Overwolf

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3 methodologies for automated video game highlight detection and capture

With the rise of livestreaming, gaming has evolved from a toy-like consumer product to a legitimate platform and medium in its own right for entertainment and competition.

Twitch’s viewer base alone has grown from 250,000 average concurrent viewers to over 3 million since its acquisition by Amazon in 2014. Competitors like Facebook Gaming and YouTube Live are following similar trajectories.

The boom in viewership has fueled an ecosystem of supporting products as today’s professional streamers push technology to its limit to increase the production value of their content and automate repetitive aspects of the video production cycle.

The largest streamers hire teams of video editors and social media managers, but growing and part-time streamers struggle to do this themselves or come up with the money to outsource it.

The online streaming game is a grind, with full-time creators putting in eight- if not 12-hour performances on a daily basis. In a bid to capture valuable viewer attention, 24-hour marathon streams are not uncommon either.

However, these hours in front of the camera and keyboard are only half of the streaming grind. Maintaining a constant presence on social media and YouTube fuels the growth of the stream channel and attracts more viewers to catch a stream live, where they may purchase monthly subscriptions, donate and watch ads.

Distilling the most impactful five to 10 minutes of content out of eight or more hours of raw video becomes a non-trivial time commitment. At the top of the food chain, the largest streamers can hire teams of video editors and social media managers to tackle this part of the job, but growing and part-time streamers struggle to find the time to do this themselves or come up with the money to outsource it. There aren’t enough minutes in the day to carefully review all the footage on top of other life and work priorities.

Computer vision analysis of game UI

An emerging solution is to use automated tools to identify key moments in a longer broadcast. Several startups compete to dominate this emerging niche. Differences in their approaches to solving this problem are what differentiate competing solutions from each other. Many of these approaches follow a classic computer science hardware-versus-software dichotomy.

Athenascope was one of the first companies to execute on this concept at scale. Backed by $2.5 million of venture capital funding and an impressive team of Silicon Valley Big Tech alumni, Athenascope developed a computer vision system to identify highlight clips within longer recordings.

In principle, it’s not so different from how self-driving cars operate, but instead of using cameras to read nearby road signs and traffic lights, the tool captures the gamer’s screen and recognizes indicators in the game’s user interface that communicate important events happening in-game: kills and deaths, goals and saves, wins and losses.

These are the same visual cues that traditionally inform the game’s player what is happening in the game. In modern game UIs, this information is high-contrast, clear and unobscured, and typically located in predictable, fixed locations on the screen at all times. This predictability and clarity lends itself extremely well to computer vision techniques such as optical character recognition (OCR) — reading text from an image.

The stakes here are lower than self-driving cars, too, since a false positive from this system produces nothing more than a less-exciting-than-average video clip — not a car crash.

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Overwolf raises $52.5M for its platform to build, distribute and monetize in-game, user-generated content

Roblox, the gaming company that went public this month with a strong debut, changed the game (so to speak) for the role that creative input can play in making a game more loved, more engaging and even more enterprising. Today, a startup that is taking a version of that model — focused on in-game apps and modifications — is announcing some funding and the launch of a new toolkit to double down on that opportunity.

Today, a startup called Overwolf, which has built a popular platform for gaming fans to build modifications (mods) and additional tools for all kinds of PC games, is announcing $52.5 million in growth funding and the launch of a new content creation SDK — underscoring its growth and more specifically the demand in the market to bring more user-generated content variations into the gaming universe.

The company’s platform has some 30,000 creators, 90,000 mods and add-ons and 18 million monthly users across thousands of games, including Fortnite, World of Warcraft and Minecraft. In the last year, which has seen a surge of gaming activity as more people stay home throughout the pandemic, Overwolf’s revenue has grown by 300%, it said.

“We want to be what YouTube is for YouTubers,” said Uri Marchand, the CEO and co-founder of Tel Aviv-based Overwolf, in an interview with TechCrunch. “Just as YouTube is a one-stop shop for video, we want to be a one-stop shop for creating apps and mods.”

The Series C is being co-led by Insight Partners and Griffin Gaming Partners, a VC that specialises in gaming content. Other investors in the round include Ubisoft, Warner Music Group, Meg Whitman and Gen.G co-founder, Kevin Chou. Valuation is not being disclosed.

Importantly, alongside the funding, Overwolf is introducing a new service called CurseForge Core, an SDK that can be integrated directly into a game itself to make it easier for gaming enthusiasts and developers to build user-generated content for it. CurseForge Core is essentially the next iteration of CurseForge, the mods platform that Overwolf acquired from Amazon’s Twitch last year for an undisclosed sum.

The buyer and acquirer here continue to have a close relationship, even as Overwolf also looks to work more closely with others like Discord, which says something about what makes up the bigger ecosystem of communication and activity among gamers outside of the core experience of a game itself.

Prior to launching this SDK, Overwolf already had built out a large community of users — both on its own steam and by way of its acquisition of CurseForge. While that is entirely focused on PC games at the moment, the plan will be to expand its reach to other platforms, including Macs, console games and mobile gaming, in the next year.

The gap in the market that Overwolf has identified and built for is the demand from avid gamers for more tools to improve their experience of the game, sometimes very specific ones that might not be core to everyone’s experience but definitely wanted by enough people to merit their creation.

