"I think that's going to be incredibly exciting." In terms of how creators might benefit from Stadia, Wyatt was tight-lipped on what, if any, programs like Epic Games' "Support-A-Creator" initiative might come to the platform. "People being able to click on a video on YouTube and immediately begin playing the game instantaneously will see a loop close," he said.
Ryan Wyatt, head of YouTube Gaming, discussed future plans for the platform in an interview with a fellow YouTuber over several rounds of "Fortnite" this week.
The interview can be viewed in its entirety on Nick Eh 30's YouTube channel, with 47 minutes of additional discussion about creator-centric content for YouTube Gaming.” />
"The emergence of mobile gaming has been awesome," said Wyatt of recent success for various mobile games being streamed on YouTube. "People watching mobile gaming is going to come more to the forefront." He also mentioned YouTube's upcoming streaming project Stadia, which is poised to make quite the splash if it performs as well as it's supposed to.
There was also a short hint about what could be coming next for the platform and what's going to be big in the future. He briefly discussed looking into adding more monetization options for creators, how the YouTube Gaming team can do "more" with alternative methods of monetization, and offering new avenues for users to make money.
"Whether's it creating tools to establish better business between them, there are lots more features we still have to create. There are a lot of great competitive platforms out there that push YouTube," said Wyatt of additional features that could be coming to the platform.
During a few games of the massively popular battle royale game, pro player Nick Eh 30 picked Wyatt's brain on several topics regarding YouTube Gaming, including where Wyatt thinks it's going from here, what the team is most focused on, and plans for the future.
I'll leave it at that." "There are some things we can't necessarily touch on that we're working on, but that program was one of the most brilliant things done to help support a creator ecosystem and I think we have a lot to learn from that.
As far as the team's biggest priorities for the future go, Wyatt lined out the three "buckets" YouTube is focused on building up: focus on the users and community, YouTube creators themselves, and game publishers.

A developer asked the company Thursday where it would draw the line on what it does and doesn't allow. The question comes in the wake of controversies that continue to bubble up on Steam surrounding its hands-off approach to game curation.
Steve Allison, head of the Epic Game Store, was a bit more blunt when asking the developers question about Epic's own policies.
"If they don't have any rating and we have to make a subjective decision, we won't be publishing porn."” /> "If we get into the business of visual novels, we're not going to sell porn," he said.
One involves the sort of content Epic Games will sell once the store starts opening its doors to a broader selection of games and publishers.
“We then have to make a judgment call about any risk it puts to Valve, our developer partners, or our customers. After significant fact-finding and discussion, we think ‘Rape Day’ poses unknown costs and risks and therefore won’t be on Steam.” “Much of our policy around what we distribute is, and must be, reactionary — we simply have to wait and see what comes to us via Steam Direct,” it said at the time.
Epic Game Store is starting to establish itself as a major competitor to Valve's massive Steam Store, but it still has a lot of policies to detail.
It contains 500 images and over 7,000 words enabling the player to “verbally harass, kill, and rape women as [they] choose to progress the story,” according to its now-removed Steam product page. “Rape Day” is a visual novel from indie developer Desk Plant. Its content reportedly includes “violence, sexual assault, non-consensual sex, obscene language, necrophilia, and incest.”
Earlier this month, Valve removed a controversial unreleased game about rape from Steam.
Even for visual novels." "Anything adults only is not OK. "In America, anything (rated) up to mature is OK," said Epic Games director of publishing strategy Sergey Galyonkin.

The layoffs were part of the company's recent realignment efforts. Razer recently cut about 30 positions, some from its mobile gaming division, representing 2% of its workforce. It also decided to shutter its online game store less than a year after its launch.” />
“Mobile gaming keeps growing at an incredible pace and at Razer, we are poised to be a leader in the segment. “With the strengths of Tencent and Razer combined, we are going to supercharge the mobile gaming industry.” We have been working with Tencent since 2008 and are excited to now enter into a collaboration with them to spearhead future innovation in the space,” said Min-Liang Tan, co-founder and CEO of Razer.
While the tech conglomerate has suffered recently thanks to stricter video game regulations in China, it managed to make nearly $1 billion a month in profits during fiscal 2018. Tencent is the publisher behind mobile hits like "PUBG Mobile" and "Arena of Valor." It also owns "League of Legends" developer Riot Games and has stakes in "Fortnite" developer Epic Games and "Clash of Clans" developer Supercell.
They will also work to optimize Tencent games for Razer's mobile game platforms and the Razer Cotex mobile game launcher. Other Razer software like the Chroma RGB lighting and THX Spatial Audio might find their way into Tencent mobile titles as well. The two companies are planning to collaborate in three specific areas: hardware, software, and services. Finally, the companies will explore additional monetization opportunities in mobile games, including integrating Razer services. Tencent will work closely with Razer to optimize its mobile games for Razer's hardware, including its smartphone and gaming controllers.
Gaming hardware and peripheral manufacturer Razer is partnering with Chinese technology giant Tencent to "bring the mobile gaming experience to the next level," it announced on Thursday.

