Gameheads, an Oakland -based tech training program, has partnered with Unity, Oculus from Facebook and Niantic to launch a game design certificate program at Cal State East Bay through the university's art department and continuing education department.

"Reaching more students of color with industry standard tech education opportunities to meet them where they are has been the goal of Gameheads since day one," said Damon Packwood , Executive Director of Gameheads. "This certificate program is a game changer in breaking down barriers to the tech industry that our students have faced for too long, and it's possible because of industry leaders like Oculus, Unity and Niantic. We thank them for helping create true diversity in tech."

The program will help students of color and students with low incomes lower tuition costs, graduate early and provide them with an academic and industry standard education in video game design and extended reality. Students will receive academic extension credit at Cal State East Bay through courses co-taught by professionals and volunteers from the sponsoring organizations.

"Providing underrepresented students with the tools to learn real-time 3D and the economic opportunity that comes with those skills, is directly in line with Unity Social Impact's mission," said Jessica Lindl , Vice President of Social Impact, Unity. "We know that technical skills are being required for the jobs of today and even more so the jobs of tomorrow. We're thrilled to be partnering with this group of industry leaders to equip youth with a strong foundation for their careers."

Launching in Spring 2021, students will receive academic and industry standard tech education through three key courses:

  • Introduction to Unity (sponsored by Unity) : Students will design a complete game in Unity, the world's leading platform for creating and operating interactive, real-time 3D (RT3D) content, and explore the cultural impacts of video games on society.
  • Introduction to Augmented Reality (sponsored by Niantic) : Students will learn how to use Unity's AR Foundation technology to create applications for iOS and Android platforms and explore how different technologies came together to launch the concepts of virtual and augmented reality into the mainstream consciousness.
  • Introduction to Virtual Reality (sponsored by Oculus from Facebook) : Students will learn how to design, develop, and deploy a VR application as well as optimization and testing, user interaction and go-to-market strategy.

The program offers interested students an opportunity to access the kind of education and skills development offered through the Gameheads: Classic program with less of a time commitment and will be open to eligible students ages 15 to 25 who apply through the Gameheads application. With the support of Unity, Oculus from Facebook and Niantic, Gameheads will cover all fees for course credits.

"We're excited to expand our partnership with Gameheads this year and honored to be a part of its certificate program," said Paula Cuneo , Director of Diversity & Inclusion Marketing at Oculus from Facebook. "We understand the endless possibilities virtual reality presents as an emerging technology and believe that access to education and resources should be limitless as well. By educating the future leaders of tomorrow, we're diversifying our AR/VR ecosystem and equipping them with opportunities in the technology industry and beyond."

All of Gameheads' programming seeks to challenge traditional video game curriculum to make room for diverse talent and bold new voices. Gameheads found a strong partner in Cal State East Bay as one of the most diverse public institutions in the U.S. committed to advancing regional engagement through its academic programs and leadership.

"We are excited to partner with Gameheads, an innovative regional partner, to widen student pathways for degree attainment and career exploration," said Kate White , Director of Continuing Education, Cal State East Bay . "The partnership was a natural fit because of our shared commitment to providing educational opportunities to a diverse student population. This certificate program will set our students up for success in a growing field, and we are proud to be a part of their journey."

This program is a continuation of Gameheads' partnership with industry leaders to increase the number of Black students, students of color and students from low-income communities in the tech industry pipeline by providing the educational and employment opportunities they need to build successful and thriving careers in video game design, interactive media and mixed media.

"I am thrilled to work with Damon to create a flexible and innovative career pathway that can be entered and exited at many different points. We are now able to offer a full game design degree as well as a certificate that embraces industry standards and practices and connects our students to the vibrant Bay Area game industry," said Ian Pollock , Art Professor at Cal State East Bay .

We know that there is talent all over the world that has not been seen. We know that communities of color are at the epicenter of some of the world's most fabulous creations. More often than not, the gap between a culturally diverse organization and one that's not is accessibility and investment. Niantic's partnership with Gameheads is a step towards bridging that gap. "Being diverse and inclusive reaches far beyond quotas and events. It's about being reflected in the games you play. It's about being celebrated where you work. It's about addressing systemic inequity. Making all of that a reality in the world we live in requires collective time and attention. It's not a sprint. It's not a marathon, either. It's an all hands on deck movement," said Trinidad Hermida , Head of Diversity and Inclusion, Niantic.

Eligible students ages 15 to 25 should apply using the Gameheads program application and indicate that they are interested in the game design certificate program at Cal State East Bay .

