
8th Wall and HTC VIVERSE Announce 'Forge the Future' Global Game Jam
A New Era for Game Creators
Running from May 12, 2025, through June 30, 2025, 'Forge the Future' marks the first time Niantic has teamed up with a global content distribution partner to offer creators not only funding but also direct entry into the VIVERSE Creator Program*. Top teams will gain unprecedented visibility and support to bring their projects to a worldwide audience.
'We're thrilled to empower the next generation of creators with the tools, funding, and platform to shape the future of gaming,' said Joel Udwin, Director of Product at Niantic Spatial. 'Partnering with VIVERSE opens the door for developers to reach millions and push the boundaries of what's possible in real-world, cross-platform games.'
VIVERSE's Creator Program supports 3D content creators globally, partnering with creators across various industries, including interactive narratives, games, education, e-commerce, and more. The top three winners of the 'Forge the Future' competition will gain immediate access to the program to bring their 8th Wall game to the platform.
'Niantic is a leader in developing 3D immersive worlds and game tools that are changing how the world views VR/AR,' said Andranik Aslanyan, Head of Growth, HTC VIVERSE. 'Collaborating with 8th Wall is an exciting step forward to supporting creators with their favorite tools and platform, all to grow the 3D creator community.'
Key highlights of the Forge the Future Game Jam include:
Powerful Tools, No Cost to Join: Build using Niantic Studio on 8th Wall for free during the Game Jam.
Global Opportunity: Open to developers, studios, students, artists, and dreamers around the world.
Major Prizes: $10,000 for 1st place, $6,000 for 2nd place, $4,000 for 3rd place through the VIVERSE Creator Program, plus multiple $2,000 and $1,000 category prizes.
Direct Access: Winners receive invitations to the prestigious VIVERSE Creator Program.
Workshops & Mentoring: Participants will have access to ideation support, technical 1:1s, and exclusive industry events throughout the Game Jam.
How to Participate
Registration is open now at 8th.io/gamejam and the first live Info Session kicks off on May 12 at 11am PT. VOID WHERE PROHIBITED. Residents of certain countries are excluded from participation; see official rules for details.
*Terms and conditions apply
About 8th Wall
8th Wall is Niantic Spatial's award-winning 3D & XR development platform that makes it possible to build interactive, immersive content that can be experienced on any device—no app required. 8th Wall supports billions of devices globally and has been used by developers, agencies and creative studios to create 3D/AR activations for brands across industry verticals including retail, food and beverage, travel and tourism, automotive, fashion, sports and entertainment. 8th Wall has powered WebAR experiences for top brands such as Nike, Porsche, Sony Pictures, Burger King, General Mills, British Gas, Heineken, McDonald's, Swiss Airlines, Toyota, Red Bull, Adidas, COACH and more. Learn more about 8th Wall at www.8thwall.com.
About VIVERSE
VIVERSE is an open and user-centric 3D place that connects people from all walks of life to a boundless virtual world. We strive to empower as many people as possible to explore, work, and play in a safe environment. Every experience is unique, and your transactions and data are secure. VIVERSE provides an array of tools and services for individuals, creators, corporations, and developers to build and explore in this immersive space. Visit the VIVERSE website here:
Hashtags

Try Our AI Features
Explore what Daily8 AI can do for you:
Comments
No comments yet...
Related Articles


WIRED
4 days ago
- WIRED
AI Slop Is Ripping Off One of Summer's Best Games. Copycats Are Proving Hard to Kill
Aug 14, 2025 5:23 PM Peak has sold millions of copies and is Aggro Crab's biggest hit to date. That makes it a prime target for cloning. Still from Peak . Courtesy of Landfall Games Peak is this summer's finest co-op game. Ostensibly a game about climbing a mountain, the slapstick comedy of its bobblehead characters falling down cliffs, easy-to-learn gameplay, and a little bit of cannibalism make it perfect fodder for Twitch streams. The game, created in partnership with developers Aggro Crab and Landfall as part of a game jam, is currently in Steam's top five bestsellers. It sold over a million copies in its first week, and has now surpassed 8 million, according to Aggro Crab cofounder Nick Kamen. Now, as a result of its success, says Kamen, scammers are selling cheap, AI-made versions of it wherever they can. 'We hate to see it,' says Kamen. Clones, games that share deep similarities in visuals or mechanics to popular games after they launch, have been a thorn in the industry's side for decades. Creators of Indie darlings like Super Hexagon , Ridiculous Fishing , Threes , Unpacking , and Wordle , which was eventually acquired by the New York Times, have all faced down copycats; some have used copyright claims to fight fakes. Not even big devs are immune; Sony Interactive Entertainment recently filed a lawsuit against Tencent over what it claims is a clone of developers' Horizon series. Nintendo is suing Palworld creator Pocketpair over its similarities to the Pokémon series. These cheap imitations appear across many different platforms, whether it's on console or PC, regardless of how big the distributor is. In December 2024, Kotaku published a report on clones and AI-generated games clogging up digital storefronts like Nintendo's eShop. Peak is especially vulnerable to copies on consoles because players can't get it anywhere besides PC. The two games recently called out by the company had homes on the PlayStation store and Roblox. On YouTube, CGD Games released a video playing 'Peaked Climbing,' from the PlayStation store. It features cute, big-headed creatures (poorly) climbing a mountain; the game apes Peak 's premise and even the first-person view players have of their climber's disembodied limbs. While it's one thing to handmake a copycat game, Kamen tells WIRED, 'it's another thing to just use AI to get it out as fast as possible and as lazy as possible.' Aggro Crab made the majority of the game with Landfall, who created last year's viral sensation Content Warning , during a game jam—a development sprint where creators spend their waking hours only working on a game. 