• NVIDIA Scores Consecutive Win for End-to-End Autonomous Driving Grand Challenge at CVPR

    NVIDIA was today named an Autonomous Grand Challenge winner at the Computer Vision and Pattern Recognitionconference, held this week in Nashville, Tennessee. The announcement was made at the Embodied Intelligence for Autonomous Systems on the Horizon Workshop.
    This marks the second consecutive year that NVIDIA’s topped the leaderboard in the End-to-End Driving at Scale category and the third year in a row winning an Autonomous Grand Challenge award at CVPR.
    The theme of this year’s challenge was “Towards Generalizable Embodied Systems” — based on NAVSIM v2, a data-driven, nonreactive autonomous vehiclesimulation framework.
    The challenge offered researchers the opportunity to explore ways to handle unexpected situations, beyond using only real-world human driving data, to accelerate the development of smarter, safer AVs.
    Generating Safe and Adaptive Driving Trajectories
    Participants of the challenge were tasked with generating driving trajectories from multi-sensor data in a semi-reactive simulation, where the ego vehicle’s plan is fixed at the start, but background traffic changes dynamically.
    Submissions were evaluated using the Extended Predictive Driver Model Score, which measures safety, comfort, compliance and generalization across real-world and synthetic scenarios — pushing the boundaries of robust and generalizable autonomous driving research.
    The NVIDIA AV Applied Research Team’s key innovation was the Generalized Trajectory Scoringmethod, which generates a variety of trajectories and progressively filters out the best one.
    GTRS model architecture showing a unified system for generating and scoring diverse driving trajectories using diffusion- and vocabulary-based trajectories.
    GTRS introduces a combination of coarse sets of trajectories covering a wide range of situations and fine-grained trajectories for safety-critical situations, created using a diffusion policy conditioned on the environment. GTRS then uses a transformer decoder distilled from perception-dependent metrics, focusing on safety, comfort and traffic rule compliance. This decoder progressively filters out the most promising trajectory candidates by capturing subtle but critical differences between similar trajectories.
    This system has proved to generalize well to a wide range of scenarios, achieving state-of-the-art results on challenging benchmarks and enabling robust, adaptive trajectory selection in diverse and challenging driving conditions.

    NVIDIA Automotive Research at CVPR 
    More than 60 NVIDIA papers were accepted for CVPR 2025, spanning automotive, healthcare, robotics and more.
    In automotive, NVIDIA researchers are advancing physical AI with innovation in perception, planning and data generation. This year, three NVIDIA papers were nominated for the Best Paper Award: FoundationStereo, Zero-Shot Monocular Scene Flow and Difix3D+.
    The NVIDIA papers listed below showcase breakthroughs in stereo depth estimation, monocular motion understanding, 3D reconstruction, closed-loop planning, vision-language modeling and generative simulation — all critical to building safer, more generalizable AVs:

    Diffusion Renderer: Neural Inverse and Forward Rendering With Video Diffusion ModelsFoundationStereo: Zero-Shot Stereo MatchingZero-Shot Monocular Scene Flow Estimation in the WildDifix3D+: Improving 3D Reconstructions With Single-Step Diffusion Models3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting
    Closed-Loop Supervised Fine-Tuning of Tokenized Traffic Models
    Zero-Shot 4D Lidar Panoptic Segmentation
    NVILA: Efficient Frontier Visual Language Models
    RADIO Amplified: Improved Baselines for Agglomerative Vision Foundation Models
    OmniDrive: A Holistic Vision-Language Dataset for Autonomous Driving With Counterfactual Reasoning

    Explore automotive workshops and tutorials at CVPR, including:

    Workshop on Data-Driven Autonomous Driving Simulation, featuring Marco Pavone, senior director of AV research at NVIDIA, and Sanja Fidler, vice president of AI research at NVIDIA
    Workshop on Autonomous Driving, featuring Laura Leal-Taixe, senior research manager at NVIDIA
    Workshop on Open-World 3D Scene Understanding with Foundation Models, featuring Leal-Taixe
    Safe Artificial Intelligence for All Domains, featuring Jose Alvarez, director of AV applied research at NVIDIA
    Workshop on Foundation Models for V2X-Based Cooperative Autonomous Driving, featuring Pavone and Leal-Taixe
    Workshop on Multi-Agent Embodied Intelligent Systems Meet Generative AI Era, featuring Pavone
    LatinX in CV Workshop, featuring Leal-Taixe
    Workshop on Exploring the Next Generation of Data, featuring Alvarez
    Full-Stack, GPU-Based Acceleration of Deep Learning and Foundation Models, led by NVIDIA
    Continuous Data Cycle via Foundation Models, led by NVIDIA
    Distillation of Foundation Models for Autonomous Driving, led by NVIDIA

    Explore the NVIDIA research papers to be presented at CVPR and watch the NVIDIA GTC Paris keynote from NVIDIA founder and CEO Jensen Huang.
    Learn more about NVIDIA Research, a global team of hundreds of scientists and engineers focused on topics including AI, computer graphics, computer vision, self-driving cars and robotics.
    The featured image above shows how an autonomous vehicle adapts its trajectory to navigate an urban environment with dynamic traffic using the GTRS model.
    #nvidia #scores #consecutive #win #endtoend
    NVIDIA Scores Consecutive Win for End-to-End Autonomous Driving Grand Challenge at CVPR
    NVIDIA was today named an Autonomous Grand Challenge winner at the Computer Vision and Pattern Recognitionconference, held this week in Nashville, Tennessee. The announcement was made at the Embodied Intelligence for Autonomous Systems on the Horizon Workshop. This marks the second consecutive year that NVIDIA’s topped the leaderboard in the End-to-End Driving at Scale category and the third year in a row winning an Autonomous Grand Challenge award at CVPR. The theme of this year’s challenge was “Towards Generalizable Embodied Systems” — based on NAVSIM v2, a data-driven, nonreactive autonomous vehiclesimulation framework. The challenge offered researchers the opportunity to explore ways to handle unexpected situations, beyond using only real-world human driving data, to accelerate the development of smarter, safer AVs. Generating Safe and Adaptive Driving Trajectories Participants of the challenge were tasked with generating driving trajectories from multi-sensor data in a semi-reactive simulation, where the ego vehicle’s plan is fixed at the start, but background traffic changes dynamically. Submissions were evaluated using the Extended Predictive Driver Model Score, which measures safety, comfort, compliance and generalization across real-world and synthetic scenarios — pushing the boundaries of robust and generalizable autonomous driving research. The NVIDIA AV Applied Research Team’s key innovation was the Generalized Trajectory Scoringmethod, which generates a variety of trajectories and progressively filters out the best one. GTRS model architecture showing a unified system for generating and scoring diverse driving trajectories using diffusion- and vocabulary-based trajectories. GTRS introduces a combination of coarse sets of trajectories covering a wide range of situations and fine-grained trajectories for safety-critical situations, created using a diffusion policy conditioned on the environment. GTRS then uses a transformer decoder distilled from perception-dependent metrics, focusing on safety, comfort and traffic rule compliance. This decoder progressively filters out the most promising trajectory candidates by capturing subtle but critical differences between similar trajectories. This system has proved to generalize well to a wide range of scenarios, achieving state-of-the-art results on challenging benchmarks and enabling robust, adaptive trajectory selection in diverse and challenging driving conditions. NVIDIA Automotive Research at CVPR  More than 60 NVIDIA papers were accepted for CVPR 2025, spanning automotive, healthcare, robotics and more. In automotive, NVIDIA researchers are advancing physical AI with innovation in perception, planning and data generation. This year, three NVIDIA papers were nominated for the Best Paper Award: FoundationStereo, Zero-Shot Monocular Scene Flow and Difix3D+. The NVIDIA papers listed below showcase breakthroughs in stereo depth estimation, monocular motion understanding, 3D reconstruction, closed-loop planning, vision-language modeling and generative simulation — all critical to building safer, more generalizable AVs: Diffusion Renderer: Neural Inverse and Forward Rendering With Video Diffusion ModelsFoundationStereo: Zero-Shot Stereo MatchingZero-Shot Monocular Scene Flow Estimation in the WildDifix3D+: Improving 3D Reconstructions With Single-Step Diffusion Models3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting Closed-Loop Supervised Fine-Tuning of Tokenized Traffic Models Zero-Shot 4D Lidar Panoptic Segmentation NVILA: Efficient Frontier Visual Language Models RADIO Amplified: Improved Baselines for Agglomerative Vision Foundation Models OmniDrive: A Holistic Vision-Language Dataset for Autonomous Driving With Counterfactual Reasoning Explore automotive workshops and tutorials at CVPR, including: Workshop on Data-Driven Autonomous Driving Simulation, featuring Marco Pavone, senior director of AV research at NVIDIA, and Sanja Fidler, vice president of AI research at NVIDIA Workshop on Autonomous Driving, featuring Laura Leal-Taixe, senior research manager at NVIDIA Workshop on Open-World 3D Scene Understanding with Foundation Models, featuring Leal-Taixe Safe Artificial Intelligence for All Domains, featuring Jose Alvarez, director of AV applied research at NVIDIA Workshop on Foundation Models for V2X-Based Cooperative Autonomous Driving, featuring Pavone and Leal-Taixe Workshop on Multi-Agent Embodied Intelligent Systems Meet Generative AI Era, featuring Pavone LatinX in CV Workshop, featuring Leal-Taixe Workshop on Exploring the Next Generation of Data, featuring Alvarez Full-Stack, GPU-Based Acceleration of Deep Learning and Foundation Models, led by NVIDIA Continuous Data Cycle via Foundation Models, led by NVIDIA Distillation of Foundation Models for Autonomous Driving, led by NVIDIA Explore the NVIDIA research papers to be presented at CVPR and watch the NVIDIA GTC Paris keynote from NVIDIA founder and CEO Jensen Huang. Learn more about NVIDIA Research, a global team of hundreds of scientists and engineers focused on topics including AI, computer graphics, computer vision, self-driving cars and robotics. The featured image above shows how an autonomous vehicle adapts its trajectory to navigate an urban environment with dynamic traffic using the GTRS model. #nvidia #scores #consecutive #win #endtoend
    BLOGS.NVIDIA.COM
    NVIDIA Scores Consecutive Win for End-to-End Autonomous Driving Grand Challenge at CVPR
    NVIDIA was today named an Autonomous Grand Challenge winner at the Computer Vision and Pattern Recognition (CVPR) conference, held this week in Nashville, Tennessee. The announcement was made at the Embodied Intelligence for Autonomous Systems on the Horizon Workshop. This marks the second consecutive year that NVIDIA’s topped the leaderboard in the End-to-End Driving at Scale category and the third year in a row winning an Autonomous Grand Challenge award at CVPR. The theme of this year’s challenge was “Towards Generalizable Embodied Systems” — based on NAVSIM v2, a data-driven, nonreactive autonomous vehicle (AV) simulation framework. The challenge offered researchers the opportunity to explore ways to handle unexpected situations, beyond using only real-world human driving data, to accelerate the development of smarter, safer AVs. Generating Safe and Adaptive Driving Trajectories Participants of the challenge were tasked with generating driving trajectories from multi-sensor data in a semi-reactive simulation, where the ego vehicle’s plan is fixed at the start, but background traffic changes dynamically. Submissions were evaluated using the Extended Predictive Driver Model Score, which measures safety, comfort, compliance and generalization across real-world and synthetic scenarios — pushing the boundaries of robust and generalizable autonomous driving research. The NVIDIA AV Applied Research Team’s key innovation was the Generalized Trajectory Scoring (GTRS) method, which generates a variety of trajectories and progressively filters out the best one. GTRS model architecture showing a unified system for generating and scoring diverse driving trajectories using diffusion- and vocabulary-based trajectories. GTRS introduces a combination of coarse sets of trajectories covering a wide range of situations and fine-grained trajectories for safety-critical situations, created using a diffusion policy conditioned on the environment. GTRS then uses a transformer decoder distilled from perception-dependent metrics, focusing on safety, comfort and traffic rule compliance. This decoder progressively filters out the most promising trajectory candidates by capturing subtle but critical differences between similar trajectories. This system has proved to generalize well to a wide range of scenarios, achieving state-of-the-art results on challenging benchmarks and enabling robust, adaptive trajectory selection in diverse and challenging driving conditions. NVIDIA Automotive Research at CVPR  More than 60 NVIDIA papers were accepted for CVPR 2025, spanning automotive, healthcare, robotics and more. In automotive, NVIDIA researchers are advancing physical AI with innovation in perception, planning and data generation. This year, three NVIDIA papers were nominated for the Best Paper Award: FoundationStereo, Zero-Shot Monocular Scene Flow and Difix3D+. The NVIDIA papers listed below showcase breakthroughs in stereo depth estimation, monocular motion understanding, 3D reconstruction, closed-loop planning, vision-language modeling and generative simulation — all critical to building safer, more generalizable AVs: Diffusion Renderer: Neural Inverse and Forward Rendering With Video Diffusion Models (Read more in this blog.) FoundationStereo: Zero-Shot Stereo Matching (Best Paper nominee) Zero-Shot Monocular Scene Flow Estimation in the Wild (Best Paper nominee) Difix3D+: Improving 3D Reconstructions With Single-Step Diffusion Models (Best Paper nominee) 3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting Closed-Loop Supervised Fine-Tuning of Tokenized Traffic Models Zero-Shot 4D Lidar Panoptic Segmentation NVILA: Efficient Frontier Visual Language Models RADIO Amplified: Improved Baselines for Agglomerative Vision Foundation Models OmniDrive: A Holistic Vision-Language Dataset for Autonomous Driving With Counterfactual Reasoning Explore automotive workshops and tutorials at CVPR, including: Workshop on Data-Driven Autonomous Driving Simulation, featuring Marco Pavone, senior director of AV research at NVIDIA, and Sanja Fidler, vice president of AI research at NVIDIA Workshop on Autonomous Driving, featuring Laura Leal-Taixe, senior research manager at NVIDIA Workshop on Open-World 3D Scene Understanding with Foundation Models, featuring Leal-Taixe Safe Artificial Intelligence for All Domains, featuring Jose Alvarez, director of AV applied research at NVIDIA Workshop on Foundation Models for V2X-Based Cooperative Autonomous Driving, featuring Pavone and Leal-Taixe Workshop on Multi-Agent Embodied Intelligent Systems Meet Generative AI Era, featuring Pavone LatinX in CV Workshop, featuring Leal-Taixe Workshop on Exploring the Next Generation of Data, featuring Alvarez Full-Stack, GPU-Based Acceleration of Deep Learning and Foundation Models, led by NVIDIA Continuous Data Cycle via Foundation Models, led by NVIDIA Distillation of Foundation Models for Autonomous Driving, led by NVIDIA Explore the NVIDIA research papers to be presented at CVPR and watch the NVIDIA GTC Paris keynote from NVIDIA founder and CEO Jensen Huang. Learn more about NVIDIA Research, a global team of hundreds of scientists and engineers focused on topics including AI, computer graphics, computer vision, self-driving cars and robotics. The featured image above shows how an autonomous vehicle adapts its trajectory to navigate an urban environment with dynamic traffic using the GTRS model.
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  • Paper Architecture: From Soviet Subversion to Zaha’s Suprematism

    Architizer’s Vision Awards are back! The global awards program honors the world’s best architectural concepts, ideas and imagery. Submit your work ahead of the Final Entry Deadline on July 11th!
    Behind the term “paper architecture” hides a strange paradox: the radical act of building without, well, building. Paper architecture is usually associated with speculative design projects, presented in the form of drawings, which can also be considered art pieces. However, even though it is often dismissed as a mere utopian or academic exercise, paper architecture has historically served as a powerful form of protest, advocating against political regimes, architectural orthodoxy or cultural stagnation.
    Unbound by real-world limitations such as materials, regulations and budgets, paper architects are free to focus on the messages behind their designs rather than constantly striving for their implementation. In parallel, due to its subtleness, paper architecture has become a platform that enables radical commentary via a rather “safe” medium. Instead of relying on more traditional forms of protestthis powerful visual language, combined with scrupulous aesthetics and imagination can start a more formidable “behind-the-scenes rebellion”.
    Unearthing Nostalgia by Bruno Xavier & Michelle Ashley Ovanessians, A+ Vision Awards, 2023
    Perhaps the most well-known paper architects, Archigram was a radical British collective that was formed in the 1960s in London. Their work Walking City or Plug-In City showcased visions of a playful, technologically driven architecture that deeply contrasted and, by extent, protested against the rigid regime of post-war modernism and its extensive bureaucracy. This pop-art-style architecture served as a powerful critique towards the saturated idea of functional monotony.
    Additionally, the Russian architect, artist, and curator, Yuri Avvakumuv introduced the term “paper architecture” within the restrictive cultural and political climate of late Soviet Russia. Having to deal with heavy censorship, Avvakumuv turned to competitions and speculative drawings in an attempt resist that dominance of totalitarian architecture. Poetic, deeply allegorical and oftentimes ironic architectural renderings, critiqued the bureaucratic sterility of Soviet planning and the state-mandated architectural principles architects had to follow. Consequently, this profound demonstration of un-built architecture within the specific setting, turned into a collective cultural wave that advocated artistic autonomy and expression for the built environment.
    Klothos’ Loom of Memories by Ioana Alexandra Enache, A+ Vision Awards, 2023
    The Amerian architect Lebbeus Woods was also one of the most intellectually intense practitioners of paper architecture, whose work touches upon global issues on war zones and urban trauma. His imaginative, post-apocalyptic cities opened up discussions for rebuilding after destruction. Works such as War and Architecture and Underground Berlin, albeit “dystopic”, acted as moral propositions, exploring potential reconstructions that would “heal” these cities. Through his drawings, he rigorously investigated and examined scenarios of ethical rebuilding, refusing to comply to the principles of popular commerce, and instead creating a new architectural practice of political resistance.
    Finally, operating within a very male-dominated world, Zaha Hadid’s earlier work — particularly on Malevich — served as a protesting tool on multiple levels. Influenced by Suprematist aesthetics, her bold, dynamic compositions stood against the formal conservatism of architectural ideas, where the design must always yield to gravity and function. In parallel, her considerable influence and dominance on the field challenged long-standing norms and served as a powerful counter-narrative against the gender biases that sidelined women in design. Ultimately, her images – part blueprints, part paintings – not only proved that architecture could be unapologetically visionary and abstract but also that materializing it is not as impossible as one would think.My Bedroom by Daniel Wing-Hou Ho, A+ Vision Awards, 2023
    Even though paper architecture began as a medium of rebellion against architectural convention in the mid-20th century, it remains, until today, a vital tool for activism and social justice. Operating in the digital age, social media and digital platforms have amplified its reach, also having given it different visual forms such as digital collages, speculative renders, gifs, reels and interactive visual narratives. What was once a flyer, a journal or a newspaper extract, can now be found in open-source repositories, standing against authoritarianism, climate inaction, political violence and systemic inequality.
    Groups such as Forensic Architecture carry out multidisciplinary research, investigating cases of state violence and violations of human rights through rigorous mapping and speculative visualization. Additionally, competitions such as the eVolo Skyscraper or platforms like ArchOutLoud and Design Earth offer opportunities and space for architects to tackle environmental concerns and dramatize the urgency of inaction. Imaginative floating habitats, food cities, biodegradable megastructures etc. instigate debates and conversations through the form of environmental storytelling.
    The Stamper Battery by By William du Toit, A+ Vision Awards, 2023
    Despite being often condemned as “unbuildable”, “impractical” or even “escapist,” paper architecture acts as a counterweight to the discipline’s increasing instrumentalization as merely a functional or commercial enterprise. In architecture schools it is used as a prompt for “thinking differently” and a tool for “critiquing without compromise”. Above all however, paper architecture matters because it keeps architecture ethically alive. It reminds architects to ask the uncomfortable questions: how should we design for environmental sustainability, migrancy or social equality, instead of focusing on profit, convenience and spectacle? Similar to a moral compass or speculative mirror, unbuilt visions can trigger political, social and environmental turns that reshape not just how we build, but why we build at all.
    Architizer’s Vision Awards are back! The global awards program honors the world’s best architectural concepts, ideas and imagery. Submit your work ahead of the Final Entry Deadline on July 11th!
    Featured Image: Into the Void: Fragmented Time, Space, Memory, and Decay in Hiroshima by Victoria Wong, A+ Vision Awards 2023
    The post Paper Architecture: From Soviet Subversion to Zaha’s Suprematism appeared first on Journal.
    #paper #architecture #soviet #subversion #zahas
    Paper Architecture: From Soviet Subversion to Zaha’s Suprematism
    Architizer’s Vision Awards are back! The global awards program honors the world’s best architectural concepts, ideas and imagery. Submit your work ahead of the Final Entry Deadline on July 11th! Behind the term “paper architecture” hides a strange paradox: the radical act of building without, well, building. Paper architecture is usually associated with speculative design projects, presented in the form of drawings, which can also be considered art pieces. However, even though it is often dismissed as a mere utopian or academic exercise, paper architecture has historically served as a powerful form of protest, advocating against political regimes, architectural orthodoxy or cultural stagnation. Unbound by real-world limitations such as materials, regulations and budgets, paper architects are free to focus on the messages behind their designs rather than constantly striving for their implementation. In parallel, due to its subtleness, paper architecture has become a platform that enables radical commentary via a rather “safe” medium. Instead of relying on more traditional forms of protestthis powerful visual language, combined with scrupulous aesthetics and imagination can start a more formidable “behind-the-scenes rebellion”. Unearthing Nostalgia by Bruno Xavier & Michelle Ashley Ovanessians, A+ Vision Awards, 2023 Perhaps the most well-known paper architects, Archigram was a radical British collective that was formed in the 1960s in London. Their work Walking City or Plug-In City showcased visions of a playful, technologically driven architecture that deeply contrasted and, by extent, protested against the rigid regime of post-war modernism and its extensive bureaucracy. This pop-art-style architecture served as a powerful critique towards the saturated idea of functional monotony. Additionally, the Russian architect, artist, and curator, Yuri Avvakumuv introduced the term “paper architecture” within the restrictive cultural and political climate of late Soviet Russia. Having to deal with heavy censorship, Avvakumuv turned to competitions and speculative drawings in an attempt resist that dominance of totalitarian architecture. Poetic, deeply allegorical and oftentimes ironic architectural renderings, critiqued the bureaucratic sterility of Soviet planning and the state-mandated architectural principles architects had to follow. Consequently, this profound demonstration of un-built architecture within the specific setting, turned into a collective cultural wave that advocated artistic autonomy and expression for the built environment. Klothos’ Loom of Memories by Ioana Alexandra Enache, A+ Vision Awards, 2023 The Amerian architect Lebbeus Woods was also one of the most intellectually intense practitioners of paper architecture, whose work touches upon global issues on war zones and urban trauma. His imaginative, post-apocalyptic cities opened up discussions for rebuilding after destruction. Works such as War and Architecture and Underground Berlin, albeit “dystopic”, acted as moral propositions, exploring potential reconstructions that would “heal” these cities. Through his drawings, he rigorously investigated and examined scenarios of ethical rebuilding, refusing to comply to the principles of popular commerce, and instead creating a new architectural practice of political resistance. Finally, operating within a very male-dominated world, Zaha Hadid’s earlier work — particularly on Malevich — served as a protesting tool on multiple levels. Influenced by Suprematist aesthetics, her bold, dynamic compositions stood against the formal conservatism of architectural ideas, where the design must always yield to gravity and function. In parallel, her considerable influence and dominance on the field challenged long-standing norms and served as a powerful counter-narrative against the gender biases that sidelined women in design. Ultimately, her images – part blueprints, part paintings – not only proved that architecture could be unapologetically visionary and abstract but also that materializing it is not as impossible as one would think.My Bedroom by Daniel Wing-Hou Ho, A+ Vision Awards, 2023 Even though paper architecture began as a medium of rebellion against architectural convention in the mid-20th century, it remains, until today, a vital tool for activism and social justice. Operating in the digital age, social media and digital platforms have amplified its reach, also having given it different visual forms such as digital collages, speculative renders, gifs, reels and interactive visual narratives. What was once a flyer, a journal or a newspaper extract, can now be found in open-source repositories, standing against authoritarianism, climate inaction, political violence and systemic inequality. Groups such as Forensic Architecture carry out multidisciplinary research, investigating cases of state violence and violations of human rights through rigorous mapping and speculative visualization. Additionally, competitions such as the eVolo Skyscraper or platforms like ArchOutLoud and Design Earth offer opportunities and space for architects to tackle environmental concerns and dramatize the urgency of inaction. Imaginative floating habitats, food cities, biodegradable megastructures etc. instigate debates and conversations through the form of environmental storytelling. The Stamper Battery by By William du Toit, A+ Vision Awards, 2023 Despite being often condemned as “unbuildable”, “impractical” or even “escapist,” paper architecture acts as a counterweight to the discipline’s increasing instrumentalization as merely a functional or commercial enterprise. In architecture schools it is used as a prompt for “thinking differently” and a tool for “critiquing without compromise”. Above all however, paper architecture matters because it keeps architecture ethically alive. It reminds architects to ask the uncomfortable questions: how should we design for environmental sustainability, migrancy or social equality, instead of focusing on profit, convenience and spectacle? Similar to a moral compass or speculative mirror, unbuilt visions can trigger political, social and environmental turns that reshape not just how we build, but why we build at all. Architizer’s Vision Awards are back! The global awards program honors the world’s best architectural concepts, ideas and imagery. Submit your work ahead of the Final Entry Deadline on July 11th! Featured Image: Into the Void: Fragmented Time, Space, Memory, and Decay in Hiroshima by Victoria Wong, A+ Vision Awards 2023 The post Paper Architecture: From Soviet Subversion to Zaha’s Suprematism appeared first on Journal. #paper #architecture #soviet #subversion #zahas
    ARCHITIZER.COM
    Paper Architecture: From Soviet Subversion to Zaha’s Suprematism
    Architizer’s Vision Awards are back! The global awards program honors the world’s best architectural concepts, ideas and imagery. Submit your work ahead of the Final Entry Deadline on July 11th! Behind the term “paper architecture” hides a strange paradox: the radical act of building without, well, building. Paper architecture is usually associated with speculative design projects, presented in the form of drawings, which can also be considered art pieces. However, even though it is often dismissed as a mere utopian or academic exercise, paper architecture has historically served as a powerful form of protest, advocating against political regimes, architectural orthodoxy or cultural stagnation. Unbound by real-world limitations such as materials, regulations and budgets, paper architects are free to focus on the messages behind their designs rather than constantly striving for their implementation. In parallel, due to its subtleness, paper architecture has become a platform that enables radical commentary via a rather “safe” medium. Instead of relying on more traditional forms of protest (such as strikes or marches) this powerful visual language, combined with scrupulous aesthetics and imagination can start a more formidable “behind-the-scenes rebellion”. Unearthing Nostalgia by Bruno Xavier & Michelle Ashley Ovanessians, A+ Vision Awards, 2023 Perhaps the most well-known paper architects, Archigram was a radical British collective that was formed in the 1960s in London. Their work Walking City or Plug-In City showcased visions of a playful, technologically driven architecture that deeply contrasted and, by extent, protested against the rigid regime of post-war modernism and its extensive bureaucracy. This pop-art-style architecture served as a powerful critique towards the saturated idea of functional monotony. Additionally, the Russian architect, artist, and curator, Yuri Avvakumuv introduced the term “paper architecture” within the restrictive cultural and political climate of late Soviet Russia (1984). Having to deal with heavy censorship, Avvakumuv turned to competitions and speculative drawings in an attempt resist that dominance of totalitarian architecture. Poetic, deeply allegorical and oftentimes ironic architectural renderings, critiqued the bureaucratic sterility of Soviet planning and the state-mandated architectural principles architects had to follow. Consequently, this profound demonstration of un-built architecture within the specific setting, turned into a collective cultural wave that advocated artistic autonomy and expression for the built environment. Klothos’ Loom of Memories by Ioana Alexandra Enache, A+ Vision Awards, 2023 The Amerian architect Lebbeus Woods was also one of the most intellectually intense practitioners of paper architecture, whose work touches upon global issues on war zones and urban trauma. His imaginative, post-apocalyptic cities opened up discussions for rebuilding after destruction. Works such as War and Architecture and Underground Berlin, albeit “dystopic”, acted as moral propositions, exploring potential reconstructions that would “heal” these cities. Through his drawings, he rigorously investigated and examined scenarios of ethical rebuilding, refusing to comply to the principles of popular commerce, and instead creating a new architectural practice of political resistance. Finally, operating within a very male-dominated world, Zaha Hadid’s earlier work — particularly on Malevich — served as a protesting tool on multiple levels. Influenced by Suprematist aesthetics, her bold, dynamic compositions stood against the formal conservatism of architectural ideas, where the design must always yield to gravity and function. In parallel, her considerable influence and dominance on the field challenged long-standing norms and served as a powerful counter-narrative against the gender biases that sidelined women in design. Ultimately, her images – part blueprints, part paintings – not only proved that architecture could be unapologetically visionary and abstract but also that materializing it is not as impossible as one would think. (Your) My Bedroom by Daniel Wing-Hou Ho, A+ Vision Awards, 2023 Even though paper architecture began as a medium of rebellion against architectural convention in the mid-20th century, it remains, until today, a vital tool for activism and social justice. Operating in the digital age, social media and digital platforms have amplified its reach, also having given it different visual forms such as digital collages, speculative renders, gifs, reels and interactive visual narratives. What was once a flyer, a journal or a newspaper extract, can now be found in open-source repositories, standing against authoritarianism, climate inaction, political violence and systemic inequality. Groups such as Forensic Architecture (Goldsmiths, University of London)  carry out multidisciplinary research, investigating cases of state violence and violations of human rights through rigorous mapping and speculative visualization. Additionally, competitions such as the eVolo Skyscraper or platforms like ArchOutLoud and Design Earth offer opportunities and space for architects to tackle environmental concerns and dramatize the urgency of inaction. Imaginative floating habitats, food cities, biodegradable megastructures etc. instigate debates and conversations through the form of environmental storytelling. The Stamper Battery by By William du Toit, A+ Vision Awards, 2023 Despite being often condemned as “unbuildable”, “impractical” or even “escapist,” paper architecture acts as a counterweight to the discipline’s increasing instrumentalization as merely a functional or commercial enterprise. In architecture schools it is used as a prompt for “thinking differently” and a tool for “critiquing without compromise”. Above all however, paper architecture matters because it keeps architecture ethically alive. It reminds architects to ask the uncomfortable questions: how should we design for environmental sustainability, migrancy or social equality, instead of focusing on profit, convenience and spectacle? Similar to a moral compass or speculative mirror, unbuilt visions can trigger political, social and environmental turns that reshape not just how we build, but why we build at all. Architizer’s Vision Awards are back! The global awards program honors the world’s best architectural concepts, ideas and imagery. Submit your work ahead of the Final Entry Deadline on July 11th! Featured Image: Into the Void: Fragmented Time, Space, Memory, and Decay in Hiroshima by Victoria Wong, A+ Vision Awards 2023 The post Paper Architecture: From Soviet Subversion to Zaha’s Suprematism appeared first on Journal.
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  • As AI faces court challenges from Disney and Universal, legal battles are shaping the industry's future | Opinion

