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Patch Notes #9: Xbox debuts its first handhelds, Hong Kong authorities ban a video game, and big hopes for Big Walk
We did it gang. We completed another week in the impossible survival sim that is real life. Give yourself a appreciative pat on the back and gaze wistfully towards whatever adventures or blissful respite the weekend might bring.This week I've mostly been recovering from my birthday celebrations, which entailed a bountiful Korean Barbecue that left me with a rampant case of the meat sweats and a pub crawl around one of Manchester's finest suburbs. There was no time for video games, but that's not always a bad thing. Distance makes the heart grow fonder, after all.I was welcomed back to the imaginary office with a news bludgeon to the face. The headlines this week have come thick and fast, bringing hardware announcements, more layoffs, and some notable sales milestones. As always, there's a lot to digest, so let's venture once more into the fray. The first Xbox handhelds have finally arrivedvia Game Developer // Microsoft finally stopped flirting with the idea of launching a handheld this week and unveiled not one, but two devices called the ROG Xbox Ally and ROG Xbox Ally X. The former is pitched towards casual players, while the latter aims to entice hardcore video game aficionados. Both devices were designed in collaboration with Asus and will presumably retail at price points that reflect their respective innards. We don't actually know yet, mind, because Microsoft didn't actually state how much they'll cost. You have the feel that's where the company really needs to stick the landing here.Related:Switch 2 tops 3.5 million sales to deliver Nintendo's biggest console launchvia Game Developer // Four days. That's all it took for the Switch 2 to shift over 3.5 million units worldwide to deliver Nintendo's biggest console launch ever. The original Switch needed a month to reach 2.74 million sales by contrast, while the PS5 needed two months to sell 4.5 million units worldwide. Xbox sales remain a mystery because Microsoft just doesn't talk about that sort of thing anymore, which is decidedly frustrating for those oddballswho actually enjoy sifting through financial documents in search of those juicy juicy numbers.Inside the ‘Dragon Age’ Debacle That Gutted EA’s BioWare Studiovia Bloomberg// How do you kill a franchise like Dragon Age and leave a studio with the pedigree of BioWare in turmoil? According to a new report from Bloomberg, the answer will likely resonate with developers across the industry: corporate meddling. Sources speaking to the publication explained how Dragon Age: The Veilguard, which failed to meet the expectations of parent company EA, was in constant disarray because the American publisher couldn't decide whether it should be a live-service or single player title. Indecision from leadership within EA and an eventual pivot away from the live-service model only caused more confusion, with BioWare being told to implement foundational changes within impossible timelines. It's a story that's all the more alarming because of how familiar it feels.Related:Sony is making layoffs at Days Gone developer Bend Studiovia Game Developer // Sony has continued its Tony Award-winning tun as the Grim Reaper by cutting even more jobs within PlayStation Studios. Days Gone developer Bend Studio was the latest casualty, with the first-party developer confirming a number of employees were laid off just months after the cancellation of a live-service project. Sony didn't confirm how many people lost their jobs, but Bloomberg reporter Jason Schreier heard that around 40 peoplewere let go. Embracer CEO Lars Wingefors to become executive chair and focus on M&Avia Game Developer // Somewhere, in a deep dark corner of the world, the monkey's paw has curled. Embracer CEO Lars Wingefors, who demonstrated his leadership nous by spending years embarking on a colossal merger and acquisition spree only to immediately start downsizing, has announced he'll be stepping down as CEO. The catch? Wingefors is currently proposed to be appointed executive chair of the board of Embracer. In his new role, he'll apparently focus on strategic initiatives, capital allocation, and mergers and acquisitions. And people wonder why satire is dead. Related:Hong Kong Outlaws a Video Game, Saying It Promotes 'Armed Revolution'via The New York Times// National security police in Hong Kong have banned a Taiwanese video game called Reversed Front: Bonfire for supposedly "advocating armed revolution." Authorities in the region warned that anybody who downloads or recommends the online strategy title will face serious legal charges. The game has been pulled from Apple's marketplace in Hong Kong but is still available for download elsewhere. It was never available in mainland China. Developer ESC Taiwan, part of an group of volunteers who are vocal detractors of China's Communist Party, thanked Hong Kong authorities for the free publicity in a social media post and said the ban shows how political censorship remains prominent in the territory. RuneScape developer accused of ‘catering to American conservatism’ by rolling back Pride Month eventsvia PinkNews // Runescape developers inside Jagex have reportedly been left reeling after the studio decided to pivot away from Pride Month content to focus more on "what players wanted." Jagex CEO broke the news to staff with a post on an internal message board, prompting a rush of complaints—with many workers explaining the content was either already complete or easy to implement. Though Jagex is based in the UK, it's parent company CVC Capital Partners operates multiple companies in the United States. It's a situation that left one employee who spoke to PinkNews questioning whether the studio has caved to "American conservatism." SAG-AFTRA suspends strike and instructs union members to return to workvia Game Developer // It has taken almost a year, but performer union SAG-AFTRA has finally suspended strike action and instructed members to return to work. The decision comes after protracted negotiations with major studios who employ performers under the Interactive Media Agreement. SAG-AFTRA had been striking to secure better working conditions and AI protections for its members, and feels it has now secured a deal that will install vital "AI guardrails."A Switch 2 exclusive Splatoon spinoff was just shadow-announced on Nintendo Todayvia Game Developer // Nintendo did something peculiar this week when it unveiled a Splatoon spinoff out of the blue. That in itself might not sound too strange, but for a short window the announcement was only accessible via the company's new Nintendo Today mobile app. It's a situation that left people without access to the app questioning whether the news was even real. Nintendo Today prevented users from capturing screenshots or footage, only adding to the sense of confusion. It led to this reporter branding the move a "shadow announcement," which in turn left some of our readers perplexed. Can you ever announce and announcement? What does that term even mean? Food for thought. A wonderful new Big Walk trailer melted this reporter's heartvia House House// The mad lads behind Untitled Goose Game are back with a new jaunt called Big Walk. This one has been on my radar for a while, but the studio finally debuted a gameplay overview during Summer Game Fest and it looks extraordinary in its purity. It's about walking and talking—and therein lies the charm. Players are forced to cooperate to navigate a lush open world, solve puzzles, and embark upon hijinks. Proximity-based communication is the core mechanic in Big Walk—whether that takes the form of voice chat, written text, hand signals, blazing flares, or pictograms—and it looks like it'll lead to all sorts of weird and wonderful antics. It's a pitch that cuts through because it's so unashamedly different, and there's a lot to love about that. I'm looking forward to this one.
#patch #notes #xbox #debuts #itsPatch Notes #9: Xbox debuts its first handhelds, Hong Kong authorities ban a video game, and big hopes for Big WalkWe did it gang. We completed another week in the impossible survival sim that is real life. Give yourself a appreciative pat on the back and gaze wistfully towards whatever adventures or blissful respite the weekend might bring.This week I've mostly been recovering from my birthday celebrations, which entailed a bountiful Korean Barbecue that left me with a rampant case of the meat sweats and a pub crawl around one of Manchester's finest suburbs. There was no time for video games, but that's not always a bad thing. Distance makes the heart grow fonder, after all.I was welcomed back to the imaginary office with a news bludgeon to the face. The headlines this week have come thick and fast, bringing hardware announcements, more layoffs, and some notable sales milestones. As always, there's a lot to digest, so let's venture once more into the fray. The first Xbox handhelds have finally arrivedvia Game Developer // Microsoft finally stopped flirting with the idea of launching a handheld this week and unveiled not one, but two devices called the ROG Xbox Ally and ROG Xbox Ally X. The former is pitched towards casual players, while the latter aims to entice hardcore video game aficionados. Both devices were designed in collaboration with Asus and will presumably retail at price points that reflect their respective innards. We don't actually know yet, mind, because Microsoft didn't actually state how much they'll cost. You have the feel that's where the company really needs to stick the landing here.Related:Switch 2 tops 3.5 million sales to deliver Nintendo's biggest console launchvia Game Developer // Four days. That's all it took for the Switch 2 to shift over 3.5 million units worldwide to deliver Nintendo's biggest console launch ever. The original Switch needed a month to reach 2.74 million sales by contrast, while the PS5 needed two months to sell 4.5 million units worldwide. Xbox sales remain a mystery because Microsoft just doesn't talk about that sort of thing anymore, which is decidedly frustrating for those oddballswho actually enjoy sifting through financial documents in search of those juicy juicy numbers.Inside the ‘Dragon Age’ Debacle That Gutted EA’s BioWare Studiovia Bloomberg// How do you kill a franchise like Dragon Age and leave a studio with the pedigree of BioWare in turmoil? According to a new report from Bloomberg, the answer will likely resonate with developers across the industry: corporate meddling. Sources speaking to the publication explained how Dragon Age: The Veilguard, which failed to meet the expectations of parent company EA, was in constant disarray because the American publisher couldn't decide whether it should be a live-service or single player title. Indecision from leadership within EA and an eventual pivot away from the live-service model only caused more confusion, with BioWare being told to implement foundational changes within impossible timelines. It's a story that's all the more alarming because of how familiar it feels.Related:Sony is making layoffs at Days Gone developer Bend Studiovia Game Developer // Sony has continued its Tony Award-winning tun as the Grim Reaper by cutting even more jobs within PlayStation Studios. Days Gone developer Bend Studio was the latest casualty, with the first-party developer confirming a number of employees were laid off just months after the cancellation of a live-service project. Sony didn't confirm how many people lost their jobs, but Bloomberg reporter Jason Schreier heard that around 40 peoplewere let go. Embracer CEO Lars Wingefors to become executive chair and focus on M&Avia Game Developer // Somewhere, in a deep dark corner of the world, the monkey's paw has curled. Embracer CEO Lars Wingefors, who demonstrated his leadership nous by spending years embarking on a colossal merger and acquisition spree only to immediately start downsizing, has announced he'll be stepping down as CEO. The catch? Wingefors is currently proposed to be appointed executive chair of the board of Embracer. In his new role, he'll apparently focus on strategic initiatives, capital allocation, and mergers and acquisitions. And people wonder why satire is dead. Related:Hong Kong Outlaws a Video Game, Saying It Promotes 'Armed Revolution'via The New York Times// National security police in Hong Kong have banned a Taiwanese video game called Reversed Front: Bonfire for supposedly "advocating armed revolution." Authorities in the region warned that anybody who downloads or recommends the online strategy title will face serious legal charges. The game has been pulled from Apple's marketplace in Hong Kong but is still available for download elsewhere. It was never available in mainland China. Developer ESC Taiwan, part of an group of volunteers who are vocal detractors of China's Communist Party, thanked Hong Kong authorities for the free publicity in a social media post and said the ban shows how political censorship remains prominent in the territory. RuneScape developer accused of ‘catering to American conservatism’ by rolling back Pride Month eventsvia PinkNews // Runescape developers inside Jagex have reportedly been left reeling after the studio decided to pivot away from Pride Month content to focus more on "what players wanted." Jagex CEO broke the news to staff with a post on an internal message board, prompting a rush of complaints—with many workers explaining the content was either already complete or easy to implement. Though Jagex is based in the UK, it's parent company CVC Capital Partners operates multiple companies in the United States. It's a situation that left one employee who spoke to PinkNews questioning whether the studio has caved to "American conservatism." SAG-AFTRA suspends strike and instructs union members to return to workvia Game Developer // It has taken almost a year, but performer union SAG-AFTRA has finally suspended strike action and instructed members to return to work. The decision comes after protracted negotiations with major studios who employ performers under the Interactive Media Agreement. SAG-AFTRA had been striking to secure better working conditions and AI protections for its members, and feels it has now secured a deal that will install vital "AI guardrails."A Switch 2 exclusive Splatoon spinoff was just shadow-announced on Nintendo Todayvia Game Developer // Nintendo did something peculiar this week when it unveiled a Splatoon spinoff out of the blue. That in itself might not sound too strange, but for a short window the announcement was only accessible via the company's new Nintendo Today mobile app. It's a situation that left people without access to the app questioning whether the news was even real. Nintendo Today prevented users from capturing screenshots or footage, only adding to the sense of confusion. It led to this reporter branding the move a "shadow announcement," which in turn left some of our readers perplexed. Can you ever announce and announcement? What does that term even mean? Food for thought. A wonderful new Big Walk trailer melted this reporter's heartvia House House// The mad lads behind Untitled Goose Game are back with a new jaunt called Big Walk. This one has been on my radar for a while, but the studio finally debuted a gameplay overview during Summer Game Fest and it looks extraordinary in its purity. It's about walking and talking—and therein lies the charm. Players are forced to cooperate to navigate a lush open world, solve puzzles, and embark upon hijinks. Proximity-based communication is the core mechanic in Big Walk—whether that takes the form of voice chat, written text, hand signals, blazing flares, or pictograms—and it looks like it'll lead to all sorts of weird and wonderful antics. It's a pitch that cuts through because it's so unashamedly different, and there's a lot to love about that. I'm looking forward to this one. #patch #notes #xbox #debuts #itsWWW.GAMEDEVELOPER.COMPatch Notes #9: Xbox debuts its first handhelds, Hong Kong authorities ban a video game, and big hopes for Big WalkWe did it gang. We completed another week in the impossible survival sim that is real life. Give yourself a appreciative pat on the back and gaze wistfully towards whatever adventures or blissful respite the weekend might bring.This week I've mostly been recovering from my birthday celebrations, which entailed a bountiful Korean Barbecue that left me with a rampant case of the meat sweats and a pub crawl around one of Manchester's finest suburbs. There was no time for video games, but that's not always a bad thing. Distance makes the heart grow fonder, after all.I was welcomed back to the imaginary office with a news bludgeon to the face. The headlines this week have come thick and fast, bringing hardware announcements, more layoffs, and some notable sales milestones. As always, there's a lot to digest, so let's venture once more into the fray. The first Xbox handhelds have finally arrivedvia Game Developer // Microsoft finally stopped flirting with the idea of launching a handheld this week and unveiled not one, but two devices called the ROG Xbox Ally and ROG Xbox Ally X. The former is pitched towards casual players, while the latter aims to entice hardcore video game aficionados. Both devices were designed in collaboration with Asus and will presumably retail at price points that reflect their respective innards. We don't actually know yet, mind, because Microsoft didn't actually state how much they'll cost. You have the feel that's where the company really needs to stick the landing here.Related:Switch 2 tops 3.5 million sales to deliver Nintendo's biggest console launchvia Game Developer // Four days. That's all it took for the Switch 2 to shift over 3.5 million units worldwide to deliver Nintendo's biggest console launch ever. The original Switch needed a month to reach 2.74 million sales by contrast, while the PS5 needed two months to sell 4.5 million units worldwide. Xbox sales remain a mystery because Microsoft just doesn't talk about that sort of thing anymore, which is decidedly frustrating for those oddballs (read: this writer) who actually enjoy sifting through financial documents in search of those juicy juicy numbers.Inside the ‘Dragon Age’ Debacle That Gutted EA’s BioWare Studiovia Bloomberg (paywalled) // How do you kill a franchise like Dragon Age and leave a studio with the pedigree of BioWare in turmoil? According to a new report from Bloomberg, the answer will likely resonate with developers across the industry: corporate meddling. Sources speaking to the publication explained how Dragon Age: The Veilguard, which failed to meet the expectations of parent company EA, was in constant disarray because the American publisher couldn't decide whether it should be a live-service or single player title. Indecision from leadership within EA and an eventual pivot away from the live-service model only caused more confusion, with BioWare being told to implement foundational changes within impossible timelines. It's a story that's all the more alarming because of how familiar it feels.Related:Sony is making layoffs at Days Gone developer Bend Studiovia Game Developer // Sony has continued its Tony Award-winning tun as the Grim Reaper by cutting even more jobs within PlayStation Studios. Days Gone developer Bend Studio was the latest casualty, with the first-party developer confirming a number of employees were laid off just months after the cancellation of a live-service project. Sony didn't confirm how many people lost their jobs, but Bloomberg reporter Jason Schreier heard that around 40 people (roughly 30 percent of the studio's headcount) were let go. Embracer CEO Lars Wingefors to become executive chair and focus on M&Avia Game Developer // Somewhere, in a deep dark corner of the world, the monkey's paw has curled. Embracer CEO Lars Wingefors, who demonstrated his leadership nous by spending years embarking on a colossal merger and acquisition spree only to immediately start downsizing, has announced he'll be stepping down as CEO. The catch? Wingefors is currently proposed to be appointed executive chair of the board of Embracer. In his new role, he'll apparently focus on strategic initiatives, capital allocation, and mergers and acquisitions. And people wonder why satire is dead. Related:Hong Kong Outlaws a Video Game, Saying It Promotes 'Armed Revolution'via The New York Times (paywalled) // National security police in Hong Kong have banned a Taiwanese video game called Reversed Front: Bonfire for supposedly "advocating armed revolution." Authorities in the region warned that anybody who downloads or recommends the online strategy title will face serious legal charges. The game has been pulled from Apple's marketplace in Hong Kong but is still available for download elsewhere. It was never available in mainland China. Developer ESC Taiwan, part of an group of volunteers who are vocal detractors of China's Communist Party, thanked Hong Kong authorities for the free publicity in a social media post and said the ban shows how political censorship remains prominent in the territory. RuneScape developer accused of ‘catering to American conservatism’ by rolling back Pride Month eventsvia PinkNews // Runescape developers inside Jagex have reportedly been left reeling after the studio decided to pivot away from Pride Month content to focus more on "what players wanted." Jagex CEO broke the news to staff with a post on an internal message board, prompting a rush of complaints—with many workers explaining the content was either already complete or easy to implement. Though Jagex is based in the UK, it's parent company CVC Capital Partners operates multiple companies in the United States. It's a situation that left one employee who spoke to PinkNews questioning whether the studio has caved to "American conservatism." SAG-AFTRA suspends strike and instructs union members to return to workvia Game Developer // It has taken almost a year, but performer union SAG-AFTRA has finally suspended strike action and instructed members to return to work. The decision comes after protracted negotiations with major studios who employ performers under the Interactive Media Agreement. SAG-AFTRA had been striking to secure better working conditions and AI protections for its members, and feels it has now secured a deal that will install vital "AI guardrails."A Switch 2 exclusive Splatoon spinoff was just shadow-announced on Nintendo Todayvia Game Developer // Nintendo did something peculiar this week when it unveiled a Splatoon spinoff out of the blue. That in itself might not sound too strange, but for a short window the announcement was only accessible via the company's new Nintendo Today mobile app. It's a situation that left people without access to the app questioning whether the news was even real. Nintendo Today prevented users from capturing screenshots or footage, only adding to the sense of confusion. It led to this reporter branding the move a "shadow announcement," which in turn left some of our readers perplexed. Can you ever announce and announcement? What does that term even mean? Food for thought. A wonderful new Big Walk trailer melted this reporter's heartvia House House (YouTube) // The mad lads behind Untitled Goose Game are back with a new jaunt called Big Walk. This one has been on my radar for a while, but the studio finally debuted a gameplay overview during Summer Game Fest and it looks extraordinary in its purity. It's about walking and talking—and therein lies the charm. Players are forced to cooperate to navigate a lush open world, solve puzzles, and embark upon hijinks. Proximity-based communication is the core mechanic in Big Walk—whether that takes the form of voice chat, written text, hand signals, blazing flares, or pictograms—and it looks like it'll lead to all sorts of weird and wonderful antics. It's a pitch that cuts through because it's so unashamedly different, and there's a lot to love about that. I'm looking forward to this one.Faça Login para curtir, compartilhar e comentar! -
