• FAO: GLOBAL IMPACT STRATEGIES

    A series of illustrations commissioned by the Food and Agriculture Organization of the United Nations, visualizing key strategies for sustainable agriculture and land use.

    Each piece explores a different theme, from promoting better farming practices and fair trade, to encouraging policies that protect nature and support local communities. We aimed to turn complex topics into visuals that feel clear, engaging, and approachable.

    It was a rewarding experience to be part of a project with such a meaningful purpose.
    #fao #global #impact #strategies
    FAO: GLOBAL IMPACT STRATEGIES
    A series of illustrations commissioned by the Food and Agriculture Organization of the United Nations, visualizing key strategies for sustainable agriculture and land use. Each piece explores a different theme, from promoting better farming practices and fair trade, to encouraging policies that protect nature and support local communities. We aimed to turn complex topics into visuals that feel clear, engaging, and approachable. It was a rewarding experience to be part of a project with such a meaningful purpose. #fao #global #impact #strategies
    FAO: GLOBAL IMPACT STRATEGIES
    www.behance.net
    A series of illustrations commissioned by the Food and Agriculture Organization of the United Nations (FAO), visualizing key strategies for sustainable agriculture and land use. Each piece explores a different theme, from promoting better farming practices and fair trade, to encouraging policies that protect nature and support local communities. We aimed to turn complex topics into visuals that feel clear, engaging, and approachable. It was a rewarding experience to be part of a project with such a meaningful purpose.
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  • Cyberpunk 2077 Sequel Will Feature a Second City in Addition to Night City, Says Series Creator

    A sequel to Cyberpunk 2077, codenamed Project Orion, is in the works at CD Projekt Red. The Polish studio has stayed tightlipped on the project since it was first announced in 2022, but sparse details about the game have surfaced over time. Now, Cyberpunk franchise creator Mike Pondsmith has shared new information about the Cyberpunk 2077 sequel, revealing that the game would include a second location in addition to Night City.Cyberpunk 2077 Sequel to Feature New LocationPondsmith, who created the Cyberpunk tabletop RPG that inspired the setting, characters and story of Cyberpunk 2077, addressed Project Orion in a new interview with Polish outlet TVGRY at the Digital Dragons Conference. He said while he was not as directly involved with the sequel as he was with the first game, he had seen the scripts for the sequel.“Last week I was wandering around, talking to different departments and seeing what they had, ‘Oh look, this is the new cyberware, what do you think?' ‘Oh yeah, that's pretty good, that works here.',” Pondsmith said.He revealed that Project Orion would feature a second city in addition to the first game's Night City but stopped short of sharing details about the new location beyond a tease of what it would feel like.“I spent a lot of time talking to one of the environment guys, and he was explaining how the new place in Orion... because there's another city we visit. I'm not telling you any more than that, but there's another city we visit,” Pondsmith said.He confirmed that Night City was “still there” in the Cyberpunk 2077 sequel and described the second city as “Chicago gone wrong”.“I remember looking at it and going, 'Yeah, I understand the feel that you're going for, and this really does work, and it doesn't feel like Blade Runner — it feels more like Chicago gone wrong'. And I said, ‘Yeah, I can see this working.'”Cyberpunk 2077's Night City is noted for its high level of detailPhoto Credit: CD Projekt RedProject Orion DetailsIncluding two fully-fledged cities would expand the scope of Project Orion considerably, making it a much bigger game than Cyberpunk 2077, especially considering the detail present in Night City in the first game. CD Projekt Red further expanded the city in the Phantom Liberty expansion by adding a new district named Dogtown.While a second location is a significant revelation, CD Projekt Red has been guarded about the sequel since it was revealed as Project Orion in 2022. The studio said in its announcement at the time that the game would take “the Cyberpunk franchise further and continue harnessing the potential of this dark future universe.”Earlier this year, a role description for an open position at CD Projekt Red's Boston studio, which is spearheading development on the Cyberpunk 2077 sequel, said the game would feature “the most realistic and reactive crowd system in any game to date”.Project Orion is being developed in Epic Games' Unreal Engine 5 and will likely launch on PC and current-generation consoles. CD Projekt, however, has not yet confirmed a launch timeline and the game is likely years away from release.The studio is also working on The Witcher 4, which may not release before 2027. A host of other The Witcher games are also in development, including a full remake of The Witcher, the first game in the series that released in 2007.
    #cyberpunk #sequel #will #feature #second
    Cyberpunk 2077 Sequel Will Feature a Second City in Addition to Night City, Says Series Creator
    A sequel to Cyberpunk 2077, codenamed Project Orion, is in the works at CD Projekt Red. The Polish studio has stayed tightlipped on the project since it was first announced in 2022, but sparse details about the game have surfaced over time. Now, Cyberpunk franchise creator Mike Pondsmith has shared new information about the Cyberpunk 2077 sequel, revealing that the game would include a second location in addition to Night City.Cyberpunk 2077 Sequel to Feature New LocationPondsmith, who created the Cyberpunk tabletop RPG that inspired the setting, characters and story of Cyberpunk 2077, addressed Project Orion in a new interview with Polish outlet TVGRY at the Digital Dragons Conference. He said while he was not as directly involved with the sequel as he was with the first game, he had seen the scripts for the sequel.“Last week I was wandering around, talking to different departments and seeing what they had, ‘Oh look, this is the new cyberware, what do you think?' ‘Oh yeah, that's pretty good, that works here.',” Pondsmith said.He revealed that Project Orion would feature a second city in addition to the first game's Night City but stopped short of sharing details about the new location beyond a tease of what it would feel like.“I spent a lot of time talking to one of the environment guys, and he was explaining how the new place in Orion... because there's another city we visit. I'm not telling you any more than that, but there's another city we visit,” Pondsmith said.He confirmed that Night City was “still there” in the Cyberpunk 2077 sequel and described the second city as “Chicago gone wrong”.“I remember looking at it and going, 'Yeah, I understand the feel that you're going for, and this really does work, and it doesn't feel like Blade Runner — it feels more like Chicago gone wrong'. And I said, ‘Yeah, I can see this working.'”Cyberpunk 2077's Night City is noted for its high level of detailPhoto Credit: CD Projekt RedProject Orion DetailsIncluding two fully-fledged cities would expand the scope of Project Orion considerably, making it a much bigger game than Cyberpunk 2077, especially considering the detail present in Night City in the first game. CD Projekt Red further expanded the city in the Phantom Liberty expansion by adding a new district named Dogtown.While a second location is a significant revelation, CD Projekt Red has been guarded about the sequel since it was revealed as Project Orion in 2022. The studio said in its announcement at the time that the game would take “the Cyberpunk franchise further and continue harnessing the potential of this dark future universe.”Earlier this year, a role description for an open position at CD Projekt Red's Boston studio, which is spearheading development on the Cyberpunk 2077 sequel, said the game would feature “the most realistic and reactive crowd system in any game to date”.Project Orion is being developed in Epic Games' Unreal Engine 5 and will likely launch on PC and current-generation consoles. CD Projekt, however, has not yet confirmed a launch timeline and the game is likely years away from release.The studio is also working on The Witcher 4, which may not release before 2027. A host of other The Witcher games are also in development, including a full remake of The Witcher, the first game in the series that released in 2007. #cyberpunk #sequel #will #feature #second
    Cyberpunk 2077 Sequel Will Feature a Second City in Addition to Night City, Says Series Creator
    www.gadgets360.com
    A sequel to Cyberpunk 2077, codenamed Project Orion, is in the works at CD Projekt Red. The Polish studio has stayed tightlipped on the project since it was first announced in 2022, but sparse details about the game have surfaced over time. Now, Cyberpunk franchise creator Mike Pondsmith has shared new information about the Cyberpunk 2077 sequel, revealing that the game would include a second location in addition to Night City.Cyberpunk 2077 Sequel to Feature New LocationPondsmith, who created the Cyberpunk tabletop RPG that inspired the setting, characters and story of Cyberpunk 2077, addressed Project Orion in a new interview with Polish outlet TVGRY at the Digital Dragons Conference. He said while he was not as directly involved with the sequel as he was with the first game, he had seen the scripts for the sequel.“Last week I was wandering around, talking to different departments and seeing what they had, ‘Oh look, this is the new cyberware, what do you think?' ‘Oh yeah, that's pretty good, that works here.',” Pondsmith said.He revealed that Project Orion would feature a second city in addition to the first game's Night City but stopped short of sharing details about the new location beyond a tease of what it would feel like.“I spent a lot of time talking to one of the environment guys, and he was explaining how the new place in Orion... because there's another city we visit. I'm not telling you any more than that, but there's another city we visit,” Pondsmith said.He confirmed that Night City was “still there” in the Cyberpunk 2077 sequel and described the second city as “Chicago gone wrong”.“I remember looking at it and going, 'Yeah, I understand the feel that you're going for, and this really does work, and it doesn't feel like Blade Runner — it feels more like Chicago gone wrong'. And I said, ‘Yeah, I can see this working.'”Cyberpunk 2077's Night City is noted for its high level of detailPhoto Credit: CD Projekt RedProject Orion DetailsIncluding two fully-fledged cities would expand the scope of Project Orion considerably, making it a much bigger game than Cyberpunk 2077, especially considering the detail present in Night City in the first game. CD Projekt Red further expanded the city in the Phantom Liberty expansion by adding a new district named Dogtown.While a second location is a significant revelation, CD Projekt Red has been guarded about the sequel since it was revealed as Project Orion in 2022. The studio said in its announcement at the time that the game would take “the Cyberpunk franchise further and continue harnessing the potential of this dark future universe.”Earlier this year, a role description for an open position at CD Projekt Red's Boston studio, which is spearheading development on the Cyberpunk 2077 sequel, said the game would feature “the most realistic and reactive crowd system in any game to date”.Project Orion is being developed in Epic Games' Unreal Engine 5 and will likely launch on PC and current-generation consoles. CD Projekt, however, has not yet confirmed a launch timeline and the game is likely years away from release.The studio is also working on The Witcher 4, which may not release before 2027. A host of other The Witcher games are also in development, including a full remake of The Witcher, the first game in the series that released in 2007.
    0 Σχόλια ·0 Μοιράστηκε ·0 Προεπισκόπηση
  • Why the Middle East is a hot place for global tech investments