    As AI faces court challenges from Disney and Universal, legal battles are shaping the industry's future | Opinion
    Silicon advances and design innovations do still push us forward – but the future landscape of the industry is also being sculpted in courtrooms and parliaments

    Image credit: Disney / Epic Games

    Opinion

    by Rob Fahey
    Contributing Editor

    Published on June 13, 2025

    In some regards, the past couple of weeks have felt rather reassuring.
    We've just seen a hugely successful launch for a new Nintendo console, replete with long queues for midnight sales events. Over the next few days, the various summer events and showcases that have sprouted amongst the scattered bones of E3 generated waves of interest and hype for a host of new games.
    It all feels like old times. It's enough to make you imagine that while change is the only constant, at least it's we're facing change that's fairly well understood, change in the form of faster, cheaper silicon, or bigger, more ambitious games.
    If only the winds that blow through this industry all came from such well-defined points on the compass. Nestled in amongst the week's headlines, though, was something that's likely to have profound but much harder to understand impacts on this industry and many others over the coming years – a lawsuit being brought by Disney and NBC Universal against Midjourney, operators of the eponymous generative AI image creation tool.
    In some regards, the lawsuit looks fairly straightforward; the arguments made and considered in reaching its outcome, though, may have a profound impact on both the ability of creatives and media companiesto protect their IP rights from a very new kind of threat, and the ways in which a promising but highly controversial and risky new set of development and creative tools can be used commercially.
    A more likely tack on Midjourney's side will be the argument that they are not responsible for what their customers create with the tool
    I say the lawsuit looks straightforward from some angles, but honestly overall it looks fairly open and shut – the media giants accuse Midjourney of replicating their copyrighted characters and material, and of essentially building a machine for churning out limitless copyright violations.
    The evidence submitted includes screenshot after screenshot of Midjourney generating pages of images of famous copyrighted and trademarked characters ranging from Yoda to Homer Simpson, so "no we didn't" isn't going to be much of a defence strategy here.
    A more likely tack on Midjourney's side will be the argument that they are not responsible for what their customers create with the tool – you don't sue the manufacturers of oil paints or canvases when artists use them to paint something copyright-infringing, nor does Microsoft get sued when someone writes something libellous in Word, and Midjourney may try to argue that their software belongs in that tool category, with users alone being ultimately responsible for how they use them.

    If that argument prevails and survives appeals and challenges, it would be a major triumph for the nascent generative AI industry and a hugely damaging blow to IP holders and creatives, since it would seriously undermine their argument that AI companies shouldn't be able to include copyrighted material into training data sets without licensing or compensation.
    The reason Disney and NBCU are going after Midjourney specifically seems to be partially down to Midjourney being especially reticent to negotiate with them about licensing fees and prompt restrictions; other generative AI firms have started talking, at least, about paying for content licenses for training data, and have imposed various limitations on their software to prevent the most egregious and obvious forms of copyright violation.
    In the process, though, they're essentially risking a court showdown over a set of not-quite-clear legal questions at the heart of this dispute, and if Midjourney were to prevail in that argument, other AI companies would likely back off from engaging with IP holders on this topic.
    To be clear, though, it seems highly unlikely that Midjourney will win that argument, at least not in the medium to long term. Yet depending on how this case moves forward, losing the argument could have equally dramatic consequences – especially if the courts find themselves compelled to consider the question of how, exactly, a generative AI system reproduces a copyrighted character with such precision without storing copyright-infringing data in some manner.
    The 2020s are turning out to be the decade in which many key regulatory issues come to a head all at once
    AI advocates have been trying to handwave around this notion from the outset, but at some point a court is going to have to sit down and confront the fact that the precision with which these systems can replicate copyrighted characters, scenes, and other materials requires that they must have stored that infringing material in some form.
    That it's stored as a scattered mesh of probabilities across the vertices of a high-dimensional vector array, rather than a straightforward, monolithic media file, is clearly important but may ultimately be considered moot. If the data is in the system and can be replicated on request, how that differs from Napster or The Pirate Bay is arguably just a matter of technical obfuscation.
    Not having to defend that technical argument in court thus far has been a huge boon to the generative AI field; if it is knocked over in that venue, it will have knock-on effects on every company in the sector and on every business that uses their products.
    Nobody can be quite sure which of the various rocks and pebbles being kicked on this slope is going to set off the landslide, but there seems to be an increasing consensus that a legal and regulatory reckoning is coming for generative AI.
    Consequently, a lot of what's happening in that market right now has the feel of companies desperately trying to establish products and lock in revenue streams before that happens, because it'll be harder to regulate a technology that's genuinely integrated into the world's economic systems than it is to impose limits on one that's currently only clocking up relatively paltry sales and revenues.

    Keeping an eye on this is crucial for any industry that's started experimenting with AI in its workflows – none more than a creative industry like video games, where various forms of AI usage have been posited, although the enthusiasm and buzz so far massively outweighs any tangible benefits from the technology.
    Regardless of what happens in legal and regulatory contexts, AI is already a double-edged sword for any creative industry.
    Used judiciously, it might help to speed up development processes and reduce overheads. Applied in a slapdash or thoughtless manner, it can and will end up wreaking havoc on development timelines, filling up storefronts with endless waves of vaguely-copyright-infringing slop, and potentially make creative firms, from the industry's biggest companies to its smallest indie developers, into victims of impossibly large-scale copyright infringement rather than beneficiaries of a new wave of technology-fuelled productivity.
    The legal threat now hanging over the sector isn't new, merely amplified. We've known for a long time that AI generated artwork, code, and text has significant problems from the perspective of intellectual property rights.
    Even if you're not using AI yourself, however – even if you're vehemently opposed to it on moral and ethical grounds, the Midjourney judgement and its fallout may well impact the creative work you produce yourself and how it ends up being used and abused by these products in future.
    This all has huge ramifications for the games business and will shape everything from how games are created to how IP can be protected for many years to come – a wind of change that's very different and vastly more unpredictable than those we're accustomed to. It's a reminder of just how much of the industry's future is currently being shaped not in development studios and semiconductor labs, but rather in courtrooms and parliamentary committees.
    The ways in which generative AI can be used and how copyright can persist in the face of it will be fundamentally shaped in courts and parliaments, but it's far from the only crucially important topic being hashed out in those venues.
    The ongoing legal turmoil over the opening up of mobile app ecosystems, too, will have huge impacts on the games industry. Meanwhile, the debates over loot boxes, gambling, and various consumer protection aspects related to free-to-play models continue to rumble on in the background.
    Because the industry moves fast while governments move slow, it's easy to forget that that's still an active topic for as far as governments are concerned, and hammers may come down at any time.
    Regulation by governments, whether through the passage of new legislation or the interpretation of existing laws in the courts, has always loomed in the background of any major industry, especially one with strong cultural relevance. The games industry is no stranger to that being part of the background heartbeat of the business.
    The 2020s, however, are turning out to be the decade in which many key regulatory issues come to a head all at once, whether it's AI and copyright, app stores and walled gardens, or loot boxes and IAP-based business models.
    Rulings on those topics in various different global markets will create a complex new landscape that will shape the winds that blow through the business, and how things look in the 2030s and beyond will be fundamentally impacted by those decisions.
    #faces #court #challenges #disney #universal
    As AI faces court challenges from Disney and Universal, legal battles are shaping the industry's future | Opinion
    As AI faces court challenges from Disney and Universal, legal battles are shaping the industry's future | Opinion Silicon advances and design innovations do still push us forward – but the future landscape of the industry is also being sculpted in courtrooms and parliaments Image credit: Disney / Epic Games Opinion by Rob Fahey Contributing Editor Published on June 13, 2025 In some regards, the past couple of weeks have felt rather reassuring. We've just seen a hugely successful launch for a new Nintendo console, replete with long queues for midnight sales events. Over the next few days, the various summer events and showcases that have sprouted amongst the scattered bones of E3 generated waves of interest and hype for a host of new games. It all feels like old times. It's enough to make you imagine that while change is the only constant, at least it's we're facing change that's fairly well understood, change in the form of faster, cheaper silicon, or bigger, more ambitious games. If only the winds that blow through this industry all came from such well-defined points on the compass. Nestled in amongst the week's headlines, though, was something that's likely to have profound but much harder to understand impacts on this industry and many others over the coming years – a lawsuit being brought by Disney and NBC Universal against Midjourney, operators of the eponymous generative AI image creation tool. In some regards, the lawsuit looks fairly straightforward; the arguments made and considered in reaching its outcome, though, may have a profound impact on both the ability of creatives and media companiesto protect their IP rights from a very new kind of threat, and the ways in which a promising but highly controversial and risky new set of development and creative tools can be used commercially. A more likely tack on Midjourney's side will be the argument that they are not responsible for what their customers create with the tool I say the lawsuit looks straightforward from some angles, but honestly overall it looks fairly open and shut – the media giants accuse Midjourney of replicating their copyrighted characters and material, and of essentially building a machine for churning out limitless copyright violations. The evidence submitted includes screenshot after screenshot of Midjourney generating pages of images of famous copyrighted and trademarked characters ranging from Yoda to Homer Simpson, so "no we didn't" isn't going to be much of a defence strategy here. A more likely tack on Midjourney's side will be the argument that they are not responsible for what their customers create with the tool – you don't sue the manufacturers of oil paints or canvases when artists use them to paint something copyright-infringing, nor does Microsoft get sued when someone writes something libellous in Word, and Midjourney may try to argue that their software belongs in that tool category, with users alone being ultimately responsible for how they use them. If that argument prevails and survives appeals and challenges, it would be a major triumph for the nascent generative AI industry and a hugely damaging blow to IP holders and creatives, since it would seriously undermine their argument that AI companies shouldn't be able to include copyrighted material into training data sets without licensing or compensation. The reason Disney and NBCU are going after Midjourney specifically seems to be partially down to Midjourney being especially reticent to negotiate with them about licensing fees and prompt restrictions; other generative AI firms have started talking, at least, about paying for content licenses for training data, and have imposed various limitations on their software to prevent the most egregious and obvious forms of copyright violation. In the process, though, they're essentially risking a court showdown over a set of not-quite-clear legal questions at the heart of this dispute, and if Midjourney were to prevail in that argument, other AI companies would likely back off from engaging with IP holders on this topic. To be clear, though, it seems highly unlikely that Midjourney will win that argument, at least not in the medium to long term. Yet depending on how this case moves forward, losing the argument could have equally dramatic consequences – especially if the courts find themselves compelled to consider the question of how, exactly, a generative AI system reproduces a copyrighted character with such precision without storing copyright-infringing data in some manner. The 2020s are turning out to be the decade in which many key regulatory issues come to a head all at once AI advocates have been trying to handwave around this notion from the outset, but at some point a court is going to have to sit down and confront the fact that the precision with which these systems can replicate copyrighted characters, scenes, and other materials requires that they must have stored that infringing material in some form. That it's stored as a scattered mesh of probabilities across the vertices of a high-dimensional vector array, rather than a straightforward, monolithic media file, is clearly important but may ultimately be considered moot. If the data is in the system and can be replicated on request, how that differs from Napster or The Pirate Bay is arguably just a matter of technical obfuscation. Not having to defend that technical argument in court thus far has been a huge boon to the generative AI field; if it is knocked over in that venue, it will have knock-on effects on every company in the sector and on every business that uses their products. Nobody can be quite sure which of the various rocks and pebbles being kicked on this slope is going to set off the landslide, but there seems to be an increasing consensus that a legal and regulatory reckoning is coming for generative AI. Consequently, a lot of what's happening in that market right now has the feel of companies desperately trying to establish products and lock in revenue streams before that happens, because it'll be harder to regulate a technology that's genuinely integrated into the world's economic systems than it is to impose limits on one that's currently only clocking up relatively paltry sales and revenues. Keeping an eye on this is crucial for any industry that's started experimenting with AI in its workflows – none more than a creative industry like video games, where various forms of AI usage have been posited, although the enthusiasm and buzz so far massively outweighs any tangible benefits from the technology. Regardless of what happens in legal and regulatory contexts, AI is already a double-edged sword for any creative industry. Used judiciously, it might help to speed up development processes and reduce overheads. Applied in a slapdash or thoughtless manner, it can and will end up wreaking havoc on development timelines, filling up storefronts with endless waves of vaguely-copyright-infringing slop, and potentially make creative firms, from the industry's biggest companies to its smallest indie developers, into victims of impossibly large-scale copyright infringement rather than beneficiaries of a new wave of technology-fuelled productivity. The legal threat now hanging over the sector isn't new, merely amplified. We've known for a long time that AI generated artwork, code, and text has significant problems from the perspective of intellectual property rights. Even if you're not using AI yourself, however – even if you're vehemently opposed to it on moral and ethical grounds, the Midjourney judgement and its fallout may well impact the creative work you produce yourself and how it ends up being used and abused by these products in future. This all has huge ramifications for the games business and will shape everything from how games are created to how IP can be protected for many years to come – a wind of change that's very different and vastly more unpredictable than those we're accustomed to. It's a reminder of just how much of the industry's future is currently being shaped not in development studios and semiconductor labs, but rather in courtrooms and parliamentary committees. The ways in which generative AI can be used and how copyright can persist in the face of it will be fundamentally shaped in courts and parliaments, but it's far from the only crucially important topic being hashed out in those venues. The ongoing legal turmoil over the opening up of mobile app ecosystems, too, will have huge impacts on the games industry. Meanwhile, the debates over loot boxes, gambling, and various consumer protection aspects related to free-to-play models continue to rumble on in the background. Because the industry moves fast while governments move slow, it's easy to forget that that's still an active topic for as far as governments are concerned, and hammers may come down at any time. Regulation by governments, whether through the passage of new legislation or the interpretation of existing laws in the courts, has always loomed in the background of any major industry, especially one with strong cultural relevance. The games industry is no stranger to that being part of the background heartbeat of the business. The 2020s, however, are turning out to be the decade in which many key regulatory issues come to a head all at once, whether it's AI and copyright, app stores and walled gardens, or loot boxes and IAP-based business models. Rulings on those topics in various different global markets will create a complex new landscape that will shape the winds that blow through the business, and how things look in the 2030s and beyond will be fundamentally impacted by those decisions. #faces #court #challenges #disney #universal
    WWW.GAMESINDUSTRY.BIZ
    As AI faces court challenges from Disney and Universal, legal battles are shaping the industry's future | Opinion
    As AI faces court challenges from Disney and Universal, legal battles are shaping the industry's future | Opinion Silicon advances and design innovations do still push us forward – but the future landscape of the industry is also being sculpted in courtrooms and parliaments Image credit: Disney / Epic Games Opinion by Rob Fahey Contributing Editor Published on June 13, 2025 In some regards, the past couple of weeks have felt rather reassuring. We've just seen a hugely successful launch for a new Nintendo console, replete with long queues for midnight sales events. Over the next few days, the various summer events and showcases that have sprouted amongst the scattered bones of E3 generated waves of interest and hype for a host of new games. It all feels like old times. It's enough to make you imagine that while change is the only constant, at least it's we're facing change that's fairly well understood, change in the form of faster, cheaper silicon, or bigger, more ambitious games. If only the winds that blow through this industry all came from such well-defined points on the compass. Nestled in amongst the week's headlines, though, was something that's likely to have profound but much harder to understand impacts on this industry and many others over the coming years – a lawsuit being brought by Disney and NBC Universal against Midjourney, operators of the eponymous generative AI image creation tool. In some regards, the lawsuit looks fairly straightforward; the arguments made and considered in reaching its outcome, though, may have a profound impact on both the ability of creatives and media companies (including game studios and publishers) to protect their IP rights from a very new kind of threat, and the ways in which a promising but highly controversial and risky new set of development and creative tools can be used commercially. A more likely tack on Midjourney's side will be the argument that they are not responsible for what their customers create with the tool I say the lawsuit looks straightforward from some angles, but honestly overall it looks fairly open and shut – the media giants accuse Midjourney of replicating their copyrighted characters and material, and of essentially building a machine for churning out limitless copyright violations. The evidence submitted includes screenshot after screenshot of Midjourney generating pages of images of famous copyrighted and trademarked characters ranging from Yoda to Homer Simpson, so "no we didn't" isn't going to be much of a defence strategy here. A more likely tack on Midjourney's side will be the argument that they are not responsible for what their customers create with the tool – you don't sue the manufacturers of oil paints or canvases when artists use them to paint something copyright-infringing, nor does Microsoft get sued when someone writes something libellous in Word, and Midjourney may try to argue that their software belongs in that tool category, with users alone being ultimately responsible for how they use them. If that argument prevails and survives appeals and challenges, it would be a major triumph for the nascent generative AI industry and a hugely damaging blow to IP holders and creatives, since it would seriously undermine their argument that AI companies shouldn't be able to include copyrighted material into training data sets without licensing or compensation. The reason Disney and NBCU are going after Midjourney specifically seems to be partially down to Midjourney being especially reticent to negotiate with them about licensing fees and prompt restrictions; other generative AI firms have started talking, at least, about paying for content licenses for training data, and have imposed various limitations on their software to prevent the most egregious and obvious forms of copyright violation (at least for famous characters belonging to rich companies; if you're an individual or a smaller company, it's entirely the Wild West out there as regards your IP rights). In the process, though, they're essentially risking a court showdown over a set of not-quite-clear legal questions at the heart of this dispute, and if Midjourney were to prevail in that argument, other AI companies would likely back off from engaging with IP holders on this topic. To be clear, though, it seems highly unlikely that Midjourney will win that argument, at least not in the medium to long term. Yet depending on how this case moves forward, losing the argument could have equally dramatic consequences – especially if the courts find themselves compelled to consider the question of how, exactly, a generative AI system reproduces a copyrighted character with such precision without storing copyright-infringing data in some manner. The 2020s are turning out to be the decade in which many key regulatory issues come to a head all at once AI advocates have been trying to handwave around this notion from the outset, but at some point a court is going to have to sit down and confront the fact that the precision with which these systems can replicate copyrighted characters, scenes, and other materials requires that they must have stored that infringing material in some form. That it's stored as a scattered mesh of probabilities across the vertices of a high-dimensional vector array, rather than a straightforward, monolithic media file, is clearly important but may ultimately be considered moot. If the data is in the system and can be replicated on request, how that differs from Napster or The Pirate Bay is arguably just a matter of technical obfuscation. Not having to defend that technical argument in court thus far has been a huge boon to the generative AI field; if it is knocked over in that venue, it will have knock-on effects on every company in the sector and on every business that uses their products. Nobody can be quite sure which of the various rocks and pebbles being kicked on this slope is going to set off the landslide, but there seems to be an increasing consensus that a legal and regulatory reckoning is coming for generative AI. Consequently, a lot of what's happening in that market right now has the feel of companies desperately trying to establish products and lock in revenue streams before that happens, because it'll be harder to regulate a technology that's genuinely integrated into the world's economic systems than it is to impose limits on one that's currently only clocking up relatively paltry sales and revenues. Keeping an eye on this is crucial for any industry that's started experimenting with AI in its workflows – none more than a creative industry like video games, where various forms of AI usage have been posited, although the enthusiasm and buzz so far massively outweighs any tangible benefits from the technology. Regardless of what happens in legal and regulatory contexts, AI is already a double-edged sword for any creative industry. Used judiciously, it might help to speed up development processes and reduce overheads. Applied in a slapdash or thoughtless manner, it can and will end up wreaking havoc on development timelines, filling up storefronts with endless waves of vaguely-copyright-infringing slop, and potentially make creative firms, from the industry's biggest companies to its smallest indie developers, into victims of impossibly large-scale copyright infringement rather than beneficiaries of a new wave of technology-fuelled productivity. The legal threat now hanging over the sector isn't new, merely amplified. We've known for a long time that AI generated artwork, code, and text has significant problems from the perspective of intellectual property rights (you can infringe someone else's copyright with it, but generally can't impose your own copyright on its creations – opening careless companies up to a risk of having key assets in their game being technically public domain and impossible to protect). Even if you're not using AI yourself, however – even if you're vehemently opposed to it on moral and ethical grounds (which is entirely valid given the highly dubious land-grab these companies have done for their training data), the Midjourney judgement and its fallout may well impact the creative work you produce yourself and how it ends up being used and abused by these products in future. This all has huge ramifications for the games business and will shape everything from how games are created to how IP can be protected for many years to come – a wind of change that's very different and vastly more unpredictable than those we're accustomed to. It's a reminder of just how much of the industry's future is currently being shaped not in development studios and semiconductor labs, but rather in courtrooms and parliamentary committees. The ways in which generative AI can be used and how copyright can persist in the face of it will be fundamentally shaped in courts and parliaments, but it's far from the only crucially important topic being hashed out in those venues. The ongoing legal turmoil over the opening up of mobile app ecosystems, too, will have huge impacts on the games industry. Meanwhile, the debates over loot boxes, gambling, and various consumer protection aspects related to free-to-play models continue to rumble on in the background. Because the industry moves fast while governments move slow, it's easy to forget that that's still an active topic for as far as governments are concerned, and hammers may come down at any time. Regulation by governments, whether through the passage of new legislation or the interpretation of existing laws in the courts, has always loomed in the background of any major industry, especially one with strong cultural relevance. The games industry is no stranger to that being part of the background heartbeat of the business. The 2020s, however, are turning out to be the decade in which many key regulatory issues come to a head all at once, whether it's AI and copyright, app stores and walled gardens, or loot boxes and IAP-based business models. Rulings on those topics in various different global markets will create a complex new landscape that will shape the winds that blow through the business, and how things look in the 2030s and beyond will be fundamentally impacted by those decisions.
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  • Pentagram crafts a smart, elegant identity for AI video pioneer TwelveLabs

