• Nintendo Download: 22nd May (North America)

    Touch, I remember touch

    Power Sink- Set in the ruins of a submerged power station, Power Sink blends classic platforming with clever logic-based puzzles as players take on the role of a Diver sent to restore power to a fading underwater colony.
    Project Zombie- Project Zombie is a survival game set in a post-apocalyptic world, where players must push their physical and mental limits in a constant fight for life. In a world overrun by zombies, quick decisions, clever strategies, and cooperation with other survivors make the difference between life and death.
    Sauna of the DEAD- Step into the world's most unusual sauna game and become a legendary Aufguss Maestro. We believe you have what it takes to be the best heat-bringer in the underworld! Purify zombies in a sauna from hell!
    Soccer Golf!- Do you love soccer? Do you love golf? Tee off and kickoff in SoccerGolf, a brilliant and challenging new physics game which seamlessly combines your two favorite sports. Choose from 54 challenging levels with 3 unique themes, and get ready for increased obstacles, hazards, and difficulty.
    Starlight Legacy- Return to the style of 16-bit JRPGs in Starlight Legacy, a non-linear adventure inspired by genre classics! Set in a post-medieval world in the Evaria Kingdom, explore a vast kingdom created with lush 2D pixel art, a nostalgic turn-based battle system and non-linear story where the four provinces of the kingdom can be explored in any order of your choosing.
    STEAM-HEART’S Saturn Tribute- The return of a hardcore and sexy sci-fi vertical scrolling shooter! Players can obtain and power up two types of main shots and six types of sub-weapons. Utilize special techniques such as the "Weapon Crash", which temporarily boosts sub-weapons, and the "Boost" ability, which lets you momentarily accelerate to dodge enemy attacks. Master these skills to suppress the oncoming enemies!
    Super Waifu Ball- Super Waifu Ball is an arcade-style adventure where you roll through colorful, obstacle-filled worlds as a cast of adorable waifus. Complete levels, collect stars, and unlock collectible waifu figurines from the gacha machine!
    Tavern Owner Simulator- Welcome to Tavern Owner Simulator, where your dream of managing a medieval pub becomes reality. Step into the shoes of a tavern proprietor and transform a modest establishment into the most popular spot in town. With a mix of strategic planning, creative design, and savvy management, you’ll turn your tiny tavern into a bustling hub of activity.
    The Operator- Welcome to the FDI. As our newest Operator, your role is to use your detective skills to assist our field agents and investigate mysterious crimes. Use cutting-edge FDI software to dig for clues, solve puzzles, and uncover the truth.
    The Town of Nie Iromusubi- "The Town of Nie Iromusubi", a fan-disc of the strange and eerie otherworldly BL fantasy "The Town of Nie. "Weaving together extraordinary colors.
    Trident’s Tale- Set sail for an epic action-packed adventure in Trident’s Tale, where you’ll become Ocean, a bold young captain on a quest to reclaim the legendary Storm Trident—a mythical artifact that grants power over the seas. But beware the ocean is vast, treacherous, and crawling with danger at every turn!
    Weirdo- Parallel-Weirdo is a Japanese manga-style visual novel set in DYL High School. It follows Wang Zhe, an ordinary and frail boy, who tries to win the hearts of girls and complete

    What will you be downloading this week?A Bibelot: Tiret sur Will  0%ADVANCED V.G. Saturn Tribute2%Arcade Archives NebulasRay5%Casual Sport Series: Badminton  0%Cats Visiting Fairy Tales  0%Cattle Country3%Cipheur  0%Cookie Clicker8%Cozy Winter  0%Digger Simulator: Gold Rush  0%Duck Detective: The Ghost of Glamping8%Eggconsole Hydlide Ii Msx2%Extreme! 2-Choice Flag Quiz  0%Food Truck Business Simulator  0%Genopanic  0%Ghost Room Deep  0%Knight's Night!  0%Legends Aligned: Minis in Conflict  0%Merge Numbers  0%Mobile Suit Gundam SEED: Battle Destiny Remastered3%Monster Train 28%Mudness Offroad Car Simulator Runner  0%Not Not 2 - A Brain Challenge2%Onimusha 2: Samurai's Destiny6%Pancho's Mission  0%Pick Race 3D  0%Pipistrello and the Cursed Yoyo19%Planeta 55  0%Please, Touch The Artwork 25%Power Sink3%Project Zombie  0%Sauna of the DEAD  0%Soccer Golf!  0%Starlight Legacy3%STEAM-HEART'S Saturn Tribute2%Super Waifu Ball2%Tavern Owner Simulator  0%The Operator  0%The Town of Nie Iromusubi  0%Trident's Tale  0%Weirdo  0%Nothing for me this week21%

    So that's your lot for this week's North American Nintendo Download. Go on, be a sport and drop a vote in the poll above, and comment below with your hot picks!

    Related Games
    See Also
    #nintendo #download #22nd #north #america
    Nintendo Download: 22nd May (North America)
    Touch, I remember touch Power Sink- Set in the ruins of a submerged power station, Power Sink blends classic platforming with clever logic-based puzzles as players take on the role of a Diver sent to restore power to a fading underwater colony. Project Zombie- Project Zombie is a survival game set in a post-apocalyptic world, where players must push their physical and mental limits in a constant fight for life. In a world overrun by zombies, quick decisions, clever strategies, and cooperation with other survivors make the difference between life and death. Sauna of the DEAD- Step into the world's most unusual sauna game and become a legendary Aufguss Maestro. We believe you have what it takes to be the best heat-bringer in the underworld! Purify zombies in a sauna from hell! Soccer Golf!- Do you love soccer? Do you love golf? Tee off and kickoff in SoccerGolf, a brilliant and challenging new physics game which seamlessly combines your two favorite sports. Choose from 54 challenging levels with 3 unique themes, and get ready for increased obstacles, hazards, and difficulty. Starlight Legacy- Return to the style of 16-bit JRPGs in Starlight Legacy, a non-linear adventure inspired by genre classics! Set in a post-medieval world in the Evaria Kingdom, explore a vast kingdom created with lush 2D pixel art, a nostalgic turn-based battle system and non-linear story where the four provinces of the kingdom can be explored in any order of your choosing. STEAM-HEART’S Saturn Tribute- The return of a hardcore and sexy sci-fi vertical scrolling shooter! Players can obtain and power up two types of main shots and six types of sub-weapons. Utilize special techniques such as the "Weapon Crash", which temporarily boosts sub-weapons, and the "Boost" ability, which lets you momentarily accelerate to dodge enemy attacks. Master these skills to suppress the oncoming enemies! Super Waifu Ball- Super Waifu Ball is an arcade-style adventure where you roll through colorful, obstacle-filled worlds as a cast of adorable waifus. Complete levels, collect stars, and unlock collectible waifu figurines from the gacha machine! Tavern Owner Simulator- Welcome to Tavern Owner Simulator, where your dream of managing a medieval pub becomes reality. Step into the shoes of a tavern proprietor and transform a modest establishment into the most popular spot in town. With a mix of strategic planning, creative design, and savvy management, you’ll turn your tiny tavern into a bustling hub of activity. The Operator- Welcome to the FDI. As our newest Operator, your role is to use your detective skills to assist our field agents and investigate mysterious crimes. Use cutting-edge FDI software to dig for clues, solve puzzles, and uncover the truth. The Town of Nie Iromusubi- "The Town of Nie Iromusubi", a fan-disc of the strange and eerie otherworldly BL fantasy "The Town of Nie. "Weaving together extraordinary colors. Trident’s Tale- Set sail for an epic action-packed adventure in Trident’s Tale, where you’ll become Ocean, a bold young captain on a quest to reclaim the legendary Storm Trident—a mythical artifact that grants power over the seas. But beware the ocean is vast, treacherous, and crawling with danger at every turn! Weirdo- Parallel-Weirdo is a Japanese manga-style visual novel set in DYL High School. It follows Wang Zhe, an ordinary and frail boy, who tries to win the hearts of girls and complete What will you be downloading this week?A Bibelot: Tiret sur Will  0%ADVANCED V.G. Saturn Tribute2%Arcade Archives NebulasRay5%Casual Sport Series: Badminton  0%Cats Visiting Fairy Tales  0%Cattle Country3%Cipheur  0%Cookie Clicker8%Cozy Winter  0%Digger Simulator: Gold Rush  0%Duck Detective: The Ghost of Glamping8%Eggconsole Hydlide Ii Msx2%Extreme! 2-Choice Flag Quiz  0%Food Truck Business Simulator  0%Genopanic  0%Ghost Room Deep  0%Knight's Night!  0%Legends Aligned: Minis in Conflict  0%Merge Numbers  0%Mobile Suit Gundam SEED: Battle Destiny Remastered3%Monster Train 28%Mudness Offroad Car Simulator Runner  0%Not Not 2 - A Brain Challenge2%Onimusha 2: Samurai's Destiny6%Pancho's Mission  0%Pick Race 3D  0%Pipistrello and the Cursed Yoyo19%Planeta 55  0%Please, Touch The Artwork 25%Power Sink3%Project Zombie  0%Sauna of the DEAD  0%Soccer Golf!  0%Starlight Legacy3%STEAM-HEART'S Saturn Tribute2%Super Waifu Ball2%Tavern Owner Simulator  0%The Operator  0%The Town of Nie Iromusubi  0%Trident's Tale  0%Weirdo  0%Nothing for me this week21% So that's your lot for this week's North American Nintendo Download. Go on, be a sport and drop a vote in the poll above, and comment below with your hot picks! Related Games See Also #nintendo #download #22nd #north #america
    Nintendo Download: 22nd May (North America)
    www.nintendolife.com
    Touch, I remember touch Power Sink (Winterwire Games, 22nd May, $14.99) - Set in the ruins of a submerged power station, Power Sink blends classic platforming with clever logic-based puzzles as players take on the role of a Diver sent to restore power to a fading underwater colony. Project Zombie (XenoXeno, 24th May, $12.99) - Project Zombie is a survival game set in a post-apocalyptic world, where players must push their physical and mental limits in a constant fight for life. In a world overrun by zombies, quick decisions, clever strategies, and cooperation with other survivors make the difference between life and death. Sauna of the DEAD (KAMIICHI DIGITAL, 22nd May, $7.99) - Step into the world's most unusual sauna game and become a legendary Aufguss Maestro. We believe you have what it takes to be the best heat-bringer in the underworld! Purify zombies in a sauna from hell! Soccer Golf! (Ratalaika Games, 23rd May, $4.99) - Do you love soccer? Do you love golf? Tee off and kickoff in SoccerGolf, a brilliant and challenging new physics game which seamlessly combines your two favorite sports. Choose from 54 challenging levels with 3 unique themes, and get ready for increased obstacles, hazards, and difficulty. Starlight Legacy (eastasiasoft, 28th May, $12.99) - Return to the style of 16-bit JRPGs in Starlight Legacy, a non-linear adventure inspired by genre classics! Set in a post-medieval world in the Evaria Kingdom, explore a vast kingdom created with lush 2D pixel art, a nostalgic turn-based battle system and non-linear story where the four provinces of the kingdom can be explored in any order of your choosing. STEAM-HEART’S Saturn Tribute (City Connection, 28th May, $19.99) - The return of a hardcore and sexy sci-fi vertical scrolling shooter! Players can obtain and power up two types of main shots and six types of sub-weapons. Utilize special techniques such as the "Weapon Crash", which temporarily boosts sub-weapons, and the "Boost" ability, which lets you momentarily accelerate to dodge enemy attacks. Master these skills to suppress the oncoming enemies! Super Waifu Ball (JanduSoft, 22nd May, $5.99) - Super Waifu Ball is an arcade-style adventure where you roll through colorful, obstacle-filled worlds as a cast of adorable waifus. Complete levels, collect stars, and unlock collectible waifu figurines from the gacha machine! Tavern Owner Simulator (GBTUI, 17th May, $12.99) - Welcome to Tavern Owner Simulator, where your dream of managing a medieval pub becomes reality. Step into the shoes of a tavern proprietor and transform a modest establishment into the most popular spot in town. With a mix of strategic planning, creative design, and savvy management, you’ll turn your tiny tavern into a bustling hub of activity. The Operator (Bureau 81, 22nd May, $13.99) - Welcome to the FDI. As our newest Operator, your role is to use your detective skills to assist our field agents and investigate mysterious crimes. Use cutting-edge FDI software to dig for clues, solve puzzles, and uncover the truth. The Town of Nie Iromusubi (HuneX, 22nd May, $39.19) - "The Town of Nie Iromusubi", a fan-disc of the strange and eerie otherworldly BL fantasy "The Town of Nie. "Weaving together extraordinary colors. Trident’s Tale (3DClouds, 22nd May, $24.99) - Set sail for an epic action-packed adventure in Trident’s Tale, where you’ll become Ocean, a bold young captain on a quest to reclaim the legendary Storm Trident—a mythical artifact that grants power over the seas. But beware the ocean is vast, treacherous, and crawling with danger at every turn! Weirdo (CASCHA GAMES, 22nd May, $10.99) - Parallel-Weirdo is a Japanese manga-style visual novel set in DYL High School. It follows Wang Zhe, an ordinary and frail boy, who tries to win the hearts of girls and complete What will you be downloading this week? (63 votes) A Bibelot: Tiret sur Will  0%ADVANCED V.G. Saturn Tribute2%Arcade Archives NebulasRay5%Casual Sport Series: Badminton  0%Cats Visiting Fairy Tales  0%Cattle Country3%Cipheur  0%Cookie Clicker8%Cozy Winter  0%Digger Simulator: Gold Rush  0%Duck Detective: The Ghost of Glamping8%Eggconsole Hydlide Ii Msx2%Extreme! 2-Choice Flag Quiz  0%Food Truck Business Simulator  0%Genopanic  0%Ghost Room Deep  0%Knight's Night!  0%Legends Aligned: Minis in Conflict  0%Merge Numbers  0%Mobile Suit Gundam SEED: Battle Destiny Remastered3%Monster Train 28%Mudness Offroad Car Simulator Runner  0%Not Not 2 - A Brain Challenge2%Onimusha 2: Samurai's Destiny6%Pancho's Mission  0%Pick Race 3D  0%Pipistrello and the Cursed Yoyo19%Planeta 55  0%Please, Touch The Artwork 25%Power Sink3%Project Zombie  0%Sauna of the DEAD  0%Soccer Golf!  0%Starlight Legacy3%STEAM-HEART'S Saturn Tribute2%Super Waifu Ball2%Tavern Owner Simulator  0%The Operator  0%The Town of Nie Iromusubi  0%Trident's Tale  0%Weirdo  0%Nothing for me this week21% So that's your lot for this week's North American Nintendo Download. Go on, be a sport and drop a vote in the poll above, and comment below with your hot picks! Related Games See Also
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  • Meta adds another 650 MW of solar power to its AI push

    Meta signed another big solar deal on Thursday, securing 650 megawatts across projects in Kansas and Texas.
    American utility and power generation company AES is currently developing the solar-only projects, with 400 megawatts to be deployed in Texas and 250 megawatts in Kansas, the company told TechCrunch.
    Meta said it signed the deal to power its data centers, which have been expanding to support its growing AI operations. The company already has more than 12 gigawatts of capacity in its renewable power portfolio.
    AES typically signs new power purchase agreements two to three years before they begin commercial operations, and the average term for such deals is 15 to 20 years, spokesperson Katie Lau said.
    This is the fourth solar deal that Meta has announced this year. All are in Texas, with one clocking in at 595 megawatts, another at 505 megawatts, and the final two hitting 200 megawatts each.
    Texas has become a hotbed of solar development recently, leading the nation in new solar capacity installed in 2023 and 2024, according to the Solar Energy Industries Association. The state has ample sunshine, quick permitting, and speedy grid connections.
    The latter two are particularly helpful when deploying a new solar capacity. With permitting and grid connections in place, a solar farm can be built in months rather than years. It doesn’t hurt that new solar is one of the cheapest forms of new generating capacity, even before subsidies are considered.

    Techcrunch event

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    Plus, data centers needn’t want for construction to finish since solar farms can be phased in, with electricity flowing before project completion. Indeed, in a press release, AES CEO Andrés Gluski called out solar’s “fast time-to-power and low-cost electricity” as key attributes that have attracted hyperscalers like Meta.
    #meta #adds #another #solar #power
    Meta adds another 650 MW of solar power to its AI push
    Meta signed another big solar deal on Thursday, securing 650 megawatts across projects in Kansas and Texas. American utility and power generation company AES is currently developing the solar-only projects, with 400 megawatts to be deployed in Texas and 250 megawatts in Kansas, the company told TechCrunch. Meta said it signed the deal to power its data centers, which have been expanding to support its growing AI operations. The company already has more than 12 gigawatts of capacity in its renewable power portfolio. AES typically signs new power purchase agreements two to three years before they begin commercial operations, and the average term for such deals is 15 to 20 years, spokesperson Katie Lau said. This is the fourth solar deal that Meta has announced this year. All are in Texas, with one clocking in at 595 megawatts, another at 505 megawatts, and the final two hitting 200 megawatts each. Texas has become a hotbed of solar development recently, leading the nation in new solar capacity installed in 2023 and 2024, according to the Solar Energy Industries Association. The state has ample sunshine, quick permitting, and speedy grid connections. The latter two are particularly helpful when deploying a new solar capacity. With permitting and grid connections in place, a solar farm can be built in months rather than years. It doesn’t hurt that new solar is one of the cheapest forms of new generating capacity, even before subsidies are considered. 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 Plus, data centers needn’t want for construction to finish since solar farms can be phased in, with electricity flowing before project completion. Indeed, in a press release, AES CEO Andrés Gluski called out solar’s “fast time-to-power and low-cost electricity” as key attributes that have attracted hyperscalers like Meta. #meta #adds #another #solar #power
    Meta adds another 650 MW of solar power to its AI push
    techcrunch.com
    Meta signed another big solar deal on Thursday, securing 650 megawatts across projects in Kansas and Texas. American utility and power generation company AES is currently developing the solar-only projects, with 400 megawatts to be deployed in Texas and 250 megawatts in Kansas, the company told TechCrunch. Meta said it signed the deal to power its data centers, which have been expanding to support its growing AI operations. The company already has more than 12 gigawatts of capacity in its renewable power portfolio. AES typically signs new power purchase agreements two to three years before they begin commercial operations, and the average term for such deals is 15 to 20 years, spokesperson Katie Lau said. This is the fourth solar deal that Meta has announced this year. All are in Texas, with one clocking in at 595 megawatts, another at 505 megawatts, and the final two hitting 200 megawatts each. Texas has become a hotbed of solar development recently, leading the nation in new solar capacity installed in 2023 and 2024, according to the Solar Energy Industries Association. The state has ample sunshine, quick permitting, and speedy grid connections. The latter two are particularly helpful when deploying a new solar capacity. With permitting and grid connections in place, a solar farm can be built in months rather than years. It doesn’t hurt that new solar is one of the cheapest forms of new generating capacity, even before subsidies are considered. 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 Plus, data centers needn’t want for construction to finish since solar farms can be phased in, with electricity flowing before project completion. Indeed, in a press release, AES CEO Andrés Gluski called out solar’s “fast time-to-power and low-cost electricity” as key attributes that have attracted hyperscalers like Meta.
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  • Andor – Season 2: Mohen Leo (Production VFX Supervisor), TJ Falls (Production VFX Producer) and Scott Pritchard (ILM VFX Supervisor)

    Interviews

    Andor – Season 2: Mohen Leo, TJ Fallsand Scott PritchardBy Vincent Frei - 22/05/2025

    In 2023, Mohen Leo, TJ Falls, and Scott Pritchardoffered an in-depth look at the visual effects of Andor’s first season. Now, the trio returns to share insights into their work on the second—and final—season of this critically acclaimed series.
    Tony Gilroy is known for his detailed approach to storytelling. Can you talk about how your collaboration with him evolved throughout the production of Andor? How does he influence the VFX decisions and the overall tone of the series?
    Mohen Leo: Our history with Tony, from Rogue One through the first season of Andor, had built a strong foundation of mutual trust. For Season 2, he involved VFX from the earliest story discussions, sharing outlines and inviting our ideas for key sequences. His priority is always to keep the show feeling grounded, ensuring that visual effects serve the story’s core and never become extraneous spectacle that might distract from the narrative.
    TJ Falls: Tony is a master storyteller. As Mohen mentioned, we have a great history with Tony from Rogue One and through Season 1 of Andor. We had a great rapport with Tony, and he had implicit trust in us. We began prepping Season 2 while we were in post for Season 1. We were having ongoing conversations with Tony and Production Designer Luke Hull as we were completing work for S1 and planning out how we would progress into Season 2. We wanted to keep the show grounded and gritty while amping up the action and urgency. Tony had a lot of story to cover in 12 episodes. The time jumps between the story arcs were something we discussed early on, and the need to be able to not only justify the time jumps but also to provide the audience with a visual bridge to tell the stories that happened off-screen.
    Tony would look to us to guide and use our institutional knowledge of Star Wars to help keep him honest within the universe. He, similarly, challenged us to maintain our focus and ensure that the visual tone of the series serviced the story.
    Tony Gilroy and Genevieve O’Reilly on the set of Lucasfilm’s ANDOR Season 2, exclusively on Disney+. Photo by Des Willie. ©2024 Lucasfilm Ltd. & TM. All Rights Reserved.
    As you’ve returned for Season 2, have there been any significant changes or new challenges compared to the first season? How has the production evolved in terms of VFX and storytelling?: The return of nearly all key creatives from Season 1, both internally and at our VFX vendors, was a massive advantage. This continuity built immediate trust and an efficient shorthand. It made everyone comfortable to be more ambitious, allowing us to significantly expand the scope and complexity of the visual effects for Season 2.: We had all new directors this season. The rest of the core creative and production teams stayed consistent from Season 1. We worked to keep the creative process as seamless from Season 1 as we could while working with the new directors and adapting to their process while incorporating their individual skills and ideas that they brought to the table.
    This season we were able to work on location much more than on Season 1. That provided us with a great opportunity to build out the connective tissue between real world constraints and the virtual world we were creating. In the case with Senate Plaza in Coruscant we also had to stay consistent with what has previously been established, so that was a fun challenge.

