Train2Game News Holograms From Your Phone

IKIN, the leading provider of visual technology solutions for businesses, announced it is creating an SDK for iOS holographic rendering, with professional services support from Unity Technologies.

The SDK will facilitate the deployment of multi-dimensional, volumetric rendering for iOS devices.

These capabilities, when utilized with IKIN’s upcoming RYZ mobile device accessory, will allow every developer and user to experience interactive 3-D, holographic images projected in open space, with user capabilities including interactive motion between holographic and standard environments, while conducting gameplay in new ways.

In addition, the drag-and-drop simplicity of the SDK enables quick and easy implementation of these advanced services in new and existing games.

“IKIN has reimagined how people can enjoy mobile experiences through new user visual technologies, including volumetric and holographic media design and gameplay,” said Taylor Scott, founder and chief technology officer at IKIN.

“With the help of Unity’s professional services, our SDK empowers creators, developers, and designers to stretch the limits of visual technology by bringing to market new experiences never before thought possible. Everyone wants Princess Leia floating over their phone. We want to replace Leia with you, your family, your experiences, and everything else you can imagine.”

IKIN delivers state-of-the-art holographic technology for business and consumer use.

Its patented RYZ software and mobile accessories enable full solid-state optical 3-D holographic imagery in ambient light over a smartphone, enabling holographic content to be enjoyed in virtually any physical environment.

According to Scott, IKIN’s holographic rendering and display capabilities are optimized for use in 5G networks by leveraging discreet Artificial Intelligence layers to improve real-time data transmission capacities for volumetric holographic projections that enhance communication and interaction.

“Behind the scenes, IKIN’s technology manages bandwidth consumption to make things work smoothly across today’s 4G networks, but also the 5G infrastructure. As 5G networks come online, we anticipate that our technology will become a cornerstone of next generation gaming applications that will flourish in 5G environments,” Scott continued.

To find out more about what IKIN are doing you can go to

Train2Game News Wearable SDK

Tap Systems, Inc., the company behind the Tap wearable keyboard and mouse, announced today they have released a developer SDK.

The released software kit enables interested developers to design applications that incorporate and/or include the Tap wearable and its functionality. The Tap device is a comfortable wearable that sits at the base of your fingers and senses finger taps as input. Connecting to any Bluetooth enabled device, Tap users can currently compose text, play games, point, click and scroll using just about any available surface.

“Since Tap’s inception we’ve been contacted by everyone from mobile game and language input developers, to folks developing for accessibility use and even enterprise,” said Dovid Schick, CEO and Founder of Tap Systems. “The Tap has so much potential and we are excited to share our SDK with the developer community to see what amazing applications and uses people come up with.”

Interested game developers can now create novel gameplay experiences and increase engagement by utilizing the precision and diversity of Tap’s input. These games can easily be ported between mobile, console and desktop platforms while preserving the same game interface. Augmented Reality and Virtual Reality developers can now use Tap for eyes-free control and input for their virtual environments. Language Input developers will now be able to apply Tap for other languages and custom alphabets.

Tap System’s released toolset includes SDKs for both iOS and Android, a plug-in for Unity, as well as example applications and documentation. The company has also released an API to enable any BLE enabled platform to interface directly with the Tap wearable.

Interested developers can sign up to be a part of our Tap Developer community for updates, news and support: .

Train2game News Marmalade at Microsoft Developer Conference


Marmalade Technologies Ltd is attending Build 2016, Microsoft’s annual developer conference.

Between March 30 and April 1, the team behind the award-winning game development platform will be on-hand in the Moscone Center, San Francisco, showcasing the latest version of the Marmalade Platform.

Marmalade is excited to demonstrate how the Marmalade Platform, Windows and Visual Studio work together to create innovative games for Windows 10 and more.

“Marmalade has worked closely with Microsoft to support both Windows 10 and Visual Studio 2015,” says Ryan Gilmour, Head of Product Management at Marmalade. “The Universal Windows Platform, at the heart of Windows 10, and Visual Studio 2015’s focus on cross-platform development are an ideal fit for our technology.”

The Marmalade Platform offers simple, direct integration with Visual Studio 2015, requiring only a single click to open your project in the IDE: it’s then ready to build, deploy and debug.

