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	<title>Game Engine - DIGITAL PRODUCTION</title>
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		<title>Official Steam support lands on Unity roadmap</title>
		<link>https://digitalproduction.com/2026/03/17/official-steam-support-lands-on-unity-roadmap/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 17 Mar 2026 07:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[deployment]]></category>
		<category><![CDATA[Game Developers Conference]]></category>
		<category><![CDATA[Game Engine]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Linux runtime]]></category>
		<category><![CDATA[platform toolkit]]></category>
		<category><![CDATA[portability]]></category>
		<category><![CDATA[Proton]]></category>
		<category><![CDATA[Realtime]]></category>
		<category><![CDATA[Steam]]></category>
		<category><![CDATA[Steam Deck]]></category>
		<category><![CDATA[Steam Machine]]></category>
		<category><![CDATA[Steam publishing]]></category>
		<category><![CDATA[SteamOS]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[Unity Technologies]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=260769</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/btobk0ard_m-00-49-54-4-gdc-unity-product-update.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A digital presentation featuring a futuristic scene with glowing particles in a circular platform. Two presenters are visible on the left, discussing the presentation during a product update at GDC 2026." /></div><div><p>For those who don’t know the tool: Unity is a realtime game engine that ships to desktop and&#8230;</p>
<p>The post <a href="https://digitalproduction.com/2026/03/17/official-steam-support-lands-on-unity-roadmap/">Official Steam support lands on Unity roadmap</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/btobk0ard_m-00-49-54-4-gdc-unity-product-update.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A digital presentation featuring a futuristic scene with glowing particles in a circular platform. Two presenters are visible on the left, discussing the presentation during a product update at GDC 2026." /></div><div><p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://unity.com">Unity</a> is a realtime <a href="https://unity.com">game engine</a> that ships to desktop and consoles, and <a href="https://unity.com/features/multiplatform?utm_source=chatgpt.com">Platform Toolkit</a> sits in the build and platform integration layer, so your release pipeline spends less time arguing with targets and more time making frames.</em></p>



<h3 id="what-changed-and-when" class="wp-block-heading">What changed and when</h3>



<p class="wp-block-paragraph">A <a href="https://unity.com">Unity</a> product update at the <a href="https://gdconf.com">Game Developers Conference</a> included two platform-focused announcements. First, official Steam support is planned, including a native solution intended to help bring games to the platform. This support should be  covering <a href="https://store.steampowered.com">Steam</a>, <a href="https://www.steamdeck.com">Steam Deck</a>, and <a>Steam Machine</a>. </p>



<p class="wp-block-paragraph">Second, targeted enhancements to the engine Linux runtime are planned with the goal of native performance increases. The same update frames this work as a way to reduce reliance on running Windows builds through <a href="https://github.com/ValveSoftware/Proton">Proton</a>. </p>



<figure class="wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter"><div class="wp-block-embed__wrapper">
<a href="https://twitter.com/unitygames/status/2031777294394552663" rel="nofollow">https://twitter.com/unitygames/status/2031777294394552663</a>
</div></figure>



<h3 id="steam-support-without-the-scavenger-hunt" class="wp-block-heading">Steam support without the scavenger hunt</h3>



<p class="wp-block-paragraph">If you have shipped on <a href="https://store.steampowered.com">Steam</a> before, you already know the punchline: it is possible, but the path has historically depended on what you integrate and how you maintain it over time. The new message is about making that experience feel like a supported lane rather than a community tradition. The announcement describes a built-in platform toolkit that will facilitate the workflow of bringing games to <a href="https://store.steampowered.com">Steam</a>. That phrasing matters for production because it points to changes that sit inside your day to day build and release loop, not just documentation or a sample project you copy once and then forget until it breaks on a Friday.</p>



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<p class="wp-block-paragraph">So for now, the important production takeaway is narrower and still useful: the roadmap points at a native solution for <a href="https://store.steampowered.com">Steam</a> targeting <a href="https://www.steamdeck.com">Steam Deck</a> and <a>Steam Machine</a> as part of the same effort. </p>



<h3 id="linux-runtime-work-aimed-at-less-proton-reliance" class="wp-block-heading">Linux runtime work aimed at less Proton reliance</h3>



<p class="wp-block-paragraph">The second half of the update calls out targeted enhancements to the Linux runtime in <a href="https://unity.com">Unity</a>, framed around native performance gains and removing the need to rely on Windows through <a href="https://github.com/ValveSoftware/Proton">Proton</a>. </p>