    How did you go about dividing the workload between the various VFX studios?: I can give an answer, but probably better if TJ does.: We were very specific about how we divided the work on this series. We started, as we usually do, with a detailed breakdown of work for the 12 episodes. Mohen and I then discussed a logical split based on type of work, specific elements, and areas of commonality for particular environments. While cost is always a consideration, we focused our vendor casting around the creative strengths of the studios we were partnering with on the project.
    ILM is in the DNA of Star Wars, so we knew we’d want to be working with them on some of the most complex work. We chose ILM for the opening TIE Avenger hangar sequence and subsequent escape. We utilized ILM for work in every episode, including the CG KX/K2 work, but their main focus was on Coruscant, and they had substantial work in the ninth episode for the big Senate escape sequence. Hybride‘s chief focus was on Palmo Plaza and the Ghorman environments. They dealt with everything Ghorman on the ground from the street extensions and the truck crash, through the Ghorman massacre, sharing shots with ILM with the KX work. For Scanline VFX, we identified three primary areas of focus: the work on Mina Rau, Chandrila, and Yavin.

    The TIE Fighter sequence in Season 2 is a standout moment. Can you walk us through the VFX process for that particular sequence? What were some of the technical challenges you faced, and how did you work to make it as intense and realistic as possible?: This is a sequence I’m particularly proud of as VFX played a central role in the sequence coming together from start to finish. We were intimately involved from the initial conversations of the idea for the sequence. Mohen created digital storyboards and we pitched ideas for the sequence to Tony Gilroy. Once we had a sense of the creative brief, we started working with Luke Hulland the art department on the physical hangar set and brought it into previz for virtual scouting. With Jen Kitchingwe had a virtual camera set up that allowed us to virtually use the camera and lenses we would have on our shoot. We blocked out shots with Ariel Kleimanand Christophe Nuyens. This went back through previz and techviz so we could meticulously chart out our plan for the shoot.
    Keeping with our ethos of grounding everything in reality, we wanted to use as much of the practical set as possible. We needed to be sure our handoffs between physical and virtual were seamless – Luke Murphy, our SFX Supervisor, worked closely with us in planning elements and practical effects to be used on the day. Over the course of the shoot, we also had the challenge of the flashing red alarm that goes off once the TIE Avenger crashes into the ceiling. We established the look of the red alarm with Christophe and the lighting team, and then needed to work out the timing. For that, we collaborated with editor John Gilroy to ensure we knew precisely when each alarm beat would flash. Once we had all the pieces, we turned the sequence over to Scott Pritchard and ILM to execute the work.

    Scott Pritchard: This sequence was split between our London and Vancouver studios, with London taking everything inside the hangar, and Vancouver handling the exterior shots after Cassian blasts through the hangar door. We started from a strong foundation thanks to two factors: the amazing hangar set and TIE Avenger prop; and having full sequence previs. The hangar set was built about 2/3 of its overall length, which our environments team extended, adding the hangar doors at the end and also a view to the exterior environment. Extending the hangar was most of the work in the sequence up until the TIE starts moving, where we switched to our CG TIE. As with Season 1, we used a blend of physical SFX work for the pyro effects, augmenting with CG sparks. As TJ mentioned, the hangar’s red warning lighting was a challenge as it had to pulse in a regular tempo throughout the edit. Only the close-up shots of Cassian in the cockpit had practical red lighting, so complex lighting and comp work were required to achieve a consistent look throughout the sequence. ILM London’s compositing supervisor, Claudio Bassi, pitched the idea that as the TIE hit various sections of the ceiling, it would knock out the ceiling lights, progressively darkening the hangar. It was a great motif that helped heighten the tension as we get towards the moment where Cassian faces the range trooper.
    Once we cut to outside the hangar, ILM Vancouver took the reins. The exterior weather conditions were briefed to us as ‘polar night’ – it’s never entirely dark, instead there’s a consistent low-level ambient light. This was a challenge as we had to consider the overall tonal range of each shot and make sure there was enough contrast to guide the viewer’s eye to where it needed to be, not just on individual shots but looking at eye-trace as one shot cut to another. A key moment is when Cassian fires rockets into an ice arch, leading to its collapse. The ice could very easily look like rock, so we needed to see the light from the rocket’s explosions scattered inside the ice. It required detailed work in both lighting and comp to get to the right look. Again, as the ice arch starts to collapse and the two chase TIE Advanced ships get taken out, it needed careful balancing work to make sure viewers could read the situation and the action in each shot.
    The world-building in Andor is impressive, especially with iconic locations like Coruscant and Yavin. How did you approach creating these environments and ensuring they felt as authentic as possible to the Star Wars universe?: Our approach to world-building in Andor relied on a close collaboration between the VFX team and Luke Hull, the production designer, along with his art department. This partnership was established in Season 1 and continued for Season 2. Having worked on many Star Wars projects over the decades, VFX was often able to provide inspiration and references for art department designs.
    For example, for locations like Yavin and Coruscant, VFX provided the art department with existing 3D assets: the Yavin temple model from Rogue One and the Coruscant city layout around the Senate from the Prequel films. The Coruscant model, in particular, involved some ‘digital archaeology.’ The data was stored on tapes from around 2001 and consisted of NURBS models in an older Softimage file format. To make them usable, we had to acquire old Softimage 2010 and XSI licenses, install them on a Windows 7 PC, and then convert the data to the FBX format that current software can read.
    Supplying these original layouts to the art department enabled them to create their new designs and integrate our real-world shooting locations while maintaining consistency with the worlds seen in previous Star Wars productions. Given that Andor is set approximately twenty years after the Prequels, we also had the opportunity to update and adjust layouts and designs to reflect that time difference and realize the specific creative vision Luke Hull and Tony Gilroy had for the show.

    StageCraft technology is a huge part of the production. How did you use it to bring these complex environments, like Coruscant and Yavin, to life? What are the main benefits and limitations of using StageCraft for these settings?: Our use of StageCraft for Season 2 was similar to that on Season 1. We used it to create the exterior views through the windows of the Safehouse on Coruscant. As with our work for the Chandrillan Embassy in Season 1, we created four different times of day/weather conditions. One key difference was that the foreground buildings were much closer to the Safehouse, so we devised three projection points, which would ensure that the perspective of the exterior was correct for each room. On set we retained a large amount of flexibility with our content. We had our own video feed from the unit cameras, and we were able to selectively isolate and grade sections of the city based on their view through the camera. Working in context like this meant that we could make any final tweaks while each shot was being set up and rehearsed.
    While we were shooting a scene set at night, the lighting team rigged a series of lights running above the windows that, when triggered, would flash in sequence, casting a moving light along the floor and walls of the set, as if from a moving car above. I thought we could use the LED wall to do something similar from below, catching highlights on the metal pipework that ran across the ceiling. During a break in shooting, I hatched a plan with colour operator Melissa Goddard, brain bar supervisor Ben Brown, and we came up with a moving rectangular section on the LED wall which matched the practical lights for speed, intensity and colour temperature. We set up two buttons on our iPad to trigger the ‘light’ to move in either direction. We demoed the idea to the DP after lunch, who loved it, and so when it came to shoot, he could either call from a car above from the practical lights, or a car below from the LEDs.: Just to clarify – the Coruscant Safehouse set was the only application of Stagecraft LED screens in Season 2. All other Coruscant scenes relied on urban location photography or stage sets with traditional blue screen extensions.
    The various Yavin locations were achieved primarily with large backlot sets at Longcross Studios. A huge set of the airfield, temple entrance and partial temple interior was extended by Scanline VFX, led by Sue Rowe, in post, creating the iconic temple exterior from A New Hope. VFX also added flying and parked spaceships, and augmented the surrounding forest to feel more tropical.

    Andor blends CG with actual real-world locations. Can you share how you balanced these two elements, especially when creating large-scale environments or specific landscapes that felt grounded in reality?: A great example of this is the environment around the Senate. The plates for this were shot in the City of Arts & Sciences in Valencia. Blending the distinctive Calatrava architecture with well-known Star Wars buildings like the Senate was an amazing challenge, it wasn’t immediately clear how the two could sit alongside each other. Our Vancouver team, led by Tania Richard, did an incredible job taking motifs and details from the Valencia buildings and incorporating them into the Senate building on both large and small scales, but still contiguous with the overall Senate design. The production team was ingenious in how they used each of the Valencia buildings to represent many locations around the Senate and the surrounding areas. For example, the Science Museum was used for the walkway where Cassian shoots Kloris, the main entrance to the Senate, and the interior of the Senate Atrium. It was a major challenge ensuring that all those locations were represented across the larger environment, so viewers understood the geography of the scene, but also blended with the design language of their immediate surroundings.
    Everything in the Senate Plaza had a purpose. When laying out the overall layout of the Plaza, we considered aspects such as how far Senators would realistically walk from their transports to the Senate entrance. When extending the Plaza beyond the extents of the City of Arts & Sciences, we used Calatrava architecture from elsewhere. The bridge just in front of the Senatorial Office Building is based on a Calatrava-designed bridge in my home city of Dublin. As we reach the furthest extents of the Senate Plaza, we begin blending in more traditional Coruscant architecture so as to soften the transition to the far background.

    Coruscant is such a pivotal location in Star Wars. How did you approach creating such a vast, densely populated urban environment? What were the key visual cues that made it feel alive and realistic?: Our approach to Coruscant in Season 2 built upon what we established in the first season: primarily, shooting in real-world city locations whenever feasible. The stunning Calatrava architecture at Valencia’s City of Arts and Sciences, for instance, served as the foundation for the Senate exterior and other affluent districts. For the city’s grittier neighborhoods, we filmed in urban environments in London, like the Barbican and areas around Twickenham Stadium.
    Filming in these actual city locations provided a strong, realistic basis for the cinematography, lighting, and overall mood of each environment. This remained true even when VFX later modified large portions of the frame with Star Wars architecture. This methodology gave the director and DP confidence on set that their vision would carry through to the final shot. Our art department and VFX concept artists then created numerous paintovers based on plates and location photography, offering clear visual guides for transforming each real location into its Coruscant counterpart during post-production. For the broader cityscapes, we took direct inspiration from 3D street maps of cities such as Tokyo, New York, and Hong Kong. We would exaggerate the scale and replace existing buildings with our Coruscant designs while preserving the fundamental urban patterns.

    When it comes to creating environments like Yavin, which has a very natural, jungle-like aesthetic, how do you ensure the VFX stays true to the organic feel of the location while still maintaining the science-fiction elements of Star Wars?: Nearly all of the Yavin jungle scenes were shot in a large wooded area that is part of Longcross Studios. The greens and art departments did an amazing job augmenting the natural forest with tropical plants and vines. The scenes featuring the two rebel factions in the clearing were captured almost entirely in-camera, with VFX primarily adding blaster fire, augmenting the crashed ship, and painting out equipment. Only the shots of the TIE Avenger landing and taking off, as well as the giant creature snatching the two rebels, featured significant CG elements. The key elements connecting these practical locations back to the Yavin established in A New Hope and Rogue One were the iconic temples. The establishing shots approaching the main temple in episode 7 utilized plate photography from South America, which had been shot for another Disney project but ultimately not used. Other aerial shots, such as the U-Wing flying above the jungle in episode 12, were fully computer-generated by ILM.
    K-2SO is a beloved character, and his return is highly anticipated. What can you tell us about the process of bringing him back to life with VFX in Season 2? What new challenges did this bring compared to his original appearance?: We had already updated a regular KX droid for the scene on Niamos in Season 1, so much of the work to update the asset to the latest pipeline requirements had already been done. We now needed to switch over to the textures & shaders specific to K2, and give them the same updates. Unique to Series 2 was that there were a number of scenes involving both a practical and a digital K2 – when he gets crushed on Ghorman in episode 8, and then ‘rebooted’ on Yavin in episode 9. The practical props were a lot more beaten up than our hero asset, so we made bespoke variants to match the practical droid in each sequence. Additionally, for the reboot sequence on Yavin, we realised pretty quickly that the extreme movements meant that we were seeing into areas that previously had not required much detail – for instance, underneath his shoulder armour. We came up with a shoulder joint design that allowed for the required movement while also staying mechanically correct. When we next see him in Episode 10, a year has passed, and he is now the K-2SO as we know him from Rogue One.

    K-2SO has a unique design, particularly in his facial expressions and movement. How did you approach animating him for Season 2, and were there any specific changes or updates made to his character model or animation?: Following Rogue One, Mohen made detailed records of the takeaways learned from creating K-2SO, and he kindly shared these notes with us early on in the show. They were incredibly helpful in tuning the fine details of the animation. Our animation team, led by Mathieu Vig, did a superb job of identifying the nuances of Alan’s performance and making sure they came across. There were plenty of pitfalls to avoid – for instance, the curve to his upper back meant that it was very easy for his neck to look hyperextended. We also had to be very careful with his eyes, as they’re sources of light, they could very easily look cartoonish if they moved around too much. Dialling in just the right amount of eye movement was crucial to a good performance.
    As the eyes also had several separate emissive and reflective components, they required delicate balancing in the comp on a per-shot basis. Luckily, we had great reference from Rogue One to be able to dial in the eyes to suit both the lighting of a shot but also its performance details. One Rogue One shot in particular, where he says ‘Your behavior, Jyn Erso, is continually unexpected’, was a particularly good reference for how we could balance the lights in his eyes to, in effect, enlarge his pupils, and give him a softer expression.
    K-2SO also represented my first opportunity to work with ILM’s new studio in Mumbai. Amongst other shots, they took on the ‘hallway fight’ sequence in Episode 12 where K2 dispatches Heert and his troopers, and they did a fantastic job from animation right through to final comp.
    K-2SO’s interactions with the live-action actors are key to his character. How did you work with the actors to ensure his presence felt as real and integrated as possible on screen, especially in terms of timing and reactions?: Alan Tudyk truly defined K-2SO in Rogue One, so his return for Andor Season 2 was absolutely critical to us. He was on set for every one of K2’s shots, performing on stilts and in a performance capture suit. This approach was vital because it gave Alan complete ownership of the character’s physical performance and, crucially, allowed for spontaneous, genuine interactions with the other actors, particularly Diego Luna. Witnessing Alan and Diego reunite on camera was fantastic; that unique chemistry and humor we loved in Rogue One was instantly palpable.
    In post-production, our VFX animators then meticulously translated every nuance of Alan’s on-set performance to the digital K-2SO model. It’s a detailed process that still requires artistic expertise. For instance, K2’s facial structure is largely static, so direct translation of Alan’s facial expressions isn’t always possible. In these cases, our animators found creative solutions – translating a specific facial cue from Alan into a subtle head tilt or a particular eye movement for K2, always ensuring the final animation remained true to the intent and spirit of Alan’s original performance.

    Were there any memorable moments or scenes from the series that you found particularly rewarding or challenging to work on from a visual effects standpoint?: The Plaza sequence in episode 8, which runs for about 23 minutes, stands out as particularly memorable – both for its challenges and its rewarding outcome. Just preparing for it was a daunting task. Its successful execution hinged on incredibly tight collaboration between numerous departments: stunts, creature effects, special effects, the camera department, our tireless greenscreens crew, and of course, VFX. The stunts team, under Marc Mailley, drove the choreography of all the action.
    Our On-Set VFX Supervisor, Marcus Dryden, was instrumental. He worked hand-in-glove with the director, DP, and assistant directors to ensure we meticulously captured all the necessary elements. This included everything from crowd replication plates and practical effects elements to the performances of stunt teams and creature actors, plus all the crucial on-set data. The shoot for this sequence alone took over three weeks.
    Hybride, under the leadership of Joseph Kasparian and Olivier Beaulieu, then completed the environments, added the blaster fire, and augmented the special effects in post-production, with ILM contributing the KX droids that wreak havoc in the plaza.: I agree with Mohen here, for me the Ghorman Plaza episode is the most rewarding to have worked on. It required us to weave our work into that of so many other departments – stunts, sfx, costume – to name just a few. When we received the plates, to see the quality of the work that had gone into the photography alone was inspirational for me and the ILM crew. It’s gratifying to be part of a team where you know that everyone involved is on top of their game. And of course all that is underpinned by writing of that calibre from Tony Gilroy and his team – it just draws everything together.
    From a pure design viewpoint, I’m also very proud of the work that Tania Richard and her ILM Vancouver crew did for the Senate shots. As I mentioned before, it was a hugely challenging environment not just logistically, but also in bringing together two very distinctive architectural languages, and they made them work in tandem beautifully.

    Looking back on the project, what aspects of the visual effects are you most proud of?: I’m incredibly proud of this entire season. The seamless collaboration we had between Visual Effects and every other department made the work, while challenging, an absolute joy to execute. Almost all of the department heads returned from the first season, which provided a shorthand shortcut as we started the show with implicit trust and understanding of what we were looking to achieve.
    The work is beautiful, and the commitment of our crew and vendors has been unwavering. I’m most proud of the effort and care that each individual person contributed to the show and the fact that we went into the project with a common goal and were, as a team, able to showcase the vision that we, and Tony, had for the series.: I’m really proud of the deep integration of the visual effects – not just visually, but fundamentally within the filmmaking process and storytelling. Tony invited VFX to be a key participant in shaping the story, from early story drafts through to the final color grade. Despite the scale and spectacle of many sequences, the VFX always feel purposeful, supporting the narrative and characters rather than distracting from them.
    This was significantly bolstered by the return of a large number of key creatives from Season 1, both within the production and at our VFX vendors. That shared experience and established understanding of Tony’s vision for Andor were invaluable in making the VFX an organic part of the show.: I could not be prouder of the entire ILM team for everything they brought to their work on the show. Working across three sites, Andor was a truly global effort, and I particularly enjoyed how each site took complete ownership of their work. It was a privilege working with all of them and contributing to such an exceptional series.