“Being able to offer Marmalade developers the ability to build, deploy and debug their games for iOS, Windows 10 and Android, with Windows and Visual Studio, is a great feature,” continues Gilmour. “And thanks to the built-in Visual Studio Emulator for both Windows and Android, you don’t even need to have a physical device on-hand to get going with debugging natively.”

Build 2016 delegates will also see how Marmalade 2D Kit reduces the time and cost of building a rich, dynamic and engaging UI experience for gaming apps. On top of this there will be an opportunity to glimpse the future of Marmalade 3D Kit, including Marmalade’s next generation graphics architecture, built to take full advantage of technologies such as DirectX 11 and DirectX 12.

Marmalade will be at booth #707 during Build 2016. All Windows developers attending the event are invited to visit us to see the Marmalade Platform and Visual Studio in action together.

Build 2016 visitors interested in speaking to Marmalade in person at the event can book a meeting via the Build 2016 event page on the Marmalade website.

Train2game News Marmalade at GDC


Marmalade is at GDC 2016, showcasing Marmalade 2D Kit, available as part of the award-winning Marmalade Platform.

Marmalade 2D Kit offers a set of tools and APIs to make creating 2D content easier than ever before.

With a focus on user interfaces, Marmalade 2D Kit, can dramatically reduce the time and cost of producing a rich, dynamic and engaging UI experience for your game.

“Marmalade 2D Kit combines an editor and runtime that are purpose-built to cater for 2D content and offers a great alternative to Flash,” says Daniel Hall, Technical Marketing Manager at Marmalade. “It allows content creators to iterate fast and often, which is of high value in the mobile gaming market.”

A good in-game UI is crucial to the overall player experience and with built-in support for UI widgets and a powerful keyframe based animation system, Marmalade 2D Kit lets you take full advantage of this key factor.

By supplying a dedicated runtime as part of Marmalade 2D Kit, integrating the content you create with your existing pipeline and game code is quick and straightforward.

“We provide a lightweight playback component as part of Marmalade 2D Kit,” continues Hall. “This runtime can easily be integrated into any existing rendering pipelines, allowing you to create compelling UI experiences by combining both 2D and 3D content with the UI layout created using the editor.”

“Also, our solution has no Flash runtime overhead and the associated performance impact that often affects VM-based solutions, particularly on mobile.”

Marmalade 2D Kit uses an open format for content, allowing the possibility of integration into any codebase in whatever way you want.

Marmalade 2D Kit is available now as part of the latest Marmalade Platform release.

Train2Game News SDK 4.0


adjust, a leading app analytics and attribution company, today released the fourth generation of its SDK offering new capabilities to transmit data from apps to other analytics providers.

With better and more sophisticated tools for analytics and user acquisition, mobile marketing is increasingly revolving around leveraging and moving data across third party platforms – from analytics and notifications to email and automation – and with today’s release, adjust is providing best-in-class tools for marketers to manage their app data for optimizing user acquisition and monetization.

With the SDK 4.0 update, clients can now transmit additional, structured data to adjust’ s integrated mobile measurement partners, including Google Analytics, Facebook and Twitter. These partners provide functionality above and beyond the core analytics framework, and can now pull more critical data from adjust without requiring the integration of an additional SDK.

“Every time we ship a new version of our SDK, we’re looking to enable marketers with technology that’s more powerful and easier to access,” said Christian Henschel, CEO and Co-Founder of adjust. “Many of our partners have very sophisticated systems for campaign analysis, and with the additions of these key integrations in our fourth generation SDK, we’re improving the analytics capabilities of adjust dramatically for our customers.”

adjust is committed to building world class tools for marketers, and as such, its network integration team has been working around the clock, adding over a dozen new partners every week. With today’s SDK release, adjust also revealed that it has achieved a major milestone and is now integrated with over 500 other major networks worldwide.

The vast majority of adjust’s partners use a dynamic callback API, allowing networks ad hoc, fine-tuned control of data flows, and relieving clients of the burden to make sure their traffic partners are integrated. Clients can plug in new network partners at any time, without requiring additional conversion tracking SDKs to be implemented. This drastically reduces the lead-time for clients to add new partners to their acquisition strategies or internal analytics. For instance, gaming clients can setup an integration with long-time partner GameAnalytics in just minutes, unlocking the full functionality.