Gameheads is an Oakland -based tech training program that uses video game design, development and DevOps to develop diverse talent and bold new voices, train young people (ages 11-25) for the tech eco-system, and prepare them for college, career and civic life. Participants of Gameheads learn how to create, code and design games, building skills across a variety of disciplines from visual art, creative writing, design, programming, sound design, animation, game theory and history. For more information:

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Wemade successfully wraps up G-STAR2022 as the main sponsor

  • Showcased high quality MMORPG Night Crows and Legend of YMIR, the former to be launched next April
  • Henry Chang gave a keynote speech on Inter-game Economy and the Metaverse, which can connect in-game economy with real life

Wemade revealed new titles, Night Crows and Legend of YMIR, at G-STAR 2022, the largest game show in Korea.

Henry Chang giving a keynote speech at G-STAR 2022

Night Crows by MADNGINE is a high quality MMORPG with top level realistic graphics enabled by Unreal Engine 5. The game is slated to be launched in April 2023 . Myeonseok Son PD, an MMORPG master, and Jeongwook Lee joined forces to found MADNGINE.

Night Crows' main features include a large-scale PVP that more than 1000 players can join, physical clash between characters, and dynamic aerial and ground action. Based on the middle age, massive battles in the wide open field attracted attention from the crowds.

Legend of YMIR, currently being developed by Wemade XR, is an MMORPG based on Norse mythology. YMIR is the first creature and a giant in the story. The game allows players to enjoy the continuous storyline of the Mir series. Back in January, it released a demo video that used Unreal5.

Legend of YMIR is about characters that want to stop 'Ragnarok', an apocalypse that occurs every 9000 years on the continent of YMIR. With facial motion capture, the realistic movement will provide more vivid graphics and make players feel absorbed in the game.

On top of the main event, Henry Chang , CEO of Wemade, gave a keynote speech at G-CON X IGC on the topic of 'New Paradigm: Inter-game economy and the Metaverse'.

At G-CON, many developers and managers from many different fields including online, console, mobile, indie, metaverse and more were invited to talk, and Henry Chang was the first to speak.

"There are misconceptions about cryptocurrencies, but Wemade has its unique vision for WEMIX, and that's why we are introducing DAO & NFT platform NILE, DeFi service WEMIX.Fi, and stablecoin WEMIX$," he began.

After explaining why Wemade jumped into the blockchain business, he argued that gaming is the utility of crypto and blockchain technology.

"MIR4 Global, which has both fun gameplay and blockchain technology, opened the global P&E (Play and Earn) market, and became the world's no. 1 game," he said, further explaining that implementation of blockchain technology to connect the well-designed in-game economy and the real life value was why the game was so popular. "Onboarding superb blockchain games such as MIR4 Global was what made WEMIX Play the best platform in the world,"

He also stressed that WEMIX Play will establish itself as a global open platform in 2023. "100 games will be onboarded by the 1Q 2023, and providing an advanced platform service where everyone can create their own unique tokenomics is our goal."

With the theme of 'Life is Game', Wemade presented the ecosystem of WEMIX and showcased two new games, Night Crows and Legend of YMIR, as the main sponsor of G-STAR 2022.


WEMIX is a blockchain gaming platform developed by WEMIX Pte. Ltd, providing services including cryptocurrency wallet, decentralized exchange, NFT item marketplace, WEMIX staking and the game gateway. WEMIX Pte. Ltd is a subsidiary of Wemade, the developer and owner of "The Legend of Mir" IP, a highly successful game with over 500 million users.

About Wemade

Wemade is a pioneer in game development from Korea. Their focus is ever-shifting towards metaverse and blockchain (NFT, DeFi) technology with an emphasis on personalizing the gaming experience. Wemade strives to transform everyday games with blockchain technology and establish its WEMIX token as a key currency in the gaming industry.


Rich Bak (WEMIX Pte. Ltd. / Singapore )

Wonyul Lee (Wemade / Seoul )

Legend of Ymir

Night Crows

(PRNewsfoto/Wemade Co., Ltd)

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JOYY 2022Q3: Profitability Further Improved, Bigo Live's MAU Growth Elevated

JOYY Inc. (NASDAQ: YY) ("JOYY" or the "Company", formerly known as YY Inc.), a global video-based social media company, announced its unaudited financial results for the third quarter of 2022.

JOYY's total net revenues in the third quarter of 2022 were US$586.7 million , with BIGO's revenues reaching US$483.3 million . In the third quarter of 2022, JOYY's non-GAAP net income [1] (excluding YY Live) was US$76.9 million with a corresponding non-GAAP net income margin [1] of 13.1%. BIGO generated US$84.1 million in net income with a corresponding net income margin of 17.4% in the third quarter of 2022. For the first three quarters of 2022, BIGO's non-GAAP net income [1] was US$230.4 million , an increase of 193.3% compared to the corresponding period of 2021. In the third quarter of 2022, JOYY continued to record positive net operating cash flow of US$117.1 million .

In the third quarter, the MAUs of Bigo Live, JOYY's global livestreaming social platform, reached a new historic high of 35.4 million, increasing by 14.2% year-over-year.