    VFX progression frame Lucasfilm’s ANDOR Season 2, exclusively on Disney+. Photo courtesy of Lucasfilm. ©2025 Lucasfilm Ltd. & TM. All Rights Reserved.
    How long have you worked on this show?: This show has been an unbelievable journey. Season 2 alone was nearly 3 years. We wrapped Season 2 in January of 2025. We started prepping Season 2 in February 2022, while we were still in post for Season 1.
    I officially started working on Season 1 early in 2019 while it was still being developed. So that’s 6 years of time working on Andor. Mohen and I both also worked on Rogue One, so if you factor in the movie, which was shooting in 2015, that’s nearly ten years of work within this part of the Star Wars universe.: I started on the project during early development in the summer of 2019 and finished in December of 2024.: I started on Season 1 in September 2020 and finished up on Season 2 in December 2024.
    What’s the VFX shots count?: We had a grand total of 4,124 shots over the course of our 12 episodes. Outside of Industrial Light & Magic, which oversaw the show, we also partnered with Hybride, Scanline, Soho VFX, and Midas VFX.
    What is your next project?: You’ll have to wait and see!: Unfortunately, I can’t say just yet either!
    A big thanks for your time.
    WANT TO KNOW MORE?ILM: Dedicated page about Andor – Season 2 on ILM website.
    © Vincent Frei – The Art of VFX – 2025
    #andor #season #mohen #leo #production
    Andor – Season 2: Mohen Leo (Production VFX Supervisor), TJ Falls (Production VFX Producer) and Scott Pritchard (ILM VFX Supervisor)
    Interviews Andor – Season 2: Mohen Leo, TJ Fallsand Scott PritchardBy Vincent Frei - 22/05/2025 In 2023, Mohen Leo, TJ Falls, and Scott Pritchardoffered an in-depth look at the visual effects of Andor’s first season. Now, the trio returns to share insights into their work on the second—and final—season of this critically acclaimed series. Tony Gilroy is known for his detailed approach to storytelling. Can you talk about how your collaboration with him evolved throughout the production of Andor? How does he influence the VFX decisions and the overall tone of the series? Mohen Leo: Our history with Tony, from Rogue One through the first season of Andor, had built a strong foundation of mutual trust. For Season 2, he involved VFX from the earliest story discussions, sharing outlines and inviting our ideas for key sequences. His priority is always to keep the show feeling grounded, ensuring that visual effects serve the story’s core and never become extraneous spectacle that might distract from the narrative. TJ Falls: Tony is a master storyteller. As Mohen mentioned, we have a great history with Tony from Rogue One and through Season 1 of Andor. We had a great rapport with Tony, and he had implicit trust in us. We began prepping Season 2 while we were in post for Season 1. We were having ongoing conversations with Tony and Production Designer Luke Hull as we were completing work for S1 and planning out how we would progress into Season 2. We wanted to keep the show grounded and gritty while amping up the action and urgency. Tony had a lot of story to cover in 12 episodes. The time jumps between the story arcs were something we discussed early on, and the need to be able to not only justify the time jumps but also to provide the audience with a visual bridge to tell the stories that happened off-screen. Tony would look to us to guide and use our institutional knowledge of Star Wars to help keep him honest within the universe. He, similarly, challenged us to maintain our focus and ensure that the visual tone of the series serviced the story. Tony Gilroy and Genevieve O’Reilly on the set of Lucasfilm’s ANDOR Season 2, exclusively on Disney+. Photo by Des Willie. ©2024 Lucasfilm Ltd. & TM. All Rights Reserved. As you’ve returned for Season 2, have there been any significant changes or new challenges compared to the first season? How has the production evolved in terms of VFX and storytelling?: The return of nearly all key creatives from Season 1, both internally and at our VFX vendors, was a massive advantage. This continuity built immediate trust and an efficient shorthand. It made everyone comfortable to be more ambitious, allowing us to significantly expand the scope and complexity of the visual effects for Season 2.: We had all new directors this season. The rest of the core creative and production teams stayed consistent from Season 1. We worked to keep the creative process as seamless from Season 1 as we could while working with the new directors and adapting to their process while incorporating their individual skills and ideas that they brought to the table. This season we were able to work on location much more than on Season 1. That provided us with a great opportunity to build out the connective tissue between real world constraints and the virtual world we were creating. In the case with Senate Plaza in Coruscant we also had to stay consistent with what has previously been established, so that was a fun challenge. How did you go about dividing the workload between the various VFX studios?: I can give an answer, but probably better if TJ does.: We were very specific about how we divided the work on this series. We started, as we usually do, with a detailed breakdown of work for the 12 episodes. Mohen and I then discussed a logical split based on type of work, specific elements, and areas of commonality for particular environments. While cost is always a consideration, we focused our vendor casting around the creative strengths of the studios we were partnering with on the project. ILM is in the DNA of Star Wars, so we knew we’d want to be working with them on some of the most complex work. We chose ILM for the opening TIE Avenger hangar sequence and subsequent escape. We utilized ILM for work in every episode, including the CG KX/K2 work, but their main focus was on Coruscant, and they had substantial work in the ninth episode for the big Senate escape sequence. Hybride‘s chief focus was on Palmo Plaza and the Ghorman environments. They dealt with everything Ghorman on the ground from the street extensions and the truck crash, through the Ghorman massacre, sharing shots with ILM with the KX work. For Scanline VFX, we identified three primary areas of focus: the work on Mina Rau, Chandrila, and Yavin. The TIE Fighter sequence in Season 2 is a standout moment. Can you walk us through the VFX process for that particular sequence? What were some of the technical challenges you faced, and how did you work to make it as intense and realistic as possible?: This is a sequence I’m particularly proud of as VFX played a central role in the sequence coming together from start to finish. We were intimately involved from the initial conversations of the idea for the sequence. Mohen created digital storyboards and we pitched ideas for the sequence to Tony Gilroy. Once we had a sense of the creative brief, we started working with Luke Hulland the art department on the physical hangar set and brought it into previz for virtual scouting. With Jen Kitchingwe had a virtual camera set up that allowed us to virtually use the camera and lenses we would have on our shoot. We blocked out shots with Ariel Kleimanand Christophe Nuyens. This went back through previz and techviz so we could meticulously chart out our plan for the shoot. Keeping with our ethos of grounding everything in reality, we wanted to use as much of the practical set as possible. We needed to be sure our handoffs between physical and virtual were seamless – Luke Murphy, our SFX Supervisor, worked closely with us in planning elements and practical effects to be used on the day. Over the course of the shoot, we also had the challenge of the flashing red alarm that goes off once the TIE Avenger crashes into the ceiling. We established the look of the red alarm with Christophe and the lighting team, and then needed to work out the timing. For that, we collaborated with editor John Gilroy to ensure we knew precisely when each alarm beat would flash. Once we had all the pieces, we turned the sequence over to Scott Pritchard and ILM to execute the work. Scott Pritchard: This sequence was split between our London and Vancouver studios, with London taking everything inside the hangar, and Vancouver handling the exterior shots after Cassian blasts through the hangar door. We started from a strong foundation thanks to two factors: the amazing hangar set and TIE Avenger prop; and having full sequence previs. The hangar set was built about 2/3 of its overall length, which our environments team extended, adding the hangar doors at the end and also a view to the exterior environment. Extending the hangar was most of the work in the sequence up until the TIE starts moving, where we switched to our CG TIE. As with Season 1, we used a blend of physical SFX work for the pyro effects, augmenting with CG sparks. As TJ mentioned, the hangar’s red warning lighting was a challenge as it had to pulse in a regular tempo throughout the edit. Only the close-up shots of Cassian in the cockpit had practical red lighting, so complex lighting and comp work were required to achieve a consistent look throughout the sequence. ILM London’s compositing supervisor, Claudio Bassi, pitched the idea that as the TIE hit various sections of the ceiling, it would knock out the ceiling lights, progressively darkening the hangar. It was a great motif that helped heighten the tension as we get towards the moment where Cassian faces the range trooper. Once we cut to outside the hangar, ILM Vancouver took the reins. The exterior weather conditions were briefed to us as ‘polar night’ – it’s never entirely dark, instead there’s a consistent low-level ambient light. This was a challenge as we had to consider the overall tonal range of each shot and make sure there was enough contrast to guide the viewer’s eye to where it needed to be, not just on individual shots but looking at eye-trace as one shot cut to another. A key moment is when Cassian fires rockets into an ice arch, leading to its collapse. The ice could very easily look like rock, so we needed to see the light from the rocket’s explosions scattered inside the ice. It required detailed work in both lighting and comp to get to the right look. Again, as the ice arch starts to collapse and the two chase TIE Advanced ships get taken out, it needed careful balancing work to make sure viewers could read the situation and the action in each shot. The world-building in Andor is impressive, especially with iconic locations like Coruscant and Yavin. How did you approach creating these environments and ensuring they felt as authentic as possible to the Star Wars universe?: Our approach to world-building in Andor relied on a close collaboration between the VFX team and Luke Hull, the production designer, along with his art department. This partnership was established in Season 1 and continued for Season 2. Having worked on many Star Wars projects over the decades, VFX was often able to provide inspiration and references for art department designs. For example, for locations like Yavin and Coruscant, VFX provided the art department with existing 3D assets: the Yavin temple model from Rogue One and the Coruscant city layout around the Senate from the Prequel films. The Coruscant model, in particular, involved some ‘digital archaeology.’ The data was stored on tapes from around 2001 and consisted of NURBS models in an older Softimage file format. To make them usable, we had to acquire old Softimage 2010 and XSI licenses, install them on a Windows 7 PC, and then convert the data to the FBX format that current software can read. Supplying these original layouts to the art department enabled them to create their new designs and integrate our real-world shooting locations while maintaining consistency with the worlds seen in previous Star Wars productions. Given that Andor is set approximately twenty years after the Prequels, we also had the opportunity to update and adjust layouts and designs to reflect that time difference and realize the specific creative vision Luke Hull and Tony Gilroy had for the show. StageCraft technology is a huge part of the production. How did you use it to bring these complex environments, like Coruscant and Yavin, to life? What are the main benefits and limitations of using StageCraft for these settings?: Our use of StageCraft for Season 2 was similar to that on Season 1. We used it to create the exterior views through the windows of the Safehouse on Coruscant. As with our work for the Chandrillan Embassy in Season 1, we created four different times of day/weather conditions. One key difference was that the foreground buildings were much closer to the Safehouse, so we devised three projection points, which would ensure that the perspective of the exterior was correct for each room. On set we retained a large amount of flexibility with our content. We had our own video feed from the unit cameras, and we were able to selectively isolate and grade sections of the city based on their view through the camera. Working in context like this meant that we could make any final tweaks while each shot was being set up and rehearsed. While we were shooting a scene set at night, the lighting team rigged a series of lights running above the windows that, when triggered, would flash in sequence, casting a moving light along the floor and walls of the set, as if from a moving car above. I thought we could use the LED wall to do something similar from below, catching highlights on the metal pipework that ran across the ceiling. During a break in shooting, I hatched a plan with colour operator Melissa Goddard, brain bar supervisor Ben Brown, and we came up with a moving rectangular section on the LED wall which matched the practical lights for speed, intensity and colour temperature. We set up two buttons on our iPad to trigger the ‘light’ to move in either direction. We demoed the idea to the DP after lunch, who loved it, and so when it came to shoot, he could either call from a car above from the practical lights, or a car below from the LEDs.: Just to clarify – the Coruscant Safehouse set was the only application of Stagecraft LED screens in Season 2. All other Coruscant scenes relied on urban location photography or stage sets with traditional blue screen extensions. The various Yavin locations were achieved primarily with large backlot sets at Longcross Studios. A huge set of the airfield, temple entrance and partial temple interior was extended by Scanline VFX, led by Sue Rowe, in post, creating the iconic temple exterior from A New Hope. VFX also added flying and parked spaceships, and augmented the surrounding forest to feel more tropical. Andor blends CG with actual real-world locations. Can you share how you balanced these two elements, especially when creating large-scale environments or specific landscapes that felt grounded in reality?: A great example of this is the environment around the Senate. The plates for this were shot in the City of Arts & Sciences in Valencia. Blending the distinctive Calatrava architecture with well-known Star Wars buildings like the Senate was an amazing challenge, it wasn’t immediately clear how the two could sit alongside each other. Our Vancouver team, led by Tania Richard, did an incredible job taking motifs and details from the Valencia buildings and incorporating them into the Senate building on both large and small scales, but still contiguous with the overall Senate design. The production team was ingenious in how they used each of the Valencia buildings to represent many locations around the Senate and the surrounding areas. For example, the Science Museum was used for the walkway where Cassian shoots Kloris, the main entrance to the Senate, and the interior of the Senate Atrium. It was a major challenge ensuring that all those locations were represented across the larger environment, so viewers understood the geography of the scene, but also blended with the design language of their immediate surroundings. Everything in the Senate Plaza had a purpose. When laying out the overall layout of the Plaza, we considered aspects such as how far Senators would realistically walk from their transports to the Senate entrance. When extending the Plaza beyond the extents of the City of Arts & Sciences, we used Calatrava architecture from elsewhere. The bridge just in front of the Senatorial Office Building is based on a Calatrava-designed bridge in my home city of Dublin. As we reach the furthest extents of the Senate Plaza, we begin blending in more traditional Coruscant architecture so as to soften the transition to the far background. Coruscant is such a pivotal location in Star Wars. How did you approach creating such a vast, densely populated urban environment? What were the key visual cues that made it feel alive and realistic?: Our approach to Coruscant in Season 2 built upon what we established in the first season: primarily, shooting in real-world city locations whenever feasible. The stunning Calatrava architecture at Valencia’s City of Arts and Sciences, for instance, served as the foundation for the Senate exterior and other affluent districts. For the city’s grittier neighborhoods, we filmed in urban environments in London, like the Barbican and areas around Twickenham Stadium. Filming in these actual city locations provided a strong, realistic basis for the cinematography, lighting, and overall mood of each environment. This remained true even when VFX later modified large portions of the frame with Star Wars architecture. This methodology gave the director and DP confidence on set that their vision would carry through to the final shot. Our art department and VFX concept artists then created numerous paintovers based on plates and location photography, offering clear visual guides for transforming each real location into its Coruscant counterpart during post-production. For the broader cityscapes, we took direct inspiration from 3D street maps of cities such as Tokyo, New York, and Hong Kong. We would exaggerate the scale and replace existing buildings with our Coruscant designs while preserving the fundamental urban patterns. When it comes to creating environments like Yavin, which has a very natural, jungle-like aesthetic, how do you ensure the VFX stays true to the organic feel of the location while still maintaining the science-fiction elements of Star Wars?: Nearly all of the Yavin jungle scenes were shot in a large wooded area that is part of Longcross Studios. The greens and art departments did an amazing job augmenting the natural forest with tropical plants and vines. The scenes featuring the two rebel factions in the clearing were captured almost entirely in-camera, with VFX primarily adding blaster fire, augmenting the crashed ship, and painting out equipment. Only the shots of the TIE Avenger landing and taking off, as well as the giant creature snatching the two rebels, featured significant CG elements. The key elements connecting these practical locations back to the Yavin established in A New Hope and Rogue One were the iconic temples. The establishing shots approaching the main temple in episode 7 utilized plate photography from South America, which had been shot for another Disney project but ultimately not used. Other aerial shots, such as the U-Wing flying above the jungle in episode 12, were fully computer-generated by ILM. K-2SO is a beloved character, and his return is highly anticipated. What can you tell us about the process of bringing him back to life with VFX in Season 2? What new challenges did this bring compared to his original appearance?: We had already updated a regular KX droid for the scene on Niamos in Season 1, so much of the work to update the asset to the latest pipeline requirements had already been done. We now needed to switch over to the textures & shaders specific to K2, and give them the same updates. Unique to Series 2 was that there were a number of scenes involving both a practical and a digital K2 – when he gets crushed on Ghorman in episode 8, and then ‘rebooted’ on Yavin in episode 9. The practical props were a lot more beaten up than our hero asset, so we made bespoke variants to match the practical droid in each sequence. Additionally, for the reboot sequence on Yavin, we realised pretty quickly that the extreme movements meant that we were seeing into areas that previously had not required much detail – for instance, underneath his shoulder armour. We came up with a shoulder joint design that allowed for the required movement while also staying mechanically correct. When we next see him in Episode 10, a year has passed, and he is now the K-2SO as we know him from Rogue One. K-2SO has a unique design, particularly in his facial expressions and movement. How did you approach animating him for Season 2, and were there any specific changes or updates made to his character model or animation?: Following Rogue One, Mohen made detailed records of the takeaways learned from creating K-2SO, and he kindly shared these notes with us early on in the show. They were incredibly helpful in tuning the fine details of the animation. Our animation team, led by Mathieu Vig, did a superb job of identifying the nuances of Alan’s performance and making sure they came across. There were plenty of pitfalls to avoid – for instance, the curve to his upper back meant that it was very easy for his neck to look hyperextended. We also had to be very careful with his eyes, as they’re sources of light, they could very easily look cartoonish if they moved around too much. Dialling in just the right amount of eye movement was crucial to a good performance. As the eyes also had several separate emissive and reflective components, they required delicate balancing in the comp on a per-shot basis. Luckily, we had great reference from Rogue One to be able to dial in the eyes to suit both the lighting of a shot but also its performance details. One Rogue One shot in particular, where he says ‘Your behavior, Jyn Erso, is continually unexpected’, was a particularly good reference for how we could balance the lights in his eyes to, in effect, enlarge his pupils, and give him a softer expression. K-2SO also represented my first opportunity to work with ILM’s new studio in Mumbai. Amongst other shots, they took on the ‘hallway fight’ sequence in Episode 12 where K2 dispatches Heert and his troopers, and they did a fantastic job from animation right through to final comp. K-2SO’s interactions with the live-action actors are key to his character. How did you work with the actors to ensure his presence felt as real and integrated as possible on screen, especially in terms of timing and reactions?: Alan Tudyk truly defined K-2SO in Rogue One, so his return for Andor Season 2 was absolutely critical to us. He was on set for every one of K2’s shots, performing on stilts and in a performance capture suit. This approach was vital because it gave Alan complete ownership of the character’s physical performance and, crucially, allowed for spontaneous, genuine interactions with the other actors, particularly Diego Luna. Witnessing Alan and Diego reunite on camera was fantastic; that unique chemistry and humor we loved in Rogue One was instantly palpable. In post-production, our VFX animators then meticulously translated every nuance of Alan’s on-set performance to the digital K-2SO model. It’s a detailed process that still requires artistic expertise. For instance, K2’s facial structure is largely static, so direct translation of Alan’s facial expressions isn’t always possible. In these cases, our animators found creative solutions – translating a specific facial cue from Alan into a subtle head tilt or a particular eye movement for K2, always ensuring the final animation remained true to the intent and spirit of Alan’s original performance. Were there any memorable moments or scenes from the series that you found particularly rewarding or challenging to work on from a visual effects standpoint?: The Plaza sequence in episode 8, which runs for about 23 minutes, stands out as particularly memorable – both for its challenges and its rewarding outcome. Just preparing for it was a daunting task. Its successful execution hinged on incredibly tight collaboration between numerous departments: stunts, creature effects, special effects, the camera department, our tireless greenscreens crew, and of course, VFX. The stunts team, under Marc Mailley, drove the choreography of all the action. Our On-Set VFX Supervisor, Marcus Dryden, was instrumental. He worked hand-in-glove with the director, DP, and assistant directors to ensure we meticulously captured all the necessary elements. This included everything from crowd replication plates and practical effects elements to the performances of stunt teams and creature actors, plus all the crucial on-set data. The shoot for this sequence alone took over three weeks. Hybride, under the leadership of Joseph Kasparian and Olivier Beaulieu, then completed the environments, added the blaster fire, and augmented the special effects in post-production, with ILM contributing the KX droids that wreak havoc in the plaza.: I agree with Mohen here, for me the Ghorman Plaza episode is the most rewarding to have worked on. It required us to weave our work into that of so many other departments – stunts, sfx, costume – to name just a few. When we received the plates, to see the quality of the work that had gone into the photography alone was inspirational for me and the ILM crew. It’s gratifying to be part of a team where you know that everyone involved is on top of their game. And of course all that is underpinned by writing of that calibre from Tony Gilroy and his team – it just draws everything together. From a pure design viewpoint, I’m also very proud of the work that Tania Richard and her ILM Vancouver crew did for the Senate shots. As I mentioned before, it was a hugely challenging environment not just logistically, but also in bringing together two very distinctive architectural languages, and they made them work in tandem beautifully. Looking back on the project, what aspects of the visual effects are you most proud of?: I’m incredibly proud of this entire season. The seamless collaboration we had between Visual Effects and every other department made the work, while challenging, an absolute joy to execute. Almost all of the department heads returned from the first season, which provided a shorthand shortcut as we started the show with implicit trust and understanding of what we were looking to achieve. The work is beautiful, and the commitment of our crew and vendors has been unwavering. I’m most proud of the effort and care that each individual person contributed to the show and the fact that we went into the project with a common goal and were, as a team, able to showcase the vision that we, and Tony, had for the series.: I’m really proud of the deep integration of the visual effects – not just visually, but fundamentally within the filmmaking process and storytelling. Tony invited VFX to be a key participant in shaping the story, from early story drafts through to the final color grade. Despite the scale and spectacle of many sequences, the VFX always feel purposeful, supporting the narrative and characters rather than distracting from them. This was significantly bolstered by the return of a large number of key creatives from Season 1, both within the production and at our VFX vendors. That shared experience and established understanding of Tony’s vision for Andor were invaluable in making the VFX an organic part of the show.: I could not be prouder of the entire ILM team for everything they brought to their work on the show. Working across three sites, Andor was a truly global effort, and I particularly enjoyed how each site took complete ownership of their work. It was a privilege working with all of them and contributing to such an exceptional series. VFX progression frame Lucasfilm’s ANDOR Season 2, exclusively on Disney+. Photo courtesy of Lucasfilm. ©2025 Lucasfilm Ltd. & TM. All Rights Reserved. How long have you worked on this show?: This show has been an unbelievable journey. Season 2 alone was nearly 3 years. We wrapped Season 2 in January of 2025. We started prepping Season 2 in February 2022, while we were still in post for Season 1. I officially started working on Season 1 early in 2019 while it was still being developed. So that’s 6 years of time working on Andor. Mohen and I both also worked on Rogue One, so if you factor in the movie, which was shooting in 2015, that’s nearly ten years of work within this part of the Star Wars universe.: I started on the project during early development in the summer of 2019 and finished in December of 2024.: I started on Season 1 in September 2020 and finished up on Season 2 in December 2024. What’s the VFX shots count?: We had a grand total of 4,124 shots over the course of our 12 episodes. Outside of Industrial Light & Magic, which oversaw the show, we also partnered with Hybride, Scanline, Soho VFX, and Midas VFX. What is your next project?: You’ll have to wait and see!: Unfortunately, I can’t say just yet either! A big thanks for your time. WANT TO KNOW MORE?ILM: Dedicated page about Andor – Season 2 on ILM website. © Vincent Frei – The Art of VFX – 2025 #andor #season #mohen #leo #production