<p class="wp-block-paragraph">For teams shipping to Linux ecosystems, that focus is notable because runtime changes tend to land below your gameplay code and sometimes below your rendering decisions. When runtime behavior shifts, it can affect performance, stability, input, windowing, threading, and the kinds of issues that only appear on particular hardware and driver mixes. </p>



<p class="wp-block-paragraph">Still, the direction is clear enough to influence planning. If your release strategy currently depends on Windows builds plus <a href="https://github.com/ValveSoftware/Proton">Proton</a>, the announcement signals that native Linux performance is a priority area rather than an afterthought.  That can change how you triage bugs, where you invest profiling time, and how you communicate platform expectations internally.</p>



<h3 id="what-is-still-missing" class="wp-block-heading">What is still missing</h3>



<p class="wp-block-paragraph">The story is big, but the specifics are currently thin in the provided material. There is no published schedule in the sources for when official <a href="https://store.steampowered.com">Steam</a> support will ship. There is no description of what the native solution includes, whether it is a package, an editor workflow, a build target configuration, or a set of services. There is no compatibility matrix that spells out editor versions, player versions, or which OS targets are covered. </p>



<p class="wp-block-paragraph">That means any team looking to act immediately should treat this as a roadmap signal rather than a shipping feature drop. It is a green light to pay attention, not a license to rewrite your platform plan overnight.</p>



<p class="wp-block-paragraph"><br /><a href="https://unity.com">https://unity.com</a><br /></p>



<p class="wp-block-paragraph"><a href="https://gdconf.com">https://gdconf.com</a><br /></p><p>The post <a href="https://digitalproduction.com/2026/03/17/official-steam-support-lands-on-unity-roadmap/">Official Steam support lands on Unity roadmap</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
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<post-id xmlns="com-wordpress:feed-additions:1">260769</post-id>	</item>
		<item>
		<title>Godot 4.6-dev5 lands: D3D12 default, Delta Patching, Android Gradle, 2D boosts</title>
		<link>https://digitalproduction.com/2025/12/04/godot-4-6-dev5-lands-d3d12-default-delta-patching-android-gradle-2d-boosts/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 04 Dec 2025 05:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Game Engine]]></category>
		<category><![CDATA[game engine update]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Godot]]></category>
		<category><![CDATA[Godot animation system]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[Rendering]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=233942</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/12/dev-snapshot-godot-4-6-dev-5.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="An illustration from a game development snapshot, featuring a large robotic dinosaur named Cranneosaur. The scene shows colorful pixel art with characters and health statistics displayed at the bottom, along with a Godot logo and text indicating the version." /></div><div><p>Godot 4.6-dev5 goes live: D3D12 is now default on Windows, PCK patching gets efficient delta export, Android exports via Gradle land, and 2D rendering gets 1.1–7× speed boosts.</p>
<p>The post <a href="https://digitalproduction.com/2025/12/04/godot-4-6-dev5-lands-d3d12-default-delta-patching-android-gradle-2d-boosts/">Godot 4.6-dev5 lands: D3D12 default, Delta Patching, Android Gradle, 2D boosts</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/12/dev-snapshot-godot-4-6-dev-5.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="An illustration from a game development snapshot, featuring a large robotic dinosaur named Cranneosaur. The scene shows colorful pixel art with characters and health statistics displayed at the bottom, along with a Godot logo and text indicating the version." /></div><div><script type='application/json' class='__iawmlf-post-loop-links'>[{"id":105,"href":"https:\/\/editor.godotengine.org\/releases\/4.6.dev5","archived_href":"http:\/\/web-wp.archive.org\/web\/20251227122913\/https:\/\/editor.godotengine.org\/releases\/4.6.dev5\/","redirect_href":"https:\/\/editor.godotengine.org\/releases\/4.6.dev5\/","checks":[{"date":"2026-01-01 04:44:41","http_code":206},{"date":"2026-01-04 21:23:38","http_code":206},{"date":"2026-01-08 16:13:05","http_code":206},{"date":"2026-01-14 03:47:11","http_code":206},{"date":"2026-01-24 19:59:56","http_code":206},{"date":"2026-01-29 13:51:19","http_code":206},{"date":"2026-02-02 05:32:22","http_code":206},{"date":"2026-02-05 19:46:17","http_code":206},{"date":"2026-02-10 14:52:59","http_code":206},{"date":"2026-02-13 19:23:28","http_code":206},{"date":"2026-02-25 03:28:51","http_code":206},{"date":"2026-03-04 00:18:45","http_code":206},{"date":"2026-03-08 09:50:08","http_code":206},{"date":"2026-03-19 22:39:30","http_code":206},{"date":"2026-03-31 00:30:08","http_code":206},{"date":"2026-04-03 20:30:39","http_code":206},{"date":"2026-04-21 14:52:22","http_code":206},{"date":"2026-04-30 22:39:12","http_code":206}],"broken":false,"last_checked":{"date":"2026-04-30 22:39:12","http_code":206},"process":"done"},{"id":106,"href":"https:\/\/godotengine.org\/article\/dev-snapshot-godot-4-6-dev-5","archived_href":"http:\/\/web-wp.archive.org\/web\/20251227122914\/https:\/\/godotengine.org\/article\/dev-snapshot-godot-4-6-dev-5\/","redirect_href":"https:\/\/godotengine.org\/article\/dev-snapshot-godot-4-6-dev-5\/","checks":[{"date":"2026-01-01 04:44:41","http_code":206},{"date":"2026-01-04 21:23:38","http_code":206},{"date":"2026-01-08 16:13:05","http_code":206},{"date":"2026-01-14 03:47:12","http_code":206},{"date":"2026-01-24 19:59:56","http_code":206},{"date":"2026-01-29 13:51:19","http_code":206},{"date":"2026-02-02 05:32:23","http_code":206},{"date":"2026-02-05 19:46:17","http_code":206},{"date":"2026-02-10 14:52:59","http_code":206},{"date":"2026-02-13 19:23:28","http_code":206},{"date":"2026-02-25 03:28:51","http_code":206},{"date":"2026-03-04 00:18:45","http_code":206},{"date":"2026-03-08 09:50:08","http_code":206},{"date":"2026-03-19 22:39:30","http_code":206},{"date":"2026-03-31 00:30:08","http_code":206},{"date":"2026-04-03 20:30:38","http_code":206},{"date":"2026-04-21 14:52:19","http_code":503},{"date":"2026-04-30 22:39:13","http_code":206}],"broken":false,"last_checked":{"date":"2026-04-30 22:39:13","http_code":206},"process":"done"}]</script>
<p class="wp-block-paragraph">The open-source engine <a href="https://digitalproduction.com/tag/godot/" title="Godot">Godot </a>hits a new development milestone with its 4.6-dev5 snapshot. As the project moves toward feature freeze (scheduled for 3 December 2025), this build bundles a wide set of changes across rendering, export workflows, patching and editor usability.</p>