    Pentagram's latest project introduces a striking new identity for TwelveLabs, an AI company redefining how machines comprehend video. At its heart, the rebrand marks a conceptual shift, positioning video not as a linear sequence of frames but as a volume.
    For TwelveLabs, this reframing is more than a technological advancement, as it's setting them apart in the fast-moving AI landscape. For Jody Hudson-Powell and the Pentagram team, it became the foundation for the entire creative direction.
    "The 'video as volume' idea became our way of visualising their technology," Jody explains. "Traditionally, AI sees video as separate frames – individual moments, isolated. But TwelveLabs understands everything at once, an interconnected whole. This shift in perspective became the core idea guiding all our design choices."

    Turning such an abstract and dynamic concept into a tangible brand identity was no small feat. In a sector often awash with dense data visualisations and corporate clichés, Pentagram's work for TwelveLabs stands out for its clarity and restraint. Described by the team as "smart, elegant, alive", the identity not only enhances the product's appearance but also helps explain it.
    "Abstract concepts can easily get complicated, but by staying closely focused on 'video as volume,' every decision felt purposeful and naturally clear," says Jody.
    A key part of this clarity is the system's use of diagrams and modular layouts. These elements do the heavy lifting when it comes to representing TwelveLabs' complex technology in a way that's accessible to a wide range of audiences, from engineers and developers to enterprise clients and creatives.
    "Complexity becomes understandable when you strip things back to what's truly important," Jody says. "We spent time refining the diagrams to say just enough – clear for everyone but authentic to those who really know the tech. When engineers see their work clearly represented, and others intuitively understand it, you've found some interesting ground."

    What's striking is how the identity balances the technical with the emotive. It's a visual language that feels structured but not cold, intelligent but not aloof. According to Jody, this tension was carefully calibrated.
    "Technology can feel distant, cold, but it's built around human experiences: images, memories, moments," he explains. "Our system provided clarity and structure, creating natural space for these human elements to emerge, balancing intelligence and warmth."
    Motion, too, plays a critical role in bringing the brand to life. Given that TwelveLabs' platform revolves around continuous, connected reasoning, it made sense for motion to echo that logic, being subtle but purposeful.
    "Motion always means something, even subtly," says Jody. "Every bit of movement mirrored the continuous reasoning of the platform. Allowing room for gentle expressiveness and even playfulness didn't take away from clarity – it enhanced it."

    One of the most distinctive elements of the new identity is the horse symbol. On the surface, it's a nod to Eadweard Muybridge's pioneering photographic studies of motion and an iconic reference for any visual technology. But there's a deeper connection, as TwelveLabs already named its AI models after horses. The Pentagram team simply brought that story to the forefront.
    "Often, the best ideas are already there, just waiting to be noticed," says Jody. "We simply amplified that story, connecting it back to Muybridge's historical images, allowing it to clearly communicate motion and intelligence in a fresh yet familiar way."

    Throughout the project, the team had to consider the diversity of TwelveLabs' audience, from developers and researchers to large-scale enterprise clients and the broader creative community. The result is an identity system that feels accessible without being simplistic and capable of meeting users at every level of expertise.
    "We aimed for a universal tone – clear, direct, and welcoming for everyone, regardless of their expertise," Jody says. "Precision doesn't have to be complicated, and clarity invites everyone in. Finding a voice that felt calm, clear, and honest meant meeting each person exactly where they are."
    The outcome is an identity that doesn't just repackage complex AI technology. It embodies the very qualities that make TwelveLabs' approach revolutionary: interconnected, intelligent, and distinctly human.
    #pentagram #crafts #smart #elegant #identity
    Pentagram crafts a smart, elegant identity for AI video pioneer TwelveLabs
    Pentagram's latest project introduces a striking new identity for TwelveLabs, an AI company redefining how machines comprehend video. At its heart, the rebrand marks a conceptual shift, positioning video not as a linear sequence of frames but as a volume. For TwelveLabs, this reframing is more than a technological advancement, as it's setting them apart in the fast-moving AI landscape. For Jody Hudson-Powell and the Pentagram team, it became the foundation for the entire creative direction. "The 'video as volume' idea became our way of visualising their technology," Jody explains. "Traditionally, AI sees video as separate frames – individual moments, isolated. But TwelveLabs understands everything at once, an interconnected whole. This shift in perspective became the core idea guiding all our design choices." Turning such an abstract and dynamic concept into a tangible brand identity was no small feat. In a sector often awash with dense data visualisations and corporate clichés, Pentagram's work for TwelveLabs stands out for its clarity and restraint. Described by the team as "smart, elegant, alive", the identity not only enhances the product's appearance but also helps explain it. "Abstract concepts can easily get complicated, but by staying closely focused on 'video as volume,' every decision felt purposeful and naturally clear," says Jody. A key part of this clarity is the system's use of diagrams and modular layouts. These elements do the heavy lifting when it comes to representing TwelveLabs' complex technology in a way that's accessible to a wide range of audiences, from engineers and developers to enterprise clients and creatives. "Complexity becomes understandable when you strip things back to what's truly important," Jody says. "We spent time refining the diagrams to say just enough – clear for everyone but authentic to those who really know the tech. When engineers see their work clearly represented, and others intuitively understand it, you've found some interesting ground." What's striking is how the identity balances the technical with the emotive. It's a visual language that feels structured but not cold, intelligent but not aloof. According to Jody, this tension was carefully calibrated. "Technology can feel distant, cold, but it's built around human experiences: images, memories, moments," he explains. "Our system provided clarity and structure, creating natural space for these human elements to emerge, balancing intelligence and warmth." Motion, too, plays a critical role in bringing the brand to life. Given that TwelveLabs' platform revolves around continuous, connected reasoning, it made sense for motion to echo that logic, being subtle but purposeful. "Motion always means something, even subtly," says Jody. "Every bit of movement mirrored the continuous reasoning of the platform. Allowing room for gentle expressiveness and even playfulness didn't take away from clarity – it enhanced it." One of the most distinctive elements of the new identity is the horse symbol. On the surface, it's a nod to Eadweard Muybridge's pioneering photographic studies of motion and an iconic reference for any visual technology. But there's a deeper connection, as TwelveLabs already named its AI models after horses. The Pentagram team simply brought that story to the forefront. "Often, the best ideas are already there, just waiting to be noticed," says Jody. "We simply amplified that story, connecting it back to Muybridge's historical images, allowing it to clearly communicate motion and intelligence in a fresh yet familiar way." Throughout the project, the team had to consider the diversity of TwelveLabs' audience, from developers and researchers to large-scale enterprise clients and the broader creative community. The result is an identity system that feels accessible without being simplistic and capable of meeting users at every level of expertise. "We aimed for a universal tone – clear, direct, and welcoming for everyone, regardless of their expertise," Jody says. "Precision doesn't have to be complicated, and clarity invites everyone in. Finding a voice that felt calm, clear, and honest meant meeting each person exactly where they are." The outcome is an identity that doesn't just repackage complex AI technology. It embodies the very qualities that make TwelveLabs' approach revolutionary: interconnected, intelligent, and distinctly human. #pentagram #crafts #smart #elegant #identity
    WWW.CREATIVEBOOM.COM
    Pentagram crafts a smart, elegant identity for AI video pioneer TwelveLabs
    Pentagram's latest project introduces a striking new identity for TwelveLabs, an AI company redefining how machines comprehend video. At its heart, the rebrand marks a conceptual shift, positioning video not as a linear sequence of frames but as a volume. For TwelveLabs, this reframing is more than a technological advancement, as it's setting them apart in the fast-moving AI landscape. For Jody Hudson-Powell and the Pentagram team, it became the foundation for the entire creative direction. "The 'video as volume' idea became our way of visualising their technology," Jody explains. "Traditionally, AI sees video as separate frames – individual moments, isolated. But TwelveLabs understands everything at once, an interconnected whole. This shift in perspective became the core idea guiding all our design choices." Turning such an abstract and dynamic concept into a tangible brand identity was no small feat. In a sector often awash with dense data visualisations and corporate clichés, Pentagram's work for TwelveLabs stands out for its clarity and restraint. Described by the team as "smart, elegant, alive", the identity not only enhances the product's appearance but also helps explain it. "Abstract concepts can easily get complicated, but by staying closely focused on 'video as volume,' every decision felt purposeful and naturally clear," says Jody. A key part of this clarity is the system's use of diagrams and modular layouts. These elements do the heavy lifting when it comes to representing TwelveLabs' complex technology in a way that's accessible to a wide range of audiences, from engineers and developers to enterprise clients and creatives. "Complexity becomes understandable when you strip things back to what's truly important," Jody says. "We spent time refining the diagrams to say just enough – clear for everyone but authentic to those who really know the tech. When engineers see their work clearly represented, and others intuitively understand it, you've found some interesting ground." What's striking is how the identity balances the technical with the emotive. It's a visual language that feels structured but not cold, intelligent but not aloof. According to Jody, this tension was carefully calibrated. "Technology can feel distant, cold, but it's built around human experiences: images, memories, moments," he explains. "Our system provided clarity and structure, creating natural space for these human elements to emerge, balancing intelligence and warmth." Motion, too, plays a critical role in bringing the brand to life. Given that TwelveLabs' platform revolves around continuous, connected reasoning, it made sense for motion to echo that logic, being subtle but purposeful. "Motion always means something, even subtly," says Jody. "Every bit of movement mirrored the continuous reasoning of the platform. Allowing room for gentle expressiveness and even playfulness didn't take away from clarity – it enhanced it." One of the most distinctive elements of the new identity is the horse symbol. On the surface, it's a nod to Eadweard Muybridge's pioneering photographic studies of motion and an iconic reference for any visual technology. But there's a deeper connection, as TwelveLabs already named its AI models after horses. The Pentagram team simply brought that story to the forefront. "Often, the best ideas are already there, just waiting to be noticed," says Jody. "We simply amplified that story, connecting it back to Muybridge's historical images, allowing it to clearly communicate motion and intelligence in a fresh yet familiar way." Throughout the project, the team had to consider the diversity of TwelveLabs' audience, from developers and researchers to large-scale enterprise clients and the broader creative community. The result is an identity system that feels accessible without being simplistic and capable of meeting users at every level of expertise. "We aimed for a universal tone – clear, direct, and welcoming for everyone, regardless of their expertise," Jody says. "Precision doesn't have to be complicated, and clarity invites everyone in. Finding a voice that felt calm, clear, and honest meant meeting each person exactly where they are." The outcome is an identity that doesn't just repackage complex AI technology. It embodies the very qualities that make TwelveLabs' approach revolutionary: interconnected, intelligent, and distinctly human.
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  • Behind the Scenes, Elon Musk Is Reportedly Seething About Donald Trump

    The drama between US president Donald Trump and his former buddy-in-chief Elon Musk is far from over.As ABC reported today, now that he's been summarily retired from the White House, the billionaire SpaceX boss has been privately venting his frustrations at Trump. One particularly stinging betrayal, per the network's reporting: Trump's sudden withdrawal of Musk's buddy and financial benefactor, Jared Isaacman, from consideration to be the next NASA administrator.As the day progressed, Musk's tension with Trump exploded into public view as history's richest man tweeted or amplified no less than 25 posts blasting Trump's "big, beautiful" tax and spending bill, which takes the form of yet another piece of legislation meant to gut assistance for the poorest Americans while siphoning money to the ultra-wealthy.However, that isn't Musk's issue with the package. Instead, his commentary is centered on the bill's impact on the US national deficit — something he tried and failed to curb in any meaningful way during his time as a pay-to-play government operative.On X-formerly-Twitter, Musk's frenzied posts range from Rand Paul interview clips to hysterical conspiracy peddling."Call your Senator, call your Congressman, bankrupting America is NOT ok!" Musk urged his 220 million followers on X-formerly-Twitter. "KILL the BILL."The tech titan also went out of his way to amplify some low-res footage of Warren Buffett explaining his theoretical plan to reduce the deficit. "Anytime there's a deficit of more than 3 percent of GDP, all sitting members of Congress are ineligible for reelection," the investor suggested, to which Musk replied that "this is the way."Needless to say, a month ago — or even a week — this type of assault on Trump by Musk would have been unthinkable. The bill is also a baffling hill for the tech mogul to die on, especially considering that government spending is what made his tech dynasty possible in the first place. It's more plausible, as Axios notes, that national debt is a smokescreen for other issues nearer to Musk's heart. Most notably, the big beautiful bill is set to cut the electric vehicle tax credits that made Tesla the automotive giant it is today. Of course, that raises another intriguing possibility: that at least some portion of Musk's rage at Trump is essentially kayfabe, with Musk betting that a break from the president could resuscitate at least some enthusiasm for the Tesla brand among the left-leaning customers that he's successfully turned off over the past year.If so, it's not hard to imagine Musk instead accidentally alienating more or less everybody — failing to get the environmental left back on board, but also creating a powerful enemy with Trump, who holds immense power over the government contracts and policy that keep Musk's business empire afloat.More on politics: Elon Musk’s Dad Slams His Son's Whimpering Failure at PoliticsShare This Article
    #behind #scenes #elon #musk #reportedly
    Behind the Scenes, Elon Musk Is Reportedly Seething About Donald Trump
    The drama between US president Donald Trump and his former buddy-in-chief Elon Musk is far from over.As ABC reported today, now that he's been summarily retired from the White House, the billionaire SpaceX boss has been privately venting his frustrations at Trump. One particularly stinging betrayal, per the network's reporting: Trump's sudden withdrawal of Musk's buddy and financial benefactor, Jared Isaacman, from consideration to be the next NASA administrator.As the day progressed, Musk's tension with Trump exploded into public view as history's richest man tweeted or amplified no less than 25 posts blasting Trump's "big, beautiful" tax and spending bill, which takes the form of yet another piece of legislation meant to gut assistance for the poorest Americans while siphoning money to the ultra-wealthy.However, that isn't Musk's issue with the package. Instead, his commentary is centered on the bill's impact on the US national deficit — something he tried and failed to curb in any meaningful way during his time as a pay-to-play government operative.On X-formerly-Twitter, Musk's frenzied posts range from Rand Paul interview clips to hysterical conspiracy peddling."Call your Senator, call your Congressman, bankrupting America is NOT ok!" Musk urged his 220 million followers on X-formerly-Twitter. "KILL the BILL."The tech titan also went out of his way to amplify some low-res footage of Warren Buffett explaining his theoretical plan to reduce the deficit. "Anytime there's a deficit of more than 3 percent of GDP, all sitting members of Congress are ineligible for reelection," the investor suggested, to which Musk replied that "this is the way."Needless to say, a month ago — or even a week — this type of assault on Trump by Musk would have been unthinkable. The bill is also a baffling hill for the tech mogul to die on, especially considering that government spending is what made his tech dynasty possible in the first place. It's more plausible, as Axios notes, that national debt is a smokescreen for other issues nearer to Musk's heart. Most notably, the big beautiful bill is set to cut the electric vehicle tax credits that made Tesla the automotive giant it is today. Of course, that raises another intriguing possibility: that at least some portion of Musk's rage at Trump is essentially kayfabe, with Musk betting that a break from the president could resuscitate at least some enthusiasm for the Tesla brand among the left-leaning customers that he's successfully turned off over the past year.If so, it's not hard to imagine Musk instead accidentally alienating more or less everybody — failing to get the environmental left back on board, but also creating a powerful enemy with Trump, who holds immense power over the government contracts and policy that keep Musk's business empire afloat.More on politics: Elon Musk’s Dad Slams His Son's Whimpering Failure at PoliticsShare This Article #behind #scenes #elon #musk #reportedly
    FUTURISM.COM
    Behind the Scenes, Elon Musk Is Reportedly Seething About Donald Trump
    The drama between US president Donald Trump and his former buddy-in-chief Elon Musk is far from over.As ABC reported today, now that he's been summarily retired from the White House, the billionaire SpaceX boss has been privately venting his frustrations at Trump. One particularly stinging betrayal, per the network's reporting: Trump's sudden withdrawal of Musk's buddy and financial benefactor, Jared Isaacman, from consideration to be the next NASA administrator.As the day progressed, Musk's tension with Trump exploded into public view as history's richest man tweeted or amplified no less than 25 posts blasting Trump's "big, beautiful" tax and spending bill, which takes the form of yet another piece of legislation meant to gut assistance for the poorest Americans while siphoning money to the ultra-wealthy.However, that isn't Musk's issue with the package. Instead, his commentary is centered on the bill's impact on the US national deficit — something he tried and failed to curb in any meaningful way during his time as a pay-to-play government operative.On X-formerly-Twitter, Musk's frenzied posts range from Rand Paul interview clips to hysterical conspiracy peddling. ("America is in the fast lane to debt slavery," he fomented at one point.)"Call your Senator, call your Congressman, bankrupting America is NOT ok!" Musk urged his 220 million followers on X-formerly-Twitter. "KILL the BILL."The tech titan also went out of his way to amplify some low-res footage of Warren Buffett explaining his theoretical plan to reduce the deficit. "Anytime there's a deficit of more than 3 percent of GDP, all sitting members of Congress are ineligible for reelection," the investor suggested, to which Musk replied that "this is the way."Needless to say, a month ago — or even a week — this type of assault on Trump by Musk would have been unthinkable. The bill is also a baffling hill for the tech mogul to die on, especially considering that government spending is what made his tech dynasty possible in the first place. It's more plausible, as Axios notes, that national debt is a smokescreen for other issues nearer to Musk's heart. Most notably, the big beautiful bill is set to cut the electric vehicle tax credits that made Tesla the automotive giant it is today. (Confusingly, as recently as last year, Musk was publicly calling for an end to the tax credit — but that was before his activities in the White House eviscerated Tesla's brand image and sent it deeply into the red.)Of course, that raises another intriguing possibility: that at least some portion of Musk's rage at Trump is essentially kayfabe, with Musk betting that a break from the president could resuscitate at least some enthusiasm for the Tesla brand among the left-leaning customers that he's successfully turned off over the past year.If so, it's not hard to imagine Musk instead accidentally alienating more or less everybody — failing to get the environmental left back on board, but also creating a powerful enemy with Trump, who holds immense power over the government contracts and policy that keep Musk's business empire afloat.More on politics: Elon Musk’s Dad Slams His Son's Whimpering Failure at PoliticsShare This Article
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  • VFX EMMY CONTENDERS: SETTING THE BENCHMARK FOR VISUAL EFFECTS ON TV

    By JENNIFER CHAMPAGNE

    House of the Dragon expands its dragon-filled world in its second season, offering more large-scale battles and heightened aerial warfare.The 2025 Emmy race for outstanding visual effects is shaping up to be one of the most competitive in years with major genre heavyweights breaking new ground on what’s possible on television. As prestige fantasy and sci-fi continue to dominate, the battle for the category will likely come down to sheer scale, technical innovation and how seamlessly effects are integrated into storytelling. Returning titans like House of the Dragon and The Lord of the Rings: The Rings of Power have proven their ability to deliver breathtaking visuals. At the same time, Dune: Prophecy enters the conversation as a visually stunning newcomer. The Boys remains the category’s wildcard, bringing its own brand of hyper-realistic, shock-value effects to the race. With its subtle yet immersive world-building, The Penguin stands apart from the spectacle-driven contenders, using “invisible” VFX to transform Gotham into a post-flooded, decaying metropolis. Each series offers a distinct approach to digital effects, making for an intriguing showdown between blockbuster-scale world-building and more nuanced, atmospheric craftsmanship.

    Sharing the arena with marquee pacesetters HBO’s The Last of Us, Disney+’s Andor and Netflix’s Squid Game, these series lead the charge in ensuring that the 2025 Emmy race isn’t just about visual spectacle; it’s about which shows will set the next benchmark for visual effects on television. The following insights and highlights from VFX supervisors of likely Emmy contenders illustrate why their award-worthy shows have caught the attention of TV watchers and VFX Emmy voters.

    The Penguin, with its subtle yet immersive world-building, stands apart from the spectacle-driven contenders, using “invisible” VFX to transform Gotham into a post-flooded, decaying metropolis. For The Lord of the Rings: The Rings of Power VFX Supervisor Jason Smith, the second season presented some of the Amazon series’ most ambitious visual effects challenges. From the epic Battle of Eregion to the painstaking design of the Entwives, Smith and his team at Wētā FX sought to advance digital world-building while staying true to J.R.R. Tolkien’s vision. “The Battle of Eregion was amazing to work on – and challenging too, because it’s a pivotal moment in Tolkien’s story,” Smith states. Unlike typical large-scale clashes, this battle begins as a siege culminating in an explosive cavalry charge. “We looked for every way we could to heighten the action during the siege by keeping the armies interacting, even at a distance,” Smith explains. His team introduced projectiles and siege weaponry to create dynamic action, ensuring the prolonged standoff felt kinetic. The environment work for Eregion posed another challenge. The city was initially constructed as a massive digital asset in Season 1, showcasing the collaborative brilliance of the Elves and Dwarves. In Season 2, that grandeur had to be systematically razed to the ground. “The progression of destruction had to be planned extremely carefully,” Smith notes. His team devised seven distinct levels of damage, mapping out in granular detail which areas would be smoldering, reduced to rubble or utterly consumed by fire. “Our goal was to have the audience feel the loss that the Elves feel as this beautiful symbol of the height of Elvendom is utterly razed.”