For more information, please visit

Train2Game News Marmalade Event

Marmalade#include is a cosy, informal winter meetup in London for indie developers to share in the magic of mobile game development.

Marmalade have pulled together an interesting lineup of speakers who want to share their knowledge and experience with you, helping you make your projects better and your games fly.

#include is split into 2 parts – Making Games and Selling Games. The event will be taking a close look at what makes games successful, from tech to toolkits to platforms, analytics, services, and discovery on stores. Confirmed so far are speakers from Amazon, Microsoft, Nomad Games, Lemon Moose Games, GameSparks, Ukie, Develop Magazine, and many more to come.

Attend #include for a great day of listening, learning and knowledge sharing with the indie dev community. Win great prizes in the #include challenge (theme ‘Bah! Humbug!’), enjoy a free lunchshare and then some beers at the end of the day!

Sign up here: Tickets are £10 which is fully refunded at the event.

Train2Game News Game Insight introducing Intel Context SDK

Intel SoftwareGame Insight, a global game developer, plans to use the new Intel Context Sensing SDK 2014 for Android to roll out context-sensing features across a whole line-up of Android games by the end of the year via integration with Game Insight Center, its player-centric solution that allows players to interact with the brand through in-game forums, help, FAQs, and all the games’ latest news and events.

The Intel Context Sensing Software Development Kit (SDK) enables developers to create or enhance Android applications with context and motion awareness, proximity detection and on-device rules. Sensor solutions can also interact with the Intel Context Sensing Service and Intel Mashery API management to add additional information such as location, events, weather, global time, POIs, traffic and more . Sensor solutions empower mobile developers to create compelling cross-platform, context-aware experiences for apps such as fitness, smarter personal assistants or advanced next generation games.

Intel’s SDK allows Game Insight to tailor and personalize interactions with its games. By sensing the story behind actions that put the device back into the player’s hands, even while playing offline, Game Insight plans to send more relevant and timely push messages, which can otherwise be a distraction while running, sleeping or driving, and deliver the perfect in-game actions at the appropriate time. When players begin using their devices, games can deliver a message where and when it is most convenient, and about what the players care about most in the moment.

“Intel is excited about Game Insight’s adoption of the newly launched Intel Context Sensing SDK,” said Hank Skorny, VP and General Manager for Intel’s Internet Services division. “By using Intel’s new SDK for Android and context sensing cloud service, Game Insight will be able to develop games on Android offering a more personalized experience to users.”

When asked what context-sensing features mean for Game Insight and its games, CEO Anatoly Ropotov explained, “We spend a lot of time focusing on user experience in our products by simplifying UI, improving core game loops and looking for more non-intrusive ways to excite and retain users. Having a way to understand the context of user interactions ultimately lets us bug players less, generate more effective messages and find more appropriate moments to communicate them.”

Looking to the future, context sensing will blend real-life interactions with gaming, allowing players to even interact with friends from inside their games within their local vicinity.

Train2Game News Marmalade SDK goes free

MarmaladeDevelopers will now be able to download the Marmalade SDK for free.

Marmalade Technologies has announced that a free license is now available for its flagship product, which enables studios to create games for multiple platforms, including iOS Android, Blackberry, Tizen and both Windows Phone and Windows Store using a single codebase.

Developers will also have access to other products, such as Marmalade Quick, Marmalade Web and Marmalade Juice, which helps them convent iOS projects to run natively on Android.

Meanwhile, developers with Marmalade’s Indie, Plus or Pro licences can now develop games for Windows and Mac, Roku and selected Smart TV platforms.

“Following feedback from our developer community, I’m delighted that we are now able to give all developers the world over the ability to experience the full power of the Marmalade SDK for free,” says CEO Harvey Elliott.

“We know from our community that maintaining native performance for apps across different platforms is a top priority, and now all developers can use a free version of the Marmalade SDK, meaning no compromise on performance whatever their platform and freeing them to concentrate on making fantastic apps and games.”

