• BOUNCING FROM RUBBER DUCKIES AND FLYING SHEEP TO CLONES FOR THE BOYS SEASON 4

    By TREVOR HOGG
    Images courtesy of Prime Video.

    For those seeking an alternative to the MCU, Prime Video has two offerings of the live-action and animated variety that take the superhero genre into R-rated territory where the hands of the god-like figures get dirty, bloodied and severed. “The Boys is about the intersection of celebrity and politics using superheroes,” states Stephan Fleet, VFX Supervisor on The Boys. “Sometimes I see the news and I don’t even know we can write to catch up to it! But we try. Invincible is an intense look at an alternate DC Universe that has more grit to the superhero side of it all. On one hand, I was jealous watching Season 1 of Invincible because in animation you can do things that you can’t do in real life on a budget.” Season 4 does not tone down the blood, gore and body count. Fleet notes, “The writers almost have this dialogue with us. Sometimes, they’ll write in the script, ‘And Fleet will come up with a cool visual effect for how to kill this person.’ Or, ‘Chhiu, our fight coordinator, will make an awesome fight.’ It is a frequent topic of conversation. We’re constantly trying to be inventive and create new ways to kill people!”

    When Splintersplits in two, the cloning effect was inspired by cellular mitosis.

    “The writers almost have this dialogue with us. Sometimes, they’ll write in the script, ‘And Fleet will come up with a cool visual effect for how to kill this person.’ Or, ‘Chhiu, our fight coordinator, will make an awesome fight.’ It is a frequent topic of conversation. We’re constantly trying to be inventive and create new ways to kill people!”
    —Stephan Fleet, VFX Supervisor

    A total of 1,600 visual effects shots were created for the eight episodes by ILM, Pixomondo, MPC Toronto, Spin VFX, DNEG, Untold Studios, Luma Pictures and Rocket Science VFX. Previs was a critical part of the process. “We have John Griffith, who owns a small company called CNCPT out of Texas, and he does wonderful Unreal Engine level previs,” Fleet remarks. “On set, we have a cartoon of what is going to be done, and you’ll be amazed, specifically for action and heavy visual effects stuff, how close those shots are to the previs when we finish.” Founding Director of Federal Bureau of Superhuman Affairs, Victoria Neuman, literally gets ripped in half by two tendrils coming out of Compound V-enhanced Billy Butcher, the leader of superhero resistance group The Boys. “The word that we like to use on this show is ‘grounded,’ and I like to say ‘grounded’ with an asterisk in this day and age because we’re grounded until we get to killing people in the craziest ways. In this case, having someone floating in the air and being ripped in half by two tendrils was all CG.”

    Multiple plates were shot to enable Simon Pegg to phase through the actor laying in a hospital bed.

    Testing can get rather elaborate. “For that end scene with Butcher’s tendrils, the room was two stories, and we were able to put the camera up high along with a bunch of blood cannons,” Fleet recalls. “When the body rips in half and explodes, there is a practical component. We rained down a bunch of real blood and guts right in front of Huey. It’s a known joke that we like to douse Jack Quaid with blood as much as possible! In this case, the special effects team led by Hudson Kenny needed to test it the day before, and I said, “I’ll be the guinea pig for the test.’ They covered the whole place with plastic like it was a Dexter kill room because you don’t want to destroy the set. I’m standing there in a white hazmat suit with goggles on, covered from head to toe in plastic and waiting as they’re tweaking all of these things. It sounds like World War II going on. They’re on walkie talkies to each other, and then all of a sudden, it’s ‘Five, four, three, two, one…’  And I get exploded with blood. I wanted to see what it was like, and it’s intense.”

    “On set, we have a cartoon of what is going to be done, and you’ll be amazed, specifically for action and heavy visual effects stuff, how close those shots are to the previs when we finish.”
    —Stephan Fleet, VFX Supervisor

    The Deep has a love affair with an octopus called Ambrosius, voiced by Tilda Swinton. “It’s implied bestiality!” Fleet laughs. “I would call it more of a romance. What was fun from my perspective is that I knew what the look was going to be, so then it’s about putting in the details and the animation. One of the instincts that you always have when you’re making a sea creature that talks to a humanyou tend to want to give it human gestures and eyebrows. Erik Kripkesaid, ‘No. We have to find things that an octopus could do that conveys the same emotion.’ That’s when ideas came in, such as putting a little The Deep toy inside the water tank. When Ambrosius is trying to have an intimate moment or connect with him, she can wrap a tentacle around that. My favorite experience doing Ambrosius was when The Deep is reading poetry to her on a bed. CG creatures touching humans is one of the more complicated things to do and make look real. Ambrosius’ tentacles reach for his arm, and it becomes an intimate moment. More than touching the skin, displacing the bedsheet as Ambrosius moved ended up becoming a lot of CG, and we had to go back and forth a few times to get that looking right; that turned out to be tricky.”

    A building is replaced by a massive crowd attending a rally being held by Homelander.

    In a twisted form of sexual foreplay, Sister Sage has The Deep perform a transorbital lobotomy on her. “Thank you, Amazon for selling lobotomy tools as novelty items!” Fleet chuckles. “We filmed it with a lobotomy tool on set. There is a lot of safety involved in doing something like that. Obviously, you don’t want to put any performer in any situation where they come close to putting anything real near their eye. We created this half lobotomy tool and did this complicated split screen with the lobotomy tool on a teeter totter. The Deep wasin one shot and Sister Sage reacted in the other shot. To marry the two ended up being a lot of CG work. Then there are these close-ups which are full CG. I always keep a dummy head that is painted gray that I use all of the time for reference. In macrophotography I filmed this lobotomy tool going right into the eye area. I did that because the tool is chrome, so it’s reflective and has ridges. It has an interesting reflective property. I was able to see how and what part of the human eye reflects onto the tool. A lot of that shot became about realistic reflections and lighting on the tool. Then heavy CG for displacing the eye and pushing the lobotomy tool into it. That was one of the more complicated sequences that we had to achieve.”

    In order to create an intimate moment between Ambrosius and The Deep, a toy version of the superhero was placed inside of the water tank that she could wrap a tentacle around.

    “The word that we like to use on this show is ‘grounded,’ and I like to say ‘grounded’ with an asterisk in this day and age because we’re grounded until we get to killing people in the craziest ways. In this case, having someone floating in the air and being ripped in half by two tendrils was all CG.”
    —Stephan Fleet, VFX Supervisor

    Sheep and chickens embark on a violent rampage courtesy of Compound V with the latter piercing the chest of a bodyguard belonging to Victoria Neuman. “Weirdly, that was one of our more traditional shots,’ Fleet states. “What is fun about that one is I asked for real chickens as reference. The chicken flying through his chest is real. It’s our chicken wrangler in green suit gently tossing a chicken. We blended two real plates together with some CG in the middle.” A connection was made with a sci-fi classic. “The sheep kill this bull, and we shot it is in this narrow corridor of fencing. When they run, I always equated it as the Trench Run in Star Wars and looked at the sheep as TIE fighters or X-wings coming at them.” The scene was one of the scarier moments for the visual effects team. Fleet explains, “When I read the script, I thought this could be the moment where we jump the shark. For the shots where the sheep are still and scream to the camera, Untold Studios did a bunch of R&D and came up with baboon teeth. I tried to keep anything real as much as possible, but, obviously, when sheep are flying, they have to be CG. I call it the Battlestar Galactica theory, where I like to shake the camera, overshoot shots and make it sloppy when they’re in the air so you can add motion blur. Comedy also helps sell visual effects.”

    The sheep injected with Compound V develop the ability to fly and were shot in an imperfect manner to help ground the scenes.

    Once injected with Compound V, Hugh Campbell Sr.develops the ability to phase through objects, including human beings. “We called it the Bro-nut because his name in the script is Wall Street Bro,” Fleet notes. “That was a complicated motion control shot, repeating the move over and over again. We had to shoot multiple plates of Simon Pegg and the guy in the bed. Special effects and prosthetics created a dummy guy with a hole in his chest with practical blood dripping down. It was meshing it together and getting the timing right in post. On top of that, there was the CG blood immediately around Simon Pegg.” The phasing effect had to avoid appearing as a dissolve. “I had this idea of doing high-frequency vibration on the X axis loosely based on how The Flash vibrates through walls. You want everything to have a loose motivation that then helps trigger the visuals. We tried not to overcomplicate that because, ultimately, you want something like that to be quick. If you spend too much time on phasing, it can look cheesy. In our case, it was a lot of false walls. Simon Pegg is running into a greenscreen hole which we plug in with a wall or coming out of one. I went off the actor’s action, and we added a light opacity mix with some X-axis shake.”

    Providing a different twist to the fights was the replacement of spurting blood with photoreal rubber duckies during a drug-induced hallucination.

    Homelanderbreaks a mirror which emphasizes his multiple personality disorder. “The original plan was that special effects was going to pre-break a mirror, and we were going to shoot Anthony Starr moving his head doing all of the performances in the different parts of the mirror,” Fleet reveals. “This was all based on a photo that my ex-brother-in-law sent me. He was walking down a street in Glendale, California, came across a broken mirror that someone had thrown out, and took a photo of himself where he had five heads in the mirror. We get there on the day, and I’m realizing that this is really complicated. Anthony has to do these five different performances, and we have to deal with infinite mirrors. At the last minute, I said, ‘We have to do this on a clean mirror.’ We did it on a clear mirror and gave Anthony different eyelines. The mirror break was all done in post, and we were able to cheat his head slightly and art-direct where the break crosses his chin. Editorial was able to do split screens for the timing of the dialogue.”

    “For the shots where the sheep are still and scream to the camera, Untold Studios did a bunch of R&D and came up with baboon teeth. I tried to keep anything real as much as possible, but, obviously, when sheep are flying, they have to be CG. I call it the Battlestar Galactica theory, where I like to shake the camera, overshoot shots and make it sloppy when they’re in the air so you can add motion blur. Comedy also helps sell visual effects.”
    —Stephan Fleet, VFX Supervisor

    Initially, the plan was to use a practical mirror, but creating a digital version proved to be the more effective solution.

    A different spin on the bloodbath occurs during a fight when a drugged Frenchiehallucinates as Kimiko Miyashirogoes on a killing spree. “We went back and forth with a lot of different concepts for what this hallucination would be,” Fleet remarks. “When we filmed it, we landed on Frenchie having a synesthesia moment where he’s seeing a lot of abstract colors flying in the air. We started getting into that in post and it wasn’t working. We went back to the rubber duckies, which goes back to the story of him in the bathtub. What’s in the bathtub? Rubber duckies, bubbles and water. There was a lot of physics and logic required to figure out how these rubber duckies could float out of someone’s neck. We decided on bubbles when Kimiko hits people’s heads. At one point, we had water when she got shot, but it wasn’t working, so we killed it. We probably did about 100 different versions. We got really detailed with our rubber duckie modeling because we didn’t want it to look cartoony. That took a long time.”

    Ambrosius, voiced by Tilda Swinton, gets a lot more screentime in Season 4.