SAG-AFTRA proposed AI protections will let performers send their digital replicas on strike
TechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.SAG-AFTRA proposed AI protections will let performers send their digital replicas on strikeSAG-AFTRA proposed AI protections will let performers send their digital replicas on strikeA tentative agreement proposed by the union will also require game studios to secure informed consent from performers when using AI.Chris Kerr, Senior Editor, NewsJune 13, 20251 Min ReadImage via SAG-AFTRAPerformer union SAG-AFTRA has outlined what sort of AI protections have been secured through its new-look Interactive Media Agreement.The union, which this week suspended a year-long strike after finally agreeing terms with game studios signed to the IMA, said the new contract includes "important guardrails and gains around AI" such as the need for informed consent when deploying AI tech and the ability for performers to suspend consent for Digital Replicas during a strike—effectively sending their digital counterparts to the picket line.Compensation gains include the need for collectively-bargained minimums covering the use of Digital Replicas created with IMA-covered performances and higher minimumsfor what SAG-AFTRA calls "Real Time Generation," which is when a Digital Replica-voiced chatbot might be embedded in a video game.Secondary Performance Payments will also require studios to compensate performers when visual performances are reused in additional projects. The tentative agreement has already been approved by the SAG-AFTRA National Board and has now been submitted to union members for ratification.If ratified, it will also provide compounded compensation increases at a rate of 15.17 percent plus additional 3 percent increases in November 2025, November 2026, and November 2027. In addition, the overtime rate maximum for overscale performers will be based on double scale.Related:The full terms off the three-year deal will be released on June 18 alongside other ratification materials. Eligible SAG-AFTRA members will have until 5pm PDT on Wednesday, July 9, to vote on the agreement. about:Labor & UnionizationAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
#sagaftra #proposed #protections #will #letSAG-AFTRA proposed AI protections will let performers send their digital replicas on strikeTechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.SAG-AFTRA proposed AI protections will let performers send their digital replicas on strikeSAG-AFTRA proposed AI protections will let performers send their digital replicas on strikeA tentative agreement proposed by the union will also require game studios to secure informed consent from performers when using AI.Chris Kerr, Senior Editor, NewsJune 13, 20251 Min ReadImage via SAG-AFTRAPerformer union SAG-AFTRA has outlined what sort of AI protections have been secured through its new-look Interactive Media Agreement.The union, which this week suspended a year-long strike after finally agreeing terms with game studios signed to the IMA, said the new contract includes "important guardrails and gains around AI" such as the need for informed consent when deploying AI tech and the ability for performers to suspend consent for Digital Replicas during a strike—effectively sending their digital counterparts to the picket line.Compensation gains include the need for collectively-bargained minimums covering the use of Digital Replicas created with IMA-covered performances and higher minimumsfor what SAG-AFTRA calls "Real Time Generation," which is when a Digital Replica-voiced chatbot might be embedded in a video game.Secondary Performance Payments will also require studios to compensate performers when visual performances are reused in additional projects. The tentative agreement has already been approved by the SAG-AFTRA National Board and has now been submitted to union members for ratification.If ratified, it will also provide compounded compensation increases at a rate of 15.17 percent plus additional 3 percent increases in November 2025, November 2026, and November 2027. In addition, the overtime rate maximum for overscale performers will be based on double scale.Related:The full terms off the three-year deal will be released on June 18 alongside other ratification materials. Eligible SAG-AFTRA members will have until 5pm PDT on Wednesday, July 9, to vote on the agreement. about:Labor & UnionizationAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #sagaftra #proposed #protections #will #letWWW.GAMEDEVELOPER.COMSAG-AFTRA proposed AI protections will let performers send their digital replicas on strikeTechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.SAG-AFTRA proposed AI protections will let performers send their digital replicas on strikeSAG-AFTRA proposed AI protections will let performers send their digital replicas on strikeA tentative agreement proposed by the union will also require game studios to secure informed consent from performers when using AI.Chris Kerr, Senior Editor, NewsJune 13, 20251 Min ReadImage via SAG-AFTRAPerformer union SAG-AFTRA has outlined what sort of AI protections have been secured through its new-look Interactive Media Agreement (IMA).The union, which this week suspended a year-long strike after finally agreeing terms with game studios signed to the IMA, said the new contract includes "important guardrails and gains around AI" such as the need for informed consent when deploying AI tech and the ability for performers to suspend consent for Digital Replicas during a strike—effectively sending their digital counterparts to the picket line.Compensation gains include the need for collectively-bargained minimums covering the use of Digital Replicas created with IMA-covered performances and higher minimums (7.5x scale) for what SAG-AFTRA calls "Real Time Generation," which is when a Digital Replica-voiced chatbot might be embedded in a video game.Secondary Performance Payments will also require studios to compensate performers when visual performances are reused in additional projects. The tentative agreement has already been approved by the SAG-AFTRA National Board and has now been submitted to union members for ratification.If ratified, it will also provide compounded compensation increases at a rate of 15.17 percent plus additional 3 percent increases in November 2025, November 2026, and November 2027. In addition, the overtime rate maximum for overscale performers will be based on double scale.Related:The full terms off the three-year deal will be released on June 18 alongside other ratification materials. Eligible SAG-AFTRA members will have until 5pm PDT on Wednesday, July 9, to vote on the agreement. Read more about:Labor & UnionizationAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like0 Comentários 0 Compartilhamentos -
PlayStation Studios boss confident Marathon won't repeat the mistakes of Concord
PlayStation Studios boss Hermen Hulst has insisted that Bungie's upcoming live service shooter Marathon won't make the same mistakes as Concord.Discussing the company's live service ambitions during a fireside chat aimed at investors, Hulst said the market remains a "great opportunity" for PlayStation despite the company having a decidedly patchy track record when it comes to live service offerings.Last year, the company launched and swiftly scrapped live service hero shooter Concord after it failed to hit the ground running. It shuttered developer Firewalk weeks later after conceding the title "did not hit our targets."Sony scrapped two more live services titles in development at internal studios Bluepoint Games and Bend Studios in January this year. Earlier this week, it confirmed an undisclosed number of workers at Bend had been laid off as the studio transitions to its next project.Hulst said the company has learned hard lessons from those failures, and believes Marathon is well positioned to succeed as a result. "There are som unique challenges associated. We've had some early successes as with Helldivers II. We've also faced some challenges, as with the release of Concord," said Hulst."I think that some really good work went into that title. Some really big efforts. But ultimately that title entered into a hyper-competitive segment of the market. I think it was insufficiently differentiated to be able to resonate with players. So we have reviewed our processes in light of this to deeply understand how and why that title failed to meet expectations—and to ensure that we are not going to make the same mistakes again."Related:PlayStation Studios boss claims the demise of Concord presented a learning opportunityHulst said PlayStation Studios has now implemented more rigorous processes for validating and revalidating its creative, commercial, and development assumptions and hypothesis. "We do that on a much more ongoing basis," he added. "That's the plan that will ensure we're investing in the right opportunities at the right time, all while maintaining much more predictable timelines for Marathon."The upcoming shooter is set to be the first new Bungie title in over a decade—and the first project outside of Destiny the studio has worked on since it was acquired by PlayStation in 2022.Hulst said the aim is to release a "very bold, very innovative, and deeply engaging title." He explained Marathon is currently navigating test cycles that have yielded "varied" feedback, but said those mixed impressions have been "super useful."Related:"That's why you do these tests. The constant testing and constant revalidation of assumptions that we just talked about, to me, is so valuable to iterate and to constantly improves the title," he added. "So when launch comes we're going to give the title the optimal chance of success."Hulst might be exuding confidence, but a recent report from Forbes claimed morale is in "free fall" at Bungie after the studio admitted to using stolen art assets in Marathon. That "varied" player feedback has also reportedly caused concern internally ahead of Marathon's proposed September 23 launch date.The studio was also made to ensure layoffs earlier this year, with Sony cutting 220 roles after exceeding "financial safety margins."
#playstation #studios #boss #confident #marathonPlayStation Studios boss confident Marathon won't repeat the mistakes of ConcordPlayStation Studios boss Hermen Hulst has insisted that Bungie's upcoming live service shooter Marathon won't make the same mistakes as Concord.Discussing the company's live service ambitions during a fireside chat aimed at investors, Hulst said the market remains a "great opportunity" for PlayStation despite the company having a decidedly patchy track record when it comes to live service offerings.Last year, the company launched and swiftly scrapped live service hero shooter Concord after it failed to hit the ground running. It shuttered developer Firewalk weeks later after conceding the title "did not hit our targets."Sony scrapped two more live services titles in development at internal studios Bluepoint Games and Bend Studios in January this year. Earlier this week, it confirmed an undisclosed number of workers at Bend had been laid off as the studio transitions to its next project.Hulst said the company has learned hard lessons from those failures, and believes Marathon is well positioned to succeed as a result. "There are som unique challenges associated. We've had some early successes as with Helldivers II. We've also faced some challenges, as with the release of Concord," said Hulst."I think that some really good work went into that title. Some really big efforts. But ultimately that title entered into a hyper-competitive segment of the market. I think it was insufficiently differentiated to be able to resonate with players. So we have reviewed our processes in light of this to deeply understand how and why that title failed to meet expectations—and to ensure that we are not going to make the same mistakes again."Related:PlayStation Studios boss claims the demise of Concord presented a learning opportunityHulst said PlayStation Studios has now implemented more rigorous processes for validating and revalidating its creative, commercial, and development assumptions and hypothesis. "We do that on a much more ongoing basis," he added. "That's the plan that will ensure we're investing in the right opportunities at the right time, all while maintaining much more predictable timelines for Marathon."The upcoming shooter is set to be the first new Bungie title in over a decade—and the first project outside of Destiny the studio has worked on since it was acquired by PlayStation in 2022.Hulst said the aim is to release a "very bold, very innovative, and deeply engaging title." He explained Marathon is currently navigating test cycles that have yielded "varied" feedback, but said those mixed impressions have been "super useful."Related:"That's why you do these tests. The constant testing and constant revalidation of assumptions that we just talked about, to me, is so valuable to iterate and to constantly improves the title," he added. "So when launch comes we're going to give the title the optimal chance of success."Hulst might be exuding confidence, but a recent report from Forbes claimed morale is in "free fall" at Bungie after the studio admitted to using stolen art assets in Marathon. That "varied" player feedback has also reportedly caused concern internally ahead of Marathon's proposed September 23 launch date.The studio was also made to ensure layoffs earlier this year, with Sony cutting 220 roles after exceeding "financial safety margins." #playstation #studios #boss #confident #marathonWWW.GAMEDEVELOPER.COMPlayStation Studios boss confident Marathon won't repeat the mistakes of ConcordPlayStation Studios boss Hermen Hulst has insisted that Bungie's upcoming live service shooter Marathon won't make the same mistakes as Concord.Discussing the company's live service ambitions during a fireside chat aimed at investors, Hulst said the market remains a "great opportunity" for PlayStation despite the company having a decidedly patchy track record when it comes to live service offerings.Last year, the company launched and swiftly scrapped live service hero shooter Concord after it failed to hit the ground running. It shuttered developer Firewalk weeks later after conceding the title "did not hit our targets."Sony scrapped two more live services titles in development at internal studios Bluepoint Games and Bend Studios in January this year. Earlier this week, it confirmed an undisclosed number of workers at Bend had been laid off as the studio transitions to its next project.Hulst said the company has learned hard lessons from those failures, and believes Marathon is well positioned to succeed as a result. "There are som unique challenges associated [with live service titles]. We've had some early successes as with Helldivers II. We've also faced some challenges, as with the release of Concord," said Hulst."I think that some really good work went into that title. Some really big efforts. But ultimately that title entered into a hyper-competitive segment of the market. I think it was insufficiently differentiated to be able to resonate with players. So we have reviewed our processes in light of this to deeply understand how and why that title failed to meet expectations—and to ensure that we are not going to make the same mistakes again."Related:PlayStation Studios boss claims the demise of Concord presented a learning opportunityHulst said PlayStation Studios has now implemented more rigorous processes for validating and revalidating its creative, commercial, and development assumptions and hypothesis. "We do that on a much more ongoing basis," he added. "That's the plan that will ensure we're investing in the right opportunities at the right time, all while maintaining much more predictable timelines for Marathon."The upcoming shooter is set to be the first new Bungie title in over a decade—and the first project outside of Destiny the studio has worked on since it was acquired by PlayStation in 2022.Hulst said the aim is to release a "very bold, very innovative, and deeply engaging title." He explained Marathon is currently navigating test cycles that have yielded "varied" feedback, but said those mixed impressions have been "super useful."Related:"That's why you do these tests. The constant testing and constant revalidation of assumptions that we just talked about, to me, is so valuable to iterate and to constantly improves the title," he added. "So when launch comes we're going to give the title the optimal chance of success."Hulst might be exuding confidence, but a recent report from Forbes claimed morale is in "free fall" at Bungie after the studio admitted to using stolen art assets in Marathon. That "varied" player feedback has also reportedly caused concern internally ahead of Marathon's proposed September 23 launch date.The studio was also made to ensure layoffs earlier this year, with Sony cutting 220 roles after exceeding "financial safety margins."0 Comentários 0 Compartilhamentos -
Subway Surfers Blast developer Outplay Entertainment has laid off 21 workers
TechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.Subway Surfers Blast developer Outplay Entertainment has laid off 21 workersSubway Surfers Blast developer Outplay Entertainment has laid off 21 workers'This step was taken to align our operations with current business.'Chris Kerr, Senior Editor, NewsJune 5, 20251 Min ReadImage via OutplaySubway Surfers Blast and Angry Birds Pop developer Outplay Entertainment has laid off 21 employees.The Scottish studio confirmed the news in a email sent to MobileGamer.biz and said the layoffs were made in response to "current business realities.""This step was taken to align our operations with current business realities and to support a strategic shift toward partnering with publishers for future game releases," wrote Outplay CEO Douglas Hare in the email."This was not a decision we took lightly. We are incredibly grateful to the talented individuals affected, many of whom have made lasting contributions to our games and culture. We are doing everything we can to support them through this transition."Outplay was established in 2010 and is based in Dundee. The company styles itself as the largest independent mobile studio in the UK and claims its roster of titles has amassed over 160 million downloads to date. It now joins a chorus of other studios across the world in making layoffs.Those cuts are frequently made to adapt to what companies often refer to as "headwinds" or the "business realities" of an industry that is still reckoning with the over-investment and bad bets made by decision-makers during the pandemic.In recent months, companies such as People Can Fly, EA, Niantic, Playtime, Meta, Mighty Yell, Devolver, and PlaySide, Embracer, and Cyan Worlds have all made significant cuts. It is, unfortunately, a trend that has become something of a permanent fixture across the video game industry.Related: about:Layoffs & Studio ClosuresTop StoriesAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
#subway #surfers #blast #developer #outplaySubway Surfers Blast developer Outplay Entertainment has laid off 21 workersTechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.Subway Surfers Blast developer Outplay Entertainment has laid off 21 workersSubway Surfers Blast developer Outplay Entertainment has laid off 21 workers'This step was taken to align our operations with current business.'Chris Kerr, Senior Editor, NewsJune 5, 20251 Min ReadImage via OutplaySubway Surfers Blast and Angry Birds Pop developer Outplay Entertainment has laid off 21 employees.The Scottish studio confirmed the news in a email sent to MobileGamer.biz and said the layoffs were made in response to "current business realities.""This step was taken to align our operations with current business realities and to support a strategic shift toward partnering with publishers for future game releases," wrote Outplay CEO Douglas Hare in the email."This was not a decision we took lightly. We are incredibly grateful to the talented individuals affected, many of whom have made lasting contributions to our games and culture. We are doing everything we can to support them through this transition."Outplay was established in 2010 and is based in Dundee. The company styles itself as the largest independent mobile studio in the UK and claims its roster of titles has amassed over 160 million downloads to date. It now joins a chorus of other studios across the world in making layoffs.Those cuts are frequently made to adapt to what companies often refer to as "headwinds" or the "business realities" of an industry that is still reckoning with the over-investment and bad bets made by decision-makers during the pandemic.In recent months, companies such as People Can Fly, EA, Niantic, Playtime, Meta, Mighty Yell, Devolver, and PlaySide, Embracer, and Cyan Worlds have all made significant cuts. It is, unfortunately, a trend that has become something of a permanent fixture across the video game industry.Related: about:Layoffs & Studio ClosuresTop StoriesAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #subway #surfers #blast #developer #outplayWWW.GAMEDEVELOPER.COMSubway Surfers Blast developer Outplay Entertainment has laid off 21 workersTechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.Subway Surfers Blast developer Outplay Entertainment has laid off 21 workersSubway Surfers Blast developer Outplay Entertainment has laid off 21 workers'This step was taken to align our operations with current business.'Chris Kerr, Senior Editor, NewsJune 5, 20251 Min ReadImage via OutplaySubway Surfers Blast and Angry Birds Pop developer Outplay Entertainment has laid off 21 employees.The Scottish studio confirmed the news in a email sent to MobileGamer.biz and said the layoffs were made in response to "current business realities.""This step was taken to align our operations with current business realities and to support a strategic shift toward partnering with publishers for future game releases," wrote Outplay CEO Douglas Hare in the email."This was not a decision we took lightly. We are incredibly grateful to the talented individuals affected, many of whom have made lasting contributions to our games and culture. We are doing everything we can to support them through this transition."Outplay was established in 2010 and is based in Dundee. The company styles itself as the largest independent mobile studio in the UK and claims its roster of titles has amassed over 160 million downloads to date. It now joins a chorus of other studios across the world in making layoffs.Those cuts are frequently made to adapt to what companies often refer to as "headwinds" or the "business realities" of an industry that is still reckoning with the over-investment and bad bets made by decision-makers during the pandemic.In recent months, companies such as People Can Fly, EA, Niantic, Playtime, Meta, Mighty Yell, Devolver, and PlaySide, Embracer, and Cyan Worlds have all made significant cuts. It is, unfortunately, a trend that has become something of a permanent fixture across the video game industry.Related:Read more about:Layoffs & Studio ClosuresTop StoriesAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like -