<h3 id="use-d3d12-by-default-on-windows" class="wp-block-heading">Use D3D12 by default on Windows</h3>



<p class="wp-block-paragraph">For Windows users the default rendering backend now switches from Vulkan (or older defaults) to Direct3D 12 (D3D12). This reflects long-standing concerns about Vulkan stability on Windows, particularly around GPU driver reliability. The change only affects new projects created in 4.6-dev5 or later. For existing 4.5 projects you must manually set <code>rendering/rendering_device/driver.windows = d3d12</code>.</p>



<h3 id="delta-encoded-pck-patching" class="wp-block-heading">Delta-encoded PCK patching</h3>



<p class="wp-block-paragraph">Content patching sees a major enhancement. Previously, patch exports compared files at a per-file level — meaning even a single-character change in a large localisation file triggered a full export of that file.<br />Now, the engine supports delta encoding (binary diffing) when exporting patches. Only the modified bytes are stored, potentially turning megabyte-sized patches into lightweight, byte-level edits. This must be explicitly enabled in the Patching tab of the export dialog. Note: applying such patches comes with a small runtime cost (a few milliseconds worst case).</p>



<h3 id="native-android-gradle-builds-via-companion-app" class="wp-block-heading">Native Android Gradle builds via companion app</h3>



<p class="wp-block-paragraph">Exporting to Android gets more robust. Previously, Godot allowed injecting game data into a pre-built APK — quick but limited. Now, thanks to a companion build app providing a Linux-like build environment on Android, Godot can run full Gradle builds on-device. This enables easier use of Android plugins (for example billing, XR, ads) and closer parity with native Android builds. The companion app is planned for release via Google Play and other stores before Godot 4.6 stable ships.</p>



