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  Unity Launch Unity Learn Premium
Posted by: xSicKxBot - 06-28-2019, 08:39 AM - Forum: Game Development - No Replies

Unity Launch Unity Learn Premium

Back in April Unity launched Unity Learn, a completely free online learning portal for learning various aspects of using the Unity game engine.  Today they have announced Unity Premium, a paid expansion of Unity learn.  Unity Learn Premium costs 15$ a month, and is included in current Unity Pro subscriptions.  There is a 30 day free trial available.

Details of Unity Learn Premium from the Unity blog:

We believe that everyone should have access to high-quality, free learning resources for Unity, and we will continue to add to and maintain the free courses, projects, and tutorials on Unity Learn. More in-depth and advanced resources for serious hobbyists and professionals who want to specialize in an industry or get direct guidance will be available through Unity Learn Premium.

If you have a Unity Plus or Unity Pro license, you can access Unity Learn Premium for free with your current subscription. Just log in with your Unity ID and go to Unity Learn Premium to start learning!

Otherwise, you can try Unity Learn Premium for 30 days, free. After that, you can continue accessing all the great resources and interactive learning on Unity Learn Premium for $15 a month. 

In addition to content from Unity, Learn Premium also includes courses from partners such as Udemy and Pluralsight.  They are also offering bi-weekly online interactive sessions as well as Streaming Labs, quick start courses in a web hosted Unity Editor.

Check out the contents of Unity Premium in the video below.

GameDev News


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  PC - F1 2019
Posted by: xSicKxBot - 06-28-2019, 02:32 AM - Forum: New Game Releases - No Replies

F1 2019



The official videogame of the 2019 FIA Formula One World Championship, F1 2019 challenges you to Defeat your Rivals in the most ambitious F1 game in Codemasters' history. The game is released a full two months earlier during the Formula 1 myWorld Grosser Preis von Osterreich 2019 weekend and, unlike previous iterations, ahead of the British, German and Hungarian races.

F1 2019 features all the official teams, drivers and all 21 circuits from the 2019 season. This year sees the inclusion of F2 with players being able to complete the 2018 season with the likes of George Russell, Lando Norris and Alexander Albon. The 2019 F2 season content will be made available as a free digital update during the season.

Having established itself as one of the highest rated racing franchises of all time, F1 2019 builds on the success of previous iterations and delivers an experience that rivals the quality and production values of its real-life race counterpart. With greater emphasis on graphical fidelity, the environments have been significantly enhanced, and the tracks come to life like never before. Night races have been completely overhauled creating vastly improved levels of realism and the upgraded F1 broadcast sound and visuals add further realism to all aspects of the race weekend.

Publisher: Codemasters

Release Date: Jun 27, 2019

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  News - Pokemon Masters Release Date Window Revealed--And It's Soon
Posted by: xSicKxBot - 06-28-2019, 02:32 AM - Forum: Lounge - No Replies

Pokemon Masters Release Date Window Revealed--And It's Soon

Pokemon Sword and Shield might be launching for Nintendo Switch in November, but there'll be another new Pokemon game coming before then. Pokemon Masters, which was announced just ahead of E3, is a new title coming to iOS and Android, and we now know it will launch in "Summer 2019." You can watch a new trailer below.

The Pokemon Company shared more details about the upcoming game in a recent livestream, which you can re-watch below; it's just over eight minutes long. The game appears to be a battle-focused, story-driven title in which your Pokemon are pitted against famous trainers from previous games in the series. It will be "free-to-start with purchasable items," though which items will be purchasable was not elaborated on.

The game takes place in a new region, an island named Pasio. You'll embark on an adventure in a similar vein to those seen in mainline games, traveling the region to collect gym badges. However, rather than controlling one trainer, you'll take charge of three, each with their own Pokemon partner. You'll control these "sync pairs," as they're called, in three-on-three battles against AI opponents throughout the story.

Contrary to the turn-based mainline games, Masters' three-on-three battle system works in real-time using a move gauge that fills up over the course of the battle and is depleted when you fight. In another Pokemon first, trainers also have moves in Masters: "Trainers provide support in battle by using moves that heal Pokemon or raise their stats," said the game's producer, Yu Sasaki.