    The Middle East is pulling in more attention from global tech investors than ever. Saudi Arabia, the UAE, and Qatar are rolling out billions of dollars in deals, working with top US companies, and building the kind of infrastructure needed to run large-scale AI systems.It’s not just about the money. There are new laws, startup activity, and plans for growth that are turning heads in Silicon Valley and beyond.Strategic deals anchor US tech tiesUS President Donald Trump recently visited the region and announced more than trillion in investment agreements. These included major partnerships between Gulf states and American firms in artificial intelligence, cloud services, and defence tech.The UAE said it would build one of the world’s largest AI campuses in Abu Dhabi. At the same time, Saudi Arabia launched an AI company called Humain. Backed by the Public Investment Fund, the firm has already formed deals with Nvidia and AMD to bring in thousands of chips for local use. The idea is to run and train AI models inside the kingdom, cutting the need to rely on overseas services.These deals aren’t one-off events. They point to deeper ties between the Gulf and US tech companies. Gulf leaders want to localise AI development, but US companies see the region as a growing market for cloud, data, and chips. This growing alignment offers both sides an edge in a global race where speed and access matter.Gulf states scale up AI infrastructureAI systems need strong computing power. That means data centres, chips, and networks that can handle constant, heavy demand. Countries like Saudi Arabia and the UAE are putting their money behind this need.Saudi Arabia’s Humain is planning to deploy over 18,000 Nvidia chips, some of the most advanced in the market. These will power training clusters that let researchers and firms build new models at home. The UAE, through partnerships with Amazon and OpenAI, is also expanding its local data capacity. One campus in Abu Dhabi will include large-scale AI labs and supercomputers.Running powerful AI models close to home offers more than speed. It helps with data control, lowers costs, and reduces delays. Governments in the region are aware that long-term control over AI infrastructure will play a major role in future national development and influence.These projects are part of each country’s national tech strategy. Saudi Arabia’s Vision 2030 includes tech among its focus areas. The UAE’s AI strategy aims to be one of the top AI-ready countries in the next five years.Startups are finding momentumInvestment isn’t only flowing to big infrastructure. April 2025 saw MENA startups raise million. That’s more than double what they raised in March. Fintech and B2B platforms are leading the charge.Thndr, a Cairo-based investment platform, raised million to expand into Saudi Arabia and the UAE. These countries have growing retail investor bases and are looking for tools that make trading and saving more accessible.The Gulf’s young, tech-savvy population and high mobile use make it an ideal testbed for startups. At the same time, government-backed funds are investing in early-stage companies to help grow local talent and reduce dependence on imported services.Governments are also creating more startup-friendly zones. Free economic zones in the UAE and planned innovation hubs in Saudi Arabia offer tax benefits and simplified licensing for tech ventures. Investors say that regulatory support is improving, and founders now have clearer paths to launch and scale.Cloud and data centre expansion gathers paceCloud service demand is rising across the Middle East. Smart city projects, e-government platforms, and AI applications are driving the need for secure, local data storage and processing.Oracle has pledged billion to expand its cloud footprint in Saudi Arabia. Google, AWS, and Microsoft are also investing in regional data hubs. These centres will support everything from banking to logistics.Building out cloud services is key to keeping data local and speeding up online services. It also lowers costs for local firms, which no longer need to rely on foreign servers. The result is a growing tech sector that has the tools to serve customers in real time.Large-scale data operations also open the door for more regional SaaS companies. With cloud capacity in place, local developers can create enterprise tools, AI services, and e-commerce platforms tailored to local needs.Policy reforms drive diversificationBehind these tech moves are changes in policy. Governments are cutting red tape, easing rules for foreign ownership, and offering tax breaks for tech investors. The aim is to reduce the region’s reliance on oil and build a broader economic base.Saudi Arabia’s Vision 2030 includes goals for digital infrastructure, education, and innovation. The UAE’s AI strategy is tied to its push to attract top researchers and engineers. These are not just plans on paper. They’re being matched with funding, laws, and global partnerships.There is also a cultural shift underway. Tech is being taught in schools, and universities are opening AI-focused programs. This is helping to build a future workforce that can support local companies and attract international firms.More investors are noting the predictability and speed of doing business. This is especially important for tech startups that need fast feedback and steady support to grow. When rules are clear and approvals are quick, companies are more likely to stay.Balancing growth and geopolitical interestsWith more tech investment comes more attention. The US sees the region as a way to grow its global tech influence, especially as ties with China remain tense. For Middle Eastern nations, working with US companies gives them access to know-how and supply chains that would take years to build from scratch.At the same time, there are concerns about who controls the tech, where data is stored, and how it’s used. Some countries are pushing for data rules that favour local storage. Others want to develop their own large language models and keep training data inside national borders.Some regional leaders are starting to speak more openly about digital independence. They want to be buyers, yes, but also builders. That means investing in chips, software, and talent that can support homegrown tech. A few years ago, that seemed far off. Now, with the right backing, it’s starting to look within reach.Navigating these issues will shape the next phase of tech growth in the Middle East. Governments want to move fast but also retain control over key parts of their digital economy.The Middle East’s role in global tech is shifting. It’s no longer just a market for new gadgets or services. It’s becoming a centre for infrastructure, AI training, startup growth, and cloud services. Countries in the region are investing with a clear goal: to build long-term strength in a sector that shapes how business, education, and even government will work in the years ahead.If current trends continue, the Middle East won’t just be receiving tech. It will be helping shape it.See also: Saudi Arabia moves to build its AI future with HUMAIN and NVIDIAWant to learn more about cybersecurity and the cloud from industry leaders? Check out Cyber Security & Cloud Expo taking place in Amsterdam, California, and London. The comprehensive event is co-located with other leading events including Digital Transformation Week, IoT Tech Expo, Blockchain Expo, and AI & Big Data Expo.Explore other upcoming enterprise technology events and webinars powered by TechForge here.
    #why #middle #east #hot #place
    Why the Middle East is a hot place for global tech investments
    The Middle East is pulling in more attention from global tech investors than ever. Saudi Arabia, the UAE, and Qatar are rolling out billions of dollars in deals, working with top US companies, and building the kind of infrastructure needed to run large-scale AI systems.It’s not just about the money. There are new laws, startup activity, and plans for growth that are turning heads in Silicon Valley and beyond.Strategic deals anchor US tech tiesUS President Donald Trump recently visited the region and announced more than trillion in investment agreements. These included major partnerships between Gulf states and American firms in artificial intelligence, cloud services, and defence tech.The UAE said it would build one of the world’s largest AI campuses in Abu Dhabi. At the same time, Saudi Arabia launched an AI company called Humain. Backed by the Public Investment Fund, the firm has already formed deals with Nvidia and AMD to bring in thousands of chips for local use. The idea is to run and train AI models inside the kingdom, cutting the need to rely on overseas services.These deals aren’t one-off events. They point to deeper ties between the Gulf and US tech companies. Gulf leaders want to localise AI development, but US companies see the region as a growing market for cloud, data, and chips. This growing alignment offers both sides an edge in a global race where speed and access matter.Gulf states scale up AI infrastructureAI systems need strong computing power. That means data centres, chips, and networks that can handle constant, heavy demand. Countries like Saudi Arabia and the UAE are putting their money behind this need.Saudi Arabia’s Humain is planning to deploy over 18,000 Nvidia chips, some of the most advanced in the market. These will power training clusters that let researchers and firms build new models at home. The UAE, through partnerships with Amazon and OpenAI, is also expanding its local data capacity. One campus in Abu Dhabi will include large-scale AI labs and supercomputers.Running powerful AI models close to home offers more than speed. It helps with data control, lowers costs, and reduces delays. Governments in the region are aware that long-term control over AI infrastructure will play a major role in future national development and influence.These projects are part of each country’s national tech strategy. Saudi Arabia’s Vision 2030 includes tech among its focus areas. The UAE’s AI strategy aims to be one of the top AI-ready countries in the next five years.Startups are finding momentumInvestment isn’t only flowing to big infrastructure. April 2025 saw MENA startups raise million. That’s more than double what they raised in March. Fintech and B2B platforms are leading the charge.Thndr, a Cairo-based investment platform, raised million to expand into Saudi Arabia and the UAE. These countries have growing retail investor bases and are looking for tools that make trading and saving more accessible.The Gulf’s young, tech-savvy population and high mobile use make it an ideal testbed for startups. At the same time, government-backed funds are investing in early-stage companies to help grow local talent and reduce dependence on imported services.Governments are also creating more startup-friendly zones. Free economic zones in the UAE and planned innovation hubs in Saudi Arabia offer tax benefits and simplified licensing for tech ventures. Investors say that regulatory support is improving, and founders now have clearer paths to launch and scale.Cloud and data centre expansion gathers paceCloud service demand is rising across the Middle East. Smart city projects, e-government platforms, and AI applications are driving the need for secure, local data storage and processing.Oracle has pledged billion to expand its cloud footprint in Saudi Arabia. Google, AWS, and Microsoft are also investing in regional data hubs. These centres will support everything from banking to logistics.Building out cloud services is key to keeping data local and speeding up online services. It also lowers costs for local firms, which no longer need to rely on foreign servers. The result is a growing tech sector that has the tools to serve customers in real time.Large-scale data operations also open the door for more regional SaaS companies. With cloud capacity in place, local developers can create enterprise tools, AI services, and e-commerce platforms tailored to local needs.Policy reforms drive diversificationBehind these tech moves are changes in policy. Governments are cutting red tape, easing rules for foreign ownership, and offering tax breaks for tech investors. The aim is to reduce the region’s reliance on oil and build a broader economic base.Saudi Arabia’s Vision 2030 includes goals for digital infrastructure, education, and innovation. The UAE’s AI strategy is tied to its push to attract top researchers and engineers. These are not just plans on paper. They’re being matched with funding, laws, and global partnerships.There is also a cultural shift underway. Tech is being taught in schools, and universities are opening AI-focused programs. This is helping to build a future workforce that can support local companies and attract international firms.More investors are noting the predictability and speed of doing business. This is especially important for tech startups that need fast feedback and steady support to grow. When rules are clear and approvals are quick, companies are more likely to stay.Balancing growth and geopolitical interestsWith more tech investment comes more attention. The US sees the region as a way to grow its global tech influence, especially as ties with China remain tense. For Middle Eastern nations, working with US companies gives them access to know-how and supply chains that would take years to build from scratch.At the same time, there are concerns about who controls the tech, where data is stored, and how it’s used. Some countries are pushing for data rules that favour local storage. Others want to develop their own large language models and keep training data inside national borders.Some regional leaders are starting to speak more openly about digital independence. They want to be buyers, yes, but also builders. That means investing in chips, software, and talent that can support homegrown tech. A few years ago, that seemed far off. Now, with the right backing, it’s starting to look within reach.Navigating these issues will shape the next phase of tech growth in the Middle East. Governments want to move fast but also retain control over key parts of their digital economy.The Middle East’s role in global tech is shifting. It’s no longer just a market for new gadgets or services. It’s becoming a centre for infrastructure, AI training, startup growth, and cloud services. Countries in the region are investing with a clear goal: to build long-term strength in a sector that shapes how business, education, and even government will work in the years ahead.If current trends continue, the Middle East won’t just be receiving tech. It will be helping shape it.See also: Saudi Arabia moves to build its AI future with HUMAIN and NVIDIAWant to learn more about cybersecurity and the cloud from industry leaders? Check out Cyber Security & Cloud Expo taking place in Amsterdam, California, and London. The comprehensive event is co-located with other leading events including Digital Transformation Week, IoT Tech Expo, Blockchain Expo, and AI & Big Data Expo.Explore other upcoming enterprise technology events and webinars powered by TechForge here. #why #middle #east #hot #place
    Why the Middle East is a hot place for global tech investments
    www.artificialintelligence-news.com
    The Middle East is pulling in more attention from global tech investors than ever. Saudi Arabia, the UAE, and Qatar are rolling out billions of dollars in deals, working with top US companies, and building the kind of infrastructure needed to run large-scale AI systems.It’s not just about the money. There are new laws, startup activity, and plans for growth that are turning heads in Silicon Valley and beyond.Strategic deals anchor US tech tiesUS President Donald Trump recently visited the region and announced more than $2 trillion in investment agreements. These included major partnerships between Gulf states and American firms in artificial intelligence, cloud services, and defence tech.The UAE said it would build one of the world’s largest AI campuses in Abu Dhabi. At the same time, Saudi Arabia launched an AI company called Humain. Backed by the Public Investment Fund, the firm has already formed deals with Nvidia and AMD to bring in thousands of chips for local use. The idea is to run and train AI models inside the kingdom, cutting the need to rely on overseas services.These deals aren’t one-off events. They point to deeper ties between the Gulf and US tech companies. Gulf leaders want to localise AI development, but US companies see the region as a growing market for cloud, data, and chips. This growing alignment offers both sides an edge in a global race where speed and access matter.Gulf states scale up AI infrastructureAI systems need strong computing power. That means data centres, chips, and networks that can handle constant, heavy demand. Countries like Saudi Arabia and the UAE are putting their money behind this need.Saudi Arabia’s Humain is planning to deploy over 18,000 Nvidia chips, some of the most advanced in the market. These will power training clusters that let researchers and firms build new models at home. The UAE, through partnerships with Amazon and OpenAI, is also expanding its local data capacity. One campus in Abu Dhabi will include large-scale AI labs and supercomputers.Running powerful AI models close to home offers more than speed. It helps with data control, lowers costs, and reduces delays. Governments in the region are aware that long-term control over AI infrastructure will play a major role in future national development and influence.These projects are part of each country’s national tech strategy. Saudi Arabia’s Vision 2030 includes tech among its focus areas. The UAE’s AI strategy aims to be one of the top AI-ready countries in the next five years.Startups are finding momentumInvestment isn’t only flowing to big infrastructure. April 2025 saw MENA startups raise $228.4 million. That’s more than double what they raised in March. Fintech and B2B platforms are leading the charge.Thndr, a Cairo-based investment platform, raised $15.7 million to expand into Saudi Arabia and the UAE. These countries have growing retail investor bases and are looking for tools that make trading and saving more accessible.The Gulf’s young, tech-savvy population and high mobile use make it an ideal testbed for startups. At the same time, government-backed funds are investing in early-stage companies to help grow local talent and reduce dependence on imported services.Governments are also creating more startup-friendly zones. Free economic zones in the UAE and planned innovation hubs in Saudi Arabia offer tax benefits and simplified licensing for tech ventures. Investors say that regulatory support is improving, and founders now have clearer paths to launch and scale.Cloud and data centre expansion gathers paceCloud service demand is rising across the Middle East. Smart city projects, e-government platforms, and AI applications are driving the need for secure, local data storage and processing.Oracle has pledged $14 billion to expand its cloud footprint in Saudi Arabia. Google, AWS, and Microsoft are also investing in regional data hubs. These centres will support everything from banking to logistics.Building out cloud services is key to keeping data local and speeding up online services. It also lowers costs for local firms, which no longer need to rely on foreign servers. The result is a growing tech sector that has the tools to serve customers in real time.Large-scale data operations also open the door for more regional SaaS companies. With cloud capacity in place, local developers can create enterprise tools, AI services, and e-commerce platforms tailored to local needs.Policy reforms drive diversificationBehind these tech moves are changes in policy. Governments are cutting red tape, easing rules for foreign ownership, and offering tax breaks for tech investors. The aim is to reduce the region’s reliance on oil and build a broader economic base.Saudi Arabia’s Vision 2030 includes goals for digital infrastructure, education, and innovation. The UAE’s AI strategy is tied to its push to attract top researchers and engineers. These are not just plans on paper. They’re being matched with funding, laws, and global partnerships.There is also a cultural shift underway. Tech is being taught in schools, and universities are opening AI-focused programs. This is helping to build a future workforce that can support local companies and attract international firms.More investors are noting the predictability and speed of doing business. This is especially important for tech startups that need fast feedback and steady support to grow. When rules are clear and approvals are quick, companies are more likely to stay.Balancing growth and geopolitical interestsWith more tech investment comes more attention. The US sees the region as a way to grow its global tech influence, especially as ties with China remain tense. For Middle Eastern nations, working with US companies gives them access to know-how and supply chains that would take years to build from scratch.At the same time, there are concerns about who controls the tech, where data is stored, and how it’s used. Some countries are pushing for data rules that favour local storage. Others want to develop their own large language models and keep training data inside national borders.Some regional leaders are starting to speak more openly about digital independence. They want to be buyers, yes, but also builders. That means investing in chips, software, and talent that can support homegrown tech. A few years ago, that seemed far off. Now, with the right backing, it’s starting to look within reach.Navigating these issues will shape the next phase of tech growth in the Middle East. Governments want to move fast but also retain control over key parts of their digital economy.The Middle East’s role in global tech is shifting. It’s no longer just a market for new gadgets or services. It’s becoming a centre for infrastructure, AI training, startup growth, and cloud services. Countries in the region are investing with a clear goal: to build long-term strength in a sector that shapes how business, education, and even government will work in the years ahead.If current trends continue, the Middle East won’t just be receiving tech. It will be helping shape it.(Photo by Unsplash)See also: Saudi Arabia moves to build its AI future with HUMAIN and NVIDIAWant to learn more about cybersecurity and the cloud from industry leaders? Check out Cyber Security & Cloud Expo taking place in Amsterdam, California, and London. The comprehensive event is co-located with other leading events including Digital Transformation Week, IoT Tech Expo, Blockchain Expo, and AI & Big Data Expo.Explore other upcoming enterprise technology events and webinars powered by TechForge here.
    0 Σχόλια ·0 Μοιράστηκε ·0 Προεπισκόπηση
  • RoadCraft |OT| We Can Rebuild It