    When Splintersplits in two was achieved heavily in CG. “Erik threw out the words ‘cellular mitosis’ early on as something he wanted to use,” Fleet states. “We shot Rob Benedict on a greenscreen doing all of the different performances for the clones that pop out. It was a crazy amount of CG work with Houdini and particle and skin effects. We previs’d the sequence so we had specific actions. One clone comes out to the right and the other pulls backwards.” What tends to go unnoticed by many is Splinter’s clones setting up for a press conference being held by Firecracker. “It’s funny how no one brings up the 22-hour motion control shot that we had to do with Splinter on the stage, which was the most complicated shot!” Fleet observes. “We have this sweeping long shot that brings you into the room and follows Splinter as he carries a container to the stage and hands it off to a clone, and then you reveal five more of them interweaving each other and interacting with all of these objects. It’s like a minute-long dance. First off, you have to choreograph it. We previs’d it, but then you need to get people to do it. We hired dancers and put different colored armbands on them. The camera is like another performer, and a metronome is going, which enables you to find a pace. That took about eight hours of rehearsal. Then Rob has to watch each one of their performances and mimic it to the beat. When he is handing off a box of cables, it’s to a double who is going to have to be erased and be him on the other side. They have to be almost perfect in their timing and lineup in order to take it over in visual effects and make it work.”
    #bouncing #rubber #duckies #flying #sheep
    BOUNCING FROM RUBBER DUCKIES AND FLYING SHEEP TO CLONES FOR THE BOYS SEASON 4
    By TREVOR HOGG Images courtesy of Prime Video. For those seeking an alternative to the MCU, Prime Video has two offerings of the live-action and animated variety that take the superhero genre into R-rated territory where the hands of the god-like figures get dirty, bloodied and severed. “The Boys is about the intersection of celebrity and politics using superheroes,” states Stephan Fleet, VFX Supervisor on The Boys. “Sometimes I see the news and I don’t even know we can write to catch up to it! But we try. Invincible is an intense look at an alternate DC Universe that has more grit to the superhero side of it all. On one hand, I was jealous watching Season 1 of Invincible because in animation you can do things that you can’t do in real life on a budget.” Season 4 does not tone down the blood, gore and body count. Fleet notes, “The writers almost have this dialogue with us. Sometimes, they’ll write in the script, ‘And Fleet will come up with a cool visual effect for how to kill this person.’ Or, ‘Chhiu, our fight coordinator, will make an awesome fight.’ It is a frequent topic of conversation. We’re constantly trying to be inventive and create new ways to kill people!” When Splintersplits in two, the cloning effect was inspired by cellular mitosis. “The writers almost have this dialogue with us. Sometimes, they’ll write in the script, ‘And Fleet will come up with a cool visual effect for how to kill this person.’ Or, ‘Chhiu, our fight coordinator, will make an awesome fight.’ It is a frequent topic of conversation. We’re constantly trying to be inventive and create new ways to kill people!” —Stephan Fleet, VFX Supervisor A total of 1,600 visual effects shots were created for the eight episodes by ILM, Pixomondo, MPC Toronto, Spin VFX, DNEG, Untold Studios, Luma Pictures and Rocket Science VFX. Previs was a critical part of the process. “We have John Griffith, who owns a small company called CNCPT out of Texas, and he does wonderful Unreal Engine level previs,” Fleet remarks. “On set, we have a cartoon of what is going to be done, and you’ll be amazed, specifically for action and heavy visual effects stuff, how close those shots are to the previs when we finish.” Founding Director of Federal Bureau of Superhuman Affairs, Victoria Neuman, literally gets ripped in half by two tendrils coming out of Compound V-enhanced Billy Butcher, the leader of superhero resistance group The Boys. “The word that we like to use on this show is ‘grounded,’ and I like to say ‘grounded’ with an asterisk in this day and age because we’re grounded until we get to killing people in the craziest ways. In this case, having someone floating in the air and being ripped in half by two tendrils was all CG.” Multiple plates were shot to enable Simon Pegg to phase through the actor laying in a hospital bed. Testing can get rather elaborate. “For that end scene with Butcher’s tendrils, the room was two stories, and we were able to put the camera up high along with a bunch of blood cannons,” Fleet recalls. “When the body rips in half and explodes, there is a practical component. We rained down a bunch of real blood and guts right in front of Huey. It’s a known joke that we like to douse Jack Quaid with blood as much as possible! In this case, the special effects team led by Hudson Kenny needed to test it the day before, and I said, “I’ll be the guinea pig for the test.’ They covered the whole place with plastic like it was a Dexter kill room because you don’t want to destroy the set. I’m standing there in a white hazmat suit with goggles on, covered from head to toe in plastic and waiting as they’re tweaking all of these things. It sounds like World War II going on. They’re on walkie talkies to each other, and then all of a sudden, it’s ‘Five, four, three, two, one…’  And I get exploded with blood. I wanted to see what it was like, and it’s intense.” “On set, we have a cartoon of what is going to be done, and you’ll be amazed, specifically for action and heavy visual effects stuff, how close those shots are to the previs when we finish.” —Stephan Fleet, VFX Supervisor The Deep has a love affair with an octopus called Ambrosius, voiced by Tilda Swinton. “It’s implied bestiality!” Fleet laughs. “I would call it more of a romance. What was fun from my perspective is that I knew what the look was going to be, so then it’s about putting in the details and the animation. One of the instincts that you always have when you’re making a sea creature that talks to a humanyou tend to want to give it human gestures and eyebrows. Erik Kripkesaid, ‘No. We have to find things that an octopus could do that conveys the same emotion.’ That’s when ideas came in, such as putting a little The Deep toy inside the water tank. When Ambrosius is trying to have an intimate moment or connect with him, she can wrap a tentacle around that. My favorite experience doing Ambrosius was when The Deep is reading poetry to her on a bed. CG creatures touching humans is one of the more complicated things to do and make look real. Ambrosius’ tentacles reach for his arm, and it becomes an intimate moment. More than touching the skin, displacing the bedsheet as Ambrosius moved ended up becoming a lot of CG, and we had to go back and forth a few times to get that looking right; that turned out to be tricky.” A building is replaced by a massive crowd attending a rally being held by Homelander. In a twisted form of sexual foreplay, Sister Sage has The Deep perform a transorbital lobotomy on her. “Thank you, Amazon for selling lobotomy tools as novelty items!” Fleet chuckles. “We filmed it with a lobotomy tool on set. There is a lot of safety involved in doing something like that. Obviously, you don’t want to put any performer in any situation where they come close to putting anything real near their eye. We created this half lobotomy tool and did this complicated split screen with the lobotomy tool on a teeter totter. The Deep wasin one shot and Sister Sage reacted in the other shot. To marry the two ended up being a lot of CG work. Then there are these close-ups which are full CG. I always keep a dummy head that is painted gray that I use all of the time for reference. In macrophotography I filmed this lobotomy tool going right into the eye area. I did that because the tool is chrome, so it’s reflective and has ridges. It has an interesting reflective property. I was able to see how and what part of the human eye reflects onto the tool. A lot of that shot became about realistic reflections and lighting on the tool. Then heavy CG for displacing the eye and pushing the lobotomy tool into it. That was one of the more complicated sequences that we had to achieve.” In order to create an intimate moment between Ambrosius and The Deep, a toy version of the superhero was placed inside of the water tank that she could wrap a tentacle around. “The word that we like to use on this show is ‘grounded,’ and I like to say ‘grounded’ with an asterisk in this day and age because we’re grounded until we get to killing people in the craziest ways. In this case, having someone floating in the air and being ripped in half by two tendrils was all CG.” —Stephan Fleet, VFX Supervisor Sheep and chickens embark on a violent rampage courtesy of Compound V with the latter piercing the chest of a bodyguard belonging to Victoria Neuman. “Weirdly, that was one of our more traditional shots,’ Fleet states. “What is fun about that one is I asked for real chickens as reference. The chicken flying through his chest is real. It’s our chicken wrangler in green suit gently tossing a chicken. We blended two real plates together with some CG in the middle.” A connection was made with a sci-fi classic. “The sheep kill this bull, and we shot it is in this narrow corridor of fencing. When they run, I always equated it as the Trench Run in Star Wars and looked at the sheep as TIE fighters or X-wings coming at them.” The scene was one of the scarier moments for the visual effects team. Fleet explains, “When I read the script, I thought this could be the moment where we jump the shark. For the shots where the sheep are still and scream to the camera, Untold Studios did a bunch of R&D and came up with baboon teeth. I tried to keep anything real as much as possible, but, obviously, when sheep are flying, they have to be CG. I call it the Battlestar Galactica theory, where I like to shake the camera, overshoot shots and make it sloppy when they’re in the air so you can add motion blur. Comedy also helps sell visual effects.” The sheep injected with Compound V develop the ability to fly and were shot in an imperfect manner to help ground the scenes. Once injected with Compound V, Hugh Campbell Sr.develops the ability to phase through objects, including human beings. “We called it the Bro-nut because his name in the script is Wall Street Bro,” Fleet notes. “That was a complicated motion control shot, repeating the move over and over again. We had to shoot multiple plates of Simon Pegg and the guy in the bed. Special effects and prosthetics created a dummy guy with a hole in his chest with practical blood dripping down. It was meshing it together and getting the timing right in post. On top of that, there was the CG blood immediately around Simon Pegg.” The phasing effect had to avoid appearing as a dissolve. “I had this idea of doing high-frequency vibration on the X axis loosely based on how The Flash vibrates through walls. You want everything to have a loose motivation that then helps trigger the visuals. We tried not to overcomplicate that because, ultimately, you want something like that to be quick. If you spend too much time on phasing, it can look cheesy. In our case, it was a lot of false walls. Simon Pegg is running into a greenscreen hole which we plug in with a wall or coming out of one. I went off the actor’s action, and we added a light opacity mix with some X-axis shake.” Providing a different twist to the fights was the replacement of spurting blood with photoreal rubber duckies during a drug-induced hallucination. Homelanderbreaks a mirror which emphasizes his multiple personality disorder. “The original plan was that special effects was going to pre-break a mirror, and we were going to shoot Anthony Starr moving his head doing all of the performances in the different parts of the mirror,” Fleet reveals. “This was all based on a photo that my ex-brother-in-law sent me. He was walking down a street in Glendale, California, came across a broken mirror that someone had thrown out, and took a photo of himself where he had five heads in the mirror. We get there on the day, and I’m realizing that this is really complicated. Anthony has to do these five different performances, and we have to deal with infinite mirrors. At the last minute, I said, ‘We have to do this on a clean mirror.’ We did it on a clear mirror and gave Anthony different eyelines. The mirror break was all done in post, and we were able to cheat his head slightly and art-direct where the break crosses his chin. Editorial was able to do split screens for the timing of the dialogue.” “For the shots where the sheep are still and scream to the camera, Untold Studios did a bunch of R&D and came up with baboon teeth. I tried to keep anything real as much as possible, but, obviously, when sheep are flying, they have to be CG. I call it the Battlestar Galactica theory, where I like to shake the camera, overshoot shots and make it sloppy when they’re in the air so you can add motion blur. Comedy also helps sell visual effects.” —Stephan Fleet, VFX Supervisor Initially, the plan was to use a practical mirror, but creating a digital version proved to be the more effective solution. A different spin on the bloodbath occurs during a fight when a drugged Frenchiehallucinates as Kimiko Miyashirogoes on a killing spree. “We went back and forth with a lot of different concepts for what this hallucination would be,” Fleet remarks. “When we filmed it, we landed on Frenchie having a synesthesia moment where he’s seeing a lot of abstract colors flying in the air. We started getting into that in post and it wasn’t working. We went back to the rubber duckies, which goes back to the story of him in the bathtub. What’s in the bathtub? Rubber duckies, bubbles and water. There was a lot of physics and logic required to figure out how these rubber duckies could float out of someone’s neck. We decided on bubbles when Kimiko hits people’s heads. At one point, we had water when she got shot, but it wasn’t working, so we killed it. We probably did about 100 different versions. We got really detailed with our rubber duckie modeling because we didn’t want it to look cartoony. That took a long time.” Ambrosius, voiced by Tilda Swinton, gets a lot more screentime in Season 4. When Splintersplits in two was achieved heavily in CG. “Erik threw out the words ‘cellular mitosis’ early on as something he wanted to use,” Fleet states. “We shot Rob Benedict on a greenscreen doing all of the different performances for the clones that pop out. It was a crazy amount of CG work with Houdini and particle and skin effects. We previs’d the sequence so we had specific actions. One clone comes out to the right and the other pulls backwards.” What tends to go unnoticed by many is Splinter’s clones setting up for a press conference being held by Firecracker. “It’s funny how no one brings up the 22-hour motion control shot that we had to do with Splinter on the stage, which was the most complicated shot!” Fleet observes. “We have this sweeping long shot that brings you into the room and follows Splinter as he carries a container to the stage and hands it off to a clone, and then you reveal five more of them interweaving each other and interacting with all of these objects. It’s like a minute-long dance. First off, you have to choreograph it. We previs’d it, but then you need to get people to do it. We hired dancers and put different colored armbands on them. The camera is like another performer, and a metronome is going, which enables you to find a pace. That took about eight hours of rehearsal. Then Rob has to watch each one of their performances and mimic it to the beat. When he is handing off a box of cables, it’s to a double who is going to have to be erased and be him on the other side. They have to be almost perfect in their timing and lineup in order to take it over in visual effects and make it work.” #bouncing #rubber #duckies #flying #sheep