    Andor – Season 2: Mohen Leo (Production VFX Supervisor), TJ Falls (Production VFX Producer) and Scott Pritchard (ILM VFX Supervisor)
    www.artofvfx.com
    Interviews Andor – Season 2: Mohen Leo (Production VFX Supervisor), TJ Falls (Production VFX Producer) and Scott Pritchard (ILM VFX Supervisor) By Vincent Frei - 22/05/2025 In 2023, Mohen Leo (Production VFX Supervisor), TJ Falls (Production VFX Producer), and Scott Pritchard (ILM VFX Supervisor) offered an in-depth look at the visual effects of Andor’s first season. Now, the trio returns to share insights into their work on the second—and final—season of this critically acclaimed series. Tony Gilroy is known for his detailed approach to storytelling. Can you talk about how your collaboration with him evolved throughout the production of Andor? How does he influence the VFX decisions and the overall tone of the series? Mohen Leo (ML): Our history with Tony, from Rogue One through the first season of Andor, had built a strong foundation of mutual trust. For Season 2, he involved VFX from the earliest story discussions, sharing outlines and inviting our ideas for key sequences. His priority is always to keep the show feeling grounded, ensuring that visual effects serve the story’s core and never become extraneous spectacle that might distract from the narrative. TJ Falls (TJ): Tony is a master storyteller. As Mohen mentioned, we have a great history with Tony from Rogue One and through Season 1 of Andor. We had a great rapport with Tony, and he had implicit trust in us. We began prepping Season 2 while we were in post for Season 1. We were having ongoing conversations with Tony and Production Designer Luke Hull as we were completing work for S1 and planning out how we would progress into Season 2. We wanted to keep the show grounded and gritty while amping up the action and urgency. Tony had a lot of story to cover in 12 episodes. The time jumps between the story arcs were something we discussed early on, and the need to be able to not only justify the time jumps but also to provide the audience with a visual bridge to tell the stories that happened off-screen. Tony would look to us to guide and use our institutional knowledge of Star Wars to help keep him honest within the universe. He, similarly, challenged us to maintain our focus and ensure that the visual tone of the series serviced the story. Tony Gilroy and Genevieve O’Reilly on the set of Lucasfilm’s ANDOR Season 2, exclusively on Disney+. Photo by Des Willie. ©2024 Lucasfilm Ltd. & TM. All Rights Reserved. As you’ve returned for Season 2, have there been any significant changes or new challenges compared to the first season? How has the production evolved in terms of VFX and storytelling? (ML): The return of nearly all key creatives from Season 1, both internally and at our VFX vendors, was a massive advantage. This continuity built immediate trust and an efficient shorthand. It made everyone comfortable to be more ambitious, allowing us to significantly expand the scope and complexity of the visual effects for Season 2. (TJ): We had all new directors this season. The rest of the core creative and production teams stayed consistent from Season 1. We worked to keep the creative process as seamless from Season 1 as we could while working with the new directors and adapting to their process while incorporating their individual skills and ideas that they brought to the table. This season we were able to work on location much more than on Season 1. That provided us with a great opportunity to build out the connective tissue between real world constraints and the virtual world we were creating. In the case with Senate Plaza in Coruscant we also had to stay consistent with what has previously been established, so that was a fun challenge. How did you go about dividing the workload between the various VFX studios? (ML): I can give an answer, but probably better if TJ does. (TJ): We were very specific about how we divided the work on this series. We started, as we usually do, with a detailed breakdown of work for the 12 episodes. Mohen and I then discussed a logical split based on type of work, specific elements, and areas of commonality for particular environments. While cost is always a consideration, we focused our vendor casting around the creative strengths of the studios we were partnering with on the project. ILM is in the DNA of Star Wars, so we knew we’d want to be working with them on some of the most complex work. We chose ILM for the opening TIE Avenger hangar sequence and subsequent escape. We utilized ILM for work in every episode, including the CG KX/K2 work, but their main focus was on Coruscant, and they had substantial work in the ninth episode for the big Senate escape sequence. Hybride‘s chief focus was on Palmo Plaza and the Ghorman environments. They dealt with everything Ghorman on the ground from the street extensions and the truck crash, through the Ghorman massacre, sharing shots with ILM with the KX work. For Scanline VFX, we identified three primary areas of focus: the work on Mina Rau, Chandrila, and Yavin. The TIE Fighter sequence in Season 2 is a standout moment. Can you walk us through the VFX process for that particular sequence? What were some of the technical challenges you faced, and how did you work to make it as intense and realistic as possible? (TJ): This is a sequence I’m particularly proud of as VFX played a central role in the sequence coming together from start to finish. We were intimately involved from the initial conversations of the idea for the sequence. Mohen created digital storyboards and we pitched ideas for the sequence to Tony Gilroy. Once we had a sense of the creative brief, we started working with Luke Hull (Production Designer) and the art department on the physical hangar set and brought it into previz for virtual scouting. With Jen Kitching (our Previz Supervisor from The Third Floor) we had a virtual camera set up that allowed us to virtually use the camera and lenses we would have on our shoot. We blocked out shots with Ariel Kleiman (Director) and Christophe Nuyens (the DoP). This went back through previz and techviz so we could meticulously chart out our plan for the shoot. Keeping with our ethos of grounding everything in reality, we wanted to use as much of the practical set as possible. We needed to be sure our handoffs between physical and virtual were seamless – Luke Murphy, our SFX Supervisor, worked closely with us in planning elements and practical effects to be used on the day. Over the course of the shoot, we also had the challenge of the flashing red alarm that goes off once the TIE Avenger crashes into the ceiling. We established the look of the red alarm with Christophe and the lighting team, and then needed to work out the timing. For that, we collaborated with editor John Gilroy to ensure we knew precisely when each alarm beat would flash. Once we had all the pieces, we turned the sequence over to Scott Pritchard and ILM to execute the work. Scott Pritchard (SP): This sequence was split between our London and Vancouver studios, with London taking everything inside the hangar, and Vancouver handling the exterior shots after Cassian blasts through the hangar door. We started from a strong foundation thanks to two factors: the amazing hangar set and TIE Avenger prop; and having full sequence previs. The hangar set was built about 2/3 of its overall length (as much as could be built on the soundstage), which our environments team extended, adding the hangar doors at the end and also a view to the exterior environment. Extending the hangar was most of the work in the sequence up until the TIE starts moving, where we switched to our CG TIE. As with Season 1, we used a blend of physical SFX work for the pyro effects, augmenting with CG sparks. As TJ mentioned, the hangar’s red warning lighting was a challenge as it had to pulse in a regular tempo throughout the edit. Only the close-up shots of Cassian in the cockpit had practical red lighting, so complex lighting and comp work were required to achieve a consistent look throughout the sequence. ILM London’s compositing supervisor, Claudio Bassi, pitched the idea that as the TIE hit various sections of the ceiling, it would knock out the ceiling lights, progressively darkening the hangar. It was a great motif that helped heighten the tension as we get towards the moment where Cassian faces the range trooper. Once we cut to outside the hangar, ILM Vancouver took the reins. The exterior weather conditions were briefed to us as ‘polar night’ – it’s never entirely dark, instead there’s a consistent low-level ambient light. This was a challenge as we had to consider the overall tonal range of each shot and make sure there was enough contrast to guide the viewer’s eye to where it needed to be, not just on individual shots but looking at eye-trace as one shot cut to another. A key moment is when Cassian fires rockets into an ice arch, leading to its collapse. The ice could very easily look like rock, so we needed to see the light from the rocket’s explosions scattered inside the ice. It required detailed work in both lighting and comp to get to the right look. Again, as the ice arch starts to collapse and the two chase TIE Advanced ships get taken out, it needed careful balancing work to make sure viewers could read the situation and the action in each shot. The world-building in Andor is impressive, especially with iconic locations like Coruscant and Yavin. How did you approach creating these environments and ensuring they felt as authentic as possible to the Star Wars universe? (ML): Our approach to world-building in Andor relied on a close collaboration between the VFX team and Luke Hull, the production designer, along with his art department. This partnership was established in Season 1 and continued for Season 2. Having worked on many Star Wars projects over the decades, VFX was often able to provide inspiration and references for art department designs. For example, for locations like Yavin and Coruscant, VFX provided the art department with existing 3D assets: the Yavin temple model from Rogue One and the Coruscant city layout around the Senate from the Prequel films. The Coruscant model, in particular, involved some ‘digital archaeology.’ The data was stored on tapes from around 2001 and consisted of NURBS models in an older Softimage file format. To make them usable, we had to acquire old Softimage 2010 and XSI licenses, install them on a Windows 7 PC, and then convert the data to the FBX format that current software can read. Supplying these original layouts to the art department enabled them to create their new designs and integrate our real-world shooting locations while maintaining consistency with the worlds seen in previous Star Wars productions. Given that Andor is set approximately twenty years after the Prequels, we also had the opportunity to update and adjust layouts and designs to reflect that time difference and realize the specific creative vision Luke Hull and Tony Gilroy had for the show. StageCraft technology is a huge part of the production. How did you use it to bring these complex environments, like Coruscant and Yavin, to life? What are the main benefits and limitations of using StageCraft for these settings? (SP): Our use of StageCraft for Season 2 was similar to that on Season 1. We used it to create the exterior views through the windows of the Safehouse on Coruscant. As with our work for the Chandrillan Embassy in Season 1, we created four different times of day/weather conditions. One key difference was that the foreground buildings were much closer to the Safehouse, so we devised three projection points (one for each room of the Safehouse), which would ensure that the perspective of the exterior was correct for each room. On set we retained a large amount of flexibility with our content. We had our own video feed from the unit cameras, and we were able to selectively isolate and grade sections of the city based on their view through the camera. Working in context like this meant that we could make any final tweaks while each shot was being set up and rehearsed. While we were shooting a scene set at night, the lighting team rigged a series of lights running above the windows that, when triggered, would flash in sequence, casting a moving light along the floor and walls of the set, as if from a moving car above. I thought we could use the LED wall to do something similar from below, catching highlights on the metal pipework that ran across the ceiling. During a break in shooting, I hatched a plan with colour operator Melissa Goddard, brain bar supervisor Ben Brown, and we came up with a moving rectangular section on the LED wall which matched the practical lights for speed, intensity and colour temperature. We set up two buttons on our iPad to trigger the ‘light’ to move in either direction. We demoed the idea to the DP after lunch, who loved it, and so when it came to shoot, he could either call from a car above from the practical lights, or a car below from the LEDs. (ML): Just to clarify – the Coruscant Safehouse set was the only application of Stagecraft LED screens in Season 2. All other Coruscant scenes relied on urban location photography or stage sets with traditional blue screen extensions. The various Yavin locations were achieved primarily with large backlot sets at Longcross Studios. A huge set of the airfield, temple entrance and partial temple interior was extended by Scanline VFX, led by Sue Rowe, in post, creating the iconic temple exterior from A New Hope. VFX also added flying and parked spaceships, and augmented the surrounding forest to feel more tropical. Andor blends CG with actual real-world locations. Can you share how you balanced these two elements, especially when creating large-scale environments or specific landscapes that felt grounded in reality? (SP): A great example of this is the environment around the Senate. The plates for this were shot in the City of Arts & Sciences in Valencia. Blending the distinctive Calatrava architecture with well-known Star Wars buildings like the Senate was an amazing challenge, it wasn’t immediately clear how the two could sit alongside each other. Our Vancouver team, led by Tania Richard, did an incredible job taking motifs and details from the Valencia buildings and incorporating them into the Senate building on both large and small scales, but still contiguous with the overall Senate design. The production team was ingenious in how they used each of the Valencia buildings to represent many locations around the Senate and the surrounding areas. For example, the Science Museum was used for the walkway where Cassian shoots Kloris (Mon’s driver), the main entrance to the Senate, and the interior of the Senate Atrium (where Ghorman Senator Oran is arrested). It was a major challenge ensuring that all those locations were represented across the larger environment, so viewers understood the geography of the scene, but also blended with the design language of their immediate surroundings. Everything in the Senate Plaza had a purpose. When laying out the overall layout of the Plaza, we considered aspects such as how far Senators would realistically walk from their transports to the Senate entrance. When extending the Plaza beyond the extents of the City of Arts & Sciences, we used Calatrava architecture from elsewhere. The bridge just in front of the Senatorial Office Building is based on a Calatrava-designed bridge in my home city of Dublin. As we reach the furthest extents of the Senate Plaza, we begin blending in more traditional Coruscant architecture so as to soften the transition to the far background. Coruscant is such a pivotal location in Star Wars. How did you approach creating such a vast, densely populated urban environment? What were the key visual cues that made it feel alive and realistic? (ML): Our approach to Coruscant in Season 2 built upon what we established in the first season: primarily, shooting in real-world city locations whenever feasible. The stunning Calatrava architecture at Valencia’s City of Arts and Sciences, for instance, served as the foundation for the Senate exterior and other affluent districts. For the city’s grittier neighborhoods, we filmed in urban environments in London, like the Barbican and areas around Twickenham Stadium. Filming in these actual city locations provided a strong, realistic basis for the cinematography, lighting, and overall mood of each environment. This remained true even when VFX later modified large portions of the frame with Star Wars architecture. This methodology gave the director and DP confidence on set that their vision would carry through to the final shot. Our art department and VFX concept artists then created numerous paintovers based on plates and location photography, offering clear visual guides for transforming each real location into its Coruscant counterpart during post-production. For the broader cityscapes, we took direct inspiration from 3D street maps of cities such as Tokyo, New York, and Hong Kong. We would exaggerate the scale and replace existing buildings with our Coruscant designs while preserving the fundamental urban patterns. When it comes to creating environments like Yavin, which has a very natural, jungle-like aesthetic, how do you ensure the VFX stays true to the organic feel of the location while still maintaining the science-fiction elements of Star Wars? (ML): Nearly all of the Yavin jungle scenes were shot in a large wooded area that is part of Longcross Studios. The greens and art departments did an amazing job augmenting the natural forest with tropical plants and vines. The scenes featuring the two rebel factions in the clearing were captured almost entirely in-camera, with VFX primarily adding blaster fire, augmenting the crashed ship, and painting out equipment. Only the shots of the TIE Avenger landing and taking off, as well as the giant creature snatching the two rebels, featured significant CG elements. The key elements connecting these practical locations back to the Yavin established in A New Hope and Rogue One were the iconic temples. The establishing shots approaching the main temple in episode 7 utilized plate photography from South America, which had been shot for another Disney project but ultimately not used. Other aerial shots, such as the U-Wing flying above the jungle in episode 12, were fully computer-generated by ILM. K-2SO is a beloved character, and his return is highly anticipated. What can you tell us about the process of bringing him back to life with VFX in Season 2? What new challenges did this bring compared to his original appearance? (SP): We had already updated a regular KX droid for the scene on Niamos in Season 1, so much of the work to update the asset to the latest pipeline requirements had already been done. We now needed to switch over to the textures & shaders specific to K2, and give them the same updates. Unique to Series 2 was that there were a number of scenes involving both a practical and a digital K2 – when he gets crushed on Ghorman in episode 8, and then ‘rebooted’ on Yavin in episode 9. The practical props were a lot more beaten up than our hero asset, so we made bespoke variants to match the practical droid in each sequence. Additionally, for the reboot sequence on Yavin, we realised pretty quickly that the extreme movements meant that we were seeing into areas that previously had not required much detail – for instance, underneath his shoulder armour. We came up with a shoulder joint design that allowed for the required movement while also staying mechanically correct. When we next see him in Episode 10, a year has passed, and he is now the K-2SO as we know him from Rogue One. K-2SO has a unique design, particularly in his facial expressions and movement. How did you approach animating him for Season 2, and were there any specific changes or updates made to his character model or animation? (SP): Following Rogue One, Mohen made detailed records of the takeaways learned from creating K-2SO, and he kindly shared these notes with us early on in the show. They were incredibly helpful in tuning the fine details of the animation. Our animation team, led by Mathieu Vig, did a superb job of identifying the nuances of Alan’s performance and making sure they came across. There were plenty of pitfalls to avoid – for instance, the curve to his upper back meant that it was very easy for his neck to look hyperextended. We also had to be very careful with his eyes, as they’re sources of light, they could very easily look cartoonish if they moved around too much. Dialling in just the right amount of eye movement was crucial to a good performance. As the eyes also had several separate emissive and reflective components, they required delicate balancing in the comp on a per-shot basis. Luckily, we had great reference from Rogue One to be able to dial in the eyes to suit both the lighting of a shot but also its performance details. One Rogue One shot in particular, where he says ‘Your behavior, Jyn Erso, is continually unexpected’, was a particularly good reference for how we could balance the lights in his eyes to, in effect, enlarge his pupils, and give him a softer expression. K-2SO also represented my first opportunity to work with ILM’s new studio in Mumbai. Amongst other shots, they took on the ‘hallway fight’ sequence in Episode 12 where K2 dispatches Heert and his troopers, and they did a fantastic job from animation right through to final comp. K-2SO’s interactions with the live-action actors are key to his character. How did you work with the actors to ensure his presence felt as real and integrated as possible on screen, especially in terms of timing and reactions? (ML): Alan Tudyk truly defined K-2SO in Rogue One, so his return for Andor Season 2 was absolutely critical to us. He was on set for every one of K2’s shots, performing on stilts and in a performance capture suit. This approach was vital because it gave Alan complete ownership of the character’s physical performance and, crucially, allowed for spontaneous, genuine interactions with the other actors, particularly Diego Luna. Witnessing Alan and Diego reunite on camera was fantastic; that unique chemistry and humor we loved in Rogue One was instantly palpable. In post-production, our VFX animators then meticulously translated every nuance of Alan’s on-set performance to the digital K-2SO model. It’s a detailed process that still requires artistic expertise. For instance, K2’s facial structure is largely static, so direct translation of Alan’s facial expressions isn’t always possible. In these cases, our animators found creative solutions – translating a specific facial cue from Alan into a subtle head tilt or a particular eye movement for K2, always ensuring the final animation remained true to the intent and spirit of Alan’s original performance. Were there any memorable moments or scenes from the series that you found particularly rewarding or challenging to work on from a visual effects standpoint? (ML): The Plaza sequence in episode 8, which runs for about 23 minutes, stands out as particularly memorable – both for its challenges and its rewarding outcome. Just preparing for it was a daunting task. Its successful execution hinged on incredibly tight collaboration between numerous departments: stunts, creature effects, special effects, the camera department, our tireless greenscreens crew, and of course, VFX. The stunts team, under Marc Mailley, drove the choreography of all the action. Our On-Set VFX Supervisor, Marcus Dryden, was instrumental. He worked hand-in-glove with the director, DP, and assistant directors to ensure we meticulously captured all the necessary elements. This included everything from crowd replication plates and practical effects elements to the performances of stunt teams and creature actors, plus all the crucial on-set data. The shoot for this sequence alone took over three weeks. Hybride, under the leadership of Joseph Kasparian and Olivier Beaulieu, then completed the environments, added the blaster fire, and augmented the special effects in post-production, with ILM contributing the KX droids that wreak havoc in the plaza. (SP): I agree with Mohen here, for me the Ghorman Plaza episode is the most rewarding to have worked on. It required us to weave our work into that of so many other departments – stunts, sfx, costume – to name just a few. When we received the plates, to see the quality of the work that had gone into the photography alone was inspirational for me and the ILM crew. It’s gratifying to be part of a team where you know that everyone involved is on top of their game. And of course all that is underpinned by writing of that calibre from Tony Gilroy and his team – it just draws everything together. From a pure design viewpoint, I’m also very proud of the work that Tania Richard and her ILM Vancouver crew did for the Senate shots. As I mentioned before, it was a hugely challenging environment not just logistically, but also in bringing together two very distinctive architectural languages, and they made them work in tandem beautifully. Looking back on the project, what aspects of the visual effects are you most proud of? (TJ): I’m incredibly proud of this entire season. The seamless collaboration we had between Visual Effects and every other department made the work, while challenging, an absolute joy to execute. Almost all of the department heads returned from the first season, which provided a shorthand shortcut as we started the show with implicit trust and understanding of what we were looking to achieve. The work is beautiful, and the commitment of our crew and vendors has been unwavering. I’m most proud of the effort and care that each individual person contributed to the show and the fact that we went into the project with a common goal and were, as a team, able to showcase the vision that we, and Tony, had for the series. (ML): I’m really proud of the deep integration of the visual effects – not just visually, but fundamentally within the filmmaking process and storytelling. Tony invited VFX to be a key participant in shaping the story, from early story drafts through to the final color grade. Despite the scale and spectacle of many sequences, the VFX always feel purposeful, supporting the narrative and characters rather than distracting from them. This was significantly bolstered by the return of a large number of key creatives from Season 1, both within the production and at our VFX vendors. That shared experience and established understanding of Tony’s vision for Andor were invaluable in making the VFX an organic part of the show. (SP): I could not be prouder of the entire ILM team for everything they brought to their work on the show. Working across three sites, Andor was a truly global effort, and I particularly enjoyed how each site took complete ownership of their work. It was a privilege working with all of them and contributing to such an exceptional series. VFX progression frame Lucasfilm’s ANDOR Season 2, exclusively on Disney+. Photo courtesy of Lucasfilm. ©2025 Lucasfilm Ltd. & TM. All Rights Reserved. How long have you worked on this show? (TJ): This show has been an unbelievable journey. Season 2 alone was nearly 3 years. We wrapped Season 2 in January of 2025. We started prepping Season 2 in February 2022, while we were still in post for Season 1. I officially started working on Season 1 early in 2019 while it was still being developed. So that’s 6 years of time working on Andor. Mohen and I both also worked on Rogue One, so if you factor in the movie, which was shooting in 2015, that’s nearly ten years of work within this part of the Star Wars universe. (ML): I started on the project during early development in the summer of 2019 and finished in December of 2024. (SP): I started on Season 1 in September 2020 and finished up on Season 2 in December 2024. What’s the VFX shots count? (TJ): We had a grand total of 4,124 shots over the course of our 12 episodes. Outside of Industrial Light & Magic, which oversaw the show, we also partnered with Hybride, Scanline, Soho VFX, and Midas VFX. What is your next project? (TJ): You’ll have to wait and see! (SP): Unfortunately, I can’t say just yet either! A big thanks for your time. WANT TO KNOW MORE?ILM: Dedicated page about Andor – Season 2 on ILM website. © Vincent Frei – The Art of VFX – 2025
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  • Toon Studio for Redshift