    From the creators of SpinTires, MudRunner, SnowRunner, and Expeditions, a completely new experience in offroading and rebuilding!

    Use your fleet of heavy equipment to navigate through tough offroad environments, rebuild critical infrastructure, and bring a range of unique maps back from the brink of disaster.

    Release date: May 20, 2025

    Platforms: PS5, Xbox Series, Steam, Epic Game Store, GeForce Now

    Price: /£34.99/39,99 €

    Rebuild Edition: /£44.99/49,99 €
    #roadcraft #can #rebuild
    RoadCraft |OT| We Can Rebuild It
    From the creators of SpinTires, MudRunner, SnowRunner, and Expeditions, a completely new experience in offroading and rebuilding! Use your fleet of heavy equipment to navigate through tough offroad environments, rebuild critical infrastructure, and bring a range of unique maps back from the brink of disaster. Release date: May 20, 2025 Platforms: PS5, Xbox Series, Steam, Epic Game Store, GeForce Now Price: /£34.99/39,99 € Rebuild Edition: /£44.99/49,99 € #roadcraft #can #rebuild
    RoadCraft |OT| We Can Rebuild It
    www.resetera.com
    From the creators of SpinTires, MudRunner, SnowRunner, and Expeditions, a completely new experience in offroading and rebuilding! Use your fleet of heavy equipment to navigate through tough offroad environments, rebuild critical infrastructure, and bring a range of unique maps back from the brink of disaster. Release date: May 20, 2025 Platforms: PS5, Xbox Series, Steam, Epic Game Store, GeForce Now Price: $39.99/£34.99/39,99 € Rebuild Edition: $49.99/£44.99/49,99 €
    0 Σχόλια ·0 Μοιράστηκε ·0 Προεπισκόπηση
  • Ara: History Untold DLC Untold Scenarios Arrives In June

    Ara: History Untold's upcoming DLC, Untold Scenarios, will arrive on PC this coming June 18, 2025, developer Oxide Games has announced.
    The expansion will be available for USD, and will include several scenarios that blend historical events with alternative history to create 'what-if' scenarios for "more event-driven strategic challenges," according to a press release for the upcoming expansion.
    While Ara: History Untold is playable through Xbox Game Pass PC, that's only for the base game. If you want to play any of these new scenarios, you'll need to grab the DLC on its own.
    Ara: History Untold arrived on PC and through Game Pass PC last September, and overall arrived as "a mixed bag," according to our reviewer, Chris Wray.
    "Ara: History Untold is the perfect example of a mixed bag. Some genuinely great ideas, but some negatives are trying to counterbalance them. Focusing on supply chains and adding real to is an excellent idea, but the implementation has left the game with significant micromanagement, which could put people off. The region and city development systems are on a whole new level and could be how 4X games go in the future, but the AI manages to mess it up," he wrote.
    "Ara: History Untold is a highly ambitious 4X game that looks to branch out and add even more depth to an already detailed genre. In many ways, it succeeds, bringing in a map and city-building system that far surpasses others in the genre and successfully interlinking practically every area. However, with some successes come issues, with the added depth in the supply chain making it a bit of a micromanagement nightmare; it tries to alleviate some of these issues with a user-friendly UI, but it could be a sticking point for some."

    Deal of the Day
    #ara #history #untold #dlc #scenarios
    Ara: History Untold DLC Untold Scenarios Arrives In June
    Ara: History Untold's upcoming DLC, Untold Scenarios, will arrive on PC this coming June 18, 2025, developer Oxide Games has announced. The expansion will be available for USD, and will include several scenarios that blend historical events with alternative history to create 'what-if' scenarios for "more event-driven strategic challenges," according to a press release for the upcoming expansion. While Ara: History Untold is playable through Xbox Game Pass PC, that's only for the base game. If you want to play any of these new scenarios, you'll need to grab the DLC on its own. Ara: History Untold arrived on PC and through Game Pass PC last September, and overall arrived as "a mixed bag," according to our reviewer, Chris Wray. "Ara: History Untold is the perfect example of a mixed bag. Some genuinely great ideas, but some negatives are trying to counterbalance them. Focusing on supply chains and adding real to is an excellent idea, but the implementation has left the game with significant micromanagement, which could put people off. The region and city development systems are on a whole new level and could be how 4X games go in the future, but the AI manages to mess it up," he wrote. "Ara: History Untold is a highly ambitious 4X game that looks to branch out and add even more depth to an already detailed genre. In many ways, it succeeds, bringing in a map and city-building system that far surpasses others in the genre and successfully interlinking practically every area. However, with some successes come issues, with the added depth in the supply chain making it a bit of a micromanagement nightmare; it tries to alleviate some of these issues with a user-friendly UI, but it could be a sticking point for some." Deal of the Day #ara #history #untold #dlc #scenarios
    Ara: History Untold DLC Untold Scenarios Arrives In June
    wccftech.com
    Ara: History Untold's upcoming DLC, Untold Scenarios, will arrive on PC this coming June 18, 2025, developer Oxide Games has announced. The expansion will be available for $9.99 USD, and will include several scenarios that blend historical events with alternative history to create 'what-if' scenarios for "more event-driven strategic challenges," according to a press release for the upcoming expansion. While Ara: History Untold is playable through Xbox Game Pass PC, that's only for the base game. If you want to play any of these new scenarios, you'll need to grab the DLC on its own. Ara: History Untold arrived on PC and through Game Pass PC last September, and overall arrived as "a mixed bag," according to our reviewer, Chris Wray. "Ara: History Untold is the perfect example of a mixed bag. Some genuinely great ideas, but some negatives are trying to counterbalance them. Focusing on supply chains and adding real to is an excellent idea, but the implementation has left the game with significant micromanagement, which could put people off. The region and city development systems are on a whole new level and could be how 4X games go in the future, but the AI manages to mess it up," he wrote. "Ara: History Untold is a highly ambitious 4X game that looks to branch out and add even more depth to an already detailed genre. In many ways, it succeeds, bringing in a map and city-building system that far surpasses others in the genre and successfully interlinking practically every area. However, with some successes come issues, with the added depth in the supply chain making it a bit of a micromanagement nightmare; it tries to alleviate some of these issues with a user-friendly UI, but it could be a sticking point for some." Deal of the Day
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  • Technical Project Manager at 31st Union