Reports of Switch 2 screen punctures raise questions over hardware packaging
Chris Kerr, Senior Editor, NewsJune 5, 20252 Min ReadSwitch 2 promotional photo via NintendoMultiple consumers on social media claim GameStop employees who chose to staple receipts to the packaging of Switch 2 hardware have inadvertently caused screen punctures.As clocked by IGN, a number of Switch 2 owners who managed to secure a device on launch day say they began unboxing their device only to find the display sported puncture wounds.The culprit, it seems, were receipts that had been stapled to the cardboard packaging by retail workers. "My Switch 2 has staple holes in the screen. They stapled the receipt to the box," wrote one X user, who also posted pictures of the damage."GameStop stapled the receipt for me and my friends Switch 2s to the box. FML," said another person on X before sharing similar images. "Genuinely insane now I’m gonna have to wait 3 months for the restock. And yes we were there for the midnight release so I bet everyone in this line is gonna have this same issue."There have also been similar posts on Reddit, where multiple users claim to have encountered the same issue and suggested the problem might be widespread. It seems many of those impacted picked up their console from GameStop's Staten Island branch."Me and my homie herewere unfortunately at the same GameStop and this happened to me and another buddy! Think the entire pre-order batch is completely fucked," they wrote in a thread.Related:Who decided to package Switch 2 consoles with the screens facing outward?It's an issue that raises questions about the decision to package the Switch 2 with the screen facing outward. As shown by the images being shared on social media and multiple unboxing videos, the console's 7.9 inch display is visible as soon as the box is opened and is only protected by a plastic wrap and the cardboard lid of the box itself.Game Developer has reached out to Nintendo for comment. about:Nintendo Switch 2Top StoriesAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
#reports #switch #screen #punctures #raiseReports of Switch 2 screen punctures raise questions over hardware packagingChris Kerr, Senior Editor, NewsJune 5, 20252 Min ReadSwitch 2 promotional photo via NintendoMultiple consumers on social media claim GameStop employees who chose to staple receipts to the packaging of Switch 2 hardware have inadvertently caused screen punctures.As clocked by IGN, a number of Switch 2 owners who managed to secure a device on launch day say they began unboxing their device only to find the display sported puncture wounds.The culprit, it seems, were receipts that had been stapled to the cardboard packaging by retail workers. "My Switch 2 has staple holes in the screen. They stapled the receipt to the box," wrote one X user, who also posted pictures of the damage."GameStop stapled the receipt for me and my friends Switch 2s to the box. FML," said another person on X before sharing similar images. "Genuinely insane now I’m gonna have to wait 3 months for the restock. And yes we were there for the midnight release so I bet everyone in this line is gonna have this same issue."There have also been similar posts on Reddit, where multiple users claim to have encountered the same issue and suggested the problem might be widespread. It seems many of those impacted picked up their console from GameStop's Staten Island branch."Me and my homie herewere unfortunately at the same GameStop and this happened to me and another buddy! Think the entire pre-order batch is completely fucked," they wrote in a thread.Related:Who decided to package Switch 2 consoles with the screens facing outward?It's an issue that raises questions about the decision to package the Switch 2 with the screen facing outward. As shown by the images being shared on social media and multiple unboxing videos, the console's 7.9 inch display is visible as soon as the box is opened and is only protected by a plastic wrap and the cardboard lid of the box itself.Game Developer has reached out to Nintendo for comment. about:Nintendo Switch 2Top StoriesAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #reports #switch #screen #punctures #raiseWWW.GAMEDEVELOPER.COMReports of Switch 2 screen punctures raise questions over hardware packagingChris Kerr, Senior Editor, NewsJune 5, 20252 Min ReadSwitch 2 promotional photo via NintendoMultiple consumers on social media claim GameStop employees who chose to staple receipts to the packaging of Switch 2 hardware have inadvertently caused screen punctures.As clocked by IGN, a number of Switch 2 owners who managed to secure a device on launch day say they began unboxing their device only to find the display sported puncture wounds.The culprit, it seems, were receipts that had been stapled to the cardboard packaging by retail workers. "My Switch 2 has staple holes in the screen. They stapled the receipt to the box," wrote one X user, who also posted pictures of the damage."GameStop stapled the receipt for me and my friends Switch 2s to the box. FML," said another person on X before sharing similar images. "Genuinely insane now I’m gonna have to wait 3 months for the restock. And yes we were there for the midnight release so I bet everyone in this line is gonna have this same issue."There have also been similar posts on Reddit, where multiple users claim to have encountered the same issue and suggested the problem might be widespread. It seems many of those impacted picked up their console from GameStop's Staten Island branch."Me and my homie here (we never met before) were unfortunately at the same GameStop and this happened to me and another buddy! Think the entire pre-order batch is completely fucked," they wrote in a thread.Related:Who decided to package Switch 2 consoles with the screens facing outward?It's an issue that raises questions about the decision to package the Switch 2 with the screen facing outward. As shown by the images being shared on social media and multiple unboxing videos (like this one posted by CNET), the console's 7.9 inch display is visible as soon as the box is opened and is only protected by a plastic wrap and the cardboard lid of the box itself.Game Developer has reached out to Nintendo for comment. Read more about:Nintendo Switch 2Top StoriesAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like -
Build A Rocket Boy execs depart one week before MindsEye launches
Two executives at Build A Rocket Boy have parted ways with the studio, a mere week ahead of the launch of its next title, MindsEye, on June 10.Spotted by Eurogamer, Chief Legal Officer Riley Graebner and Chief Financial Officer Paul Bland have departed the company. They announced their leave on LinkedIn.Graebner, who was at the studio for three and a half years, said he’s proud of what the team accomplished. He mentioned doubling the size of the company to over 450 people and building a legal team and legal ops infrastructure as highlights of his tenure."There are so many people who have made my time at BARB memorable and I fear forgetting essential names," Graebner wrote. "A heartfelt thank you will have to do."A "concerted effort" to "trash" MindsEye and Build A Rocket BoyThe news comes days after a user in the MindsEye Discord server asked studio co-CEO Mark Gerhard if the people who reacted negatively to the game were financed by someone, to which he replied "100%"He then claimed that there's been a "concerted effort to trash the game and the studio."Build A Rocket Boy, which is spearheaded by former Grand Theft Auto V producer Leslie Benzies, is following up on a tumultuous 2024. In January, the studio received million to continue building its immersive game platform Everywhere, announced back in 2022 around vague mentions of a blockchain component, as well as MindsEye and UGC design tools. Then, it laid off an unknown number of staff just over four weeks later.Related:In October, Hitman creator IO Interactive announced a partnership as publisher for MindsEye, as well as the Everywhere platform. Two months later, the studio acquired PlayFusion. As part of the deal, Gerhard, who was CEO and CTO at the studio, joined Build A Rocket Boy as co-CEO."We’ve always admired PlayFusion’s creativity and innovative approach to transmedia entertainment, and joining forces with them will ascend Build a Rocket Boy to our next level of excellence," Benzies said at the time.
#build #rocket #boy #execs #departBuild A Rocket Boy execs depart one week before MindsEye launchesTwo executives at Build A Rocket Boy have parted ways with the studio, a mere week ahead of the launch of its next title, MindsEye, on June 10.Spotted by Eurogamer, Chief Legal Officer Riley Graebner and Chief Financial Officer Paul Bland have departed the company. They announced their leave on LinkedIn.Graebner, who was at the studio for three and a half years, said he’s proud of what the team accomplished. He mentioned doubling the size of the company to over 450 people and building a legal team and legal ops infrastructure as highlights of his tenure."There are so many people who have made my time at BARB memorable and I fear forgetting essential names," Graebner wrote. "A heartfelt thank you will have to do."A "concerted effort" to "trash" MindsEye and Build A Rocket BoyThe news comes days after a user in the MindsEye Discord server asked studio co-CEO Mark Gerhard if the people who reacted negatively to the game were financed by someone, to which he replied "100%"He then claimed that there's been a "concerted effort to trash the game and the studio."Build A Rocket Boy, which is spearheaded by former Grand Theft Auto V producer Leslie Benzies, is following up on a tumultuous 2024. In January, the studio received million to continue building its immersive game platform Everywhere, announced back in 2022 around vague mentions of a blockchain component, as well as MindsEye and UGC design tools. Then, it laid off an unknown number of staff just over four weeks later.Related:In October, Hitman creator IO Interactive announced a partnership as publisher for MindsEye, as well as the Everywhere platform. Two months later, the studio acquired PlayFusion. As part of the deal, Gerhard, who was CEO and CTO at the studio, joined Build A Rocket Boy as co-CEO."We’ve always admired PlayFusion’s creativity and innovative approach to transmedia entertainment, and joining forces with them will ascend Build a Rocket Boy to our next level of excellence," Benzies said at the time. #build #rocket #boy #execs #departWWW.GAMEDEVELOPER.COMBuild A Rocket Boy execs depart one week before MindsEye launchesTwo executives at Build A Rocket Boy have parted ways with the studio, a mere week ahead of the launch of its next title, MindsEye, on June 10.Spotted by Eurogamer, Chief Legal Officer Riley Graebner and Chief Financial Officer Paul Bland have departed the company. They announced their leave on LinkedIn.Graebner, who was at the studio for three and a half years, said he’s proud of what the team accomplished. He mentioned doubling the size of the company to over 450 people and building a legal team and legal ops infrastructure as highlights of his tenure."There are so many people who have made my time at BARB memorable and I fear forgetting essential names," Graebner wrote. "A heartfelt thank you will have to do."A "concerted effort" to "trash" MindsEye and Build A Rocket BoyThe news comes days after a user in the MindsEye Discord server asked studio co-CEO Mark Gerhard if the people who reacted negatively to the game were financed by someone, to which he replied "100%" (via VG247.) He then claimed that there's been a "concerted effort to trash the game and the studio."Build A Rocket Boy, which is spearheaded by former Grand Theft Auto V producer Leslie Benzies, is following up on a tumultuous 2024. In January, the studio received $110 million to continue building its immersive game platform Everywhere, announced back in 2022 around vague mentions of a blockchain component, as well as MindsEye and UGC design tools. Then, it laid off an unknown number of staff just over four weeks later.Related:In October, Hitman creator IO Interactive announced a partnership as publisher for MindsEye, as well as the Everywhere platform. Two months later, the studio acquired PlayFusion. As part of the deal, Gerhard, who was CEO and CTO at the studio, joined Build A Rocket Boy as co-CEO."We’ve always admired PlayFusion’s creativity and innovative approach to transmedia entertainment, and joining forces with them will ascend Build a Rocket Boy to our next level of excellence," Benzies said at the time. -
RuneScape studio Jagex lays off an undisclosed number of 'non-player facing' staff
RuneScape developer Jagex has laid off an undisclosed number of staff from 'non-game development roles, which was confirmed today by the studio.Reported by PCGamer, the layoffs first came to light on the RuneScape subreddit, with users noticing moderators missing all of a sudden. A mod that goes by Hooli replied to the thread mentioning the job cuts. They added that the majority of the layoffs were "from non-game dev and non-player facing areas," adding that the roadmap for RuneSpace: Dragonwilds, which launched into Steam early access two months ago, “won’t change because of these job reductions.”“We’ll continue the great path we've been on with our content,” Hooli added."Changes to operational structure" at JagexAccording to the studio, the layoffs, presented as “changes to our operational structure,” were part of a strategy to build “the best experiences for players and grow the RuneScape community.” The goals are to “reduce complexity, increase agility, and ensure we are fully focused on the areas that matter most-our games, our players, and our future.”While Jagex declined to disclose the exact number of employees affected, it says the vast majority are within the operations and administrative support teams.Related:“We recognize that any change of this nature is difficult, and we are committed to supporting all impacted employees throughout the transition,” the company addded, although it didn’t share specifics about how it plans to provide support.Jagex reported profit growth for the seventh year in a row at the end of 2022, four years after shutting down RuneScape Classic, ending a 17-year-old run. The studio was then acquired by private equity firms CVC Capital and Haveli Investments in February 2024. A month later, CEO Phil Mansell departed the studio after eight years. CVC Capital advisor and Jagex board member Jon Bellami then took helm of the studio.
#runescape #studio #jagex #lays #offRuneScape studio Jagex lays off an undisclosed number of 'non-player facing' staffRuneScape developer Jagex has laid off an undisclosed number of staff from 'non-game development roles, which was confirmed today by the studio.Reported by PCGamer, the layoffs first came to light on the RuneScape subreddit, with users noticing moderators missing all of a sudden. A mod that goes by Hooli replied to the thread mentioning the job cuts. They added that the majority of the layoffs were "from non-game dev and non-player facing areas," adding that the roadmap for RuneSpace: Dragonwilds, which launched into Steam early access two months ago, “won’t change because of these job reductions.”“We’ll continue the great path we've been on with our content,” Hooli added."Changes to operational structure" at JagexAccording to the studio, the layoffs, presented as “changes to our operational structure,” were part of a strategy to build “the best experiences for players and grow the RuneScape community.” The goals are to “reduce complexity, increase agility, and ensure we are fully focused on the areas that matter most-our games, our players, and our future.”While Jagex declined to disclose the exact number of employees affected, it says the vast majority are within the operations and administrative support teams.Related:“We recognize that any change of this nature is difficult, and we are committed to supporting all impacted employees throughout the transition,” the company addded, although it didn’t share specifics about how it plans to provide support.Jagex reported profit growth for the seventh year in a row at the end of 2022, four years after shutting down RuneScape Classic, ending a 17-year-old run. The studio was then acquired by private equity firms CVC Capital and Haveli Investments in February 2024. A month later, CEO Phil Mansell departed the studio after eight years. CVC Capital advisor and Jagex board member Jon Bellami then took helm of the studio. #runescape #studio #jagex #lays #offWWW.GAMEDEVELOPER.COMRuneScape studio Jagex lays off an undisclosed number of 'non-player facing' staffRuneScape developer Jagex has laid off an undisclosed number of staff from 'non-game development roles, which was confirmed today by the studio.Reported by PCGamer, the layoffs first came to light on the RuneScape subreddit, with users noticing moderators missing all of a sudden. A mod that goes by Hooli replied to the thread mentioning the job cuts. They added that the majority of the layoffs were "from non-game dev and non-player facing areas," adding that the roadmap for RuneSpace: Dragonwilds, which launched into Steam early access two months ago, “won’t change because of these job reductions.”“We’ll continue the great path we've been on with our content,” Hooli added."Changes to operational structure" at JagexAccording to the studio (via a statement sent to PCGamer), the layoffs, presented as “changes to our operational structure,” were part of a strategy to build “the best experiences for players and grow the RuneScape community.” The goals are to “reduce complexity, increase agility, and ensure we are fully focused on the areas that matter most-our games, our players, and our future.”While Jagex declined to disclose the exact number of employees affected, it says the vast majority are within the operations and administrative support teams.Related:“We recognize that any change of this nature is difficult, and we are committed to supporting all impacted employees throughout the transition,” the company addded, although it didn’t share specifics about how it plans to provide support.Jagex reported profit growth for the seventh year in a row at the end of 2022, four years after shutting down RuneScape Classic, ending a 17-year-old run. The studio was then acquired by private equity firms CVC Capital and Haveli Investments in February 2024. A month later, CEO Phil Mansell departed the studio after eight years. CVC Capital advisor and Jagex board member Jon Bellami then took helm of the studio. -
ZeniMax QA union signs tentative bargaining agreement with Microsoft
Bryant Francis, Senior EditorMay 30, 20253 Min ReadImage via ZeniMax Workers United-CEWA.At a GlanceZeniMax Workers Untied-CWA has signed a tentative contract agreement with Microsoft after two years of negotiating.Unionized QA workers at ZeniMax celebrated a huge win today with the news that their union, ZeniMax Workers United-CWA, and ZeniMax parent company Microsoft finally reached a tentative contract agreement two years after unionizing in 2023.The new contract includes "substantial" across-the-board wage increases and new minimum salaries for employees and policies for introducing AI tools in the workplace.It also includes protections against arbitrary dismissal, grievance procedures, and a robust crediting policy to ensure QA workers are recognized for their work on ZeniMax games. The CWA declared that the agreement "sets new standards" for the video game industry."Video games have been the revenue titan of the entire entertainment industry for years, and the workers who develop these games are too often exploited for their passion and creativity," said ZeniMax QA tester Jessee Leese, who is a member of the bargaining committee. "Our first contract is an invitation for video game professionals everywhere to take action."The agreement follows a brief public spat between the two parties from November 2024 through April 2025. The union has spoken out against Microsoft's decision to outsource more work to outside contractors and accused it of "hindering" contract negotiations, briefly going on strike last year and voting to authorize a second strike this spring. Microsoft denied the accusation, saying made "fair" proposals to the bargaining committee.Related:That the two groups could go from public verbal sparring to a successful bargaining agreement in under two months shows that some form of progress came after workers threatened that second strike.Unions possess negotiation tools that individuals don'tAdapting the union's contract and tactics is a potentially powerful way to In 2024 ZeniMax union leaders Autumn Mitchell and Chris Lusco broke down the benefits of the unionization process in a conversation on the Game Developer Podcast, explaining that choosing to unionize has created new bargaining opportunities that individual employees don't possess.For instance, the pair discussed the concept of "recall rights," a term the included in the bargaining agreement that requires employers to offer laid-off employees a chance to return to the company if they reopen their positions within 2-3 years after being laid off. Unionizing workers in the United States also benefit what's known as a "status quo" condition for workers' contracts that are immediately imposed when a union is declared, preventing their employer from suddenly shrinking benefits.Related:"We're talking about eliminating that 'revolving door' at least to some degree," Mitchell said at the time, in reference to how high turnover can gut a studio's institutional knowledge.Their tactics will certainly be useful to other unions negotiating bargaining agreements with Microsoft. At neighboring subsidiary Activision Blizzard, the developers working on the Warcraft and Overwatch series are waging their ownbattle with the company, as are the employees at Raven Software and workers across Activision Blizzard's QA teams. about:Top StoriesUnionizationXboxAbout the AuthorBryant FrancisSenior Editor, GameDeveloper.comBryant Francis is a writer, journalist, and narrative designer based in Boston, MA. He currently writes for Game Developer, a leading B2B publication for the video game industry. His credits include Proxy Studios' upcoming 4X strategy game Zephon and Amplitude Studio's 2017 game Endless Space 2.Follow Bryant Francis, Senior Editor, on Bluesky or LinkedIn.See more from Bryant FrancisDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