    The SSVFX team helped shape a world for Lady in the Lake that felt rich, lived-in and historically precise.One of most ambitious effects for Season 4 of The Boys was Splinter, who has the ability to duplicate himself. The sequence required eight hours of rehearsal, six hours of filming, for one shot. The final effect was a mix of prosthetic cover-up pieces and VFX face replacement.The Penguin, HBO Max’s spinoff series of The Batman, centers on Oswald ‘Oz’ Cobb’s ruthless rise to power, and relies on meticulous environmental effects, smoothly integrating CG elements to enhance Gotham’s noir aesthetic without ever calling attention to the work itself. “The most rewarding part of our work was crafting VFX that don’t feel like VFX,” says VFX Supervisor Johnny Han. Across the series’ 3,100 VFX shots, every collapsing freeway, skyline extension and flicker of light from a muzzle flash had to feel utterly real – woven so naturally into the world of Gotham that viewers never stopped to question its authenticity.

    Zimia spaceport, an enormous hub of interstellar commerce in Dune: Prophecy. The production team built a vast practical set to provide a strong scale foundation, but its full grandeur came to life in post by extending this environment with CG.The second season of The Lord of the Rings: The Rings of Power refined its environments, which elevate Middle-earth’s realism.Some of the series’ most striking visual moments were also its most understated. The shift of Gotham’s seasons – transforming sunlit summer shoots into autumn’s muted chill – helped shape the show’s somber tone, reinforcing the bleak, crime-ridden undercurrent. The city’s bridges and skyscrapers were meticulously augmented, stretching Gotham beyond the limits of practical sets while preserving its grounded, brutalist aesthetic. Even the scars and wounds on Sofia Falcone were enhanced through digital artistry, ensuring that her past traumas remained ever-present, etched into her skin.

    The series wasn’t without its large-scale effects – far from it. Han and his team orchestrated massive sequences of urban devastation. “The floodwaters were one of our biggest challenges,” Han notes, referring to the ongoing impact of the catastrophic deluge that left Gotham in ruins. One particularly harrowing sequence required simulating a tsunami tearing through the streets – not as an action set piece, but as a deeply personal moment of loss. “Telling Victor’s story of how he lost his entire family in the bombing and floods of Gotham was heartbreaking,” Han says. “Normally, you create an event like that for excitement, for tension. But for us, it was about capturing emotional devastation.”

    Perhaps the most technically intricate sequences were the shootouts, hallmarks of Gotham’s criminal underbelly. “We programmed millisecond-accurate synced flash guns to mimic dramatic gunfire light,” Han explains, ensuring that the interplay of practical and digital elements remained imperceptible. Every muzzle flash, every ricochet was meticulously planned and rendered. The ultimate achievement for Han and his team wasn’t crafting the biggest explosion or the most elaborate digital sequence – it was making Gotham itself feel inescapably real. He says, “Nothing was more important to us than for you to forget that there are 3,100 VFX shots in this series.”

    The challenge for The Residence was making one of the most recognizable buildings in the world feel both immersive and narratively engaging.Bringing the universe of Dune to life on TV for HBO’s Dune: Prophecy requires a delicate balance of realism and imagination, grounded in natural physics, yet awe-inspiring in scale. Dune: Prophecy looks to challenge traditional fantasy dominance with its stunning, desert-bound landscapes and intricate space-faring visuals, uniting the grandeur of Denis Villeneuve’s films with the demands of episodic storytelling. Set thousands of years before the events of the films, the series explores the early days of the Bene Gesserit, a secretive order wielding extraordinary abilities. Translating that power into a visual language required technical innovation. “Kudos to Important Looking Pirates for the space folding andAgony work,” says VFX Supervisor Mike Enriquez. No Dune project would be complete without its most iconic inhabitant, the sandworm. VFX Producer Terron Pratt says. “We’re incredibly proud of what the team at Image Engine created. Precise animation conveyed this creature’s weight and massive scale, while incredibly detailed sand simulations integrated it into the environment.” Every grain of sand had to move believably in response to the worm’s colossal presence to ensure the physics of Arrakis remained authentic.

    Floodwaters play a significant part in the destruction of Gotham in The Penguin. One particularly harrowing sequence required simulating a tsunami tearing through the streets.American Primeval integrated visual effects with practical techniques in creative, unconventional ways. The massacre sequence showcases technical mastery and pulls the audience into the brutal reality of the American frontier.For the Zimia spaceport, an enormous hub of interstellar commerce, the Dune: Prophecy production team built a vast practical set to provide a strong scale foundation. However, its full grandeur came to life in post. “By extending this environment with CG, we amplified the scope of our world, making it feel expansive and deeply impactful,” Pratt explains. The result was a sprawling, futuristic cityscape that retained a tangible weight with impeccably amalgamated practical and digital elements.

    Wētā FX sought to advance digital world-building for Season 2 of The Lord of the Rings: The Rings of Power while staying true to J.R.R. Tolkien’s vision.Visual effects extended beyond character work for Lady in the Lake, playing a key role in the show’s immersive world-building.For House of the Dragon VFX Supervisor Daði Einarsson, Season 2 presented some of the HBO show’s most complex and ambitious visual effects work. The Battle at Rook’s Rest in Episode 4 was a milestone for the series, marking the first full-scale dragon-on-dragon aerial battle. “We were tasked with pitting three dragons against each other in an all-out aerial war above a castle siege,” Einarsson says. Capturing the actors’ performances mid-flight required a combination of motion-controlled cameras, preprogrammed motion bases with saddles and LED volume lighting – all mapped directly from fully animated previsualized sequences approved by director Alan Taylor and Showrunner Ryan J. Condal. On the ground, the battlefield required digital crowd replication, extensive environment extensions, and pyrotechnic enhancements to create a war zone that felt both vast and intimately chaotic. “In the air, we created a fully CG version of the environment to have full control over the camera work,” Einarsson explains. Under the supervision of Sven Martin, the Pixomondo team stitched together breathtaking aerial combat, ensuring the dragons moved with the weight and raw power befitting their legendary status.

    Blood, weapon effects and period-accurate muzzle flashes heightened the intensity of the brutal fight sequences in American Primeval. The natural elements and violence reflected the harsh realities of the American west in 1857.The Residence brings a refined, detailed approach to environmental augmentation, using visual effects to take the audience on a journey through the White House in this political murder mystery.Episode 7 introduced Hugh Hammer’s claim of Vermithor, Westeros’ second-largest dragon. Rather than breaking the sequence into multiple shots, Einarsson and director Loni Peristere saw an opportunity to craft something exceptional: a single, uninterrupted long take reminiscent of Children of Men and Gravity. “It took a lot of planning to design a series of beats that cohesively flowed from one into the next, with Hugh leading the camera by action and reaction,” Einarsson says. The sequence, which involved Hugh dodging Vermithor’s flames and ultimately claiming the beast through sheer bravery, was technically demanding. To achieve this, the team stitched together five separate takes of Hugh’s performance, shot over two separate days weeks apart, due to the set needing to be struck and rebuilt in different configurations. VFX Supervisor Wayne Stables and the team at Wētā ensured the transitions were imperceptible, uniting practical and digital elements into a continuous, immersive moment. “The Dragonmont Cavern environment was a beautiful, raised gantry and cave designed byJim Clay and expanded by Wētā,” Einarsson says. Then Rowley Imran’s stunt team and Mike Dawson’s SFX team engulfed the set in practical flames so every element, from fire to dust to movement, contributed to the illusion of real-time danger.

    For Einarsson, the most significant challenge wasn’t just in making these sequences visually spectacular – it was ensuring they belonged within the same world as the quiet, dialogue-driven moments in King’s Landing. “The aim is for incredibly complex and spectacular visual effects scenes to feel like they belong in the same world as two people talking in a council chamber,” he states. Every dragon, flame and gust of wind had to feel as lived-in as the politics playing out beneath them.

    Season 4 of The Boys delivered the fully CG octopus character, Ambrosius. A challenge was crafting a believable yet expressive sea creature and keeping it grounded while still embracing the show’s signature absurdity.In The Penguin, Gotham isn’t just a city; it’s a living, breathing entity shaped by destruction, decay and the quiet menace lurking beneath its streets.The Boys continues to defy genre norms, delivering audacious, technically complex effects that lean into its hyperviolent, satirical take on superheroes. For The Boys VFX Supervisor Stephan Fleet, Season 4 delivered some of the Amazon Prime show’s most dramatic effects yet, from the self-replicating Splinter to the fully CG octopus character, Ambrosius. Splinter, who has the ability to duplicate himself, presented a unique challenge. Fleet says, “His introduction on the podium was a complex motion control sequence. Eight hours of rehearsal, six hours of filming – for one shot.” Splinter’s design came with an added layer of difficulty. “We had to figure out how to make a nude male clone,” Fleet says. “Normally, you can hide doubles’ bodies in clothes – not this time!” The final effect required a mix of prosthetic cover-up pieces and VFX face replacement, requiring multiple iterations to make it work. Ambrosius became one of The Boys’ most unexpected breakout characters. “It’s fun making a full-on character in the show that’s an octopus,” Fleet reveals in a nod to the show’s absurd side. “As much as possible, we aim for a grounded approach and try to attain a level of thought and detail you don’t often find on TV.”

    While the battle for outstanding visual effects will likely be dominated by large-scale fantasy and sci-fi productions, several standout series are also making waves with their innovative and immersive visual storytelling. Netflix’s The Residence, led by VFX Supervisor Seth Hill, brings a refined, detailed approach to environmental augmentation, enhancing the grandeur of the White House setting in this political murder mystery. “Using visual effects to take the audience on a journey through an iconic location like the White House was really fun,” Hill says. “It’s a cool and unique use of visual effects.” One of the most ambitious sequences involved what the team called the Doll House, a digital rendering of the White House with its south façade removed, exposing the interior like a cross-section of a dollhouse. Hill explains. “Going back and forth from filmed footage to full CGI – that jump from grounded realism to abstract yet still real – was quite tricky,” he says, adding, “VFX is best when it is in service of the storytelling, and The Residence presented a unique opportunity to do just that. It was a big challenge and a tough nut to crack, but those creative and technical hurdles are a good part of what makes it so rewarding.”

    “We were tasked with pitting three dragons against each other in an all-out aerial war above a castle siege. In the air, we created a fully CG version of the environment to have full control over the camera work.”—Daði Einarsson, VFX Supervisor, House of the Dragon

    The Battle at Rook’s Rest in Episode 4 of House of the Dragon Season 2 was a major milestone for the series, marking the first full-scale dragon-on-dragon aerial battle.Season 2 of House of the Dragon presented some of the most complex and ambitious visual effects work for the show to date.For Jay Worth, VFX Supervisor on Apple TV+’s Lady in the Lake, the challenge was two-fold: create seamless effects and preserve the raw emotional truth of a performance. One of the most significant technical achievements was de-aging Natalie Portman. “It seems so easy on paper, but the reality was far more challenging,” Worth admits. Worth had tackled de-aging before, but never with the same level of success. “For me, it is simply because of her performance.” Portman delivered a nuanced, youthful portrayal that felt entirely authentic to the time period. “It made our job both so much easier and set the bar so high for us. Sometimes, you can hide in a scene like this – you pull the camera back, cut away before the most expressive parts of the dialogue, or the illusion breaks,” Worth explains. In Lady in the Lake, there was nowhere to hide. “I think that is what I am most proud of with these shots. It felt like the longer you stayed on them, the more you believed them. That is a real feat with this sort of work.” Skully VFX handled the de-aging. “They nailed the look early on and delivered throughout the project on this difficult task.” Working alongside Production Designer Jc Molina, the VFX team helped shape a world that felt rich, lived-in and historically precise. “We were entrusted with the most important part of this show – do we believe this performance from this character in this part of her journey? – and we feel like we were able to deliver on this challenge.”