    Technical Project Manager31st UnionSan Mateo, California, United States11 minutes agoApplyWE ARE GAMEMAKERSWho We AreWe are a diverse group of developers driven by a passion for our art, united by our core values and inspired by a culture of inclusivity to build amazing games that thrill players everywhere. We pursue growth and innovation in an environment of safety and trust. Our culture is built on the belief that the more varied voices in our collective will strengthen our team and our games. We are looking for our next teammate who will raise our bar and make us better.We are currently working on Project ETHOS, a new free-to-play, 3rd person rogue-like hero shooter and an exciting evolution on the genre!Who You Are:You are an experienced Technical Project Manager with a strong ability to lead complex software projects in a fast-paced, collaborative environment. You excel at translating stakeholder needs into clear, actionable plans and user stories. With a keen eye for detail and strong interpersonal skills, you navigate ambiguity, align cross-functional teams, and drive projects to successful completion. You thrive in dynamic environments and are passionate about delivering impactful solutions that support both technical and creative teams.Responsibilities:Translate business goals into tactical project plans, forecasts, and measurable KPIs.Lead and align cross-functional teams, ensuring clear communication across global stakeholders.Manage external development teams to deliver effective software solutions.Regularly present project strategies, roadmaps, and progress updates to stakeholders.Identify and manage project risks, issues, budgets, and reporting.Build and maintain strong relationships with internal teams and external studios.Required Qualifications:Proven experience in technical project management, especially in tools and pipelines for both technical and creative teams.Background in managing AAA game development projects and external teams.Strong leadership, organizational, and communication skills across all organizational levels.Proficiency in agile methodologies and project management tools.Strategic and analytical thinking with a focus on execution and delivery.Strong project management skills with a proven track record of meeting and exceeding partner and customer expectations.Relevant experience:Extensive experience in the gaming industry, with a focus on AAA titles in the multiplayer shooter genre.The pay range for this position in California at the start of employment is expected to be between and per year. However, base pay offered is based on market location and may vary further depending on individualized factors for job candidates, such as job-related knowledge, skills, experience, and other objective business considerations. Subject to those same considerations, the total compensation package for this position may also include other elements, including a bonus and/or equity awards, in addition to a full range of medical, financial, and/or other benefits. Details of participation in these benefit plans will be provided if an employee receives an offer of employment. If hired, employee will be in an 'at-will position' and the company reserves the right to modify base salaryat any time, including for reasons related to individual performance, company or individual department/team performance, and market factors.SECURITY NOTICE - We have recently been made aware of increasing occurrences of bad actors posing as company HR personnel to gain information from "potential candidates", in the form of job interviews and offers. These scams can be quite sophisticated and appear legitimate.Please know that 31st Union and 2K never uses instant messaging apps to contact prospective employees or to conduct interviews.If you believe you have been a victim of such a scam, you may fill out a complaint form at / and / detailing as much as possible. We are taking these matters very seriously and apologize for any inconvenience.Join our mission: Bring fun, inspiration and awe to our lives and to our community: Union prides itself on the diversity of its team members, partners, and communities. For this reason, we remain committed to providing equal employment opportunity in all aspects of the employment relationship, from recruitment and hiring through compensation, benefits, discipline and termination. This means that employment at 31st Union depends on your substantive ability, objective qualifications and work ethic – not on your age, race, height, weight, religion, creed, color, national origin, ancestry, sex, sexual orientation, gender, alienage or citizenship status, transgender, military or veteran status, physical or mental disability, medical condition, AIDS/HIV, denial of family and medical care leave, genetic information, predisposition or carrier status, pregnancy status, childbirth, breastfeeding, marital status or registered domestic partner status, political activity or affiliation, status as a victim of domestic violence, sexual assault or stalking, arrest record, or taking or requesting statutorily protected leaves, or any other classification protected by federal, state, or local laws.As an equal opportunity employer, we are also committed to ensuring that qualified individuals with disabilities are provided reasonable accommodationto participate in the job application and/or interview process, to perform their essential job functions, and to receive other benefits and privileges of employment. Please contact us if you need to request a reasonable accommodation.#LI-Onsite
    #LI-HybridCreate Your Profile — Game companies can contact you with their relevant job openings.
    Apply
    #technical #project #manager #31st #union
    Technical Project Manager at 31st Union
    Technical Project Manager31st UnionSan Mateo, California, United States11 minutes agoApplyWE ARE GAMEMAKERSWho We AreWe are a diverse group of developers driven by a passion for our art, united by our core values and inspired by a culture of inclusivity to build amazing games that thrill players everywhere. We pursue growth and innovation in an environment of safety and trust. Our culture is built on the belief that the more varied voices in our collective will strengthen our team and our games. We are looking for our next teammate who will raise our bar and make us better.We are currently working on Project ETHOS, a new free-to-play, 3rd person rogue-like hero shooter and an exciting evolution on the genre!Who You Are:You are an experienced Technical Project Manager with a strong ability to lead complex software projects in a fast-paced, collaborative environment. You excel at translating stakeholder needs into clear, actionable plans and user stories. With a keen eye for detail and strong interpersonal skills, you navigate ambiguity, align cross-functional teams, and drive projects to successful completion. You thrive in dynamic environments and are passionate about delivering impactful solutions that support both technical and creative teams.Responsibilities:Translate business goals into tactical project plans, forecasts, and measurable KPIs.Lead and align cross-functional teams, ensuring clear communication across global stakeholders.Manage external development teams to deliver effective software solutions.Regularly present project strategies, roadmaps, and progress updates to stakeholders.Identify and manage project risks, issues, budgets, and reporting.Build and maintain strong relationships with internal teams and external studios.Required Qualifications:Proven experience in technical project management, especially in tools and pipelines for both technical and creative teams.Background in managing AAA game development projects and external teams.Strong leadership, organizational, and communication skills across all organizational levels.Proficiency in agile methodologies and project management tools.Strategic and analytical thinking with a focus on execution and delivery.Strong project management skills with a proven track record of meeting and exceeding partner and customer expectations.Relevant experience:Extensive experience in the gaming industry, with a focus on AAA titles in the multiplayer shooter genre.The pay range for this position in California at the start of employment is expected to be between and per year. However, base pay offered is based on market location and may vary further depending on individualized factors for job candidates, such as job-related knowledge, skills, experience, and other objective business considerations. Subject to those same considerations, the total compensation package for this position may also include other elements, including a bonus and/or equity awards, in addition to a full range of medical, financial, and/or other benefits. Details of participation in these benefit plans will be provided if an employee receives an offer of employment. If hired, employee will be in an 'at-will position' and the company reserves the right to modify base salaryat any time, including for reasons related to individual performance, company or individual department/team performance, and market factors.SECURITY NOTICE - We have recently been made aware of increasing occurrences of bad actors posing as company HR personnel to gain information from "potential candidates", in the form of job interviews and offers. These scams can be quite sophisticated and appear legitimate.Please know that 31st Union and 2K never uses instant messaging apps to contact prospective employees or to conduct interviews.If you believe you have been a victim of such a scam, you may fill out a complaint form at / and / detailing as much as possible. We are taking these matters very seriously and apologize for any inconvenience.Join our mission: Bring fun, inspiration and awe to our lives and to our community: Union prides itself on the diversity of its team members, partners, and communities. For this reason, we remain committed to providing equal employment opportunity in all aspects of the employment relationship, from recruitment and hiring through compensation, benefits, discipline and termination. This means that employment at 31st Union depends on your substantive ability, objective qualifications and work ethic – not on your age, race, height, weight, religion, creed, color, national origin, ancestry, sex, sexual orientation, gender, alienage or citizenship status, transgender, military or veteran status, physical or mental disability, medical condition, AIDS/HIV, denial of family and medical care leave, genetic information, predisposition or carrier status, pregnancy status, childbirth, breastfeeding, marital status or registered domestic partner status, political activity or affiliation, status as a victim of domestic violence, sexual assault or stalking, arrest record, or taking or requesting statutorily protected leaves, or any other classification protected by federal, state, or local laws.As an equal opportunity employer, we are also committed to ensuring that qualified individuals with disabilities are provided reasonable accommodationto participate in the job application and/or interview process, to perform their essential job functions, and to receive other benefits and privileges of employment. Please contact us if you need to request a reasonable accommodation.#LI-Onsite #LI-HybridCreate Your Profile — Game companies can contact you with their relevant job openings. Apply #technical #project #manager #31st #union
    gamejobs.co
    Technical Project Manager31st UnionSan Mateo, California, United States11 minutes agoApplyWE ARE GAMEMAKERSWho We AreWe are a diverse group of developers driven by a passion for our art, united by our core values and inspired by a culture of inclusivity to build amazing games that thrill players everywhere. We pursue growth and innovation in an environment of safety and trust. Our culture is built on the belief that the more varied voices in our collective will strengthen our team and our games. We are looking for our next teammate who will raise our bar and make us better.We are currently working on Project ETHOS, a new free-to-play, 3rd person rogue-like hero shooter and an exciting evolution on the genre!Who You Are:You are an experienced Technical Project Manager with a strong ability to lead complex software projects in a fast-paced, collaborative environment. You excel at translating stakeholder needs into clear, actionable plans and user stories. With a keen eye for detail and strong interpersonal skills, you navigate ambiguity, align cross-functional teams, and drive projects to successful completion. You thrive in dynamic environments and are passionate about delivering impactful solutions that support both technical and creative teams.Responsibilities:Translate business goals into tactical project plans, forecasts, and measurable KPIs.Lead and align cross-functional teams, ensuring clear communication across global stakeholders.Manage external development teams to deliver effective software solutions.Regularly present project strategies, roadmaps, and progress updates to stakeholders.Identify and manage project risks, issues, budgets, and reporting.Build and maintain strong relationships with internal teams and external studios.Required Qualifications:Proven experience in technical project management, especially in tools and pipelines for both technical and creative teams.Background in managing AAA game development projects and external teams.Strong leadership, organizational, and communication skills across all organizational levels.Proficiency in agile methodologies and project management tools.Strategic and analytical thinking with a focus on execution and delivery.Strong project management skills with a proven track record of meeting and exceeding partner and customer expectations.Relevant experience:Extensive experience in the gaming industry, with a focus on AAA titles in the multiplayer shooter genre.The pay range for this position in California at the start of employment is expected to be between $100,000 and $140,000 per year. However, base pay offered is based on market location and may vary further depending on individualized factors for job candidates, such as job-related knowledge, skills, experience, and other objective business considerations. Subject to those same considerations, the total compensation package for this position may also include other elements, including a bonus and/or equity awards, in addition to a full range of medical, financial, and/or other benefits. Details of participation in these benefit plans will be provided if an employee receives an offer of employment. If hired, employee will be in an 'at-will position' and the company reserves the right to modify base salary (as well as any other discretionary payment or compensation or benefit program) at any time, including for reasons related to individual performance, company or individual department/team performance, and market factors.SECURITY NOTICE - We have recently been made aware of increasing occurrences of bad actors posing as company HR personnel to gain information from "potential candidates", in the form of job interviews and offers. These scams can be quite sophisticated and appear legitimate.Please know that 31st Union and 2K never uses instant messaging apps to contact prospective employees or to conduct interviews.If you believe you have been a victim of such a scam, you may fill out a complaint form at https://complaint.ic3.gov/ and https://reportfraud.ftc.gov/ detailing as much as possible. We are taking these matters very seriously and apologize for any inconvenience.Join our mission: Bring fun, inspiration and awe to our lives and to our community: https://thirtyfirstunion.com/values31st Union prides itself on the diversity of its team members, partners, and communities. For this reason, we remain committed to providing equal employment opportunity in all aspects of the employment relationship, from recruitment and hiring through compensation, benefits, discipline and termination. This means that employment at 31st Union depends on your substantive ability, objective qualifications and work ethic – not on your age, race (including traits historically associated with race, including, but not limited to, hair texture and protective hairstyles), height, weight, religion, creed, color, national origin, ancestry, sex, sexual orientation, gender (including gender identity and expression), alienage or citizenship status, transgender, military or veteran status, physical or mental disability (actual or perceived), medical condition, AIDS/HIV, denial of family and medical care leave, genetic information, predisposition or carrier status, pregnancy status, childbirth, breastfeeding (or related medical conditions), marital status or registered domestic partner status, political activity or affiliation, status as a victim of domestic violence, sexual assault or stalking, arrest record, or taking or requesting statutorily protected leaves, or any other classification protected by federal, state, or local laws.As an equal opportunity employer, we are also committed to ensuring that qualified individuals with disabilities are provided reasonable accommodation(s) to participate in the job application and/or interview process, to perform their essential job functions, and to receive other benefits and privileges of employment. Please contact us if you need to request a reasonable accommodation.#LI-Onsite #LI-HybridCreate Your Profile — Game companies can contact you with their relevant job openings. Apply
    0 Σχόλια ·0 Μοιράστηκε ·0 Προεπισκόπηση
  • The Most Beautiful Magazine In Gaming Joins The Fight To Save Physical Games

    Physical games are under siege. Collector’s Editions often come with codes instead of discs. Game-key cards for the Switch 2 only allow you to access downloads. The newest Doom isn’t playable out of the box. In one or two decades’ time, large swaths of contemporary gaming history could become completely inaccessible to future players. Lost In Cult is one of a growing number of smaller companies now trying not only to preserve that history but to celebrate it with physical releases as artfully constructed as the games they contain. Suggested ReadingNintendo Switch 2 Could Launch With Almost No Reviews

    Share SubtitlesOffEnglishSuggested ReadingNintendo Switch 2 Could Launch With Almost No Reviews