No Caption Provided
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Masters is being developed DeNA, which previously made Animal Crossing: Pocket Camp, Super Mario Run, Fire Emblem Heroes, and Miitomo. The Pokemon Company will publish the title, which will come to the App Store and Google Play this summer.

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  News - God Of War Reboot Considered Dropping Kratos For Being "Annoying"
Posted by: xSicKxBot - 06-27-2019, 08:08 PM - Forum: Lounge - No Replies

God Of War Reboot Considered Dropping Kratos For Being "Annoying"

The God of War reboot for PlayStation nearly cut Atreus, and now game director has confirmed that there were discussions about doing away with the main hero as well. In an appearance at Gamelab in Spain this week, Barlog said people were telling him that Kratos had to go.

"Early in discussion, people were saying we had to get rid of Kratos," Barlog said, as reported by Eurogamer. "It was like, 'He's annoying, he's done.'"

Barlog went on to say that Kratos was purposefully designed at the start of the series to be unlikeable. Some people on the team thought it was time for him to go, Barlog said. Developers suggested they create a new protagonist.

In the end, Barlog got his way in part because he came up with a story about Kratos' evolution and rescuing himself from his dark desires.

Kratos does star in the new God of War for PS4, and his relationship with Atreus was among the most meaningful and interesting elements of the title. "It took a lot of convincing to make them think it was a good idea," Barlog said about bringing Kratos back.

As we already knew, some people at Sony Santa Monica also wanted to cut Atreus as well. Barlog said it came down to budget concerns, with animators and programmers finding it difficult to "make sense of" Atreus' part in the story, according to Eurogamer. Barlog said he went as far as to write another story without Atreus "as a back-up."

God of War launched in April 2018 and it was a smashing success; by Sony's latest count, it has sold more than 10 million copies. Despite its massive success, there are no expansions coming.

For more on God of War, you can check out the GameSpot Audio Logs episode where Barlog breaks down one of the most impactful scenes that almost didn't happen. Check it out in the video embed above.

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  News - Weekly Famitsu Drops The 3DS From Its Release Schedule Section
Posted by: xSicKxBot - 06-27-2019, 08:08 PM - Forum: Nintendo Discussion - No Replies

Weekly Famitsu Drops The 3DS From Its Release Schedule Section

Bye-bye 3DS

One noticeable difference at this year’s E3 was the absence of the 3DS. Although the five-in-one Atooi Collection was announced for the platform during the Limited Run presentation, Nintendo did not showcase any new games for its 3D device.

If it wasn’t already evident the handheld system has come to the end of its life, Japan’s Weekly Famitsu magazine has now removed the 3DS release schedule from its pages. This happened in issue no. 1595 and follows on from the cancellation of Mixi’s Mobile Ball last week.

During a phone interview with TIME at E3 2019, Nintendo of America president Doug Bowser said the company had “no games to announce” for 3DS because the focus was on the Switch. In saying this, as long as there’s consumer demand, Nintendo will supposedly continue to support the system.

Nintendo’s Bill Trinen added to this during a chat with GameXplain, saying how the portable unit was “still an important device” for the company, but there were no current plans to announce additional games for it.


Have you moved on from the 3DS yet? Leave a comment below.

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  Microsoft - How AI could boost GDP and help reduce greenhouse gas emissions
Posted by: xSicKxBot - 06-27-2019, 08:08 PM - Forum: Windows - No Replies

How AI could boost GDP and help reduce greenhouse gas emissions

The application of AI technologies in four areas – agriculture, water, energy and transport – have the potential to increase global GDP by up to $5.2 trillion by 2030, according to a new report from Microsoft and Pricewaterhouse Coopers. That is an increase of 4.4% in global GDP over the next 11 years, relative to business as usual.

At the same time, these technologies could reduce global greenhouse gas emissions by up to 4%. That is equivalent to the predicted 2030 annual emissions of Australia, Canada and Japan combined.

This map shows where those changes could occur.

Summary of regional GDP and GHG impacts relative to the baseline by 2030 in the “Expansion” Scenario

Europe could see the greatest rise in GDP – an increase of 5.4%, while the United States could see the greatest fall in greenhouse gas emissions – a drop of 6.1%.

