Warner Bros. Games Acquires MultiVersus Developer 

Warner Bros. Games Acquires MultiVersus Developer 

Warner Bros. Games has acquired Player First Games, the developer of its cross-over platform fighter MultiVersus. The price of the sale was not disclosed, but according to a press release, Player First Games will continue to operate under its current leadership of co-founders Tony Huynh and Chris White. 

The announcement comes only a couple of months after MultiVersus’ relaunch on May 28. Player First Games served as a work-for-hire studio on the game, and Warner Bros. is apparently pleased enough with its performance to formally bring the studio in-house. The move comes only a few days after Warner Bros. shuttered the entire mobile division of Mortal Kombat developer Netherrealm Studios. 

“We have worked with Player First Games over several years to create and launch MultiVersus, and we are very pleased to welcome this talented team to Warner Bros. Games,” said David Haddad, president of Warner Bros. Games. “The bright and creative team at Player First Games adds to our extensive development capabilities.”

“Our team is excited to join the Warner Bros. Games family, and we feel that this will be great for MultiVersus overall,” Huynh said. “We are working to make the MultiVersus game experience the best it can be and having our development team integrated with the publisher is optimum for the players.”

MultiVersus is a 2v2 spin on the Super Smash Bros. blueprint that pits a variety of characters from different Warner Bros. properties against each other. It was first launched in open beta in 2022 (read our review of that version here), then taken down months later to be rebuilt and expanded before returning this year. MultiVersus recently kicked off its second content season, and it has received new fighters such as The Joker, Agent Smith, Jason Voorhees, and the recently announced Samurai Jack and Beetlejuice.

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Matrox ConvertIP Enables ST2110 for the Sphere in Las Vegas – Videoguys

Matrox ConvertIP Enables ST2110 for the Sphere in Las Vegas – Videoguys

In this article from Matrox, they give an overview about how Fuse Technical Group created a one-of-a-kind experience with Matrox Video Technology for the Lax Vegas Sphere. Las Vegas has unveiled a cutting-edge live entertainment venue with a stunning technological setup. Las Vegas has unveiled a groundbreaking live entertainment venue that redefines the concert experience through cutting-edge technology and immersive design. This state-of-the-art venue boasts a 580,000-square-foot LED exterior and an unparalleled 160,000-square-foot, 16K resolution wraparound LED screen inside. Combined with a spatial audio system and 4D physical effects, it offers showgoers an immersive audio-visual spectacle like no other.

A Legendary Debut

In September 2023, a legendary musical act inaugurated this remarkable venue with a residency, delivering the first-ever show. Behind the scenes, multimedia system designer Fuse Technical Group played a pivotal role in bringing this vision to life. Fuse is renowned for their expertise in creating awe-inspiring video and lighting systems, LED solutions, media servers, control systems, and more for various events worldwide.

Advanced ST 2110 Workflow for 16K Video Outputs

For this groundbreaking residency, Fuse Technical Group developed an advanced video playback system capable of handling 16K resolution, augmenting live input across 16K over a complete SMPTE ST 2110 IP backbone. This system was designed to deliver stunning visual elements throughout the show, setting a new standard for live entertainment.

Overcoming Technical Challenges with Expertise

The development of this system required Fuse to leverage their extensive experience in SDI and event production. The content feeding the screens operated on ST 2110 at 4K (4096 x 2160), necessitating 26 4K outputs to drive the entire system. This setup allowed for dynamic live input placement on the LED canvas, creating an immersive visual experience for the audience.

“Working with ST 2110 is very different from working with SDI,” said Ryan Middlemiss, Fuse Technical Group’s director of media servers. “ST 2110 offers limitless distribution capabilities, but it also presents unique challenges.”

Partnership with Matrox Video

To navigate these challenges, Fuse turned to Matrox Video for their expertise in ST 2110. Matrox provided critical hardware and software solutions, including ConductIP for routing and orchestrating ST 2110 sources, and ConvertIP devices to convert high-resolution SDI into ST 2110. This partnership ensured low latency, 25G network speeds, and 2022-7 redundancy, meeting the high demands of the project.

“The support from Matrox Video was crucial,” Middlemiss noted. “Their responsiveness and engineering support, especially with last-minute changes, were key to our success.”