Watson discovered that YouTube’s algorithms enabled child predators to secretly connect across a series of videos with young girls engaged in everyday activities like gymnastics or stretching. 17 video. The issue — the latest "brand safety" scandal for YouTube — was exposed by vlogger Matt Watson in a Feb. In those videos, members of what Watson called a "soft-core pedophilia ring" made sexualized comments about the girls and in some cases traded child pornography in the comments section, he claimed.
Last month, the telco said it planned to resume buying ads on YouTube. AT&T brand chief Fiona Carter told the New York Times the company felt YouTube had taken adequate measures to ensure the platform was "brand safe" again.” /> AT&T was among the advertisers that pulled its ad spending from YouTube in March 2017, after the revelation that YouTube was serving ads against terrorist video and other hate speech.
In a statement, an AT&T spokesman said, "Until Google can protect our brand from offensive content of any kind, we are removing all advertising from YouTube."
Google and YouTube reps, asked to comment about the advertiser spending freezes, did not address them directly. We took immediate action by deleting accounts and channels, reporting illegal activity to authorities and disabling comments on tens of millions of videos that include minors." A company rep provided the same statement it released previously, which said in part, "Any content — including comments — that endangers minors is abhorrent, and we have clear policies prohibiting this on YouTube.
YouTube said in the 48 hours after Watson's video posted, the service terminated over 400 accounts and channels that violated its policies. YouTube also says it reported illegal activity to National Center for Missing & Exploited Children to work with law-enforcement authorities.
Other marketers that have dropped spending with YouTube over the scandal include Disney, Epic Games, McDonald's and Nestlé.
The telco joins a boycott by marketers alarmed by the discovery that a secret group of child predators has been using YouTube to make sexual comments about kids. AT&T, one month after it thought it was safe to advertise on YouTube again, said it is pulling all advertising spending from the world's biggest video platform.

"Speaking of percentages, we estimate that Apple has claimed approximately $150 million of this by way of its 30% platform fee on in-app purchases, with the other $350 million going to Epic Games," Sensor Tower said. "While the half a billion in gross revenue doesn’t factor in the more than $100 million we estimate Android players have spent since the game launched on that platform, Epic Games is retaining 100% of that sum via its decision to bypass Google Play — much to the Alphabet subsidiary’s chagrin."
The game was ranked number nine overall last year based solely on revenue, according to Sensor Tower. It ranked number seven last month after grossing an estimated $38 million worldwide.” />
"Fortnite Mobile" on iOS made $300 million in its first 200 days, Sensor Tower reported in October. players were the overwhelming majority of spenders, accounting for 65% of the $300 million in revenue. For comparison, competitor "PUBG Mobile" made about $47 million on iOS in 173 days after it began offering in-app purchases. Again, U.S. About $20 million was spent in the last week of September alone, coinciding with the release of "Fortnite's" sixth season.
It made an average of $1.53 million per day during that time frame, Sensor Tower said. It surpassed that milestone 326 days after its Mar. 15 launch, beating previous times set by other hugely popular mobile titles like Supercell's "Clash Royale" (389 days) and Tencent's "Honor of Kings" (405 days). accounted for 64% of the spending. Players in the U.S.
The mobile version of "Fortnite" has officially made half a billion dollars on iOS in less than a year, according to market intelligence company Sensor Tower.

Developers could implement the chat and allow players to speak to others via headset plugged directly into the console, which would widen the horizons for Switch owners feeling left out by the system's lack of proper voice functionality.
Those interested in working alongside Vivox to implement this kind of functionality in new or current games on the market can reach out to the company to partner with them. With cross-platform play on the rise and seen throughout multiple titles on the market such as "Rocket League" and "Fortnite," voice chat for multiplayer titles will undoubtedly become something of a boon, especially with simpler implementation on the table.” />
Integrated voice chat service Vivox is releasing a software development kitthat will add both text and voice chat to Nintendo Switch titles.
As a result, titles like Epic Games' "Fortnite" rely on Vivox on Switch for chat given that those on other platforms regularly play with those on the system. The software will allow third-party developers to utilize the tech in a variety of games, including multiplayer titles. Meanwhile, Hi-Rez Studios' "SMITE" and "Paladins" will soon be adding support in upcoming game updates. Currently, Nintendo Switch Online's proprietary system does not include online voice chat support.
“We’ve already seen a great deal of success with Nintendo and the use of our voice services in Fortnite,” said Dave Verratti, president of Vivox. “Multiplayer games can and should excel on Nintendo Switch, and we’re excited to see the results of the Vivox SDK on Nintendo Switch.”