#zenimax #union #signs #tentative #bargainingZeniMax QA union signs tentative bargaining agreement with MicrosoftBryant Francis, Senior EditorMay 30, 20253 Min ReadImage via ZeniMax Workers United-CEWA.At a GlanceZeniMax Workers Untied-CWA has signed a tentative contract agreement with Microsoft after two years of negotiating.Unionized QA workers at ZeniMax celebrated a huge win today with the news that their union, ZeniMax Workers United-CWA, and ZeniMax parent company Microsoft finally reached a tentative contract agreement two years after unionizing in 2023.The new contract includes "substantial" across-the-board wage increases and new minimum salaries for employees and policies for introducing AI tools in the workplace.It also includes protections against arbitrary dismissal, grievance procedures, and a robust crediting policy to ensure QA workers are recognized for their work on ZeniMax games. The CWA declared that the agreement "sets new standards" for the video game industry."Video games have been the revenue titan of the entire entertainment industry for years, and the workers who develop these games are too often exploited for their passion and creativity," said ZeniMax QA tester Jessee Leese, who is a member of the bargaining committee. "Our first contract is an invitation for video game professionals everywhere to take action."The agreement follows a brief public spat between the two parties from November 2024 through April 2025. The union has spoken out against Microsoft's decision to outsource more work to outside contractors and accused it of "hindering" contract negotiations, briefly going on strike last year and voting to authorize a second strike this spring. Microsoft denied the accusation, saying made "fair" proposals to the bargaining committee.Related:That the two groups could go from public verbal sparring to a successful bargaining agreement in under two months shows that some form of progress came after workers threatened that second strike.Unions possess negotiation tools that individuals don'tAdapting the union's contract and tactics is a potentially powerful way to In 2024 ZeniMax union leaders Autumn Mitchell and Chris Lusco broke down the benefits of the unionization process in a conversation on the Game Developer Podcast, explaining that choosing to unionize has created new bargaining opportunities that individual employees don't possess.For instance, the pair discussed the concept of "recall rights," a term the included in the bargaining agreement that requires employers to offer laid-off employees a chance to return to the company if they reopen their positions within 2-3 years after being laid off. Unionizing workers in the United States also benefit what's known as a "status quo" condition for workers' contracts that are immediately imposed when a union is declared, preventing their employer from suddenly shrinking benefits.Related:"We're talking about eliminating that 'revolving door' at least to some degree," Mitchell said at the time, in reference to how high turnover can gut a studio's institutional knowledge.Their tactics will certainly be useful to other unions negotiating bargaining agreements with Microsoft. At neighboring subsidiary Activision Blizzard, the developers working on the Warcraft and Overwatch series are waging their ownbattle with the company, as are the employees at Raven Software and workers across Activision Blizzard's QA teams. about:Top StoriesUnionizationXboxAbout the AuthorBryant FrancisSenior Editor, GameDeveloper.comBryant Francis is a writer, journalist, and narrative designer based in Boston, MA. He currently writes for Game Developer, a leading B2B publication for the video game industry. His credits include Proxy Studios' upcoming 4X strategy game Zephon and Amplitude Studio's 2017 game Endless Space 2.Follow Bryant Francis, Senior Editor, on Bluesky or LinkedIn.See more from Bryant FrancisDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #zenimax #union #signs #tentative #bargainingWWW.GAMEDEVELOPER.COMZeniMax QA union signs tentative bargaining agreement with MicrosoftBryant Francis, Senior EditorMay 30, 20253 Min ReadImage via ZeniMax Workers United-CEWA.At a GlanceZeniMax Workers Untied-CWA has signed a tentative contract agreement with Microsoft after two years of negotiating.Unionized QA workers at ZeniMax celebrated a huge win today with the news that their union, ZeniMax Workers United-CWA, and ZeniMax parent company Microsoft finally reached a tentative contract agreement two years after unionizing in 2023.The new contract includes "substantial" across-the-board wage increases and new minimum salaries for employees and policies for introducing AI tools in the workplace (policies first agreed upon in late 2023).It also includes protections against arbitrary dismissal, grievance procedures, and a robust crediting policy to ensure QA workers are recognized for their work on ZeniMax games. The CWA declared that the agreement "sets new standards" for the video game industry."Video games have been the revenue titan of the entire entertainment industry for years, and the workers who develop these games are too often exploited for their passion and creativity," said ZeniMax QA tester Jessee Leese, who is a member of the bargaining committee. "Our first contract is an invitation for video game professionals everywhere to take action."The agreement follows a brief public spat between the two parties from November 2024 through April 2025. The union has spoken out against Microsoft's decision to outsource more work to outside contractors and accused it of "hindering" contract negotiations, briefly going on strike last year and voting to authorize a second strike this spring. Microsoft denied the accusation, saying made "fair" proposals to the bargaining committee (Raven Software union members made similar claims about Microsoft in August 2024).Related:That the two groups could go from public verbal sparring to a successful bargaining agreement in under two months shows that some form of progress came after workers threatened that second strike.Unions possess negotiation tools that individuals don'tAdapting the union's contract and tactics is a potentially powerful way to In 2024 ZeniMax union leaders Autumn Mitchell and Chris Lusco broke down the benefits of the unionization process in a conversation on the Game Developer Podcast, explaining that choosing to unionize has created new bargaining opportunities that individual employees don't possess.For instance, the pair discussed the concept of "recall rights," a term the included in the bargaining agreement that requires employers to offer laid-off employees a chance to return to the company if they reopen their positions within 2-3 years after being laid off. Unionizing workers in the United States also benefit what's known as a "status quo" condition for workers' contracts that are immediately imposed when a union is declared, preventing their employer from suddenly shrinking benefits.Related:"We're talking about eliminating that 'revolving door' at least to some degree," Mitchell said at the time, in reference to how high turnover can gut a studio's institutional knowledge.Their tactics will certainly be useful to other unions negotiating bargaining agreements with Microsoft. At neighboring subsidiary Activision Blizzard, the developers working on the Warcraft and Overwatch series are waging their own (verbal) battle with the company, as are the employees at Raven Software and workers across Activision Blizzard's QA teams.Read more about:Top StoriesUnionizationXboxAbout the AuthorBryant FrancisSenior Editor, GameDeveloper.comBryant Francis is a writer, journalist, and narrative designer based in Boston, MA. He currently writes for Game Developer, a leading B2B publication for the video game industry. His credits include Proxy Studios' upcoming 4X strategy game Zephon and Amplitude Studio's 2017 game Endless Space 2.Follow Bryant Francis, Senior Editor, on Bluesky or LinkedIn.See more from Bryant FrancisDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like0 Comentários 0 Compartilhamentos -
Is generative AI really 'just a tool'?
"AI is inevitable."That's a phrase that's rattled around my head for a month. Not willingly mind you. It's taken up lodging in my grey matter after hearing it in meetings, reading it in emails, and seeing it buffeted back and forth across Bluesky, LinkedIn, and Discord.It's not a convincing phrase. If you hear it from AI boosters it's easy to brush off as raw hype, and if you hear it from doomsayers it can lull you into a sense of fatalism. But as the philosopher Natasha Bedingfield told us in 2004, today is where the book begins, the rest is still unwritten. Nothing, for better or worse, is inevitable.But in those various calls another phrase—one you may have heard at your studio—has slipped past more unnoticed: "AI is just a tool. It can be used for good or evil, like any other tool."After all this is a business where we use tools for good or evil, right and wrong, correctly and incorrectly. We debate the effectiveness of Unity, Unreal, or Godot. We agonize over whether to use procedural versus hand-crafted content. We debate and discuss the topic so much that Game Developers Conference has a whole Tools Summit dedicated to craft of making game development software.Viewing generative AI through the neutral lens of tool assessment is natural—and I'll go so far as to say admirable—for our community. It's a method we use to get past hype and bombast, to try and take technology on its own terms and see how it fits our purposes. And as the 2025 GDC State of the Industry report tells us, some developers are adopting generative AI, plenty of them not bought in on the hype but through the act of seeking the right tool for the job.Related:But looking at generative AI as 'just a tool' is a deeply flawed lens. That phrase betrays a quiet cynicism. Because nothing—not generative AI, not a firearm, not even a hammer—is "just a tool."The function of tools is influenced by their formConsider two tools found in many American households: the claw hammer and the handgun.Normally Game Developer restricts itself to the craft of making video games but I promise this is relevant. Guns are another tool where neutralizing rhetoric is deployed to downplay a tool's negative effects. I grew up in a gun-owning house in a gun-owning neighborhood in suburban Maryland. There were probably four handguns sitting in lockboxes across two rooms, a few rifles and shotguns in a vault in the basement, and one questionably legal World War I firearm tucked away in a closet. The NRA's mantra of "guns don't kill people, people kill people" was commonplace. A neighbor of mine laughed when I advocated for stronger regulations on gun ownership on the basis of "guns are meant to kill." "Guns aren't meant to kill," I recall him saying. "Cars can kill people. Does that mean cars are meant for killing?"His point boils down to this: The outcome of the tool's use is not worth considering when discussing regulation, only its potential use. A gun is a tool and the user has control over a tool is used.Cars are already tightly regulated and cost thousands of dollars, making his point moot, so we'll break down the construction of the claw hammer instead. We generally refer to hammers as being used to pound nails into wood, but I mainly use mine for hammering anchors into drywall because I'm a theater kid and was taught in crew to trust screws.In either case, the physical shape of the claw hammer dictates its most common purpose. The handle extends into a metal object that is blunt at one end, and clawed on the other. The design follows the swing of the human arm, transferring kinetic energy generated by the bicep, down the elbow, through the wrist, and into the blunt end.We also know that claw hammers are not useful for every form of transferring this energy. Variations on hammer design like the ball-peen hammer show how this basic purpose needs to be altered for different tasks. The shape and the material changes depending on the purpose. To sell more hammers, companies invest in better materials and affordances like rubber grips to make their use more comfortable.Like a firearm, hammers can be used as weapons. That same transference of force can be used to harm another living being. Video games sometimes place hammers in a players' loadout alongside guns, grenades, and weapons of war.Neither the hammer nor the firearm is "just" a tool. They are tools that are optimized for a purpose. We can study that purpose, and cast judgements about a tool's safety, merits, and need to be regulated based on that.But. The shape of the hammer is not an efficient way to inflict harm. This is supported by data from the FBI Crime Statistics survey, which gathers data filed by police departments that participate in assembling data. "Handgun" is the most common weapon used in homicides, and "knife/cutting instrument" ranks higher than "blunt objects." That's because handguns are an incredibly efficient means of wounding living beings.Let's break down the handgun the way we did the hammer. Handguns are assembled from an assortment of components that transfer the squeeze of a trigger into the strike of a hammer against a firing pin, which strikes the primer of a bullet's cartridge and sends it propelling out of the tube. Though some bullets seen in larger firearms are meant to penetrate metal, a handgun's bullet is envisioned and designed to cut through flesh.Image via Adobe Stock.These constraints make handguns efficient at few other tasks. In a pinch you could use the butt of a handgun as a hammer. I can't find any data about them being used for that purpose. I can only wander onto a construction site and count the number of firearms in toolboxes as a general sample size.Neither the hammer nor the firearm is "just" a tool. They are tools that are optimized for a purpose. We can study that purpose, and cast judgements about a tool's safety, merits, and need to be regulated based on that. Firearm advocates oppose this process through neutralizing language because it's difficult to dispute the correlation between the number of guns versus the number of murders and assaults with guns in a geographic area.Generative AI proponents sometimes regurgitate that language when defending this new technology. Because like the gun lobby, they don't want the purpose of generative AI decided by its outcomes, only its potential.What is that purpose? It may be the death of truth itself.Generative AI is broadly used to deceive through mimicryGenerative AI is a tool for deception.That's not what its biggest backers will tell you. It's broadly pitched as a tool for efficiency. But efficiency is hard to measure and easy to game. Deception is loud and obvious. Students are using it to cheat on papers. Scam calls with AI-generated voices are on the rise. The Department Human Health and Services published a study citing secretary Kennedy's unfounded health views that cites nonexistent studies, likely generated through AI. There was that cadre of YouTubers creating AI-generated fake movie trailers to attract clicks and make money off people who don't follow entertainment use. Apple marketed Apple Intelligence with advertisements showing people deceiving their neighbors, family, and coworkers. Activision Blizzard used generative AI to advertise games that don't exist.Now here's the rub: games—and all of entertainment—are also a form of deception. We use the phrase "magic circle" to describe how we attract players into our worlds. We use camera tricks, rendering technology, and even VO barks to simulate digital worlds. People engage with games, film, TV, books, and especially magic shows because on some level they want to be not just deceived, but lied to. AI has also been sold as technology that will let every player make their own perfect experience tailored for them by generating worlds, visual assets, and audio on the fly. But the best pitches I've heard for AI tend to "hide" the presence of the LLM, only mildly asking the player for prompts in order to accomplish behind-the-scenes computing tasks. These lies can make shared realities, not wholly distinct ones.That is the difference between telling lies to make virtual worlds and and telling lies to shape the real one. Lies in virtual worlds create shared realities. Lies in the real world tear them down.How appropriate that one such "shared reality," the Star Wars show Andor, recently warned us about the price we pay with treating AI as "just a tool." "The loss of an objective reality is perhaps the most dangerous," said the character Mon Mothma in a climactic speech decrying the whitewashing of a carefully executed genocide."When truth leaves us, when we let it slip away, when it is ripped from our hands, we become vulnerable to the appetite of whatever monster screams the loudest."Game Developers Conference and Game Developer are sibling organizations under Informa.
#generative #really #039just #tool039Is generative AI really 'just a tool'?"AI is inevitable."That's a phrase that's rattled around my head for a month. Not willingly mind you. It's taken up lodging in my grey matter after hearing it in meetings, reading it in emails, and seeing it buffeted back and forth across Bluesky, LinkedIn, and Discord.It's not a convincing phrase. If you hear it from AI boosters it's easy to brush off as raw hype, and if you hear it from doomsayers it can lull you into a sense of fatalism. But as the philosopher Natasha Bedingfield told us in 2004, today is where the book begins, the rest is still unwritten. Nothing, for better or worse, is inevitable.But in those various calls another phrase—one you may have heard at your studio—has slipped past more unnoticed: "AI is just a tool. It can be used for good or evil, like any other tool."After all this is a business where we use tools for good or evil, right and wrong, correctly and incorrectly. We debate the effectiveness of Unity, Unreal, or Godot. We agonize over whether to use procedural versus hand-crafted content. We debate and discuss the topic so much that Game Developers Conference has a whole Tools Summit dedicated to craft of making game development software.Viewing generative AI through the neutral lens of tool assessment is natural—and I'll go so far as to say admirable—for our community. It's a method we use to get past hype and bombast, to try and take technology on its own terms and see how it fits our purposes. And as the 2025 GDC State of the Industry report tells us, some developers are adopting generative AI, plenty of them not bought in on the hype but through the act of seeking the right tool for the job.Related:But looking at generative AI as 'just a tool' is a deeply flawed lens. That phrase betrays a quiet cynicism. Because nothing—not generative AI, not a firearm, not even a hammer—is "just a tool."The function of tools is influenced by their formConsider two tools found in many American households: the claw hammer and the handgun.Normally Game Developer restricts itself to the craft of making video games but I promise this is relevant. Guns are another tool where neutralizing rhetoric is deployed to downplay a tool's negative effects. I grew up in a gun-owning house in a gun-owning neighborhood in suburban Maryland. There were probably four handguns sitting in lockboxes across two rooms, a few rifles and shotguns in a vault in the basement, and one questionably legal World War I firearm tucked away in a closet. The NRA's mantra of "guns don't kill people, people kill people" was commonplace. A neighbor of mine laughed when I advocated for stronger regulations on gun ownership on the basis of "guns are meant to kill." "Guns aren't meant to kill," I recall him saying. "Cars can kill people. Does that mean cars are meant for killing?"His point boils down to this: The outcome of the tool's use is not worth considering when discussing regulation, only its potential use. A gun is a tool and the user has control over a tool is used.Cars are already tightly regulated and cost thousands of dollars, making his point moot, so we'll break down the construction of the claw hammer instead. We generally refer to hammers as being used to pound nails into wood, but I mainly use mine for hammering anchors into drywall because I'm a theater kid and was taught in crew to trust screws.In either case, the physical shape of the claw hammer dictates its most common purpose. The handle extends into a metal object that is blunt at one end, and clawed on the other. The design follows the swing of the human arm, transferring kinetic energy generated by the bicep, down the elbow, through the wrist, and into the blunt end.We also know that claw hammers are not useful for every form of transferring this energy. Variations on hammer design like the ball-peen hammer show how this basic purpose needs to be altered for different tasks. The shape and the material changes depending on the purpose. To sell more hammers, companies invest in better materials