These can be, for example, maps to navigate your way around a game, or dashboards or leaderboards to keep better track of various statistics of characters and other players, tools to modify characters, or apps to communicate with other players when you’re inside a game. Marchand points out that he first got into this world as a mod maker himself, years ago creating a Skype app for World of Warcraft.

“We pivoted from making mods to making a platform for others to make mods and additions,” he said. “When you think about all the aspects that need to be addressed — they include telemetry, the interactive UI, analytics, installers — they can be very complicated. So we provided platform essentials to help developers figure it all out.”

While games developers might have a very specific vision of how they would like their games to look at play, as Marchand described it to me, it’s also a big part of PC gaming culture to be able to play around with those experiences to make them unique to each player. But handling the work of third-party ecosystems is not typically in their core competencies.

“The scale and diversity of that content makes it impossible for a game maker to capture and do it all,” said Marchand. “History has proven that while game makers would like to encourage UGC they can’t and that is why we exist.”

Even if building an SDK that sits inside games themselves is a logical next step, it also represents a kind of increased trust between Overwolf and games publishers.

“Overwolf is developing the holy grail of frameworks for UGC for both publishers and in-game creators. Enabling all major publishers like us, to allow the creation of mods in a safe, secure, authorized, and profitable manner; is a game changer for all creators and IP holders,” said Oscar Navarro, head of Corporate Development for Ubisoft, in a statement.

Indeed, the trade-off for games publishers are more tools that will potentially keep users further engaged. The SDK will cover tools such as cross-platform modding, to let players discover and install mods in-game, across all platforms and storefronts; an analytics dashboard to have better visibility on how well various mods are performing; moderation tools to better vet what third-party content gets submitted; and monetization tools to bring in more creators. As with other platforms that incentivize creators, these include an Author Rewards Program, fund investments, developer contests and hackathons.

“We’ve been following UGC in gaming for many years and believe Overwolf has established itself as a leader in this category,” said Teddie Wardi, MD at Insight Partners, in a statement. “AAA game studios will want to allow creators to build and express themselves, and Overwolf is positioned as the platform to make this possible by ensuring that creators are recognized for their contributions, and easily integrating creations into games. Overwolf has proved themselves to be strong champions of the creator community and we look forward to helping them scale up in 2021.”

Financial incentives will continue to stand out for these creators, who today make most of their money not from paid mods and apps, but from in-mod or in-app advertising, a network that is run by Overwolf itself. Marchand said that the most successful developers can bring in revenues of $100,000 each month.

While Marchand likens Overwolf aims to YouTube, investors see a parallel in Unity, another key toolkit for the games developer community.

“Similar to how developers use Unity to build a game, we see Overwolf as the framework for everything UGC related to games. Overwolf allows for one of the only means of monetization for the thousands of creators, in turn, this translates to increased engagement for the publishers and more content for gamers.  Services like Overwolf set the stage for the industry to see a new generation of user-generated content and we are excited to invest in the leading company moving this space forward,” commented Nick Tuosto, co-founder of Griffin Gaming Partners and managing director at LionTree, in a statement.


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In-game app-development platform Overwolf acquires CurseForge assets from Twitch to get into mods

Overwolf, the in-game app-development toolkit and marketplace, has acquired Twitch’s CurseForge assets to provide a marketplace for modifications to complement its app development business.

Since its launch in 2009, developers have used Overwolf to build in-game applications for things like highlight clips, game-performance monitoring and metrics, and strategic analysis. Some of these developers have managed to earn anywhere between $100,000 and $1 million per year off revenue from app sales.

“CurseForge is the embodiment of how fostering a community of creators around games generates value for both players and game developers,” said Uri Marchand, Overwolf’s chief executive officer, in a statement. “As we move to onboard mods onto our platform, we’re positioning Overwolf as the industry standard for building in-game creations.”

It wouldn’t be a stretch to think of the company as the Roblox for applications for gamers, and now it’s moving deeper into the gaming world with the acquisition of CurseForge. As the company makes its pitch to current CurseForge users — hoping that the mod developers will stick with the marketplace, they’re offering to increase by 50% the revenue those developers will make.

Overwolf said it has around 30,000 developers who have built 90,000 mods and apps, on its platform already.

As a result of the acquisition, the CurseForge mod manager will move from being a Twitch client and become a standalone desktop app included in Overwolf’s suite of app offerings, and the acquisition won’t have any effect on existing tools and services.

“We’ve been deeply impressed by the level of passion and collaboration in the CurseForge modding community,” said Tim Aldridge, director of Engineering, Gaming Communities at Twitch. “CurseForge is an incredible asset for both creators and gamers. We are confident that the CurseForge community will thrive under Overwolf’s leadership, thanks to their commitment to empowering developers.”

The acquisition comes two years after Overwolf raised $16 million in a round of financing from Intel Capital, which had also partnered with the company on a $7 million fund to invest in app and mod developers for popular games.

“Overwolf’s position as a platform that serves millions of gamers, coupled with its partnership with top developers, means that Intel’s investment will convert into more value for PC gamers worldwide,” said John Bonini, VP and GM of VR, Esports and Gaming at Intel, in a statement at the time. “Intel has always prioritized gamers with high performance, industry-leading hardware. This round of investment in Overwolf advances Intel’s vision to deliver a holistic PC experience that will enhance the ways people interact with their favorite games on the software side as well.”

Other investors in the company include Liberty Technology Venture Capital, the investment arm of the media and telecommunications company, Liberty Media.

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