<h3 id="openxr-1-1-support-and-improved-xr-export" class="wp-block-heading">OpenXR 1.1 support and improved XR export</h3>



<p class="wp-block-paragraph">Godot now supports OpenXR 1.1. On devices with 1.1 support, the engine will automatically enable the newer API features. Loader logic for AOSP (Android Open Source Project) platforms has been moved from a vendor-specific plugin into Godot’s core. That means games targeting generic Android distributions can now export one APK that runs across many XR headsets without separate vendor plugins. The existing first-party OpenXR vendor plugin remains available for vendor-specific extensions and permission management.</p>



<h3 id="2d-renderer-overhaul-major-performance-gains" class="wp-block-heading">2D renderer overhaul: major performance gains</h3>



<p class="wp-block-paragraph">The 2D renderer, especially for scenes benefiting from batching, gets substantial optimisations. Previous automatic 2D batching already reduced CPU usage by combining similar draw calls. In 4.6-dev5 the GPU cost of batching has been reworked. Tests show that on GPU-bound scenarios performance improved between 1.1× and 7× compared to prior versions.</p>



<h3 id="editor-and-engine-usability-upgrades" class="wp-block-heading">Editor and engine usability upgrades</h3>



<p class="wp-block-paragraph">This snapshot also introduces many smaller but meaningful improvements across the editor, scripting, and core engine: rotating scene tiles in <code>TileMapLayer</code>, improved timeline resizing for animations, better GDScript debugging, extended GUI layout options, improved file attribute support under operating systems, and more.</p>



<h3 id="what-if-anything-to-watch-out-for" class="wp-block-heading">What, if anything, to watch out for</h3>



<p class="wp-block-paragraph">As with any pre-release build, 4.6-dev5 is not a stable release. The official download page warns users to keep backups or use version control to avoid data loss or regressions. Depending on your project, some changes, like the switch to D3D12 or the use of delta-encoded patches,  might require manual configuration or testing before relying on them.</p>



<p class="wp-block-paragraph">This build is part of a broader push toward the stable 4.6 release. With feature freeze scheduled for 3 December 2025, this dev snapshot likely represents the last major feature add before the engine enters polish-only mode. Developers should test these changes thoroughly before upgrading production projects.</p>



<p class="wp-block-paragraph"><a href="https://editor.godotengine.org/releases/4.6.dev5/" title="">Try the Webversion in your Browser! </a></p>



<p class="wp-block-paragraph"><a href="https://godotengine.org/article/dev-snapshot-godot-4-6-dev-5/" title="">And read more about this Release here: https://godotengine.org/article/dev-snapshot-godot-4-6-dev-5/</a></p><p>The post <a href="https://digitalproduction.com/2025/12/04/godot-4-6-dev5-lands-d3d12-default-delta-patching-android-gradle-2d-boosts/">Godot 4.6-dev5 lands: D3D12 default, Delta Patching, Android Gradle, 2D boosts</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[An illustration from a game development snapshot, featuring a large robotic dinosaur named Cranneosaur. The scene shows colorful pixel art with characters and health statistics displayed at the bottom, along with a Godot logo and text indicating the version.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">233942</post-id>	</item>
		<item>
		<title>Open-Source Engine O3DE Hits Version 25.10</title>
		<link>https://digitalproduction.com/2025/10/22/open-source-engine-o3de-hits-version-25-10/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Wed, 22 Oct 2025 06:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[Game Engine]]></category>
		<category><![CDATA[O3DE]]></category>
		<category><![CDATA[Open 3D Engine update]]></category>
		<category><![CDATA[real-time 3D engine open-source]]></category>
		<category><![CDATA[simulation engine]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=215132</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Screenshot-2025-10-21-153230.png?fit=1200%2C667&quality=72&ssl=1" width="1200" height="667" title="" alt="A colorful illustration of a cartoon robot against a blue background, promoting the release of O3DE version 25.10.0. The robot features a round body with a large eye, red and yellow details, and mechanical limbs." /></div><div><p>O3DE 25.10 trims installers, builds faster, supports C++20, and upgrades robotics Gems — a solid, practical update for technical artists.</p>
<p>The post <a href="https://digitalproduction.com/2025/10/22/open-source-engine-o3de-hits-version-25-10/">Open-Source Engine O3DE Hits Version 25.10</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Screenshot-2025-10-21-153230.png?fit=1200%2C667&quality=72&ssl=1" width="1200" height="667" title="" alt="A colorful illustration of a cartoon robot against a blue background, promoting the release of O3DE version 25.10.0. The robot features a round body with a large eye, red and yellow details, and mechanical limbs." /></div><div><script type='application/json' class='__iawmlf-post-loop-links'>[{"id":508,"href":"https:\/\/www.docs.o3de.org\/docs\/release-notes\/2510-0-release-notes","archived_href":"http:\/\/web-wp.archive.org\/web\/20251214050712\/https:\/\/www.docs.o3de.org\/docs\/release-notes\/2510-0-release-notes\/","redirect_href":"","checks":[{"date":"2025-12-27 14:24:09","http_code":404},{"date":"2025-12-31 13:21:28","http_code":404},{"date":"2026-02-07 20:06:12","http_code":404},{"date":"2026-02-13 15:41:51","http_code":404},{"date":"2026-04-30 00:24:30","http_code":404}],"broken":true,"last_checked":{"date":"2026-04-30 00:24:30","http_code":404},"process":"done"}]</script>
<p class="wp-block-paragraph">The Open 3D Foundation has released version <a href="https://www.docs.o3de.org/docs/release-notes/2510-0-release-notes/" title="">25.10.0</a> of its open-source 3D engine, <a href="https://digitalproduction.com/tag/o3de-release/" title="O3DE release">O3DE</a>. This October 2025 update focuses on engineering stability, build performance, and developer quality-of-life rather than visual feature expansion. The release signals a steady maturation of the engine’s toolchain, with many improvements hidden beneath the surface but significant in day-to-day use.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/rfUdYW_5Woo?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="whats-new-in-25-10" class="wp-block-heading">What’s New in 25.10</h3>