and affordances like rubber grips to make their use more comfortable.Like a firearm, hammers can be used as weapons. That same transference of force can be used to harm another living being. Video games sometimes place hammers in a players' loadout alongside guns, grenades, and weapons of war.Neither the hammer nor the firearm is "just" a tool. They are tools that are optimized for a purpose. We can study that purpose, and cast judgements about a tool's safety, merits, and need to be regulated based on that.But. The shape of the hammer is not an efficient way to inflict harm. This is supported by data from the FBI Crime Statistics survey, which gathers data filed by police departments that participate in assembling data. "Handgun" is the most common weapon used in homicides, and "knife/cutting instrument" ranks higher than "blunt objects." That's because handguns are an incredibly efficient means of wounding living beings.Let's break down the handgun the way we did the hammer. Handguns are assembled from an assortment of components that transfer the squeeze of a trigger into the strike of a hammer against a firing pin, which strikes the primer of a bullet's cartridge and sends it propelling out of the tube. Though some bullets seen in larger firearms are meant to penetrate metal, a handgun's bullet is envisioned and designed to cut through flesh.Image via Adobe Stock.These constraints make handguns efficient at few other tasks. In a pinch you could use the butt of a handgun as a hammer. I can't find any data about them being used for that purpose. I can only wander onto a construction site and count the number of firearms in toolboxes as a general sample size.Neither the hammer nor the firearm is "just" a tool. They are tools that are optimized for a purpose. We can study that purpose, and cast judgements about a tool's safety, merits, and need to be regulated based on that. Firearm advocates oppose this process through neutralizing language because it's difficult to dispute the correlation between the number of guns versus the number of murders and assaults with guns in a geographic area.Generative AI proponents sometimes regurgitate that language when defending this new technology. Because like the gun lobby, they don't want the purpose of generative AI decided by its outcomes, only its potential.What is that purpose? It may be the death of truth itself.Generative AI is broadly used to deceive through mimicryGenerative AI is a tool for deception.That's not what its biggest backers will tell you. It's broadly pitched as a tool for efficiency. But efficiency is hard to measure and easy to game. Deception is loud and obvious. Students are using it to cheat on papers. Scam calls with AI-generated voices are on the rise. The Department Human Health and Services published a study citing secretary Kennedy's unfounded health views that cites nonexistent studies, likely generated through AI. There was that cadre of YouTubers creating AI-generated fake movie trailers to attract clicks and make money off people who don't follow entertainment use. Apple marketed Apple Intelligence with advertisements showing people deceiving their neighbors, family, and coworkers. Activision Blizzard used generative AI to advertise games that don't exist.Now here's the rub: games—and all of entertainment—are also a form of deception. We use the phrase "magic circle" to describe how we attract players into our worlds. We use camera tricks, rendering technology, and even VO barks to simulate digital worlds. People engage with games, film, TV, books, and especially magic shows because on some level they want to be not just deceived, but lied to. AI has also been sold as technology that will let every player make their own perfect experience tailored for them by generating worlds, visual assets, and audio on the fly. But the best pitches I've heard for AI tend to "hide" the presence of the LLM, only mildly asking the player for prompts in order to accomplish behind-the-scenes computing tasks. These lies can make shared realities, not wholly distinct ones.That is the difference between telling lies to make virtual worlds and and telling lies to shape the real one. Lies in virtual worlds create shared realities. Lies in the real world tear them down.How appropriate that one such "shared reality," the Star Wars show Andor, recently warned us about the price we pay with treating AI as "just a tool." "The loss of an objective reality is perhaps the most dangerous," said the character Mon Mothma in a climactic speech decrying the whitewashing of a carefully executed genocide."When truth leaves us, when we let it slip away, when it is ripped from our hands, we become vulnerable to the appetite of whatever monster screams the loudest."Game Developers Conference and Game Developer are sibling organizations under Informa. #generative #really #039just #tool039WWW.GAMEDEVELOPER.COMIs generative AI really 'just a tool'?"AI is inevitable."That's a phrase that's rattled around my head for a month. Not willingly mind you. It's taken up lodging in my grey matter after hearing it in meetings, reading it in emails, and seeing it buffeted back and forth across Bluesky, LinkedIn, and Discord.It's not a convincing phrase. If you hear it from AI boosters it's easy to brush off as raw hype, and if you hear it from doomsayers it can lull you into a sense of fatalism. But as the philosopher Natasha Bedingfield told us in 2004, today is where the book begins, the rest is still unwritten. Nothing, for better or worse, is inevitable.But in those various calls another phrase—one you may have heard at your studio—has slipped past more unnoticed: "AI is just a tool. It can be used for good or evil, like any other tool."After all this is a business where we use tools for good or evil, right and wrong, correctly and incorrectly. We debate the effectiveness of Unity, Unreal, or Godot. We agonize over whether to use procedural versus hand-crafted content. We debate and discuss the topic so much that Game Developers Conference has a whole Tools Summit dedicated to craft of making game development software.Viewing generative AI through the neutral lens of tool assessment is natural—and I'll go so far as to say admirable—for our community. It's a method we use to get past hype and bombast, to try and take technology on its own terms and see how it fits our purposes. And as the 2025 GDC State of the Industry report tells us, some developers are adopting generative AI, plenty of them not bought in on the hype but through the act of seeking the right tool for the job.Related:But looking at generative AI as 'just a tool' is a deeply flawed lens. That phrase betrays a quiet cynicism (one we hear often from opponents of firearm regulation in the United Stats). Because nothing—not generative AI, not a firearm, not even a hammer—is "just a tool."The function of tools is influenced by their formConsider two tools found in many American households: the claw hammer and the handgun.Normally Game Developer restricts itself to the craft of making video games but I promise this is relevant. Guns are another tool where neutralizing rhetoric is deployed to downplay a tool's negative effects. I grew up in a gun-owning house in a gun-owning neighborhood in suburban Maryland. There were probably four handguns sitting in lockboxes across two rooms, a few rifles and shotguns in a vault in the basement, and one questionably legal World War I firearm tucked away in a closet. The NRA's mantra of "guns don't kill people, people kill people" was commonplace. A neighbor of mine laughed when I advocated for stronger regulations on gun ownership on the basis of "guns are meant to kill." "Guns aren't meant to kill," I recall him saying. "Cars can kill people. Does that mean cars are meant for killing?"His point boils down to this: The outcome of the tool's use is not worth considering when discussing regulation, only its potential use. A gun is a tool and the user has control over a tool is used.Cars are already tightly regulated and cost thousands of dollars, making his point moot, so we'll break down the construction of the claw hammer instead. We generally refer to hammers as being used to pound nails into wood, but I mainly use mine for hammering anchors into drywall because I'm a theater kid and was taught in crew to trust screws.In either case, the physical shape of the claw hammer dictates its most common purpose. The handle extends into a metal object that is blunt at one end, and clawed on the other. The design follows the swing of the human arm, transferring kinetic energy generated by the bicep, down the elbow, through the wrist, and into the blunt end.We also know that claw hammers are not useful for every form of transferring this energy. Variations on hammer design like the ball-peen hammer show how this basic purpose needs to be altered for different tasks. The shape and the material changes depending on the purpose. To sell more hammers, companies invest in better materials and affordances like rubber grips to make their use more comfortable.Like a firearm, hammers can be used as weapons. That same transference of force can be used to harm another living being. Video games sometimes place hammers in a players' loadout alongside guns, grenades, and weapons of war.Neither the hammer nor the firearm is "just" a tool. They are tools that are optimized for a purpose. We can study that purpose, and cast judgements about a tool's safety, merits, and need to be regulated based on that.But. The shape of the hammer is not an efficient way to inflict harm. This is supported by data from the FBI Crime Statistics survey, which gathers data filed by police departments that participate in assembling data. "Handgun" is the most common weapon used in homicides, and "knife/cutting instrument" ranks higher than "blunt objects." That's because handguns are an incredibly efficient means of wounding living beings.Let's break down the handgun the way we did the hammer. Handguns are assembled from an assortment of components that transfer the squeeze of a trigger into the strike of a hammer against a firing pin, which strikes the primer of a bullet's cartridge and sends it propelling out of the tube. Though some bullets seen in larger firearms are meant to penetrate metal, a handgun's bullet is envisioned and designed to cut through flesh.Image via Adobe Stock.These constraints make handguns efficient at few other tasks. In a pinch you could use the butt of a handgun as a hammer. I can't find any data about them being used for that purpose. I can only wander onto a construction site and count the number of firearms in toolboxes as a general sample size.Neither the hammer nor the firearm is "just" a tool. They are tools that are optimized for a purpose. We can study that purpose, and cast judgements about a tool's safety, merits, and need to be regulated based on that. Firearm advocates oppose this process through neutralizing language because it's difficult to dispute the correlation between the number of guns versus the number of murders and assaults with guns in a geographic area.Generative AI proponents sometimes regurgitate that language when defending this new technology. Because like the gun lobby, they don't want the purpose of generative AI decided by its outcomes, only its potential.What is that purpose? It may be the death of truth itself.Generative AI is broadly used to deceive through mimicryGenerative AI is a tool for deception.That's not what its biggest backers will tell you. It's broadly pitched as a tool for efficiency. But efficiency is hard to measure and easy to game. Deception is loud and obvious. Students are using it to cheat on papers. Scam calls with AI-generated voices are on the rise. The Department Human Health and Services published a study citing secretary Kennedy's unfounded health views that cites nonexistent studies, likely generated through AI. There was that cadre of YouTubers creating AI-generated fake movie trailers to attract clicks and make money off people who don't follow entertainment use. Apple marketed Apple Intelligence with advertisements showing people deceiving their neighbors, family, and coworkers. Activision Blizzard used generative AI to advertise games that don't exist.Now here's the rub: games—and all of entertainment—are also a form of deception. We use the phrase "magic circle" to describe how we attract players into our worlds. We use camera tricks, rendering technology, and even VO barks to simulate digital worlds. People engage with games, film, TV, books, and especially magic shows because on some level they want to be not just deceived, but lied to. AI has also been sold as technology that will let every player make their own perfect experience tailored for them by generating worlds, visual assets, and audio on the fly. But the best pitches I've heard for AI tend to "hide" the presence of the LLM, only mildly asking the player for prompts in order to accomplish behind-the-scenes computing tasks. These lies can make shared realities, not wholly distinct ones.That is the difference between telling lies to make virtual worlds and and telling lies to shape the real one. Lies in virtual worlds create shared realities. Lies in the real world tear them down.How appropriate that one such "shared reality," the Star Wars show Andor, recently warned us about the price we pay with treating AI as "just a tool." "The loss of an objective reality is perhaps the most dangerous," said the character Mon Mothma in a climactic speech decrying the whitewashing of a carefully executed genocide."When truth leaves us, when we let it slip away, when it is ripped from our hands, we become vulnerable to the appetite of whatever monster screams the loudest."Game Developers Conference and Game Developer are sibling organizations under Informa.0 Comentários 0 Compartilhamentos -
Behind the Scenes: Check out Keita Takahashi's adorable To a T storyboard sketches
TechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.Behind the Scenes: Check out Keita Takahashi's adorable To a T storyboard sketchesBehind the Scenes: Check out Keita Takahashi's adorable To a T storyboard sketchesKeita Takahashi sent over a bunch of adorable To a T storyboard sketches following our chat at GDC 2025. Take a look at a handful of formative sketches from the Wattam and Katamari creator.Chris Kerr, Senior Editor, NewsMay 28, 202516 SlidesImage via Annapurna To a T, the latest whimsical video game from Katamari Damacy and Wattam creator Keita Takahashi, is out today.Inevitably, it's as weird and wonderful as you'd expect. An offbeat adventure about a 13-year-old teenager, appropriately called Teen, whose body happens to be stuck in a permanent T-pose.Over the course of an episodic story, players must help Teen navigate the unique challenges of their daily life alongside a fluffy companion, a host of anthropomorphic animals, and other memorable characters.During a recent interview with Game Developer at GDC 2025, Takahashi explained he envisioned To a T as a "sort of sitcom" and set about storyboarding the game's opening scenes in a bid to communicate his vision for the project.Intrigued by how the game looked during those formative stages, we asked Takahashi whether he'd be willing to send a few of those storyboards careening our way. Thankfully, he obliged, and now we're able to share those charming sketches with you.You can see 15 of those early storyboards in the slideshow above.Then, you can read our deliriously wide-ranging interview with Takahashi to learn more about To a T and the inner-workings of one of the industry's most eclectic designers.About the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
#behind #scenes #check #out #keitaBehind the Scenes: Check out Keita Takahashi's adorable To a T storyboard sketchesTechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.Behind the Scenes: Check out Keita Takahashi's adorable To a T storyboard sketchesBehind the Scenes: Check out Keita Takahashi's adorable To a T storyboard sketchesKeita Takahashi sent over a bunch of adorable To a T storyboard sketches following our chat at GDC 2025. Take a look at a handful of formative sketches from the Wattam and Katamari creator.Chris Kerr, Senior Editor, NewsMay 28, 202516 SlidesImage via Annapurna To a T, the latest whimsical video game from Katamari Damacy and Wattam creator Keita Takahashi, is out today.Inevitably, it's as weird and wonderful as you'd expect. An offbeat adventure about a 13-year-old teenager, appropriately called Teen, whose body happens to be stuck in a permanent T-pose.Over the course of an episodic story, players must help Teen navigate the unique challenges of their daily life alongside a fluffy companion, a host of anthropomorphic animals, and other memorable characters.During a recent interview with Game Developer at GDC 2025, Takahashi explained he envisioned To a T as a "sort of sitcom" and set about storyboarding the game's opening scenes in a bid to communicate his vision for the project.Intrigued by how the game looked during those formative stages, we asked Takahashi whether he'd be willing to send a few of those storyboards careening our way. Thankfully, he obliged, and now we're able to share those charming sketches with you.You can see 15 of those early storyboards in the slideshow above.Then, you can read our deliriously wide-ranging interview with Takahashi to learn more about To a T and the inner-workings of one of the industry's most eclectic designers.About the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #behind #scenes #check #out #keitaWWW.GAMEDEVELOPER.COMBehind the Scenes: Check out Keita Takahashi's adorable To a T storyboard sketchesTechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.Behind the Scenes: Check out Keita Takahashi's adorable To a T storyboard sketchesBehind the Scenes: Check out Keita Takahashi's adorable To a T storyboard sketchesKeita Takahashi sent over a bunch of adorable To a T storyboard sketches following our chat at GDC 2025. Take a look at a handful of formative sketches from the Wattam and Katamari creator.Chris Kerr, Senior Editor, NewsMay 28, 202516 SlidesImage via Annapurna To a T, the latest whimsical video game from Katamari Damacy and Wattam creator Keita Takahashi, is out today.Inevitably, it's as weird and wonderful as you'd expect. An offbeat adventure about a 13-year-old teenager, appropriately called Teen, whose body happens to be stuck in a permanent T-pose.Over the course of an episodic story, players must help Teen navigate the unique challenges of their daily life alongside a fluffy companion, a host of anthropomorphic animals (including a scene-stealing singing giraffe named Giraffe), and other memorable characters.During a recent interview with Game Developer at GDC 2025, Takahashi explained he envisioned To a T as a "sort of sitcom" and set about storyboarding the game's opening scenes in a bid to communicate his vision for the project.Intrigued by how the game looked during those formative stages, we asked Takahashi whether he'd be willing to send a few of those storyboards careening our way. Thankfully, he obliged, and now we're able to share those charming sketches with you.You can see 15 of those early storyboards in the slideshow above.Then, you can read our deliriously wide-ranging interview with Takahashi to learn more about To a T and the inner-workings of one of the industry's most eclectic designers.About the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like0 Comentários 0 Compartilhamentos -
Report: EA obliterates Black Panther developer Cliffhanger Games in studio closure
Electronic Arts has company reportedly shut down Seattle-based game studio Cliffhanger Games, not even two years after announcing the founding of the studio and revealing its flagship game: an open-world action game based on Marvel's Black Panther superhero.According to IGN—which first reported on the closure—the news was delivered to EA staffers in a letter sent by EA Entertainment president Laura Miele, who told workers that the move was part of a strategy to "sharpen our focus and put our creative energy behind the most significant growth opportunities." Miele reportedly referenced other recent decisions along these lines, likely including the company's decision last month to lay off over 300 developers across its studios and cancel an Apex Legends spinoff in development at Respawn Entertainment, as well as January's arguably quiet layoff that impacted a number of developers at EA-owned BioWare.It's unknown if any developers impacted by the reported Cliffhanger Games closure came to the team following a reassignment from BioWare or Respawn. EA apparently also laid off workers on its mobile and central teams. Game Developer has reached out to EA regarding these events and will update the story pending a reply.Related:The drastic closure raises huge questions about EA's strategy and its relationship with licensed projects, which have previously made up a sizable portion of its release pipeline. Miele apparently told employees that the company is continuing to "invest" in Motive Studios' Iron Man game, and the third Star Wars: Jedi game in development at Respawn Interactive..Why do the brilliant business brains at EA keep bungling big games?In 2024 CEO Andrew Wilson announced that the company would spend over million to lay off five percent of its workforce, and shift away from its reliance on third-party licensing to rely on its own intellectual properties.However, that support seems to already have waned as the teams behind EA-owned properties like Dragon Age or Titanfallhave been on the receiving end of the 'sharpened focus' reportedly mentioned by Miele. Layoffs at both studios followed a year where executive compensation reached a collective over million despite a period of sizable layoffs at the time. IGN reports that the Battlefield, Sims, Skate, Mass Effect and Apex Legends franchises remain EA's primary non-sports franchises, though the company's actions regularly cast doubt on those priorities, such as the cancelling of various spinoffs of the Titanfall/Apex Legends series and apparent shake up its sequel strategy for The Sims, putting that series in another stressful position.Related:This also puts even more pressure on the developers of the Battlefield series, who have gone through multiple reorganizations and leadership changes since the underperformance of Battlefield 2042.So what other "significant growth opportunities" is EA pursuing? Generative AI, for one. So far, EA still hasn't shown off any of its AI initiatives beyond a literal cardboard box level—but it might be getting into generative AI voice acting, if the mass exit of the Apex Legends French dubbing cast is any indication.
