Train2Game News Autodesk Stingray


A new games engine was announced from the creators of Maya and 3DS Max.

At the Game Developers Conference (GDC) Europe 2015, Autodesk (NASDAQ: ADSK) announced that its new Stingray game engine will be available to game developers worldwide beginning August 19, 2015. Later this summer, Autodesk will also offer Autodesk Maya LT Desktop Subscription customers access to Autodesk Stingray as part of their subscription.

Built on the powerful, data-driven architecture of the Bitsquid engine, which Autodesk acquired in 2014, Stingray is a comprehensive new platform for making 3D games. The engine supports a host of industry-standard game development workflows and includes powerful connectivity to Autodesk 3D animation software that simplifies game development across a wide range of platforms.

“Between Augmented Reality, Virtual Reality and the proliferation of mobile platforms, the games industry is undergoing a major transition, which poses new complexities for both AAA and indie game developers. Autodesk developed Stingray with these challenges in mind, and we’re excited to share its debut with the game developer community,” said Autodesk senior vice president, Media & Entertainment, Chris Bradshaw. “Stingray makes it easy and intuitive for artists with varying skill sets and programming expertise to create the next generation of 3D blockbuster games, entertainment and even architecture.”

Stingray feature highlights include:

– Seamless Art-to-Engine Workflow: Import, create, iterate, test and review 3D assets and gameplay faster with a one-click workflow and live link between Stingray and Autodesk 3D animation software.

– Modern Data-Driven Architecture: A lightweight code base gives game developers the freedom to make significant changes to the engine and renderer without requiring source code access.

– Advanced Visuals and Rendering: Produce visually stunning games with a powerful rendering pipeline, physically-based shading, advanced particle effects, post processed visual effects, lightmap baking and a high-performance reflection system

– Proven Creative Toolset: Stingray includes proven solutions like Beast, HumanIK, Navigation, Scaleform Studio (UI technology built on Scaleform), FBX, Audiokinetic Wwise and NVIDIA PhysX.

– Versatile Game Logic Creation: Stingray includes a wide range of development tools, making game creation more accessible for game makers with varying levels of experience – including visual node-based-scripting and Lua scripting. C++ source code will also be available as an additional purchase upon request.

– Multiplatform Deployment and Testing: Quickly make and apply changes to gameplay and visuals across supported platforms: Apple iOS, Google Android, Microsoft Windows 7 and Windows 8, Oculus Rift DevKit 2, Sony PlayStation 4 and Microsoft Xbox One.

Autodesk previewed Stingray at GDC 2015 earlier this year in San Francisco. Since then, game developers around the world have signed up for Autodesk’s beta program, shipped games using this technology and provided feedback including:

“Stingray’s data-driven architecture and flexibility have helped us build a broad portfolio of games, and quick iteration times for both code and content creators has boosted our productivity significantly. The engine has been a key success factor for us because we’re able to produce high quality games in a shortened timeframe. We’re excited to see how Autodesk will continue to evolve the engine,” shared Martin Wahlund, CEO of Fatshark.

“We never know what kind of games we’re going to create, and the engine is good for that. It really allows us to just make anything. We can make an FPS or an RTS, or a top-down shooter, or a role-playing game, or whatever. It’s not tied to a specific genre,” explained Johan Pilestedt, CEO, Arrowhead Game Studios.

The Stingray engine can also be used in design environments and is an informative next step to further understand design data before anything is physically built. The engine’s real-time digital environment, on a powerful, data-driven architecture, is programmed to look and feel like the physical world. Through the high-end development tools and visual scripting system, customers can program objects, light effects, environmental elements, materials, and entourage elements to behave and react as they would in the physical world.

Connected to Autodesk 3ds Max, architecture, engineering and construction customers can import Autodesk Revit data into 3ds Max, add content to the 3ds Max scene and then place that scene in the Stingray engine to explore, animate, and interact in the designed space.

Autodesk Stingray runs on Windows and will be available via Autodesk Subscription starting August 19, 2015 for $30 US MSRP per month.