<p class="wp-block-paragraph">O3DE 25.10 introduces a re-engineered installation and build process. The installers have been reduced in size, roughly 26 percent smaller on Windows and about 40 percent smaller on Linux. Dependency handling and installer feedback have been streamlined, making fresh installations and version upgrades less painful. Debug and iteration performance has also improved; the foundation reports faster build times and reduced editor memory consumption, with internal testing showing up to a 50 percent cut in memory use during editing sessions.</p>



<p class="wp-block-paragraph">The release officially adopts the C++20 language standard, allowing cleaner, modernised engine extensions and plug-in development. While this is mostly relevant for technical directors and engine programmers, it marks an important step toward modern C++ compliance across the toolchain.</p>



<p class="wp-block-paragraph">Simulation and robotics workflows have also been refined. The ROS2 Gem, central to robotics and simulation integration, has been refactored to improve modularity and separate non-core components. This makes it easier for teams building simulation or automation pipelines to manage dependencies without compiling unnecessary subsystems.</p>



<p class="wp-block-paragraph">Platform support continues to expand, with improved Vulkan handling and stronger Linux compatibility. Masked occlusion culling now works correctly under Linux, and the OpenXR Gem has been re-enabled, restoring virtual-reality and mixed-reality capabilities on that platform.</p>



<p class="wp-block-paragraph">Behind the scenes, the build system has undergone a notable overhaul. O3DE’s automated review workflows have migrated from Jenkins to GitHub Actions, providing faster continuous-integration cycles and simplified caching. Build-target management has been restructured to improve consistency across Windows, Linux and macOS.</p>



<p class="wp-block-paragraph">The modular improvements to simulation components and the ROS2 Gem will be useful for developers, as they simplify integration with external systems and reduce build complexity. Vulkan and Linux fixes strengthen O3DE’s cross-platform credentials, making it more viable for studios using Linux workstations or cloud build servers.</p>



<p class="wp-block-paragraph">No new rendering systems or visual-effects features have been added in this release, however. The focus remains on stability, build-system efficiency and maintainability: vital for production, but less visible to artists.</p>



<h3 id="cautions-before-production-use" class="wp-block-heading">Cautions Before Production Use</h3>