    The post Toon Studio for Redshift appeared first on The Pixel Lab.
    #toon #studio #redshift
    Toon Studio for Redshift
    The post Toon Studio for Redshift appeared first on The Pixel Lab. #toon #studio #redshift
    Toon Studio for Redshift
    www.thepixellab.net
    The post Toon Studio for Redshift appeared first on The Pixel Lab.
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  • Additive manufacturing unlocks new possibilities in acoustic metamaterials design

    A review published in Virtual and Physical Prototyping explores the growing field of additively manufactured acoustic metamaterials, highlighting how 3D printing technologies enable novel designs for effective sound absorption across diverse applications. Authored by researchers from Khalifa University and Dassault Aviation, the paper classifies acoustic metamaterials into perforated, slotted, cellular, and hybrid types and investigates how additive manufacturing enhances their performance.
    Expanding acoustic control with 3D printing
    Additive manufacturing offers unique benefits for acoustic metamaterials, enabling precise control over geometry, material distribution, and internal architecture. This level of control allows researchers and engineers to tailor acoustic behavior at specific frequency ranges, while simultaneously optimizing for weight, mechanical strength, and structural complexity. 
    Traditional sound-absorbing materials, such as porous foams or fibrous panels, are often constrained by fixed properties and limited adaptability. In contrast, 3D printing allows designers to create resonant structures and internal cavities with sub-wavelength precision, an essential factor in manipulating how sound waves interact with matter.
    The review outlines how techniques such as Stereolithography, Selective Laser Melting, Fused Deposition Modeling, and Digital Light Processingare being employed to fabricate a new generation of acoustic absorbers. These processes enable the construction of intricate geometries previously unattainable with conventional manufacturing, and allow for the fine-tuning of key parameters such as pore size, wall thickness, infill density, and material gradients. In doing so, additive manufacturing not only improves absorption efficiency but also broadens the usable frequency range of these metamaterials, making them more adaptable to specific environments and industrial requirements.
    ACA-Meta fabricated by various additive manufactured techniques: a) vat photopolymerization, b) powder bed fusion, c) binder jetting, d) extrusion, and e) material jetting. Image via V. Sekar et al., Virtual and Physical Prototyping.
    The paper categorizes these acoustic metamaterials into four structural families, each with distinctive mechanisms for managing sound waves. Perforated metamaterials absorb mid- to high-frequency noise by dissipating energy through arrays of micro-holes, often backed by air cavities to enhance low-frequency performance. Slotted designs employ labyrinthine or coiled channels to extend the acoustic path length, enabling effective attenuation at low frequencies within a compact footprint. Cellular structures, including periodic honeycombs, gyroids, and stochastic foams, are engineered to exhibit broadband performance through controlled porosity and internal resonance. Lastly, hybrid designs combine multiple features, such as perforated faces with embedded coiled cavities or layered cellular cores, to achieve tunable, wideband absorption across multiple acoustic regimes.
    Classification and sub classification of ACA-Meta. Image via V. Sekar et al., Virtual and Physical Prototyping.
    These classifications are not merely theoretical; each has been demonstrated through experimental validation, with performance metrics such as sound absorption coefficientmeasured using impedance tubes and reverberation chambers. The paper emphasizes that even minor design modifications, like altering the angle of perforations or grading cell density, can have significant effects on absorption performance, reinforcing the value of additive manufacturing as both a prototyping and production tool in acoustic engineering.
    Simulation and experimental validation
    To quantify acoustic absorption, the study reviews both analytical models and experimental methods. Key parameters include the sound absorption coefficient, surface porosity, and sample orientation. Validation techniques such as impedance tube and reverberation room testing show that additively manufactured metamaterials can achieve or exceed the performance of traditional absorbers.
    The review also identifies future directions, including volumetric 3D printing, multi-material printing, and 4D printing using smart materials for tunable acoustic responses. These approaches promise scalable, reconfigurable absorbers that can adapt to environmental changes or user-defined inputs.
    Schematic representation and design parameters of ACA-Meta. Image via V. Sekar et al., Virtual and Physical Prototyping.
    Reshaping acoustic metamaterials
    Interest in the acoustic capabilities of 3D printing has grown significantly in recent years. In 2019, researchers at the University of Sussex demonstrated a 3D printed metamaterial capable of directing sound to a specific location without the use of headphones, an early example of how additive manufacturing could redefine personal audio delivery. More recently, the University of Strathclyde received £500,000 in funding to develop miniaturized acoustic systems using 3D printing, aiming to advance compact and high-performance devices for sensing and communication.
    Consumer audio brands have also embraced the technology; Campfire Audio, for instance, leveraged additive manufacturing to create earphones internal structure for their Supermoon series, optimizing both sound performance and fit. On a more experimental front, researchers have begun using sound itself as a medium for fabrication, as seen in a recent study on holographic Direct Sound Printing, which manipulates ultrasonic fields to solidify resin. Together, these developments underscore the growing convergence of 3D printing and acoustic innovation, a convergence that the reviewed paper situates within the emerging domain of engineered sound-absorbing metamaterials.
    Read the full article in Virtual and Physical Prototyping
    Subscribe to the 3D Printing Industry newsletter to keep up with the latest 3D printing news.You can also follow us onLinkedIn and subscribe to the 3D Printing Industry YouTube channel to access more exclusive content. At 3DPI, our mission is to deliver high-quality journalism, technical insight, and industry intelligence to professionals across the AM ecosystem.Help us shape the future of 3D printing industry news with our2025 reader survey.
    Feature image shows ACA-Meta fabricated by various additive manufactured techniques.
    #additive #manufacturing #unlocks #new #possibilities
    Additive manufacturing unlocks new possibilities in acoustic metamaterials design
    A review published in Virtual and Physical Prototyping explores the growing field of additively manufactured acoustic metamaterials, highlighting how 3D printing technologies enable novel designs for effective sound absorption across diverse applications. Authored by researchers from Khalifa University and Dassault Aviation, the paper classifies acoustic metamaterials into perforated, slotted, cellular, and hybrid types and investigates how additive manufacturing enhances their performance. Expanding acoustic control with 3D printing Additive manufacturing offers unique benefits for acoustic metamaterials, enabling precise control over geometry, material distribution, and internal architecture. This level of control allows researchers and engineers to tailor acoustic behavior at specific frequency ranges, while simultaneously optimizing for weight, mechanical strength, and structural complexity.  Traditional sound-absorbing materials, such as porous foams or fibrous panels, are often constrained by fixed properties and limited adaptability. In contrast, 3D printing allows designers to create resonant structures and internal cavities with sub-wavelength precision, an essential factor in manipulating how sound waves interact with matter. The review outlines how techniques such as Stereolithography, Selective Laser Melting, Fused Deposition Modeling, and Digital Light Processingare being employed to fabricate a new generation of acoustic absorbers. These processes enable the construction of intricate geometries previously unattainable with conventional manufacturing, and allow for the fine-tuning of key parameters such as pore size, wall thickness, infill density, and material gradients. In doing so, additive manufacturing not only improves absorption efficiency but also broadens the usable frequency range of these metamaterials, making them more adaptable to specific environments and industrial requirements. ACA-Meta fabricated by various additive manufactured techniques: a) vat photopolymerization, b) powder bed fusion, c) binder jetting, d) extrusion, and e) material jetting. Image via V. Sekar et al., Virtual and Physical Prototyping. The paper categorizes these acoustic metamaterials into four structural families, each with distinctive mechanisms for managing sound waves. Perforated metamaterials absorb mid- to high-frequency noise by dissipating energy through arrays of micro-holes, often backed by air cavities to enhance low-frequency performance. Slotted designs employ labyrinthine or coiled channels to extend the acoustic path length, enabling effective attenuation at low frequencies within a compact footprint. Cellular structures, including periodic honeycombs, gyroids, and stochastic foams, are engineered to exhibit broadband performance through controlled porosity and internal resonance. Lastly, hybrid designs combine multiple features, such as perforated faces with embedded coiled cavities or layered cellular cores, to achieve tunable, wideband absorption across multiple acoustic regimes. Classification and sub classification of ACA-Meta. Image via V. Sekar et al., Virtual and Physical Prototyping. These classifications are not merely theoretical; each has been demonstrated through experimental validation, with performance metrics such as sound absorption coefficientmeasured using impedance tubes and reverberation chambers. The paper emphasizes that even minor design modifications, like altering the angle of perforations or grading cell density, can have significant effects on absorption performance, reinforcing the value of additive manufacturing as both a prototyping and production tool in acoustic engineering. Simulation and experimental validation To quantify acoustic absorption, the study reviews both analytical models and experimental methods. Key parameters include the sound absorption coefficient, surface porosity, and sample orientation. Validation techniques such as impedance tube and reverberation room testing show that additively manufactured metamaterials can achieve or exceed the performance of traditional absorbers. The review also identifies future directions, including volumetric 3D printing, multi-material printing, and 4D printing using smart materials for tunable acoustic responses. These approaches promise scalable, reconfigurable absorbers that can adapt to environmental changes or user-defined inputs. Schematic representation and design parameters of ACA-Meta. Image via V. Sekar et al., Virtual and Physical Prototyping. Reshaping acoustic metamaterials Interest in the acoustic capabilities of 3D printing has grown significantly in recent years. In 2019, researchers at the University of Sussex demonstrated a 3D printed metamaterial capable of directing sound to a specific location without the use of headphones, an early example of how additive manufacturing could redefine personal audio delivery. More recently, the University of Strathclyde received £500,000 in funding to develop miniaturized acoustic systems using 3D printing, aiming to advance compact and high-performance devices for sensing and communication. Consumer audio brands have also embraced the technology; Campfire Audio, for instance, leveraged additive manufacturing to create earphones internal structure for their Supermoon series, optimizing both sound performance and fit. On a more experimental front, researchers have begun using sound itself as a medium for fabrication, as seen in a recent study on holographic Direct Sound Printing, which manipulates ultrasonic fields to solidify resin. Together, these developments underscore the growing convergence of 3D printing and acoustic innovation, a convergence that the reviewed paper situates within the emerging domain of engineered sound-absorbing metamaterials. Read the full article in Virtual and Physical Prototyping Subscribe to the 3D Printing Industry newsletter to keep up with the latest 3D printing news.You can also follow us onLinkedIn and subscribe to the 3D Printing Industry YouTube channel to access more exclusive content. At 3DPI, our mission is to deliver high-quality journalism, technical insight, and industry intelligence to professionals across the AM ecosystem.Help us shape the future of 3D printing industry news with our2025 reader survey. Feature image shows ACA-Meta fabricated by various additive manufactured techniques. #additive #manufacturing #unlocks #new #possibilities
    Additive manufacturing unlocks new possibilities in acoustic metamaterials design
    3dprintingindustry.com
    A review published in Virtual and Physical Prototyping explores the growing field of additively manufactured acoustic metamaterials (ACA-Meta), highlighting how 3D printing technologies enable novel designs for effective sound absorption across diverse applications. Authored by researchers from Khalifa University and Dassault Aviation, the paper classifies acoustic metamaterials into perforated, slotted, cellular, and hybrid types and investigates how additive manufacturing enhances their performance. Expanding acoustic control with 3D printing Additive manufacturing offers unique benefits for acoustic metamaterials, enabling precise control over geometry, material distribution, and internal architecture. This level of control allows researchers and engineers to tailor acoustic behavior at specific frequency ranges, while simultaneously optimizing for weight, mechanical strength, and structural complexity.  Traditional sound-absorbing materials, such as porous foams or fibrous panels, are often constrained by fixed properties and limited adaptability. In contrast, 3D printing allows designers to create resonant structures and internal cavities with sub-wavelength precision, an essential factor in manipulating how sound waves interact with matter. The review outlines how techniques such as Stereolithography (SLA), Selective Laser Melting (SLM), Fused Deposition Modeling (FDM), and Digital Light Processing (DLP) are being employed to fabricate a new generation of acoustic absorbers. These processes enable the construction of intricate geometries previously unattainable with conventional manufacturing, and allow for the fine-tuning of key parameters such as pore size, wall thickness, infill density, and material gradients. In doing so, additive manufacturing not only improves absorption efficiency but also broadens the usable frequency range of these metamaterials, making them more adaptable to specific environments and industrial requirements. ACA-Meta fabricated by various additive manufactured techniques: a) vat photopolymerization, b) powder bed fusion, c) binder jetting, d) extrusion, and e) material jetting. Image via V. Sekar et al., Virtual and Physical Prototyping. The paper categorizes these acoustic metamaterials into four structural families, each with distinctive mechanisms for managing sound waves. Perforated metamaterials absorb mid- to high-frequency noise by dissipating energy through arrays of micro-holes, often backed by air cavities to enhance low-frequency performance. Slotted designs employ labyrinthine or coiled channels to extend the acoustic path length, enabling effective attenuation at low frequencies within a compact footprint. Cellular structures, including periodic honeycombs, gyroids, and stochastic foams, are engineered to exhibit broadband performance through controlled porosity and internal resonance. Lastly, hybrid designs combine multiple features, such as perforated faces with embedded coiled cavities or layered cellular cores, to achieve tunable, wideband absorption across multiple acoustic regimes. Classification and sub classification of ACA-Meta. Image via V. Sekar et al., Virtual and Physical Prototyping. These classifications are not merely theoretical; each has been demonstrated through experimental validation, with performance metrics such as sound absorption coefficient (SAC) measured using impedance tubes and reverberation chambers. The paper emphasizes that even minor design modifications, like altering the angle of perforations or grading cell density, can have significant effects on absorption performance, reinforcing the value of additive manufacturing as both a prototyping and production tool in acoustic engineering. Simulation and experimental validation To quantify acoustic absorption, the study reviews both analytical models and experimental methods. Key parameters include the sound absorption coefficient (SAC), surface porosity, and sample orientation. Validation techniques such as impedance tube and reverberation room testing show that additively manufactured metamaterials can achieve or exceed the performance of traditional absorbers. The review also identifies future directions, including volumetric 3D printing, multi-material printing, and 4D printing using smart materials for tunable acoustic responses. These approaches promise scalable, reconfigurable absorbers that can adapt to environmental changes or user-defined inputs. Schematic representation and design parameters of ACA-Meta. Image via V. Sekar et al., Virtual and Physical Prototyping. Reshaping acoustic metamaterials Interest in the acoustic capabilities of 3D printing has grown significantly in recent years. In 2019, researchers at the University of Sussex demonstrated a 3D printed metamaterial capable of directing sound to a specific location without the use of headphones, an early example of how additive manufacturing could redefine personal audio delivery. More recently, the University of Strathclyde received £500,000 in funding to develop miniaturized acoustic systems using 3D printing, aiming to advance compact and high-performance devices for sensing and communication. Consumer audio brands have also embraced the technology; Campfire Audio, for instance, leveraged additive manufacturing to create earphones internal structure for their Supermoon series, optimizing both sound performance and fit. On a more experimental front, researchers have begun using sound itself as a medium for fabrication, as seen in a recent study on holographic Direct Sound Printing (DSP), which manipulates ultrasonic fields to solidify resin. Together, these developments underscore the growing convergence of 3D printing and acoustic innovation, a convergence that the reviewed paper situates within the emerging domain of engineered sound-absorbing metamaterials. Read the full article in Virtual and Physical Prototyping Subscribe to the 3D Printing Industry newsletter to keep up with the latest 3D printing news.You can also follow us onLinkedIn and subscribe to the 3D Printing Industry YouTube channel to access more exclusive content. At 3DPI, our mission is to deliver high-quality journalism, technical insight, and industry intelligence to professionals across the AM ecosystem.Help us shape the future of 3D printing industry news with our2025 reader survey. Feature image shows ACA-Meta fabricated by various additive manufactured techniques.
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  • The third installment in Alan Weisman’s trilogy examines the built environment’s relationship with the current ecological crisis

