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Autodesk Stingray
Information
Type Game engine
Industry Video game development, design visualization
Developer Autodesk
Written In C++ (engine); HTML5 (editor interface and core tools)
Operating System Windows (editor)
License Proprietary; subscription, no royalties on published games
Supported Devices Windows, iOS, Android, PlayStation 4, Xbox One, web browsers (WebGL 2.0); Oculus Rift, HTC Vive, Samsung Gear VR, Google Daydream, Google Cardboard; HoloLens (experimental)
Release Date August 19, 2015 (1.0); August 2017 (1.9, final release); end of sale January 7, 2018
Website https://help.autodesk.com/view/Stingray/ENU/


Autodesk Stingray was a game engine sold by Autodesk from 2015 to 2018. It was built on the Bitsquid engine, which Autodesk acquired with the Stockholm developer Bitsquid AB in June 2014, and it was aimed at games, virtual reality and design visualization.[1][2] Autodesk previewed the engine at the Game Developers Conference in March 2015 and released it on August 19, 2015 as a Windows desktop subscription priced at US$30 per month.[3][4]

The first release could deploy to the Oculus Rift DK2, and later versions added the HTC Vive, the consumer Oculus Rift with Oculus Touch, Samsung Gear VR, Daydream, Google Cardboard and experimental Microsoft HoloLens support.[2][5][6][7] Its technology also powered Autodesk LIVE, a service that turned Revit building models into explorable scenes for the Rift and Vive, and 3ds Max Interactive, a real-time engine bundled with Autodesk 3ds Max.[8][9]

Autodesk stopped selling and developing Stingray on January 7, 2018, saying its customers were standardizing on Unity and Unreal Engine for games and VR/AR authoring. Version 1.9, released in August 2017, was the last.[10] 3ds Max Interactive was discontinued on March 30, 2022.[11] Studios that had licensed the engine kept using their own versions: Arrowhead Game Studios built Helldivers 2 (2024) on Stingray.[12]

Reviewed 21 October 2026. Checked every date, price, version, platform, quote and attribution against the cited Autodesk press releases, FAQ, support article and release notes (1.2, 1.4-1.9), CG Channel, Road to VR, AWN, Engadget, Geo Week News, CGPress, Informed Infrastructure and PC Gamer. About review dates.

History

Bitsquid

Bitsquid was founded by Niklas Frykholm and Tobias Persson, two Swedish developers who started the company after the studio Grin closed in 2009. The Swedish studios Fatshark and Arrowhead Game Studios were its earliest users and some of the only studios to use the engine in commercial projects; Arrowhead used it for most of its games, including The Showdown Effect, the 2014 Gauntlet and the original Helldivers.[12]

Autodesk announced on June 9, 2014 that it had acquired Bitsquid AB, without disclosing terms. The company said the Bitsquid team and technology would be used to build a new 3D game engine to complement its Maya LT, Maya and 3ds Max tools, and also to create real-time visualization tools for architects and designers in architecture, manufacturing, construction and film.[1]

Announcement and launch (2015)

Autodesk previewed Stingray at GDC 2015 in San Francisco, with a technical preview on March 4, 2015 and a beta program for studios. No price or release date was given at that stage. Fatshark was using the engine for Warhammer: End Times - Vermintide.[3]

At GDC Europe in Cologne, Autodesk announced on August 3, 2015 that Stingray would be available worldwide from August 19, 2015. The press release gave a price of US$30 per month (MSRP) through Autodesk Subscription and said Maya LT desktop subscribers would get access to the engine later that summer.[2] CG Channel reported a US$50 monthly option with advanced support, plus quarterly and multi-year terms. Full C++ source code was not part of the desktop subscription and was offered separately.[4] Engadget described the engine as aimed at small and mid-sized studios without large programming teams.[13] In the launch release, Autodesk's Chris Bradshaw said the engine had been designed with the challenges of AR, VR and mobile development in mind.[2]

Updates (2016-2017)

Autodesk released Stingray 1.2 on March 15, 2016, announcing it at GDC 2016 with HTC Vive support and Oculus Rift SDK 0.8 integration. It was available to subscribers from that date at US$30 per month, and Maya LT 2016 Extension 3, released on April 18, 2016, included Stingray 1.2 in its subscription.[14][15] Version 1.3 followed in June 2016 with fur, clear coat and cloth shaders, texture streaming and initial support for Nvidia's APEX Clothing.[16] Later releases through 1.9 extended VR, mobile VR, web and HoloLens support (see the table below). Autodesk's FAQ dates version 1.9 to August 2017.[10]