#report #obliterates #black #panther #developerReport: EA obliterates Black Panther developer Cliffhanger Games in studio closureElectronic Arts has company reportedly shut down Seattle-based game studio Cliffhanger Games, not even two years after announcing the founding of the studio and revealing its flagship game: an open-world action game based on Marvel's Black Panther superhero.According to IGN—which first reported on the closure—the news was delivered to EA staffers in a letter sent by EA Entertainment president Laura Miele, who told workers that the move was part of a strategy to "sharpen our focus and put our creative energy behind the most significant growth opportunities." Miele reportedly referenced other recent decisions along these lines, likely including the company's decision last month to lay off over 300 developers across its studios and cancel an Apex Legends spinoff in development at Respawn Entertainment, as well as January's arguably quiet layoff that impacted a number of developers at EA-owned BioWare.It's unknown if any developers impacted by the reported Cliffhanger Games closure came to the team following a reassignment from BioWare or Respawn. EA apparently also laid off workers on its mobile and central teams. Game Developer has reached out to EA regarding these events and will update the story pending a reply.Related:The drastic closure raises huge questions about EA's strategy and its relationship with licensed projects, which have previously made up a sizable portion of its release pipeline. Miele apparently told employees that the company is continuing to "invest" in Motive Studios' Iron Man game, and the third Star Wars: Jedi game in development at Respawn Interactive..Why do the brilliant business brains at EA keep bungling big games?In 2024 CEO Andrew Wilson announced that the company would spend over million to lay off five percent of its workforce, and shift away from its reliance on third-party licensing to rely on its own intellectual properties.However, that support seems to already have waned as the teams behind EA-owned properties like Dragon Age or Titanfallhave been on the receiving end of the 'sharpened focus' reportedly mentioned by Miele. Layoffs at both studios followed a year where executive compensation reached a collective over million despite a period of sizable layoffs at the time. IGN reports that the Battlefield, Sims, Skate, Mass Effect and Apex Legends franchises remain EA's primary non-sports franchises, though the company's actions regularly cast doubt on those priorities, such as the cancelling of various spinoffs of the Titanfall/Apex Legends series and apparent shake up its sequel strategy for The Sims, putting that series in another stressful position.Related:This also puts even more pressure on the developers of the Battlefield series, who have gone through multiple reorganizations and leadership changes since the underperformance of Battlefield 2042.So what other "significant growth opportunities" is EA pursuing? Generative AI, for one. So far, EA still hasn't shown off any of its AI initiatives beyond a literal cardboard box level—but it might be getting into generative AI voice acting, if the mass exit of the Apex Legends French dubbing cast is any indication. #report #obliterates #black #panther #developerWWW.GAMEDEVELOPER.COMReport: EA obliterates Black Panther developer Cliffhanger Games in studio closureElectronic Arts has company reportedly shut down Seattle-based game studio Cliffhanger Games, not even two years after announcing the founding of the studio and revealing its flagship game: an open-world action game based on Marvel's Black Panther superhero.According to IGN—which first reported on the closure—the news was delivered to EA staffers in a letter sent by EA Entertainment president Laura Miele (the second-highest-paid executive at EA in 2024), who told workers that the move was part of a strategy to "sharpen our focus and put our creative energy behind the most significant growth opportunities." Miele reportedly referenced other recent decisions along these lines, likely including the company's decision last month to lay off over 300 developers across its studios and cancel an Apex Legends spinoff in development at Respawn Entertainment, as well as January's arguably quiet layoff that impacted a number of developers at EA-owned BioWare.It's unknown if any developers impacted by the reported Cliffhanger Games closure came to the team following a reassignment from BioWare or Respawn. EA apparently also laid off workers on its mobile and central teams. Game Developer has reached out to EA regarding these events and will update the story pending a reply.Related:The drastic closure raises huge questions about EA's strategy and its relationship with licensed projects, which have previously made up a sizable portion of its release pipeline. Miele apparently told employees that the company is continuing to "invest" in Motive Studios' Iron Man game (another licensed project), and the third Star Wars: Jedi game in development at Respawn Interactive. (Respawn is also supporting the development of BitReactor's Star Wars strategy game Star Wars: Zero Company).Why do the brilliant business brains at EA keep bungling big games?In 2024 CEO Andrew Wilson announced that the company would spend over $125 million to lay off five percent of its workforce, and shift away from its reliance on third-party licensing to rely on its own intellectual properties.However, that support seems to already have waned as the teams behind EA-owned properties like Dragon Age or Titanfall (better known today for its battle royale spinoff Apex Legends) have been on the receiving end of the 'sharpened focus' reportedly mentioned by Miele. Layoffs at both studios followed a year where executive compensation reached a collective over $60 million despite a period of sizable layoffs at the time. IGN reports that the Battlefield, Sims, Skate, Mass Effect and Apex Legends franchises remain EA's primary non-sports franchises, though the company's actions regularly cast doubt on those priorities, such as the cancelling of various spinoffs of the Titanfall/Apex Legends series and apparent shake up its sequel strategy for The Sims, putting that series in another stressful position.Related:This also puts even more pressure on the developers of the Battlefield series, who have gone through multiple reorganizations and leadership changes since the underperformance of Battlefield 2042.So what other "significant growth opportunities" is EA pursuing? Generative AI, for one. So far, EA still hasn't shown off any of its AI initiatives beyond a literal cardboard box level—but it might be getting into generative AI voice acting, if the mass exit of the Apex Legends French dubbing cast is any indication.0 Comentários 0 Compartilhamentos -
The Witcher 3 has earned almost $650 million after a decade on shelves
The Witcher 3: Wild Hunt has earned PLN 2.4 billionin revenue for Polish developer CD Projekt after a decade on shelves.The acclaimed title launched in 2015 and has sold over 60 million copies worldwide—although that metric doesn't account for the unit sales of expansions Hearts of Stone and Blood and Wine.CD Projekt shared the latest milestones in its fiscal report for the quarter ended March 31, 2025. The company is currently working on the next mainline instalment in The Witcher franchise, which is currently slated for release "after 2026."The vast majority of CD Projekt's development teams are currently working on The Witcher 4—with 422 of the company's 730 developers assigned to the project. The next largest project is Cyberpunk 2, which has just entered pre-production under a 96-person team.CD Projekt is pushing ahead with the sequel after managing to rehabilitate Cyberpunk 2077 following a difficult launch. The success of Cyberpunk's well-received Phantom Liberty expansion, which has now sold 10 million copies worldwide, is indicative of that turnaround.CD Projekt hoping Cyberpunk 2077 can continue comeback tour on Switch 2Discussing the sci-fi series' future prospects, CD Projekt said Cyberpunk 2077 continues to deliver "strong" sales almost five years post-launch, giving it cause for optimism as it prepares to bring the title to Switch 2.Related:"This result fills us with great satisfaction—especially given that a new addition is about to join our Cyberpunk portfolio–on 5 June the game's Ultimate Edition will be coming to the new Nintendo Switch 2 console," said CD Projekt joint-CEO, Michał Nowakowski."Positive reactions from gamers and media representatives who have had the opportunity to play the game at a series of global Nintendo events fill us with optimism."Glancing quickly at CD Projekt's fiscal performance during Q1 2025, consolidated sales revenue remained flat year-over-year after reaching PLN 226 million—mirroring the revenue delivered during Q1 2024. Net profit, meanwhile, decreased year-over-year to PLN 86 million from PLN 100 million."The Group's total Sales revenue in the first quarter of 2025 was comparable to the first quarter of last year, mainly due to continued strong sales of Cyberpunk 2077, including the Phantom Liberty expansion," explained CD Projekt."The main reason for the lower net profit with comparable sales revenue, a higher operating profit and profit before tax was the higher amount of income tax compared with the comparative period."Related:
#witcher #has #earned #almost #millionThe Witcher 3 has earned almost $650 million after a decade on shelvesThe Witcher 3: Wild Hunt has earned PLN 2.4 billionin revenue for Polish developer CD Projekt after a decade on shelves.The acclaimed title launched in 2015 and has sold over 60 million copies worldwide—although that metric doesn't account for the unit sales of expansions Hearts of Stone and Blood and Wine.CD Projekt shared the latest milestones in its fiscal report for the quarter ended March 31, 2025. The company is currently working on the next mainline instalment in The Witcher franchise, which is currently slated for release "after 2026."The vast majority of CD Projekt's development teams are currently working on The Witcher 4—with 422 of the company's 730 developers assigned to the project. The next largest project is Cyberpunk 2, which has just entered pre-production under a 96-person team.CD Projekt is pushing ahead with the sequel after managing to rehabilitate Cyberpunk 2077 following a difficult launch. The success of Cyberpunk's well-received Phantom Liberty expansion, which has now sold 10 million copies worldwide, is indicative of that turnaround.CD Projekt hoping Cyberpunk 2077 can continue comeback tour on Switch 2Discussing the sci-fi series' future prospects, CD Projekt said Cyberpunk 2077 continues to deliver "strong" sales almost five years post-launch, giving it cause for optimism as it prepares to bring the title to Switch 2.Related:"This result fills us with great satisfaction—especially given that a new addition is about to join our Cyberpunk portfolio–on 5 June the game's Ultimate Edition will be coming to the new Nintendo Switch 2 console," said CD Projekt joint-CEO, Michał Nowakowski."Positive reactions from gamers and media representatives who have had the opportunity to play the game at a series of global Nintendo events fill us with optimism."Glancing quickly at CD Projekt's fiscal performance during Q1 2025, consolidated sales revenue remained flat year-over-year after reaching PLN 226 million—mirroring the revenue delivered during Q1 2024. Net profit, meanwhile, decreased year-over-year to PLN 86 million from PLN 100 million."The Group's total Sales revenue in the first quarter of 2025 was comparable to the first quarter of last year, mainly due to continued strong sales of Cyberpunk 2077, including the Phantom Liberty expansion," explained CD Projekt."The main reason for the lower net profit with comparable sales revenue, a higher operating profit and profit before tax was the higher amount of income tax compared with the comparative period."Related: #witcher #has #earned #almost #millionWWW.GAMEDEVELOPER.COMThe Witcher 3 has earned almost $650 million after a decade on shelvesThe Witcher 3: Wild Hunt has earned PLN 2.4 billion ($642.3 million) in revenue for Polish developer CD Projekt after a decade on shelves.The acclaimed title launched in 2015 and has sold over 60 million copies worldwide—although that metric doesn't account for the unit sales of expansions Hearts of Stone and Blood and Wine.CD Projekt shared the latest milestones in its fiscal report for the quarter ended March 31, 2025. The company is currently working on the next mainline instalment in The Witcher franchise, which is currently slated for release "after 2026."The vast majority of CD Projekt's development teams are currently working on The Witcher 4—with 422 of the company's 730 developers assigned to the project. The next largest project is Cyberpunk 2, which has just entered pre-production under a 96-person team.CD Projekt is pushing ahead with the sequel after managing to rehabilitate Cyberpunk 2077 following a difficult launch. The success of Cyberpunk's well-received Phantom Liberty expansion, which has now sold 10 million copies worldwide, is indicative of that turnaround.CD Projekt hoping Cyberpunk 2077 can continue comeback tour on Switch 2Discussing the sci-fi series' future prospects, CD Projekt said Cyberpunk 2077 continues to deliver "strong" sales almost five years post-launch, giving it cause for optimism as it prepares to bring the title to Switch 2.Related:"This result fills us with great satisfaction—especially given that a new addition is about to join our Cyberpunk portfolio–on 5 June the game's Ultimate Edition will be coming to the new Nintendo Switch 2 console," said CD Projekt joint-CEO, Michał Nowakowski."Positive reactions from gamers and media representatives who have had the opportunity to play the game at a series of global Nintendo events fill us with optimism."Glancing quickly at CD Projekt's fiscal performance during Q1 2025, consolidated sales revenue remained flat year-over-year after reaching PLN 226 million—mirroring the revenue delivered during Q1 2024. Net profit, meanwhile, decreased year-over-year to PLN 86 million from PLN 100 million."The Group's total Sales revenue in the first quarter of 2025 was comparable to the first quarter of last year, mainly due to continued strong sales of Cyberpunk 2077, including the Phantom Liberty expansion," explained CD Projekt."[...] The main reason for the lower net profit with comparable sales revenue, a higher operating profit and profit before tax was the higher amount of income tax compared with the comparative period."Related:9 Comentários 0 Compartilhamentos -
Niantic spin-off continues layoffs with 'small number' of additional cuts
TechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.Niantic spin-off continues layoffs with 'small number' of additional cutsNiantic spin-off continues layoffs with 'small number' of additional cutsNiantic Spatial, the new-look company that emerged following the sale of Niantic's game business, has laid off another five employees.Chris Kerr, Senior Editor, NewsMay 27, 20251 Min ReadImage via Niantic SpatialNiantic Inc has laid off five more employees as it continues to reorganize following the sale of its game business to Saudi-owned mobile publisher Scopely.The company previously laid off 68 workers after selling its internal development teams and roster of franchises—including Pokemon Go—to Scopely in a deal worth billion.Those layoffs didn't impact Niantic's outgoing workforce, but rather those who remained with the tech company.Niantic is currently pivoting towards the geospatial AI market with the formation of a new company called Niantic Spatial, which is where the layoffs are being made.After Game Developer spotted the company had made fresh layoffs, Niantic Spatial confirmed a "small number" of additional employees have been let go. The WARN notice stated that five people were impacted by the latest cuts."As a result of the reorganization of Niantic Spatial, we identified a small number of additional positions that were unfortunately no longer required in the new company," said a company spokesperson.The redundancies were previously announced by Niantic CEO John Hanke, who said Niantic Spatial will be operating as a "startup organization.""After a lot of consideration, it became clear that some roles would not be required given our new focus. This week, we are sharing this news with the individuals whose roles are impacted," said Hanke earlier this year.Related:"These decisions are never easy; they in no way reflect the individuals’ performance, and we understand their impact on people’s lives."Hanke failed to specify how many roles were at risk, but we now know 73 workers have been jettisoned from Niantic Spatial as a result. about:LayoffsTop StoriesAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
#niantic #spinoff #continues #layoffs #withNiantic spin-off continues layoffs with 'small number' of additional cutsTechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.Niantic spin-off continues layoffs with 'small number' of additional cutsNiantic spin-off continues layoffs with 'small number' of additional cutsNiantic Spatial, the new-look company that emerged following the sale of Niantic's game business, has laid off another five employees.Chris Kerr, Senior Editor, NewsMay 27, 20251 Min ReadImage via Niantic SpatialNiantic Inc has laid off five more employees as it continues to reorganize following the sale of its game business to Saudi-owned mobile publisher Scopely.The company previously laid off 68 workers after selling its internal development teams and roster of franchises—including Pokemon Go—to Scopely in a deal worth billion.Those layoffs didn't impact Niantic's outgoing workforce, but rather those who remained with the tech company.Niantic is currently pivoting towards the geospatial AI market with the formation of a new company called Niantic Spatial, which is where the layoffs are being made.After Game Developer spotted the company had made fresh layoffs, Niantic Spatial confirmed a "small number" of additional employees have been let go. The WARN notice stated that five people were impacted by the latest cuts."As a result of the reorganization of Niantic Spatial, we identified a small number of additional positions that were unfortunately no longer required in the new company," said a company spokesperson.The redundancies were previously announced by Niantic CEO John Hanke, who said Niantic Spatial will be operating as a "startup organization.""After a lot of consideration, it became clear that some roles would not be required given our new focus. This week, we are sharing this news with the individuals whose roles are impacted," said Hanke earlier this year.Related:"These decisions are never easy; they in no way reflect the individuals’ performance, and we understand their impact on people’s lives."Hanke failed to specify how many roles were at risk, but we now know 73 workers have been jettisoned from Niantic Spatial as a result. about:LayoffsTop StoriesAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #niantic #spinoff #continues #layoffs #withWWW.GAMEDEVELOPER.COMNiantic spin-off continues layoffs with 'small number' of additional cutsTechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.Niantic spin-off continues layoffs with 'small number' of additional cutsNiantic spin-off continues layoffs with 'small number' of additional cutsNiantic Spatial, the new-look company that emerged following the sale of Niantic's game business, has laid off another five employees.Chris Kerr, Senior Editor, NewsMay 27, 20251 Min ReadImage via Niantic SpatialNiantic Inc has laid off five more employees as it continues to reorganize following the sale of its game business to Saudi-owned mobile publisher Scopely.The company previously laid off 68 workers after selling its internal development teams and roster of franchises—including Pokemon Go—to Scopely in a deal worth $3.5 billion.Those layoffs didn't impact Niantic's outgoing workforce, but rather those who remained with the tech company.Niantic is currently pivoting towards the geospatial AI market with the formation of a new company called Niantic Spatial, which is where the layoffs are being made.After Game Developer spotted the company had made fresh layoffs (via a WARN notice filed in California), Niantic Spatial confirmed a "small number" of additional employees have been let go. The WARN notice stated that five people were impacted by the latest cuts."As a result of the reorganization of Niantic Spatial, we identified a small number of additional positions that were unfortunately no longer required in the new company," said a company spokesperson.The redundancies were previously announced by Niantic CEO John Hanke, who said Niantic Spatial will be operating as a "startup organization.""After a lot of consideration, it became clear that some roles would not be required given our new focus. This week, we are sharing this news with the individuals whose roles are impacted," said Hanke earlier this year.Related:"These decisions are never easy; they in no way reflect the individuals’ performance, and we understand their impact on people’s lives."Hanke failed to specify how many roles were at risk, but we now know 73 workers have been jettisoned from Niantic Spatial as a result.Read more about:LayoffsTop StoriesAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like0 Comentários 0 Compartilhamentos -
Former Lego Group child safety expert joins Roblox as head of parental advocacy
Chris Kerr, Senior Editor, NewsMay 23, 20252 Min ReadImage via Game DeveloperRoblox has appointed its first head of parental advocacy to help families "navigate the digital world."Dr. Elizabeth Milovidov has stepped into the role and joins Roblox from Lego Group, where she served as senior corporate counsel on digital gaming, the metaverse, and child safety.It's a notable move for the company, which oversees one of the most popular user generated content platforms in the world.Roblox has repeatedly been accused of failing to deploy adequate protections for younger players. Last year, Bloomberg published an extensive report based on testimonies from 20 current and former Roblox employees who called out the company for allegedly failing to curb predatory behaviour.Since then, Roblox has rolled out a number of new safety measures—including the ability for parents to moderate their children's friends list and block specific experiences on the platform.New Roblox hire says company is committed to "supporting parents with expert guidance"Discussing its new hire, Roblox said Milovidov will focus on "building partnerships and programs to help equip parents with the tools to help their families navigate Roblox and the digital world.""I am excited to join Roblox to address the evolving challenges families face in today’s digital landscape," added Dr. Milovidov in a blog post.Related:"It is my personal mission to give parents the confidence and skills to raise children who thrive online while using technology safely and responsibly—today and tomorrow. This role underscores Roblox's commitment to supporting parents with expert guidance, innovative tools, and community resources focused on child safety and family well-being."Roblox acknowledged there has been an "intense global discussion" around digital child safety in recent years, and claimed keeping children safe remains a "top priority.""Hiring Dr. Milovidov for this newly created role is part of our efforts to empower families to help children use technology safely and responsibly," added the company.Despite those assertions, Roblox CEO and co-founder Dave Baszucki recently suggested that concerned parents should simply keep their children off the platform.Speaking to BBC News in March about the widely-reported safety issues, Baszucki said the company had to trust parents to "make their own decisions.""My first message would be, if you're not comfortable, don't let your kids be on Roblox," he said at the time. "That sounds a little counter-intuitive, but I would always trust parents to make their own decisions."Related: about:RobloxAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