    On the other end of the spectrum, Netflix’s American Primeval, under the guidance of VFX Supervisor Andrew Ceperley, delivers rugged, visceral realism in its portrayal of the untamed American frontier. With brutal battle sequences, sprawling landscapes and historical re-creations that interweave practical and digital effects, the series stands as a testament to how VFX can enhance grounded, historical storytelling. Ceperley says, “The standout is definitely the nearly three-minute single-shot massacre sequence in the forest episode.” Designed to immerse the audience in the raw, chaotic violence of the frontier, the scene captures every brutal detail with unrelenting intensity. The challenge was crafting invisible visual effects, enhancing practical stunts and destruction without breaking the immersive, handheld camera style. “The sequence was designed to be one shot made up of 10 individual takes, shot over seven days, seamlessly stitched together, all while using a handheld camera on an extremely wide-angle lens.” One of the most complex moments involved a bull smashing through a wagon while the characters hid underneath. Rather than relying on CGI, the team took a practical approach, placing a 360-degree camera under the wagon while the special effects team rigged it to explode in a way that simulated an impact. “A real bull was then guided to run toward the 360 camera and leap over it,” Ceperley says. The footage was blended with live-action shots of the actors with minimal CGI enhancements – just dust and debris – to complete the effect. Adding to the difficulty, the scene was set at sunset, giving the team an extremely limited window to capture each day’s footage. The massacre sequence was a prime example of integrating visual effects with practical techniques in creative, unconventional ways, blending old-school in-camera effects with modern stitching techniques to create a visceral cinematic moment that stayed true to the show’s raw, historical aesthetic. “Using old techniques in new, even strange ways and seeing it pay off and deliver on the original vision was the most rewarding part.”
    #vfx #emmy #contenders #setting #benchmark
    VFX EMMY CONTENDERS: SETTING THE BENCHMARK FOR VISUAL EFFECTS ON TV
    By JENNIFER CHAMPAGNE House of the Dragon expands its dragon-filled world in its second season, offering more large-scale battles and heightened aerial warfare.The 2025 Emmy race for outstanding visual effects is shaping up to be one of the most competitive in years with major genre heavyweights breaking new ground on what’s possible on television. As prestige fantasy and sci-fi continue to dominate, the battle for the category will likely come down to sheer scale, technical innovation and how seamlessly effects are integrated into storytelling. Returning titans like House of the Dragon and The Lord of the Rings: The Rings of Power have proven their ability to deliver breathtaking visuals. At the same time, Dune: Prophecy enters the conversation as a visually stunning newcomer. The Boys remains the category’s wildcard, bringing its own brand of hyper-realistic, shock-value effects to the race. With its subtle yet immersive world-building, The Penguin stands apart from the spectacle-driven contenders, using “invisible” VFX to transform Gotham into a post-flooded, decaying metropolis. Each series offers a distinct approach to digital effects, making for an intriguing showdown between blockbuster-scale world-building and more nuanced, atmospheric craftsmanship. Sharing the arena with marquee pacesetters HBO’s The Last of Us, Disney+’s Andor and Netflix’s Squid Game, these series lead the charge in ensuring that the 2025 Emmy race isn’t just about visual spectacle; it’s about which shows will set the next benchmark for visual effects on television. The following insights and highlights from VFX supervisors of likely Emmy contenders illustrate why their award-worthy shows have caught the attention of TV watchers and VFX Emmy voters. The Penguin, with its subtle yet immersive world-building, stands apart from the spectacle-driven contenders, using “invisible” VFX to transform Gotham into a post-flooded, decaying metropolis. For The Lord of the Rings: The Rings of Power VFX Supervisor Jason Smith, the second season presented some of the Amazon series’ most ambitious visual effects challenges. From the epic Battle of Eregion to the painstaking design of the Entwives, Smith and his team at Wētā FX sought to advance digital world-building while staying true to J.R.R. Tolkien’s vision. “The Battle of Eregion was amazing to work on – and challenging too, because it’s a pivotal moment in Tolkien’s story,” Smith states. Unlike typical large-scale clashes, this battle begins as a siege culminating in an explosive cavalry charge. “We looked for every way we could to heighten the action during the siege by keeping the armies interacting, even at a distance,” Smith explains. His team introduced projectiles and siege weaponry to create dynamic action, ensuring the prolonged standoff felt kinetic. The environment work for Eregion posed another challenge. The city was initially constructed as a massive digital asset in Season 1, showcasing the collaborative brilliance of the Elves and Dwarves. In Season 2, that grandeur had to be systematically razed to the ground. “The progression of destruction had to be planned extremely carefully,” Smith notes. His team devised seven distinct levels of damage, mapping out in granular detail which areas would be smoldering, reduced to rubble or utterly consumed by fire. “Our goal was to have the audience feel the loss that the Elves feel as this beautiful symbol of the height of Elvendom is utterly razed.” The SSVFX team helped shape a world for Lady in the Lake that felt rich, lived-in and historically precise.One of most ambitious effects for Season 4 of The Boys was Splinter, who has the ability to duplicate himself. The sequence required eight hours of rehearsal, six hours of filming, for one shot. The final effect was a mix of prosthetic cover-up pieces and VFX face replacement.The Penguin, HBO Max’s spinoff series of The Batman, centers on Oswald ‘Oz’ Cobb’s ruthless rise to power, and relies on meticulous environmental effects, smoothly integrating CG elements to enhance Gotham’s noir aesthetic without ever calling attention to the work itself. “The most rewarding part of our work was crafting VFX that don’t feel like VFX,” says VFX Supervisor Johnny Han. Across the series’ 3,100 VFX shots, every collapsing freeway, skyline extension and flicker of light from a muzzle flash had to feel utterly real – woven so naturally into the world of Gotham that viewers never stopped to question its authenticity. Zimia spaceport, an enormous hub of interstellar commerce in Dune: Prophecy. The production team built a vast practical set to provide a strong scale foundation, but its full grandeur came to life in post by extending this environment with CG.The second season of The Lord of the Rings: The Rings of Power refined its environments, which elevate Middle-earth’s realism.Some of the series’ most striking visual moments were also its most understated. The shift of Gotham’s seasons – transforming sunlit summer shoots into autumn’s muted chill – helped shape the show’s somber tone, reinforcing the bleak, crime-ridden undercurrent. The city’s bridges and skyscrapers were meticulously augmented, stretching Gotham beyond the limits of practical sets while preserving its grounded, brutalist aesthetic. Even the scars and wounds on Sofia Falcone were enhanced through digital artistry, ensuring that her past traumas remained ever-present, etched into her skin. The series wasn’t without its large-scale effects – far from it. Han and his team orchestrated massive sequences of urban devastation. “The floodwaters were one of our biggest challenges,” Han notes, referring to the ongoing impact of the catastrophic deluge that left Gotham in ruins. One particularly harrowing sequence required simulating a tsunami tearing through the streets – not as an action set piece, but as a deeply personal moment of loss. “Telling Victor’s story of how he lost his entire family in the bombing and floods of Gotham was heartbreaking,” Han says. “Normally, you create an event like that for excitement, for tension. But for us, it was about capturing emotional devastation.” Perhaps the most technically intricate sequences were the shootouts, hallmarks of Gotham’s criminal underbelly. “We programmed millisecond-accurate synced flash guns to mimic dramatic gunfire light,” Han explains, ensuring that the interplay of practical and digital elements remained imperceptible. Every muzzle flash, every ricochet was meticulously planned and rendered. The ultimate achievement for Han and his team wasn’t crafting the biggest explosion or the most elaborate digital sequence – it was making Gotham itself feel inescapably real. He says, “Nothing was more important to us than for you to forget that there are 3,100 VFX shots in this series.” The challenge for The Residence was making one of the most recognizable buildings in the world feel both immersive and narratively engaging.Bringing the universe of Dune to life on TV for HBO’s Dune: Prophecy requires a delicate balance of realism and imagination, grounded in natural physics, yet awe-inspiring in scale. Dune: Prophecy looks to challenge traditional fantasy dominance with its stunning, desert-bound landscapes and intricate space-faring visuals, uniting the grandeur of Denis Villeneuve’s films with the demands of episodic storytelling. Set thousands of years before the events of the films, the series explores the early days of the Bene Gesserit, a secretive order wielding extraordinary abilities. Translating that power into a visual language required technical innovation. “Kudos to Important Looking Pirates for the space folding andAgony work,” says VFX Supervisor Mike Enriquez. No Dune project would be complete without its most iconic inhabitant, the sandworm. VFX Producer Terron Pratt says. “We’re incredibly proud of what the team at Image Engine created. Precise animation conveyed this creature’s weight and massive scale, while incredibly detailed sand simulations integrated it into the environment.” Every grain of sand had to move believably in response to the worm’s colossal presence to ensure the physics of Arrakis remained authentic. Floodwaters play a significant part in the destruction of Gotham in The Penguin. One particularly harrowing sequence required simulating a tsunami tearing through the streets.American Primeval integrated visual effects with practical techniques in creative, unconventional ways. The massacre sequence showcases technical mastery and pulls the audience into the brutal reality of the American frontier.For the Zimia spaceport, an enormous hub of interstellar commerce, the Dune: Prophecy production team built a vast practical set to provide a strong scale foundation. However, its full grandeur came to life in post. “By extending this environment with CG, we amplified the scope of our world, making it feel expansive and deeply impactful,” Pratt explains. The result was a sprawling, futuristic cityscape that retained a tangible weight with impeccably amalgamated practical and digital elements. Wētā FX sought to advance digital world-building for Season 2 of The Lord of the Rings: The Rings of Power while staying true to J.R.R. Tolkien’s vision.Visual effects extended beyond character work for Lady in the Lake, playing a key role in the show’s immersive world-building.For House of the Dragon VFX Supervisor Daði Einarsson, Season 2 presented some of the HBO show’s most complex and ambitious visual effects work. The Battle at Rook’s Rest in Episode 4 was a milestone for the series, marking the first full-scale dragon-on-dragon aerial battle. “We were tasked with pitting three dragons against each other in an all-out aerial war above a castle siege,” Einarsson says. Capturing the actors’ performances mid-flight required a combination of motion-controlled cameras, preprogrammed motion bases with saddles and LED volume lighting – all mapped directly from fully animated previsualized sequences approved by director Alan Taylor and Showrunner Ryan J. Condal. On the ground, the battlefield required digital crowd replication, extensive environment extensions, and pyrotechnic enhancements to create a war zone that felt both vast and intimately chaotic. “In the air, we created a fully CG version of the environment to have full control over the camera work,” Einarsson explains. Under the supervision of Sven Martin, the Pixomondo team stitched together breathtaking aerial combat, ensuring the dragons moved with the weight and raw power befitting their legendary status. Blood, weapon effects and period-accurate muzzle flashes heightened the intensity of the brutal fight sequences in American Primeval. The natural elements and violence reflected the harsh realities of the American west in 1857.The Residence brings a refined, detailed approach to environmental augmentation, using visual effects to take the audience on a journey through the White House in this political murder mystery.Episode 7 introduced Hugh Hammer’s claim of Vermithor, Westeros’ second-largest dragon. Rather than breaking the sequence into multiple shots, Einarsson and director Loni Peristere saw an opportunity to craft something exceptional: a single, uninterrupted long take reminiscent of Children of Men and Gravity. “It took a lot of planning to design a series of beats that cohesively flowed from one into the next, with Hugh leading the camera by action and reaction,” Einarsson says. The sequence, which involved Hugh dodging Vermithor’s flames and ultimately claiming the beast through sheer bravery, was technically demanding. To achieve this, the team stitched together five separate takes of Hugh’s performance, shot over two separate days weeks apart, due to the set needing to be struck and rebuilt in different configurations. VFX Supervisor Wayne Stables and the team at Wētā ensured the transitions were imperceptible, uniting practical and digital elements into a continuous, immersive moment. “The Dragonmont Cavern environment was a beautiful, raised gantry and cave designed byJim Clay and expanded by Wētā,” Einarsson says. Then Rowley Imran’s stunt team and Mike Dawson’s SFX team engulfed the set in practical flames so every element, from fire to dust to movement, contributed to the illusion of real-time danger. For Einarsson, the most significant challenge wasn’t just in making these sequences visually spectacular – it was ensuring they belonged within the same world as the quiet, dialogue-driven moments in King’s Landing. “The aim is for incredibly complex and spectacular visual effects scenes to feel like they belong in the same world as two people talking in a council chamber,” he states. Every dragon, flame and gust of wind had to feel as lived-in as the politics playing out beneath them. Season 4 of The Boys delivered the fully CG octopus character, Ambrosius. A challenge was crafting a believable yet expressive sea creature and keeping it grounded while still embracing the show’s signature absurdity.In The Penguin, Gotham isn’t just a city; it’s a living, breathing entity shaped by destruction, decay and the quiet menace lurking beneath its streets.The Boys continues to defy genre norms, delivering audacious, technically complex effects that lean into its hyperviolent, satirical take on superheroes. For The Boys VFX Supervisor Stephan Fleet, Season 4 delivered some of the Amazon Prime show’s most dramatic effects yet, from the self-replicating Splinter to the fully CG octopus character, Ambrosius. Splinter, who has the ability to duplicate himself, presented a unique challenge. Fleet says, “His introduction on the podium was a complex motion control sequence. Eight hours of rehearsal, six hours of filming – for one shot.” Splinter’s design came with an added layer of difficulty. “We had to figure out how to make a nude male clone,” Fleet says. “Normally, you can hide doubles’ bodies in clothes – not this time!” The final effect required a mix of prosthetic cover-up pieces and VFX face replacement, requiring multiple iterations to make it work. Ambrosius became one of The Boys’ most unexpected breakout characters. “It’s fun making a full-on character in the show that’s an octopus,” Fleet reveals in a nod to the show’s absurd side. “As much as possible, we aim for a grounded approach and try to attain a level of thought and detail you don’t often find on TV.” While the battle for outstanding visual effects will likely be dominated by large-scale fantasy and sci-fi productions, several standout series are also making waves with their innovative and immersive visual storytelling. Netflix’s The Residence, led by VFX Supervisor Seth Hill, brings a refined, detailed approach to environmental augmentation, enhancing the grandeur of the White House setting in this political murder mystery. “Using visual effects to take the audience on a journey through an iconic location like the White House was really fun,” Hill says. “It’s a cool and unique use of visual effects.” One of the most ambitious sequences involved what the team called the Doll House, a digital rendering of the White House with its south façade removed, exposing the interior like a cross-section of a dollhouse. Hill explains. “Going back and forth from filmed footage to full CGI – that jump from grounded realism to abstract yet still real – was quite tricky,” he says, adding, “VFX is best when it is in service of the storytelling, and The Residence presented a unique opportunity to do just that. It was a big challenge and a tough nut to crack, but those creative and technical hurdles are a good part of what makes it so rewarding.” “We were tasked with pitting three dragons against each other in an all-out aerial war above a castle siege. In the air, we created a fully CG version of the environment to have full control over the camera work.”—Daði Einarsson, VFX Supervisor, House of the Dragon The Battle at Rook’s Rest in Episode 4 of House of the Dragon Season 2 was a major milestone for the series, marking the first full-scale dragon-on-dragon aerial battle.Season 2 of House of the Dragon presented some of the most complex and ambitious visual effects work for the show to date.For Jay Worth, VFX Supervisor on Apple TV+’s Lady in the Lake, the challenge was two-fold: create seamless effects and preserve the raw emotional truth of a performance. One of the most significant technical achievements was de-aging Natalie Portman. “It seems so easy on paper, but the reality was far more challenging,” Worth admits. Worth had tackled de-aging before, but never with the same level of success. “For me, it is simply because of her performance.” Portman delivered a nuanced, youthful portrayal that felt entirely authentic to the time period. “It made our job both so much easier and set the bar so high for us. Sometimes, you can hide in a scene like this – you pull the camera back, cut away before the most expressive parts of the dialogue, or the illusion breaks,” Worth explains. In Lady in the Lake, there was nowhere to hide. “I think that is what I am most proud of with these shots. It felt like the longer you stayed on them, the more you believed them. That is a real feat with this sort of work.” Skully VFX handled the de-aging. “They nailed the look early on and delivered throughout the project on this difficult task.” Working alongside Production Designer Jc Molina, the VFX team helped shape a world that felt rich, lived-in and historically precise. “We were entrusted with the most important part of this show – do we believe this performance from this character in this part of her journey? – and we feel like we were able to deliver on this challenge.” On the other end of the spectrum, Netflix’s American Primeval, under the guidance of VFX Supervisor Andrew Ceperley, delivers rugged, visceral realism in its portrayal of the untamed American frontier. With brutal battle sequences, sprawling landscapes and historical re-creations that interweave practical and digital effects, the series stands as a testament to how VFX can enhance grounded, historical storytelling. Ceperley says, “The standout is definitely the nearly three-minute single-shot massacre sequence in the forest episode.” Designed to immerse the audience in the raw, chaotic violence of the frontier, the scene captures every brutal detail with unrelenting intensity. The challenge was crafting invisible visual effects, enhancing practical stunts and destruction without breaking the immersive, handheld camera style. “The sequence was designed to be one shot made up of 10 individual takes, shot over seven days, seamlessly stitched together, all while using a handheld camera on an extremely wide-angle lens.” One of the most complex moments involved a bull smashing through a wagon while the characters hid underneath. Rather than relying on CGI, the team took a practical approach, placing a 360-degree camera under the wagon while the special effects team rigged it to explode in a way that simulated an impact. “A real bull was then guided to run toward the 360 camera and leap over it,” Ceperley says. The footage was blended with live-action shots of the actors with minimal CGI enhancements – just dust and debris – to complete the effect. Adding to the difficulty, the scene was set at sunset, giving the team an extremely limited window to capture each day’s footage. The massacre sequence was a prime example of integrating visual effects with practical techniques in creative, unconventional ways, blending old-school in-camera effects with modern stitching techniques to create a visceral cinematic moment that stayed true to the show’s raw, historical aesthetic. “Using old techniques in new, even strange ways and seeing it pay off and deliver on the original vision was the most rewarding part.” #vfx #emmy #contenders #setting #benchmark
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    VFX EMMY CONTENDERS: SETTING THE BENCHMARK FOR VISUAL EFFECTS ON TV
    By JENNIFER CHAMPAGNE House of the Dragon expands its dragon-filled world in its second season, offering more large-scale battles and heightened aerial warfare. (Image courtesy of HBO) The 2025 Emmy race for outstanding visual effects is shaping up to be one of the most competitive in years with major genre heavyweights breaking new ground on what’s possible on television. As prestige fantasy and sci-fi continue to dominate, the battle for the category will likely come down to sheer scale, technical innovation and how seamlessly effects are integrated into storytelling. Returning titans like House of the Dragon and The Lord of the Rings: The Rings of Power have proven their ability to deliver breathtaking visuals. At the same time, Dune: Prophecy enters the conversation as a visually stunning newcomer. The Boys remains the category’s wildcard, bringing its own brand of hyper-realistic, shock-value effects to the race. With its subtle yet immersive world-building, The Penguin stands apart from the spectacle-driven contenders, using “invisible” VFX to transform Gotham into a post-flooded, decaying metropolis. Each series offers a distinct approach to digital effects, making for an intriguing showdown between blockbuster-scale world-building and more nuanced, atmospheric craftsmanship. Sharing the arena with marquee pacesetters HBO’s The Last of Us, Disney+’s Andor and Netflix’s Squid Game, these series lead the charge in ensuring that the 2025 Emmy race isn’t just about visual spectacle; it’s about which shows will set the next benchmark for visual effects on television. The following insights and highlights from VFX supervisors of likely Emmy contenders illustrate why their award-worthy shows have caught the attention of TV watchers and VFX Emmy voters. The Penguin, with its subtle yet immersive world-building, stands apart from the spectacle-driven contenders, using “invisible” VFX to transform Gotham into a post-flooded, decaying metropolis.  (Image courtesy of HBO) For The Lord of the Rings: The Rings of Power VFX Supervisor Jason Smith, the second season presented some of the Amazon series’ most ambitious visual effects challenges. From the epic Battle of Eregion to the painstaking design of the Entwives, Smith and his team at Wētā FX sought to advance digital world-building while staying true to J.R.R. Tolkien’s vision. “The Battle of Eregion was amazing to work on – and challenging too, because it’s a pivotal moment in Tolkien’s story,” Smith states. Unlike typical large-scale clashes, this battle begins as a siege culminating in an explosive cavalry charge. “We looked for every way we could to heighten the action during the siege by keeping the armies interacting, even at a distance,” Smith explains. His team introduced projectiles and siege weaponry to create dynamic action, ensuring the prolonged standoff felt kinetic. The environment work for Eregion posed another challenge. The city was initially constructed as a massive digital asset in Season 1, showcasing the collaborative brilliance of the Elves and Dwarves. In Season 2, that grandeur had to be systematically razed to the ground. “The progression of destruction had to be planned extremely carefully,” Smith notes. His team devised seven distinct levels of damage, mapping out in granular detail which areas would be smoldering, reduced to rubble or utterly consumed by fire. “Our goal was to have the audience feel the loss that the Elves feel as this beautiful symbol of the height of Elvendom is utterly razed.” The SSVFX team helped shape a world for Lady in the Lake that felt rich, lived-in and historically precise. (Image courtesy of Apple TV+) One of most ambitious effects for Season 4 of The Boys was Splinter, who has the ability to duplicate himself. The sequence required eight hours of rehearsal, six hours of filming, for one shot. The final effect was a mix of prosthetic cover-up pieces and VFX face replacement. (Image courtesy of Prime Video) The Penguin, HBO Max’s spinoff series of The Batman, centers on Oswald ‘Oz’ Cobb’s ruthless rise to power, and relies on meticulous environmental effects, smoothly integrating CG elements to enhance Gotham’s noir aesthetic without ever calling attention to the work itself. “The most rewarding part of our work was crafting VFX that don’t feel like VFX,” says VFX Supervisor Johnny Han. Across the series’ 3,100 VFX shots, every collapsing freeway, skyline extension and flicker of light from a muzzle flash had to feel utterly real – woven so naturally into the world of Gotham that viewers never stopped to question its authenticity. Zimia spaceport, an enormous hub of interstellar commerce in Dune: Prophecy. The production team built a vast practical set to provide a strong scale foundation, but its full grandeur came to life in post by extending this environment with CG.(Images courtesy of HBO) The second season of The Lord of the Rings: The Rings of Power refined its environments, which elevate Middle-earth’s realism. (Image courtesy of Prime Video) Some of the series’ most striking visual moments were also its most understated. The shift of Gotham’s seasons – transforming sunlit summer shoots into autumn’s muted chill – helped shape the show’s somber tone, reinforcing the bleak, crime-ridden undercurrent. The city’s bridges and skyscrapers were meticulously augmented, stretching Gotham beyond the limits of practical sets while preserving its grounded, brutalist aesthetic. Even the scars and wounds on Sofia Falcone were enhanced through digital artistry, ensuring that her past traumas remained ever-present, etched into her skin. The series wasn’t without its large-scale effects – far from it. Han and his team orchestrated massive sequences of urban devastation. “The floodwaters were one of our biggest challenges,” Han notes, referring to the ongoing impact of the catastrophic deluge that left Gotham in ruins. One particularly harrowing sequence required simulating a tsunami tearing through the streets – not as an action set piece, but as a deeply personal moment of loss. “Telling Victor’s story of how he lost his entire family in the bombing and floods of Gotham was heartbreaking,” Han says. “Normally, you create an event like that for excitement, for tension. But for us, it was about capturing emotional devastation.” Perhaps the most technically intricate sequences were the shootouts, hallmarks of Gotham’s criminal underbelly. “We programmed millisecond-accurate synced flash guns to mimic dramatic gunfire light,” Han explains, ensuring that the interplay of practical and digital elements remained imperceptible. Every muzzle flash, every ricochet was meticulously planned and rendered. The ultimate achievement for Han and his team wasn’t crafting the biggest explosion or the most elaborate digital sequence – it was making Gotham itself feel inescapably real. He says, “Nothing was more important to us than for you to forget that there are 3,100 VFX shots in this series.” The challenge for The Residence was making one of the most recognizable buildings in the world feel both immersive and narratively engaging. (Photo: Erin Simkin. Courtesy of Netflix) Bringing the universe of Dune to life on TV for HBO’s Dune: Prophecy requires a delicate balance of realism and imagination, grounded in natural physics, yet awe-inspiring in scale. Dune: Prophecy looks to challenge traditional fantasy dominance with its stunning, desert-bound landscapes and intricate space-faring visuals, uniting the grandeur of Denis Villeneuve’s films with the demands of episodic storytelling. Set thousands of years before the events of the films, the series explores the early days of the Bene Gesserit, a secretive order wielding extraordinary abilities. Translating that power into a visual language required technical innovation. “Kudos to Important Looking Pirates for the space folding and [Lila’s] Agony work,” says VFX Supervisor Mike Enriquez. No Dune project would be complete without its most iconic inhabitant, the sandworm. VFX Producer Terron Pratt says. “We’re incredibly proud of what the team at Image Engine created. Precise animation conveyed this creature’s weight and massive scale, while incredibly detailed sand simulations integrated it into the environment.” Every grain of sand had to move believably in response to the worm’s colossal presence to ensure the physics of Arrakis remained authentic. Floodwaters play a significant part in the destruction of Gotham in The Penguin. One particularly harrowing sequence required simulating a tsunami tearing through the streets. (Image courtesy of HBO) American Primeval integrated visual effects with practical techniques in creative, unconventional ways. The massacre sequence showcases technical mastery and pulls the audience into the brutal reality of the American frontier. (Photo: Justin Lubin. Courtesy of Netflix) For the Zimia spaceport, an enormous hub of interstellar commerce, the Dune: Prophecy production team built a vast practical set to provide a strong scale foundation. However, its full grandeur came to life in post. “By extending this environment with CG, we amplified the scope of our world, making it feel expansive and deeply impactful,” Pratt explains. The result was a sprawling, futuristic cityscape that retained a tangible weight with impeccably amalgamated practical and digital elements. Wētā FX sought to advance digital world-building for Season 2 of The Lord of the Rings: The Rings of Power while staying true to J.R.R. Tolkien’s vision. (Image courtesy of Prime Video) Visual effects extended beyond character work for Lady in the Lake, playing a key role in the show’s immersive world-building. (Image courtesy of Apple TV+) For House of the Dragon VFX Supervisor Daði Einarsson, Season 2 presented some of the HBO show’s most complex and ambitious visual effects work. The Battle at Rook’s Rest in Episode 4 was a milestone for the series, marking the first full-scale dragon-on-dragon aerial battle. “We were tasked with pitting three dragons against each other in an all-out aerial war above a castle siege,” Einarsson says. Capturing the actors’ performances mid-flight required a combination of motion-controlled cameras, preprogrammed motion bases with saddles and LED volume lighting – all mapped directly from fully animated previsualized sequences approved by director Alan Taylor and Showrunner Ryan J. Condal. On the ground, the battlefield required digital crowd replication, extensive environment extensions, and pyrotechnic enhancements to create a war zone that felt both vast and intimately chaotic. “In the air, we created a fully CG version of the environment to have full control over the camera work,” Einarsson explains. Under the supervision of Sven Martin, the Pixomondo team stitched together breathtaking aerial combat, ensuring the dragons moved with the weight and raw power befitting their legendary status. Blood, weapon effects and period-accurate muzzle flashes heightened the intensity of the brutal fight sequences in American Primeval. The natural elements and violence reflected the harsh realities of the American west in 1857. (Image courtesy of Netflix) The Residence brings a refined, detailed approach to environmental augmentation, using visual effects to take the audience on a journey through the White House in this political murder mystery. (Photo: Jessica Brooks. Courtesy of Netflix) Episode 7 introduced Hugh Hammer’s claim of Vermithor, Westeros’ second-largest dragon. Rather than breaking the sequence into multiple shots, Einarsson and director Loni Peristere saw an opportunity to craft something exceptional: a single, uninterrupted long take reminiscent of Children of Men and Gravity. “It took a lot of planning to design a series of beats that cohesively flowed from one into the next, with Hugh leading the camera by action and reaction,” Einarsson says. The sequence, which involved Hugh dodging Vermithor’s flames and ultimately claiming the beast through sheer bravery, was technically demanding. To achieve this, the team stitched together five separate takes of Hugh’s performance, shot over two separate days weeks apart, due to the set needing to be struck and rebuilt in different configurations. VFX Supervisor Wayne Stables and the team at Wētā ensured the transitions were imperceptible, uniting practical and digital elements into a continuous, immersive moment. “The Dragonmont Cavern environment was a beautiful, raised gantry and cave designed by [Production Designer] Jim Clay and expanded by Wētā,” Einarsson says. Then Rowley Imran’s stunt team and Mike Dawson’s SFX team engulfed the set in practical flames so every element, from fire to dust to movement, contributed to the illusion of real-time danger. For Einarsson, the most significant challenge wasn’t just in making these sequences visually spectacular – it was ensuring they belonged within the same world as the quiet, dialogue-driven moments in King’s Landing. “The aim is for incredibly complex and spectacular visual effects scenes to feel like they belong in the same world as two people talking in a council chamber,” he states. Every dragon, flame and gust of wind had to feel as lived-in as the politics playing out beneath them. Season 4 of The Boys delivered the fully CG octopus character, Ambrosius. A challenge was crafting a believable yet expressive sea creature and keeping it grounded while still embracing the show’s signature absurdity. (Image courtesy of Prime Video) In The Penguin, Gotham isn’t just a city; it’s a living, breathing entity shaped by destruction, decay and the quiet menace lurking beneath its streets. (Images courtesy of HBO) The Boys continues to defy genre norms, delivering audacious, technically complex effects that lean into its hyperviolent, satirical take on superheroes. For The Boys VFX Supervisor Stephan Fleet, Season 4 delivered some of the Amazon Prime show’s most dramatic effects yet, from the self-replicating Splinter to the fully CG octopus character, Ambrosius. Splinter, who has the ability to duplicate himself, presented a unique challenge. Fleet says, “His introduction on the podium was a complex motion control sequence. Eight hours of rehearsal, six hours of filming – for one shot.” Splinter’s design came with an added layer of difficulty. “We had to figure out how to make a nude male clone,” Fleet says. “Normally, you can hide doubles’ bodies in clothes – not this time!” The final effect required a mix of prosthetic cover-up pieces and VFX face replacement, requiring multiple iterations to make it work. Ambrosius became one of The Boys’ most unexpected breakout characters. “It’s fun making a full-on character in the show that’s an octopus,” Fleet reveals in a nod to the show’s absurd side. “As much as possible, we aim for a grounded approach and try to attain a level of thought and detail you don’t often find on TV.” While the battle for outstanding visual effects will likely be dominated by large-scale fantasy and sci-fi productions, several standout series are also making waves with their innovative and immersive visual storytelling. Netflix’s The Residence, led by VFX Supervisor Seth Hill, brings a refined, detailed approach to environmental augmentation, enhancing the grandeur of the White House setting in this political murder mystery. “Using visual effects to take the audience on a journey through an iconic location like the White House was really fun,” Hill says. “It’s a cool and unique use of visual effects.” One of the most ambitious sequences involved what the team called the Doll House, a digital rendering of the White House with its south façade removed, exposing the interior like a cross-section of a dollhouse. Hill explains. “Going back and forth from filmed footage to full CGI – that jump from grounded realism to abstract yet still real – was quite tricky,” he says, adding, “VFX is best when it is in service of the storytelling, and The Residence presented a unique opportunity to do just that. It was a big challenge and a tough nut to crack, but those creative and technical hurdles are a good part of what makes it so rewarding.” “We were tasked with pitting three dragons against each other in an all-out aerial war above a castle siege. In the air, we created a fully CG version of the environment to have full control over the camera work.”—Daði Einarsson, VFX Supervisor, House of the Dragon The Battle at Rook’s Rest in Episode 4 of House of the Dragon Season 2 was a major milestone for the series, marking the first full-scale dragon-on-dragon aerial battle. (Image courtesy of HBO) Season 2 of House of the Dragon presented some of the most complex and ambitious visual effects work for the show to date. (Photo: Theo Whiteman. Courtesy of HBO) For Jay Worth, VFX Supervisor on Apple TV+’s Lady in the Lake, the challenge was two-fold: create seamless effects and preserve the raw emotional truth of a performance. One of the most significant technical achievements was de-aging Natalie Portman. “It seems so easy on paper, but the reality was far more challenging,” Worth admits. Worth had tackled de-aging before, but never with the same level of success. “For me, it is simply because of her performance.” Portman delivered a nuanced, youthful portrayal that felt entirely authentic to the time period. “It made our job both so much easier and set the bar so high for us. Sometimes, you can hide in a scene like this – you pull the camera back, cut away before the most expressive parts of the dialogue, or the illusion breaks,” Worth explains. In Lady in the Lake, there was nowhere to hide. “I think that is what I am most proud of with these shots. It felt like the longer you stayed on them, the more you believed them. That is a real feat with this sort of work.” Skully VFX handled the de-aging. “They nailed the look early on and delivered throughout the project on this difficult task.” Working alongside Production Designer Jc Molina, the VFX team helped shape a world that felt rich, lived-in and historically precise. “We were entrusted with the most important part of this show – do we believe this performance from this character in this part of her journey? – and we feel like we were able to deliver on this challenge.” On the other end of the spectrum, Netflix’s American Primeval, under the guidance of VFX Supervisor Andrew Ceperley, delivers rugged, visceral realism in its portrayal of the untamed American frontier. With brutal battle sequences, sprawling landscapes and historical re-creations that interweave practical and digital effects, the series stands as a testament to how VFX can enhance grounded, historical storytelling. Ceperley says, “The standout is definitely the nearly three-minute single-shot massacre sequence in the forest episode.” Designed to immerse the audience in the raw, chaotic violence of the frontier, the scene captures every brutal detail with unrelenting intensity. The challenge was crafting invisible visual effects, enhancing practical stunts and destruction without breaking the immersive, handheld camera style. “The sequence was designed to be one shot made up of 10 individual takes, shot over seven days, seamlessly stitched together, all while using a handheld camera on an extremely wide-angle lens.” One of the most complex moments involved a bull smashing through a wagon while the characters hid underneath. Rather than relying on CGI, the team took a practical approach, placing a 360-degree camera under the wagon while the special effects team rigged it to explode in a way that simulated an impact. “A real bull was then guided to run toward the 360 camera and leap over it,” Ceperley says. The footage was blended with live-action shots of the actors with minimal CGI enhancements – just dust and debris – to complete the effect. Adding to the difficulty, the scene was set at sunset, giving the team an extremely limited window to capture each day’s footage. The massacre sequence was a prime example of integrating visual effects with practical techniques in creative, unconventional ways, blending old-school in-camera effects with modern stitching techniques to create a visceral cinematic moment that stayed true to the show’s raw, historical aesthetic. “Using old techniques in new, even strange ways and seeing it pay off and deliver on the original vision was the most rewarding part.”
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  • Former ‘Grand Theft Auto’ Chief Leslie Benzies ‘Can’t Wait’ to Play ‘GTA 6,’ Downplays Similarities to His New Studio’s ‘MindsEye’

    Next week, the former president of “Grant Theft Auto” maker Rockstar North launches his first title since leaving the Take-Two Interactive-owned video game developer and opening his own studio, Build A Rocket Boy: the AAA narrative-driven action-adventure thriller “MindsEye.”

    Published by IOI Partners, the team behind the “Hitman” franchise, the Unreal Engine 5-built game will debut June 10 across PlayStation 5, Xbox Series X and S, and on PC via Steam and Epic Games Store with a price tag for the standard edition.

    Related Stories

    Set in the near-futuristic city of Redrock, “MindsEye” puts players into the role of Jacob Diaz, a former soldier haunted by fragmented memories from his mysterious MindsEye neural implant, as he uncovers a conspiracy involving rogue AI, corporate greed, an unchecked military, and a threat so sinister that it endangers the very survival of humanity.

    Popular on Variety

    But the base story isn’t the biggest draw for “MindsEye,” which includes Build A Rocket Boy’s proprietary Game Creation System, that enables players to, well, “craft anything in their minds eye.”

    Per the studio, “Players can craft their own experiences using all of the ‘MindsEye’ assets, creating everything from custom missions to entirely new scenarios within the game’s expansive, richly detailed world. Whether you’re designing a high-speed chase through Redrock’s bustling cityscapes or a stealth mission in its industrial outskirts, it is designed to be intuitive and easy to use, ensuring that players of all skill levels can bring their imagination to life.”

    Benzies’ Edinburgh-based Build A Rocket Boy has promised “fresh premium content” will rollout monthly for the game, including regular releases of new missions, challenges and game assets.

    While “MindsEye” is the first title from Benzies since he launched BARB after leaving Rockstar in 2016, it’s just step one in the prolific producer’s plan to shake up the gaming industry.

    “At Build A Rocket Boy, our vision goes far beyond a single title,” Benzies told Variety. “‘MindsEye’ is the first episode and central story around which ever-expanding interconnected episodes will span. We’re already working on future episodes, which will introduce alternate realities while maintaining it’s core themes of hope, redemption, and the intrigue of civilizations past and future, drawing from the lore and multiverse concepts.”

    See Variety‘s full interview with Benzies below, including the inevitable comparisons that will be drawn between “MindsEye” and the aesthetic of the “GTA” franchise, and his hopes for Rockstar Games’ highly anticipated and much-delayed “GTA 6.”

    Where did the concept for “MindsEye” come from?

    I pull a lot of inspiration from the real world. Watching the actions of humans – their foibles and their virtues. Watching the advancement of technology and how we adapt, or indeed, do not adapt. We’ve been moving to an automated world for many years now, and the impact on humans, especially with recent advancements in AI, which serves as good fodder for a story and even better for a video game. I think we all have this little nagging feeling about how humans and AI will blend together in the future—will it go smoothly, or will it turn sinister?

    We’re fans of all different types of media, and we’ve drawn influence from cinematic visionaries like Ridley Scott, Paul Greengrass, Christopher Nolan, and J.J. Abrams, and films like “The Bourne Identity,” “Memento,” and TV series “Lost” — they’re all exploring memory, perception, and control in their own ways.