    WWW.VFXVOICE.COM
    BOUNCING FROM RUBBER DUCKIES AND FLYING SHEEP TO CLONES FOR THE BOYS SEASON 4
    By TREVOR HOGG Images courtesy of Prime Video. For those seeking an alternative to the MCU, Prime Video has two offerings of the live-action and animated variety that take the superhero genre into R-rated territory where the hands of the god-like figures get dirty, bloodied and severed. “The Boys is about the intersection of celebrity and politics using superheroes,” states Stephan Fleet, VFX Supervisor on The Boys. “Sometimes I see the news and I don’t even know we can write to catch up to it! But we try. Invincible is an intense look at an alternate DC Universe that has more grit to the superhero side of it all. On one hand, I was jealous watching Season 1 of Invincible because in animation you can do things that you can’t do in real life on a budget.” Season 4 does not tone down the blood, gore and body count. Fleet notes, “The writers almost have this dialogue with us. Sometimes, they’ll write in the script, ‘And Fleet will come up with a cool visual effect for how to kill this person.’ Or, ‘Chhiu, our fight coordinator, will make an awesome fight.’ It is a frequent topic of conversation. We’re constantly trying to be inventive and create new ways to kill people!” When Splinter (Rob Benedict) splits in two, the cloning effect was inspired by cellular mitosis. “The writers almost have this dialogue with us. Sometimes, they’ll write in the script, ‘And Fleet will come up with a cool visual effect for how to kill this person.’ Or, ‘Chhiu, our fight coordinator, will make an awesome fight.’ It is a frequent topic of conversation. We’re constantly trying to be inventive and create new ways to kill people!” —Stephan Fleet, VFX Supervisor A total of 1,600 visual effects shots were created for the eight episodes by ILM, Pixomondo, MPC Toronto, Spin VFX, DNEG, Untold Studios, Luma Pictures and Rocket Science VFX. Previs was a critical part of the process. “We have John Griffith [Previs Director], who owns a small company called CNCPT out of Texas, and he does wonderful Unreal Engine level previs,” Fleet remarks. “On set, we have a cartoon of what is going to be done, and you’ll be amazed, specifically for action and heavy visual effects stuff, how close those shots are to the previs when we finish.” Founding Director of Federal Bureau of Superhuman Affairs, Victoria Neuman, literally gets ripped in half by two tendrils coming out of Compound V-enhanced Billy Butcher, the leader of superhero resistance group The Boys. “The word that we like to use on this show is ‘grounded,’ and I like to say ‘grounded’ with an asterisk in this day and age because we’re grounded until we get to killing people in the craziest ways. In this case, having someone floating in the air and being ripped in half by two tendrils was all CG.” Multiple plates were shot to enable Simon Pegg to phase through the actor laying in a hospital bed. Testing can get rather elaborate. “For that end scene with Butcher’s tendrils, the room was two stories, and we were able to put the camera up high along with a bunch of blood cannons,” Fleet recalls. “When the body rips in half and explodes, there is a practical component. We rained down a bunch of real blood and guts right in front of Huey. It’s a known joke that we like to douse Jack Quaid with blood as much as possible! In this case, the special effects team led by Hudson Kenny needed to test it the day before, and I said, “I’ll be the guinea pig for the test.’ They covered the whole place with plastic like it was a Dexter kill room because you don’t want to destroy the set. I’m standing there in a white hazmat suit with goggles on, covered from head to toe in plastic and waiting as they’re tweaking all of these things. It sounds like World War II going on. They’re on walkie talkies to each other, and then all of a sudden, it’s ‘Five, four, three, two, one…’  And I get exploded with blood. I wanted to see what it was like, and it’s intense.” “On set, we have a cartoon of what is going to be done, and you’ll be amazed, specifically for action and heavy visual effects stuff, how close those shots are to the previs when we finish.” —Stephan Fleet, VFX Supervisor The Deep has a love affair with an octopus called Ambrosius, voiced by Tilda Swinton. “It’s implied bestiality!” Fleet laughs. “I would call it more of a romance. What was fun from my perspective is that I knew what the look was going to be [from Season 3], so then it’s about putting in the details and the animation. One of the instincts that you always have when you’re making a sea creature that talks to a human [is] you tend to want to give it human gestures and eyebrows. Erik Kripke [Creator, Executive Producer, Showrunner, Director, Writer] said, ‘No. We have to find things that an octopus could do that conveys the same emotion.’ That’s when ideas came in, such as putting a little The Deep toy inside the water tank. When Ambrosius is trying to have an intimate moment or connect with him, she can wrap a tentacle around that. My favorite experience doing Ambrosius was when The Deep is reading poetry to her on a bed. CG creatures touching humans is one of the more complicated things to do and make look real. Ambrosius’ tentacles reach for his arm, and it becomes an intimate moment. More than touching the skin, displacing the bedsheet as Ambrosius moved ended up becoming a lot of CG, and we had to go back and forth a few times to get that looking right; that turned out to be tricky.” A building is replaced by a massive crowd attending a rally being held by Homelander. In a twisted form of sexual foreplay, Sister Sage has The Deep perform a transorbital lobotomy on her. “Thank you, Amazon for selling lobotomy tools as novelty items!” Fleet chuckles. “We filmed it with a lobotomy tool on set. There is a lot of safety involved in doing something like that. Obviously, you don’t want to put any performer in any situation where they come close to putting anything real near their eye. We created this half lobotomy tool and did this complicated split screen with the lobotomy tool on a teeter totter. The Deep was [acting in a certain way] in one shot and Sister Sage reacted in the other shot. To marry the two ended up being a lot of CG work. Then there are these close-ups which are full CG. I always keep a dummy head that is painted gray that I use all of the time for reference. In macrophotography I filmed this lobotomy tool going right into the eye area. I did that because the tool is chrome, so it’s reflective and has ridges. It has an interesting reflective property. I was able to see how and what part of the human eye reflects onto the tool. A lot of that shot became about realistic reflections and lighting on the tool. Then heavy CG for displacing the eye and pushing the lobotomy tool into it. That was one of the more complicated sequences that we had to achieve.” In order to create an intimate moment between Ambrosius and The Deep, a toy version of the superhero was placed inside of the water tank that she could wrap a tentacle around. “The word that we like to use on this show is ‘grounded,’ and I like to say ‘grounded’ with an asterisk in this day and age because we’re grounded until we get to killing people in the craziest ways. In this case, having someone floating in the air and being ripped in half by two tendrils was all CG.” —Stephan Fleet, VFX Supervisor Sheep and chickens embark on a violent rampage courtesy of Compound V with the latter piercing the chest of a bodyguard belonging to Victoria Neuman. “Weirdly, that was one of our more traditional shots,’ Fleet states. “What is fun about that one is I asked for real chickens as reference. The chicken flying through his chest is real. It’s our chicken wrangler in green suit gently tossing a chicken. We blended two real plates together with some CG in the middle.” A connection was made with a sci-fi classic. “The sheep kill this bull, and we shot it is in this narrow corridor of fencing. When they run, I always equated it as the Trench Run in Star Wars and looked at the sheep as TIE fighters or X-wings coming at them.” The scene was one of the scarier moments for the visual effects team. Fleet explains, “When I read the script, I thought this could be the moment where we jump the shark. For the shots where the sheep are still and scream to the camera, Untold Studios did a bunch of R&D and came up with baboon teeth. I tried to keep anything real as much as possible, but, obviously, when sheep are flying, they have to be CG. I call it the Battlestar Galactica theory, where I like to shake the camera, overshoot shots and make it sloppy when they’re in the air so you can add motion blur. Comedy also helps sell visual effects.” The sheep injected with Compound V develop the ability to fly and were shot in an imperfect manner to help ground the scenes. Once injected with Compound V, Hugh Campbell Sr. (Simon Pegg) develops the ability to phase through objects, including human beings. “We called it the Bro-nut because his name in the script is Wall Street Bro,” Fleet notes. “That was a complicated motion control shot, repeating the move over and over again. We had to shoot multiple plates of Simon Pegg and the guy in the bed. Special effects and prosthetics created a dummy guy with a hole in his chest with practical blood dripping down. It was meshing it together and getting the timing right in post. On top of that, there was the CG blood immediately around Simon Pegg.” The phasing effect had to avoid appearing as a dissolve. “I had this idea of doing high-frequency vibration on the X axis loosely based on how The Flash vibrates through walls. You want everything to have a loose motivation that then helps trigger the visuals. We tried not to overcomplicate that because, ultimately, you want something like that to be quick. If you spend too much time on phasing, it can look cheesy. In our case, it was a lot of false walls. Simon Pegg is running into a greenscreen hole which we plug in with a wall or coming out of one. I went off the actor’s action, and we added a light opacity mix with some X-axis shake.” Providing a different twist to the fights was the replacement of spurting blood with photoreal rubber duckies during a drug-induced hallucination. Homelander (Anthony Starr) breaks a mirror which emphasizes his multiple personality disorder. “The original plan was that special effects was going to pre-break a mirror, and we were going to shoot Anthony Starr moving his head doing all of the performances in the different parts of the mirror,” Fleet reveals. “This was all based on a photo that my ex-brother-in-law sent me. He was walking down a street in Glendale, California, came across a broken mirror that someone had thrown out, and took a photo of himself where he had five heads in the mirror. We get there on the day, and I’m realizing that this is really complicated. Anthony has to do these five different performances, and we have to deal with infinite mirrors. At the last minute, I said, ‘We have to do this on a clean mirror.’ We did it on a clear mirror and gave Anthony different eyelines. The mirror break was all done in post, and we were able to cheat his head slightly and art-direct where the break crosses his chin. Editorial was able to do split screens for the timing of the dialogue.” “For the shots where the sheep are still and scream to the camera, Untold Studios did a bunch of R&D and came up with baboon teeth. I tried to keep anything real as much as possible, but, obviously, when sheep are flying, they have to be CG. I call it the Battlestar Galactica theory, where I like to shake the camera, overshoot shots and make it sloppy when they’re in the air so you can add motion blur. Comedy also helps sell visual effects.” —Stephan Fleet, VFX Supervisor Initially, the plan was to use a practical mirror, but creating a digital version proved to be the more effective solution. A different spin on the bloodbath occurs during a fight when a drugged Frenchie (Tomer Capone) hallucinates as Kimiko Miyashiro (Karen Fukuhara) goes on a killing spree. “We went back and forth with a lot of different concepts for what this hallucination would be,” Fleet remarks. “When we filmed it, we landed on Frenchie having a synesthesia moment where he’s seeing a lot of abstract colors flying in the air. We started getting into that in post and it wasn’t working. We went back to the rubber duckies, which goes back to the story of him in the bathtub. What’s in the bathtub? Rubber duckies, bubbles and water. There was a lot of physics and logic required to figure out how these rubber duckies could float out of someone’s neck. We decided on bubbles when Kimiko hits people’s heads. At one point, we had water when she got shot, but it wasn’t working, so we killed it. We probably did about 100 different versions. We got really detailed with our rubber duckie modeling because we didn’t want it to look cartoony. That took a long time.” Ambrosius, voiced by Tilda Swinton, gets a lot more screentime in Season 4. When Splinter (Rob Benedict) splits in two was achieved heavily in CG. “Erik threw out the words ‘cellular mitosis’ early on as something he wanted to use,” Fleet states. “We shot Rob Benedict on a greenscreen doing all of the different performances for the clones that pop out. It was a crazy amount of CG work with Houdini and particle and skin effects. We previs’d the sequence so we had specific actions. One clone comes out to the right and the other pulls backwards.” What tends to go unnoticed by many is Splinter’s clones setting up for a press conference being held by Firecracker (Valorie Curry). “It’s funny how no one brings up the 22-hour motion control shot that we had to do with Splinter on the stage, which was the most complicated shot!” Fleet observes. “We have this sweeping long shot that brings you into the room and follows Splinter as he carries a container to the stage and hands it off to a clone, and then you reveal five more of them interweaving each other and interacting with all of these objects. It’s like a minute-long dance. First off, you have to choreograph it. We previs’d it, but then you need to get people to do it. We hired dancers and put different colored armbands on them. The camera is like another performer, and a metronome is going, which enables you to find a pace. That took about eight hours of rehearsal. Then Rob has to watch each one of their performances and mimic it to the beat. When he is handing off a box of cables, it’s to a double who is going to have to be erased and be him on the other side. They have to be almost perfect in their timing and lineup in order to take it over in visual effects and make it work.”
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  • The stunning reversal of humanity’s oldest bias