That is, until "Drake" had an outburst, repeating the N-word over and over until Ninja quickly left the match and hustled back to the game lobby.
Epic Games has yet to comment on the situation.” />
The account had already raised a few red flags, including its silence during most of the match as well as its high ping, which could mean the hacker was based somewhere in Europe. That's awkward!" He noted he'd be sending Drake a message as well to let him know that his account had apparently been hacked. "I'm going to report that guy to Epic, and hopefully they can do something pretty serious about that," he said. "What do you do about that, man? "Fake Drake?" Ninja laughed, clearly uncomfortable.
Ninja was under the impression Drake wanted to play "Fortnite" with him during the livestream to raise money for the Ellen Fund in a collaboration with "The Ellen Show" when the account "Duddus647" joined his game. Drake's previous appearance on Ninja's "Fortnite" stream revealed the handle "TheBoyDuddus."
Popular "Fortnite" streamer Ninja played the battle royale game during a charity stream on Nov. 23 with someone impersonating rapper Drake with disastrous results.
At first, the account remained silent, which Ninja took as Drake getting set up to play with his own microphone. With the unplanned guest in-game, Ninja tried to contact Drake via text, noting that he wasn't sure if Drake "meant to invite" him to the game before setting off to play together. The pair began playing together, and it seemed nothing was out of the ordinary.

Players will compete as equals, no matter if they've chosen to play on console, PC, or mobile devices, so it won't matter which platforms those who decide to compete choose, as everyone will be on equal ground. According to Epic Games, this allows the company to "place a single shining spotlight onto the world's best players" as well as increasing the prize pools and "player exposure."
The first "Fortnite" in-game tournament, which is open to players of all ages and skill levels, is set to begin Oct. 16.
There will be a target score to reach during each tournament, and reaching said score will net participants a special pin to celebrate their accomplishments. These pins may allow some players to advance further in tournaments or qualify them to take home prizes in the future.
With the release of patch v.610, the game's new In-Game Tournaments mode, located in the Events section in "Fornite Battle Royale," players can compete alongside others of all backgrounds, including professionals, for prizes and other goodies.
That doesn't leave much time to practice, but there are dates through Nov. The next date will be the Beta Tournament for duos, running Oct. 30 for some of the competitions for those interested in jumping in.” /> 25. 16 through Oct. The official tournament schedule, with dates in NA, EU, BR, Asia, and OCE regions, can be found via the official "Fortnite" site via Epic Games, with the solo Alpha Tournament held from Oct. 21. 23 through Oct.
All players will begin with the same score and then compete to earn as many points as possible by eliminating opponents or achievement high placements. By playing well, competitors will be matched with others close to their ability level. There will be a series of tournaments each with their own date and times, where players begin with a blank slate over and over again.