    So, while we nod to those influences here and there, we wanted to build something that feels fresh, grounded in today’s world, but still asking the kinds of questions that have always made this genre powerful.

    With your “GTA” roots, obvious comparisons are already being drawn between the style and aesthetic of that franchise and “MindsEye.”

    Comparisons will always be made—it’s the way human beings pigeonhole concepts. But “MindsEye” isn’t built to fit into anyone else’s box.

    Many games share the same core elements: cars, guns, cities, and charismatic characters, and differentiation is even tougher in today’s entertainment landscape. Streaming, social media, and on-demand binge culture have fractured attention spans, and consumer mindshare is a brutal battlefield for all IP.

    Our industry continues to celebrate each other’s breakthroughs, and I’m proud that our collective innovation is advancing the medium of gaming, even if our paths diverge.

    As an independent studio we have the freedom to break ground in experimental new ways and the challenge is balancing innovation with familiarity—too much “new” risks alienating fans, too much “same” feels stale. It’s about nailing what makes your game’s world feel alive and urgent.

    “MindsEye” is about consequence and connection—it’s cinematic, reactive, and meant to feel like a world you’re not just playing in, but able to create in it too.

    We’re excited to see what they’ve crafted with “GTA VI ,” and I can’t wait to play it as a consumer for the first time. They’re always delivering something new, unique and at a scale that very few can pull off.

    What does MindsEye represent in BARB’s larger vision and long-term strategy? Are you plotting this out as a multi-game franchise or your first standalone?

    At Build A Rocket Boy, our vision goes far beyond a single title. “MindsEye” is the first episode and central story around which ever-expanding interconnected episodes will span. We’re already working on future episodes, which will introduce alternate realities while maintaining it’s core themes of hope, redemption, and the intrigue of civilizations past and future, drawing from the lore and multiverse concepts.

    It’s the future of entertainment to allow active participation so players feel like they have agency and can immerse themselves in our world as they want to. We are introducing three products in one game that will revolutionize AAA-quality interactive gaming and storytelling: “MindsEye” narrative story, Play.MindsEye, and Build.MindsEye.

    In our tightly crafted action-noir, “MindsEye” narrative story we have rips in time accessed through portals at strategic points throughout the game – so while you play as Jacob Diaz on his personal journey, players can also explore side stories and delve deeper into the backstories of characters they encounter along the way. In this way we are delivering companion content at the same time as the anchor content, weaving a rich narrative tapestry which will continue to evolve and expand giving greater depth to characters so you understand their personality and motivations.

    How do digital products Play.MindsEyeand Build.MindsEyetie in to plans for “MindsEye” and what BARB wants to offer gamers?

    In this new era of entertainment, where streaming platforms, boom-and-bust games, and an on-demand culture dominate, we’re pushing things in a new direction—with an interface that simplifies how we consume not just games, but all forms of entertainment. Consumers are moving away from 2D browsing into fully 3D, immersive experiences. Put simply, we’re shifting from passive interaction to active participation.

    As with all new products, things evolve. Arcadia was originally envisioned as our creation platform, but as we continued developing “MindsEye” and building out BARB’s ecosystem, it naturally grew into something more focused— Play.MindsEye and Build.MindsEye. Play delivers cinematic, high-intensity gameplay with missions and maps that constantly evolve. Build gives players intuitive tools to create their own content—no technical skills required, just imagination and intent.

    For BARB to fully realize our vision, we had to beta test our creation system with a community of builders in real-time and started with Everywhere while we were in stealth mode developing MindsEye.

    How did you settle on IOI as publishing partner?

    We’ve always found the way IOI handled the “Hitman” franchise interesting. They are one of the few publishers that have taken their single-player IP and increased their player count and amplified their community culture over time. From a technology point of view, their one executable approach for all of their content is very smart, and we always planned to have a similar approach, which encouraged us to join forces.

    This interview has been edited and condensed.
    #former #grand #theft #auto #chief
    Former ‘Grand Theft Auto’ Chief Leslie Benzies ‘Can’t Wait’ to Play ‘GTA 6,’ Downplays Similarities to His New Studio’s ‘MindsEye’
    Next week, the former president of “Grant Theft Auto” maker Rockstar North launches his first title since leaving the Take-Two Interactive-owned video game developer and opening his own studio, Build A Rocket Boy: the AAA narrative-driven action-adventure thriller “MindsEye.” Published by IOI Partners, the team behind the “Hitman” franchise, the Unreal Engine 5-built game will debut June 10 across PlayStation 5, Xbox Series X and S, and on PC via Steam and Epic Games Store with a price tag for the standard edition. Related Stories Set in the near-futuristic city of Redrock, “MindsEye” puts players into the role of Jacob Diaz, a former soldier haunted by fragmented memories from his mysterious MindsEye neural implant, as he uncovers a conspiracy involving rogue AI, corporate greed, an unchecked military, and a threat so sinister that it endangers the very survival of humanity. Popular on Variety But the base story isn’t the biggest draw for “MindsEye,” which includes Build A Rocket Boy’s proprietary Game Creation System, that enables players to, well, “craft anything in their minds eye.” Per the studio, “Players can craft their own experiences using all of the ‘MindsEye’ assets, creating everything from custom missions to entirely new scenarios within the game’s expansive, richly detailed world. Whether you’re designing a high-speed chase through Redrock’s bustling cityscapes or a stealth mission in its industrial outskirts, it is designed to be intuitive and easy to use, ensuring that players of all skill levels can bring their imagination to life.” Benzies’ Edinburgh-based Build A Rocket Boy has promised “fresh premium content” will rollout monthly for the game, including regular releases of new missions, challenges and game assets. While “MindsEye” is the first title from Benzies since he launched BARB after leaving Rockstar in 2016, it’s just step one in the prolific producer’s plan to shake up the gaming industry. “At Build A Rocket Boy, our vision goes far beyond a single title,” Benzies told Variety. “‘MindsEye’ is the first episode and central story around which ever-expanding interconnected episodes will span. We’re already working on future episodes, which will introduce alternate realities while maintaining it’s core themes of hope, redemption, and the intrigue of civilizations past and future, drawing from the lore and multiverse concepts.” See Variety‘s full interview with Benzies below, including the inevitable comparisons that will be drawn between “MindsEye” and the aesthetic of the “GTA” franchise, and his hopes for Rockstar Games’ highly anticipated and much-delayed “GTA 6.” Where did the concept for “MindsEye” come from? I pull a lot of inspiration from the real world. Watching the actions of humans – their foibles and their virtues. Watching the advancement of technology and how we adapt, or indeed, do not adapt. We’ve been moving to an automated world for many years now, and the impact on humans, especially with recent advancements in AI, which serves as good fodder for a story and even better for a video game. I think we all have this little nagging feeling about how humans and AI will blend together in the future—will it go smoothly, or will it turn sinister? We’re fans of all different types of media, and we’ve drawn influence from cinematic visionaries like Ridley Scott, Paul Greengrass, Christopher Nolan, and J.J. Abrams, and films like “The Bourne Identity,” “Memento,” and TV series “Lost” — they’re all exploring memory, perception, and control in their own ways. So, while we nod to those influences here and there, we wanted to build something that feels fresh, grounded in today’s world, but still asking the kinds of questions that have always made this genre powerful. With your “GTA” roots, obvious comparisons are already being drawn between the style and aesthetic of that franchise and “MindsEye.” Comparisons will always be made—it’s the way human beings pigeonhole concepts. But “MindsEye” isn’t built to fit into anyone else’s box. Many games share the same core elements: cars, guns, cities, and charismatic characters, and differentiation is even tougher in today’s entertainment landscape. Streaming, social media, and on-demand binge culture have fractured attention spans, and consumer mindshare is a brutal battlefield for all IP. Our industry continues to celebrate each other’s breakthroughs, and I’m proud that our collective innovation is advancing the medium of gaming, even if our paths diverge. As an independent studio we have the freedom to break ground in experimental new ways and the challenge is balancing innovation with familiarity—too much “new” risks alienating fans, too much “same” feels stale. It’s about nailing what makes your game’s world feel alive and urgent. “MindsEye” is about consequence and connection—it’s cinematic, reactive, and meant to feel like a world you’re not just playing in, but able to create in it too. We’re excited to see what they’ve crafted with “GTA VI ,” and I can’t wait to play it as a consumer for the first time. They’re always delivering something new, unique and at a scale that very few can pull off. What does MindsEye represent in BARB’s larger vision and long-term strategy? Are you plotting this out as a multi-game franchise or your first standalone? At Build A Rocket Boy, our vision goes far beyond a single title. “MindsEye” is the first episode and central story around which ever-expanding interconnected episodes will span. We’re already working on future episodes, which will introduce alternate realities while maintaining it’s core themes of hope, redemption, and the intrigue of civilizations past and future, drawing from the lore and multiverse concepts. It’s the future of entertainment to allow active participation so players feel like they have agency and can immerse themselves in our world as they want to. We are introducing three products in one game that will revolutionize AAA-quality interactive gaming and storytelling: “MindsEye” narrative story, Play.MindsEye, and Build.MindsEye. In our tightly crafted action-noir, “MindsEye” narrative story we have rips in time accessed through portals at strategic points throughout the game – so while you play as Jacob Diaz on his personal journey, players can also explore side stories and delve deeper into the backstories of characters they encounter along the way. In this way we are delivering companion content at the same time as the anchor content, weaving a rich narrative tapestry which will continue to evolve and expand giving greater depth to characters so you understand their personality and motivations. How do digital products Play.MindsEyeand Build.MindsEyetie in to plans for “MindsEye” and what BARB wants to offer gamers? In this new era of entertainment, where streaming platforms, boom-and-bust games, and an on-demand culture dominate, we’re pushing things in a new direction—with an interface that simplifies how we consume not just games, but all forms of entertainment. Consumers are moving away from 2D browsing into fully 3D, immersive experiences. Put simply, we’re shifting from passive interaction to active participation. As with all new products, things evolve. Arcadia was originally envisioned as our creation platform, but as we continued developing “MindsEye” and building out BARB’s ecosystem, it naturally grew into something more focused— Play.MindsEye and Build.MindsEye. Play delivers cinematic, high-intensity gameplay with missions and maps that constantly evolve. Build gives players intuitive tools to create their own content—no technical skills required, just imagination and intent. For BARB to fully realize our vision, we had to beta test our creation system with a community of builders in real-time and started with Everywhere while we were in stealth mode developing MindsEye. How did you settle on IOI as publishing partner? We’ve always found the way IOI handled the “Hitman” franchise interesting. They are one of the few publishers that have taken their single-player IP and increased their player count and amplified their community culture over time. From a technology point of view, their one executable approach for all of their content is very smart, and we always planned to have a similar approach, which encouraged us to join forces. This interview has been edited and condensed. #former #grand #theft #auto #chief
    VARIETY.COM
    Former ‘Grand Theft Auto’ Chief Leslie Benzies ‘Can’t Wait’ to Play ‘GTA 6,’ Downplays Similarities to His New Studio’s ‘MindsEye’
    Next week, the former president of “Grant Theft Auto” maker Rockstar North launches his first title since leaving the Take-Two Interactive-owned video game developer and opening his own studio, Build A Rocket Boy: the AAA narrative-driven action-adventure thriller “MindsEye.” Published by IOI Partners, the team behind the “Hitman” franchise, the Unreal Engine 5-built game will debut June 10 across PlayStation 5, Xbox Series X and S, and on PC via Steam and Epic Games Store with a $59.99 price tag for the standard edition. Related Stories Set in the near-futuristic city of Redrock, “MindsEye” puts players into the role of Jacob Diaz, a former soldier haunted by fragmented memories from his mysterious MindsEye neural implant, as he uncovers a conspiracy involving rogue AI, corporate greed, an unchecked military, and a threat so sinister that it endangers the very survival of humanity. Popular on Variety But the base story isn’t the biggest draw for “MindsEye,” which includes Build A Rocket Boy’s proprietary Game Creation System, that enables players to, well, “craft anything in their minds eye.” Per the studio, “Players can craft their own experiences using all of the ‘MindsEye’ assets, creating everything from custom missions to entirely new scenarios within the game’s expansive, richly detailed world. Whether you’re designing a high-speed chase through Redrock’s bustling cityscapes or a stealth mission in its industrial outskirts, it is designed to be intuitive and easy to use, ensuring that players of all skill levels can bring their imagination to life.” Benzies’ Edinburgh-based Build A Rocket Boy has promised “fresh premium content” will rollout monthly for the game, including regular releases of new missions, challenges and game assets. While “MindsEye” is the first title from Benzies since he launched BARB after leaving Rockstar in 2016 (Benzies was the lead “Grand Theft Auto” developer across the third through fifth games in the franchise, as well as “Grand Theft Auto Online,” and was in a legal battle with parent company Take Two over unpaid royalties from 2016 until 2019), it’s just step one in the prolific producer’s plan to shake up the gaming industry. “At Build A Rocket Boy, our vision goes far beyond a single title,” Benzies told Variety. “‘MindsEye’ is the first episode and central story around which ever-expanding interconnected episodes will span. We’re already working on future episodes, which will introduce alternate realities while maintaining it’s core themes of hope, redemption, and the intrigue of civilizations past and future, drawing from the lore and multiverse concepts.” See Variety‘s full interview with Benzies below, including the inevitable comparisons that will be drawn between “MindsEye” and the aesthetic of the “GTA” franchise, and his hopes for Rockstar Games’ highly anticipated and much-delayed “GTA 6.” Where did the concept for “MindsEye” come from? I pull a lot of inspiration from the real world. Watching the actions of humans – their foibles and their virtues. Watching the advancement of technology and how we adapt, or indeed, do not adapt. We’ve been moving to an automated world for many years now, and the impact on humans, especially with recent advancements in AI, which serves as good fodder for a story and even better for a video game. I think we all have this little nagging feeling about how humans and AI will blend together in the future—will it go smoothly, or will it turn sinister? We’re fans of all different types of media, and we’ve drawn influence from cinematic visionaries like Ridley Scott, Paul Greengrass, Christopher Nolan, and J.J. Abrams, and films like “The Bourne Identity,” “Memento,” and TV series “Lost” — they’re all exploring memory, perception, and control in their own ways. So, while we nod to those influences here and there, we wanted to build something that feels fresh, grounded in today’s world, but still asking the kinds of questions that have always made this genre powerful. With your “GTA” roots, obvious comparisons are already being drawn between the style and aesthetic of that franchise and “MindsEye.” Comparisons will always be made—it’s the way human beings pigeonhole concepts. But “MindsEye” isn’t built to fit into anyone else’s box. Many games share the same core elements: cars, guns, cities, and charismatic characters, and differentiation is even tougher in today’s entertainment landscape. Streaming, social media, and on-demand binge culture have fractured attention spans, and consumer mindshare is a brutal battlefield for all IP. Our industry continues to celebrate each other’s breakthroughs, and I’m proud that our collective innovation is advancing the medium of gaming, even if our paths diverge. As an independent studio we have the freedom to break ground in experimental new ways and the challenge is balancing innovation with familiarity—too much “new” risks alienating fans, too much “same” feels stale. It’s about nailing what makes your game’s world feel alive and urgent. “MindsEye” is about consequence and connection—it’s cinematic, reactive, and meant to feel like a world you’re not just playing in, but able to create in it too. We’re excited to see what they’ve crafted with “GTA VI ,” and I can’t wait to play it as a consumer for the first time. They’re always delivering something new, unique and at a scale that very few can pull off. What does MindsEye represent in BARB’s larger vision and long-term strategy? Are you plotting this out as a multi-game franchise or your first standalone? At Build A Rocket Boy, our vision goes far beyond a single title. “MindsEye” is the first episode and central story around which ever-expanding interconnected episodes will span. We’re already working on future episodes, which will introduce alternate realities while maintaining it’s core themes of hope, redemption, and the intrigue of civilizations past and future, drawing from the lore and multiverse concepts. It’s the future of entertainment to allow active participation so players feel like they have agency and can immerse themselves in our world as they want to. We are introducing three products in one game that will revolutionize AAA-quality interactive gaming and storytelling: “MindsEye” narrative story, Play.MindsEye, and Build.MindsEye. In our tightly crafted action-noir, “MindsEye” narrative story we have rips in time accessed through portals at strategic points throughout the game – so while you play as Jacob Diaz on his personal journey, players can also explore side stories and delve deeper into the backstories of characters they encounter along the way. In this way we are delivering companion content at the same time as the anchor content, weaving a rich narrative tapestry which will continue to evolve and expand giving greater depth to characters so you understand their personality and motivations. How do digital products Play.MindsEye (formerly named Arcadia) and Build.MindsEye (formerly Everywhere) tie in to plans for “MindsEye” and what BARB wants to offer gamers? In this new era of entertainment, where streaming platforms, boom-and-bust games, and an on-demand culture dominate, we’re pushing things in a new direction—with an interface that simplifies how we consume not just games, but all forms of entertainment. Consumers are moving away from 2D browsing into fully 3D, immersive experiences. Put simply, we’re shifting from passive interaction to active participation. As with all new products, things evolve. Arcadia was originally envisioned as our creation platform, but as we continued developing “MindsEye” and building out BARB’s ecosystem, it naturally grew into something more focused— Play.MindsEye and Build.MindsEye. Play delivers cinematic, high-intensity gameplay with missions and maps that constantly evolve. Build gives players intuitive tools to create their own content—no technical skills required, just imagination and intent. For BARB to fully realize our vision, we had to beta test our creation system with a community of builders in real-time and started with Everywhere while we were in stealth mode developing MindsEye. How did you settle on IOI as publishing partner? We’ve always found the way IOI handled the “Hitman” franchise interesting. They are one of the few publishers that have taken their single-player IP and increased their player count and amplified their community culture over time. From a technology point of view, their one executable approach for all of their content is very smart, and we always planned to have a similar approach, which encouraged us to join forces. This interview has been edited and condensed.
    0 Commenti 0 condivisioni
  • Managers rethink ecological scenarios as threats rise amid climate change

    In Sequoia and Kings Canyon National Parks in California, trees that have persisted through rain and shine for thousands of years are now facing multiple threats triggered by a changing climate.

    Scientists and park managers once thought giant sequoia forests were nearly impervious to stressors like wildfire, drought and pests. Yet, even very large trees are proving vulnerable, particularly when those stressors are amplified by rising temperatures and increasing weather extremes.

    The rapid pace of climate change—combined with threats like the spread of invasive species and diseases—can affect ecosystems in ways that defy expectations based on past experiences. As a result, Western forests are transitioning to grasslands or shrublands after unprecedented wildfires. Woody plants are expanding into coastal wetlands. Coral reefs are being lost entirely.

    To protect these places, which are valued for their natural beauty and the benefits they provide for recreation, clean water and wildlife, forest and land managers increasingly must anticipate risks they have never seen before. And they must prepare for what those risks will mean for stewardship as ecosystems rapidly transform.

    As ecologists and a climate scientist, we’re helping them figure out how to do that.

    Managing changing ecosystems

    Traditional management approaches focus on maintaining or restoring how ecosystems looked and functioned historically.

    However, that doesn’t always work when ecosystems are subjected to new and rapidly shifting conditions.

    Ecosystems have many moving parts—plants, animals, fungi, and microbes; and the soil, air and water in which they live—that interact with one another in complex ways.

    When the climate changes, it’s like shifting the ground on which everything rests. The results can undermine the integrity of the system, leading to ecological changes that are hard to predict.

    To plan for an uncertain future, natural resource managers need to consider many different ways changes in climate and ecosystems could affect their landscapes. Essentially, what scenarios are possible?

    Preparing for multiple possibilities

    At Sequoia and Kings Canyon, park managers were aware that climate change posed some big risks to the iconic trees under their care. More than a decade ago, they undertook a major effort to explore different scenarios that could play out in the future.

    It’s a good thing they did, because some of the more extreme possibilities they imagined happened sooner than expected.

    In 2014, drought in California caused the giant sequoias’ foliage to die back, something never documented before. In 2017, sequoia trees began dying from insect damage. And, in 2020 and 2021, fires burned through sequoia groves, killing thousands of ancient trees.

    While these extreme events came as a surprise to many people, thinking through the possibilities ahead of time meant the park managers had already begun to take steps that proved beneficial. One example was prioritizing prescribed burns to remove undergrowth that could fuel hotter, more destructive fires.

    The key to effective planning is a thoughtful consideration of a suite of strategies that are likely to succeed in the face of many different changes in climates and ecosystems. That involves thinking through wide-ranging potential outcomes to see how different strategies might fare under each scenario—including preparing for catastrophic possibilities, even those considered unlikely.

    For example, prescribed burning may reduce risks from both catastrophic wildfire and drought by reducing the density of plant growth, whereas suppressing all fires could increase those risks in the long run.

    Strategies undertaken today have consequences for decades to come. Managers need to have confidence that they are making good investments when they put limited resources toward actions like forest thinning, invasive species control, buying seeds or replanting trees. Scenarios can help inform those investment choices.

    Constructing credible scenarios of ecological change to inform this type of planning requires considering the most important unknowns. Scenarios look not only at how the climate could change, but also how complex ecosystems could react and what surprises might lay beyond the horizon.

    Scientists at the North Central Climate Adaptation Science Center are collaborating with managers in the Nebraska Sandhills to develop scenarios of future ecological change under different climate conditions, disturbance events like fires and extreme droughts, and land uses like grazing. Key ingredients for crafting ecological scenarios

    To provide some guidance to people tasked with managing these landscapes, we brought together a group of experts in ecology, climate science, and natural resource management from across universities and government agencies.

    We identified three key ingredients for constructing credible ecological scenarios:

    1. Embracing ecological uncertainty: Instead of banking on one “most likely” outcome for ecosystems in a changing climate, managers can better prepare by mapping out multiple possibilities. In Nebraska’s Sandhills, we are exploring how this mostly intact native prairie could transform, with outcomes as divergent as woodlands and open dunes.

    2. Thinking in trajectories: It’s helpful to consider not just the outcomes, but also the potential pathways for getting there. Will ecological changes unfold gradually or all at once? By envisioning different pathways through which ecosystems might respond to climate change and other stressors, natural resource managers can identify critical moments where specific actions, such as removing tree seedlings encroaching into grasslands, can steer ecosystems toward a more desirable future.

    3. Preparing for surprises: Planning for rare disasters or sudden species collapses helps managers respond nimbly when the unexpected strikes, such as a severe drought leading to widespread erosion. Being prepared for abrupt changes and having contingency plans can mean the difference between quickly helping an ecosystem recover and losing it entirely.

    Over the past decade, access to climate model projections through easy-to-use websites has revolutionized resource managers’ ability to explore different scenarios of how the local climate might change.

    What managers are missing today is similar access to ecological model projections and tools that can help them anticipate possible changes in ecosystems. To bridge this gap, we believe the scientific community should prioritize developing ecological projections and decision-support tools that can empower managers to plan for ecological uncertainty with greater confidence and foresight.

    Ecological scenarios don’t eliminate uncertainty, but they can help to navigate it more effectively by identifying strategic actions to manage forests and other ecosystems.

    Kyra Clark-Wolf is a research scientist in ecological transformation at the University of Colorado Boulder.

    Brian W. Miller is a research ecologist at the U.S. Geological Survey.

    Imtiaz Rangwala is a research scientist in climate at the Cooperative Institute for Research in Environmental Sciences at the University of Colorado Boulder.