David Xueling Li, Chairman and CEO of JOYY, commented, "Our forward-looking strategic planning and effective execution of our optimization measures delivered another quarter of improved profitability in spite of the volatile macro environment. We continued to execute on our long-term growth strategy, focusing on product upgrades and emphasizing diverse localized content offerings. As a result, we achieved a steady and efficient expansion of Bigo Live's user community, growing Bigo Live's MAUs by 14.2% year over year to 35.4 million."

"Going forward, we remain focused on building our long-term capabilities and delivering value to users and creators by iterating and evolving our diversified global product matrix." Li said. "We are confident that our long-term efforts will further enhance our users' social and entertainment experience, and ultimately boost the growth of our user community and global business. Looking ahead, we will be adaptive and responsive to the macro environment and continue to bolster our resilience and optimize our efficiency. As we are becoming increasingly efficient, we will be better positioned to capture long-term growth opportunities and generate sustainable shareholder value."

Third Quarter 2022 Financial Highlights

  • Net revenues for the third quarter of 2022 were US$586.7 million .
  • Non-GAAP net income [1] from continuing operations attributable to controlling interest and common shareholders of JOYY for the third quarter of 2022 was US$76.9 million , compared to US$35.1 million in the third quarter of 2021. Non-GAAP net income margin [1] for the third quarter of 2022 was 13.1%, compared to 5.4% in the third quarter of 2021.
  • As of September 30, 2022 , JOYY had cash and cash equivalents, restricted cash and cash equivalents, short-term deposits, restricted short-term deposits and short-term investments of US$4,276.7 million . For the third quarter of 2022, net cash inflow from operating activities was US$117.1 million .

Third Quarter 2022 Business Highlights

Bigo Live

Bigo Live's MAUs increased by 14.2% year over year in the quarter, reaching a new historic high of 35.4 million. Notably, MAUs in Europe and in the Middle East increased by 9.8% and 7.8% respectively, while MAUs in Southeast Asia and other emerging markets increased by 19.2% year over year. In Malaysia , Bigo Live launched BIGO Gagaga, an all-new online variety show, featuring entertainment content including gaming and standup comedy. The show starred Bigo Live's most popular streamers and some of Malaysia's top radio broadcasters, and combined elements of livestreaming with pre-existing forms of mainstream media to create a fresh and unique viewing experience. In the Middle East , Bigo Live once again collaborated with Mobile Legends: Bang Bang to stream one of the largest fall professional tournaments in the Middle East and North Africa . Bigo Live also held a world tour for its mascot, Dino. The 16-foot-high mascot visited landmarks in dozens of countries in Southeast Asia , Europe , and North America . During the tour, Bigo Live invited popular local streamers to host a number of performances for local audiences, which helped stimulate interest in Bigo Live and promoted brand awareness among local communities.


Following the trial-launch of the "Loop" feature in the U.S. and Europe in the second quarter, Likee officially introduced "Loop" to other regions around the world in the third quarter. This feature has helped users with similar interests better connect and share content, and has further improved the quality of Likee's user interactions. As a result, the number of videos shared per user per day in the anime community increased by 379% sequentially in the third quarter, while in-app instant messaging users grew by 7.1%. The average user time spent on Likee also increased by 21.5% sequentially in the third quarter. In addition to its regular localized activities, Likee expanded its operational efforts to include activities that have a positive impact on local communities. For example, after flooding in some Southeast Asian countries in July, Likee launched dedicated pages for local users to share information on government relief, emergency response, and other breaking details of the disaster in real time. Separately, Likee launched a campaign in South Asia aiming to raise public awareness of energy conservation, providing users with convenient access to important and useful information. The campaign attracted the participation of more than 1 million users.


During the third quarter, Hago's livestreaming revenue and number of paying users both increased year over year. Hago launched a one-on-one voice chat feature and upgraded its user loyalty benefits, which promoted user interaction and improved the loyalty of its paying users. Both initiatives drove growth in long tail users' spending. Hago also introduced further updates to its new feature, Hago Space . Users were granted greater freedom in designing the appearance and costumes of their 3D avatars, and given the opportunity to engage and interact in new 3D virtual scenes such as karaoke. Both updates contributed to an increasingly innovative, immersive, and interactive experience. Thanks to these upgrades, Hago Space's penetration rate and average user time spent both improved significantly over the previous quarter. More importantly, revenues from Hago Space increased by 409% sequentially.

[1]. For details of the non-GAAP measures, including the reconciliations of GAAP measures to non-GAAP measures, please refer to the press release titled "JOYY Reports Third Quarter 2022 Unaudited Financial Results" issued by the Company on November 29, 2022 .

Investor Relations Contact:

Jane Xie / Maggie Yan

Robin Yang
Tel: (+1) 646 915-1611

(PRNewsfoto/JOYY Inc)

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