The surging success of "Fortnite" and its monumentally popular battle royale mode helped transform the already successful game developer and game engine creator Epic Games into a company worth $5 billion to $8 billion, according to the Bloomberg Billionaires Index.
"I would describe it as seeing the writing on the wall," Sweeney said. "There was an increasing realization that the old model wasn't working anymore and that the new model was looking increasingly like the way to go." The realization that "Fortnite" would do much better as a free-to-play, evolving game led Sweeney to realize he had to change the direction of the company.
The company is expected to make $2 billion off the game this year, according to analysts.” /> The decision to keep "Fortnite" in pre-release development for nearly five years before releasing it and the willingness to test out a new mode with battle royale both sprung from Epic's 2012 decision to become a more agile company.
That injection of cash allowed Epic to make some major changes, including dropping the monthly charge for its game engine and giving it away to anyone who wanted to use it. To balance that out, Epic took a royalty cut from anything created with its engine. The result immediately led to the company's biggest profits for the engine in its history.
And of the three gambles, it was "Fortnite" that hit biggest.
It also notes that Tencent owns 40% of the company, but that founder and president Tim Sweeney is the controlling shareholder. While Bloomberg doesn't identify how it came up with that number, it does cite analysts who seem to back it up.
To get the money to change directions so drastically, Epic cut a deal with Tencent, selling it about 48% of the company's outstanding shares, or roughly 40% of Epic, for $330 million.
While "Fortnite's" impact on Epic Games can't be underrated — references to the game have shown up everywhere from the World Cup, to the worlds of music and movies — the true driver of the company's success was a decision it made in 2012 to shift away from big, boxed, marketing-driven titles and pricey games to a more agile company that gives away a bulk of its content.
We were seeing some of the best games in the industry being built and operated as live games over time rather than big retail releases. Do we enter into a new generation of publisher agreement and continue the way we were?" he says. "It boiled down to a decision: What do we do with our company? We recognized that the ideal role for Epic in the industry is to drive that, and so we began the transition of being a fairly narrow console developer focused on Xbox to being a multi-platform game developer and self-publisher, and indie on a larger scale." "We ruled that out fairly soon after 'Gears of War 3' was released. We realized that the business really needed to change its approach quite significantly.
In a case of the chicken or the egg, the decision to shift to what was known internally as Epic 4.0 was driven in part by the years-long development of "Fortnite," which began as a small indie title inside the studio, and lessons learned there, Sweeney said back in 2016.
Going into this new phase, Epic refocused most of its game development efforts on three titles: "Paragon," "Unreal Tournament," and "Fortnite."

For now, if you want to spend some time in Playground mode, you’ll need to wrap things up ahead of when the plug is pulled on July 12. Hopefully its return will go without a hitch this time.” />
Almost immediately after it made its initial debut, the mode was shut down, much to the frustration of players across the world. This will mean the mode will have only been available for nine days since it was brought back online as of July 3, following a torrent of server issues and other frustrating snafus after its initial debut. "Fortnite: Battle Royale's" massively popular Playground Mode will be going offline once more on July 12, as developer Epic Games begins tweaking its next iteration.
The four-player sandbox mode, which allows players to practice and train together without the constant threat of being killed off or otherwise assaulted by others, will return following this new planned maintenance period with a swath of new features. Epic Games has confirmed via Reddit post that 1v1s, 2v2s, team selection, controller aim assist, the ability to edit others' structures, teammate highlighting while on the map, traps that correctly affect both enemies and teammates, and pickaxe damage is all coming in the next iteration of Playground mode.
Unfortunately, there is no planned return date for Playground mode, so it may be down for quite some time. "The Playground LTM represents our first step into what a full creative mode looks like in Fortnite," Epic Games stated in its announcement via Reddit, and it certainly looks like the game is well on its way there, if the mode can remain online long enough for players to test it out.
Fortunately, all of this back-and-forth maintenance should soon culminate in a permanent mode for "Fortnite: Battle Royale." Previously, Epic Games had confirmed via Reddit post that the team is "working on a version" where Playground can be retained as a regular "mode," rather than a limited-time option.

The game made $126 million in February of this year through in-app purchases alone. On mobile, the game reportedly made $25 million in its first month. "Fortnite," though a mega-success in the countries like the United States, has yet to come out in China. Though with the backing of Tencent, and with the company's recent push for Chinese esports, it stands to reason Epic's popular free-to-play game will continue to be a success overseas.
This seems to be just another addition to Tencent's plan to create a ¥100 billion esports in China by 2020. Tencent, which owns 40-percent of Epic Games, will split that ¥100 million ($15.8 million USD) two ways: half of the money will be used to make in-game content and support video content creators, while the other half is used to push the game as an esport in the country.
The company is also the publisher of the mobile game "Arena of Valor," which boasts more than 200 million players in China alone. Tencent, a mammoth video game and social media company based out of China, is probably the best partner Epic could've asked for with bringing its game to China. Tencent's CEO, Ma Huateng, is currently China's richest person. Along with owning part of Epic, it also has the rights to publish "Fortnite's" biggest competitor, "PlayerUnknown's Battlegrounds," in China.
However, after adding a battle royale mode in the wake of the success of "PlayerUnknown's Battlegrounds" last September, the game's popularity has been unrivaled, even being played by popular streamers such as Ninja and rappers such as Drake.” /> Releasing in July of 2017, after six years of development, the game was met with middling reviews from critics. For all intents and purposes, "Fortnite" should not be as popular as it is.
Epic Games' massively-popular survival-battle royale game "Fortnite" is finally heading to China thanks to a ¥100 million investment from Tencent, the company announced recently at a press conference according to gamesindustry.biz.