Jun 2018

Battle royale sensation Fortnite has parachuted onto mobile in all its glory. While it’s still only on iOS for the moment (Android version when?) the fact that this is the same game, pretty much feature-for-feature, on a phone is mind-boggling.

Whether you’re a victory royale veteran, or someone discovering Fortnite Battle Royale for the first time, playing on mobile is quite the unique experience. The smaller screen, reduced visuals and bespoke touch controls totally change the way you must play what is essentially a third-person shooter, and one that can get pretty intense.

If only someone could provide you with some essential Fortnite tips & tricks to help you to stay competitive on your mobile…

Controls refresher

Controls3Build mode2

Limit your long-distance fighting

This partly comes down to the current Fortnite meta across all platforms, but even more so on mobile you shouldn’t really look to be fighting at range. Even on PC/console it isn’t ideal with the power of shotguns, poor accuracy of auto rifles, and the ease of movement.

Playing on another platform you probably have at least 18 inches of screen to look at, with all those high-quality pixels allowing you to spot every bit of movement. On mobile that real-estate could shrink to something like 4 inches with an iPhone SE. That movement becomes much more difficult to spot, meaning keeping track of opponents at a distance is near impossible. The touch controls also make it much harder to hit long distance shots without a scope.

This doesn’t mean you should avoid them like the plague. Instead, prioritise SMGs, LMGs, explosives, and shotguns over precision death dealers – especially when you are just landing. If you do want to use a rifle, make sure to crouch and use the aim zoom to improve your accuracy. Additionally, don’t bother with tactics such as shotgun weapon swapping until you get comfortable with the controls. The icons are quite small and it’s easy to mistap on the wrong gun.

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Be Aggressive

If you want to survive longer than a minute, you’ll need to start getting into firefights with other players. Typically, Fortnite’s building and plethora of ranged weapons allows users to stay back and pick off foes. However, since aiming on a mobile device is tricky the best option is force enemies to fight on your terms. Get in players faces when the bullets start flying and make them panic as you shoot them.

Moving is not nearly as fluid, so you can fluster you foes by destroying their cover and pressuring them with a hail of bullets. Weapons like C4, minigun, LMG, and even basic grenades are fantastic for forcing opponents out of position. Try to use the environment to break line of sight with your foes, especially if you can get the drop on them. Since rotating the camera can be a bit awkward, it’s not as common for someone to check behind them. Use this to your advantage and strike when they don’t have time to react.

Don’t be afraid to build

Building is key to success in Fortnite allowing you to travel across terrain quickly, get the drop on opponents and keep you safe when caught out. The touch controls on the mobile version are a little trickier than other versions since you have to move your hand away moving and/or shooting to select your building type, once you get some practise it becomes easier.

We have seen so many people on iOS only servers not build anything when they really should, and it almost always results in an early death. Assembling cover can be tricky at first, so accept that you may die in the early hours while learning the new control scheme. If you’re coming over from PC or console don’t expect to quickly assemble the elaborate structures. Swapping between materials and parts takes more time, so focus on constructing simple pieces of cover.

The basic three walls and a single ramp will offer decent protection and simultaneously give you a height advantage. Traps are also quite potent since navigating your character can be a bit awkward and it’s easy to accidentally stumble into one. Always practice your building because it can and will make the difference between a victory or the defeat screen. 

Fortnitemobilebuild

Moving Will Be Awkward At First

As mentioned above, real estate on your screen is at a premium on mobile, as those big ol’ thumbs will take up a lot of room. The positioning of your digits usually means you won’t miss too much, but there is always a chance some loot or even an enemy, manages to go undetected thanks to being covered up. There’s also a chance that you’ll accidentally tap the jump or crouch button. Because of this, it’s absolutely vital that you keep your right thumb in the lower corner of the screen. You can still tap the screen and quickly access your weapons without the risk of hitting another icon.

Remember, double tapping the virtual joystick used to move around will keep your character running forward until you take back control. This frees up screen space to use for scouting the area, and you can still move around by changing your camera angle to turn. Of course, once a fight breaks out you’ll need to take back control right away: strafing, jumping and climbing all needs extra precision that simple running doesn’t.