    Share SubtitlesOffEnglishNintendo Switch 2 Could Launch With Almost No ReviewsKnown for its Lock On and Design Works series of lavish printed volumes of art and writing about games, the UK-based publisher this week announced a new Editions label that will be packaging and distributing bespoke physical versions of acclaimed indie titles. The debut releases are interactive film puzzler Immortality, the folk horror point-and-click adventure The Excavation of Hob’s Barrow, and the absurdist comedy Thank Goodness You’re Here! though in addition to these, Lost In Cult promises it already has lots of games in the pipeline, with new collections to be announced on an almost monthly basis. “People might think that we’ve selected our best games to start with,” marketing director Ryan Brown told Kotaku. “We actually haven’t. We’ve pretty much just released them in the order that we’ve signed them, because one thing we wanted to do right is not just in optically, in front of people, but also behind the scenes with our developer partners, like we want to make sure that they’re treated right, that they don’t get contracted and have to wait many years for the games to be released.”Image: Lost In Cult / KotakuEach collection runs roughly and includes colorful boxed sleeves, posters, art cards, slip cases, and booklets featuring critical essays and developer interviews. Also a copy of the game with curator group Does It Play’s seal of approval certifying that everything is playable to completion right out of the box. Brown said they’re even working with some developers to time upcoming releases to when big new patches are ready so the physical version feels definitive. The platforms currently supported are PlayStation 5 and Switch, with Switch 2 following later in the year. Xbox remains MIA, though it’s not off the table for future releases.In just 24 hours since the announcement, the company has already sold through almost half of its limited-run collections of around 1,500 units each. But anyone who wants just a physical copy of one of the games being sold will still be able to secure retail versions for just each. Those won’t come with original art or the rest of the materials that make Lost In Cult’s collections stand out, but they will be restocked on an ongoing basis. “I don’t think you can say that you’re all about preservation if you make a game and then it’s limited to 2,000 copies and it’s gone forever and costs 300 pounds on eBay,” Brown said. “For us, in promising preservation and availability, we don’t want to lock these games away. There’s going to be so many people that just want the game in a box and that’s fine. They can go do that.”The Criterion Collection, A24, and special-edition book publisher The Folio Society are cited as inspirations for Lost in Cult’s Editions publishing label, both in how games are presented and how they’re selected in the first place. “It’s really hard to pin down what that curation process looks like without sounding too overly artsy fartsy, but it is a little bit artsy fartsy, and that, you know, we kind of just know what a Lost in Cult-type game is when we see it. And that’s really hard to define, but it is a game that is usually very artful, whether that’s through its design, through its visuals, through its story. Again, that is in some way pushing the medium of video games as a serious form of art forward.”The physical medium of gaming also faces certain limitations that movies and books do not. For one, platform holders like PlayStation and Nintendo have strict rules about the certification process for physical games, down to where company logos and legal language appear on the boxes. You also can’t include developer commentary or other extras directly on a disc the way you might with an Ultra HD 4K Blu-ray re-release. When it comes to the rest of the packaging and physical inserts, however, publishers can let their imaginations run wild. Image: Lost In Cult / KotakuA devotion to physical media in the increasingly digi-fied gaming space adds Lost in Cult to a growing landscape of boutique curators who scavenge for smaller indie titles that wouldn’t otherwise have the scale or notoriety to play in a market still mostly structured around big retail stores. Fellow travelers include Limited Run, iam8bit, and Super Rare, where Brown worked previously. These companies serve collectors and fans who still cherish not just how a game plays but what it looks like when it’s displayed on a shelf, and knowing the magical experience that resides inside isn’t reliant on servers a thousand miles a way to bring it to life.“The way that we see games is just very different from how most do, like I personally care, slash we care,if I pull a game off of my shelf in 40 years time Igo, ‘I remember that game, I want to play that.” You can pull it off your shelf, you can play it, and it’ll work. Most companies, unfortunately, aren’t really thinking about that.”While big publishers frequently invest in Deluxe Editions and Collector’s Editions, they more often prioritize digital rewards and branded merch over the games themselves and highlighting their artistry. The result is big boxes on store shelves with toys, hats, and statues instead of developer booklets, original art, or physical soundtracks. Like the three days of “early access” these editions often come with, the biggest bonuses are mostly virtual. “I personally would really, really, really love it if I managed to work with Bethesda and do a proper physical edition version of Doom: the Dark Ages,” Brown said. “That would be sick. But at the moment it is increasingly on boutique companies to solve this physical problem. And it seems a bit far-fetched for me to sit here and say I wish it wasn’t, because I have one, but I do wish it wasn’t. I do wish that this was taken seriously, and the sort of presentational aspects and ownership aspects were taken seriously across the board. I would love it if some other companies copied us.”.
    #most #beautiful #magazine #gaming #joins
    The Most Beautiful Magazine In Gaming Joins The Fight To Save Physical Games
    Physical games are under siege. Collector’s Editions often come with codes instead of discs. Game-key cards for the Switch 2 only allow you to access downloads. The newest Doom isn’t playable out of the box. In one or two decades’ time, large swaths of contemporary gaming history could become completely inaccessible to future players. Lost In Cult is one of a growing number of smaller companies now trying not only to preserve that history but to celebrate it with physical releases as artfully constructed as the games they contain. Suggested ReadingNintendo Switch 2 Could Launch With Almost No Reviews Share SubtitlesOffEnglishSuggested ReadingNintendo Switch 2 Could Launch With Almost No Reviews Share SubtitlesOffEnglishNintendo Switch 2 Could Launch With Almost No ReviewsKnown for its Lock On and Design Works series of lavish printed volumes of art and writing about games, the UK-based publisher this week announced a new Editions label that will be packaging and distributing bespoke physical versions of acclaimed indie titles. The debut releases are interactive film puzzler Immortality, the folk horror point-and-click adventure The Excavation of Hob’s Barrow, and the absurdist comedy Thank Goodness You’re Here! though in addition to these, Lost In Cult promises it already has lots of games in the pipeline, with new collections to be announced on an almost monthly basis. “People might think that we’ve selected our best games to start with,” marketing director Ryan Brown told Kotaku. “We actually haven’t. We’ve pretty much just released them in the order that we’ve signed them, because one thing we wanted to do right is not just in optically, in front of people, but also behind the scenes with our developer partners, like we want to make sure that they’re treated right, that they don’t get contracted and have to wait many years for the games to be released.”Image: Lost In Cult / KotakuEach collection runs roughly and includes colorful boxed sleeves, posters, art cards, slip cases, and booklets featuring critical essays and developer interviews. Also a copy of the game with curator group Does It Play’s seal of approval certifying that everything is playable to completion right out of the box. Brown said they’re even working with some developers to time upcoming releases to when big new patches are ready so the physical version feels definitive. The platforms currently supported are PlayStation 5 and Switch, with Switch 2 following later in the year. Xbox remains MIA, though it’s not off the table for future releases.In just 24 hours since the announcement, the company has already sold through almost half of its limited-run collections of around 1,500 units each. But anyone who wants just a physical copy of one of the games being sold will still be able to secure retail versions for just each. Those won’t come with original art or the rest of the materials that make Lost In Cult’s collections stand out, but they will be restocked on an ongoing basis. “I don’t think you can say that you’re all about preservation if you make a game and then it’s limited to 2,000 copies and it’s gone forever and costs 300 pounds on eBay,” Brown said. “For us, in promising preservation and availability, we don’t want to lock these games away. There’s going to be so many people that just want the game in a box and that’s fine. They can go do that.”The Criterion Collection, A24, and special-edition book publisher The Folio Society are cited as inspirations for Lost in Cult’s Editions publishing label, both in how games are presented and how they’re selected in the first place. “It’s really hard to pin down what that curation process looks like without sounding too overly artsy fartsy, but it is a little bit artsy fartsy, and that, you know, we kind of just know what a Lost in Cult-type game is when we see it. And that’s really hard to define, but it is a game that is usually very artful, whether that’s through its design, through its visuals, through its story. Again, that is in some way pushing the medium of video games as a serious form of art forward.”The physical medium of gaming also faces certain limitations that movies and books do not. For one, platform holders like PlayStation and Nintendo have strict rules about the certification process for physical games, down to where company logos and legal language appear on the boxes. You also can’t include developer commentary or other extras directly on a disc the way you might with an Ultra HD 4K Blu-ray re-release. When it comes to the rest of the packaging and physical inserts, however, publishers can let their imaginations run wild. Image: Lost In Cult / KotakuA devotion to physical media in the increasingly digi-fied gaming space adds Lost in Cult to a growing landscape of boutique curators who scavenge for smaller indie titles that wouldn’t otherwise have the scale or notoriety to play in a market still mostly structured around big retail stores. Fellow travelers include Limited Run, iam8bit, and Super Rare, where Brown worked previously. These companies serve collectors and fans who still cherish not just how a game plays but what it looks like when it’s displayed on a shelf, and knowing the magical experience that resides inside isn’t reliant on servers a thousand miles a way to bring it to life.“The way that we see games is just very different from how most do, like I personally care, slash we care,if I pull a game off of my shelf in 40 years time Igo, ‘I remember that game, I want to play that.” You can pull it off your shelf, you can play it, and it’ll work. Most companies, unfortunately, aren’t really thinking about that.”While big publishers frequently invest in Deluxe Editions and Collector’s Editions, they more often prioritize digital rewards and branded merch over the games themselves and highlighting their artistry. The result is big boxes on store shelves with toys, hats, and statues instead of developer booklets, original art, or physical soundtracks. Like the three days of “early access” these editions often come with, the biggest bonuses are mostly virtual. “I personally would really, really, really love it if I managed to work with Bethesda and do a proper physical edition version of Doom: the Dark Ages,” Brown said. “That would be sick. But at the moment it is increasingly on boutique companies to solve this physical problem. And it seems a bit far-fetched for me to sit here and say I wish it wasn’t, because I have one, but I do wish it wasn’t. I do wish that this was taken seriously, and the sort of presentational aspects and ownership aspects were taken seriously across the board. I would love it if some other companies copied us.”. #most #beautiful #magazine #gaming #joins
    The Most Beautiful Magazine In Gaming Joins The Fight To Save Physical Games
    kotaku.com
    Physical games are under siege. Collector’s Editions often come with codes instead of discs. Game-key cards for the Switch 2 only allow you to access downloads. The newest Doom isn’t playable out of the box. In one or two decades’ time, large swaths of contemporary gaming history could become completely inaccessible to future players. Lost In Cult is one of a growing number of smaller companies now trying not only to preserve that history but to celebrate it with physical releases as artfully constructed as the games they contain. Suggested ReadingNintendo Switch 2 Could Launch With Almost No Reviews Share SubtitlesOffEnglishSuggested ReadingNintendo Switch 2 Could Launch With Almost No Reviews Share SubtitlesOffEnglishNintendo Switch 2 Could Launch With Almost No ReviewsKnown for its Lock On and Design Works series of lavish printed volumes of art and writing about games, the UK-based publisher this week announced a new Editions label that will be packaging and distributing bespoke physical versions of acclaimed indie titles. The debut releases are interactive film puzzler Immortality, the folk horror point-and-click adventure The Excavation of Hob’s Barrow, and the absurdist comedy Thank Goodness You’re Here! though in addition to these, Lost In Cult promises it already has lots of games in the pipeline, with new collections to be announced on an almost monthly basis. “People might think that we’ve selected our best games to start with,” marketing director Ryan Brown told Kotaku. “We actually haven’t. We’ve pretty much just released them in the order that we’ve signed them, because one thing we wanted to do right is not just in optically, in front of people, but also behind the scenes with our developer partners, like we want to make sure that they’re treated right, that they don’t get contracted and have to wait many years for the games to be released.”Image: Lost In Cult / KotakuEach collection runs roughly $80 and includes colorful boxed sleeves, posters, art cards, slip cases, and booklets featuring critical essays and developer interviews. Also a copy of the game with curator group Does It Play’s seal of approval certifying that everything is playable to completion right out of the box. Brown said they’re even working with some developers to time upcoming releases to when big new patches are ready so the physical version feels definitive. The platforms currently supported are PlayStation 5 and Switch, with Switch 2 following later in the year. Xbox remains MIA, though it’s not off the table for future releases.In just 24 hours since the announcement, the company has already sold through almost half of its limited-run collections of around 1,500 units each. But anyone who wants just a physical copy of one of the games being sold will still be able to secure retail versions for just $40 each. Those won’t come with original art or the rest of the materials that make Lost In Cult’s collections stand out, but they will be restocked on an ongoing basis. “I don’t think you can say that you’re all about preservation if you make a game and then it’s limited to 2,000 copies and it’s gone forever and costs 300 pounds on eBay,” Brown said. “For us, in promising preservation and availability, we don’t want to lock these games away. There’s going to be so many people that just want the game in a box and that’s fine. They can go do that.”The Criterion Collection, A24, and special-edition book publisher The Folio Society are cited as inspirations for Lost in Cult’s Editions publishing label, both in how games are presented and how they’re selected in the first place. “It’s really hard to pin down what that curation process looks like without sounding too overly artsy fartsy, but it is a little bit artsy fartsy, and that, you know, we kind of just know what a Lost in Cult-type game is when we see it. And that’s really hard to define, but it is a game that is usually very artful, whether that’s through its design, through its visuals, through its story. Again, that is in some way pushing the medium of video games as a serious form of art forward.”The physical medium of gaming also faces certain limitations that movies and books do not. For one, platform holders like PlayStation and Nintendo have strict rules about the certification process for physical games, down to where company logos and legal language appear on the boxes. You also can’t include developer commentary or other extras directly on a disc the way you might with an Ultra HD 4K Blu-ray re-release. When it comes to the rest of the packaging and physical inserts, however, publishers can let their imaginations run wild. Image: Lost In Cult / KotakuA devotion to physical media in the increasingly digi-fied gaming space adds Lost in Cult to a growing landscape of boutique curators who scavenge for smaller indie titles that wouldn’t otherwise have the scale or notoriety to play in a market still mostly structured around big retail stores. Fellow travelers include Limited Run, iam8bit, and Super Rare, where Brown worked previously. These companies serve collectors and fans who still cherish not just how a game plays but what it looks like when it’s displayed on a shelf, and knowing the magical experience that resides inside isn’t reliant on servers a thousand miles a way to bring it to life.“The way that we see games is just very different from how most do, like I personally care, slash we care, [that] if I pull a game off of my shelf in 40 years time I [can] go, ‘I remember that game, I want to play that.” You can pull it off your shelf, you can play it, and it’ll work. Most companies, unfortunately, aren’t really thinking about that.”While big publishers frequently invest in Deluxe Editions and Collector’s Editions, they more often prioritize digital rewards and branded merch over the games themselves and highlighting their artistry. The result is big boxes on store shelves with toys, hats, and statues instead of developer booklets, original art, or physical soundtracks. Like the three days of “early access” these editions often come with, the biggest bonuses are mostly virtual. “I personally would really, really, really love it if I managed to work with Bethesda and do a proper physical edition version of Doom: the Dark Ages,” Brown said. “That would be sick. But at the moment it is increasingly on boutique companies to solve this physical problem. And it seems a bit far-fetched for me to sit here and say I wish it wasn’t, because I have one, but I do wish it wasn’t. I do wish that this was taken seriously, and the sort of presentational aspects and ownership aspects were taken seriously across the board. I would love it if some other companies copied us.”.
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  • VR for everyone: Accessible game design tips from Owlchemy Labs