On July 12, 2017, Autodesk stopped selling its Gameware middleware (Beast, HumanIK, Navigation and Scaleform), several of which were bundled with Stingray.[2] CG Channel noted that this left Stingray as Autodesk's only remaining middleware product.[17]

End of sale (2018)

Autodesk's end-of-sale FAQ set January 7, 2018 as both the end of sale and the end of development. From that date subscriptions could not be bought or renewed, auto-renewal was disabled, and subscribers could use Stingray 1.9 and receive support until their term ended. No further bug fixes, features or platform SDK updates were planned, and games already shipped with the engine were not affected.[10] The FAQ gave this reason: "Our customers are increasingly standardizing on two game engines, Unity and Unreal Engine for both games and VR/AR authoring."[10] CG Channel reported the decision on December 15, 2017.[18]

Stingray 1.9 stayed bundled with Maya LT for a time, still with technical support but without new features.[18] A January 2020 update to the FAQ said Stingray was no longer part of Maya LT: subscribers who had it could keep using it until the end of their contract, but it could no longer be downloaded.[10]

Later use

Fatshark used Stingray for Warhammer 40,000: Darktide (2022), even though development started after Autodesk ended the engine. Arrowhead's Helldivers 2 (2024) also runs on Stingray. CEO Johan Pilestedt said the project had started before the engine was discontinued and that the studio's engineers "had to do everything, with no support to build the game to parity with other engines." Arrowhead and Fatshark were early investors in Our Machinery, Frykholm and Persson's next engine project.[12]

Features

Stingray used a data-driven architecture: Autodesk said developers could make large changes to the engine and renderer without access to source code. The renderer supported physically based shading, particle effects, post-processing, lightmap baking and a reflection system.[2] The editor ran only on Windows. Its interface and core tools were written in HTML5, project files were human-readable, and the engine could be customized with JavaScript, JSON and Lua. Flow, a node-based visual scripting system, was included for artists who did not write code.[4] Stingray 1.4 added a plug-in framework for the editor that did not require engine source code.[19]

The engine shipped with Beast for global illumination, HumanIK for character animation, Navigation for AI pathfinding, Scaleform Studio for user interfaces, FBX, Audiokinetic's Wwise audio engine and Nvidia PhysX.[2] A live link sent changes made in Maya or 3ds Max to connected target devices, and games could be tested on several platforms at once.[2][3][4] Autodesk said the workflow was not limited to its own tools; beta users had paired the engine with Blender.[4] Unlike Unreal Engine at the time, Stingray charged no royalties on published games.[4]

At launch, games could be deployed to Windows 7 and 8, iOS, Android, PlayStation 4, Xbox One and the Oculus Rift DK2.[2] Stingray 1.4 added experimental deployment to WebGL 2.0 browsers, and in 1.8 web deployment (WebGL 2.0 and WebAssembly) left experimental status.[19][7]

Virtual and augmented reality

Autodesk listed the Oculus Rift DK2 among Stingray's deployment targets at launch.[2] CG Channel noted then that Unreal Engine and Unity already supported a wider range of VR hardware.[4] Road to VR wrote that native HTC Vive support in version 1.2 brought Stingray closer to those two engines, which already supported all three major headsets, including Sony's then-upcoming PlayStation VR.[14] VR support grew as follows, according to Autodesk's release notes:

Version VR and AR changes
1.0 (August 19, 2015) Deployment to the Oculus Rift DK2[2]
1.2 (March 15, 2016) Deployment to the HTC Vive; new SteamVR template project; Oculus SDK 0.8[5][14]
1.4 Oculus Rift SDK 1.4 and SteamVR SDK 1.0; updated SteamVR template; Flow scripting for Vive controllers[19]
1.5 Experimental Samsung Gear VR support with a new "mini renderer", a forward renderer with a simplified material model and no post effects, for lower-spec devices[20]
1.6 Instanced stereo rendering in the default renderer, with all material and post-effect shaders VR-enabled; mono or stereo mirror window; VR Oculus Touch template with Oculus Touch and Oculus Remote input; SteamVR and Oculus Flow nodes to remove tracking lag; older VR template projects no longer worked[21]
1.7 GoogleVR plug-in for Google Cardboard on iOS and Daydream devices and controllers; VR Google and VR Gear templates; Oculus SDK 1.10.1[6]
1.8 Runtime switching in and out of VR mode for hybrid GoogleVR apps; VR SLI for multi-GPU stereo rendering; experimental Microsoft HoloLens support; iOS Cardboard temporarily disabled after the iOS renderer moved to Metal[7]
1.9 (August 2017) New experimental HoloLens project for source customers; raycasting against both sides of triangles, needed for HoloLens spatial mapping meshes[22][10]