Source: Develop

Train2Game News Port iOS Games to Android

MarmaladeCross-platform game development SDK  Marmalade Technologies Ltd announced today that all iOS game developers can now use the Marmalade SDK to bring their games to a market of over 1 billion additional devices worldwide.

Marmalade Juice, the new iOS to Android porting tool, will be included in all Marmalade licenses and from today, for a limited time, the annual Community license is free.

The full release of Marmalade Juice will be welcome news to millions of game developers who, until now, have taken a single platform approach, finding themselves locked into the iOS ecosystem and unable to maximize the wider market opportunity for their app. Now, using Marmalade Juice, developers have the ability to recompile their Objective-C code for Android, providing a clear and cost-effective route to stores including Google Play and the Amazon App Store. Once their games are compiled into Marmalade, developers have many of the benefits of working within the cross-platform SDK such as maintaining a single codebase and the option to target further platforms in the future.

Justin Ng, Engineering Manager, Storm8: “Working with Marmalade Juice has made the process of bringing games to Android almost invisible. The Marmalade toolset integrates well into our process and because everything is still developed in Xcode, there was a minimal learning curve. Using Marmalade Juice was incredibly easy and allowed us to focus on what we love – building hit games for our more than 50 million monthly active users”.

Harvey Elliott, CEO, Marmalade Technologies Ltd: “Adding Marmalade Juice to our powerful SDK means that at last developers have an easy way to extend from iOS to the now dominant Android market, using technology from a company that has grown up with mobile gaming. The release of Marmalade Juice underlines the long established aims of Marmalade in ensuring that operating across platforms can be a sustainable strategy for the developer and the industry as a whole.”

Marmalade Juice now comes included with all Marmalade SDK seats at no additional cost. To celebrate GDC 2014, Marmalade Community licenses will be free for a limited time, so all qualifying iOS developers can unlock their games to Android for free. Developers should use code: GDCFREE here:

Train2Game News: Extreme Motion Android Challenge

Extreme RealityExtreme Reality, the only company to bring full-body motion analysis and control via a device’s native or peripheral camera, today announced the call for submissions for the Extreme Motion Android Challenge 2014.

The contest, open to Android game developers, gives participants a chance to win prizes of up to $8,000, and a meeting with gaming pioneer and the founder of EA Trip Hawkins, for the most innovative uses of motion control in an existing or new Android game.

Games submitted by the deadline of May 20, 2014 will be evaluated by a panel of judges led by Trip Hawkins. The grand prize winner of the contest will receive $8,000 and a meeting with Trip Hawkins and three additional winners will receive $1,000 respectively.

With Extreme Reality integrated into an Android game, all a player needs to do is place their Android device on a table with the device’s camera facing them, take two steps back, and the motion of their body will be captured and analyzed in real-time, enabling their motion to control the game. Similarly, an Android device can be tethered to a larger screen, such as a TV, so a player can enjoy the same level of immersive motion control offered by console systems.

“No longer limited to gaming consoles or other hardware, motion control is adding an entirely new and exciting experience to games on any platform,” said Sarit Firon, CEO of Extreme Reality. “We look forward to seeing the innovations in motion gaming created by participants in the Extreme Android Challenge, from adventure to sports to fitness or dance games.”

Developers can sign up now by submitting their project proposals at After their concept has been approved, they will receive the Extreme Reality Android SDK that enables them to easily incorporate motion control into their game. The Android SDK will be sent by March 17 to start development until May 20when they will submit the game to Extreme Reality. Evaluation of the games by the judges will begin May 25, and winners will be announced on May 30.
The judges will review the following six aspects in their scoring:

  • Motionization – Best utilization of motion control to enhance the game experience
  • Graphics and Audio – The level of visuals and audio in the game
  • Gameplay – The storyline and mechanics that underpin the game. Is it fun to play?
  • Stickiness – Does it have lasting appeal? Is it addictive? Would you finish the game? Would you play it again?
  • Polish – Is the game ready for prime time?
  • Usability – Is it easy to use with minimal explanations? Is it intuitive?

This would be a good challenged for some Train2Game student studios and give you access to some powerful software. There is also the chance for some healthy prize money and to meet someone who could offer invaluable advice.