<p class="wp-block-paragraph">While O3DE 25.10 is a milestone release, it remains primarily an engineering update. Teams planning migration should note that earlier 25.05 release notes already flagged breaking changes in material-shader APIs and ray-tracing descriptors, now implemented in 25.10. Existing pipelines may require adjustments to remain compatible. As always with open-source engines under active development, studios are advised to test new builds extensively before deployment in production environments.</p><p>The post <a href="https://digitalproduction.com/2025/10/22/open-source-engine-o3de-hits-version-25-10/">Open-Source Engine O3DE Hits Version 25.10</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A colorful illustration of a cartoon robot against a blue background, promoting the release of O3DE version 25.10.0. The robot features a round body with a large eye, red and yellow details, and mechanical limbs.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">215132</post-id>	</item>
		<item>
		<title>Unity 6.2 Welcomes AI, But Pace Caution—User Liability on Copyright</title>
		<link>https://digitalproduction.com/2025/08/22/unity-6-2-welcomes-ai-but-pace-caution-user-liability-on-copyright/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Fri, 22 Aug 2025 13:34:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[asset generation]]></category>
		<category><![CDATA[CG artists]]></category>
		<category><![CDATA[Game Engine]]></category>
		<category><![CDATA[Mesh LOD]]></category>
		<category><![CDATA[real-time renderer]]></category>
		<category><![CDATA[Studio workflow]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=196763</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/08/1df4aa3d2029b8b963b49d4b9ad506387c090372-1920x1080-1.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="An abstract digital background featuring illuminated geometric shapes, with the text 'Unity 6.2 available now' displayed prominently on the left side." /></div><div><p>Unity 6.2 introduces Unity AI, replacing Muse and Sentis with integrated generative tools for assets and code, plus Mesh LOD and UI updates.</p>
<p>The post <a href="https://digitalproduction.com/2025/08/22/unity-6-2-welcomes-ai-but-pace-caution-user-liability-on-copyright/">Unity 6.2 Welcomes AI, But Pace Caution—User Liability on Copyright</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/08/1df4aa3d2029b8b963b49d4b9ad506387c090372-1920x1080-1.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="An abstract digital background featuring illuminated geometric shapes, with the text 'Unity 6.2 available now' displayed prominently on the left side." /></div><div><script type='application/json' class='__iawmlf-post-loop-links'>[{"id":1028,"href":"https:\/\/unity.com\/blog\/unity-6-2-is-now-available","archived_href":"http:\/\/web-wp.archive.org\/web\/20251008154249\/https:\/\/unity.com\/blog\/unity-6-2-is-now-available","redirect_href":"","checks":[{"date":"2025-12-27 16:50:20","http_code":200},{"date":"2026-01-05 13:37:09","http_code":200},{"date":"2026-01-16 04:23:05","http_code":200},{"date":"2026-01-20 13:02:23","http_code":200},{"date":"2026-01-27 09:48:08","http_code":200},{"date":"2026-02-03 20:07:36","http_code":200},{"date":"2026-02-09 10:08:21","http_code":200},{"date":"2026-02-20 00:27:22","http_code":200},{"date":"2026-02-23 20:18:31","http_code":200},{"date":"2026-03-12 11:52:48","http_code":200},{"date":"2026-03-17 02:51:18","http_code":200},{"date":"2026-03-21 19:36:13","http_code":200},{"date":"2026-03-26 01:25:40","http_code":200},{"date":"2026-04-01 07:49:14","http_code":200},{"date":"2026-04-10 02:47:38","http_code":200},{"date":"2026-04-13 02:56:12","http_code":200},{"date":"2026-04-19 09:55:42","http_code":200},{"date":"2026-05-07 03:12:15","http_code":200}],"broken":false,"last_checked":{"date":"2026-05-07 03:12:15","http_code":200},"process":"done"}]</script>
<p class="wp-block-paragraph"><a>Unity Technologies</a> has released <strong><a href="https://unity.com/blog/unity-6-2-is-now-available" title="">Unity 6.2</a></strong>, a mid-cycle update in the <a href="https://digitalproduction.com/tag/unity/" title="unity">Unity </a>6 series, delivering a suite of integrated <strong>Unity AI</strong> tools directly within the Editor. This replaces the existing Muse and Sentis services with new Editor-native functions including <strong>Assistant</strong>, <strong>Generators</strong>, and the rebranded <strong>Inference Engine</strong>. Unity emphasises better integration, a broader selection of AI models, and updated pricing, although detailed pricing mechanics remain unconfirmed. Muse is now officially retired.</p>



<p class="wp-block-paragraph">Unity 6.2 also introduces other features relevant to production artists, such as an automatic <strong>Mesh LOD system</strong>, updates to <strong>Shader Graph</strong>, improvements in rendering pipelines, enhancements to the <strong>2D system</strong>, and refinements to the <strong>UI Toolkit</strong>.</p>