Architecture and design visualization was part of the plan from the Bitsquid acquisition onward.[1] The launch release described importing Revit data into 3ds Max and exploring it in Stingray.[2] Autodesk LIVE, a service that turned Revit models into interactive 3D environments, used the Stingray engine. It had no direct headset support at first; in October 2016 a public beta added direct Oculus Rift and HTC Vive support, where one click uploaded a Revit model and a second turned on VR. Autodesk aimed that release at architects and virtual design and construction professionals.[8]

3ds Max Interactive

3ds Max Interactive was a real-time engine based on Stingray that shipped with the 3ds Max 2018.1 update in June 2017.[23] It came at no extra cost to current 3ds Max subscribers and could not be bought separately. It focused on turning animations such as architectural visualizations into VR experiences, with one-click export from 3ds Max and live-linked cameras, and at launch it was English-only.[9] Autodesk's documentation describes it as built on Stingray technology, with closer integration with 3ds Max and Revit Live, and able to run content on desktop, mobile, consoles, the web and VR and AR devices.[24] Version 2.0 arrived with 3ds Max 2018.4 in December 2017; according to CG Channel, most of its new features had first appeared in Stingray 1.9.[25]

When the end of sale was announced, Geo Week News reported that Stingray users who wanted to keep working with the engine could subscribe to Maya LT or to 3ds Max, whose 2018 release included 3ds Max Interactive.[26] In a support article dated March 24, 2022, Autodesk said that development of 3ds Max Interactive would end on March 30, 2022, together with technical support, updates, downloads and installation as part of 3ds Max subscriptions. Users who had already installed it kept its functionality. Autodesk said it would instead work with third-party engine developers such as Unity and Epic Games.[11]