    Hope Dies Last: Visionary People Across the World, Fighting to Find Us a Future by Alan Weisman | Dutton | The expression “rearranging deck chairs on the Titanic” is meant to convey a sense of futility, of meaningless action in the face of catastrophe, but I have been thinking recently of how it might be turned on its head, reimagined as a small gesture of purpose, of good work left to be done aboard that superlative metaphor for capitalist overabundance and technological hubris. I concede, it is not a perfect thought exercise, nor one nearly so elegant as those often deployed in the writing of the environmental journalist Alan Weisman, but I keep returning to it as I read Hope Dies Last, his final installment in a trilogy that also includes The World Without Usand Countdown.

    Weisman has an acumen for moving fluidly between a cataclysmic big picture and intimate first-hand accounts of its impact and his rigorously researched storytelling is well-suited to the challenge of writing about a phenomenon as vastly incomprehensible as climate collapse. “We can’t picture 6,780 pyramids of Giza,” Weisman writes, so it is hard to visualize the 40 million tons of carbon humanity produces each year, but we can start to comprehend its impact through the stories of the people on the ground trying to do something about it—engineers at work restoring Mesopotamian wetlands in Iraq or plasma physicists developing commercial-scale fusion power at MIT.
    There are architects in this book too—including projects in the Korean DMZ by Bijoy Jain, Shigeru Ban, Seung H-Sang, and Minsuk Cho, and a Bjarke Ingels’ proposal for a floating city in Busan inspired by Buckminster Fuller and Shoji Sadao—but Hope Dies Last’s immediate relevance to readers of this publication may have more to do with a statistic familiar to these pages, the 40 percent of global greenhouse emissions for which the construction industry is responsible. Our ecological crisis is, at least in part, a byproduct of our built environment.Weisman writes about that built environment beautifully. His description of the natural world’s ruthless repossession of a post-human Manhattan in the third chapter of The World Without Us is a small masterpiece of infrastructural prose. Many moments in Hope Dies Last, including a description of the massive network of dams, dikes, locks, levees, and storm surge barriers that comprise the Netherland’s Delta Works, are equally compelling. When COVID-19 locked much of humanity indoors, Weisman was seen as something of a visionary, but what makes his writing so griping is less his sweeping prognostications than his doggedly pragmatic realism. We cannot begin to address our climate crisis without looking rationally at and learning from its myriad constituent parts. The Netherlands’ methodically planned Delta Works, for example, cost less than a tenth of what the U.S. paid to clean up after hurricane Katrina. We need to be smarter about how we build.

    We also need to build less. Weisman’s second book, Countdown was a study of a central logical fallacy of late capitalism—that technology can solve for the impossibility of infinite population growth on a planet with very finite resources. We don’t like to talk about population control because it can feel coercive or contrary to our values but placing faith in technology to solve for unlimited human growth is lunacy. The same may be said of our hugely energy-intensive development of artificial intelligence infrastructure. A future edition of Countdown might include in its preface the 2023 story of a Belgian man despondent over the climate crisis, who committed suicide after a conversation with a chatbot that arrived at the logical conclusion that most impactful thing he could do to save the earth would be to remove the burden he placed upon it.
    The environmental outlook is far worse now than when Weisman began his career; the message at the core of Hope Dies Last is more somber than the two books that preceded it. Hope is not an expression Weisman uses lightly. Early in the book he unpacks the foreboding that lingers within a word that conveys an emotion more powerful than optimism precisely because it also carries a tinge of doubt. Hope, he notes, is a word that struggles against itself.
    That struggle is compounded by the uncomfortable truth of the astonishingly destructive work that has been done in the weeks since Hope Dies Last went to press. Even my advance copy has begun to feel outdated as I watch the current administration slam the door on so many small last best hopes. Yet, there is still work to be done and much of it by the people who think about how we build the world around us. In the words of a naturalist named Rosario whom Weisman meets while she is helping to clear the beach of plastic bottles during a turtle census in the Yucatán: “It’s a lost cause, but we do it anyway.”
    Justin Beal is an artist and author based in New York. His first book, Sandfuture, was published by MIT Press in 2021. He teaches at Hunter College and the Yale School of Architecture.
    This post contains affiliate links. AN may have a commission if you make a purchase through these links.
    #third #installment #alan #weismans #trilogy
    The third installment in Alan Weisman’s trilogy examines the built environment’s relationship with the current ecological crisis
    Hope Dies Last: Visionary People Across the World, Fighting to Find Us a Future by Alan Weisman | Dutton | The expression “rearranging deck chairs on the Titanic” is meant to convey a sense of futility, of meaningless action in the face of catastrophe, but I have been thinking recently of how it might be turned on its head, reimagined as a small gesture of purpose, of good work left to be done aboard that superlative metaphor for capitalist overabundance and technological hubris. I concede, it is not a perfect thought exercise, nor one nearly so elegant as those often deployed in the writing of the environmental journalist Alan Weisman, but I keep returning to it as I read Hope Dies Last, his final installment in a trilogy that also includes The World Without Usand Countdown. Weisman has an acumen for moving fluidly between a cataclysmic big picture and intimate first-hand accounts of its impact and his rigorously researched storytelling is well-suited to the challenge of writing about a phenomenon as vastly incomprehensible as climate collapse. “We can’t picture 6,780 pyramids of Giza,” Weisman writes, so it is hard to visualize the 40 million tons of carbon humanity produces each year, but we can start to comprehend its impact through the stories of the people on the ground trying to do something about it—engineers at work restoring Mesopotamian wetlands in Iraq or plasma physicists developing commercial-scale fusion power at MIT. There are architects in this book too—including projects in the Korean DMZ by Bijoy Jain, Shigeru Ban, Seung H-Sang, and Minsuk Cho, and a Bjarke Ingels’ proposal for a floating city in Busan inspired by Buckminster Fuller and Shoji Sadao—but Hope Dies Last’s immediate relevance to readers of this publication may have more to do with a statistic familiar to these pages, the 40 percent of global greenhouse emissions for which the construction industry is responsible. Our ecological crisis is, at least in part, a byproduct of our built environment.Weisman writes about that built environment beautifully. His description of the natural world’s ruthless repossession of a post-human Manhattan in the third chapter of The World Without Us is a small masterpiece of infrastructural prose. Many moments in Hope Dies Last, including a description of the massive network of dams, dikes, locks, levees, and storm surge barriers that comprise the Netherland’s Delta Works, are equally compelling. When COVID-19 locked much of humanity indoors, Weisman was seen as something of a visionary, but what makes his writing so griping is less his sweeping prognostications than his doggedly pragmatic realism. We cannot begin to address our climate crisis without looking rationally at and learning from its myriad constituent parts. The Netherlands’ methodically planned Delta Works, for example, cost less than a tenth of what the U.S. paid to clean up after hurricane Katrina. We need to be smarter about how we build. We also need to build less. Weisman’s second book, Countdown was a study of a central logical fallacy of late capitalism—that technology can solve for the impossibility of infinite population growth on a planet with very finite resources. We don’t like to talk about population control because it can feel coercive or contrary to our values but placing faith in technology to solve for unlimited human growth is lunacy. The same may be said of our hugely energy-intensive development of artificial intelligence infrastructure. A future edition of Countdown might include in its preface the 2023 story of a Belgian man despondent over the climate crisis, who committed suicide after a conversation with a chatbot that arrived at the logical conclusion that most impactful thing he could do to save the earth would be to remove the burden he placed upon it. The environmental outlook is far worse now than when Weisman began his career; the message at the core of Hope Dies Last is more somber than the two books that preceded it. Hope is not an expression Weisman uses lightly. Early in the book he unpacks the foreboding that lingers within a word that conveys an emotion more powerful than optimism precisely because it also carries a tinge of doubt. Hope, he notes, is a word that struggles against itself. That struggle is compounded by the uncomfortable truth of the astonishingly destructive work that has been done in the weeks since Hope Dies Last went to press. Even my advance copy has begun to feel outdated as I watch the current administration slam the door on so many small last best hopes. Yet, there is still work to be done and much of it by the people who think about how we build the world around us. In the words of a naturalist named Rosario whom Weisman meets while she is helping to clear the beach of plastic bottles during a turtle census in the Yucatán: “It’s a lost cause, but we do it anyway.” Justin Beal is an artist and author based in New York. His first book, Sandfuture, was published by MIT Press in 2021. He teaches at Hunter College and the Yale School of Architecture. This post contains affiliate links. AN may have a commission if you make a purchase through these links. #third #installment #alan #weismans #trilogy
    The third installment in Alan Weisman’s trilogy examines the built environment’s relationship with the current ecological crisis
    www.archpaper.com
    Hope Dies Last: Visionary People Across the World, Fighting to Find Us a Future by Alan Weisman | Dutton | $32 The expression “rearranging deck chairs on the Titanic” is meant to convey a sense of futility, of meaningless action in the face of catastrophe, but I have been thinking recently of how it might be turned on its head, reimagined as a small gesture of purpose, of good work left to be done aboard that superlative metaphor for capitalist overabundance and technological hubris. I concede, it is not a perfect thought exercise, nor one nearly so elegant as those often deployed in the writing of the environmental journalist Alan Weisman, but I keep returning to it as I read Hope Dies Last, his final installment in a trilogy that also includes The World Without Us (2007) and Countdown (2013). Weisman has an acumen for moving fluidly between a cataclysmic big picture and intimate first-hand accounts of its impact and his rigorously researched storytelling is well-suited to the challenge of writing about a phenomenon as vastly incomprehensible as climate collapse. “We can’t picture 6,780 pyramids of Giza,” Weisman writes, so it is hard to visualize the 40 million tons of carbon humanity produces each year, but we can start to comprehend its impact through the stories of the people on the ground trying to do something about it—engineers at work restoring Mesopotamian wetlands in Iraq or plasma physicists developing commercial-scale fusion power at MIT. There are architects in this book too—including projects in the Korean DMZ by Bijoy Jain, Shigeru Ban, Seung H-Sang, and Minsuk Cho, and a Bjarke Ingels’ proposal for a floating city in Busan inspired by Buckminster Fuller and Shoji Sadao—but Hope Dies Last’s immediate relevance to readers of this publication may have more to do with a statistic familiar to these pages, the 40 percent of global greenhouse emissions for which the construction industry is responsible (a share second only to the oil and gas sector). Our ecological crisis is, at least in part, a byproduct of our built environment. (Courtesy Dutton) Weisman writes about that built environment beautifully. His description of the natural world’s ruthless repossession of a post-human Manhattan in the third chapter of The World Without Us is a small masterpiece of infrastructural prose. Many moments in Hope Dies Last, including a description of the massive network of dams, dikes, locks, levees, and storm surge barriers that comprise the Netherland’s Delta Works, are equally compelling. When COVID-19 locked much of humanity indoors, Weisman was seen as something of a visionary, but what makes his writing so griping is less his sweeping prognostications than his doggedly pragmatic realism. We cannot begin to address our climate crisis without looking rationally at and learning from its myriad constituent parts. The Netherlands’ methodically planned Delta Works, for example, cost less than a tenth of what the U.S. paid to clean up after hurricane Katrina. We need to be smarter about how we build. We also need to build less. Weisman’s second book, Countdown was a study of a central logical fallacy of late capitalism—that technology can solve for the impossibility of infinite population growth on a planet with very finite resources. We don’t like to talk about population control because it can feel coercive or contrary to our values but placing faith in technology to solve for unlimited human growth is lunacy. The same may be said of our hugely energy-intensive development of artificial intelligence infrastructure. A future edition of Countdown might include in its preface the 2023 story of a Belgian man despondent over the climate crisis, who committed suicide after a conversation with a chatbot that arrived at the logical conclusion that most impactful thing he could do to save the earth would be to remove the burden he placed upon it. The environmental outlook is far worse now than when Weisman began his career; the message at the core of Hope Dies Last is more somber than the two books that preceded it. Hope is not an expression Weisman uses lightly. Early in the book he unpacks the foreboding that lingers within a word that conveys an emotion more powerful than optimism precisely because it also carries a tinge of doubt. Hope, he notes, is a word that struggles against itself. That struggle is compounded by the uncomfortable truth of the astonishingly destructive work that has been done in the weeks since Hope Dies Last went to press. Even my advance copy has begun to feel outdated as I watch the current administration slam the door on so many small last best hopes. Yet, there is still work to be done and much of it by the people who think about how we build the world around us. In the words of a naturalist named Rosario whom Weisman meets while she is helping to clear the beach of plastic bottles during a turtle census in the Yucatán: “It’s a lost cause, but we do it anyway.” Justin Beal is an artist and author based in New York. His first book, Sandfuture, was published by MIT Press in 2021. He teaches at Hunter College and the Yale School of Architecture. This post contains affiliate links. AN may have a commission if you make a purchase through these links.
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  • Microsoft raises posse to target dangerous Lumma malware

    A broad coalition of technology partners and law enforcement agencies, spearheaded by Microsoft’s Digital Crimes Unit, has disrupted the dangerous Lumma Stealer malware-as-a-serviceoperation, which played a key role in the arsenals of multiple cyber criminal gangs, including ransomware crews.
    Using a court order granted in the US District Court of the Northern District of Georgia earlier in May, the DCU and its posse seized and took down approximately 2,300 malicious domains that formed the core of the Lumma operation.
    “Lumma steals passwords, credit cards, bank accounts and cryptocurrency wallets, and has enabled criminals to hold schools to ransom, empty bank accounts and disrupt critical services,” said DCU assistant general counsel, Steven Masada.
    At the same time, the US Department of Justiceseized the MaaS central command structure and targeted the underground marketplaces where access was sold, while elsewhere, Europol’s European Crime Centreand Japan’s Cybercrime Control Centrewent after locally hosted infrastructure.
    Europol EC3 head Edvardas Šileris, said: “This operation is a clear example of how public-private partnerships are transforming the fight against cyber crime. By combining Europol’s coordination capabilities with Microsoft’s technical insights, a vast criminal infrastructure has been disrupted. Cyber criminals thrive on fragmentation – but together, we are stronger.”
    In a blog post detailing the takedown, Masada said that over a two-month period, Microsoft had identified more than 394,000 Windows computers that had been infected by Lumma. These machines have now been “freed”, with communications between Lumma and its victims severed.

    This joint action is designed to slow the speed at whichactors can launch their attacks, minimise the effectiveness of their campaigns, and hinder their illicit profits by cutting a major revenue stream

    Steven Masada, Microsoft Digital Crimes Unit

    At the same time, about 1,300 domains seized by or transferred to Microsoft – including 300 actioned by Europol – are now redirecting to Microsoft-operated sinkholes.
    “This will allow Microsoft’s DCU to provide actionable intelligence to continue to harden the security of the company’s services and help protect online users,” said Masada. “These insights will also assist public- and private-sector partners as they continue to track, investigate and remediate this threat.
    “This joint action is designed to slow the speed at which these actors can launch their attacks, minimise the effectiveness of their campaigns, and hinder their illicit profits by cutting a major revenue stream.”