    Over a billion people experience disability globally, and many are gamers. 30% of gamers in the U.S. identify as disabled, yet 66% say they face barriers or issues related to gaming.Fortunately, this situation is starting to change.From Tribe Games and Owlchemy Labs to Insomniac and Naughty Dog, studios of all sizes are creating more accessible gaming experiences. Today, 70% of allplayers use accessibility features built into games, whether they have a disability or not. Players want flexibility, and accessible game design can provide that.Owlchemy Labs, the studio behind titles like Job Simulator,Rick and Morty: Virtual Rick-ality, and, most recently, Cosmonious High, champions accessibility in VR. In June, they introduced Cosmonious High’s first accessibility update, with a range of updated gameplay options, including one-handed control mode, features to accommodate seated players, colorblindness enhancements, an immersive subtitling system, and more.Andrew Eiche, Jazmin Cano, and Peter Galbraithjoined Unity’s Hasan Al Salman on Twitch to discuss the update.Read on to learn how this innovative studio built a culture of accessibility, get tips you can apply to your own games, or watch the full stream below.Their accessibility statement explains that, “At Owlchemy Labs, we believe deeply in making VR for everyone! Improving our accessibility helps us achieve that goal.” The studio has built a strong, accessibility-first culture that every Owl experiences from their first day of onboarding.“There’s a huge developer documentation page, which is fantastic. It has a fabulous guide on accessibility,” says Jazmin. “There are tools, learning resources, and examples of how Owlchemy approaches games with this thinking. From day one, it shows everyone at Owlchemy how important this is.”Conversations about accessibility at the studio aren’t relegated to specific Slack threads and channels, but are discussed openly everywhere. “It’s really important for everyone to see what’s going on in the industry and even just learn about it as we develop,” says Jazmin.Owlchemy Labs considers every gameplay element through the lens of universal design. Where possible, each feature is built to be used easily by anyone, without having to enable specific accessibility settings from a menu.“There’s a great saying that goes: ‘Design for one, extend to many,’” says Jazmin. “When you create something that’s accessible for one person, it’s likely going to benefit more people than you had in mind.”The team considers accessibility from the start and draws on learnings from previous projects, which makes it easier to implement or iterate on new gameplay features.“We do a lot to think about these things from the beginning as much as we can,” says Andrew. “We’re always improving and getting better, which is why we created the accessibility update. But having the thought process from the beginning makes the whole process significantly easier.”Accessibility options in Cosmonious High generally aren’t hidden in menus. To play in one-handed mode, you can just turn off your second controller and start playing.Peter Galbraith, the team’s accessibility engineer, shares how Owlchemy Labs adapted features like the Powers Menu, the way you select various VR superpowers, for one-handed mode. “Previously, you would have to tap the back of your hand and it would pull up a radial menu of your powers. With the new accessibility update, you can just double tap, and it opens up the menu so you’re good to go.”Players can grab objects telekinetically by gesturing towards them and pulling them with a flick of the wrist. “You don’t have to reopen your hand and get the exact timing when it hits right. It’s a really nice way to make you feel powerful, while making it easy to identify and grab what you want,” Peter says.One-handed mode obviously helps players who don’t have use of both hands, but it has subtle benefits for players who do.“When you design for one use case, you can actually end up solving for a lot of different situations,” says Jazmin. “You can play Cosmonious High while holding a drink, or a snack, or a pet. Maybe only one of your controller’s batteries is charged, so you only have one to play with. If we didn’t have this one-handed mode, in these situations, you just wouldn’t be able to play at all!“During the stream, one viewer asked what makes VR games inaccessible to players who use wheelchairs.“Imagine looking around your own room. All the things that are more than an arm’s length above your head – all of those are inaccessible,” says Andrew. “Imagine if you’re a person who is capable of leaning or moving in your chair, so literally all you can do is stick your arms out in front of you and move them. Those are the kind of things that we have to consider for wheelchair accessibility.”One-handed mode is one way to remove barriers for seated players, but Owlchemy Labs has also implemented other features to ensure players of all heights and abilities can explore the halls of Cosmonious High.For example, every surface in the game functions like a standing desk, with a handle you can adjust to change the height. Players can dynamically change their own height in-game using Small student mode, allowing them to reach areas they might not be able to reach through height sliders and other toggles.Cosmonious High has been praised for its distinctive, colorful visuals. However, Owlchemy Labs was careful to ensure the game remains completely accessible to players with different types of colorblindness.“We have these puzzles where players have to match up different crystals,” explains Peter. “Each has patterns and shapes in addition to colors. Blue triangles connect to blue triangles, yellow squares connect to yellow squares – that way no puzzle or feature is entirely reliant on color alone.”Owlchemy Labs uses Colorblind Effect from the Unity Asset Store to simulate what the scene would look like for players with the three most common types of color blindness. See the tool in action below.Owlchemy Labs has put a huge amount of work and research into the subtitling system for their games, which they believe is among the best in the industry for XR. Cosmonious High’s subtitles are embedded into the HUD, and feature the name, image, and pronouns of the speaker, as well as an arrow pointing in their direction that adjusts based on the player’s position.“The big thing is, unlike television or a 2D view where you can just pop things on the bottom of the screen, we don’t want players to be forced to look at a character when they’re playing,” says Andrew. “But we also want players to know where that character is, so that’s where that little arrow design comes from. We want everyone to have the same level of fidelity that players who hear in the game with the spatialized audio would have.”Owlchemy’s subtitling features ended up being useful for developers, too. “A lot of our developers play without the audio on because they want to listen to music – they just want to hit play, make sure that all the subtitle timings are lined up, and not hear the chaos,” says Andrew. “And now they can do that.”For more information on Owlchemy Labs’ subtitles, check out their talk, “Subtitles in XR: A Practical Framework.”Owlchemy Labs regularly conducts interviews and feedback sessions and performs user testing with the disability community. VR is a physical medium by nature, so in-person testing is ideal. “A player’s body, their range of motion, and their physicality are all important considerations,” says Peter.“In-person feedback is super valuable,” agrees Jazmin. “Not only do you get direct feedback, but you also get feedback through body language. If someone’s scratching their head, maybe they’re a little confused. There’s a lot of nonverbal feedback that you get from meeting with someone.”During the pandemic, Owlchemy Labs began conducting more player research remotely on video calls – now, they do a mix of both. Reaching out and building community online via channels like Discord means they’ve been able to reach even more players in the accessibility community.“There’s a really important saying in the accessibility community: ‘Nothing about us, without us,’” says Jazmin. “It’s important to respect that statement. Listening to people with disabilities provides feedback, and that’s a must. We have to have diverse voices for this work to actually work.”Closing out the stream, Owlchemy Labs offered advice on implementing accessibility features into your projects – and why you should consider it as part of your game design.Jazmin: “Whether you’re making a game right now, or you’re about to launch, or you’ve already launched, it’s never too late to add accessibility. Accessibility is a journey: There’s a lot to learn, a lot to explore and a lot to try out. It’s never too late! For example, Cosmonious High launched before our accessibility update. You can always do more.”Peter: “I echo exactly what Jazmin was saying: It’s never too late to add accessibility. It benefits everyone, not just the people that you assume to have accessibility needs. When you improve accessibility, you are improving your game not just for players with disabilities, but for every one of your players. And the sooner you start thinking about that, the more accessibility features you get to help everyone share virtual reality.”Andrew: “If, for some reason, you need one last bottom-line way of convincing the folks in your organization that accessibility matters, let me remind you that the entertainment market is a very crowded market: Finding a good niche is always a benefit to you. When you cater to a community and you show that you care, that community is going to respond in kind. It’s going to create a market for you, and it’s going to increase the amount of people that are capable of playing your games. But if you want to do it altruistically, which is where, hopefully, Owlchemy expresses itself – we think that it’s a really, really important goal.”Cosmonious High is available now on Meta Quest 2 and SteamVR. To learn how to make your own games accessible, check out our Unity Learn course, Practical Game Accessibility.
    #everyone #accessible #game #design #tips
    VR for everyone: Accessible game design tips from Owlchemy Labs
    Over a billion people experience disability globally, and many are gamers. 30% of gamers in the U.S. identify as disabled, yet 66% say they face barriers or issues related to gaming.Fortunately, this situation is starting to change.From Tribe Games and Owlchemy Labs to Insomniac and Naughty Dog, studios of all sizes are creating more accessible gaming experiences. Today, 70% of allplayers use accessibility features built into games, whether they have a disability or not. Players want flexibility, and accessible game design can provide that.Owlchemy Labs, the studio behind titles like Job Simulator,Rick and Morty: Virtual Rick-ality, and, most recently, Cosmonious High, champions accessibility in VR. In June, they introduced Cosmonious High’s first accessibility update, with a range of updated gameplay options, including one-handed control mode, features to accommodate seated players, colorblindness enhancements, an immersive subtitling system, and more.Andrew Eiche, Jazmin Cano, and Peter Galbraithjoined Unity’s Hasan Al Salman on Twitch to discuss the update.Read on to learn how this innovative studio built a culture of accessibility, get tips you can apply to your own games, or watch the full stream below.Their accessibility statement explains that, “At Owlchemy Labs, we believe deeply in making VR for everyone! Improving our accessibility helps us achieve that goal.” The studio has built a strong, accessibility-first culture that every Owl experiences from their first day of onboarding.“There’s a huge developer documentation page, which is fantastic. It has a fabulous guide on accessibility,” says Jazmin. “There are tools, learning resources, and examples of how Owlchemy approaches games with this thinking. From day one, it shows everyone at Owlchemy how important this is.”Conversations about accessibility at the studio aren’t relegated to specific Slack threads and channels, but are discussed openly everywhere. “It’s really important for everyone to see what’s going on in the industry and even just learn about it as we develop,” says Jazmin.Owlchemy Labs considers every gameplay element through the lens of universal design. Where possible, each feature is built to be used easily by anyone, without having to enable specific accessibility settings from a menu.“There’s a great saying that goes: ‘Design for one, extend to many,’” says Jazmin. “When you create something that’s accessible for one person, it’s likely going to benefit more people than you had in mind.”The team considers accessibility from the start and draws on learnings from previous projects, which makes it easier to implement or iterate on new gameplay features.“We do a lot to think about these things from the beginning as much as we can,” says Andrew. “We’re always improving and getting better, which is why we created the accessibility update. But having the thought process from the beginning makes the whole process significantly easier.”Accessibility options in Cosmonious High generally aren’t hidden in menus. To play in one-handed mode, you can just turn off your second controller and start playing.Peter Galbraith, the team’s accessibility engineer, shares how Owlchemy Labs adapted features like the Powers Menu, the way you select various VR superpowers, for one-handed mode. “Previously, you would have to tap the back of your hand and it would pull up a radial menu of your powers. With the new accessibility update, you can just double tap, and it opens up the menu so you’re good to go.”Players can grab objects telekinetically by gesturing towards them and pulling them with a flick of the wrist. “You don’t have to reopen your hand and get the exact timing when it hits right. It’s a really nice way to make you feel powerful, while making it easy to identify and grab what you want,” Peter says.One-handed mode obviously helps players who don’t have use of both hands, but it has subtle benefits for players who do.“When you design for one use case, you can actually end up solving for a lot of different situations,” says Jazmin. “You can play Cosmonious High while holding a drink, or a snack, or a pet. Maybe only one of your controller’s batteries is charged, so you only have one to play with. If we didn’t have this one-handed mode, in these situations, you just wouldn’t be able to play at all!“During the stream, one viewer asked what makes VR games inaccessible to players who use wheelchairs.“Imagine looking around your own room. All the things that are more than an arm’s length above your head – all of those are inaccessible,” says Andrew. “Imagine if you’re a person who is capable of leaning or moving in your chair, so literally all you can do is stick your arms out in front of you and move them. Those are the kind of things that we have to consider for wheelchair accessibility.”One-handed mode is one way to remove barriers for seated players, but Owlchemy Labs has also implemented other features to ensure players of all heights and abilities can explore the halls of Cosmonious High.For example, every surface in the game functions like a standing desk, with a handle you can adjust to change the height. Players can dynamically change their own height in-game using Small student mode, allowing them to reach areas they might not be able to reach through height sliders and other toggles.Cosmonious High has been praised for its distinctive, colorful visuals. However, Owlchemy Labs was careful to ensure the game remains completely accessible to players with different types of colorblindness.“We have these puzzles where players have to match up different crystals,” explains Peter. “Each has patterns and shapes in addition to colors. Blue triangles connect to blue triangles, yellow squares connect to yellow squares – that way no puzzle or feature is entirely reliant on color alone.”Owlchemy Labs uses Colorblind Effect from the Unity Asset Store to simulate what the scene would look like for players with the three most common types of color blindness. See the tool in action below.Owlchemy Labs has put a huge amount of work and research into the subtitling system for their games, which they believe is among the best in the industry for XR. Cosmonious High’s subtitles are embedded into the HUD, and feature the name, image, and pronouns of the speaker, as well as an arrow pointing in their direction that adjusts based on the player’s position.“The big thing is, unlike television or a 2D view where you can just pop things on the bottom of the screen, we don’t want players to be forced to look at a character when they’re playing,” says Andrew. “But we also want players to know where that character is, so that’s where that little arrow design comes from. We want everyone to have the same level of fidelity that players who hear in the game with the spatialized audio would have.”Owlchemy’s subtitling features ended up being useful for developers, too. “A lot of our developers play without the audio on because they want to listen to music – they just want to hit play, make sure that all the subtitle timings are lined up, and not hear the chaos,” says Andrew. “And now they can do that.”For more information on Owlchemy Labs’ subtitles, check out their talk, “Subtitles in XR: A Practical Framework.”Owlchemy Labs regularly conducts interviews and feedback sessions and performs user testing with the disability community. VR is a physical medium by nature, so in-person testing is ideal. “A player’s body, their range of motion, and their physicality are all important considerations,” says Peter.“In-person feedback is super valuable,” agrees Jazmin. “Not only do you get direct feedback, but you also get feedback through body language. If someone’s scratching their head, maybe they’re a little confused. There’s a lot of nonverbal feedback that you get from meeting with someone.”During the pandemic, Owlchemy Labs began conducting more player research remotely on video calls – now, they do a mix of both. Reaching out and building community online via channels like Discord means they’ve been able to reach even more players in the accessibility community.“There’s a really important saying in the accessibility community: ‘Nothing about us, without us,’” says Jazmin. “It’s important to respect that statement. Listening to people with disabilities provides feedback, and that’s a must. We have to have diverse voices for this work to actually work.”Closing out the stream, Owlchemy Labs offered advice on implementing accessibility features into your projects – and why you should consider it as part of your game design.Jazmin: “Whether you’re making a game right now, or you’re about to launch, or you’ve already launched, it’s never too late to add accessibility. Accessibility is a journey: There’s a lot to learn, a lot to explore and a lot to try out. It’s never too late! For example, Cosmonious High launched before our accessibility update. You can always do more.”Peter: “I echo exactly what Jazmin was saying: It’s never too late to add accessibility. It benefits everyone, not just the people that you assume to have accessibility needs. When you improve accessibility, you are improving your game not just for players with disabilities, but for every one of your players. And the sooner you start thinking about that, the more accessibility features you get to help everyone share virtual reality.”Andrew: “If, for some reason, you need one last bottom-line way of convincing the folks in your organization that accessibility matters, let me remind you that the entertainment market is a very crowded market: Finding a good niche is always a benefit to you. When you cater to a community and you show that you care, that community is going to respond in kind. It’s going to create a market for you, and it’s going to increase the amount of people that are capable of playing your games. But if you want to do it altruistically, which is where, hopefully, Owlchemy expresses itself – we think that it’s a really, really important goal.”Cosmonious High is available now on Meta Quest 2 and SteamVR. To learn how to make your own games accessible, check out our Unity Learn course, Practical Game Accessibility. #everyone #accessible #game #design #tips
    VR for everyone: Accessible game design tips from Owlchemy Labs
    unity.com
    Over a billion people experience disability globally, and many are gamers. 30% of gamers in the U.S. identify as disabled, yet 66% say they face barriers or issues related to gaming.Fortunately, this situation is starting to change.From Tribe Games and Owlchemy Labs to Insomniac and Naughty Dog, studios of all sizes are creating more accessible gaming experiences. Today, 70% of allplayers use accessibility features built into games, whether they have a disability or not. Players want flexibility, and accessible game design can provide that.Owlchemy Labs, the studio behind titles like Job Simulator,Rick and Morty: Virtual Rick-ality, and, most recently, Cosmonious High, champions accessibility in VR. In June, they introduced Cosmonious High’s first accessibility update, with a range of updated gameplay options, including one-handed control mode, features to accommodate seated players, colorblindness enhancements, an immersive subtitling system, and more.Andrew Eiche (chief operating owl and cable slinger), Jazmin Cano (accessibility product manager), and Peter Galbraith (accessibility engineer) joined Unity’s Hasan Al Salman on Twitch to discuss the update.Read on to learn how this innovative studio built a culture of accessibility, get tips you can apply to your own games, or watch the full stream below.Their accessibility statement explains that, “At Owlchemy Labs, we believe deeply in making VR for everyone! Improving our accessibility helps us achieve that goal.” The studio has built a strong, accessibility-first culture that every Owl experiences from their first day of onboarding.“There’s a huge developer documentation page, which is fantastic. It has a fabulous guide on accessibility,” says Jazmin. “There are tools, learning resources, and examples of how Owlchemy approaches games with this thinking. From day one, it shows everyone at Owlchemy how important this is.”Conversations about accessibility at the studio aren’t relegated to specific Slack threads and channels, but are discussed openly everywhere. “It’s really important for everyone to see what’s going on in the industry and even just learn about it as we develop,” says Jazmin.Owlchemy Labs considers every gameplay element through the lens of universal design. Where possible, each feature is built to be used easily by anyone, without having to enable specific accessibility settings from a menu.“There’s a great saying that goes: ‘Design for one, extend to many,’” says Jazmin. “When you create something that’s accessible for one person, it’s likely going to benefit more people than you had in mind.”The team considers accessibility from the start and draws on learnings from previous projects, which makes it easier to implement or iterate on new gameplay features.“We do a lot to think about these things from the beginning as much as we can,” says Andrew. “We’re always improving and getting better, which is why we created the accessibility update. But having the thought process from the beginning makes the whole process significantly easier.”Accessibility options in Cosmonious High generally aren’t hidden in menus. To play in one-handed mode, you can just turn off your second controller and start playing.Peter Galbraith, the team’s accessibility engineer, shares how Owlchemy Labs adapted features like the Powers Menu, the way you select various VR superpowers, for one-handed mode. “Previously, you would have to tap the back of your hand and it would pull up a radial menu of your powers. With the new accessibility update, you can just double tap, and it opens up the menu so you’re good to go.”Players can grab objects telekinetically by gesturing towards them and pulling them with a flick of the wrist. “You don’t have to reopen your hand and get the exact timing when it hits right. It’s a really nice way to make you feel powerful, while making it easy to identify and grab what you want,” Peter says.One-handed mode obviously helps players who don’t have use of both hands, but it has subtle benefits for players who do.“When you design for one use case, you can actually end up solving for a lot of different situations,” says Jazmin. “You can play Cosmonious High while holding a drink, or a snack, or a pet. Maybe only one of your controller’s batteries is charged, so you only have one to play with. If we didn’t have this one-handed mode, in these situations, you just wouldn’t be able to play at all!“During the stream, one viewer asked what makes VR games inaccessible to players who use wheelchairs.“Imagine looking around your own room. All the things that are more than an arm’s length above your head – all of those are inaccessible,” says Andrew. “Imagine if you’re a person who is capable of leaning or moving in your chair, so literally all you can do is stick your arms out in front of you and move them. Those are the kind of things that we have to consider for wheelchair accessibility.”One-handed mode is one way to remove barriers for seated players, but Owlchemy Labs has also implemented other features to ensure players of all heights and abilities can explore the halls of Cosmonious High.For example, every surface in the game functions like a standing desk, with a handle you can adjust to change the height. Players can dynamically change their own height in-game using Small student mode, allowing them to reach areas they might not be able to reach through height sliders and other toggles.Cosmonious High has been praised for its distinctive, colorful visuals. However, Owlchemy Labs was careful to ensure the game remains completely accessible to players with different types of colorblindness.“We have these puzzles where players have to match up different crystals,” explains Peter. “Each has patterns and shapes in addition to colors. Blue triangles connect to blue triangles, yellow squares connect to yellow squares – that way no puzzle or feature is entirely reliant on color alone.”Owlchemy Labs uses Colorblind Effect from the Unity Asset Store to simulate what the scene would look like for players with the three most common types of color blindness. See the tool in action below.Owlchemy Labs has put a huge amount of work and research into the subtitling system for their games, which they believe is among the best in the industry for XR. Cosmonious High’s subtitles are embedded into the HUD, and feature the name, image, and pronouns of the speaker, as well as an arrow pointing in their direction that adjusts based on the player’s position.“The big thing is, unlike television or a 2D view where you can just pop things on the bottom of the screen, we don’t want players to be forced to look at a character when they’re playing,” says Andrew. “But we also want players to know where that character is, so that’s where that little arrow design comes from. We want everyone to have the same level of fidelity that players who hear in the game with the spatialized audio would have.”Owlchemy’s subtitling features ended up being useful for developers, too. “A lot of our developers play without the audio on because they want to listen to music – they just want to hit play, make sure that all the subtitle timings are lined up, and not hear the chaos,” says Andrew. “And now they can do that.”For more information on Owlchemy Labs’ subtitles, check out their talk, “Subtitles in XR: A Practical Framework.”Owlchemy Labs regularly conducts interviews and feedback sessions and performs user testing with the disability community. VR is a physical medium by nature, so in-person testing is ideal. “A player’s body, their range of motion, and their physicality are all important considerations,” says Peter.“In-person feedback is super valuable,” agrees Jazmin. “Not only do you get direct feedback, but you also get feedback through body language. If someone’s scratching their head, maybe they’re a little confused. There’s a lot of nonverbal feedback that you get from meeting with someone.”During the pandemic, Owlchemy Labs began conducting more player research remotely on video calls – now, they do a mix of both. Reaching out and building community online via channels like Discord means they’ve been able to reach even more players in the accessibility community.“There’s a really important saying in the accessibility community: ‘Nothing about us, without us,’” says Jazmin. “It’s important to respect that statement. Listening to people with disabilities provides feedback, and that’s a must. We have to have diverse voices for this work to actually work.”Closing out the stream, Owlchemy Labs offered advice on implementing accessibility features into your projects – and why you should consider it as part of your game design.Jazmin: “Whether you’re making a game right now, or you’re about to launch, or you’ve already launched, it’s never too late to add accessibility. Accessibility is a journey: There’s a lot to learn, a lot to explore and a lot to try out. It’s never too late! For example, Cosmonious High launched before our accessibility update. You can always do more.”Peter: “I echo exactly what Jazmin was saying: It’s never too late to add accessibility. It benefits everyone, not just the people that you assume to have accessibility needs. When you improve accessibility, you are improving your game not just for players with disabilities, but for every one of your players. And the sooner you start thinking about that, the more accessibility features you get to help everyone share virtual reality.”Andrew: “If, for some reason, you need one last bottom-line way of convincing the folks in your organization that accessibility matters, let me remind you that the entertainment market is a very crowded market: Finding a good niche is always a benefit to you. When you cater to a community and you show that you care, that community is going to respond in kind. It’s going to create a market for you, and it’s going to increase the amount of people that are capable of playing your games. But if you want to do it altruistically, which is where, hopefully, Owlchemy expresses itself – we think that it’s a really, really important goal.”Cosmonious High is available now on Meta Quest 2 and SteamVR. To learn how to make your own games accessible, check out our Unity Learn course, Practical Game Accessibility.
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  • TechCrunch Sessions: AI welcomes Tanka CEO Kisson Lin to talk AI-native startups