The report also predicts that, without addressing some of the blockers to technology and AI adoption and readiness, the impact of AI will be felt less in some parts of the world. If progress is made on those blockers, however, these regions could benefit greatly from low-carbon, sustainable economic growth.

[Subscribe to Microsoft on the Issues for more on the topics that matter most.]

Of the four sectors detailed in the report, the impact of AI within the energy and transport sectors is predicted to contribute most to the rise in GDP and to the fall in harmful emissions. The following shows the changes forecast in each of the sectors.

Key sectoral results – impact on GDP and GHG emissions by 2030 in the “Expansion” scenario

The high potential of transformation within energy and transport sectors is due to an array of innovations, some of which are already being realized including traffic optimization systems, vehicle-sharing services, increased efficiency of renewables and the smart management of energy consumption, in two heavy-emitting industries.

For more on AI innovations at Microsoft follow @MSFTIssues on Twitter.

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  News - Spider-Man: Into The Spider-Verse Out Now On Netflix
Posted by: xSicKxBot - 06-27-2019, 01:58 PM - Forum: Lounge - No Replies

Spider-Man: Into The Spider-Verse Out Now On Netflix

While it's the Marvel Cinematic Universe that garners so much attention, one of the best Marvel movies in recent years--and arguably ever--was last year's animated film, Spider-Man: Into the Spider-Verse. Sort of like the movie itself, Into the Spider-Verse has hopped from screen to screen, delighting fans worldwide. After a strong showing during awards season and grossing $375.5 million, the Oscar-winning animated film has hopped to another screen--the home streaming screen. Ahead of the theatrical release of Spider-Man: Far From Home, Spider-Man: Into the Spider-Verse has finally landed on Netflix.

Miles Morales, a socially-awkward teenager, is the lead in Into The Spider-Verse. What starts as a narrative about love and acceptance slowly opens into grander scope as Miles is bit by a radioactive spider, granting him spider-like abilities and impressive physical prowess. The movie then transitions into an endearing story about hope and faith and confidence as an older Peter Parker involuntarily mentors the hapless teen.

Into The Spider-Verse walked away with a few trophies in hand earlier this year, winning both an Academy Award and a Golden Globe Award for Best Animated Feature, and many others. It was no surprise that producer Amy Pascal confirmed a sequel with the film's smashing success, saying her team is "definitely hard at work on the sequel." No further details were provided, including a release window, but we do know the sequel will likely contain more dimension-hopping Spideys.

In our Spider-Man: Into The Spider-Verse review, we said, "It manages to blow right past the dangers of sinking into after school special territory by believing wholeheartedly in its own message and delivering it with appropriately genuine stakes. The end result is an instant animated classic, and, with any luck, the first of many of its kind."

Netflix has a stacked month ahead. The releases for July look to fulfill a wide range of binging desires, with Cloverfield (July 1), Stranger Things 3 Season 3 (July 4), The Princess and the Frog (July 16), Inglourious Basterds (July 22), and more, all showing up for America's birthday month.

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  Mobile - A Premium Gamer’s Take on Harry Potter: Wizard’s Unite
Posted by: xSicKxBot - 06-27-2019, 01:58 PM - Forum: New Game Releases - No Replies

A Premium Gamer’s Take on Harry Potter: Wizard’s Unite

By Michael Coffer 27 Jun 2019

The Harry Potter universe has been gifted with a vast lore and sundry cast of characters. Its magical world is already half-ensconced in everyone’s hearts. So it comes as no surprise that such a beloved franchise would be reincarnated as a real-time, real-world global phenomenon in the form of Harry Potter: Wizards Unite. I’m plainly not among its intended audience, but despite this handicap, Wizards Unite already found itself a place in my daily life, which is a tough feat.

If you want some beginner tips to get you started in Wizards Unite, check out this guide!   

For the hardcore tactical crowd, real-world Harry Potter might seem at first blush to be a hard sell, yet the game is surprisingly nuanced (though not especially complicated). Basically its interlocking system of stats and ever-revolving timers mean that success pretty much requires a strategic mindset.

harry potter gameplay 1

I won’t list ad nauseum the tips and tricks to maximize your experience churn or battle effectiveness, but I will tell you that within days I felt a pure and relentless drive to gain those competitive advantages for myself. ‘Competitive’ is a relative term, of course, because in Harry Potter: Wizards Unite everything is co-operative, with the ultimate goal being to marshal each wizard’s powers to mitigate a Calamity. Retrieving ‘Foundables’ means snatching all those precious magical characters and items and rescuing them. So the while game’s co-op, though there’s plenty to do and brag about.

