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Latest comments
by Matthew Scenery.Melbourne
6 hours ago

Their website does say that you can pay per image at $1 per image. I am in the opposite boat though. I could see this having a very significant effect on photogrammetry but I would need to process a few thousand images at a time which would not be very feasible with their current pricing model

by Shaun
7 hours ago


To the developers. A very promising piece of software for a VFX supervisor like me. BUT, please reconsider your pricing tiers and introduce a per-image price. We are a pretty large facility, but I can only imagine needing about 1-10 images a month at the very most. It's like HDRI's - we buy them all the time, one at a time. They need to be individually billed so a producer can charge them against a particular job.

26 June, 2017

It starts to feel like PLAYERUNKNOWN’S BATTLEGROUNDS is the next major UE4 win in the PC territory. It’s the game after ARK: Survival Evolved, that managed to achieve incredible success in terms of sales and revenue.

A couple of days ago Bluehole, Inc. announced today that PLAYERUNKNOWN’S BATTLEGROUNDS has generated $100 million in revenue and sold more than 4 million copies. The game was first released on March 23, 2017. It is available on Steam and you can also purchase it at the official website. They are using Xsolla Pay2Play widget there.The game has a pretty versatile audience. The 24% of players are from the US, 19% are from China, and 6% from Germany. It is really booming in Eastern Asia (South Korea and Japan).

Some more statistics from the official press release:

PLAYERUNKNOWN’S BATTLEGROUNDS has peaked at 230,000 concurrent users on Steam with more than 100,000 sessions being played daily. The game continues its success on Twitch seeing more than 350,000 peak concurrent viewers. 15% of all Twitch users (more than 120,000 people), watch PLAYERUNKNOWN’S BATTLEGROUNDS from the platform every day.

But that’s not the end of this story. BATTLEGROUNDS  is also being ported to Xbox One. The release is planned for the end of 2017. The publishers are also interested in the esports potential of the project.

Frankly, one wouldn’t expect that a game, which came from a simple mod, will achieve such an incredible level of popularity and such astonishing financial results. A last-man-standing shooter with some hardcore gameplay and only one giant map – this doesn’t sound like a recipe for a hit. However, thanks to Unreal Engine 4 and quick development cycle, the team managed to make a very good project, that satisfied the tastes of the audience. It’s also nice to have Bluehole, Inc on board.

If you want to learn more about the past and the future of the project, make sure to read through this amazing interview Brendan Greene, aka PlayerUnknown, gave to Eurogamer. This guy is actually 41. We really thought he was like 18.

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