Efficient Remote Operation with Matrox Extio 3

The live production system included 30 computers, operated remotely by a programmer and two technicians using Matrox Extio 3 IP KVM extenders. This setup allowed them to control multiple monitors and computers efficiently from a single workstation, significantly enhancing operational efficiency during the show.

“Extio 3 empowers the techs and the programmer to be as efficient as possible,” said Middlemiss. “Its efficiency is incredibly valuable, especially when there’s no time to spare.”

Conclusion

Las Vegas’ next-generation entertainment venue sets a new standard for live shows with its advanced technology and immersive design. The collaboration between Fuse Technical Group and Matrox Video demonstrates the power of combining expertise and innovative solutions to create unforgettable experiences. Concertgoers are treated to the audiovisual experience of a lifetime, showcasing the future of live entertainment.

Read the full article from Matrox HERE


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The Casting of Frank Stone Preview – How Filmmaking Works In The Casting Of Frank Stone – Game Informer

The Casting of Frank Stone is Game Informer’s cover story this month, and we learned some exclusive details about the upcoming horror game during our trip to Behaviour Interactive’s studio in Montreal. Speaking to Supermassive creative director Steve Goss, he clued us in on the game’s most central and unique mechanic: the Super 8mm camera. 

Set within the Dead by Daylight universe, the game story unfolds in the summer of 1980 in the unassuming small town of Cedar Hills. It follows a group of teenagers who set out to film a horror movie at an abandoned steel mill that has ties to a murderer named Frank Stone. At its core, The Casting of Frank Stone is a Supermassive game through and through. It’s a cinematic choice-driven horror game that sees players making decisions and executing split-second button prompts that can decide whether a character lives or dies. If you’ve enjoyed the studio’s previous works like Until Dawn or The Dark Pictures Anthology, you have a good idea of what to expect. But the experience features some intriguing new mechanics, such as the camera. 

The Casting of Frank Stone Preview – How Filmmaking Works In The Casting Of Frank Stone – Game Informer

The teens buy the 8mm camera from a store called the Curiosity Shop after dropping and breaking their original Super 8. However, it later becomes apparent that this is no ordinary camera, a fact players will experience first-hand. Given how vital movie-making is to the narrative, Goss says it would have been “absurd” not to lean into the idea of letting players actively participate in filmmaking. “You actually do filming,” he stresses. “You do film. And then it becomes ‘you film’ to ‘you have to film.’”

Goss is cagey about providing too many gameplay details about the camera, and we didn’t get to see it in action during our visit. However, he does reveal that players can freely take it out and film everything around them, which unfolds in first-person view. It’s a fully functioning camera; you have to wind it to record and reload it with more film. The camera is also imbued with some kind of magical energy and will be useful for survival. For example, one section of the game features an invisible enemy that can only be spotted using the camera’s viewfinder, which causes the camera to crackle with energy. The camera’s capabilities evolve throughout the adventure; Goss even teases it may not be the only camera players use. 

The camera is necessary for story and gameplay sequences and serves as the core intersection between the teens. Although the camera brings them together, it also becomes a point of tension. “If you’ve ever been engaged in a kind of a group creative exercise, people do try and vie for the leadership of the group,” Goss teases.

It’s tough not to draw parallels to the 2011 supernatural thriller movie Super 8, and that’s partially by design. The film was cited as one of the reference points for The Casting of Frank Stone more than once during our discussions. Both the game and the movie center on youths creating their own movie before spooky occurrences flip things on their head, which Goss says highlights Super 8’s producer Steven Spielberg’s penchant for creating stories about people making things, often forms of art. He hopes the theme of characters wanting to be the makers of things comes through in The Casting of Frank Stone. 

“When I was a kid […] I bothered my parents until they bought me a camera and then made terrible things that were just absolutely worthless,” Goss says. “But it was the nearest I could get to being creatively kind of significant, I suppose. That’s the thread here: a bunch of kids, probably [in] not the most forward-thinking place in the universe, probably not the most economically exciting place to be, certainly it doesn’t have any kind of cool stuff to do, so they’re making up for themselves. So that’s why this is at the heart of that story.”

The Casting of Frank Stone launches on September 3 for PlayStation 5, Xbox Series X/S, and PC. Be sure to visit our cover story hub for more exclusive stories and videos by clicking the banner below.