It has a tasteful take on timers. Namely, perhaps the most important resource of all, spell energy, does not replenish automatically. This choice seems gross, nasty, limiting, *superficially*, but the constraint is actually brilliant. It encourages thoughtful planning and means the urge to ‘always be playing’ is a little less omnipresent. You get energy from inns and occasionally other spots, so energy is regained by going out into the world. Once more unto the breach, as it were.

And these trips are quite economically packed into an ordinary day, honestly, which is another refreshing surprise. Yes, certain thresholds ought to be reached daily (*ahem daily quests*) to get the most bang for your time investment, but even in short bursts the game just flows. Though I will say that accurate spellcasting, in which the player should rapidly and precisely trace the on-screen glyph, does not go well with even a slow amble. Better spell-sketching does appear to mean marginally better experience rewards, so it’s generally worth doing well.

Magical Realism      


wizards unite 4There are a million small quirks and tricks like these, and the fun part is that they can be discovered organically through play. A good game teaches you how to learn its systems, and Wizards Unite does this through more than overly-chummy, voice-acted tutorials. Its interface is clearly delineated into the overworld and resource management portions, for example. A few quality-of-life tips. First, you probably want power saver mode, because this one is a battery guzzler. Secondly, in the interest of conserving data roaming and bypassing asset loading hiccups, go under options and download everything on a fast network.   

The Wizard Challenges are kinda like raids or perhaps dungeons, and they are such fun because of how easy it is for friends to just pop in and assist matters. Right now, there is a class system, ‘Professions’ that very roughly breaks down into the Holy MMO Trinity of DPS-Tank-Support, which is nice. It’s not Naxxramas but it is interactive and free-wheeling. 

There are hints of a larger mystery and story afoot, and I can’t say when I’ll pierce the veil, for it looks like this is the endgame content for maxed accounts. Most games like this strive to make the present status quo all-important through laser-like focus on factions and territory struggles. Wizards Unite wants its players to excavate the past. In a personal sense of the pure nostalgia trip, in a gamer sense of finding every last Foundable, and most curiously, in a plot sense by retracing the lives and tragedies of some new characters who created the present Calamity. This is Cool Stuff™, and I can only hope that player’s actions will guide how future story installments unfold.

Veritaserum with a Dash of Felix Felicis


Now, it isn’t all roses. Lest this writeup seem hyperbolic by setting a low bar, do keep in mind that this game is relentless. It follows certain evergreen rules of free-to-play. There is always something valuable to do, which in a way makes the monetisation feel less predatory, but the flipside means the whole contraption risks feeling like a magical fusion of a Skinner Box and hamster wheel. I will say that its sense of place and timing is quite gracile, and that the game is relatively low-variance. Its payouts and reward systems are fair, if only when compared to hideous cousins. And I can tell already this game has legs, so early adopters will be able to cruise through any later story or content expansions. To sum it up: the game is binge-worthy but it really isn’t binge-able.

So it’s fully intended to become part of your life, and on that front there’s naturally community, social media integration and cosmetic options. Wizards have customized wands, sure, but accessorized selfies? So be it. Still, any game that encourages meeting up with others and romping around town is going to encourage some fresh air and friendly faces, guaranteeing mild exercise of body and mind. And that’s why my impressions have been peppered with uplifting phrases and themes like ‘refreshing’ and ‘tasteful’. It’s so easy to be jaded and cynical when it comes to massive launches of blue-chip IP like this. But if you take it without preconceptions, on its own terms, the results behind this game will be gratifying. I urge one and all to try to see with fresh eyes and give it a shot.

And if Harry Potter isn’t your thing, there’s always the Minecraft one due later this year-ED.