    Perhaps the oldest, most pernicious form of human bias is that of men toward women. It often started at the moment of birth. In ancient Athens, at a public ceremony called the amphidromia, fathers would inspect a newborn and decide whether it would be part of the family, or be cast away. One often socially acceptable reason for abandoning the baby: It was a girl. Female infanticide has been distressingly common in many societies — and its practice is not just ancient history. In 1990, the Nobel Prize-winning economist Amartya Sen looked at birth ratios in Asia, North Africa, and China and calculated that more than 100 million women were essentially “missing” — meaning that, based on the normal ratio of boys to girls at birth and the longevity of both genders, there was a huge missing number of girls who should have been born, but weren’t. Sen’s estimate came before the truly widespread adoption of ultrasound tests that could determine the sex of a fetus in utero — which actually made the problem worse, leading to a wave of sex-selective abortions. These were especially common in countries like India and China; the latter’s one-child policy and old biases made families desperate for their one child to be a boy. The Economist has estimated that since 1980 alone, there have been approximately 50 million fewer girls born worldwide than would naturally be expected, which almost certainly means that roughly that nearly all of those girls were aborted for no other reason than their sex. The preference for boys was a bias that killed in mass numbers.But in one of the most important social shifts of our time, that bias is changing. In a great cover story earlier this month, The Economist reported that the number of annual excess male births has fallen from a peak of 1.7 million in 2000 to around 200,000, which puts it back within the biologically standard birth ratio of 105 boys for every 100 girls. Countries that once had highly skewed sex ratios — like South Korea, which saw almost 116 boys born for every 100 girls in 1990 — now have normal or near-normal ratios. Altogether, The Economist estimated that the decline in sex preference at birth in the past 25 years has saved the equivalent of 7 million girls. That’s comparable to the number of lives saved by anti-smoking efforts in the US. So how, exactly, have we overcome a prejudice that seemed so embedded in human society?Success in school and the workplaceFor one, we have relaxed discrimination against girls and women in other ways — in school and in the workplace. With fewer limits, girls are outperforming boys in the classroom. In the most recent international PISA tests, considered the gold standard for evaluating student performance around the world, 15-year-old girls beat their male counterparts in reading in 79 out of 81 participating countries or economies, while the historic male advantage in math scores has fallen to single digits. Girls are also dominating in higher education, with 113 female students at that level for every 100 male students. While women continue to earn less than men, the gender pay gap has been shrinking, and in a number of urban areas in the US, young women have actually been outearning young men. Government policies have helped accelerate that shift, in part because they have come to recognize the serious social problems that eventually result from decades of anti-girl discrimination. In countries like South Korea and China, which have long had some of the most skewed gender ratios at birth, governments have cracked down on technologies that enable sex-selective abortion. In India, where female infanticide and neglect have been particularly horrific, slogans like “the Daughter, Educate the Daughter” have helped change opinions. A changing preferenceThe shift is being seen not just in birth sex ratios, but in opinion polls — and in the actions of would-be parents.Between 1983 and 2003, The Economist reported, the proportion of South Korean women who said it was “necessary” to have a son fell from 48 percent to 6 percent, while nearly half of women now say they want daughters. In Japan, the shift has gone even further — as far back as 2002, 75 percent of couples who wanted only one child said they hoped for a daughter.In the US, which allows sex selection for couples doing in-vitro fertilization, there is growing evidence that would-be parents prefer girls, as do potential adoptive parents. While in the past, parents who had a girl first were more likely to keep trying to have children in an effort to have a boy, the opposite is now true — couples who have a girl first are less likely to keep trying. A more equal futureThere’s still more progress to be made. In northwest of India, for instance, birth ratios that overly skew toward boys are still the norm. In regions of sub-Saharan Africa, birth sex ratios may be relatively normal, but post-birth discrimination in the form of poorer nutrition and worse medical care still lingers. And course, women around the world are still subject to unacceptable levels of violence and discrimination from men.And some of the reasons for this shift may not be as high-minded as we’d like to think. Boys around the world are struggling in the modern era. They increasingly underperform in education, are more likely to be involved in violent crime, and in general, are failing to launch into adulthood. In the US, 20 percent of American men between 25 and 34 still live with their parents, compared to 15 percent of similarly aged women. It also seems to be the case that at least some of the increasing preference for girls is rooted in sexist stereotypes. Parents around the world may now prefer girls partly because they see them as more likely to take care of them in their old age — meaning a different kind of bias against women, that they are more natural caretakers, may be paradoxically driving the decline in prejudice against girls at birth.But make no mistake — the decline of boy preference is a clear mark of social progress, one measured in millions of girls’ lives saved. And maybe one Father’s Day, not too long from now, we’ll reach the point where daughters and sons are simply children: equally loved and equally welcomed.A version of this story originally appeared in the Good News newsletter. Sign up here!See More:
    #stunning #reversal #humanitys #oldest #bias
    The stunning reversal of humanity’s oldest bias
    Perhaps the oldest, most pernicious form of human bias is that of men toward women. It often started at the moment of birth. In ancient Athens, at a public ceremony called the amphidromia, fathers would inspect a newborn and decide whether it would be part of the family, or be cast away. One often socially acceptable reason for abandoning the baby: It was a girl. Female infanticide has been distressingly common in many societies — and its practice is not just ancient history. In 1990, the Nobel Prize-winning economist Amartya Sen looked at birth ratios in Asia, North Africa, and China and calculated that more than 100 million women were essentially “missing” — meaning that, based on the normal ratio of boys to girls at birth and the longevity of both genders, there was a huge missing number of girls who should have been born, but weren’t. Sen’s estimate came before the truly widespread adoption of ultrasound tests that could determine the sex of a fetus in utero — which actually made the problem worse, leading to a wave of sex-selective abortions. These were especially common in countries like India and China; the latter’s one-child policy and old biases made families desperate for their one child to be a boy. The Economist has estimated that since 1980 alone, there have been approximately 50 million fewer girls born worldwide than would naturally be expected, which almost certainly means that roughly that nearly all of those girls were aborted for no other reason than their sex. The preference for boys was a bias that killed in mass numbers.But in one of the most important social shifts of our time, that bias is changing. In a great cover story earlier this month, The Economist reported that the number of annual excess male births has fallen from a peak of 1.7 million in 2000 to around 200,000, which puts it back within the biologically standard birth ratio of 105 boys for every 100 girls. Countries that once had highly skewed sex ratios — like South Korea, which saw almost 116 boys born for every 100 girls in 1990 — now have normal or near-normal ratios. Altogether, The Economist estimated that the decline in sex preference at birth in the past 25 years has saved the equivalent of 7 million girls. That’s comparable to the number of lives saved by anti-smoking efforts in the US. So how, exactly, have we overcome a prejudice that seemed so embedded in human society?Success in school and the workplaceFor one, we have relaxed discrimination against girls and women in other ways — in school and in the workplace. With fewer limits, girls are outperforming boys in the classroom. In the most recent international PISA tests, considered the gold standard for evaluating student performance around the world, 15-year-old girls beat their male counterparts in reading in 79 out of 81 participating countries or economies, while the historic male advantage in math scores has fallen to single digits. Girls are also dominating in higher education, with 113 female students at that level for every 100 male students. While women continue to earn less than men, the gender pay gap has been shrinking, and in a number of urban areas in the US, young women have actually been outearning young men. Government policies have helped accelerate that shift, in part because they have come to recognize the serious social problems that eventually result from decades of anti-girl discrimination. In countries like South Korea and China, which have long had some of the most skewed gender ratios at birth, governments have cracked down on technologies that enable sex-selective abortion. In India, where female infanticide and neglect have been particularly horrific, slogans like “the Daughter, Educate the Daughter” have helped change opinions. A changing preferenceThe shift is being seen not just in birth sex ratios, but in opinion polls — and in the actions of would-be parents.Between 1983 and 2003, The Economist reported, the proportion of South Korean women who said it was “necessary” to have a son fell from 48 percent to 6 percent, while nearly half of women now say they want daughters. In Japan, the shift has gone even further — as far back as 2002, 75 percent of couples who wanted only one child said they hoped for a daughter.In the US, which allows sex selection for couples doing in-vitro fertilization, there is growing evidence that would-be parents prefer girls, as do potential adoptive parents. While in the past, parents who had a girl first were more likely to keep trying to have children in an effort to have a boy, the opposite is now true — couples who have a girl first are less likely to keep trying. A more equal futureThere’s still more progress to be made. In northwest of India, for instance, birth ratios that overly skew toward boys are still the norm. In regions of sub-Saharan Africa, birth sex ratios may be relatively normal, but post-birth discrimination in the form of poorer nutrition and worse medical care still lingers. And course, women around the world are still subject to unacceptable levels of violence and discrimination from men.And some of the reasons for this shift may not be as high-minded as we’d like to think. Boys around the world are struggling in the modern era. They increasingly underperform in education, are more likely to be involved in violent crime, and in general, are failing to launch into adulthood. In the US, 20 percent of American men between 25 and 34 still live with their parents, compared to 15 percent of similarly aged women. It also seems to be the case that at least some of the increasing preference for girls is rooted in sexist stereotypes. Parents around the world may now prefer girls partly because they see them as more likely to take care of them in their old age — meaning a different kind of bias against women, that they are more natural caretakers, may be paradoxically driving the decline in prejudice against girls at birth.But make no mistake — the decline of boy preference is a clear mark of social progress, one measured in millions of girls’ lives saved. And maybe one Father’s Day, not too long from now, we’ll reach the point where daughters and sons are simply children: equally loved and equally welcomed.A version of this story originally appeared in the Good News newsletter. Sign up here!See More: #stunning #reversal #humanitys #oldest #bias
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    The stunning reversal of humanity’s oldest bias
    Perhaps the oldest, most pernicious form of human bias is that of men toward women. It often started at the moment of birth. In ancient Athens, at a public ceremony called the amphidromia, fathers would inspect a newborn and decide whether it would be part of the family, or be cast away. One often socially acceptable reason for abandoning the baby: It was a girl. Female infanticide has been distressingly common in many societies — and its practice is not just ancient history. In 1990, the Nobel Prize-winning economist Amartya Sen looked at birth ratios in Asia, North Africa, and China and calculated that more than 100 million women were essentially “missing” — meaning that, based on the normal ratio of boys to girls at birth and the longevity of both genders, there was a huge missing number of girls who should have been born, but weren’t. Sen’s estimate came before the truly widespread adoption of ultrasound tests that could determine the sex of a fetus in utero — which actually made the problem worse, leading to a wave of sex-selective abortions. These were especially common in countries like India and China; the latter’s one-child policy and old biases made families desperate for their one child to be a boy. The Economist has estimated that since 1980 alone, there have been approximately 50 million fewer girls born worldwide than would naturally be expected, which almost certainly means that roughly that nearly all of those girls were aborted for no other reason than their sex. The preference for boys was a bias that killed in mass numbers.But in one of the most important social shifts of our time, that bias is changing. In a great cover story earlier this month, The Economist reported that the number of annual excess male births has fallen from a peak of 1.7 million in 2000 to around 200,000, which puts it back within the biologically standard birth ratio of 105 boys for every 100 girls. Countries that once had highly skewed sex ratios — like South Korea, which saw almost 116 boys born for every 100 girls in 1990 — now have normal or near-normal ratios. Altogether, The Economist estimated that the decline in sex preference at birth in the past 25 years has saved the equivalent of 7 million girls. That’s comparable to the number of lives saved by anti-smoking efforts in the US. So how, exactly, have we overcome a prejudice that seemed so embedded in human society?Success in school and the workplaceFor one, we have relaxed discrimination against girls and women in other ways — in school and in the workplace. With fewer limits, girls are outperforming boys in the classroom. In the most recent international PISA tests, considered the gold standard for evaluating student performance around the world, 15-year-old girls beat their male counterparts in reading in 79 out of 81 participating countries or economies, while the historic male advantage in math scores has fallen to single digits. Girls are also dominating in higher education, with 113 female students at that level for every 100 male students. While women continue to earn less than men, the gender pay gap has been shrinking, and in a number of urban areas in the US, young women have actually been outearning young men. Government policies have helped accelerate that shift, in part because they have come to recognize the serious social problems that eventually result from decades of anti-girl discrimination. In countries like South Korea and China, which have long had some of the most skewed gender ratios at birth, governments have cracked down on technologies that enable sex-selective abortion. In India, where female infanticide and neglect have been particularly horrific, slogans like “Save the Daughter, Educate the Daughter” have helped change opinions. A changing preferenceThe shift is being seen not just in birth sex ratios, but in opinion polls — and in the actions of would-be parents.Between 1983 and 2003, The Economist reported, the proportion of South Korean women who said it was “necessary” to have a son fell from 48 percent to 6 percent, while nearly half of women now say they want daughters. In Japan, the shift has gone even further — as far back as 2002, 75 percent of couples who wanted only one child said they hoped for a daughter.In the US, which allows sex selection for couples doing in-vitro fertilization, there is growing evidence that would-be parents prefer girls, as do potential adoptive parents. While in the past, parents who had a girl first were more likely to keep trying to have children in an effort to have a boy, the opposite is now true — couples who have a girl first are less likely to keep trying. A more equal futureThere’s still more progress to be made. In northwest of India, for instance, birth ratios that overly skew toward boys are still the norm. In regions of sub-Saharan Africa, birth sex ratios may be relatively normal, but post-birth discrimination in the form of poorer nutrition and worse medical care still lingers. And course, women around the world are still subject to unacceptable levels of violence and discrimination from men.And some of the reasons for this shift may not be as high-minded as we’d like to think. Boys around the world are struggling in the modern era. They increasingly underperform in education, are more likely to be involved in violent crime, and in general, are failing to launch into adulthood. In the US, 20 percent of American men between 25 and 34 still live with their parents, compared to 15 percent of similarly aged women. It also seems to be the case that at least some of the increasing preference for girls is rooted in sexist stereotypes. Parents around the world may now prefer girls partly because they see them as more likely to take care of them in their old age — meaning a different kind of bias against women, that they are more natural caretakers, may be paradoxically driving the decline in prejudice against girls at birth.But make no mistake — the decline of boy preference is a clear mark of social progress, one measured in millions of girls’ lives saved. And maybe one Father’s Day, not too long from now, we’ll reach the point where daughters and sons are simply children: equally loved and equally welcomed.A version of this story originally appeared in the Good News newsletter. Sign up here!See More:
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  • Dispatch offers something new for superhero video games — engaging deskwork