<h3 id="generative-ai-for-assets-with-vendor-variation" class="wp-block-heading">Generative AI for assets—with vendor variation</h3>



<p class="wp-block-paragraph">The <strong>Generators</strong> feature centralises sprite, texture, material, sound, and animation generation workflows. It supports both Unity’s own AI models and third-party models from <strong>Scenario, Inc.</strong> and <strong>Layer AI, Inc.</strong>, trained on foundations like Stable Diffusion and FLUX. Unity retains its proprietary model for generating tileable textures.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/TGUjw7eezYs?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="assistant-an-ai-powered-editor-copilot" class="wp-block-heading">Assistant: an AI-powered Editor copilot</h3>



<p class="wp-block-paragraph"><strong>Assistant</strong> replaces Muse Chat, delivering a “project-aware” experience inside the Editor. It can answer documentation queries, batch rename assets, automate tasks, and write or run C# code. Assistant supports:</p>



<ul class="wp-block-list">
<li><strong>/ask</strong>: documentation and project queries without modifying files</li>



<li><strong>/run</strong>: automates repetitive tasks, directly applying Editor changes</li>



<li><strong>/code</strong>: generates or reviews C# code snippets interacting with the Unity API</li>
</ul>



<h3 id="local-inference-inference-engine-replaces-sentis" class="wp-block-heading">Local inference—Inference Engine replaces Sentis</h3>



<p class="wp-block-paragraph">The <strong>Inference Engine</strong>, formerly Sentis, offers local model execution within the Editor or at runtime. It supports various model formats and is intended to support future ML-Agents compatibility. Unlike the cloud-based AI, this component ensures local inference without data leaving the machine.</p>



<h3 id="data-handling-and-user-responsibility" class="wp-block-heading">Data handling and user responsibility</h3>



<p class="wp-block-paragraph">By default, Unity does not use user data to train AI models. Developers may opt into sharing prompts and metadata via the Unity Dashboard—but Unity insists runtime applications or user-created media (like meshes or audio) are not used to train either Unity’s own models or third-party models.</p>



<p class="wp-block-paragraph">Partner Model providers receive anonymised input—prompts, references, and other data—for processing but not to train their models. Unity shifts the legal risk to users:</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow">
<p class="wp-block-paragraph">“Unity users are ultimately responsible for ensuring that their use of Unity AI complies with our acceptable use principles” and that generated assets do not infringe on third-party rights.</p>
</blockquote>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/PmpUlbWD_mI?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="additional-unity-6-2-improvements" class="wp-block-heading">Additional Unity 6.2 improvements</h3>



<p class="wp-block-paragraph">Beyond AI, Unity 6.2 includes updates such as support for <strong>Android SDK 36</strong>, improvements in <strong>XR development</strong>, and new diagnostic tools for performance monitoring and crash reporting. The <strong>Mesh LOD</strong> and revised <strong>UI Toolkit</strong> are also emphasised in Unity’s release notes.</p>



<h3 id="production-implications" class="wp-block-heading">Production implications</h3>



<p class="wp-block-paragraph">Unity 6.2 is now officially supported as a non-LTS (update) release and receives the same level of support as the Unity 6.0 LTS until the next release arrives. It’s intended for new or mid-cycle productions seeking the latest tools.</p>



<h3 id="summary-for-production-artists" class="wp-block-heading">Summary for production artists</h3>