    We’re ecstatic to announce that Kisson Lin, founder and CEO of Tanka, will be joining us at TechCrunch Sessions: AI for a provocative — and instructive — interview titled “Your Next Co-Founder Will Be AI.” She’s among the many excellent speakers joining the AI conference on June 5 at UC Berkeley’s Zellerbach Hall, and there’s still plenty of time to register to get your seat at the table to learn from their expertise — with up to in savings.
    If you don’t already know Lin, her company powers an AI messenger with long-term memory that self-learns and evolves with teams. Before founding Tanka, Lin worked at several tech giants, including Meta, where she was based in Singapore, and at TikTok, where from Beijing she helped lead the company’s e-commerce and ads monetization strategies.
    She’s also a repeat entrepreneur, having previously co-founded Mindverse AI, where as the company’s COO, she helped developed products, including Me.bot, an AI note-taking app with memory capabilities, and MindOS, an AI agent operating system.
    Indeed, Lin — who has a master’s degree in data science and business statistics from the Chinese University of Hong Kong — has built an impressive career at the intersection of AI, memory systems, and team collaboration tools. A self-described “longtime neuroscience enthusiast and amateur sci-fi writer,” she is particularly fascinated by how memory shapes intelligence, a passion that directly informs Tanka’s approach to AI.
    At TechCrunch Sessions: AI, Lin will discuss how Tanka’s AI memory technology can make teams far more efficient — a model that has powerful implications for solo founders looking to compete with larger organizations.But she’ll also be talking more broadly about some of the tools and processes that are now making it possible for solopreneurs to build big businesses without massive teams — and also without excessive amounts of venture funding.
    The interview is part of our broader program featuring top AI leaders, including Anthropic co-founder Jared Kaplan, Databricks co-founder and UC Berkeley professor Ion Stoica, and DeepMind senior product manager Logan Kilpatrick.