#former #lego #group #child #safetyFormer Lego Group child safety expert joins Roblox as head of parental advocacyChris Kerr, Senior Editor, NewsMay 23, 20252 Min ReadImage via Game DeveloperRoblox has appointed its first head of parental advocacy to help families "navigate the digital world."Dr. Elizabeth Milovidov has stepped into the role and joins Roblox from Lego Group, where she served as senior corporate counsel on digital gaming, the metaverse, and child safety.It's a notable move for the company, which oversees one of the most popular user generated content platforms in the world.Roblox has repeatedly been accused of failing to deploy adequate protections for younger players. Last year, Bloomberg published an extensive report based on testimonies from 20 current and former Roblox employees who called out the company for allegedly failing to curb predatory behaviour.Since then, Roblox has rolled out a number of new safety measures—including the ability for parents to moderate their children's friends list and block specific experiences on the platform.New Roblox hire says company is committed to "supporting parents with expert guidance"Discussing its new hire, Roblox said Milovidov will focus on "building partnerships and programs to help equip parents with the tools to help their families navigate Roblox and the digital world.""I am excited to join Roblox to address the evolving challenges families face in today’s digital landscape," added Dr. Milovidov in a blog post.Related:"It is my personal mission to give parents the confidence and skills to raise children who thrive online while using technology safely and responsibly—today and tomorrow. This role underscores Roblox's commitment to supporting parents with expert guidance, innovative tools, and community resources focused on child safety and family well-being."Roblox acknowledged there has been an "intense global discussion" around digital child safety in recent years, and claimed keeping children safe remains a "top priority.""Hiring Dr. Milovidov for this newly created role is part of our efforts to empower families to help children use technology safely and responsibly," added the company.Despite those assertions, Roblox CEO and co-founder Dave Baszucki recently suggested that concerned parents should simply keep their children off the platform.Speaking to BBC News in March about the widely-reported safety issues, Baszucki said the company had to trust parents to "make their own decisions.""My first message would be, if you're not comfortable, don't let your kids be on Roblox," he said at the time. "That sounds a little counter-intuitive, but I would always trust parents to make their own decisions."Related: about:RobloxAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #former #lego #group #child #safetyWWW.GAMEDEVELOPER.COMFormer Lego Group child safety expert joins Roblox as head of parental advocacyChris Kerr, Senior Editor, NewsMay 23, 20252 Min ReadImage via Game DeveloperRoblox has appointed its first head of parental advocacy to help families "navigate the digital world."Dr. Elizabeth Milovidov has stepped into the role and joins Roblox from Lego Group, where she served as senior corporate counsel on digital gaming, the metaverse, and child safety.It's a notable move for the company, which oversees one of the most popular user generated content platforms in the world.Roblox has repeatedly been accused of failing to deploy adequate protections for younger players. Last year, Bloomberg published an extensive report based on testimonies from 20 current and former Roblox employees who called out the company for allegedly failing to curb predatory behaviour.Since then, Roblox has rolled out a number of new safety measures—including the ability for parents to moderate their children's friends list and block specific experiences on the platform.New Roblox hire says company is committed to "supporting parents with expert guidance"Discussing its new hire, Roblox said Milovidov will focus on "building partnerships and programs to help equip parents with the tools to help their families navigate Roblox and the digital world.""I am excited to join Roblox to address the evolving challenges families face in today’s digital landscape," added Dr. Milovidov in a blog post.Related:"It is my personal mission to give parents the confidence and skills to raise children who thrive online while using technology safely and responsibly—today and tomorrow. This role underscores Roblox's commitment to supporting parents with expert guidance, innovative tools, and community resources focused on child safety and family well-being."Roblox acknowledged there has been an "intense global discussion" around digital child safety in recent years, and claimed keeping children safe remains a "top priority.""Hiring Dr. Milovidov for this newly created role is part of our efforts to empower families to help children use technology safely and responsibly," added the company.Despite those assertions, Roblox CEO and co-founder Dave Baszucki recently suggested that concerned parents should simply keep their children off the platform.Speaking to BBC News in March about the widely-reported safety issues, Baszucki said the company had to trust parents to "make their own decisions.""My first message would be, if you're not comfortable, don't let your kids be on Roblox," he said at the time. "That sounds a little counter-intuitive, but I would always trust parents to make their own decisions."Related:Read more about:RobloxAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like0 Comentários 0 Compartilhamentos -
FTC concedes defeat in appeal over Microsoft merger with Activision Blizzard
TechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.FTC concedes defeat in appeal over Microsoft merger with Activision BlizzardFTC concedes defeat in appeal over Microsoft merger with Activision Blizzard'The public interest is best served by dismissing the administrative litigation in this case.'Chris Kerr, Senior Editor, NewsMay 23, 20252 Min ReadImage via MicrosoftThe Federal Trade Commissionhas finally halted its attempts to block Microsoft's colossal billion merger with Call of Duty maker Activision Blizzard.It's a notable development that brings a protracted regulatory dispute to a close. Since Microsoft announced its intention to acquire Activision Blizzard in 2022, the FTC made repeated attempts to snuff out the deal in the United States.The latest and seemingly final chapter in the high-profile skirmish comes after the FTC failed to convince a lower court to issue a preliminary injunction blocking the deal. It subsequently appealed that decision but was again rebuffed earlier this month.In a new court filing shared by Microsoft president Brad Smith on X, the FTC confirmed it has now thrown in the towel."The Commission has determined that the public interest is best served by dismissing the administrative litigation in this case," reads the filing. "Accordingly, it is hereby ordered that the Complaint in this matter be, and it hereby is dismissed."Smith described the move as a "victory for players across the country" and said Microsoft is "grateful" to the FTC for the announcement. FTC taps out of monumental regulatory battle with MicrosoftAlthough the merger was eventually completed in 2023, that didn't stop the FTC from appealing the move—although Microsoft repeatedly overcame the regulator's challenges.Related:The FTC initially argued the merger would give Microsoft a significant competitive edge over rivals like PlayStation and Nintendo by allowing it to turn major franchises like Call of Duty into platform exclusives.Microsoft, however, penned multiple agreements with its competitors prior to the deal going through to ensure Call of Duty would remain on platforms like PlayStation for the next decade.Since the merger was completed, Microsoft has ported other major first-party titles to PlayStation including Indiana Jones and the Great Circle, Forza Horizon 5, Gears of War: Reloaded, and Senua's Saga: Hellblade II.The Xbox maker has also laid off thousands of workers over the past two years, initially cutting 1,900 roles in January 2024—just months after completing the merger—before slashing another 650 jobs later that year. about:XboxActivision BlizzardM&AAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
#ftc #concedes #defeat #appeal #overFTC concedes defeat in appeal over Microsoft merger with Activision BlizzardTechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.FTC concedes defeat in appeal over Microsoft merger with Activision BlizzardFTC concedes defeat in appeal over Microsoft merger with Activision Blizzard'The public interest is best served by dismissing the administrative litigation in this case.'Chris Kerr, Senior Editor, NewsMay 23, 20252 Min ReadImage via MicrosoftThe Federal Trade Commissionhas finally halted its attempts to block Microsoft's colossal billion merger with Call of Duty maker Activision Blizzard.It's a notable development that brings a protracted regulatory dispute to a close. Since Microsoft announced its intention to acquire Activision Blizzard in 2022, the FTC made repeated attempts to snuff out the deal in the United States.The latest and seemingly final chapter in the high-profile skirmish comes after the FTC failed to convince a lower court to issue a preliminary injunction blocking the deal. It subsequently appealed that decision but was again rebuffed earlier this month.In a new court filing shared by Microsoft president Brad Smith on X, the FTC confirmed it has now thrown in the towel."The Commission has determined that the public interest is best served by dismissing the administrative litigation in this case," reads the filing. "Accordingly, it is hereby ordered that the Complaint in this matter be, and it hereby is dismissed."Smith described the move as a "victory for players across the country" and said Microsoft is "grateful" to the FTC for the announcement. FTC taps out of monumental regulatory battle with MicrosoftAlthough the merger was eventually completed in 2023, that didn't stop the FTC from appealing the move—although Microsoft repeatedly overcame the regulator's challenges.Related:The FTC initially argued the merger would give Microsoft a significant competitive edge over rivals like PlayStation and Nintendo by allowing it to turn major franchises like Call of Duty into platform exclusives.Microsoft, however, penned multiple agreements with its competitors prior to the deal going through to ensure Call of Duty would remain on platforms like PlayStation for the next decade.Since the merger was completed, Microsoft has ported other major first-party titles to PlayStation including Indiana Jones and the Great Circle, Forza Horizon 5, Gears of War: Reloaded, and Senua's Saga: Hellblade II.The Xbox maker has also laid off thousands of workers over the past two years, initially cutting 1,900 roles in January 2024—just months after completing the merger—before slashing another 650 jobs later that year. about:XboxActivision BlizzardM&AAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #ftc #concedes #defeat #appeal #overWWW.GAMEDEVELOPER.COMFTC concedes defeat in appeal over Microsoft merger with Activision BlizzardTechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.FTC concedes defeat in appeal over Microsoft merger with Activision BlizzardFTC concedes defeat in appeal over Microsoft merger with Activision Blizzard'The public interest is best served by dismissing the administrative litigation in this case.'Chris Kerr, Senior Editor, NewsMay 23, 20252 Min ReadImage via MicrosoftThe Federal Trade Commission (FTC) has finally halted its attempts to block Microsoft's colossal $69 billion merger with Call of Duty maker Activision Blizzard.It's a notable development that brings a protracted regulatory dispute to a close. Since Microsoft announced its intention to acquire Activision Blizzard in 2022, the FTC made repeated attempts to snuff out the deal in the United States.The latest and seemingly final chapter in the high-profile skirmish comes after the FTC failed to convince a lower court to issue a preliminary injunction blocking the deal. It subsequently appealed that decision but was again rebuffed earlier this month.In a new court filing shared by Microsoft president Brad Smith on X, the FTC confirmed it has now thrown in the towel."The Commission has determined that the public interest is best served by dismissing the administrative litigation in this case," reads the filing. "Accordingly, it is hereby ordered that the Complaint in this matter be, and it hereby is dismissed."Smith described the move as a "victory for players across the country" and said Microsoft is "grateful" to the FTC for the announcement. FTC taps out of monumental regulatory battle with MicrosoftAlthough the merger was eventually completed in 2023, that didn't stop the FTC from appealing the move—although Microsoft repeatedly overcame the regulator's challenges.Related:The FTC initially argued the merger would give Microsoft a significant competitive edge over rivals like PlayStation and Nintendo by allowing it to turn major franchises like Call of Duty into platform exclusives.Microsoft, however, penned multiple agreements with its competitors prior to the deal going through to ensure Call of Duty would remain on platforms like PlayStation for the next decade.Since the merger was completed, Microsoft has ported other major first-party titles to PlayStation including Indiana Jones and the Great Circle, Forza Horizon 5, Gears of War: Reloaded, and Senua's Saga: Hellblade II.The Xbox maker has also laid off thousands of workers over the past two years, initially cutting 1,900 roles in January 2024—just months after completing the merger—before slashing another 650 jobs later that year. Read more about:XboxActivision BlizzardM&AAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like0 Comentários 0 Compartilhamentos -
Elden Ring movie in development in collaboration with A24 and Alex Garland
TechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.Elden Ring movie in development in collaboration with A24 and Alex GarlandElden Ring movie in development in collaboration with A24 and Alex GarlandGarland is the writer-director behind projects such as Ex Machina and Warfare.Chris Kerr, Senior Editor, NewsMay 23, 20251 Min ReadImage via Bandain Namco / A24Elden Ring is being adapted into a live-action movie by publisher Bandai Namco.FromSoftware's acclaimed open-world action RPG will be transported to the silver screen in collaboration with writer-director Alex Garland and indie production company A24.Garland is the creative force behind movies such as Ex Machina, Warfare, 28 Days Later, and more.A24, meanwhile, has established itself as an indie powerhouse after producing a string of hits such as Hereditary, Midsummer, Past Lives, Everything Everywhere All At Once, Moonlight, and Uncut Gems.This isn't the first time A24 will oversee a video game adaptation, with the company having already partnered with Kojima Productions to birth a Death Stranding movie.Elden Ring joins the growing procession of transmedia projectsElden Ring has shipped over 30 million units worldwide since launching in February 2022. FromSoftware extended support for the title with the launch of a robust expansion called Shadow of the Erdtree. The studio is now preparing to release a full-fledged multiplayer spinoff in the form of Elden Ring Nightreign, which is slated for launch on May 30, 2025.Given the popularity of Elden Ring, it's hardly surprising to see Bandai Namco look for opportunities beyond the world of video games.Related:Transmedia projects have become hugely successful in recent years, with studios and publishers attempting to expand the footprint of major franchises by crossing the multimedia divide.The Last of Us, Fallout, Cyberpunk, The Super Mario Bros., Minecraft, and Sonic the Hedgehog have all been adapted into successful television and movie projects, often funnelling new players towards their video game counterparts in the process while delivering hefty box office returns. about:TransmediaAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
#elden #ring #movie #development #collaborationElden Ring movie in development in collaboration with A24 and Alex GarlandTechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.Elden Ring movie in development in collaboration with A24 and Alex GarlandElden Ring movie in development in collaboration with A24 and Alex GarlandGarland is the writer-director behind projects such as Ex Machina and Warfare.Chris Kerr, Senior Editor, NewsMay 23, 20251 Min ReadImage via Bandain Namco / A24Elden Ring is being adapted into a live-action movie by publisher Bandai Namco.FromSoftware's acclaimed open-world action RPG will be transported to the silver screen in collaboration with writer-director Alex Garland and indie production company A24.Garland is the creative force behind movies such as Ex Machina, Warfare, 28 Days Later, and more.A24, meanwhile, has established itself as an indie powerhouse after producing a string of hits such as Hereditary, Midsummer, Past Lives, Everything Everywhere All At Once, Moonlight, and Uncut Gems.This isn't the first time A24 will oversee a video game adaptation, with the company having already partnered with Kojima Productions to birth a Death Stranding movie.Elden Ring joins the growing procession of transmedia projectsElden Ring has shipped over 30 million units worldwide since launching in February 2022. FromSoftware extended support for the title with the launch of a robust expansion called Shadow of the Erdtree. The studio is now preparing to release a full-fledged multiplayer spinoff in the form of Elden Ring Nightreign, which is slated for launch on May 30, 2025.Given the popularity of Elden Ring, it's hardly surprising to see Bandai Namco look for opportunities beyond the world of video games.Related:Transmedia projects have become hugely successful in recent years, with studios and publishers attempting to expand the footprint of major franchises by crossing the multimedia divide.The Last of Us, Fallout, Cyberpunk, The Super Mario Bros., Minecraft, and Sonic the Hedgehog have all been adapted into successful television and movie projects, often funnelling new players towards their video game counterparts in the process while delivering hefty box office returns. about:TransmediaAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #elden #ring #movie #development #collaborationWWW.GAMEDEVELOPER.COMElden Ring movie in development in collaboration with A24 and Alex GarlandTechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.Elden Ring movie in development in collaboration with A24 and Alex GarlandElden Ring movie in development in collaboration with A24 and Alex GarlandGarland is the writer-director behind projects such as Ex Machina and Warfare.Chris Kerr, Senior Editor, NewsMay 23, 20251 Min ReadImage via Bandain Namco / A24Elden Ring is being adapted into a live-action movie by publisher Bandai Namco.FromSoftware's acclaimed open-world action RPG will be transported to the silver screen in collaboration with writer-director Alex Garland and indie production company A24.Garland is the creative force behind movies such as Ex Machina, Warfare, 28 Days Later, and more.A24, meanwhile, has established itself as an indie powerhouse after producing a string of hits such as Hereditary, Midsummer, Past Lives, Everything Everywhere All At Once, Moonlight, and Uncut Gems.This isn't the first time A24 will oversee a video game adaptation, with the company having already partnered with Kojima Productions to birth a Death Stranding movie.Elden Ring joins the growing procession of transmedia projectsElden Ring has shipped over 30 million units worldwide since launching in February 2022. FromSoftware extended support for the title with the launch of a robust expansion called Shadow of the Erdtree. The studio is now preparing to release a full-fledged multiplayer spinoff in the form of Elden Ring Nightreign, which is slated for launch on May 30, 2025.Given the popularity of Elden Ring, it's hardly surprising to see Bandai Namco look for opportunities beyond the world of video games.Related:Transmedia projects have become hugely successful in recent years, with studios and publishers attempting to expand the footprint of major franchises by crossing the multimedia divide.The Last of Us, Fallout, Cyberpunk, The Super Mario Bros., Minecraft, and Sonic the Hedgehog have all been adapted into successful television and movie projects, often funnelling new players towards their video game counterparts in the process while delivering hefty box office returns.Read more about:TransmediaAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like0 Comentários 0 Compartilhamentos -
Candy Crush boss Todd Green appointed president of mobile powerhouse King
Microsoft-owned developer King, known for the Candy Crush series, announced an executive shuffle yesterday that will see Candy Crush boss Todd Green replace president Tjodolf Sommestad.According to the announcement, Sommestad has decided to "take some time out of the industry" after almost 14 years in the studio. He assumed the role of company president in 2022.Green is another longtime veteran of King, who‛s worked at the studio for 12 years. He recently oversaw the Candy Crush franchise in the role of general manage.In his exit statement Sommestad said he's "proud of what we achieved together" in his time at the company, praising King's monstrously successful Candy Crush series as well as Farm Heroes Saga. He also expressed pride over "joining together with our Microsoft colleagues," referring to the Activision Blizzard acquisition back in January 2022."After overseeing this transition, I’ve decided now is the right moment for me to take some time out of the industry and spend more time with my family," Sommestad said.As stated in the announcement, the Candy Crush series has generated to billion in revenue and over five billion downloads to date. "The mobile games business is young, King has adapted and evolved many times to develop great games for a huge audience, and we are just getting started," Green said.Related:Microsoft's mobile ambitions face a major obstacle: AppleMicrosoft's made no secret that it wants King to be the crown jewel of a growing mobile empire—but it's faced stumbling blocks getting other initiatives off the ground. The company set out to launch a dedicated mobile game store in July 2024, yet, as reported by The Verge this week, that hasn‛t come into fruition yet. The company filed an amicus brief late on Tuesday in support of Epic Games‛ saga surrounding the absence of Fortnite in the U.S. App Store, which was restored this week after five years."The court ruling makes it possible for Microsoft to now launch its Xbox mobile store, but it’s clear that the software giant also wants to ensure Apple’s appeal against the ruling isn’t successful," The Verge senior editor Tom Warren said. "If Microsoft did launch its Xbox mobile store and then Apple won a temporary stay, it may have to pull that store pending the appeal process."While Microsoft waits for the courts, a number of King executives have headed for the exit. Throughout the past year, multiple former King developers in major roles have left the studio to start new studios and joined existing companies. Former Activision Blizzard vice chairman and King Digital Entertainment president, Humam Sakhnini, was named the new CEO of Discord in late April.Related:Back in February 2024, former King SVP of business performance Marcus Jacobs joined forces with former EA general manager Adam Schaub to establish Cult of the North, while former King CTO Steve Collins joined Unity as its new chief technology officer in October.