<p class="wp-block-paragraph">Unity 6.2 delivers tightly integrated generative AI tools within the Editor, replacing legacy services and giving artists multiple options to create assets and code. The local Inference Engine assures offline capabilities. However, asset ownership and IP clearance remain the developers’ burden. The release also adds practical improvements to LOD workflows, diagnostics, XR, and UI tools</p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/08/22/unity-6-2-welcomes-ai-but-pace-caution-user-liability-on-copyright/">Unity 6.2 Welcomes AI, But Pace Caution—User Liability on Copyright</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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<post-id xmlns="com-wordpress:feed-additions:1">196763</post-id>	</item>
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		<title>Supersplat! Open-Source 3D Editor Adds Animated Gaussian Splats</title>
		<link>https://digitalproduction.com/2025/01/10/supersplat-open-source-3d-editor-adds-animated-gaussian-splats/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Fri, 10 Jan 2025 11:38:29 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D graphics]]></category>
		<category><![CDATA[animated Gaussian splats]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[animation tools]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[Game Engine]]></category>
		<category><![CDATA[Open-source 3D editor]]></category>
		<category><![CDATA[real-time graphics]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=157390</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/supersplat.jpg?fit=1200%2C589&quality=80&ssl=1" width="1200" height="589" title="" alt="" /></div><div><p>The open-source 3D graphics editor just upped its game with support for animated Gaussian splats, offering new possibilities for real-time graphics.</p>
<p>The post <a href="https://digitalproduction.com/2025/01/10/supersplat-open-source-3d-editor-adds-animated-gaussian-splats/">Supersplat! Open-Source 3D Editor Adds Animated Gaussian Splats</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/supersplat.jpg?fit=1200%2C589&quality=80&ssl=1" width="1200" height="589" title="" alt="" /></div><div><script type='application/json' class='__iawmlf-post-loop-links'>[{"id":2258,"href":"https:\/\/playcanvas.com\/supersplat\/editor","archived_href":"http:\/\/web-wp.archive.org\/web\/20251025001820\/https:\/\/playcanvas.com\/supersplat\/editor","redirect_href":"","checks":[{"date":"2025-12-28 00:38:59","http_code":200},{"date":"2026-01-13 08:23:22","http_code":200},{"date":"2026-01-21 12:17:16","http_code":200},{"date":"2026-01-28 11:28:41","http_code":200},{"date":"2026-02-07 20:30:21","http_code":200},{"date":"2026-02-17 12:17:07","http_code":200},{"date":"2026-02-20 18:38:39","http_code":200},{"date":"2026-03-18 11:00:48","http_code":200},{"date":"2026-03-24 11:15:38","http_code":200},{"date":"2026-03-30 16:39:12","http_code":200},{"date":"2026-04-09 04:04:25","http_code":200},{"date":"2026-04-24 17:45:10","http_code":200},{"date":"2026-04-28 08:48:48","http_code":200}],"broken":false,"last_checked":{"date":"2026-04-28 08:48:48","http_code":200},"process":"done"}]</script>
<p class="wp-block-paragraph">A recent update to the open-source 3D graphics editor brings a game-changing feature: support for animated Gaussian splats. While this may sound like something out of a physics textbook, the new addition is poised to make a significant impact on game developers and real-time graphics enthusiasts. Let’s dive into what this means for the workflow and potential applications, straight from the source.</p>



<p class="wp-block-paragraph"><strong>What Are Animated Gaussian Splats?</strong></p>



<p class="wp-block-paragraph">In simple terms, Gaussian splats are a method of applying splat-based rendering techniques in 3D graphics, often used to simulate soft particles or volumetric effects. By animating these splats, the editor now allows for more dynamic, lifelike rendering of such effects. This makes it ideal for real-time applications like games, simulations, or other interactive media. With this addition, the open-source tool expands its capabilities to support animated effects that respond fluidly to the scene, offering an enhanced level of realism in particle rendering.</p>



<figure class="wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter"><div class="wp-block-embed__wrapper">
<a href="https://twitter.com/willeastcott/status/1876589797931938126?mx=2" rel="nofollow">https://twitter.com/willeastcott/status/1876589797931938126?mx=2</a>
</div></figure>



<p class="wp-block-paragraph"><strong>Real-Time Graphics Just Got a Boost</strong></p>



<p class="wp-block-paragraph">The most significant takeaway here is the ability to incorporate these animated Gaussian splats directly into real-time projects. Whether you’re simulating environmental effects such as smoke or adding complex particle effects to a game, the editor’s new support for animated Gaussian splats brings greater flexibility and realism to your pipeline. Given that real-time graphics demand efficiency and speed, this tool aims to streamline that process, allowing production artists to preview and tweak animations on the fly.</p>



<p class="wp-block-paragraph">For more information, you can explore the editor’s capabilities <a href="https://playcanvas.com/supersplat/editor">here</a>.</p>



<p class="wp-block-paragraph"><strong>Pricing and Availability</strong></p>



<p class="wp-block-paragraph">As this is an open-source tool, it remains free to use. However, contributions are encouraged if you’re looking to support the project and its continued development.</p>



<hr class="wp-block-separator has-alpha-channel-opacity"/>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/01/10/supersplat-open-source-3d-editor-adds-animated-gaussian-splats/">Supersplat! Open-Source 3D Editor Adds Animated Gaussian Splats</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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