    While we’ve had plenty of superhero games come out over the past decade and a half, most have either been open-world adventures or fighting games. I’m as excited as anyone for the upcoming Marvel Tōkon and Invincible VS, but I’m also ready for a little something different. That’s where Dispatch from AdHoc Studio comes in.

    Dispatch is a game made for people who enjoy watching a rerun of The Office as a palate cleanser after the bloody battles of Invincible. So, me. You’re cast as Robert Robertson, the former superhero known as Mecha Man. He has to step away from frontline superheroics as the mech suit he relied on was destroyed in battle. Needing a job, he starts work at a dispatch center for superheroes, and the demo takes you through a small, 30-minute chunk of his first day.

    You’ll notice Dispatch’s crude humor early on. The first thing you can do in Dispatch is give a colleague a “bro fist” at a urinal, and the juvenile jokes don’t stop there. Middle school boys are going to love it, though I’d be lying if I said a few of the jokes didn’t get chuckles from me.

    Another of Robertson’s co-workers, who also used to be a superhero until his powers caused him to rapidly age, introduces Robertson’s team of misfit heroes, though that term should be used loosely. He notes they’re a “motley crew of dangerous fuck-ups” as Robertson examines their files, each with a mugshot and rapsheet. Robertson isn’t in charge of the Avengers — he’s leading a D-List Suicide Squad. The cast, however, is full of A-listers: Laura Bailey, Matthew Mercer, Aaron Paul, and Jeffrey Wright are among those lending their voices to Dispatch.

    Much like The Boys, Dispatch plays with the idea of the corporatization of superheroes. These heroes aren’t a lone Spider-Man swinging through Manhattan on patrol — they’re employees waiting for an assignment. Gameplay consists of matching the righthero to the job. Some assignments I saw in the demo included breaking up a robbery, catching a 12-year-old thief, and grabbing a kid’s balloon from a tree while also making sure the kid didn’t cry. Seeing as how one of your misfits is a literal bat man and another looks like a tiefling, you have to choose wisely.

    The real draw of Dispatch for me isn’t the point-and-click assignment gameplay, but rather the choice-based dialogue. It’s developed by AdHoc Studio, which was formed in 2018 by former developers who had worked on Telltale titles like The Wolf Among Us, The Walking Dead, and Tales from the Borderlands, and you can easily see the throughline from those titles to Dispatch. At various points, you have a limited time to select Robertson’s dialogue, and occasionally a pop-up saying a character “will remember that” appears. How much Robertson’s choices actually have consequences or influence his relationships with others remains to be seen, though I have no doubt those choices will be fun to make.