    This article is republished from The Conversation under a Creative Commons license. Read the original article.
    #managers #rethink #ecological #scenarios #threats
    Managers rethink ecological scenarios as threats rise amid climate change
    In Sequoia and Kings Canyon National Parks in California, trees that have persisted through rain and shine for thousands of years are now facing multiple threats triggered by a changing climate. Scientists and park managers once thought giant sequoia forests were nearly impervious to stressors like wildfire, drought and pests. Yet, even very large trees are proving vulnerable, particularly when those stressors are amplified by rising temperatures and increasing weather extremes. The rapid pace of climate change—combined with threats like the spread of invasive species and diseases—can affect ecosystems in ways that defy expectations based on past experiences. As a result, Western forests are transitioning to grasslands or shrublands after unprecedented wildfires. Woody plants are expanding into coastal wetlands. Coral reefs are being lost entirely. To protect these places, which are valued for their natural beauty and the benefits they provide for recreation, clean water and wildlife, forest and land managers increasingly must anticipate risks they have never seen before. And they must prepare for what those risks will mean for stewardship as ecosystems rapidly transform. As ecologists and a climate scientist, we’re helping them figure out how to do that. Managing changing ecosystems Traditional management approaches focus on maintaining or restoring how ecosystems looked and functioned historically. However, that doesn’t always work when ecosystems are subjected to new and rapidly shifting conditions. Ecosystems have many moving parts—plants, animals, fungi, and microbes; and the soil, air and water in which they live—that interact with one another in complex ways. When the climate changes, it’s like shifting the ground on which everything rests. The results can undermine the integrity of the system, leading to ecological changes that are hard to predict. To plan for an uncertain future, natural resource managers need to consider many different ways changes in climate and ecosystems could affect their landscapes. Essentially, what scenarios are possible? Preparing for multiple possibilities At Sequoia and Kings Canyon, park managers were aware that climate change posed some big risks to the iconic trees under their care. More than a decade ago, they undertook a major effort to explore different scenarios that could play out in the future. It’s a good thing they did, because some of the more extreme possibilities they imagined happened sooner than expected. In 2014, drought in California caused the giant sequoias’ foliage to die back, something never documented before. In 2017, sequoia trees began dying from insect damage. And, in 2020 and 2021, fires burned through sequoia groves, killing thousands of ancient trees. While these extreme events came as a surprise to many people, thinking through the possibilities ahead of time meant the park managers had already begun to take steps that proved beneficial. One example was prioritizing prescribed burns to remove undergrowth that could fuel hotter, more destructive fires. The key to effective planning is a thoughtful consideration of a suite of strategies that are likely to succeed in the face of many different changes in climates and ecosystems. That involves thinking through wide-ranging potential outcomes to see how different strategies might fare under each scenario—including preparing for catastrophic possibilities, even those considered unlikely. For example, prescribed burning may reduce risks from both catastrophic wildfire and drought by reducing the density of plant growth, whereas suppressing all fires could increase those risks in the long run. Strategies undertaken today have consequences for decades to come. Managers need to have confidence that they are making good investments when they put limited resources toward actions like forest thinning, invasive species control, buying seeds or replanting trees. Scenarios can help inform those investment choices. Constructing credible scenarios of ecological change to inform this type of planning requires considering the most important unknowns. Scenarios look not only at how the climate could change, but also how complex ecosystems could react and what surprises might lay beyond the horizon. Scientists at the North Central Climate Adaptation Science Center are collaborating with managers in the Nebraska Sandhills to develop scenarios of future ecological change under different climate conditions, disturbance events like fires and extreme droughts, and land uses like grazing. Key ingredients for crafting ecological scenarios To provide some guidance to people tasked with managing these landscapes, we brought together a group of experts in ecology, climate science, and natural resource management from across universities and government agencies. We identified three key ingredients for constructing credible ecological scenarios: 1. Embracing ecological uncertainty: Instead of banking on one “most likely” outcome for ecosystems in a changing climate, managers can better prepare by mapping out multiple possibilities. In Nebraska’s Sandhills, we are exploring how this mostly intact native prairie could transform, with outcomes as divergent as woodlands and open dunes. 2. Thinking in trajectories: It’s helpful to consider not just the outcomes, but also the potential pathways for getting there. Will ecological changes unfold gradually or all at once? By envisioning different pathways through which ecosystems might respond to climate change and other stressors, natural resource managers can identify critical moments where specific actions, such as removing tree seedlings encroaching into grasslands, can steer ecosystems toward a more desirable future. 3. Preparing for surprises: Planning for rare disasters or sudden species collapses helps managers respond nimbly when the unexpected strikes, such as a severe drought leading to widespread erosion. Being prepared for abrupt changes and having contingency plans can mean the difference between quickly helping an ecosystem recover and losing it entirely. Over the past decade, access to climate model projections through easy-to-use websites has revolutionized resource managers’ ability to explore different scenarios of how the local climate might change. What managers are missing today is similar access to ecological model projections and tools that can help them anticipate possible changes in ecosystems. To bridge this gap, we believe the scientific community should prioritize developing ecological projections and decision-support tools that can empower managers to plan for ecological uncertainty with greater confidence and foresight. Ecological scenarios don’t eliminate uncertainty, but they can help to navigate it more effectively by identifying strategic actions to manage forests and other ecosystems. Kyra Clark-Wolf is a research scientist in ecological transformation at the University of Colorado Boulder. Brian W. Miller is a research ecologist at the U.S. Geological Survey. Imtiaz Rangwala is a research scientist in climate at the Cooperative Institute for Research in Environmental Sciences at the University of Colorado Boulder. This article is republished from The Conversation under a Creative Commons license. Read the original article. #managers #rethink #ecological #scenarios #threats
    WWW.FASTCOMPANY.COM
    Managers rethink ecological scenarios as threats rise amid climate change
    In Sequoia and Kings Canyon National Parks in California, trees that have persisted through rain and shine for thousands of years are now facing multiple threats triggered by a changing climate. Scientists and park managers once thought giant sequoia forests were nearly impervious to stressors like wildfire, drought and pests. Yet, even very large trees are proving vulnerable, particularly when those stressors are amplified by rising temperatures and increasing weather extremes. The rapid pace of climate change—combined with threats like the spread of invasive species and diseases—can affect ecosystems in ways that defy expectations based on past experiences. As a result, Western forests are transitioning to grasslands or shrublands after unprecedented wildfires. Woody plants are expanding into coastal wetlands. Coral reefs are being lost entirely. To protect these places, which are valued for their natural beauty and the benefits they provide for recreation, clean water and wildlife, forest and land managers increasingly must anticipate risks they have never seen before. And they must prepare for what those risks will mean for stewardship as ecosystems rapidly transform. As ecologists and a climate scientist, we’re helping them figure out how to do that. Managing changing ecosystems Traditional management approaches focus on maintaining or restoring how ecosystems looked and functioned historically. However, that doesn’t always work when ecosystems are subjected to new and rapidly shifting conditions. Ecosystems have many moving parts—plants, animals, fungi, and microbes; and the soil, air and water in which they live—that interact with one another in complex ways. When the climate changes, it’s like shifting the ground on which everything rests. The results can undermine the integrity of the system, leading to ecological changes that are hard to predict. To plan for an uncertain future, natural resource managers need to consider many different ways changes in climate and ecosystems could affect their landscapes. Essentially, what scenarios are possible? Preparing for multiple possibilities At Sequoia and Kings Canyon, park managers were aware that climate change posed some big risks to the iconic trees under their care. More than a decade ago, they undertook a major effort to explore different scenarios that could play out in the future. It’s a good thing they did, because some of the more extreme possibilities they imagined happened sooner than expected. In 2014, drought in California caused the giant sequoias’ foliage to die back, something never documented before. In 2017, sequoia trees began dying from insect damage. And, in 2020 and 2021, fires burned through sequoia groves, killing thousands of ancient trees. While these extreme events came as a surprise to many people, thinking through the possibilities ahead of time meant the park managers had already begun to take steps that proved beneficial. One example was prioritizing prescribed burns to remove undergrowth that could fuel hotter, more destructive fires. The key to effective planning is a thoughtful consideration of a suite of strategies that are likely to succeed in the face of many different changes in climates and ecosystems. That involves thinking through wide-ranging potential outcomes to see how different strategies might fare under each scenario—including preparing for catastrophic possibilities, even those considered unlikely. For example, prescribed burning may reduce risks from both catastrophic wildfire and drought by reducing the density of plant growth, whereas suppressing all fires could increase those risks in the long run. Strategies undertaken today have consequences for decades to come. Managers need to have confidence that they are making good investments when they put limited resources toward actions like forest thinning, invasive species control, buying seeds or replanting trees. Scenarios can help inform those investment choices. Constructing credible scenarios of ecological change to inform this type of planning requires considering the most important unknowns. Scenarios look not only at how the climate could change, but also how complex ecosystems could react and what surprises might lay beyond the horizon. Scientists at the North Central Climate Adaptation Science Center are collaborating with managers in the Nebraska Sandhills to develop scenarios of future ecological change under different climate conditions, disturbance events like fires and extreme droughts, and land uses like grazing. [Photos: T. Walz, M. Lavin, C. Helzer, O. Richmond, NPS (top to bottom)., CC BY] Key ingredients for crafting ecological scenarios To provide some guidance to people tasked with managing these landscapes, we brought together a group of experts in ecology, climate science, and natural resource management from across universities and government agencies. We identified three key ingredients for constructing credible ecological scenarios: 1. Embracing ecological uncertainty: Instead of banking on one “most likely” outcome for ecosystems in a changing climate, managers can better prepare by mapping out multiple possibilities. In Nebraska’s Sandhills, we are exploring how this mostly intact native prairie could transform, with outcomes as divergent as woodlands and open dunes. 2. Thinking in trajectories: It’s helpful to consider not just the outcomes, but also the potential pathways for getting there. Will ecological changes unfold gradually or all at once? By envisioning different pathways through which ecosystems might respond to climate change and other stressors, natural resource managers can identify critical moments where specific actions, such as removing tree seedlings encroaching into grasslands, can steer ecosystems toward a more desirable future. 3. Preparing for surprises: Planning for rare disasters or sudden species collapses helps managers respond nimbly when the unexpected strikes, such as a severe drought leading to widespread erosion. Being prepared for abrupt changes and having contingency plans can mean the difference between quickly helping an ecosystem recover and losing it entirely. Over the past decade, access to climate model projections through easy-to-use websites has revolutionized resource managers’ ability to explore different scenarios of how the local climate might change. What managers are missing today is similar access to ecological model projections and tools that can help them anticipate possible changes in ecosystems. To bridge this gap, we believe the scientific community should prioritize developing ecological projections and decision-support tools that can empower managers to plan for ecological uncertainty with greater confidence and foresight. Ecological scenarios don’t eliminate uncertainty, but they can help to navigate it more effectively by identifying strategic actions to manage forests and other ecosystems. Kyra Clark-Wolf is a research scientist in ecological transformation at the University of Colorado Boulder. Brian W. Miller is a research ecologist at the U.S. Geological Survey. Imtiaz Rangwala is a research scientist in climate at the Cooperative Institute for Research in Environmental Sciences at the University of Colorado Boulder. This article is republished from The Conversation under a Creative Commons license. Read the original article.
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  • What DEI actually does for the economy

    Few issues in the U.S. today are as controversial as diversity, equity, and inclusion—commonly referred to as DEI.

    Although the term didn’t come into common usage until the 21st century, DEI is best understood as the latest stage in a long American project. Its egalitarian principles are seen in America’s founding documents, and its roots lie in landmark 20th-century efforts such as the 1964 Civil Rights Act and affirmative action policies, as well as movements for racial justice, gender equity, disability rights, veterans, and immigrants.

    These movements sought to expand who gets to participate in economic, educational, and civic life. DEI programs, in many ways, are their legacy.

    Critics argue that DEI is antidemocratic, that it fosters ideological conformity, and that it leads to discriminatory initiatives, which they say disadvantage white people and undermine meritocracy. Those defending DEI argue just the opposite: that it encourages critical thinking and promotes democracy—and that attacks on DEI amount to a retreat from long-standing civil rights law.

    Yet missing from much of the debate is a crucial question: What are the tangible costs and benefits of DEI? Who benefits, who doesn’t, and what are the broader effects on society and the economy?

    As a sociologist, I believe any productive conversation about DEI should be rooted in evidence, not ideology. So let’s look at the research.

    Who gains from DEI?

    In the corporate world, DEI initiatives are intended to promote diversity, and research consistently shows that diversity is good for business. Companies with more diverse teams tend to perform better across several key metrics, including revenue, profitability, and worker satisfaction.

    Businesses with diverse workforces also have an edge in innovation, recruitment, and competitiveness, research shows. The general trend holds for many types of diversity, including age, race, and ethnicity, and gender.

    A focus on diversity can also offer profit opportunities for businesses seeking new markets. Two-thirds of American consumers consider diversity when making their shopping choices, a 2021 survey found. So-called “inclusive consumers” tend to be female, younger, and more ethnically and racially diverse. Ignoring their values can be costly: When Target backed away from its DEI efforts, the resulting backlash contributed to a sales decline.

    But DEI goes beyond corporate policy. At its core, it’s about expanding access to opportunities for groups historically excluded from full participation in American life. From this broader perspective, many 20th-century reforms can be seen as part of the DEI arc.

    Consider higher education. Many elite U.S. universities refused to admit women until well into the 1960s and 1970s. Columbia, the last Ivy League university to go co-ed, started admitting women in 1982. Since the advent of affirmative action, women haven’t just closed the gender gap in higher education—they outpace men in college completion across all racial groups. DEI policies have particularly benefited women, especially white women, by expanding workforce access.

    Similarly, the push to desegregate American universities was followed by an explosion in the number of Black college students—a number that has increased by 125% since the 1970s, twice the national rate. With college gates open to more people than ever, overall enrollment at U.S. colleges has quadrupled since 1965. While there are many reasons for this, expanding opportunity no doubt plays a role. And a better-educated population has had significant implications for productivity and economic growth.

    The 1965 Immigration Act also exemplifies DEI’s impact. It abolished racial and national quotas, enabling the immigration of more diverse populations, including from Asia, Africa, southern and eastern Europe, and Latin America. Many of these immigrants were highly educated, and their presence has boosted U.S. productivity and innovation.

    Ultimately, the U.S. economy is more profitable and productive as a result of immigrants.

    What does DEI cost?

    While DEI generates returns for many businesses and institutions, it does come with costs. In 2020, corporate America spent an estimated billion on DEI programs. And in 2023, the federal government spent more than million on DEI, including million by the Department of Health and Human Services and another million by the Department of Defense.

    The government will no doubt be spending less on DEI in 2025. One of President Donald Trump’s first acts in his second term was to sign an executive order banning DEI practices in federal agencies—one of several anti-DEI executive orders currently facing legal challenges. More than 30 states have also introduced or enacted bills to limit or entirely restrict DEI in recent years. Central to many of these policies is the belief that diversity lowers standards, replacing meritocracy with mediocrity.

    But a large body of research disputes this claim. For example, a 2023 McKinsey & Company report found that companies with higher levels of gender and ethnic diversity will likely financially outperform those with the least diversity by at least 39%. Similarly, concerns that DEI in science and technology education leads to lowering standards aren’t backed up by scholarship. Instead, scholars are increasingly pointing out that disparities in performance are linked to built-in biases in courses themselves.

    That said, legal concerns about DEI are rising. The Equal Employment Opportunity Commission and the Department of Justice have recently warned employers that some DEI programs may violate Title VII of the Civil Rights Act of 1964. Anecdotal evidence suggests that reverse discrimination claims, particularly from white men, are increasing, and legal experts expect the Supreme Court to lower the burden of proof needed by complainants for such cases.

    The issue remains legally unsettled. But while the cases work their way through the courts, women and people of color will continue to shoulder much of the unpaid volunteer work that powers corporate DEI initiatives. This pattern raises important equity concerns within DEI itself.

    What lies ahead for DEI?

    People’s fears of DEI are partly rooted in demographic anxiety. Since the U.S. Census Bureau projected in 2008 that non-Hispanic white people would become a minority in the U.S by the year 2042, nationwide news coverage has amplified white fears of displacement.

    Research indicates many white men experience this change as a crisis of identity and masculinity, particularly amid economic shifts such as the decline of blue-collar work. This perception aligns with research showing that white Americans are more likely to believe DEI policies disadvantage white men than white women.

    At the same time, in spite of DEI initiatives, women and people of color are most likely to be underemployed and living in poverty regardless of how much education they attain. The gender wage gap remains stark: In 2023, women working full time earned a median weekly salary of compared with for men—just 83.6% of what men earned. Over a 40-year career, that adds up to hundreds of thousands of dollars in lost earnings. For Black and Latina women, the disparities are even worse, with one source estimating lifetime losses at and million, respectively.

    Racism, too, carries an economic toll. A 2020 analysis from Citi found that systemic racism has cost the U.S. economy trillion since 2000. The same analysis found that addressing these disparities could have boosted Black wages by trillion, added up to billion in lifetime earnings through higher college enrollment, and generated trillion in business revenue, creating 6.1 million jobs annually.

    In a moment of backlash and uncertainty, I believe DEI remains a vital if imperfect tool in the American experiment of inclusion. Rather than abandon it, the challenge now, from my perspective, is how to refine it: grounding efforts not in slogans or fear, but in fairness and evidence.

    Rodney Coates is a professor of critical race and ethnic studies at Miami University.

    This article is republished from The Conversation under a Creative Commons license. Read the original article.
    #what #dei #actually #does #economy
    What DEI actually does for the economy
    Few issues in the U.S. today are as controversial as diversity, equity, and inclusion—commonly referred to as DEI. Although the term didn’t come into common usage until the 21st century, DEI is best understood as the latest stage in a long American project. Its egalitarian principles are seen in America’s founding documents, and its roots lie in landmark 20th-century efforts such as the 1964 Civil Rights Act and affirmative action policies, as well as movements for racial justice, gender equity, disability rights, veterans, and immigrants. These movements sought to expand who gets to participate in economic, educational, and civic life. DEI programs, in many ways, are their legacy. Critics argue that DEI is antidemocratic, that it fosters ideological conformity, and that it leads to discriminatory initiatives, which they say disadvantage white people and undermine meritocracy. Those defending DEI argue just the opposite: that it encourages critical thinking and promotes democracy—and that attacks on DEI amount to a retreat from long-standing civil rights law. Yet missing from much of the debate is a crucial question: What are the tangible costs and benefits of DEI? Who benefits, who doesn’t, and what are the broader effects on society and the economy? As a sociologist, I believe any productive conversation about DEI should be rooted in evidence, not ideology. So let’s look at the research. Who gains from DEI? In the corporate world, DEI initiatives are intended to promote diversity, and research consistently shows that diversity is good for business. Companies with more diverse teams tend to perform better across several key metrics, including revenue, profitability, and worker satisfaction. Businesses with diverse workforces also have an edge in innovation, recruitment, and competitiveness, research shows. The general trend holds for many types of diversity, including age, race, and ethnicity, and gender. A focus on diversity can also offer profit opportunities for businesses seeking new markets. Two-thirds of American consumers consider diversity when making their shopping choices, a 2021 survey found. So-called “inclusive consumers” tend to be female, younger, and more ethnically and racially diverse. Ignoring their values can be costly: When Target backed away from its DEI efforts, the resulting backlash contributed to a sales decline. But DEI goes beyond corporate policy. At its core, it’s about expanding access to opportunities for groups historically excluded from full participation in American life. From this broader perspective, many 20th-century reforms can be seen as part of the DEI arc. Consider higher education. Many elite U.S. universities refused to admit women until well into the 1960s and 1970s. Columbia, the last Ivy League university to go co-ed, started admitting women in 1982. Since the advent of affirmative action, women haven’t just closed the gender gap in higher education—they outpace men in college completion across all racial groups. DEI policies have particularly benefited women, especially white women, by expanding workforce access. Similarly, the push to desegregate American universities was followed by an explosion in the number of Black college students—a number that has increased by 125% since the 1970s, twice the national rate. With college gates open to more people than ever, overall enrollment at U.S. colleges has quadrupled since 1965. While there are many reasons for this, expanding opportunity no doubt plays a role. And a better-educated population has had significant implications for productivity and economic growth. The 1965 Immigration Act also exemplifies DEI’s impact. It abolished racial and national quotas, enabling the immigration of more diverse populations, including from Asia, Africa, southern and eastern Europe, and Latin America. Many of these immigrants were highly educated, and their presence has boosted U.S. productivity and innovation. Ultimately, the U.S. economy is more profitable and productive as a result of immigrants. What does DEI cost? While DEI generates returns for many businesses and institutions, it does come with costs. In 2020, corporate America spent an estimated billion on DEI programs. And in 2023, the federal government spent more than million on DEI, including million by the Department of Health and Human Services and another million by the Department of Defense. The government will no doubt be spending less on DEI in 2025. One of President Donald Trump’s first acts in his second term was to sign an executive order banning DEI practices in federal agencies—one of several anti-DEI executive orders currently facing legal challenges. More than 30 states have also introduced or enacted bills to limit or entirely restrict DEI in recent years. Central to many of these policies is the belief that diversity lowers standards, replacing meritocracy with mediocrity. But a large body of research disputes this claim. For example, a 2023 McKinsey & Company report found that companies with higher levels of gender and ethnic diversity will likely financially outperform those with the least diversity by at least 39%. Similarly, concerns that DEI in science and technology education leads to lowering standards aren’t backed up by scholarship. Instead, scholars are increasingly pointing out that disparities in performance are linked to built-in biases in courses themselves. That said, legal concerns about DEI are rising. The Equal Employment Opportunity Commission and the Department of Justice have recently warned employers that some DEI programs may violate Title VII of the Civil Rights Act of 1964. Anecdotal evidence suggests that reverse discrimination claims, particularly from white men, are increasing, and legal experts expect the Supreme Court to lower the burden of proof needed by complainants for such cases. The issue remains legally unsettled. But while the cases work their way through the courts, women and people of color will continue to shoulder much of the unpaid volunteer work that powers corporate DEI initiatives. This pattern raises important equity concerns within DEI itself. What lies ahead for DEI? People’s fears of DEI are partly rooted in demographic anxiety. Since the U.S. Census Bureau projected in 2008 that non-Hispanic white people would become a minority in the U.S by the year 2042, nationwide news coverage has amplified white fears of displacement. Research indicates many white men experience this change as a crisis of identity and masculinity, particularly amid economic shifts such as the decline of blue-collar work. This perception aligns with research showing that white Americans are more likely to believe DEI policies disadvantage white men than white women. At the same time, in spite of DEI initiatives, women and people of color are most likely to be underemployed and living in poverty regardless of how much education they attain. The gender wage gap remains stark: In 2023, women working full time earned a median weekly salary of compared with for men—just 83.6% of what men earned. Over a 40-year career, that adds up to hundreds of thousands of dollars in lost earnings. For Black and Latina women, the disparities are even worse, with one source estimating lifetime losses at and million, respectively. Racism, too, carries an economic toll. A 2020 analysis from Citi found that systemic racism has cost the U.S. economy trillion since 2000. The same analysis found that addressing these disparities could have boosted Black wages by trillion, added up to billion in lifetime earnings through higher college enrollment, and generated trillion in business revenue, creating 6.1 million jobs annually. In a moment of backlash and uncertainty, I believe DEI remains a vital if imperfect tool in the American experiment of inclusion. Rather than abandon it, the challenge now, from my perspective, is how to refine it: grounding efforts not in slogans or fear, but in fairness and evidence. Rodney Coates is a professor of critical race and ethnic studies at Miami University. This article is republished from The Conversation under a Creative Commons license. Read the original article. #what #dei #actually #does #economy
    WWW.FASTCOMPANY.COM
    What DEI actually does for the economy
    Few issues in the U.S. today are as controversial as diversity, equity, and inclusion—commonly referred to as DEI. Although the term didn’t come into common usage until the 21st century, DEI is best understood as the latest stage in a long American project. Its egalitarian principles are seen in America’s founding documents, and its roots lie in landmark 20th-century efforts such as the 1964 Civil Rights Act and affirmative action policies, as well as movements for racial justice, gender equity, disability rights, veterans, and immigrants. These movements sought to expand who gets to participate in economic, educational, and civic life. DEI programs, in many ways, are their legacy. Critics argue that DEI is antidemocratic, that it fosters ideological conformity, and that it leads to discriminatory initiatives, which they say disadvantage white people and undermine meritocracy. Those defending DEI argue just the opposite: that it encourages critical thinking and promotes democracy—and that attacks on DEI amount to a retreat from long-standing civil rights law. Yet missing from much of the debate is a crucial question: What are the tangible costs and benefits of DEI? Who benefits, who doesn’t, and what are the broader effects on society and the economy? As a sociologist, I believe any productive conversation about DEI should be rooted in evidence, not ideology. So let’s look at the research. Who gains from DEI? In the corporate world, DEI initiatives are intended to promote diversity, and research consistently shows that diversity is good for business. Companies with more diverse teams tend to perform better across several key metrics, including revenue, profitability, and worker satisfaction. Businesses with diverse workforces also have an edge in innovation, recruitment, and competitiveness, research shows. The general trend holds for many types of diversity, including age, race, and ethnicity, and gender. A focus on diversity can also offer profit opportunities for businesses seeking new markets. Two-thirds of American consumers consider diversity when making their shopping choices, a 2021 survey found. So-called “inclusive consumers” tend to be female, younger, and more ethnically and racially diverse. Ignoring their values can be costly: When Target backed away from its DEI efforts, the resulting backlash contributed to a sales decline. But DEI goes beyond corporate policy. At its core, it’s about expanding access to opportunities for groups historically excluded from full participation in American life. From this broader perspective, many 20th-century reforms can be seen as part of the DEI arc. Consider higher education. Many elite U.S. universities refused to admit women until well into the 1960s and 1970s. Columbia, the last Ivy League university to go co-ed, started admitting women in 1982. Since the advent of affirmative action, women haven’t just closed the gender gap in higher education—they outpace men in college completion across all racial groups. DEI policies have particularly benefited women, especially white women, by expanding workforce access. Similarly, the push to desegregate American universities was followed by an explosion in the number of Black college students—a number that has increased by 125% since the 1970s, twice the national rate. With college gates open to more people than ever, overall enrollment at U.S. colleges has quadrupled since 1965. While there are many reasons for this, expanding opportunity no doubt plays a role. And a better-educated population has had significant implications for productivity and economic growth. The 1965 Immigration Act also exemplifies DEI’s impact. It abolished racial and national quotas, enabling the immigration of more diverse populations, including from Asia, Africa, southern and eastern Europe, and Latin America. Many of these immigrants were highly educated, and their presence has boosted U.S. productivity and innovation. Ultimately, the U.S. economy is more profitable and productive as a result of immigrants. What does DEI cost? While DEI generates returns for many businesses and institutions, it does come with costs. In 2020, corporate America spent an estimated $7.5 billion on DEI programs. And in 2023, the federal government spent more than $100 million on DEI, including $38.7 million by the Department of Health and Human Services and another $86.5 million by the Department of Defense. The government will no doubt be spending less on DEI in 2025. One of President Donald Trump’s first acts in his second term was to sign an executive order banning DEI practices in federal agencies—one of several anti-DEI executive orders currently facing legal challenges. More than 30 states have also introduced or enacted bills to limit or entirely restrict DEI in recent years. Central to many of these policies is the belief that diversity lowers standards, replacing meritocracy with mediocrity. But a large body of research disputes this claim. For example, a 2023 McKinsey & Company report found that companies with higher levels of gender and ethnic diversity will likely financially outperform those with the least diversity by at least 39%. Similarly, concerns that DEI in science and technology education leads to lowering standards aren’t backed up by scholarship. Instead, scholars are increasingly pointing out that disparities in performance are linked to built-in biases in courses themselves. That said, legal concerns about DEI are rising. The Equal Employment Opportunity Commission and the Department of Justice have recently warned employers that some DEI programs may violate Title VII of the Civil Rights Act of 1964. Anecdotal evidence suggests that reverse discrimination claims, particularly from white men, are increasing, and legal experts expect the Supreme Court to lower the burden of proof needed by complainants for such cases. The issue remains legally unsettled. But while the cases work their way through the courts, women and people of color will continue to shoulder much of the unpaid volunteer work that powers corporate DEI initiatives. This pattern raises important equity concerns within DEI itself. What lies ahead for DEI? People’s fears of DEI are partly rooted in demographic anxiety. Since the U.S. Census Bureau projected in 2008 that non-Hispanic white people would become a minority in the U.S by the year 2042, nationwide news coverage has amplified white fears of displacement. Research indicates many white men experience this change as a crisis of identity and masculinity, particularly amid economic shifts such as the decline of blue-collar work. This perception aligns with research showing that white Americans are more likely to believe DEI policies disadvantage white men than white women. At the same time, in spite of DEI initiatives, women and people of color are most likely to be underemployed and living in poverty regardless of how much education they attain. The gender wage gap remains stark: In 2023, women working full time earned a median weekly salary of $1,005 compared with $1,202 for men—just 83.6% of what men earned. Over a 40-year career, that adds up to hundreds of thousands of dollars in lost earnings. For Black and Latina women, the disparities are even worse, with one source estimating lifetime losses at $976,800 and $1.2 million, respectively. Racism, too, carries an economic toll. A 2020 analysis from Citi found that systemic racism has cost the U.S. economy $16 trillion since 2000. The same analysis found that addressing these disparities could have boosted Black wages by $2.7 trillion, added up to $113 billion in lifetime earnings through higher college enrollment, and generated $13 trillion in business revenue, creating 6.1 million jobs annually. In a moment of backlash and uncertainty, I believe DEI remains a vital if imperfect tool in the American experiment of inclusion. Rather than abandon it, the challenge now, from my perspective, is how to refine it: grounding efforts not in slogans or fear, but in fairness and evidence. Rodney Coates is a professor of critical race and ethnic studies at Miami University. This article is republished from The Conversation under a Creative Commons license. Read the original article.
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  • Hell Is Us hands-on preview: ‘AAA games are so bloody bland’