Later this summer, Autodesk plans to offer Maya LT Desktop Subscription customers access to the engine as part of Maya LT. For more details about Stingray, visit:

Train2Game News Maya LT 2015 on Steam

Maya LT 2015Maya LT 2015 will be made available through Steam, Autodesk has announced. The feature set will allow Valve’s community of 65m gamers – as well as the developers and artists among them – use the animation and modelling tools to create 3D game assets.

These can then be used to personalise games and import user-created assets into compatible Steam titles, such as the hugely popular Dota 2. Assets created can also be used in any games users are developing.

Purchasing Maya LT through Steam will also give developers and gamers a full commercial Maya LT licence, allowing them to export any assets create with the tool to games for PC, console and mobile.

The licence will available to purchase through Steam on Tuesday, April 22nd.

“The Valve community is unique because it includes a very engaged mix of both gamers and developers working together to mod titles and generate content,” said Autodesk’s director of games solutions Frank Delise.

“We’re engaging with the community on day one by participating in forums, answering questions and offering custom tutorial content for Dota 2 fans. We can’t wait to try new things with the community and see how they push Maya LT to its limit and beyond.”

Train2Game News: Ezekiel Morris student diary – Week 18

So what have I been doing this week? Well I’ve finished animating characters and now I’m going back to doing vector art again. The project manager wanted me and Amanda to change our roles, my task for this week was animating characters and Amanda’s task was to create character costumes in vector art, so we mixed up, she does one animation and I do one character costume.

Matty and I were helping Amanda to use the tools in Maya so hopefully she will pick it up, I will be there to guide her if she needs any help.

I was knackered working late on Wednesday and also Thursday but the end result is that all the animation for this week is completed and now I’m starting to create one costume for the character.

I know there’s a tight deadline coming soon but I feel confident that all my sprints will be done before the deadline hits. I’m glad that I’m getting my work done and I’m learning a lot since working at DR Studios.

Train2Game News: Amanda Blatch Student Diary – Week 4

This week has been a productive week once more, creating five characters and a single animated sequence for one character in it’s home environment as given to me by our project lead as he wanted to see me and another colleague try something different to see how easily we adapted to different roles.

It was a tough start on the animation of the characters as I had never animated in Maya before and barely scratched the surface with animating in 3Ds Max. I  was fortunate however that I have had a lot of experience in animating traditionally and in film-software packages so it was very easy to pick up once I learnt the processes.

With the combined efforts of Eze, Matty and good old online tutorials I managed to grasp the basics of it overnight and was about to complete my animation by the end of the next day. Overall not a bad turnaround methinks! Also… two more awesome characters coming into the game that I am pretty happy with and hopefully you guys will be too! Anyways.. back to work with me.

Train2Game News: Ezekiel Morris student diary: Week 14

I have been sketching up eight characters this week for the new project, sorting out colour palettes so that everyone knows which colours will suit the characters. In the back of my mind when I was first asked to draw eight characters in a week I didn’t think it wouldn’t be possible considering the time it can take creating the colour palettes, I thought it would take longer.

Sketching was quick and there have been times when I have to get the character just right before continuing, making sure that when I draw over the mannequin layout the character looks right with the mannequin. Once the project manager is happy with the sketches I continue on to the next character, the last couple of weeks have been very busy. I have been working late with the guys to get some work done but luckily enough I’ve done five concepts in the week with three more left to go. I’ve almost finished my sprints and now I’m just working on my last concept and I’m done.

I think my next sprint is animation, I feel confident using Maya but I’m not so sure when it comes to the technical side, if there’s a problem that I can’t solve I will let someone know, I think its best that I work on my strengths and improve what I know, I have said this before I won’t say no to a challenge and I’ll give it my best.

Train2Game Art & Animation student Amanda Blatch from Portsmouth to Train2Game Radio

Amanda Blatch is studying to become a Game Artist & Animator with Train2Game. Train2Game Radio caught up with her to find out why she chose to study with Train2Game, how she’s finding the course and how it differs to her time at uni. Listen at

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