    After its reveal at The Game Awards six months ago, Dispatch will be coming to Windows PC and unspecified consoles sometime this year. You can check out its demo now on Steam.
    #dispatch #offers #something #new #superhero
    Dispatch offers something new for superhero video games — engaging deskwork
    While we’ve had plenty of superhero games come out over the past decade and a half, most have either been open-world adventures or fighting games. I’m as excited as anyone for the upcoming Marvel Tōkon and Invincible VS, but I’m also ready for a little something different. That’s where Dispatch from AdHoc Studio comes in. Dispatch is a game made for people who enjoy watching a rerun of The Office as a palate cleanser after the bloody battles of Invincible. So, me. You’re cast as Robert Robertson, the former superhero known as Mecha Man. He has to step away from frontline superheroics as the mech suit he relied on was destroyed in battle. Needing a job, he starts work at a dispatch center for superheroes, and the demo takes you through a small, 30-minute chunk of his first day. You’ll notice Dispatch’s crude humor early on. The first thing you can do in Dispatch is give a colleague a “bro fist” at a urinal, and the juvenile jokes don’t stop there. Middle school boys are going to love it, though I’d be lying if I said a few of the jokes didn’t get chuckles from me. Another of Robertson’s co-workers, who also used to be a superhero until his powers caused him to rapidly age, introduces Robertson’s team of misfit heroes, though that term should be used loosely. He notes they’re a “motley crew of dangerous fuck-ups” as Robertson examines their files, each with a mugshot and rapsheet. Robertson isn’t in charge of the Avengers — he’s leading a D-List Suicide Squad. The cast, however, is full of A-listers: Laura Bailey, Matthew Mercer, Aaron Paul, and Jeffrey Wright are among those lending their voices to Dispatch. Much like The Boys, Dispatch plays with the idea of the corporatization of superheroes. These heroes aren’t a lone Spider-Man swinging through Manhattan on patrol — they’re employees waiting for an assignment. Gameplay consists of matching the righthero to the job. Some assignments I saw in the demo included breaking up a robbery, catching a 12-year-old thief, and grabbing a kid’s balloon from a tree while also making sure the kid didn’t cry. Seeing as how one of your misfits is a literal bat man and another looks like a tiefling, you have to choose wisely. The real draw of Dispatch for me isn’t the point-and-click assignment gameplay, but rather the choice-based dialogue. It’s developed by AdHoc Studio, which was formed in 2018 by former developers who had worked on Telltale titles like The Wolf Among Us, The Walking Dead, and Tales from the Borderlands, and you can easily see the throughline from those titles to Dispatch. At various points, you have a limited time to select Robertson’s dialogue, and occasionally a pop-up saying a character “will remember that” appears. How much Robertson’s choices actually have consequences or influence his relationships with others remains to be seen, though I have no doubt those choices will be fun to make. After its reveal at The Game Awards six months ago, Dispatch will be coming to Windows PC and unspecified consoles sometime this year. You can check out its demo now on Steam. #dispatch #offers #something #new #superhero
    WWW.POLYGON.COM
    Dispatch offers something new for superhero video games — engaging deskwork
    While we’ve had plenty of superhero games come out over the past decade and a half (and I’m always down for more), most have either been open-world adventures or fighting games. I’m as excited as anyone for the upcoming Marvel Tōkon and Invincible VS, but I’m also ready for a little something different. That’s where Dispatch from AdHoc Studio comes in. Dispatch is a game made for people who enjoy watching a rerun of The Office as a palate cleanser after the bloody battles of Invincible. So, me. You’re cast as Robert Robertson, the former superhero known as Mecha Man. He has to step away from frontline superheroics as the mech suit he relied on was destroyed in battle. Needing a job, he starts work at a dispatch center for superheroes, and the demo takes you through a small, 30-minute chunk of his first day. You’ll notice Dispatch’s crude humor early on. The first thing you can do in Dispatch is give a colleague a “bro fist” at a urinal, and the juvenile jokes don’t stop there. Middle school boys are going to love it, though I’d be lying if I said a few of the jokes didn’t get chuckles from me. Another of Robertson’s co-workers, who also used to be a superhero until his powers caused him to rapidly age, introduces Robertson’s team of misfit heroes, though that term should be used loosely. He notes they’re a “motley crew of dangerous fuck-ups” as Robertson examines their files, each with a mugshot and rapsheet. Robertson isn’t in charge of the Avengers — he’s leading a D-List Suicide Squad. The cast, however, is full of A-listers: Laura Bailey, Matthew Mercer, Aaron Paul, and Jeffrey Wright are among those lending their voices to Dispatch. Much like The Boys, Dispatch plays with the idea of the corporatization of superheroes (though without the satire of and parallels to modern-day politics). These heroes aren’t a lone Spider-Man swinging through Manhattan on patrol — they’re employees waiting for an assignment. Gameplay consists of matching the right (or perhaps “good enough”) hero to the job. Some assignments I saw in the demo included breaking up a robbery, catching a 12-year-old thief, and grabbing a kid’s balloon from a tree while also making sure the kid didn’t cry. Seeing as how one of your misfits is a literal bat man and another looks like a tiefling, you have to choose wisely. The real draw of Dispatch for me isn’t the point-and-click assignment gameplay, but rather the choice-based dialogue. It’s developed by AdHoc Studio, which was formed in 2018 by former developers who had worked on Telltale titles like The Wolf Among Us, The Walking Dead, and Tales from the Borderlands, and you can easily see the throughline from those titles to Dispatch. At various points, you have a limited time to select Robertson’s dialogue, and occasionally a pop-up saying a character “will remember that” appears. How much Robertson’s choices actually have consequences or influence his relationships with others remains to be seen, though I have no doubt those choices will be fun to make. After its reveal at The Game Awards six months ago, Dispatch will be coming to Windows PC and unspecified consoles sometime this year. You can check out its demo now on Steam.
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  • My unexpected Pride icon: Link from the Zelda games, a non-binary hero who helped me work out who I was

    Growing up steeped in the aggressive gender stereotypes of the 1990s was a real trip for most queer millennials, but I think gamers had it especially hard. Almost all video game characters were hypermasculine military men, unrealistically curvaceous fantasy women wearing barely enough armour to cover their nipples, or cartoon animals. Most of these characters catered exclusively to straight teenage boys; overt queer representation in games was pretty much nonexistent until the mid 2010s. Before that, we had to take what we could get. And what I had was Link, from The Legend of Zelda.Link. Composite: Guardian Design; Zuma Press/AlamyLink is a boy, but he didn’t really look like one. He wore a green tunic and a serious expression under a mop of blond hair. He is the adventurous, mostly silent hero of the Zelda games, unassuming and often vulnerable, but also resourceful, daring and handy with a sword. In most of the early Zelda games, he is a kid of about 10, but even when he grew into a teenager in 1998’s Ocarina of Time on the Nintendo 64, he didn’t become a furious lump of muscle. He stayed androgynous, in his tunic and tights. As a kid, I would dress up like him for Halloween, carefully centre-parting my blond fringe. Link may officially be a boy, but for me he has always been a non-binary icon.As time has gone on and game graphics have evolved, Link has stayed somewhat gender-ambiguous. Gay guys and gender-fluid types alike appreciate his ageless twink energy. And given the total lack of thought that most game developers gave to players who weren’t straight and male, I felt vindicated when I found out that this was intentional. In 2016, the Zelda series’ producer Eiji Aonuma told Time magazine that the development team had experimented a little with Link’s gender presentation over the years, but that he felt that the character’s androgyny was part of who he was.“back during the Ocarina of Time days, I wanted Link to be gender neutral,” he said. “I wanted the player to think: ‘Maybe Link is a boy or a girl.’ If you saw Link as a guy, he’d have more of a feminine touch. Or vice versa … I’ve always thought that for either female or male players, I wanted them to be able to relate to Link.”As it turns out, Link appeals perhaps most of all to those of us somewhere in between. In 2023, the tech blog io9 spoke to many transgender and non-binary people who saw something of themselves in Link: he has acquired a reputation as an egg-cracker, a fictional character who prompts a realisation about your own gender identity.Despite their outdated reputation as a pursuit for adolescent boys, video games have always been playgrounds for gender experimentation and expression. There are legions of trans, non-binary and gender non-conforming people who first started exploring their identity with customisable game characters in World of Warcraft, or gender-swapping themselves in The Sims – the digital equivalent of dressing up. Video games are the closest you can come to stepping into a new body for a bit and seeing how it feels.It is no surprise to me that a lot of queer people are drawn to video games. A 2024 survey by GLAAD found that 17% of gamers identify as LGBTQ+, a huge number compared with the general population. It may be because people who play games skew younger – 40 and below – but I also think it’s because gender is all about play. What fun it is to mess with the rules, subvert people’s expectations and create your own character. It is as empowering as any world-saving quest.
    #unexpected #pride #icon #link #zelda
    My unexpected Pride icon: Link from the Zelda games, a non-binary hero who helped me work out who I was
    Growing up steeped in the aggressive gender stereotypes of the 1990s was a real trip for most queer millennials, but I think gamers had it especially hard. Almost all video game characters were hypermasculine military men, unrealistically curvaceous fantasy women wearing barely enough armour to cover their nipples, or cartoon animals. Most of these characters catered exclusively to straight teenage boys; overt queer representation in games was pretty much nonexistent until the mid 2010s. Before that, we had to take what we could get. And what I had was Link, from The Legend of Zelda.Link. Composite: Guardian Design; Zuma Press/AlamyLink is a boy, but he didn’t really look like one. He wore a green tunic and a serious expression under a mop of blond hair. He is the adventurous, mostly silent hero of the Zelda games, unassuming and often vulnerable, but also resourceful, daring and handy with a sword. In most of the early Zelda games, he is a kid of about 10, but even when he grew into a teenager in 1998’s Ocarina of Time on the Nintendo 64, he didn’t become a furious lump of muscle. He stayed androgynous, in his tunic and tights. As a kid, I would dress up like him for Halloween, carefully centre-parting my blond fringe. Link may officially be a boy, but for me he has always been a non-binary icon.As time has gone on and game graphics have evolved, Link has stayed somewhat gender-ambiguous. Gay guys and gender-fluid types alike appreciate his ageless twink energy. And given the total lack of thought that most game developers gave to players who weren’t straight and male, I felt vindicated when I found out that this was intentional. In 2016, the Zelda series’ producer Eiji Aonuma told Time magazine that the development team had experimented a little with Link’s gender presentation over the years, but that he felt that the character’s androgyny was part of who he was.“back during the Ocarina of Time days, I wanted Link to be gender neutral,” he said. “I wanted the player to think: ‘Maybe Link is a boy or a girl.’ If you saw Link as a guy, he’d have more of a feminine touch. Or vice versa … I’ve always thought that for either female or male players, I wanted them to be able to relate to Link.”As it turns out, Link appeals perhaps most of all to those of us somewhere in between. In 2023, the tech blog io9 spoke to many transgender and non-binary people who saw something of themselves in Link: he has acquired a reputation as an egg-cracker, a fictional character who prompts a realisation about your own gender identity.Despite their outdated reputation as a pursuit for adolescent boys, video games have always been playgrounds for gender experimentation and expression. There are legions of trans, non-binary and gender non-conforming people who first started exploring their identity with customisable game characters in World of Warcraft, or gender-swapping themselves in The Sims – the digital equivalent of dressing up. Video games are the closest you can come to stepping into a new body for a bit and seeing how it feels.It is no surprise to me that a lot of queer people are drawn to video games. A 2024 survey by GLAAD found that 17% of gamers identify as LGBTQ+, a huge number compared with the general population. It may be because people who play games skew younger – 40 and below – but I also think it’s because gender is all about play. What fun it is to mess with the rules, subvert people’s expectations and create your own character. It is as empowering as any world-saving quest. #unexpected #pride #icon #link #zelda
    WWW.THEGUARDIAN.COM
    My unexpected Pride icon: Link from the Zelda games, a non-binary hero who helped me work out who I was
    Growing up steeped in the aggressive gender stereotypes of the 1990s was a real trip for most queer millennials, but I think gamers had it especially hard. Almost all video game characters were hypermasculine military men, unrealistically curvaceous fantasy women wearing barely enough armour to cover their nipples, or cartoon animals. Most of these characters catered exclusively to straight teenage boys (or, I guess, furries); overt queer representation in games was pretty much nonexistent until the mid 2010s. Before that, we had to take what we could get. And what I had was Link, from The Legend of Zelda.Link. Composite: Guardian Design; Zuma Press/AlamyLink is a boy, but he didn’t really look like one. He wore a green tunic and a serious expression under a mop of blond hair. He is the adventurous, mostly silent hero of the Zelda games, unassuming and often vulnerable, but also resourceful, daring and handy with a sword. In most of the early Zelda games, he is a kid of about 10, but even when he grew into a teenager in 1998’s Ocarina of Time on the Nintendo 64, he didn’t become a furious lump of muscle. He stayed androgynous, in his tunic and tights. As a kid, I would dress up like him for Halloween, carefully centre-parting my blond fringe. Link may officially be a boy, but for me he has always been a non-binary icon.As time has gone on and game graphics have evolved, Link has stayed somewhat gender-ambiguous. Gay guys and gender-fluid types alike appreciate his ageless twink energy. And given the total lack of thought that most game developers gave to players who weren’t straight and male, I felt vindicated when I found out that this was intentional. In 2016, the Zelda series’ producer Eiji Aonuma told Time magazine that the development team had experimented a little with Link’s gender presentation over the years, but that he felt that the character’s androgyny was part of who he was.“[Even] back during the Ocarina of Time days, I wanted Link to be gender neutral,” he said. “I wanted the player to think: ‘Maybe Link is a boy or a girl.’ If you saw Link as a guy, he’d have more of a feminine touch. Or vice versa … I’ve always thought that for either female or male players, I wanted them to be able to relate to Link.”As it turns out, Link appeals perhaps most of all to those of us somewhere in between. In 2023, the tech blog io9 spoke to many transgender and non-binary people who saw something of themselves in Link: he has acquired a reputation as an egg-cracker, a fictional character who prompts a realisation about your own gender identity.Despite their outdated reputation as a pursuit for adolescent boys, video games have always been playgrounds for gender experimentation and expression. There are legions of trans, non-binary and gender non-conforming people who first started exploring their identity with customisable game characters in World of Warcraft, or gender-swapping themselves in The Sims – the digital equivalent of dressing up. Video games are the closest you can come to stepping into a new body for a bit and seeing how it feels.It is no surprise to me that a lot of queer people are drawn to video games. A 2024 survey by GLAAD found that 17% of gamers identify as LGBTQ+, a huge number compared with the general population. It may be because people who play games skew younger – 40 and below – but I also think it’s because gender is all about play. What fun it is to mess with the rules, subvert people’s expectations and create your own character. It is as empowering as any world-saving quest.
    0 Yorumlar 0 hisse senetleri
  • Hell is Us terrifies in all the best ways