'We're proud of our game,' he says. 'We don't like seeing it get ripped off this way.' As AI becomes more common in video game creation, however, developers now have another thing to worry about, besides their jobs: AI-made clones, which require no coding experience or coding knowledge to create. Sites like Rosebud AI, Ludo AI, Seele AI, and more spit out quickly made, cheap games players create by feeding it text prompts or photos. YouTubers share tutorial videos on how to create games, or even rip off others. Getting clones taken down can be an exhausting process for developers. Small studios have less time, energy and resources to dedicate to this process, and they're at the whims of the digital distribution platforms these games exist on. Wren Brier, Unpacking 's creative director, says that since the game's release in 2021, developer Witch Beam has reported over 80 clones. 'It feels like whack-a-mole sometimes,' Brier says. These are games that are not just similar in nature, but 'blatant copyright infringements' that lift the game's assets, or even its name. 'The majority have been extremely low-effort scams using Unpacking's name or imagery to trick players into downloading something that isn't even a game, just a series of ads,' she says. When it comes to many AI-made clones, Brier says there's a misconception about what that means. 'They're not AI-made games, they're AI-generated marketing images attached to a completely unrelated hastily-slapped together barebones skeleton of a game,' she says. 'They are literally a scam: They are trying to trick players into buying a crappy product by using misleading imagery, and by pretending to be a real game that the player might have heard of.' Clones don't always threaten a developer's profits—Aggro Crab is confident about its bank account, thanks to Peak 's massive success—but the damage can be widespread in other ways. Brier says that AI-clones hurt developers the same way AI books hurt authors: 'Flooding a storefront with garbage that no one wants to play makes it impossible for players to organically discover indie games.' Game certification, the process of getting onto a platform, used to be stricter. 'It's not a problem just for the games that get cloned, it's a problem for all of us,' Brier says. For developers, there aren't many options to fight clones, regardless of how they're made. Intellectual property attorney Kirk Sigmon says clones are already difficult to tackle legally; copyright protection doesn't extend to a genre, aesthetic, or even gameplay mechanics. '[AI] definitely makes slop generation faster, but the issue has been around for well over two decades,' he says. 'All that's really happened is that the bar has moved ever so slightly lower for new entrants because you can make an AI model pump out stuff for you faster.' The easiest case for copyright infringement typically happens when a cloner lifts work from the game directly—as happened with Unpacking . 'It's not uncommon for knockoff games to accidentally (or intentionally) copy assets from the game they are knocking off,' he says. In fact, Sigmon says, AI-generated games might actually be better protected from copyright infringement lawsuits. 'After all, if knockoff developers are savvy, they'll use AI models to develop unique assets/code, rather than steal it from another game or just download it from some random Internet source,' he says. 'That'll make it much harder to go after them in court, for better or worse.' Platforms ultimately hold the power when it comes to ridding a storefront of clones, though smaller developers bear the brunt of the work in filing a report and sorting out who to talk to. Sometimes that process is quick and wraps in a few days; sometimes it can take weeks. Social pressure may be the best defense a developer has. Sigmon says that complaining to storefronts or enlisting fans are workable solutions. 'I don't know many gamers who are a fan of half-hearted slop games,' he says. Aggro Crab and Landfall are taking this route. 'We're not really the type to be litigious,' Kamen says. Instead, they're being outspoken in their distaste. In early August, the company posted on X that it would rather users 'pirate our game than play this microtransaction-riddled [Roblox] slop ripoff,' in reference to one copycat. Landfall tweeted that the company has 'been reporting a bunch of these AI slop things' in response to a screenshot of another game called 'Peaked Climbing.' It was available on the PlayStation Store before being removed; Peak has only released on PC. WIRED has reached out to PlayStation, Roblox, and Steam and will update accordingly. 'I consume media because it's made by humans,' Kamen says. 'I want to experience a piece of art, whatever it may be, another human has made and get their perspective and their outlook on the world. If AI is used to make the game, then you're removing that from the equation. There's no value in it.'