#candy #crush #boss #todd #greenCandy Crush boss Todd Green appointed president of mobile powerhouse KingMicrosoft-owned developer King, known for the Candy Crush series, announced an executive shuffle yesterday that will see Candy Crush boss Todd Green replace president Tjodolf Sommestad.According to the announcement, Sommestad has decided to "take some time out of the industry" after almost 14 years in the studio. He assumed the role of company president in 2022.Green is another longtime veteran of King, who‛s worked at the studio for 12 years. He recently oversaw the Candy Crush franchise in the role of general manage.In his exit statement Sommestad said he's "proud of what we achieved together" in his time at the company, praising King's monstrously successful Candy Crush series as well as Farm Heroes Saga. He also expressed pride over "joining together with our Microsoft colleagues," referring to the Activision Blizzard acquisition back in January 2022."After overseeing this transition, I’ve decided now is the right moment for me to take some time out of the industry and spend more time with my family," Sommestad said.As stated in the announcement, the Candy Crush series has generated to billion in revenue and over five billion downloads to date. "The mobile games business is young, King has adapted and evolved many times to develop great games for a huge audience, and we are just getting started," Green said.Related:Microsoft's mobile ambitions face a major obstacle: AppleMicrosoft's made no secret that it wants King to be the crown jewel of a growing mobile empire—but it's faced stumbling blocks getting other initiatives off the ground. The company set out to launch a dedicated mobile game store in July 2024, yet, as reported by The Verge this week, that hasn‛t come into fruition yet. The company filed an amicus brief late on Tuesday in support of Epic Games‛ saga surrounding the absence of Fortnite in the U.S. App Store, which was restored this week after five years."The court ruling makes it possible for Microsoft to now launch its Xbox mobile store, but it’s clear that the software giant also wants to ensure Apple’s appeal against the ruling isn’t successful," The Verge senior editor Tom Warren said. "If Microsoft did launch its Xbox mobile store and then Apple won a temporary stay, it may have to pull that store pending the appeal process."While Microsoft waits for the courts, a number of King executives have headed for the exit. Throughout the past year, multiple former King developers in major roles have left the studio to start new studios and joined existing companies. Former Activision Blizzard vice chairman and King Digital Entertainment president, Humam Sakhnini, was named the new CEO of Discord in late April.Related:Back in February 2024, former King SVP of business performance Marcus Jacobs joined forces with former EA general manager Adam Schaub to establish Cult of the North, while former King CTO Steve Collins joined Unity as its new chief technology officer in October. #candy #crush #boss #todd #greenWWW.GAMEDEVELOPER.COMCandy Crush boss Todd Green appointed president of mobile powerhouse KingMicrosoft-owned developer King, known for the Candy Crush series, announced an executive shuffle yesterday that will see Candy Crush boss Todd Green replace president Tjodolf Sommestad.According to the announcement, Sommestad has decided to "take some time out of the industry" after almost 14 years in the studio. He assumed the role of company president in 2022.Green is another longtime veteran of King, who‛s worked at the studio for 12 years. He recently oversaw the Candy Crush franchise in the role of general manage.In his exit statement Sommestad said he's "proud of what we achieved together" in his time at the company, praising King's monstrously successful Candy Crush series as well as Farm Heroes Saga. He also expressed pride over "joining together with our Microsoft colleagues," referring to the Activision Blizzard acquisition back in January 2022 (King was a critical revenue driver in Activision Blizzard's portfolio)."After overseeing this transition, I’ve decided now is the right moment for me to take some time out of the industry and spend more time with my family," Sommestad said.As stated in the announcement, the Candy Crush series has generated to $20 billion in revenue and over five billion downloads to date. "The mobile games business is young, King has adapted and evolved many times to develop great games for a huge audience, and we are just getting started," Green said.Related:Microsoft's mobile ambitions face a major obstacle: AppleMicrosoft's made no secret that it wants King to be the crown jewel of a growing mobile empire—but it's faced stumbling blocks getting other initiatives off the ground. The company set out to launch a dedicated mobile game store in July 2024, yet, as reported by The Verge this week, that hasn‛t come into fruition yet. The company filed an amicus brief late on Tuesday in support of Epic Games‛ saga surrounding the absence of Fortnite in the U.S. App Store, which was restored this week after five years."The court ruling makes it possible for Microsoft to now launch its Xbox mobile store, but it’s clear that the software giant also wants to ensure Apple’s appeal against the ruling isn’t successful," The Verge senior editor Tom Warren said. "If Microsoft did launch its Xbox mobile store and then Apple won a temporary stay, it may have to pull that store pending the appeal process."While Microsoft waits for the courts, a number of King executives have headed for the exit. Throughout the past year, multiple former King developers in major roles have left the studio to start new studios and joined existing companies. Former Activision Blizzard vice chairman and King Digital Entertainment president, Humam Sakhnini, was named the new CEO of Discord in late April.Related:Back in February 2024, former King SVP of business performance Marcus Jacobs joined forces with former EA general manager Adam Schaub to establish Cult of the North, while former King CTO Steve Collins joined Unity as its new chief technology officer in October.0 Comentários 0 Compartilhamentos -
nDreams CEO Patrick O'Luanaigh is stepping down after two decades
'It has been an amazing, challenging and incredibly rewarding journey.'
#ndreams #ceo #patrick #o039luanaigh #steppingnDreams CEO Patrick O'Luanaigh is stepping down after two decades'It has been an amazing, challenging and incredibly rewarding journey.' #ndreams #ceo #patrick #o039luanaigh #steppingWWW.GAMEDEVELOPER.COMnDreams CEO Patrick O'Luanaigh is stepping down after two decades'It has been an amazing, challenging and incredibly rewarding journey.'0 Comentários 0 Compartilhamentos -
Embracer is spinning off Coffee Stain Group and rebranding its remaining business
Chris Kerr, Senior Editor, NewsMay 22, 20252 Min ReadImage via Embracer GroupEmbracer Group has detailed how the next stage in its plan to split into three standalone, publicly-listed companies will unfold.Last year, the Swedish conglomerate ended a period of studio closures, divestments, and layoffs by announcing it would partition its business into three units: Asmodee, Coffee Stain & Friends, and Middle-earth Enterprises & Friend.After carving out Asmodee and saddling it with debt, the company has confirmed it intends to spin off Coffee Stain Group and rename its remaining business Fellowship Entertainment."Embracer today announces its intention to spin-off Coffee Stain Groupinto a standalone group of community-driven game developers and publishers by the end of calendar year 2025," reads an investor update."The shares in Coffee Stain Group will be distributed to the shareholders of Embracer, and are intended to be listed on the Nasdaq First North Premier Growth Market in Stockholm. At the same time, Embracer Group AB are planned to be renamed Fellowship Entertainment."Embracer pledges to create "unforgettable experiences" after cutting ties with thousands of workersCoffee Stain Group will consist of over 250 game developers and publishers such as Coffee Stain, Ghost Ship, and Tuxedo Labs. It will also house certain studios from Amplifier Game Invest.Related:Coffee Stain CEO and co-founder Anton Westbergh will lead the group and become the steward of popular franchises including Deep Rock Galactic, Goat Simulator, Satisfactory, Valheim, Teardown, and Welcome to Bloxburg.Embracer's remaining business will be renamed Fellowship Entertainment and intends to unite top creators and intellectual properties to "build unforgettable experiences" for players.Fellowship will comprise 4A Games, Aspyr Media, CrazyLabs, Crystal Dynamics, Dambuster Studios, Dark Horse, Deca Games, Eidos-Montréal, Flying Wild Hog, Gunfire Games, Limited Run Games, Middle-earth Enterprises, Milestone, PLAION, Tarsier Studios, THQ Nordic, Tripwire Interactive, Vertigo Games, Warhorse Studios, and more than 40 other companies.In total, the rebranded business unit will employ roughly 6,000 people in over 30 countries. The group will control the commercial rights to The Hobbit and The Lord of the Rings and game franchises like Kingdom Come Deliverance, Dead Island, Tomb Raider, and over 300 other IPs.Embracer Group CEO Lars Wingefors will continue to oversee all three business entities by establishing a privately held holding company called Embracer AB that will "act as an active and supportive long-term shareholder" of Asmodee Group, Coffee Stain Group, Fellowship Entertainment, and "potentially other companies."Related: about:Embracer GroupAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
#embracer #spinning #off #coffee #stainEmbracer is spinning off Coffee Stain Group and rebranding its remaining businessChris Kerr, Senior Editor, NewsMay 22, 20252 Min ReadImage via Embracer GroupEmbracer Group has detailed how the next stage in its plan to split into three standalone, publicly-listed companies will unfold.Last year, the Swedish conglomerate ended a period of studio closures, divestments, and layoffs by announcing it would partition its business into three units: Asmodee, Coffee Stain & Friends, and Middle-earth Enterprises & Friend.After carving out Asmodee and saddling it with debt, the company has confirmed it intends to spin off Coffee Stain Group and rename its remaining business Fellowship Entertainment."Embracer today announces its intention to spin-off Coffee Stain Groupinto a standalone group of community-driven game developers and publishers by the end of calendar year 2025," reads an investor update."The shares in Coffee Stain Group will be distributed to the shareholders of Embracer, and are intended to be listed on the Nasdaq First North Premier Growth Market in Stockholm. At the same time, Embracer Group AB are planned to be renamed Fellowship Entertainment."Embracer pledges to create "unforgettable experiences" after cutting ties with thousands of workersCoffee Stain Group will consist of over 250 game developers and publishers such as Coffee Stain, Ghost Ship, and Tuxedo Labs. It will also house certain studios from Amplifier Game Invest.Related:Coffee Stain CEO and co-founder Anton Westbergh will lead the group and become the steward of popular franchises including Deep Rock Galactic, Goat Simulator, Satisfactory, Valheim, Teardown, and Welcome to Bloxburg.Embracer's remaining business will be renamed Fellowship Entertainment and intends to unite top creators and intellectual properties to "build unforgettable experiences" for players.Fellowship will comprise 4A Games, Aspyr Media, CrazyLabs, Crystal Dynamics, Dambuster Studios, Dark Horse, Deca Games, Eidos-Montréal, Flying Wild Hog, Gunfire Games, Limited Run Games, Middle-earth Enterprises, Milestone, PLAION, Tarsier Studios, THQ Nordic, Tripwire Interactive, Vertigo Games, Warhorse Studios, and more than 40 other companies.In total, the rebranded business unit will employ roughly 6,000 people in over 30 countries. The group will control the commercial rights to The Hobbit and The Lord of the Rings and game franchises like Kingdom Come Deliverance, Dead Island, Tomb Raider, and over 300 other IPs.Embracer Group CEO Lars Wingefors will continue to oversee all three business entities by establishing a privately held holding company called Embracer AB that will "act as an active and supportive long-term shareholder" of Asmodee Group, Coffee Stain Group, Fellowship Entertainment, and "potentially other companies."Related: about:Embracer GroupAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #embracer #spinning #off #coffee #stainWWW.GAMEDEVELOPER.COMEmbracer is spinning off Coffee Stain Group and rebranding its remaining businessChris Kerr, Senior Editor, NewsMay 22, 20252 Min ReadImage via Embracer GroupEmbracer Group has detailed how the next stage in its plan to split into three standalone, publicly-listed companies will unfold.Last year, the Swedish conglomerate ended a period of studio closures, divestments, and layoffs by announcing it would partition its business into three units: Asmodee, Coffee Stain & Friends, and Middle-earth Enterprises & Friend.After carving out Asmodee and saddling it with debt, the company has confirmed it intends to spin off Coffee Stain Group and rename its remaining business Fellowship Entertainment."Embracer today announces its intention to spin-off Coffee Stain Group (previous working name Coffee Stain & Friends) into a standalone group of community-driven game developers and publishers by the end of calendar year 2025," reads an investor update."The shares in Coffee Stain Group will be distributed to the shareholders of Embracer, and are intended to be listed on the Nasdaq First North Premier Growth Market in Stockholm. At the same time, Embracer Group AB are planned to be renamed Fellowship Entertainment (previous working name Middle Earth & Friends)."Embracer pledges to create "unforgettable experiences" after cutting ties with thousands of workersCoffee Stain Group will consist of over 250 game developers and publishers such as Coffee Stain, Ghost Ship, and Tuxedo Labs. It will also house certain studios from Amplifier Game Invest.Related:Coffee Stain CEO and co-founder Anton Westbergh will lead the group and become the steward of popular franchises including Deep Rock Galactic, Goat Simulator, Satisfactory, Valheim, Teardown, and Welcome to Bloxburg.Embracer's remaining business will be renamed Fellowship Entertainment and intends to unite top creators and intellectual properties to "build unforgettable experiences" for players.Fellowship will comprise 4A Games, Aspyr Media, CrazyLabs, Crystal Dynamics, Dambuster Studios, Dark Horse, Deca Games, Eidos-Montréal, Flying Wild Hog, Gunfire Games, Limited Run Games, Middle-earth Enterprises, Milestone, PLAION, Tarsier Studios, THQ Nordic, Tripwire Interactive, Vertigo Games, Warhorse Studios, and more than 40 other companies.In total, the rebranded business unit will employ roughly 6,000 people in over 30 countries. The group will control the commercial rights to The Hobbit and The Lord of the Rings and game franchises like Kingdom Come Deliverance, Dead Island, Tomb Raider, and over 300 other IPs.Embracer Group CEO Lars Wingefors will continue to oversee all three business entities by establishing a privately held holding company called Embracer AB that will "act as an active and supportive long-term shareholder" of Asmodee Group, Coffee Stain Group, Fellowship Entertainment, and "potentially other companies."Related:Read more about:Embracer GroupAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like0 Comentários 0 Compartilhamentos -
Former Xbox console exclusive Senua‛s Saga: Hellblade II is heading to PS5
A PlayStation 5 port of Senua's Saga: Hellblade II is on the way, according to developer Ninja Theory, with a release date slated for summer. It‛s the latest example of an increasing lineup of Xbox exclusives moving to the rival platform.Via the announcement trailer, the version will be optimized for both PS5 and PS5 Pro, adding haptic feedback as well as new features. The latter will also become available for the game‛s existing platforms, Xbox Series X|S and PC, at launch."We have such incredible fans of Ninja Theory on PlayStation, going all the way back to the days of Heavenly Sword," studio head Dom Matthews said in the announcement. "We‛re so pleased that we can welcome PlayStation fans back to Senua‛s story."The developer released the first game, Hellblade: Senua‛s Sacrifice, on PS4 in 2017, a year before Microsoft purchased the studio as part of an array of acquisitions in June 2018. Since then, Ninja Theory worked on 2020‛s Bleeding Edge, an online multiplayer game that stopped receiving support a year later, as well as Senua‛s Saga: Hellblade II.Major Xbox Game Studios titles continue to land on rival console platformsNinja Theory isn't the only developer under the Xbox Game Studios umbrella to port a major title to PS5. Earlier this month, The Coalition announced Gears of War: Reloaded, a remastered version of the first entry in the series, coming August 26. It also marks the series' debut on PlayStation, alongside PC and Xbox Series X|S.Related:Meanwhile, Bethesda released Indiana Jones and the Great Circle on PS5 last month, after its initial launch on Xbox and PC back on December 8. The port was announced during a Gamescom event last year, which was followed by a livestream in which Xbox head Phil Spencer emphasized that taking Indy's adventure multiplatform was for the good of the brand."Our end result has to be better games that more people can play," Spencer said at the time. "If we’re not focused on that, I think we’re focused on the wrong things."Prior to Microsoft's acquisition of ZeniMax Media, parent company of Bethesda, subsidiary developer MachineGames meant for Indiana Jones and the Great Circle to be multiplatform. A PS5 version was already in the works, but it was killed when the acquisition took place.Developer Arkane was put in a similar situation with Redfall, which was at some point meant to release on PS5. With the acquisition, Xbox decided to turn it into an exclusive."It was 'change' with a capital C," Arkane Austin studio director Harvey Smith said in an interview at the time. "They came in and they said 'No, we’re focusing on PC and Game Pass'.”Related:In May 2024, Microsoft closed Arkane Austin, as well as Tango Gameworks and Alpha Dog games. Krafton acquired Tango in August 2024, while Redfall's final update was released on May 30 of the same year.
#former #xbox #console #exclusive #senuasFormer Xbox console exclusive Senua‛s Saga: Hellblade II is heading to PS5A PlayStation 5 port of Senua's Saga: Hellblade II is on the way, according to developer Ninja Theory, with a release date slated for summer. It‛s the latest example of an increasing lineup of Xbox exclusives moving to the rival platform.Via the announcement trailer, the version will be optimized for both PS5 and PS5 Pro, adding haptic feedback as well as new features. The latter will also become available for the game‛s existing platforms, Xbox Series X|S and PC, at launch."We have such incredible fans of Ninja Theory on PlayStation, going all the way back to the days of Heavenly Sword," studio head Dom Matthews said in the announcement. "We‛re so pleased that we can welcome PlayStation fans back to Senua‛s story."The developer released the first game, Hellblade: Senua‛s Sacrifice, on PS4 in 2017, a year before Microsoft purchased the studio as part of an array of acquisitions in June 2018. Since then, Ninja Theory worked on 2020‛s Bleeding Edge, an online multiplayer game that stopped receiving support a year later, as well as Senua‛s Saga: Hellblade II.Major Xbox Game Studios titles continue to land on rival console platformsNinja Theory isn't the only developer under the Xbox Game Studios umbrella to port a major title to PS5. Earlier this month, The Coalition announced Gears of War: Reloaded, a remastered version of the first entry in the series, coming August 26. It also marks the series' debut on PlayStation, alongside PC and Xbox Series X|S.Related:Meanwhile, Bethesda released Indiana Jones and the Great Circle on PS5 last month, after its initial launch on Xbox and PC back on December 8. The port was announced during a Gamescom event last year, which was followed by a livestream in which Xbox head Phil Spencer emphasized that taking Indy's adventure multiplatform was for the good of the brand."Our end result has to be better games that more people can play," Spencer said at the time. "If we’re not focused on that, I think we’re focused on the wrong things."Prior to Microsoft's acquisition of ZeniMax Media, parent company of Bethesda, subsidiary developer MachineGames meant for Indiana Jones and the Great Circle to be multiplatform. A PS5 version was already in the works, but it was killed when the acquisition took place.Developer Arkane was put in a similar situation with Redfall, which was at some point meant to release on PS5. With the acquisition, Xbox decided to turn it into an exclusive."It was 'change' with a capital C," Arkane Austin studio director Harvey Smith said in an interview at the time. "They came in and they said 'No, we’re focusing on PC and Game Pass'.”Related:In May 2024, Microsoft closed Arkane Austin, as well as Tango Gameworks and Alpha Dog games. Krafton acquired Tango in August 2024, while Redfall's final update was released on May 30 of the same year. #former #xbox #console #exclusive #senuasWWW.GAMEDEVELOPER.COMFormer Xbox console exclusive Senua‛s Saga: Hellblade II is heading to PS5A PlayStation 5 port of Senua's Saga: Hellblade II is on the way, according to developer Ninja Theory, with a release date slated for summer. It‛s the latest example of an increasing lineup of Xbox exclusives moving to the rival platform.Via the announcement trailer, the version will be optimized for both PS5 and PS5 Pro, adding haptic feedback as well as new features. The latter will also become available for the game‛s existing platforms, Xbox Series X|S and PC, at launch."We have such incredible fans of Ninja Theory on PlayStation, going all the way back to the days of Heavenly Sword," studio head Dom Matthews said in the announcement. "We‛re so pleased that we can welcome PlayStation fans back to Senua‛s story."The developer released the first game, Hellblade: Senua‛s Sacrifice, on PS4 in 2017, a year before Microsoft purchased the studio as part of an array of acquisitions in June 2018. Since then, Ninja Theory worked on 2020‛s Bleeding Edge, an online multiplayer game that stopped receiving support a year later, as well as Senua‛s Saga: Hellblade II.Major Xbox Game Studios titles continue to land on rival console platformsNinja Theory isn't the only developer under the Xbox Game Studios umbrella to port a major title to PS5. Earlier this month, The Coalition announced Gears of War: Reloaded, a remastered version of the first entry in the series, coming August 26. It also marks the series' debut on PlayStation, alongside PC and Xbox Series X|S.Related:Meanwhile, Bethesda released Indiana Jones and the Great Circle on PS5 last month, after its initial launch on Xbox and PC back on December 8. The port was announced during a Gamescom event last year, which was followed by a livestream in which Xbox head Phil Spencer emphasized that taking Indy's adventure multiplatform was for the good of the brand."Our end result has to be better games that more people can play," Spencer said at the time. "If we’re not focused on that, I think we’re focused on the wrong things."Prior to Microsoft's acquisition of ZeniMax Media, parent company of Bethesda, subsidiary developer MachineGames meant for Indiana Jones and the Great Circle to be multiplatform. A PS5 version was already in the works, but it was killed when the acquisition took place.Developer Arkane was put in a similar situation with Redfall, which was at some point meant to release on PS5. With the acquisition, Xbox decided to turn it into an exclusive."It was 'change' with a capital C," Arkane Austin studio director Harvey Smith said in an interview at the time. "They came in and they said 'No, we’re focusing on PC and Game Pass'.”Related:In May 2024, Microsoft closed Arkane Austin, as well as Tango Gameworks and Alpha Dog games. Krafton acquired Tango in August 2024, while Redfall's final update was released on May 30 of the same year.0 Comentários 0 Compartilhamentos
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