    Hell is Us has been on my radar since it was first announced in April 2022, and I’ve finally been able to spend some time with it via its demo. The war-torn world of Hell is Us is immediately chilling and the demo’s brief glimpse of the gameplay, despite some minor hang-ups, has me eager for more.

    You play as Remi as he ventures to the fictional country of Hadea. A civil war has broken out, dividing and devastating Hadea’s people. Remi must travel through the war zone in search of his parents, and quickly comes across a farmer who exposition-dumps plenty of information that may or may not stick. Essentially, shit is bad, tragically so, and Remi is about to discover just how bad.

    You wander around a forest while an unsettling Returnal-esque score accompanies you. Eventually you gain access to ruins that turn out to have been some sort of dungeon for prisoners long ago. It’s here that Remi encounters the first of hopefully many “oh, shit!” moments. He comes across a creepy-ass enemy I can best describe as if Spot from Spider-Man: Across the Spider-Verse was designed to horrify — a pale white humanoid with a black circle for a face who contorts around the level like a marionette. A mask-wearing woman shows up out of nowhere to take down the creepy foe, but dies saving Remi. Without explanation, Remi decides to don her poncho, take her drone, and wield her BGS.

    Turns out he’s pretty good with a sword. Remi will encounter a couple dozen enemies throughout the demo; the combat is easy to pick up and is somewhat standard third-person-melee, though it does rely heavily on stamina management. Your max stamina is also reduced when you take damage, so you really don’t wanna get hit much.

    You can heal using consumable med kits as well as a pulse mechanic. Attacking enemies creates floating particles around Remi and once those particles form into a circle, you can press your controller’s right bumper to activate a healing pulse. It’s an interesting mechanic, and I like how Hell is Us is giving players a way to recoup health in the midst of combat. However, actually doing it is a bit clunky; keeping one eye on an enemy and the other on the particles around Remi is distracting, and timing the pulse is a challenge — you can only activate it during a brief window, and you’ll likely be in the middle of a combo when a pulse opportunity presents itself.

    While Hell is Us’ combat has surface similarities to Soulslikes — like parrying blows from creepy enemies — it felt less punishing and more forgiving than what you’d expect from a FromSoftware title. I only died once in the demo, compared to countless deaths in the opening hours of Soulslikes such as Lies of P or Elden Ring. Notably, enemies don’t respawn when you save your game, so you don’t have to worry about repeatedly striking down the same foes.

    Because dead enemies remain dead, exploration is encouraged in Hell is Us. Developer Rogue Factor boasts that the game has “no map, no compass, no quest markers,” so you’re free to wander around the game’s world without a guiding hand and discover its secrets. For example, that farmer I mentioned earlier told Remi about how three of his sons died in this war. Later on, when exploring the World War I-like trenches outside of the ruins, I found a note from a soldier on the other side of the conflict bragging about killing three brothers “cowering in a farmhouse.”

    The note also mentioned taking a gold watch from one of the boys, which I grabbed and returned to the farmer — without a quest marker to guide me or a journal entry saying “give this item to the farmer.” This completed a “Good Deed” and I was told a reward may come from it later in the game; I’m curious how these types of quests will play out in the full release. The prospect of doing good deeds in this torn-asunder country is especially appealing.

    A Soulslike-adjacent game placing greater emphasis on user-guided exploration than combat sounds enticing, and Hell is Us is delivering on that promise so far. Its demo is available on Steam through June 16 before the full game launches Sept. 4 for PC, PlayStation 5, and Xbox Series X.
    #hell #terrifies #all #best #ways
    Hell is Us terrifies in all the best ways
    Hell is Us has been on my radar since it was first announced in April 2022, and I’ve finally been able to spend some time with it via its demo. The war-torn world of Hell is Us is immediately chilling and the demo’s brief glimpse of the gameplay, despite some minor hang-ups, has me eager for more. You play as Remi as he ventures to the fictional country of Hadea. A civil war has broken out, dividing and devastating Hadea’s people. Remi must travel through the war zone in search of his parents, and quickly comes across a farmer who exposition-dumps plenty of information that may or may not stick. Essentially, shit is bad, tragically so, and Remi is about to discover just how bad. You wander around a forest while an unsettling Returnal-esque score accompanies you. Eventually you gain access to ruins that turn out to have been some sort of dungeon for prisoners long ago. It’s here that Remi encounters the first of hopefully many “oh, shit!” moments. He comes across a creepy-ass enemy I can best describe as if Spot from Spider-Man: Across the Spider-Verse was designed to horrify — a pale white humanoid with a black circle for a face who contorts around the level like a marionette. A mask-wearing woman shows up out of nowhere to take down the creepy foe, but dies saving Remi. Without explanation, Remi decides to don her poncho, take her drone, and wield her BGS. Turns out he’s pretty good with a sword. Remi will encounter a couple dozen enemies throughout the demo; the combat is easy to pick up and is somewhat standard third-person-melee, though it does rely heavily on stamina management. Your max stamina is also reduced when you take damage, so you really don’t wanna get hit much. You can heal using consumable med kits as well as a pulse mechanic. Attacking enemies creates floating particles around Remi and once those particles form into a circle, you can press your controller’s right bumper to activate a healing pulse. It’s an interesting mechanic, and I like how Hell is Us is giving players a way to recoup health in the midst of combat. However, actually doing it is a bit clunky; keeping one eye on an enemy and the other on the particles around Remi is distracting, and timing the pulse is a challenge — you can only activate it during a brief window, and you’ll likely be in the middle of a combo when a pulse opportunity presents itself. While Hell is Us’ combat has surface similarities to Soulslikes — like parrying blows from creepy enemies — it felt less punishing and more forgiving than what you’d expect from a FromSoftware title. I only died once in the demo, compared to countless deaths in the opening hours of Soulslikes such as Lies of P or Elden Ring. Notably, enemies don’t respawn when you save your game, so you don’t have to worry about repeatedly striking down the same foes. Because dead enemies remain dead, exploration is encouraged in Hell is Us. Developer Rogue Factor boasts that the game has “no map, no compass, no quest markers,” so you’re free to wander around the game’s world without a guiding hand and discover its secrets. For example, that farmer I mentioned earlier told Remi about how three of his sons died in this war. Later on, when exploring the World War I-like trenches outside of the ruins, I found a note from a soldier on the other side of the conflict bragging about killing three brothers “cowering in a farmhouse.” The note also mentioned taking a gold watch from one of the boys, which I grabbed and returned to the farmer — without a quest marker to guide me or a journal entry saying “give this item to the farmer.” This completed a “Good Deed” and I was told a reward may come from it later in the game; I’m curious how these types of quests will play out in the full release. The prospect of doing good deeds in this torn-asunder country is especially appealing. A Soulslike-adjacent game placing greater emphasis on user-guided exploration than combat sounds enticing, and Hell is Us is delivering on that promise so far. Its demo is available on Steam through June 16 before the full game launches Sept. 4 for PC, PlayStation 5, and Xbox Series X. #hell #terrifies #all #best #ways
    WWW.POLYGON.COM
    Hell is Us terrifies in all the best ways
    Hell is Us has been on my radar since it was first announced in April 2022, and I’ve finally been able to spend some time with it via its demo. The war-torn world of Hell is Us is immediately chilling and the demo’s brief glimpse of the gameplay, despite some minor hang-ups, has me eager for more. You play as Remi as he ventures to the fictional country of Hadea. A civil war has broken out, dividing and devastating Hadea’s people. Remi must travel through the war zone in search of his parents, and quickly comes across a farmer who exposition-dumps plenty of information that may or may not stick. Essentially, shit is bad, tragically so, and Remi is about to discover just how bad. You wander around a forest while an unsettling Returnal-esque score accompanies you. Eventually you gain access to ruins that turn out to have been some sort of dungeon for prisoners long ago. It’s here that Remi encounters the first of hopefully many “oh, shit!” moments. He comes across a creepy-ass enemy I can best describe as if Spot from Spider-Man: Across the Spider-Verse was designed to horrify — a pale white humanoid with a black circle for a face who contorts around the level like a marionette. A mask-wearing woman shows up out of nowhere to take down the creepy foe, but dies saving Remi. Without explanation, Remi decides to don her poncho, take her drone, and wield her BGS (big glowing sword). Turns out he’s pretty good with a sword. Remi will encounter a couple dozen enemies throughout the demo; the combat is easy to pick up and is somewhat standard third-person-melee, though it does rely heavily on stamina management. Your max stamina is also reduced when you take damage, so you really don’t wanna get hit much. You can heal using consumable med kits as well as a pulse mechanic. Attacking enemies creates floating particles around Remi and once those particles form into a circle, you can press your controller’s right bumper to activate a healing pulse. It’s an interesting mechanic, and I like how Hell is Us is giving players a way to recoup health in the midst of combat. However, actually doing it is a bit clunky; keeping one eye on an enemy and the other on the particles around Remi is distracting, and timing the pulse is a challenge — you can only activate it during a brief window, and you’ll likely be in the middle of a combo when a pulse opportunity presents itself. While Hell is Us’ combat has surface similarities to Soulslikes — like parrying blows from creepy enemies — it felt less punishing and more forgiving than what you’d expect from a FromSoftware title. I only died once in the demo, compared to countless deaths in the opening hours of Soulslikes such as Lies of P or Elden Ring. Notably, enemies don’t respawn when you save your game, so you don’t have to worry about repeatedly striking down the same foes. Because dead enemies remain dead, exploration is encouraged in Hell is Us. Developer Rogue Factor boasts that the game has “no map, no compass, no quest markers,” so you’re free to wander around the game’s world without a guiding hand and discover its secrets. For example, that farmer I mentioned earlier told Remi about how three of his sons died in this war. Later on, when exploring the World War I-like trenches outside of the ruins, I found a note from a soldier on the other side of the conflict bragging about killing three brothers “cowering in a farmhouse.” The note also mentioned taking a gold watch from one of the boys, which I grabbed and returned to the farmer — without a quest marker to guide me or a journal entry saying “give this item to the farmer.” This completed a “Good Deed” and I was told a reward may come from it later in the game; I’m curious how these types of quests will play out in the full release. The prospect of doing good deeds in this torn-asunder country is especially appealing. A Soulslike-adjacent game placing greater emphasis on user-guided exploration than combat sounds enticing, and Hell is Us is delivering on that promise so far. Its demo is available on Steam through June 16 before the full game launches Sept. 4 for PC, PlayStation 5, and Xbox Series X.
    0 Yorumlar 0 hisse senetleri
  • Harassment by Ubisoft executives left female staff terrified, French court hears