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  News - Building interesting emergence in Dying Light 2
Posted by: xSicKxBot - 06-27-2019, 12:20 PM - Forum: Lounge - No Replies

Building interesting emergence in Dying Light 2

At last year’s E3, Techland introduced Dying Light 2 to the world with the help of a new lead writer: Chris Avellone. The former Obsidian writer was on hand to explain that not only was he working on Dying Light 2, but the game would also be adding an incredible amount of choice-based divergence.

Instead of following a linear adventure like the first game, players will be constantly making choices that will reshape the zombie-filled city they’re parkouring around in. At E3 this year, Techland showed off a demo behind closed doors that established how far these decisions will go. Small decisions can open or close quest paths in a way that will be familiar to many RPG developers, but Techland also showed off a prominent divergence that literally impacted the physical level design of Dying Light 2.

At the end of the demo, Dying Light 2 protagonist Aiden Caldwell must choose whether to open the pumps to give water to the whole city, or practice restraint and listen a the Colonel Kurtz-like NPC who has another plan for the city. It’s a (complicated) moral choice, but more importantly, it’s a decision that will impact the actual game geography.

Lower the pumps, and a new section of the city becomes available, filled with a new type of zombie. Keep the pumps raised, and the player will never see that section of the city, or those enemies, in the rest of their playthrough.

After the demo, lead game designer Tymone Smektala was on hand to chat about the game design process of Dying Light 2, and how Techland is taking inspiration from Avellone’s choice-driven storytelling to make a more emergent game experience.

What have you learned in a year as a game designer since you got to show Dying Light 2 to the world?

What I learned is how complex it is to work with narratives that are nonlinear, and with sandbox space that can have a lot of variation and variance in it. You need to support every possible combination of these too. This is really stressful, and we had to come up with some internal methodologies for how we wanted to handle this.

This is really a headache, especially if you’re doing this for the first time. But thankfully we have support from Chris Avellone, who’s basically a master of nonlinear narratives. He has been supporting us very much, first of us he shares his knowledge with us, he shares his experience with us, he helped us build the world that Dying Light 2 takes place in.

The city, the factions, the whole lore is either made by Chris himself or with support from Chris. But I think the most important thing we benefit from right now is the fact that he also as I said shared with his knowledge with his internal team of writers.

So he did a lot of nonlinear games where you have choices and those choices have some kind of consequences, of course these games never really offer the opportunity to change the actual game space, but still this helps out. He knows how to do it, he knows how to approach it, so it’s manageable.

You said a great word in there, methodologies. We’re seeing a lot of procedural games this year at E3, would you be able to share anything about the procedural methodologies developed for Dying Light 2?

If you are pushing this in that direction, the biggest tool for us in that regard is something we are calling CityBuilder. It’s not the fanciest of names…

It’s a good name!

This is our internal tool that lets us create a city like you have in Dying Light 2 with a lot less effort than we would need to have if it was all done manually. There’s a guy outside who is the architect of this system…our engineering programmer, he could answer more questions about it. This is our tool that allows us to build whole cities from prefabs, small pieces.

When I say small pieces, I don’t mean like building stuff, basically each part of the city, of the geometry you see, every ledge, every window, every door opening, everything is one brick that’s used by CityBuilder to create various city parts which doesn’t require that much input from our level designers. It understands our game, it understands what works in parkour, so it’s a great tool that lets us create something quite quickly, and iterate quickly.

Emergent gameplay is a promise that everything you do has a consequence. What have you found is a way to let your team make very emergent gameplay without it explode out of control and break your game?

So I think there are two questions in one. The first one is actually about emergence itself. We have to introduce a lot of different solutions for that. One of the biggest – and it always works – is basically physics. We have so many cool emergent moments because of the physics and how it plays with things like our AI behaviors, with our destruction models.

For example, we had one presentation today early where in the first scene of the demo, we want you to see that emergence so we try to cut off the head of the first guy. The player did that, and the head flew off. But the head hit another guy in the face, and it broke his nose! So suddenly he started bleeding from his nose because he got hit by that head cut off by another guy.

So that’s emergence. When we talk about the number of variance not blowing out of proportions, you have to put a limit somewhere. Because the limit is either your capabilities as a developer or even the limits of the Blu-Ray disc you have to ship the game on.

We decided what’s important, what kind of changes are important to us. The goal is to create a game where each player can feel that they were able to shape the city by their own decisions, and we look at things that really support that. Things that let you activate or deactivate. Reveal or destroy, heat or unheat interactive elements of the sandbox space.