FortniteSound

There may be visual clues, but still play with sound where possible

The most obvious new addition to the mobile version is visual indicators for footsteps, gunshots and chests, as well a direction indicator. It’s a wonderfully clear and obvious addition to the UI, and boy is it useful. Being able to know exactly the direction footsteps are coming from allows you to instantly target whoever is around the corner. It also allows you to plant those traps in places you know they will be.

That doesn’t mean sound isn’t useful though. It can help identify what specific weapon or weapon class is being shot, and other subtler clues that a simple UI tweak can’t provide. Obviously don’t be that person with sound coming out of the speakers in public, but in private/with headphones having sound will give an edge.

Do you have any tips or tricks of your own you want to share? Post them in the comments below!

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Review: Six Ages: Ride Like The Wind

Strategy and story have never been the happiest bedfellows. One benefits from obscurity, from twists and mysteries that propel you forward into the unknown. The other needs as much transparency as possible, so you can understand the effects of your actions and improve your plans. To service these requirements, stories have always had to emerge from strategy, not the other way around.

Six Ages: Ride like the Wind wants to set that straight. It wants to tell you a tale of gods and humans, of mysteries and the mundane while still taxing your tactics. It’s a bold goal and, while it doesn’t always work, the narratives that it weaves are unlike anything else in gaming. Except, perhaps, its predecessor. Almost 19 years in the making, this is the sequel to a very special game from 1999, King of Dragon Pass.

SixAgesRev4

What’s partly responsible for the success of both games is their bizarre setting, Glorantha. It’s a fantasy world like no other, developed in depth from academic theories of anthropology and cultural studies. You command a clan of horse-riding barbarians in the game, but your encounters are often bizarre beyond expectations. Dwarves of literal stone, dark-dwelling Trolls who judge others by their flavour, bubbling freaks of chaos and more besides. And each with their own extensive culture and mythology.

Set during Glorantha’s early ‘Storm Age’ of warring gods, your goal is to guide your clan to wealth and prosperity. Through a series of screens and menus, you must direct the work and wealth of your clan. There must be farmers for the fields, warriors to protect them or raid enemies, shrines to please the gods and diplomacy and trade with other clans. As the game progresses you will become engaged with the greater events of the age. But at the start, mere survival is challenging enough.

SixAgesRev3

On most screens you can ask your circle of clan elders for advice on what to do, although they often give conflicting opinions. You’ll choose to do something for that season: explore new lands, perhaps, or sacrifice to the spirits to learn lore. Sometimes the result is immediate, sometimes it may take several more seasons to resolve. 

Either way, it’s never quite clear why things work out the way they do. As you play, you’ll begin to intuit how things happen behind the scenes, but it’s a hard slog. And when you’re staring down disasters like a catastrophic raid or a demoralised clan, it’s frustrating not to know what choices will improve things. It does, however, result in a far more compelling narrative. One which encompasses failure as well as success, misery as well as triumph. There’s even a ‘Saga’ screen where you can view the ongoing tale of your barbarians in exquisite detail.

To flesh out this thin strategic skeleton, many seasons also see a random event. These help you learn more about Glorantha’s rich and detailed world as well as adding to the story. Mostly it’s a bunch of text and a series of options. Again, your elders will advise you if you want them. Again, intuition and your knowledge of the setting play a role but picking options can be a crapshoot.

SixAgesRev1

Sometimes an event takes you through a series of choices before resolving. Sometimes, it will set in motion a chain of further events that will take years to play out. If your lunatic trickster-shaman decides to kidnap a member of a rival clan, your reaction will impact relations with them for the whole game. Taking in refugees from a mysterious culture causes their presence to bubble up in events from time to time, impacting your clan in various ways.

This essentially is the template for the entire game. There’s a battle system, but it’s similarly driven by narrative rather than clear strategy. Even then, unexpected events like the sudden arrival of a group of allies can throw things off the rails. Everything catches the player between the rock of opaque mechanics and the hard place of wonderful storytelling. It’s a wonderful place to be, if you can stomach the spirals and corkscrews of the ride. 

SixAgesRev2

There’s no better illustration of this than Hero Quests. These are ritual re-enactments of myths from the time of the gods. It’s important for your religion to attempt one every few years, and the rewards can be colossal. But to succeed, you need to sacrifice to find the missing pieces of lore, and then literally, as a player, learn it. Your choices on the quest must be close to those of the god if you want the best benefits. 