Forbes
08-08-2025
- Forbes
Inside The Conference Responsible For Esports' Biggest Deals
The New Global Sport Conference is quickly becoming the place where the biggest deals in gaming, esports and sport are happening. After just a couple of iterations, the conference has already been responsible for some major deals you will have heard of, with the likes of the Savvy Games Group and Niantic partnership and the deal to bring chess to the Esports World Cup both advancing thanks to the conference. The conference, which is hosted annually in Riyadh, Saudi Arabia, aims to bring together the most influential people within gaming, esports and sport, with a view of connecting the three industries and allowing them to learn and grow from each other. 'The New Global Sport Conference from the beginning positioned itself as a platform that united leaders from all across the industry and in 2024, it became the biggest esports conference in the world,' said Hans Jagnow, Director of Special Projects at the Esports World Cup Foundation. 'We brought together not only stakeholders from esports, but also gaming, sports, entertainment, investment and the technology sector and explored the intersection of all these industries.' Bringing together these core industries allows attendees to make connections that would otherwise be difficult to forge. However, the connections make sense. Esports has revolutionised the way competition is broadcast and innovated in a lot of areas, now thanks to these ideas being shared at NGSC, broadcasters from the world of sports are starting to copy techniques from gaming in their own broadcast. Then going the opposite way, the knowledge lifelong sports broadcasters can offer to their esports counterparts in invaluable. 'Bringing together three industries isn't easy, but it's timely,' said Jagnow. 'Esports needs a forum to mature. Gaming needs a place to engage with adjacent sectors. Especially after the COVID pandemic, the esports industry was missing a major B2B event to come together. Meanwhile, gaming and sports are keen to learn more about the leapfrogging developments in esports, and discuss their plans and strategies around it, and exploring elements of collaboration. We are addressing a lot of open questions in the industry, including investment and funding, new product concepts and how to future-proof your business. There was a need to have a forum for that. NGSC is the answer to that need.' FEATURED | Frase ByForbes™ Unscramble The Anagram To Reveal The Phrase Pinpoint By Linkedin Guess The Category Queens By Linkedin Crown Each Region Crossclimb By Linkedin Unlock A Trivia Ladder It has also fostered a lot of major deals and collaboration. While the likes of Chess at EWC and the Savvy X Niantic deals are perhaps the most visible to the wider world, hundreds of partnerships have been created at NGSC over the past few years. With such a wide range of guests at each event you truly never know who you may meet at NGSC, and it could lead to business opportunities that you had never even considered possible. 'With the 2023 and 2024 editions, Riyadh established itself a deal-making hub in these industries,' said Jagnow. 'Major moves of the industry were shaped and decided in Riyadh in the last couple of years. The conference developed into a major deal-making hub, the Davos of esports.' Now the conference is set to return for its third year, and it looks set to be bigger and better than ever, with over 1500 industry players heading to Riyadh during the final weekend of the Esports World Cup, August 23-24. As well as the pure networking side of the event, an extensive schedule of panels, round tables and talks from industry legends will offer exclusive insights into their felids. This year, the likes of former Liverpool FC CEO and EA Sports executive Peter Moore, Chess grandmaster Magnus Carlsen and world renowned game developer Hideo Kojima will all be on hand to share their knowledge with attendees, while furthering the conversation for their industries. The full speaker list also includes other major players within the world of gaming, esports and sport to look to the future of these three industries. 'For the first time, we are expanding our horizon beyond the short and mid-term to examine what these industries might look like by 2050,' said Jagnow. 'Through keynote insights, high-level panels, and exclusive fireside conversations, the programme will explore the future of game IPs, the intersection of sport and esports, the role of governments and global institutions, and the transformative impact of mobile, AI, and digital infrastructure.' It will likely be a while before non-attendees get wind of the deals that will be negotiated in Riyadh in a few week's time, and some may never hit the headlines. But the conference's legacy will no doubt be felt for many years across the gaming, esports and sports industries, and with more attendees than ever this event really could shape the future of esports for years to come.