This is how we kept our head cool, let’s say, and how we were able to wrap our heads around it.

You’re working with a custom engine, right?

Yes it’s our in-house engine, it’s called C-engine. It’s something we’ve built purposefully for the games we’re making. Techland said internally it wants to make open-world first-person games, and this is an engine that supports that with a lot of different things, how it streams data, how it streams spaces with the high fidelity of graphics you see in the scene. All of those things, we have built in the engine on purpose because we know what kind of games we want to make.

What are some other things you found that emergent gameplay system rewards you in terms of making interesting moments for the player? How do you create a sense of triumph, or partnership with the NPCs?

When we talk about partnership with NPCs, this is an important part of our game. This might not be that visible here in the demo, but there’s a theme to Dying Light 2 which asks you to look at the selfish needs of the player character and the collective needs of the NPCs around you. When you first start thinking about it, you may think “screw the NPCs, they’re just computer people on my monitor, I don’t really care about them, I want all of the good stuff for me as a player character.”

But there’s a theme in our game where you will have to choose between the needs of your player character and the needs of those computer people. But when you finish the game, you start thinking “maybe I shouldn’t be so insensitive. Maybe I should think about the NPCs more. Maybe there’s something those guys are trying to tell me. Maybe it’s not always about thinking about yourself. Maybe we should sometimes think about other people as well.”

Is there anything in the gameplay about letting players see those consequences that you think has emerged?

This is something we knew by gut instinct, but it’s clear in playtesting it’s really empowering for players that they feel their decision made some kind of a change. The bigger the change, the bigger the scale of it, the bigger the feeling of empowerment.

We had a lot of people leaving our playtests saying “wow, this was amazing when I climbed to the highest building, the shape of the city, what’s in it, is because of my decisions.” maybe this is not a new finding but it really solidified in our heads and experience and knowledge knowing it makes a difference and knowing that it excites people and they know they can impact what’s happening in the game they’re playing.

A lot of devs talk about their willingness to let the player miss content a lot. You mentioned that the player will miss 50% of the content in the game, because they’re going to make binary choices and content will be locked off. As a person who makes games and loves seeing people play your stuff, how does it feel to put a lot of work of something and only a few people see it?

No! But I still believe people will see it. We had a very high number of players who completed Dying Light. So we had 50 percent of people completing the first game—

A 50 percent completion rate?

That’s crazy if you compare it to other games, if you think about it.

That’s incredible. 

We had also about 35 percent of people playing co-op in a game which wasn’t really about co-op, it was just a mode we added. 35 percent of people were playing co-op. We had guys really going crazy with it, the guys who played 4,500 hours. I believe they will go back to the game even when they finish it, this is something they will really experience, and this will really get them interested.

I think also we did some artistic choices that we hope will really engage people, like the modern dark ages thing. You see things from the modern times but we’ll say they’re medieval-ized. This is something that really interests players, because this is kind of familiar, but also alien, so you want to explore that. So I think people would want to stay in our game for a long, long time.

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  News - Valve launches VR Portal spinoff Aperture Hand Lab
Posted by: xSicKxBot - 06-27-2019, 12:20 PM - Forum: Lounge - No Replies

Valve launches VR Portal spinoff Aperture Hand Lab

(Update: An earlier version of this story mistakenly referred to Aperture Hand Lab as the “flagship” title Valve teased alongside the Valve Index reveal, and has since been corrected.)

Valve and Cloudhead Games have launched Aperture Hand Lab, a VR-based spinoff of Valve’s Portal series intended to teach VR newbies the ins and outs of the Index’s offerings.

The company took a similar approach with the short Portal-themed VR game The Lab it launched alongside the HTC Vive in 2016 as well. This time around, Aperture Hand Lab was developed by Call of the Starseed dev Cloudhead Games, with Valve credited as its publisher.

The VR title can be played with any SteamVR compatible headset, including the Valve Index and the HTC Vive, though, as pointed out by UploadVR, Valve Index controllers are required to play since they offer additional finger tracking over other SteamVR friendly controllers.

Register now for XRDC 2019, the premier AR/VR/MR event for devs!

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