    Hell Is Us – not a Ubisoft adventureGameCentral goes hands-on with an original sci-fi action adventure where the emphasis is on unguided exploration, with some throwback Zelda inspirations.
    You might already have heard the name Hell Is Us, as the game was first announced way back in April 2022. We previewed the sci-fi tinged adventure title, developed by Rogue Factor, for the first time last year but now it’s now on the home-straight, with a launch slated for September 4, and it’s shaping up to be a peculiar but intriguing mix of influences and ideas.
    Our original preview covered the opening portion of the game, so we’ll avoid recycling the same beats here. But for the general gist, you play as a United Nations peacekeeper named Rémi who absconds to the war-torn country of Hadea to track down his parents. A stroll through the tutorial woods later, however, and you realise this isn’t your average civil war. 
    If you’re a fan of Alex Garland’s Annihilation, the strange, faceless alien from the film’s conclusion seems to have been a major influence here. The Hollow Walkers, as they’re called, are very creepy, as they lurch towards you unpredictably, with morphing limbs which give way to vivid, crystallised attacks or, in some cases, attached entities you have to kill first. Their glossy white exteriors act as a stark contrast to the muted eastern European landscapes and dungeons you explore. 
    As a game, Hell Is Us is somewhere between Bloodborne and The Elder Scrolls. Combat wise, it’s pulling from the former, as you manage a stamina bar, study enemy patterns for the best moment to strike, and rely on aggressive play to replenish a magic gauge for special skills. You also have access to a drone which has various uses tied to cooldown meters, between distracting enemies for crowd control andmaking a charging lunge to dash across the field. 
    Rogue Factor has stressed Hell Is Us isn’t a Soulslike though. You’re not scrambling for bonfires or any equivalent, but exploring and chatting with characters to piece together where you need to go next, discovering new places of interest, and encountering side objectives which bleed into the overall experience of navigating each semi-open world area. The ethos behind Hell Is Us is discovery and the organic feeling of finding your feet through clues in the world, rather than using obvious quest markers. 
    This might bring to mind acclaimed games like Elden Ring and The Legend Of Zelda: Breath Of The Wild, in their attempt to declutter open world exploration, but the game’s director, Jonathan Jacques-Belletête, believes the roots of what Hell Is Us is aiming for goes much further back.

    A cosmic horror vibe‘Honestly, something like Zelda: A Link To The Past is much closer to what we’re doing now than a Breath Of The Wild,’ said Jacques-Belletête. ‘Sometimes people are like: ‘I really can’t put my finger on what kind of game it is, what is it?’ It’s just a bloody adventure game man. Look, you’ve got a combat system, you’ve got enemies, you’ve got a world to explore, there’s a mystery, you’re not exactly sure of this and that, there’s some secrets, there’s some dungeons, we did a game like that. It’s called an adventure game,’ he laughs. ‘There were even side-quests in A Link To The Past that didn’t tell you they were side-quests.’
    Hell Is Us might have roots in classic adventure games but Jacques-Belletête, is keen to highlight the fatigue around Ubisoft style open world bloat, where checklists and quest markers are traditionally used in abundance. With the success of Elden Ring, there’s a sense many players are craving a return to the hands-off approach, where you discover and navigate without guidance – something which Hell Is Us is hoping to capitalise on after being in development for five years. 
    ‘It’s so much of the same thing,’ he says, when talking about Ubisoft style open worlds. ‘It loses all meaning. Things within these open worlds lose a lot of their taste because too much is like not enough. Do you know what I mean? You have to fill up these spaces with stuff and they just become a bit bland. Like once you’ve seen one, you’ve seen all of them. 
    ‘It’s not Assassin’s Creed, it’s not that, it’s all these things. We’ve all played them. I’ve got hundreds of hours in Elder Scrolls, all the Elder Scrolls, and that’s not the point. It’s not that I don’t like them. It’s just trends do their time and then you have other ideas. It’s a pendulum as well. Games used to be a lot more hardcore that way, we’re trying to go back to that.’
    The crux of my time in Hell Is Us is spent in the Acasa Marshes, the second semi-open area where the game lets you off the leash. The swampy lands are crawling with Hollow Walkers in various forms, from hulking monstrosities to mage-like foes that hurl projectiles from clifftops. A swirling black vortex is a key focal point but it’s surrounded by enemies, while a settlement of villagers sits on a hill in the distance. 
    According to the developer, this area is one of the largest areas in the game, ‘if not the biggest one’, and it seems pretty expansive. We found ourselves heading towards the village, whose militaristic leader points you towards your main objective with only a vague mention of going ‘north east’. You have to dig out your compass to get a grasp on your position, as you try and navigate towards, and identify, the next location based on this information. 
    The lack of quest markers makes the experience more involving, as you have to pay more attention to your surroundings and what characters say, but I wasn’t entirely sold on the story or writing. It’s something which will hopefully become more engrossing as you get a better grasp of what’s going on, but I wish I was drawn to interact with the characters based on something beyond the need to progress. 
    When you are exploring aimlessly though, Hell Is Us offers some captivating chaos – even if some areas did appear to be gated off. We fought our way to the aforementioned swirling black vortex, encountering enemies beyond our skill level, only to find it was inaccessible due to not having a specific item. We later found an underground tunnel filled with enemies, where an individual connected to a side0quest was trapped at the other end. 

    Surprises lurk in the marshesAlong with these open areas, Hell Is Us also offers dungeons built around puzzles and combat encounters. Aside from the opening introduction, we were shown a later example in the Lymbic Forge, which offered a nice dose of visual variety, with flowery gardens surrounding the boggy marshes. We didn’t get a whole lot of time to explore, but it did highlight the breadth of the combat upgrades and customisation with late-game weapons. 
    Hell Is Us is a melting pot of influences, and while we’re not sold on everything it’s trying to accomplish, it’s certainly another AA game with big, exciting ambitions – a trend amplified this year by the success of Clair Obscur: Expedition 33. For the game’s director, who has a long history in the AAA space working at Eidos Montreal, the jump to AA, with a smaller team and less financial pressure, means you have a better chance of striking gold. 

    More Trending

    ‘Look at what’s happened to the industry over the past few years,’ Jacques-Belletête said. ‘Everything is crumbling. The big ones are crumbling. It’s unsustainable. And the games are so bloody bland, man. Everything is starting to taste the same. 
    ‘I find there’s nothing worse than starting a game and right away, in the first two minutes, you know how everything’s going to work. You know how every single mechanic is going to work. They might have a littlein how it’s going to feel, or this and that, the user interface will change a bit, but you’ve gone through the ropes a dozen times. 
    ‘A game has to occupy a space in your brain that your brain can’t really compute just yet. When you turn your console off and it stays there, that’s because something is going on. Your brain is processing. And I think that’s a lot easier to do in the AA space than the AAA.’
    Formats: Xbox Series X/S, PlayStation 5, and PCPrice: £49.99Publisher: NaconDeveloper: Rogue FactorRelease Date: 4th September 2025Age Rating: 16

    The combat itEmail gamecentral@metro.co.uk, leave a comment below, follow us on Twitter, and sign-up to our newsletter.
    To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here.
    For more stories like this, check our Gaming page.

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    #hell #handson #preview #aaa #games
    Hell Is Us hands-on preview: ‘AAA games are so bloody bland’
    Hell Is Us – not a Ubisoft adventureGameCentral goes hands-on with an original sci-fi action adventure where the emphasis is on unguided exploration, with some throwback Zelda inspirations. You might already have heard the name Hell Is Us, as the game was first announced way back in April 2022. We previewed the sci-fi tinged adventure title, developed by Rogue Factor, for the first time last year but now it’s now on the home-straight, with a launch slated for September 4, and it’s shaping up to be a peculiar but intriguing mix of influences and ideas. Our original preview covered the opening portion of the game, so we’ll avoid recycling the same beats here. But for the general gist, you play as a United Nations peacekeeper named Rémi who absconds to the war-torn country of Hadea to track down his parents. A stroll through the tutorial woods later, however, and you realise this isn’t your average civil war.  If you’re a fan of Alex Garland’s Annihilation, the strange, faceless alien from the film’s conclusion seems to have been a major influence here. The Hollow Walkers, as they’re called, are very creepy, as they lurch towards you unpredictably, with morphing limbs which give way to vivid, crystallised attacks or, in some cases, attached entities you have to kill first. Their glossy white exteriors act as a stark contrast to the muted eastern European landscapes and dungeons you explore.  As a game, Hell Is Us is somewhere between Bloodborne and The Elder Scrolls. Combat wise, it’s pulling from the former, as you manage a stamina bar, study enemy patterns for the best moment to strike, and rely on aggressive play to replenish a magic gauge for special skills. You also have access to a drone which has various uses tied to cooldown meters, between distracting enemies for crowd control andmaking a charging lunge to dash across the field.  Rogue Factor has stressed Hell Is Us isn’t a Soulslike though. You’re not scrambling for bonfires or any equivalent, but exploring and chatting with characters to piece together where you need to go next, discovering new places of interest, and encountering side objectives which bleed into the overall experience of navigating each semi-open world area. The ethos behind Hell Is Us is discovery and the organic feeling of finding your feet through clues in the world, rather than using obvious quest markers.  This might bring to mind acclaimed games like Elden Ring and The Legend Of Zelda: Breath Of The Wild, in their attempt to declutter open world exploration, but the game’s director, Jonathan Jacques-Belletête, believes the roots of what Hell Is Us is aiming for goes much further back. A cosmic horror vibe‘Honestly, something like Zelda: A Link To The Past is much closer to what we’re doing now than a Breath Of The Wild,’ said Jacques-Belletête. ‘Sometimes people are like: ‘I really can’t put my finger on what kind of game it is, what is it?’ It’s just a bloody adventure game man. Look, you’ve got a combat system, you’ve got enemies, you’ve got a world to explore, there’s a mystery, you’re not exactly sure of this and that, there’s some secrets, there’s some dungeons, we did a game like that. It’s called an adventure game,’ he laughs. ‘There were even side-quests in A Link To The Past that didn’t tell you they were side-quests.’ Hell Is Us might have roots in classic adventure games but Jacques-Belletête, is keen to highlight the fatigue around Ubisoft style open world bloat, where checklists and quest markers are traditionally used in abundance. With the success of Elden Ring, there’s a sense many players are craving a return to the hands-off approach, where you discover and navigate without guidance – something which Hell Is Us is hoping to capitalise on after being in development for five years.  ‘It’s so much of the same thing,’ he says, when talking about Ubisoft style open worlds. ‘It loses all meaning. Things within these open worlds lose a lot of their taste because too much is like not enough. Do you know what I mean? You have to fill up these spaces with stuff and they just become a bit bland. Like once you’ve seen one, you’ve seen all of them.  ‘It’s not Assassin’s Creed, it’s not that, it’s all these things. We’ve all played them. I’ve got hundreds of hours in Elder Scrolls, all the Elder Scrolls, and that’s not the point. It’s not that I don’t like them. It’s just trends do their time and then you have other ideas. It’s a pendulum as well. Games used to be a lot more hardcore that way, we’re trying to go back to that.’ The crux of my time in Hell Is Us is spent in the Acasa Marshes, the second semi-open area where the game lets you off the leash. The swampy lands are crawling with Hollow Walkers in various forms, from hulking monstrosities to mage-like foes that hurl projectiles from clifftops. A swirling black vortex is a key focal point but it’s surrounded by enemies, while a settlement of villagers sits on a hill in the distance.  According to the developer, this area is one of the largest areas in the game, ‘if not the biggest one’, and it seems pretty expansive. We found ourselves heading towards the village, whose militaristic leader points you towards your main objective with only a vague mention of going ‘north east’. You have to dig out your compass to get a grasp on your position, as you try and navigate towards, and identify, the next location based on this information.  The lack of quest markers makes the experience more involving, as you have to pay more attention to your surroundings and what characters say, but I wasn’t entirely sold on the story or writing. It’s something which will hopefully become more engrossing as you get a better grasp of what’s going on, but I wish I was drawn to interact with the characters based on something beyond the need to progress.  When you are exploring aimlessly though, Hell Is Us offers some captivating chaos – even if some areas did appear to be gated off. We fought our way to the aforementioned swirling black vortex, encountering enemies beyond our skill level, only to find it was inaccessible due to not having a specific item. We later found an underground tunnel filled with enemies, where an individual connected to a side0quest was trapped at the other end.  Surprises lurk in the marshesAlong with these open areas, Hell Is Us also offers dungeons built around puzzles and combat encounters. Aside from the opening introduction, we were shown a later example in the Lymbic Forge, which offered a nice dose of visual variety, with flowery gardens surrounding the boggy marshes. We didn’t get a whole lot of time to explore, but it did highlight the breadth of the combat upgrades and customisation with late-game weapons.  Hell Is Us is a melting pot of influences, and while we’re not sold on everything it’s trying to accomplish, it’s certainly another AA game with big, exciting ambitions – a trend amplified this year by the success of Clair Obscur: Expedition 33. For the game’s director, who has a long history in the AAA space working at Eidos Montreal, the jump to AA, with a smaller team and less financial pressure, means you have a better chance of striking gold.  More Trending ‘Look at what’s happened to the industry over the past few years,’ Jacques-Belletête said. ‘Everything is crumbling. The big ones are crumbling. It’s unsustainable. And the games are so bloody bland, man. Everything is starting to taste the same.  ‘I find there’s nothing worse than starting a game and right away, in the first two minutes, you know how everything’s going to work. You know how every single mechanic is going to work. They might have a littlein how it’s going to feel, or this and that, the user interface will change a bit, but you’ve gone through the ropes a dozen times.  ‘A game has to occupy a space in your brain that your brain can’t really compute just yet. When you turn your console off and it stays there, that’s because something is going on. Your brain is processing. And I think that’s a lot easier to do in the AA space than the AAA.’ Formats: Xbox Series X/S, PlayStation 5, and PCPrice: £49.99Publisher: NaconDeveloper: Rogue FactorRelease Date: 4th September 2025Age Rating: 16 The combat itEmail gamecentral@metro.co.uk, leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy #hell #handson #preview #aaa #games
    METRO.CO.UK
    Hell Is Us hands-on preview: ‘AAA games are so bloody bland’
    Hell Is Us – not a Ubisoft adventure (Nacon) GameCentral goes hands-on with an original sci-fi action adventure where the emphasis is on unguided exploration, with some throwback Zelda inspirations. You might already have heard the name Hell Is Us, as the game was first announced way back in April 2022. We previewed the sci-fi tinged adventure title, developed by Rogue Factor, for the first time last year but now it’s now on the home-straight, with a launch slated for September 4, and it’s shaping up to be a peculiar but intriguing mix of influences and ideas. Our original preview covered the opening portion of the game, so we’ll avoid recycling the same beats here. But for the general gist, you play as a United Nations peacekeeper named Rémi who absconds to the war-torn country of Hadea to track down his parents. A stroll through the tutorial woods later, however, and you realise this isn’t your average civil war.  If you’re a fan of Alex Garland’s Annihilation, the strange, faceless alien from the film’s conclusion seems to have been a major influence here. The Hollow Walkers, as they’re called, are very creepy, as they lurch towards you unpredictably, with morphing limbs which give way to vivid, crystallised attacks or, in some cases, attached entities you have to kill first. Their glossy white exteriors act as a stark contrast to the muted eastern European landscapes and dungeons you explore.  As a game, Hell Is Us is somewhere between Bloodborne and The Elder Scrolls. Combat wise, it’s pulling from the former, as you manage a stamina bar, study enemy patterns for the best moment to strike, and rely on aggressive play to replenish a magic gauge for special skills. You also have access to a drone which has various uses tied to cooldown meters, between distracting enemies for crowd control andmaking a charging lunge to dash across the field.  Rogue Factor has stressed Hell Is Us isn’t a Soulslike though. You’re not scrambling for bonfires or any equivalent, but exploring and chatting with characters to piece together where you need to go next, discovering new places of interest, and encountering side objectives which bleed into the overall experience of navigating each semi-open world area. The ethos behind Hell Is Us is discovery and the organic feeling of finding your feet through clues in the world, rather than using obvious quest markers.  This might bring to mind acclaimed games like Elden Ring and The Legend Of Zelda: Breath Of The Wild, in their attempt to declutter open world exploration, but the game’s director, Jonathan Jacques-Belletête, believes the roots of what Hell Is Us is aiming for goes much further back. A cosmic horror vibe (Nacon) ‘Honestly, something like Zelda: A Link To The Past is much closer to what we’re doing now than a Breath Of The Wild,’ said Jacques-Belletête. ‘Sometimes people are like: ‘I really can’t put my finger on what kind of game it is, what is it?’ It’s just a bloody adventure game man. Look, you’ve got a combat system, you’ve got enemies, you’ve got a world to explore, there’s a mystery, you’re not exactly sure of this and that, there’s some secrets, there’s some dungeons, we did a game like that. It’s called an adventure game,’ he laughs. ‘There were even side-quests in A Link To The Past that didn’t tell you they were side-quests.’ Hell Is Us might have roots in classic adventure games but Jacques-Belletête, is keen to highlight the fatigue around Ubisoft style open world bloat, where checklists and quest markers are traditionally used in abundance. With the success of Elden Ring, there’s a sense many players are craving a return to the hands-off approach, where you discover and navigate without guidance – something which Hell Is Us is hoping to capitalise on after being in development for five years.  ‘It’s so much of the same thing,’ he says, when talking about Ubisoft style open worlds. ‘It loses all meaning. Things within these open worlds lose a lot of their taste because too much is like not enough. Do you know what I mean? You have to fill up these spaces with stuff and they just become a bit bland. Like once you’ve seen one, you’ve seen all of them.  ‘It’s not Assassin’s Creed, it’s not that, it’s all these things. We’ve all played them. I’ve got hundreds of hours in Elder Scrolls, all the Elder Scrolls, and that’s not the point. It’s not that I don’t like them. It’s just trends do their time and then you have other ideas. It’s a pendulum as well. Games used to be a lot more hardcore that way, we’re trying to go back to that.’ The crux of my time in Hell Is Us is spent in the Acasa Marshes, the second semi-open area where the game lets you off the leash. The swampy lands are crawling with Hollow Walkers in various forms, from hulking monstrosities to mage-like foes that hurl projectiles from clifftops. A swirling black vortex is a key focal point but it’s surrounded by enemies, while a settlement of villagers sits on a hill in the distance.  According to the developer, this area is one of the largest areas in the game, ‘if not the biggest one’, and it seems pretty expansive. We found ourselves heading towards the village, whose militaristic leader points you towards your main objective with only a vague mention of going ‘north east’. You have to dig out your compass to get a grasp on your position, as you try and navigate towards, and identify, the next location based on this information.  The lack of quest markers makes the experience more involving, as you have to pay more attention to your surroundings and what characters say, but I wasn’t entirely sold on the story or writing. It’s something which will hopefully become more engrossing as you get a better grasp of what’s going on, but I wish I was drawn to interact with the characters based on something beyond the need to progress.  When you are exploring aimlessly though, Hell Is Us offers some captivating chaos – even if some areas did appear to be gated off. We fought our way to the aforementioned swirling black vortex, encountering enemies beyond our skill level, only to find it was inaccessible due to not having a specific item. We later found an underground tunnel filled with enemies, where an individual connected to a side0quest was trapped at the other end.  Surprises lurk in the marshes (Nacon) Along with these open areas, Hell Is Us also offers dungeons built around puzzles and combat encounters. Aside from the opening introduction, we were shown a later example in the Lymbic Forge, which offered a nice dose of visual variety, with flowery gardens surrounding the boggy marshes. We didn’t get a whole lot of time to explore, but it did highlight the breadth of the combat upgrades and customisation with late-game weapons.  Hell Is Us is a melting pot of influences, and while we’re not sold on everything it’s trying to accomplish, it’s certainly another AA game with big, exciting ambitions – a trend amplified this year by the success of Clair Obscur: Expedition 33. For the game’s director, who has a long history in the AAA space working at Eidos Montreal, the jump to AA, with a smaller team and less financial pressure, means you have a better chance of striking gold.  More Trending ‘Look at what’s happened to the industry over the past few years,’ Jacques-Belletête said. ‘Everything is crumbling. The big ones are crumbling. It’s unsustainable. And the games are so bloody bland, man. Everything is starting to taste the same.  ‘I find there’s nothing worse than starting a game and right away, in the first two minutes, you know how everything’s going to work. You know how every single mechanic is going to work. They might have a little [extra] in how it’s going to feel, or this and that, the user interface will change a bit, but you’ve gone through the ropes a dozen times.  ‘A game has to occupy a space in your brain that your brain can’t really compute just yet. When you turn your console off and it stays there, that’s because something is going on. Your brain is processing. And I think that’s a lot easier to do in the AA space than the AAA.’ Formats: Xbox Series X/S, PlayStation 5, and PCPrice: £49.99Publisher: NaconDeveloper: Rogue FactorRelease Date: 4th September 2025Age Rating: 16 The combat it(Nacon) Email gamecentral@metro.co.uk, leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy
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