Some strategy gamers will find this kind of forced immersion awful, others will lap it up. Fans of the original will already be familiar with it. They’ll discover a smoother interface and a new setting in a new culture. Forgoing the traditional control and power fantasies of strategic empire-building is a hard habit to give up. But for those that can make the sacrifice, Six Ages holds a wealth of wonders few other games can match.

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Now Available on Steam – Next Up Hero

The Steam Intergalactic Summer Sale continues! For the next eight days, take advantage of huge savings throughout our store on over ten thousand games. You can also help unlock free games by playing our Summer Saliens Game.

Today’s Featured Deals include:

Assassin’s Creed Franchise – Up to 66% off
They Are Billions – 20% off
Hollow Knight – 34% off
Euro Truck Simulator 2 – 75% off
Counter-Strike: Global Offensive – 50% off
Romance of the Three Kingdoms XIII – 40% off
Watch_Dogs Franchise – 67% off
Age of Wonders Franchise – Up to 75% off
and many more

Along with the sale is the Summer Saliens Game. Team up with other Saliens to fight The Duldrumz on different planets and free the abducted games. Gain XP as you battle, level up, unlock new abilities, and win cosmetic items to deck out your Salien. Plus, get Summer Sale Trading Cards just for playing.

Choose to battle on a planet that piques your interest and you’ll automatically be entered for a chance to win one of its rewards when it’s conquered. The longer your Salien spends on a planet the higher your chances of winning! The groups with the most tiles when a planet is taken will get to plant their flag as conquerors, undoubtedly gaining Saliverse-wide fame in the process.

The Steam Intergalactic Summer Sale will run until 10 AM Pacific, July 5th. Complete information can be found HERE.

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The YO-KAI WATCH series is back with two new co-op action games

The YO-KAI WATCH series is back with two new co-op action games

On Sept. 7, two new games in the YO-KAI WATCH series are coming to the Nintendo 3DS family of systems. And these new YO-KAI WATCH games are unlike anything the series has seen before!

In the YO-KAI WATCH BLASTERS: Red Cat Corps and YO-KAI WATCH BLASTERS: White Dog Squad games, team up with up to three other friends either locally* or online to fight towering Big Bosses, using skills and powerful Soultimate Moves. While previous YO-KAI WATCH games focused on turn-based battles, YO-KAI WATCH BLASTERS drops you into real-time skirmishes in the first ever action-RPG for the series. During these battles, you directly control your Yo-kai as you strategize with different skills and equipment to defeat huge bosses. By taking on various fast-paced missions, you will embark on a journey to meet, befriend and battle more than 400 new and returning Yo-kai.

Training Yo-kai will also affect your team’s strength in battle. By training, you can create items and equipment to use on your personal Yo-kai team! By completing missions, more powerful and useful items can be earned.

Each of the two versions of the game contains different Yo-kai, missions and bosses. By trading between the two, you can collect all the Yo-kai! And by linking save data from the YO-KAI WATCH 2: Bony Spirits, YO-KAI WATCH 2: Fleshy Souls or YO-KAI WATCH 2: Psychic Specters games, you can get one of three special Yo-kai to take into battle.

To keep the action and content going, a free post-launch update to the game will add additional side stories, Yo-kai, bosses and missions.

YO-KAI WATCH BLASTERS: Red Cat Corps and YO-KAI WATCH BLASTERS: White Dog Squad launch exclusively for the Nintendo 3DS family of systems on Sept. 7 at a suggested retail price of $39.99 each. Which version will you choose?


Comic Mischief
Fantasy Violence

*Additional games and systems are required for multiplayer mode and are sold separately.

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Corsair acquires streaming accessory company Elgato Gaming

Newsbrief: Elgato Gaming, a company widely known for creating hardware and accessories used for live streaming, has been acquired by the PC component manufacturer Corsair for an undisclosed sum. 

Corsair already angles much of its business toward serving the hardware needs of esports and video game communities, but the purchase of Elgato Gaming goes to show the company’s growing attention toward live streaming.

Elgato Gaming itself was once synonymous with streaming thanks to its early capture card tech and the company has since expanded to offer accessories like PC camera adapters, a collapsible green screen setup, and a customizable stream deck panel.

The deal covers Elgato’s game-specific business only, and the company’s other branch for connected home tech will remain independent under the name Eve Systems going forward.