See also

References

  1. ↑ 1.0 1.1 1.2 "Autodesk Acquires Bitsquid". Autodesk News. Autodesk. 2014-06-09. https://adsknews.autodesk.com/en/pressrelease/autodesk-acquires-bitsquid/. Retrieved 2026-10-21.
  2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 "Autodesk Launches Stingray Game Engine at GDC Europe 2015". Autodesk News. Autodesk. 2015-08-03. https://adsknews.autodesk.com/en/pressrelease/autodesk-launches-stingray-game-engine-at-gdc-europe-2015/. Retrieved 2026-10-21.
  3. ↑ 3.0 3.1 3.2 Jim Thacker (2015-03-02). "Autodesk unveils Stingray game engine". CG Channel. https://www.cgchannel.com/2015/03/autodesk-unveils-stingray-game-engine/. Retrieved 2026-10-21.
  4. ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 Jim Thacker (2015-08-04). "Autodesk launches Stingray game engine". CG Channel. https://www.cgchannel.com/2015/08/autodesk-launches-stingray-game-engine/. Retrieved 2026-10-21.
  5. ↑ 5.0 5.1 "Stingray 1.2 Release Notes". Autodesk Stingray Help. Autodesk. https://help.autodesk.com/cloudhelp/ENU/Stingray-Help/stingray_help/release_notes/readme_1.2.html. Retrieved 2026-10-21.
  6. ↑ 6.0 6.1 "Stingray 1.7 Release Notes". Autodesk Stingray Help. Autodesk. https://help.autodesk.com/cloudhelp/ENU/Stingray-Help/stingray_help/release_notes/readme_1.7.html. Retrieved 2026-10-21.
  7. ↑ 7.0 7.1 7.2 "Stingray 1.8 Release Notes". Autodesk Stingray Help. Autodesk. https://help.autodesk.com/cloudhelp/ENU/Stingray-Help/stingray_help/release_notes/readme_1.8.html. Retrieved 2026-10-21.
  8. ↑ 8.0 8.1 "Autodesk LIVE Now Publishes Revit Models to Virtual Reality". Geo Week News. 2016-10-26. https://www.geoweeknews.com/news/autodesk-live-now-publishes-revit-models-virtual-reality. Retrieved 2026-10-21.
  9. ↑ 9.0 9.1 Parul Dubey (2017-06-12). "Autodesk 3ds Max 2018.1 Now Includes 3ds Max Interactive, a Real-Time Engine Based on Autodesk Stingray". Informed Infrastructure. https://informedinfrastructure.com/post/autodesk-3ds-max-20181-now-includes-3ds-max-interactive-a-real-time-engine-based-on-autodesk-stingray. Retrieved 2026-10-21.
  10. ↑ 10.0 10.1 10.2 10.3 10.4 10.5 "Changes to Autodesk Stingray FAQ". Autodesk Support. Autodesk. https://www.autodesk.com/support/technical/article/caas/sfdcarticles/sfdcarticles/stingray-end-of-sale-faq.html. Retrieved 2026-10-21.
  11. ↑ 11.0 11.1 "Changes to 3ds Max Interactive". Autodesk Support. Autodesk. 2022-03-24. https://www.autodesk.com/support/technical/article/caas/tsarticles/ts/6GRbgPo1EmUFEcyBegX09B.html. Retrieved 2026-10-21.
  12. ↑ 12.0 12.1 12.2 Morgan Park (2024-02-21). "Helldivers 2 was built on an obscure Swedish engine discontinued in 2018: 'Our crazy engineers had to do everything with no support'". PC Gamer. https://www.pcgamer.com/helldivers-2-engine-bitsquid-autodesk-stingray/. Retrieved 2026-10-21.
  13. ↑ Steve Dent (2015-08-03). "Autodesk targets small studios with its Stingray game engine". Engadget. https://www.engadget.com/2015-08-03-autodesk-stingray.html. Retrieved 2026-10-21.
  14. ↑ 14.0 14.1 14.2 Paul James (2016-03-15). "Autodesk's Stingray Game Engine Adds HTC Vive and Oculus SDK 0.8 Support". Road to VR. https://www.roadtovr.com/autodesks-stingray-game-engine-adds-htc-vive-and-oculus-sdk-0-8-support/. Retrieved 2026-10-21.
  15. ↑ Jennifer Wolfe (2016-03-16). "Autodesk Expands VR Support, Streamlines 3D Character Creation for Game Developers". Animation World Network. https://www.awn.com/news/autodesk-expands-vr-support-streamlines-3d-character-creation-game-developers. Retrieved 2026-10-21.
  16. ↑ Jim Thacker (2016-06-09). "Autodesk ships Stingray 1.3". CG Channel. https://www.cgchannel.com/2016/06/autodesk-ships-stingray-1-3/. Retrieved 2026-10-21.
  17. ↑ Jim Thacker (2017-07-19). "Autodesk ceases sales of Gameware middleware". CG Channel. https://www.cgchannel.com/2017/07/autodesk-ceases-sales-of-gameware-middleware/. Retrieved 2026-10-21.
  18. ↑ 18.0 18.1 Jim Thacker (2017-12-15). "Autodesk discontinues Stingray". CG Channel. https://www.cgchannel.com/2017/12/autodesk-discontinues-stingray/. Retrieved 2026-10-21.
  19. ↑ 19.0 19.1 19.2 "Stingray 1.4 Release Notes". Autodesk Stingray Help. Autodesk. https://help.autodesk.com/cloudhelp/ENU/Stingray-Help/stingray_help/release_notes/readme_1.4.html. Retrieved 2026-10-21.
  20. ↑ "Stingray 1.5 Release Notes". Autodesk Stingray Help. Autodesk. https://help.autodesk.com/cloudhelp/ENU/Stingray-Help/stingray_help/release_notes/readme_1.5.html. Retrieved 2026-10-21.
  21. ↑ "Stingray 1.6 Release Notes". Autodesk Stingray Help. Autodesk. https://help.autodesk.com/cloudhelp/ENU/Stingray-Help/stingray_help/release_notes/readme_1.6.html. Retrieved 2026-10-21.
  22. ↑ "Stingray 1.9 Release Notes". Autodesk Stingray Help. Autodesk. https://help.autodesk.com/cloudhelp/ENU/Stingray-Help/stingray_help/release_notes/readme_1.9.html. Retrieved 2026-10-21.
  23. ↑ "3DS Max 2018.1 update offers Interactive VR engine". CGPress. 2017-06-08. https://cgpress.org/archives/3ds-max-2018-1-update-offers-interactive-vr-engine.html. Retrieved 2026-10-21.
  24. ↑ "About 3ds Max Interactive". Autodesk Help. Autodesk. https://help.autodesk.com/cloudhelp/2021/DEU/Max-Interactive-Help/interactive_help/about_3ds_max_interactive.html. Retrieved 2026-10-21.
  25. ↑ Jim Thacker (2017-12-08). "Autodesk releases 3ds Max 2018.4, 3ds Max Interactive 2.0". CG Channel. https://www.cgchannel.com/2017/12/autodesk-ships-3ds-max-2018-4-and-3ds-max-interactive-2-0/. Retrieved 2026-10-21.
  26. ↑ "Autodesk shutters Stingray game engine, cites popularity of other engines". Geo Week News. 2017-12-18. https://www.geoweeknews.com/news/autodesk-shutters-game-engine-development-cites-popularity-engines. Retrieved 2026-10-21.