    The Lumma Stealer MaaS first appeared on the underground scene about three years ago and has been under near-continuous development since then.
    Based out of Russia, and run by a primary developer who goes by the handle “Shamel”, Lumma offers four tiers of service, starting fromand rising to an eye-popping for which buyers receive access to Lumma’s style and panel source code, the source code for plugins, and the right to act as a reseller.
    In conversation with a cyber researcher in 2023, Shamel claimed to have approximately 400 active users.
    When deployed, the goal is typically to monetise stolen data or conduct further exploitation. Like a chameleon, it is difficult to spot and can slip by many security defences unseen. To lure its victims, Lumma spoofs trusted brands – including Microsoft – and spreads through phishing and malvertising.
    As such, it has become something of a go-to tool for many, and is known to have been used by many of the world’s more notorious cyber crime collectives, including ransomware gangs. Its customers likely included, at one time, Scattered Spider, the group thought to be behind the ransomware attack on Marks & Spencer in the UK, although there is no public evidence to suggest it was used in this incident.
    Blake Darché, head of Cloudforce One at Cloudflare, which provided key support during the takedown, said: “Lumma goes into your web browser and harvests every single piece of information on your computer that could be used to access either dollars or accounts – with the victim profile being everyone, anywhere, at any time.
    “The threat actors behind the malware target hundreds of victims daily, grabbing anything they can get their hands on. This disruption worked to fully set back their operations by days, taking down a significant number of domain names and ultimately blocking their ability to make money by committing cyber crime.
    “While this effort threw a sizeable wrench into the largest global infostealer’s infrastructure, like any threat actor, those behind Lumma will shift tactics and reemerge to bring their campaign back online,” said Darché.

    about malware

    Mobile malware can come in many forms, but users might not know how to identify it. Understand the signs to be wary of on Android devices, as well as what to do to remove malware.
    Malware operators are further monetising their malicious software by selling it to other attackers on a subscription basis. Learn how to detect and mitigate the threat.
    A wiperware cyber attack can change the game for organisations because it causes complete destruction of data and systems. Find out how to protect your business.
    #microsoft #raises #posse #target #dangerous
    Microsoft raises posse to target dangerous Lumma malware
    A broad coalition of technology partners and law enforcement agencies, spearheaded by Microsoft’s Digital Crimes Unit, has disrupted the dangerous Lumma Stealer malware-as-a-serviceoperation, which played a key role in the arsenals of multiple cyber criminal gangs, including ransomware crews. Using a court order granted in the US District Court of the Northern District of Georgia earlier in May, the DCU and its posse seized and took down approximately 2,300 malicious domains that formed the core of the Lumma operation. “Lumma steals passwords, credit cards, bank accounts and cryptocurrency wallets, and has enabled criminals to hold schools to ransom, empty bank accounts and disrupt critical services,” said DCU assistant general counsel, Steven Masada. At the same time, the US Department of Justiceseized the MaaS central command structure and targeted the underground marketplaces where access was sold, while elsewhere, Europol’s European Crime Centreand Japan’s Cybercrime Control Centrewent after locally hosted infrastructure. Europol EC3 head Edvardas Šileris, said: “This operation is a clear example of how public-private partnerships are transforming the fight against cyber crime. By combining Europol’s coordination capabilities with Microsoft’s technical insights, a vast criminal infrastructure has been disrupted. Cyber criminals thrive on fragmentation – but together, we are stronger.” In a blog post detailing the takedown, Masada said that over a two-month period, Microsoft had identified more than 394,000 Windows computers that had been infected by Lumma. These machines have now been “freed”, with communications between Lumma and its victims severed. This joint action is designed to slow the speed at whichactors can launch their attacks, minimise the effectiveness of their campaigns, and hinder their illicit profits by cutting a major revenue stream Steven Masada, Microsoft Digital Crimes Unit At the same time, about 1,300 domains seized by or transferred to Microsoft – including 300 actioned by Europol – are now redirecting to Microsoft-operated sinkholes. “This will allow Microsoft’s DCU to provide actionable intelligence to continue to harden the security of the company’s services and help protect online users,” said Masada. “These insights will also assist public- and private-sector partners as they continue to track, investigate and remediate this threat. “This joint action is designed to slow the speed at which these actors can launch their attacks, minimise the effectiveness of their campaigns, and hinder their illicit profits by cutting a major revenue stream.” The Lumma Stealer MaaS first appeared on the underground scene about three years ago and has been under near-continuous development since then. Based out of Russia, and run by a primary developer who goes by the handle “Shamel”, Lumma offers four tiers of service, starting fromand rising to an eye-popping for which buyers receive access to Lumma’s style and panel source code, the source code for plugins, and the right to act as a reseller. In conversation with a cyber researcher in 2023, Shamel claimed to have approximately 400 active users. When deployed, the goal is typically to monetise stolen data or conduct further exploitation. Like a chameleon, it is difficult to spot and can slip by many security defences unseen. To lure its victims, Lumma spoofs trusted brands – including Microsoft – and spreads through phishing and malvertising. As such, it has become something of a go-to tool for many, and is known to have been used by many of the world’s more notorious cyber crime collectives, including ransomware gangs. Its customers likely included, at one time, Scattered Spider, the group thought to be behind the ransomware attack on Marks & Spencer in the UK, although there is no public evidence to suggest it was used in this incident. Blake Darché, head of Cloudforce One at Cloudflare, which provided key support during the takedown, said: “Lumma goes into your web browser and harvests every single piece of information on your computer that could be used to access either dollars or accounts – with the victim profile being everyone, anywhere, at any time. “The threat actors behind the malware target hundreds of victims daily, grabbing anything they can get their hands on. This disruption worked to fully set back their operations by days, taking down a significant number of domain names and ultimately blocking their ability to make money by committing cyber crime. “While this effort threw a sizeable wrench into the largest global infostealer’s infrastructure, like any threat actor, those behind Lumma will shift tactics and reemerge to bring their campaign back online,” said Darché. about malware Mobile malware can come in many forms, but users might not know how to identify it. Understand the signs to be wary of on Android devices, as well as what to do to remove malware. Malware operators are further monetising their malicious software by selling it to other attackers on a subscription basis. Learn how to detect and mitigate the threat. A wiperware cyber attack can change the game for organisations because it causes complete destruction of data and systems. Find out how to protect your business. #microsoft #raises #posse #target #dangerous
    Microsoft raises posse to target dangerous Lumma malware
    www.computerweekly.com
    A broad coalition of technology partners and law enforcement agencies, spearheaded by Microsoft’s Digital Crimes Unit (DCU), has disrupted the dangerous Lumma Stealer malware-as-a-service (MaaS) operation, which played a key role in the arsenals of multiple cyber criminal gangs, including ransomware crews. Using a court order granted in the US District Court of the Northern District of Georgia earlier in May, the DCU and its posse seized and took down approximately 2,300 malicious domains that formed the core of the Lumma operation. “Lumma steals passwords, credit cards, bank accounts and cryptocurrency wallets, and has enabled criminals to hold schools to ransom, empty bank accounts and disrupt critical services,” said DCU assistant general counsel, Steven Masada. At the same time, the US Department of Justice (DoJ) seized the MaaS central command structure and targeted the underground marketplaces where access was sold, while elsewhere, Europol’s European Crime Centre (EC3) and Japan’s Cybercrime Control Centre (JC3) went after locally hosted infrastructure. Europol EC3 head Edvardas Šileris, said: “This operation is a clear example of how public-private partnerships are transforming the fight against cyber crime. By combining Europol’s coordination capabilities with Microsoft’s technical insights, a vast criminal infrastructure has been disrupted. Cyber criminals thrive on fragmentation – but together, we are stronger.” In a blog post detailing the takedown, Masada said that over a two-month period, Microsoft had identified more than 394,000 Windows computers that had been infected by Lumma. These machines have now been “freed”, with communications between Lumma and its victims severed. This joint action is designed to slow the speed at which [threat] actors can launch their attacks, minimise the effectiveness of their campaigns, and hinder their illicit profits by cutting a major revenue stream Steven Masada, Microsoft Digital Crimes Unit At the same time, about 1,300 domains seized by or transferred to Microsoft – including 300 actioned by Europol – are now redirecting to Microsoft-operated sinkholes. “This will allow Microsoft’s DCU to provide actionable intelligence to continue to harden the security of the company’s services and help protect online users,” said Masada. “These insights will also assist public- and private-sector partners as they continue to track, investigate and remediate this threat. “This joint action is designed to slow the speed at which these actors can launch their attacks, minimise the effectiveness of their campaigns, and hinder their illicit profits by cutting a major revenue stream.” The Lumma Stealer MaaS first appeared on the underground scene about three years ago and has been under near-continuous development since then. Based out of Russia, and run by a primary developer who goes by the handle “Shamel”, Lumma offers four tiers of service, starting from $250 (£186) and rising to an eye-popping $20,000, for which buyers receive access to Lumma’s style and panel source code, the source code for plugins, and the right to act as a reseller. In conversation with a cyber researcher in 2023, Shamel claimed to have approximately 400 active users. When deployed, the goal is typically to monetise stolen data or conduct further exploitation. Like a chameleon, it is difficult to spot and can slip by many security defences unseen. To lure its victims, Lumma spoofs trusted brands – including Microsoft – and spreads through phishing and malvertising. As such, it has become something of a go-to tool for many, and is known to have been used by many of the world’s more notorious cyber crime collectives, including ransomware gangs. Its customers likely included, at one time, Scattered Spider, the group thought to be behind the ransomware attack on Marks & Spencer in the UK, although there is no public evidence to suggest it was used in this incident. Blake Darché, head of Cloudforce One at Cloudflare, which provided key support during the takedown, said: “Lumma goes into your web browser and harvests every single piece of information on your computer that could be used to access either dollars or accounts – with the victim profile being everyone, anywhere, at any time. “The threat actors behind the malware target hundreds of victims daily, grabbing anything they can get their hands on. This disruption worked to fully set back their operations by days, taking down a significant number of domain names and ultimately blocking their ability to make money by committing cyber crime. “While this effort threw a sizeable wrench into the largest global infostealer’s infrastructure, like any threat actor, those behind Lumma will shift tactics and reemerge to bring their campaign back online,” said Darché. Read more about malware Mobile malware can come in many forms, but users might not know how to identify it. Understand the signs to be wary of on Android devices, as well as what to do to remove malware. Malware operators are further monetising their malicious software by selling it to other attackers on a subscription basis. Learn how to detect and mitigate the threat. A wiperware cyber attack can change the game for organisations because it causes complete destruction of data and systems. Find out how to protect your business.
    0 Commenti ·0 condivisioni ·0 Anteprima
  • Anthropic's latest Claude AI models are here - and you can try one for free today

    Anthropic says Claude Opus 4 is its most powerful model and the best coding model in the world, while Sonnet 4 is replacing Sonnet 3.7 in the chatbot.
    #anthropic039s #latest #claude #models #are
    Anthropic's latest Claude AI models are here - and you can try one for free today
    Anthropic says Claude Opus 4 is its most powerful model and the best coding model in the world, while Sonnet 4 is replacing Sonnet 3.7 in the chatbot. #anthropic039s #latest #claude #models #are
    Anthropic's latest Claude AI models are here - and you can try one for free today
    www.zdnet.com
    Anthropic says Claude Opus 4 is its most powerful model and the best coding model in the world, while Sonnet 4 is replacing Sonnet 3.7 in the chatbot.
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  • What’s The Secret Device From Jony Ive And io? Major New Leak Reveals Key Details

    We know it’s not a phone or a computer, but what other clues are there about the device Jony Ive is working on with Sam Altman?
    #whats #secret #device #jony #ive
    What’s The Secret Device From Jony Ive And io? Major New Leak Reveals Key Details
    We know it’s not a phone or a computer, but what other clues are there about the device Jony Ive is working on with Sam Altman? #whats #secret #device #jony #ive
    What’s The Secret Device From Jony Ive And io? Major New Leak Reveals Key Details
    www.forbes.com
    We know it’s not a phone or a computer, but what other clues are there about the device Jony Ive is working on with Sam Altman?
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  • Is Microsoft About to Break the Console Mold? Why the Next Xbox Might Just Be a PC in Disguise

    Key Takeaways

    Next Xbox Could Run Windows: A reliable leak suggests Microsoft is working on an Xbox that runs a custom Windows build with Steam support and full backward compatibility.
    Steam and Xbox Already Work Well Together: Xbox controllers dominate on Steam, and Microsoft continues releasing more games on the platform.
    Best-in-Class Backward Compatibility: Xbox Series X supports four console generations. A Windows-based Xbox could make this even more straightforward.
    A Strategic Shift to Stay Competitive: With PlayStation ahead, Microsoft may bet on openness, merging PC and console ecosystems to regain ground.

    In the never-ending console wars, it looks like Microsoft might be gearing up to throw out the rulebook – and maybe the whole library too. 
    According to reports, the next-generation Xbox could run a custom version of Windows, support Steam, and offer full backward compatibility. 
    That’s not just an upgrade. That’s a potential identity crisis. Or maybe, it’s a long-overdue evolution.
    Why This Isn’t Just Another Rumor
    First, let’s get this straight. This isn’t a random internet fantasy or Reddit wishlisting. 
    The source of these claims is a Spanish leaker known as eXtas1s, with a decent track record with Xbox-related news. 
    In a recent YouTube video, he claimed that Microsoft is working on a new Xbox console that would run a modified version of Windows, support PC storefronts like Steam, and offer full backward compatibility.
    The details were later summarized in English on ResetEra by a user named P40L0, helping the rumor spread across the broader gaming community. 
    Even possibly including a dedicated ‘Xbox mode’ launcher on top of Windows. 
    While Microsoft hasn’t confirmed any of this, it certainly makes sense when you look at the direction Xbox has been heading. 
    Xbox is no longer just a piece of hardware. It’s Game Pass. It’s cloud gaming. It’s the Xbox app on your PC.
    So when someone says the next Xbox might just be a living room-friendly Windows PC, the real surprise isn’t the rumor – it’s that it hasn’t already happened.
    Steam on Xbox? Why Not – They Already Share a Bed
    Now let’s talk about Steam. 
    Valve and Microsoft used to be slightly cold toward each other, especially when Windows 8 tried to become a walled garden. But now? They’re practically roommates. 
    Steam runs perfectly on Windows. Microsoft has been adding more and more games to Steam. The Xbox controller is the go-to option for most Steam players. In some cases, Microsoft even allows you to link your Xbox and Steam accounts. 
    Source: Xbox
    And let’s be honest: the Microsoft Store is… not great. Steam is where PC gamers live. Supporting Steam on the next Xbox might be less about generosity and more about pragmatism. 
    If you can’t beat Valve, join them – and maybe use their massive user base to prop up your console.
    Backward Compatibility: Microsoft’s Underrated Power Move
    The Xbox Series X is hands-down the most backward-compatible console on the market. It supports games from four generations – Original Xbox, Xbox 360, Xbox One, and Series X|S. 
    Source: Xbox. 
    You can play Knights of the Old Republic, Fable II, or Gears of War 3 without paying for a remake or subscription. 
    Just insert the disc or download your old digital copy, and you’re good to go.
    Many older titles look and run better, thanks to features like Auto HDR, higher resolutions, and faster load times. It’s not just support – it’s enhancement.
    This kind of access is rare. Sony’s PS5 doesn’t support PS3 discs at all. And Nintendo locks most of its classic library behind paid online services. 
    Microsoft, by contrast, is preserving its gaming legacy in a way that respects the player.
    If the next Xbox runs Windows and supports Steam, backward compatibility could surpass consoles. You could run your entire game library across decades and platforms with no emulators, just Windows doing what it does best.
    That’s more than a feature. It’s a reason to stick with Xbox. Or to finally switch. 
    Is This About PlayStation? Of Course it is
    Let’s not pretend this is happening in a vacuum. 
    The PlayStation 5 is dominating this console generation. Sony’s strategy has been aggressive and, frankly, smart. Exclusive titles. Strong global brand. A focus on cinematic single-player experiences that people want to play. 
    Microsoft tried to play the subscription game with Game Pass. It was a great idea, and it still is – but it hasn’t closed the gap. 
    And then came the Activision Blizzard acquisition. That was supposed to be a game-changer. Instead, it turned into a regulatory circus and has yet to deliver a big shift in momentum. 

    Call of Duty is still on PlayStation. Diablo IV didn’t launch as a Game Pass exclusive.
    So what does Microsoft do when it’s behind? It opens up.
    This isn’t the first time Microsoft has flipped the script. It open-sourced .NET, embraced Linux, and made Visual Studio Code free. The message behind these moves? We’re not the old Microsoft anymore — we’re the cool one now.
    Now, that same logic might apply to Xbox. 
    If people aren’t buying the Xbox for its exclusives, give them a reason to buy it for everything else. Steam, Windows, emulation, mods – these are things gamers want but don’t get from traditional consoles.
    The Console That Isn’t a Console
    Imagine a box under your TV that runs Windows, plays Steam games, runs emulators, supports Xbox Game Pass, and doesn’t care where your games come from. 
    Call it an Xbox, call it a PC, call it ‘Xbox Fusion’ or whatever marketing comes up with. But that’s not a console in the traditional sense – that’s a lifestyle device.
    And before you laugh at that phrase, remember the Steam Deck? That thing is a handheld Linux PC. People jailbreak it. They install Game Pass on it. They use it to emulate Nintendo games. Valve leaned into that openness, and it worked.
    If Valve could do it with a handheld, why can’t Microsoft do it with a living room console? 
    It’s About Ecosystem, Not Exclusives
    Once upon a time, consoles lived and died by their exclusives. 
    But Microsoft isn’t trying to sell you a box. It’s trying to sell you into an ecosystem. Game Pass. Xbox Live. Cloud saves. Achievements. Cross-play. Even the Xbox app on your phone.
    By turning the Xbox into a Windows-powered hybrid, they make it easier to say: ‘You’re already in the Xbox world. You just didn’t know it yet.’
    But Will People Buy it?
    Here’s the catch: People who want a Windows gaming box… already own one. It’s called a PC. 
    Source: Unsplash. 
    So the next Xbox must do something a regular gaming PC doesn’t. 
    It needs to be plug-and-play. It needs to be cheap. It needs to be quiet, reliable, and hassle-free. No driver updates. No BIOS settings. No random crashes because Steam updated, and your mod loader broke. 
    If Microsoft can pull that off and make a gaming PC that feels like a console, they might not win the generation, but they’ll win back a lot of goodwill.
    And maybe even some market share. 
    What This Means for the Industry
    If the next Xbox truly embraces Windows and Steam, the lines between consoles and PCs will blur even further. 
    Sony will feel the pressure. Nintendo probably won’t care. But developers? They’ll love it. One build to rule them all, with less fragmentation and more options. 
    And if Xbox supports things like mouse and keyboard, mods, or even side-loading apps, it could become the best place to play, not because it’s a walled garden, but because it isn’t.
    Xbox Needs a Bold Move – This Might Be It
    The console wars are no longer just about graphics or frame rates. They’re about ecosystems. Microsoft tried going all-in on subscriptions, and it helped, but it wasn’t enough.
    So now, it’s pivoting again. Steam support. Windows under the hood. Full backward compatibility.
    It sounds wild. But it also sounds like the kind of disruption the gaming industry needs.
    Don’t be surprised if the next Xbox is a Trojan horse PC for your living room. Microsoft’s been training this horse for years. 

    Anya Zhukova is an in-house tech and crypto writer at Techreport with 10 years of hands-on experience covering cybersecurity, consumer tech, digital privacy, and blockchain. She’s known for turning complex topics into clear, useful advice that regular people can actually understand and use. 
    Her work has been featured in top-tier digital publications including MakeUseOf, Online Tech Tips, Help Desk Geek, Switching to Mac, and Make Tech Easier. Whether she’s writing about the latest privacy tools or reviewing a new laptop, her goal is always the same: help readers feel confident and in control of the tech they use every day.  Anya holds a BA in English Philology and Translation from Tula State Pedagogical University and also studied Mass Media and Journalism at Minnesota State University, Mankato. That mix of language, media, and tech has given her a unique lens to look at how technology shapes our daily lives. 
    Over the years, she’s also taken courses and done research in data privacy, digital security, and ethical writing – skills she uses when tackling sensitive topics like PC hardware, system vulnerabilities, and crypto security.  Anya worked directly with brands like Framework, Insta360, Redmagic, Inmotion, Secretlab, Kodak, and Anker, reviewing their products in real-life scenarios. Her testing process involves real-world use cases – whether it's stress-testing laptops for creative workloads, reviewing the battery performance of mobile gaming phones, or evaluating the long-term ergonomics of furniture designed for hybrid workspaces. 
    In the world of crypto, Anya covers everything from beginner guides to deep dives into hardware wallets, DeFi protocols, and Web3 tools. She helps readers understand how to use multisig wallets, keep their assets safe, and choose the right platforms for their needs.  Her writing often touches on financial freedom and privacy – two things she strongly believes should be in everyone’s hands.
    Outside of writing, Anya contributes to editorial style guides focused on privacy and inclusivity, and she mentors newer tech writers on how to build subject matter expertise and write responsibly.  She sticks to high editorial standards, only recommends products she’s personally tested, and always aims to give readers the full picture.  You can find her on LinkedIn, where she shares more about her work and projects. 
    Key Areas of Expertise: Consumer TechCybersecurity and Digital Privacy PC/PC Hardware Blockchain, Crypto Wallets, and DeFi In-Depth Product Reviews and Buying Guides Whether she’s reviewing a new wallet or benchmarking a PC build, Anya brings curiosity, care, and a strong sense of responsibility to everything she writes. Her mission? To make the digital world a little easier – and safer – for everyone. 