Android Authority
28-07-2025
- Android Authority
I returned to Pokémon Go after 4 years, and it's just as painful to play as ever
Megan Ellis / Android Authority I've been playing Pokémon Go on and off since the day the mobile game came out in 2016. As a result, I've seen its changes over the years — from the introduction of new creatures to catch, the launch of community days and raids, and plenty of other new features. But there's a reason that I would take breaks from the game, including my four-year pause between 2021 and 2025. Pokémon Go has an accessibility problem. When I started playing it again a few weeks ago, I was disappointed to find that these issues have still not been resolved. Do you still play Pokémon Go? 0 votes Yes NaN % No NaN % Pokémon Go is more difficult to play for certain people Megan Ellis / Android Authority Pokémon Go's premise as an augmented reality (AR) mobile game is really interesting and encourages people to go out and explore the areas around them. But certain mechanics make the game more difficult for people to play, especially when it comes to the need to walk certain distances. The game can be particularly challenging to people with disabilities and certain chronic illnesses. As my pain disorder has gotten worse over the years and I've developed chronic migraines, the game's inaccessibility continues to pose a significant barrier. But disabled people aren't the only ones left out. People who live in rural areas and areas with crime also face challenges playing the game. In rural areas, the density of Pokéstops and gyms can be really low. Meanwhile, if you live in an area with crime, walking around with your phone out isn't feasible. The game is difficult to play for people with disabilities and chronic illness, as well as those that live in rural areas or places with crime. While I don't live in a rural area, the density of gyms and stops where I live is noticeably low. My friend who stays in a small mining town has remarked on this low density, even though his town also has few stops. I also live in an area where crime is significant — so even when I have the energy to take a walk, I mostly walk around the park in my complex rather than venture out into the streets where I have had several bad encounters. I've also seen screenshots from places like Santa Monica in the US and Osaka in Japan where the density of stops and gyms is astounding. Even in Cape Town's busy malls and large public spaces, this type of density isn't seen. The pandemic showed us a more accessible game is possible Joe Hindy / Android Authority Pokémon Go saw a resurgence during the COVID-19 lockdown. People had more time on their hands, but weren't venturing out as much. As a result, we saw the introduction of remote raid passes and a larger radius that allowed you to interact with stops and gyms from further away. But by June 2021, Niantic reversed many of these changes — as detailed in a blog post by the company. It removed the increased incense effectiveness and the increased distance for interacting with gyms and stops. It also later introduced features like Routes and a Go Pass that place an emphasis on walking certain distances. Even the free daily incense players now receive only works if you're moving (and circling your apartment won't suffice). The pandemic saw significant changes to the game, but many of these were reversed. Remote raid passes are still in the game, but you no longer get them from spinning gym discs. While you may rarely get them from research breakthroughs, they're now mostly a paid item. There are ways to earn coins in Pokémon Go, but this depends heavily on your ability to visit gyms and place your Pokémon there. While many will argue that moving is the entire point of Pokémon Go, the game's premium purchases show that accessibility is available in the name of monetization. I can get multiple incubators, as well as incubators that require less walking to hatch an egg, so long as I buy them. Pokéballs are also available for purchase. If you buy the deluxe pass for the month, you also get significantly more rewards for the same amount of effort as free players (such as 50 balls instead of 15 at the beginning of July's Tier 2 stage of the pass). Pokémon Go is leaving out a lot of potential players Ryan Haines / Android Authority I keep coming back to Pokémon Go, so what I really want is the developers to meet me (and many others) half way. Right now, many players resort to spoofing to access areas with more stops, play with friends, and cover certain distances in the game. But this can land you with a ban — and I'm not really comfortable with side-loading an app when I don't know the trustworthiness of the source. Increasing accessibility benefits everyone and would probably encourage a lot more players to log onto the game. This could also increase revenue — in fact, 2020 became Pokémon Go's highest-grossing year at the time and, according to Statista, remains its top year. I occasionally spend money in Pokémon Go. I'd spend more money if I knew I was able to really engage with the game more, rather than facing so many frustrations due to where I live. But right now, I hoard items because I don't know when I'll feel well enough to go to the few places that include gyms and stops. I know I'd spend more on the game if I could meaningfully engage in it, rather than hoarding key items. There are a few things that the developers could do to improve the game for players facing similar challenges. The ability to trade with friends from far away is one potential avenue. Allowing players to gift specific items to their friends could also help balance things out. Reducing the distance to interact with stops would be great. My current solution is to attempt to nominate a Pokéstop near my apartment, but I need to be level 37 to do this, and I've been stuck at 36 for a very long time. But this won't help with the overall density of Pokéstops in the area, since submissions need to be located on public property and at a point of interest. To the game's credit, my Route submission, which aimed to give people a short route that is quieter and more accessible than the current ones in my neighborhood, was accepted. But I do think the game needs changes to make it easier for people to play in general since a lot of people are left out. I might need to accept that Pokémon Go will never be a game I can meaningfully engage in due to my health challenges and where I live. But this doesn't mean I'll stop hoping that the developers will make efforts to include more people. Lockdown showed us that this was possible, and the game earned more than ever during that time. Follow