    Techcrunch event

    Join us at TechCrunch Sessions: AI
    Secure your spot for our leading AI industry event with speakers from OpenAI, Anthropic, and Cohere. For a limited time, tickets are just for an entire day of expert talks, workshops, and potent networking.

    Exhibit at TechCrunch Sessions: AI
    Secure your spot at TC Sessions: AI and show 1,200+ decision-makers what you’ve built — without the big spend. Available through May 9 or while tables last.

    Berkeley, CA
    |
    June 5

    REGISTER NOW

    With approximately 1,000 attendees expected, TechCrunch Sessions: AI is a must-attend event for AI developers and founders navigating the rapidly evolving AI ecosystem. If you’re building an AI startup — or planning to launch one — this event offers crucial insights that will shape your strategic direction.
    Lin’s session should be particularly high on your priority list. Don’t miss this opportunity to learn from the industry’s brightest minds about what your priorities should be in this new era of AI-powered entrepreneurship. Register today for TechCrunch Sessions: AI, and secure your spot at what promises to be one of the most influential AI gatherings of the year.
    #techcrunch #sessions #welcomes #tanka #ceo
    TechCrunch Sessions: AI welcomes Tanka CEO Kisson Lin to talk AI-native startups
    We’re ecstatic to announce that Kisson Lin, founder and CEO of Tanka, will be joining us at TechCrunch Sessions: AI for a provocative — and instructive — interview titled “Your Next Co-Founder Will Be AI.” She’s among the many excellent speakers joining the AI conference on June 5 at UC Berkeley’s Zellerbach Hall, and there’s still plenty of time to register to get your seat at the table to learn from their expertise — with up to in savings. If you don’t already know Lin, her company powers an AI messenger with long-term memory that self-learns and evolves with teams. Before founding Tanka, Lin worked at several tech giants, including Meta, where she was based in Singapore, and at TikTok, where from Beijing she helped lead the company’s e-commerce and ads monetization strategies. She’s also a repeat entrepreneur, having previously co-founded Mindverse AI, where as the company’s COO, she helped developed products, including Me.bot, an AI note-taking app with memory capabilities, and MindOS, an AI agent operating system. Indeed, Lin — who has a master’s degree in data science and business statistics from the Chinese University of Hong Kong — has built an impressive career at the intersection of AI, memory systems, and team collaboration tools. A self-described “longtime neuroscience enthusiast and amateur sci-fi writer,” she is particularly fascinated by how memory shapes intelligence, a passion that directly informs Tanka’s approach to AI. At TechCrunch Sessions: AI, Lin will discuss how Tanka’s AI memory technology can make teams far more efficient — a model that has powerful implications for solo founders looking to compete with larger organizations.But she’ll also be talking more broadly about some of the tools and processes that are now making it possible for solopreneurs to build big businesses without massive teams — and also without excessive amounts of venture funding. The interview is part of our broader program featuring top AI leaders, including Anthropic co-founder Jared Kaplan, Databricks co-founder and UC Berkeley professor Ion Stoica, and DeepMind senior product manager Logan Kilpatrick. Techcrunch event Join us at TechCrunch Sessions: AI Secure your spot for our leading AI industry event with speakers from OpenAI, Anthropic, and Cohere. For a limited time, tickets are just for an entire day of expert talks, workshops, and potent networking. Exhibit at TechCrunch Sessions: AI Secure your spot at TC Sessions: AI and show 1,200+ decision-makers what you’ve built — without the big spend. Available through May 9 or while tables last. Berkeley, CA | June 5 REGISTER NOW With approximately 1,000 attendees expected, TechCrunch Sessions: AI is a must-attend event for AI developers and founders navigating the rapidly evolving AI ecosystem. If you’re building an AI startup — or planning to launch one — this event offers crucial insights that will shape your strategic direction. Lin’s session should be particularly high on your priority list. Don’t miss this opportunity to learn from the industry’s brightest minds about what your priorities should be in this new era of AI-powered entrepreneurship. Register today for TechCrunch Sessions: AI, and secure your spot at what promises to be one of the most influential AI gatherings of the year. #techcrunch #sessions #welcomes #tanka #ceo
    TechCrunch Sessions: AI welcomes Tanka CEO Kisson Lin to talk AI-native startups
    techcrunch.com
    We’re ecstatic to announce that Kisson Lin, founder and CEO of Tanka, will be joining us at TechCrunch Sessions: AI for a provocative — and instructive — interview titled “Your Next Co-Founder Will Be AI.” She’s among the many excellent speakers joining the AI conference on June 5 at UC Berkeley’s Zellerbach Hall, and there’s still plenty of time to register to get your seat at the table to learn from their expertise — with up to $600 in savings. If you don’t already know Lin, her company powers an AI messenger with long-term memory that self-learns and evolves with teams. Before founding Tanka, Lin worked at several tech giants, including Meta, where she was based in Singapore, and at TikTok, where from Beijing she helped lead the company’s e-commerce and ads monetization strategies. She’s also a repeat entrepreneur, having previously co-founded Mindverse AI, where as the company’s COO, she helped developed products, including Me.bot, an AI note-taking app with memory capabilities, and MindOS, an AI agent operating system. Indeed, Lin — who has a master’s degree in data science and business statistics from the Chinese University of Hong Kong — has built an impressive career at the intersection of AI, memory systems, and team collaboration tools. A self-described “longtime neuroscience enthusiast and amateur sci-fi writer,” she is particularly fascinated by how memory shapes intelligence, a passion that directly informs Tanka’s approach to AI. At TechCrunch Sessions: AI, Lin will discuss how Tanka’s AI memory technology can make teams far more efficient — a model that has powerful implications for solo founders looking to compete with larger organizations. (Since its beta launch in October 2024, Tanka says users have already saved the equivalent of 111 workdays through the platform’s AI-generated smart replies.) But she’ll also be talking more broadly about some of the tools and processes that are now making it possible for solopreneurs to build big businesses without massive teams — and also without excessive amounts of venture funding. The interview is part of our broader program featuring top AI leaders, including Anthropic co-founder Jared Kaplan, Databricks co-founder and UC Berkeley professor Ion Stoica, and DeepMind senior product manager Logan Kilpatrick. Techcrunch event Join us at TechCrunch Sessions: AI Secure your spot for our leading AI industry event with speakers from OpenAI, Anthropic, and Cohere. For a limited time, tickets are just $292 for an entire day of expert talks, workshops, and potent networking. Exhibit at TechCrunch Sessions: AI Secure your spot at TC Sessions: AI and show 1,200+ decision-makers what you’ve built — without the big spend. Available through May 9 or while tables last. Berkeley, CA | June 5 REGISTER NOW With approximately 1,000 attendees expected, TechCrunch Sessions: AI is a must-attend event for AI developers and founders navigating the rapidly evolving AI ecosystem. If you’re building an AI startup — or planning to launch one — this event offers crucial insights that will shape your strategic direction. Lin’s session should be particularly high on your priority list. Don’t miss this opportunity to learn from the industry’s brightest minds about what your priorities should be in this new era of AI-powered entrepreneurship. Register today for TechCrunch Sessions: AI, and secure your spot at what promises to be one of the most influential AI gatherings of the year.
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  • Game of Thrones: Kingsroad launches on mobile and PC

    Netmarble announced the launch of action-adventure RPG title Game of Thrones: Kingsroad on mobile and PC platforms.Read More
    #game #thrones #kingsroad #launches #mobile
    Game of Thrones: Kingsroad launches on mobile and PC
    Netmarble announced the launch of action-adventure RPG title Game of Thrones: Kingsroad on mobile and PC platforms.Read More #game #thrones #kingsroad #launches #mobile
    Game of Thrones: Kingsroad launches on mobile and PC
    venturebeat.com
    Netmarble announced the launch of action-adventure RPG title Game of Thrones: Kingsroad on mobile and PC platforms.Read More
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