    View all articles by Anya Zhukova

    Our editorial process

    The Tech Report editorial policy is centered on providing helpful, accurate content that offers real value to our readers. We only work with experienced writers who have specific knowledge in the topics they cover, including latest developments in technology, online privacy, cryptocurrencies, software, and more. Our editorial policy ensures that each topic is researched and curated by our in-house editors. We maintain rigorous journalistic standards, and every article is 100% written by real authors.
    #microsoft #about #break #console #mold
    Is Microsoft About to Break the Console Mold? Why the Next Xbox Might Just Be a PC in Disguise
    Key Takeaways Next Xbox Could Run Windows: A reliable leak suggests Microsoft is working on an Xbox that runs a custom Windows build with Steam support and full backward compatibility. Steam and Xbox Already Work Well Together: Xbox controllers dominate on Steam, and Microsoft continues releasing more games on the platform. Best-in-Class Backward Compatibility: Xbox Series X supports four console generations. A Windows-based Xbox could make this even more straightforward. A Strategic Shift to Stay Competitive: With PlayStation ahead, Microsoft may bet on openness, merging PC and console ecosystems to regain ground. In the never-ending console wars, it looks like Microsoft might be gearing up to throw out the rulebook – and maybe the whole library too.  According to reports, the next-generation Xbox could run a custom version of Windows, support Steam, and offer full backward compatibility.  That’s not just an upgrade. That’s a potential identity crisis. Or maybe, it’s a long-overdue evolution. Why This Isn’t Just Another Rumor First, let’s get this straight. This isn’t a random internet fantasy or Reddit wishlisting.  The source of these claims is a Spanish leaker known as eXtas1s, with a decent track record with Xbox-related news.  In a recent YouTube video, he claimed that Microsoft is working on a new Xbox console that would run a modified version of Windows, support PC storefronts like Steam, and offer full backward compatibility. The details were later summarized in English on ResetEra by a user named P40L0, helping the rumor spread across the broader gaming community.  Even possibly including a dedicated ‘Xbox mode’ launcher on top of Windows.  While Microsoft hasn’t confirmed any of this, it certainly makes sense when you look at the direction Xbox has been heading.  Xbox is no longer just a piece of hardware. It’s Game Pass. It’s cloud gaming. It’s the Xbox app on your PC. So when someone says the next Xbox might just be a living room-friendly Windows PC, the real surprise isn’t the rumor – it’s that it hasn’t already happened. Steam on Xbox? Why Not – They Already Share a Bed Now let’s talk about Steam.  Valve and Microsoft used to be slightly cold toward each other, especially when Windows 8 tried to become a walled garden. But now? They’re practically roommates.  Steam runs perfectly on Windows. Microsoft has been adding more and more games to Steam. The Xbox controller is the go-to option for most Steam players. In some cases, Microsoft even allows you to link your Xbox and Steam accounts.  Source: Xbox And let’s be honest: the Microsoft Store is… not great. Steam is where PC gamers live. Supporting Steam on the next Xbox might be less about generosity and more about pragmatism.  If you can’t beat Valve, join them – and maybe use their massive user base to prop up your console. Backward Compatibility: Microsoft’s Underrated Power Move The Xbox Series X is hands-down the most backward-compatible console on the market. It supports games from four generations – Original Xbox, Xbox 360, Xbox One, and Series X|S.  Source: Xbox.  You can play Knights of the Old Republic, Fable II, or Gears of War 3 without paying for a remake or subscription.  Just insert the disc or download your old digital copy, and you’re good to go. Many older titles look and run better, thanks to features like Auto HDR, higher resolutions, and faster load times. It’s not just support – it’s enhancement. This kind of access is rare. Sony’s PS5 doesn’t support PS3 discs at all. And Nintendo locks most of its classic library behind paid online services.  Microsoft, by contrast, is preserving its gaming legacy in a way that respects the player. If the next Xbox runs Windows and supports Steam, backward compatibility could surpass consoles. You could run your entire game library across decades and platforms with no emulators, just Windows doing what it does best. That’s more than a feature. It’s a reason to stick with Xbox. Or to finally switch.  Is This About PlayStation? Of Course it is Let’s not pretend this is happening in a vacuum.  The PlayStation 5 is dominating this console generation. Sony’s strategy has been aggressive and, frankly, smart. Exclusive titles. Strong global brand. A focus on cinematic single-player experiences that people want to play.  Microsoft tried to play the subscription game with Game Pass. It was a great idea, and it still is – but it hasn’t closed the gap.  And then came the Activision Blizzard acquisition. That was supposed to be a game-changer. Instead, it turned into a regulatory circus and has yet to deliver a big shift in momentum.  Call of Duty is still on PlayStation. Diablo IV didn’t launch as a Game Pass exclusive. So what does Microsoft do when it’s behind? It opens up. This isn’t the first time Microsoft has flipped the script. It open-sourced .NET, embraced Linux, and made Visual Studio Code free. The message behind these moves? We’re not the old Microsoft anymore — we’re the cool one now. Now, that same logic might apply to Xbox.  If people aren’t buying the Xbox for its exclusives, give them a reason to buy it for everything else. Steam, Windows, emulation, mods – these are things gamers want but don’t get from traditional consoles. The Console That Isn’t a Console Imagine a box under your TV that runs Windows, plays Steam games, runs emulators, supports Xbox Game Pass, and doesn’t care where your games come from.  Call it an Xbox, call it a PC, call it ‘Xbox Fusion’ or whatever marketing comes up with. But that’s not a console in the traditional sense – that’s a lifestyle device. And before you laugh at that phrase, remember the Steam Deck? That thing is a handheld Linux PC. People jailbreak it. They install Game Pass on it. They use it to emulate Nintendo games. Valve leaned into that openness, and it worked. If Valve could do it with a handheld, why can’t Microsoft do it with a living room console?  It’s About Ecosystem, Not Exclusives Once upon a time, consoles lived and died by their exclusives.  But Microsoft isn’t trying to sell you a box. It’s trying to sell you into an ecosystem. Game Pass. Xbox Live. Cloud saves. Achievements. Cross-play. Even the Xbox app on your phone. By turning the Xbox into a Windows-powered hybrid, they make it easier to say: ‘You’re already in the Xbox world. You just didn’t know it yet.’ But Will People Buy it? Here’s the catch: People who want a Windows gaming box… already own one. It’s called a PC.  Source: Unsplash.  So the next Xbox must do something a regular gaming PC doesn’t.  It needs to be plug-and-play. It needs to be cheap. It needs to be quiet, reliable, and hassle-free. No driver updates. No BIOS settings. No random crashes because Steam updated, and your mod loader broke.  If Microsoft can pull that off and make a gaming PC that feels like a console, they might not win the generation, but they’ll win back a lot of goodwill. And maybe even some market share.  What This Means for the Industry If the next Xbox truly embraces Windows and Steam, the lines between consoles and PCs will blur even further.  Sony will feel the pressure. Nintendo probably won’t care. But developers? They’ll love it. One build to rule them all, with less fragmentation and more options.  And if Xbox supports things like mouse and keyboard, mods, or even side-loading apps, it could become the best place to play, not because it’s a walled garden, but because it isn’t. Xbox Needs a Bold Move – This Might Be It The console wars are no longer just about graphics or frame rates. They’re about ecosystems. Microsoft tried going all-in on subscriptions, and it helped, but it wasn’t enough. So now, it’s pivoting again. Steam support. Windows under the hood. Full backward compatibility. It sounds wild. But it also sounds like the kind of disruption the gaming industry needs. Don’t be surprised if the next Xbox is a Trojan horse PC for your living room. Microsoft’s been training this horse for years.  Anya Zhukova is an in-house tech and crypto writer at Techreport with 10 years of hands-on experience covering cybersecurity, consumer tech, digital privacy, and blockchain. She’s known for turning complex topics into clear, useful advice that regular people can actually understand and use.  Her work has been featured in top-tier digital publications including MakeUseOf, Online Tech Tips, Help Desk Geek, Switching to Mac, and Make Tech Easier. Whether she’s writing about the latest privacy tools or reviewing a new laptop, her goal is always the same: help readers feel confident and in control of the tech they use every day.  Anya holds a BA in English Philology and Translation from Tula State Pedagogical University and also studied Mass Media and Journalism at Minnesota State University, Mankato. That mix of language, media, and tech has given her a unique lens to look at how technology shapes our daily lives.  Over the years, she’s also taken courses and done research in data privacy, digital security, and ethical writing – skills she uses when tackling sensitive topics like PC hardware, system vulnerabilities, and crypto security.  Anya worked directly with brands like Framework, Insta360, Redmagic, Inmotion, Secretlab, Kodak, and Anker, reviewing their products in real-life scenarios. Her testing process involves real-world use cases – whether it's stress-testing laptops for creative workloads, reviewing the battery performance of mobile gaming phones, or evaluating the long-term ergonomics of furniture designed for hybrid workspaces.  In the world of crypto, Anya covers everything from beginner guides to deep dives into hardware wallets, DeFi protocols, and Web3 tools. She helps readers understand how to use multisig wallets, keep their assets safe, and choose the right platforms for their needs.  Her writing often touches on financial freedom and privacy – two things she strongly believes should be in everyone’s hands. Outside of writing, Anya contributes to editorial style guides focused on privacy and inclusivity, and she mentors newer tech writers on how to build subject matter expertise and write responsibly.  She sticks to high editorial standards, only recommends products she’s personally tested, and always aims to give readers the full picture.  You can find her on LinkedIn, where she shares more about her work and projects.  Key Areas of Expertise: Consumer TechCybersecurity and Digital Privacy PC/PC Hardware Blockchain, Crypto Wallets, and DeFi In-Depth Product Reviews and Buying Guides Whether she’s reviewing a new wallet or benchmarking a PC build, Anya brings curiosity, care, and a strong sense of responsibility to everything she writes. Her mission? To make the digital world a little easier – and safer – for everyone.  View all articles by Anya Zhukova Our editorial process The Tech Report editorial policy is centered on providing helpful, accurate content that offers real value to our readers. We only work with experienced writers who have specific knowledge in the topics they cover, including latest developments in technology, online privacy, cryptocurrencies, software, and more. Our editorial policy ensures that each topic is researched and curated by our in-house editors. We maintain rigorous journalistic standards, and every article is 100% written by real authors. #microsoft #about #break #console #mold
    Is Microsoft About to Break the Console Mold? Why the Next Xbox Might Just Be a PC in Disguise
    techreport.com
    Key Takeaways Next Xbox Could Run Windows: A reliable leak suggests Microsoft is working on an Xbox that runs a custom Windows build with Steam support and full backward compatibility. Steam and Xbox Already Work Well Together: Xbox controllers dominate on Steam, and Microsoft continues releasing more games on the platform. Best-in-Class Backward Compatibility: Xbox Series X supports four console generations. A Windows-based Xbox could make this even more straightforward. A Strategic Shift to Stay Competitive: With PlayStation ahead, Microsoft may bet on openness, merging PC and console ecosystems to regain ground. In the never-ending console wars, it looks like Microsoft might be gearing up to throw out the rulebook – and maybe the whole library too.  According to reports, the next-generation Xbox could run a custom version of Windows, support Steam, and offer full backward compatibility.  That’s not just an upgrade. That’s a potential identity crisis. Or maybe, it’s a long-overdue evolution. Why This Isn’t Just Another Rumor First, let’s get this straight. This isn’t a random internet fantasy or Reddit wishlisting.  The source of these claims is a Spanish leaker known as eXtas1s, with a decent track record with Xbox-related news.  In a recent YouTube video, he claimed that Microsoft is working on a new Xbox console that would run a modified version of Windows, support PC storefronts like Steam, and offer full backward compatibility. The details were later summarized in English on ResetEra by a user named P40L0, helping the rumor spread across the broader gaming community.  Even possibly including a dedicated ‘Xbox mode’ launcher on top of Windows.  While Microsoft hasn’t confirmed any of this (and probably won’t anytime soon), it certainly makes sense when you look at the direction Xbox has been heading.  Xbox is no longer just a piece of hardware. It’s Game Pass. It’s cloud gaming. It’s the Xbox app on your PC. So when someone says the next Xbox might just be a living room-friendly Windows PC, the real surprise isn’t the rumor – it’s that it hasn’t already happened. Steam on Xbox? Why Not – They Already Share a Bed Now let’s talk about Steam.  Valve and Microsoft used to be slightly cold toward each other, especially when Windows 8 tried to become a walled garden. But now? They’re practically roommates.  Steam runs perfectly on Windows. Microsoft has been adding more and more games to Steam. The Xbox controller is the go-to option for most Steam players. In some cases, Microsoft even allows you to link your Xbox and Steam accounts.  Source: Xbox And let’s be honest: the Microsoft Store is… not great. Steam is where PC gamers live. Supporting Steam on the next Xbox might be less about generosity and more about pragmatism.  If you can’t beat Valve, join them – and maybe use their massive user base to prop up your console. Backward Compatibility: Microsoft’s Underrated Power Move The Xbox Series X is hands-down the most backward-compatible console on the market. It supports games from four generations – Original Xbox, Xbox 360, Xbox One, and Series X|S.  Source: Xbox.  You can play Knights of the Old Republic, Fable II, or Gears of War 3 without paying for a remake or subscription.  Just insert the disc or download your old digital copy, and you’re good to go. Many older titles look and run better, thanks to features like Auto HDR, higher resolutions, and faster load times. It’s not just support – it’s enhancement. This kind of access is rare. Sony’s PS5 doesn’t support PS3 discs at all. And Nintendo locks most of its classic library behind paid online services.  Microsoft, by contrast, is preserving its gaming legacy in a way that respects the player. If the next Xbox runs Windows and supports Steam, backward compatibility could surpass consoles. You could run your entire game library across decades and platforms with no emulators, just Windows doing what it does best. That’s more than a feature. It’s a reason to stick with Xbox. Or to finally switch.  Is This About PlayStation? Of Course it is Let’s not pretend this is happening in a vacuum.  The PlayStation 5 is dominating this console generation. Sony’s strategy has been aggressive and, frankly, smart. Exclusive titles. Strong global brand. A focus on cinematic single-player experiences that people want to play.  Microsoft tried to play the subscription game with Game Pass. It was a great idea, and it still is – but it hasn’t closed the gap.  And then came the Activision Blizzard acquisition. That was supposed to be a game-changer. Instead, it turned into a regulatory circus and has yet to deliver a big shift in momentum.  Call of Duty is still on PlayStation. Diablo IV didn’t launch as a Game Pass exclusive. So what does Microsoft do when it’s behind? It opens up. This isn’t the first time Microsoft has flipped the script. It open-sourced .NET, embraced Linux, and made Visual Studio Code free. The message behind these moves? We’re not the old Microsoft anymore — we’re the cool one now. Now, that same logic might apply to Xbox.  If people aren’t buying the Xbox for its exclusives, give them a reason to buy it for everything else. Steam, Windows, emulation, mods – these are things gamers want but don’t get from traditional consoles. The Console That Isn’t a Console Imagine a box under your TV that runs Windows, plays Steam games, runs emulators, supports Xbox Game Pass, and doesn’t care where your games come from.  Call it an Xbox, call it a PC, call it ‘Xbox Fusion’ or whatever marketing comes up with. But that’s not a console in the traditional sense – that’s a lifestyle device. And before you laugh at that phrase, remember the Steam Deck? That thing is a handheld Linux PC. People jailbreak it. They install Game Pass on it. They use it to emulate Nintendo games. Valve leaned into that openness, and it worked. If Valve could do it with a $399 handheld, why can’t Microsoft do it with a $499 living room console?  It’s About Ecosystem, Not Exclusives Once upon a time, consoles lived and died by their exclusives.  But Microsoft isn’t trying to sell you a box. It’s trying to sell you into an ecosystem. Game Pass. Xbox Live. Cloud saves. Achievements. Cross-play. Even the Xbox app on your phone. By turning the Xbox into a Windows-powered hybrid, they make it easier to say: ‘You’re already in the Xbox world. You just didn’t know it yet.’ But Will People Buy it? Here’s the catch: People who want a Windows gaming box… already own one. It’s called a PC.  Source: Unsplash.  So the next Xbox must do something a regular gaming PC doesn’t.  It needs to be plug-and-play. It needs to be cheap. It needs to be quiet, reliable, and hassle-free. No driver updates. No BIOS settings. No random crashes because Steam updated, and your mod loader broke.  If Microsoft can pull that off and make a gaming PC that feels like a console, they might not win the generation, but they’ll win back a lot of goodwill. And maybe even some market share.  What This Means for the Industry If the next Xbox truly embraces Windows and Steam, the lines between consoles and PCs will blur even further.  Sony will feel the pressure. Nintendo probably won’t care. But developers? They’ll love it. One build to rule them all, with less fragmentation and more options.  And if Xbox supports things like mouse and keyboard, mods, or even side-loading apps, it could become the best place to play, not because it’s a walled garden, but because it isn’t. Xbox Needs a Bold Move – This Might Be It The console wars are no longer just about graphics or frame rates. They’re about ecosystems. Microsoft tried going all-in on subscriptions, and it helped, but it wasn’t enough. So now, it’s pivoting again. Steam support. Windows under the hood. Full backward compatibility. It sounds wild. But it also sounds like the kind of disruption the gaming industry needs. Don’t be surprised if the next Xbox is a Trojan horse PC for your living room. Microsoft’s been training this horse for years.  Anya Zhukova is an in-house tech and crypto writer at Techreport with 10 years of hands-on experience covering cybersecurity, consumer tech, digital privacy, and blockchain. She’s known for turning complex topics into clear, useful advice that regular people can actually understand and use.  Her work has been featured in top-tier digital publications including MakeUseOf, Online Tech Tips, Help Desk Geek, Switching to Mac, and Make Tech Easier. Whether she’s writing about the latest privacy tools or reviewing a new laptop, her goal is always the same: help readers feel confident and in control of the tech they use every day.  Anya holds a BA in English Philology and Translation from Tula State Pedagogical University and also studied Mass Media and Journalism at Minnesota State University, Mankato. That mix of language, media, and tech has given her a unique lens to look at how technology shapes our daily lives.  Over the years, she’s also taken courses and done research in data privacy, digital security, and ethical writing – skills she uses when tackling sensitive topics like PC hardware, system vulnerabilities, and crypto security.  Anya worked directly with brands like Framework, Insta360, Redmagic, Inmotion, Secretlab, Kodak, and Anker, reviewing their products in real-life scenarios. Her testing process involves real-world use cases – whether it's stress-testing laptops for creative workloads, reviewing the battery performance of mobile gaming phones, or evaluating the long-term ergonomics of furniture designed for hybrid workspaces.  In the world of crypto, Anya covers everything from beginner guides to deep dives into hardware wallets, DeFi protocols, and Web3 tools. She helps readers understand how to use multisig wallets, keep their assets safe, and choose the right platforms for their needs.  Her writing often touches on financial freedom and privacy – two things she strongly believes should be in everyone’s hands. Outside of writing, Anya contributes to editorial style guides focused on privacy and inclusivity, and she mentors newer tech writers on how to build subject matter expertise and write responsibly.  She sticks to high editorial standards, only recommends products she’s personally tested, and always aims to give readers the full picture.  You can find her on LinkedIn, where she shares more about her work and projects.  Key Areas of Expertise: Consumer Tech (laptops, phones, wearables, etc.) Cybersecurity and Digital Privacy PC/PC Hardware Blockchain, Crypto Wallets, and DeFi In-Depth Product Reviews and Buying Guides Whether she’s reviewing a new wallet or benchmarking a PC build, Anya brings curiosity, care, and a strong sense of responsibility to everything she writes. Her mission? To make the digital world a little easier – and safer – for everyone.  View all articles by Anya Zhukova Our editorial process The Tech Report editorial policy is centered on providing helpful, accurate content that offers real value to our readers. We only work with experienced writers who have specific knowledge in the topics they cover, including latest developments in technology, online privacy, cryptocurrencies, software, and more. Our editorial policy ensures that each topic is researched and curated by our in-house editors. We maintain rigorous journalistic standards, and every article is 100% written by real authors.
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