    Three former executives at the French video game company Ubisoft used their position to bully or sexually harass staff, leaving women terrified and feeling like pieces of meat, a French court has heard.The state prosecutor Antoine Haushalter said the trial of three senior game creators for alleged bullying, sexual harassment and, in one case, attempted sexual assault was a “turning point” for the gaming world. It is the first big trial to result from the #MeToo movement in the video games industry, and Haushalter said the case had revealed “overwhelming” evidence of harassment.In four days of hearings, female former staff members variously described being tied to a chair, forced to do handstands, subjected to constant comments about sex and their bodies, having to endure sexist and homophobic jokes, drawings of penises being stuck to computers, a manager who farted in workers’ faces or scribbled on women with marker pens, gave unsolicited shoulder massages, played pornographic films in an open-plan office, and another executive who cracked a whip near people’s heads. The three men deny all charges.Haushalter said “the world of video games and its subculture” had an element of “systemic” sexism and potential abuse. He said the #MeToo movement in the gaming industry had allowed people to speak out.“It’s not that these actions were not punished by the law before. It’s just that they were silenced, and from now on they will not be silenced,” he said.Ubisoft is a French family business that rose to become one of the biggest video game creators in the world. It has been behind several blockbusters including Assassin’s Creed, Far Cry and the children’s favourite Just Dance.The court in Bobigny, in Seine-Saint-Denis, heard that between 2010 and 2020 at Ubisoft’s offices in Montreuil, east of Paris, the three executives created an atmosphere of bullying and sexism that one member of staff likened to a “boys’ club”. One alleged victim told the court: “The sexual remarks and sexual jokes were almost daily.”Tommy François, 52, a former vice-president of editorial and creative services, is accused of sexual harassment, bullying and attempted sexual assault. He was alleged once to have tied a female member of staff to a chair with tape, pushed the chair into a lift and pressed a button at random. He was also accused of forcing one woman wearing a skirt to do handstands.“He was my superior and I was afraid of him. He made me do handstands. I did it to get it over with and get rid of him,” one woman told the court.At a 2015 office Christmas party with a Back to the Future theme, François allegedly told a member of staff that he liked her 1950s dress. He then allegedly stepped towards her to kiss her on the mouth as his colleagues restrained her by the arms and back. She shouted and broke free. François denied all allegations.Another witness told the court that during a video games fair in the US, François “grabbed me by the hair and kissed me by force”. She said no one reacted, and that when she reported it to her human resources manager she was told “don’t make a big thing of it”.The woman said that later, in a key meeting, another unnamed senior figure told staff he had seen her “snogging” François, “even though he knew it had been an assault”.She said François called her into his office to show her pictures of his naked backside on his computers and on a phone. “Once he drew a penis on my arm when I was in a video call with top management,” she said.The woman said these incidents made her feel “stupefied, humiliated and professionally discredited”.François told the court he denied all charges. He said there had been a “culture of joking around”. He said: “I never tried to harm anyone.”Serge Hascoët told the court: ‘I have never wanted to harass anyone and I don’t think I have.’ Photograph: Xavier Galiana/AFP/Getty ImagesSerge Hascoët, 59, Ubisoft’s former chief creative officer and second-in-command, was accused of bullying and sexual harassment. The court heard how at a meeting of staff on an away day he complained about a senior female employee, saying she clearly did not have enough sex and that he would “show how to calm her” by having sex with her in a meeting room in front of everyone.He was alleged to have handed a young female member of staff a tissue in which he had blown his nose, saying: “You can resell it, it’s worth gold at Ubisoft.”The court heard he made guttural noises in the office and talked about sex. Hascoët was also alleged to have bullied assistants by making them carry out personal tasks for him such as going to his home to wait for parcel deliveries.Hascoët denied all the charges. He said: “I have never wanted to harass anyone and I don’t think I have.”The former game director Guillaume Patrux, 41, is accused of sexual harassment and bullying. He was alleged to have punched walls, mimed hitting staff, cracked a whip near colleagues’ faces, threatened to carry out an office shooting and played with a cigarette lighter near workers’ faces, setting alight a man’s beard. He denied the charges.The panel of judges retired to consider their verdict, which will be handed down at a later date.
    #harassment #ubisoft #executives #left #female
    Harassment by Ubisoft executives left female staff terrified, French court hears
    Three former executives at the French video game company Ubisoft used their position to bully or sexually harass staff, leaving women terrified and feeling like pieces of meat, a French court has heard.The state prosecutor Antoine Haushalter said the trial of three senior game creators for alleged bullying, sexual harassment and, in one case, attempted sexual assault was a “turning point” for the gaming world. It is the first big trial to result from the #MeToo movement in the video games industry, and Haushalter said the case had revealed “overwhelming” evidence of harassment.In four days of hearings, female former staff members variously described being tied to a chair, forced to do handstands, subjected to constant comments about sex and their bodies, having to endure sexist and homophobic jokes, drawings of penises being stuck to computers, a manager who farted in workers’ faces or scribbled on women with marker pens, gave unsolicited shoulder massages, played pornographic films in an open-plan office, and another executive who cracked a whip near people’s heads. The three men deny all charges.Haushalter said “the world of video games and its subculture” had an element of “systemic” sexism and potential abuse. He said the #MeToo movement in the gaming industry had allowed people to speak out.“It’s not that these actions were not punished by the law before. It’s just that they were silenced, and from now on they will not be silenced,” he said.Ubisoft is a French family business that rose to become one of the biggest video game creators in the world. It has been behind several blockbusters including Assassin’s Creed, Far Cry and the children’s favourite Just Dance.The court in Bobigny, in Seine-Saint-Denis, heard that between 2010 and 2020 at Ubisoft’s offices in Montreuil, east of Paris, the three executives created an atmosphere of bullying and sexism that one member of staff likened to a “boys’ club”. One alleged victim told the court: “The sexual remarks and sexual jokes were almost daily.”Tommy François, 52, a former vice-president of editorial and creative services, is accused of sexual harassment, bullying and attempted sexual assault. He was alleged once to have tied a female member of staff to a chair with tape, pushed the chair into a lift and pressed a button at random. He was also accused of forcing one woman wearing a skirt to do handstands.“He was my superior and I was afraid of him. He made me do handstands. I did it to get it over with and get rid of him,” one woman told the court.At a 2015 office Christmas party with a Back to the Future theme, François allegedly told a member of staff that he liked her 1950s dress. He then allegedly stepped towards her to kiss her on the mouth as his colleagues restrained her by the arms and back. She shouted and broke free. François denied all allegations.Another witness told the court that during a video games fair in the US, François “grabbed me by the hair and kissed me by force”. She said no one reacted, and that when she reported it to her human resources manager she was told “don’t make a big thing of it”.The woman said that later, in a key meeting, another unnamed senior figure told staff he had seen her “snogging” François, “even though he knew it had been an assault”.She said François called her into his office to show her pictures of his naked backside on his computers and on a phone. “Once he drew a penis on my arm when I was in a video call with top management,” she said.The woman said these incidents made her feel “stupefied, humiliated and professionally discredited”.François told the court he denied all charges. He said there had been a “culture of joking around”. He said: “I never tried to harm anyone.”Serge Hascoët told the court: ‘I have never wanted to harass anyone and I don’t think I have.’ Photograph: Xavier Galiana/AFP/Getty ImagesSerge Hascoët, 59, Ubisoft’s former chief creative officer and second-in-command, was accused of bullying and sexual harassment. The court heard how at a meeting of staff on an away day he complained about a senior female employee, saying she clearly did not have enough sex and that he would “show how to calm her” by having sex with her in a meeting room in front of everyone.He was alleged to have handed a young female member of staff a tissue in which he had blown his nose, saying: “You can resell it, it’s worth gold at Ubisoft.”The court heard he made guttural noises in the office and talked about sex. Hascoët was also alleged to have bullied assistants by making them carry out personal tasks for him such as going to his home to wait for parcel deliveries.Hascoët denied all the charges. He said: “I have never wanted to harass anyone and I don’t think I have.”The former game director Guillaume Patrux, 41, is accused of sexual harassment and bullying. He was alleged to have punched walls, mimed hitting staff, cracked a whip near colleagues’ faces, threatened to carry out an office shooting and played with a cigarette lighter near workers’ faces, setting alight a man’s beard. He denied the charges.The panel of judges retired to consider their verdict, which will be handed down at a later date. #harassment #ubisoft #executives #left #female
    WWW.THEGUARDIAN.COM
    Harassment by Ubisoft executives left female staff terrified, French court hears
    Three former executives at the French video game company Ubisoft used their position to bully or sexually harass staff, leaving women terrified and feeling like pieces of meat, a French court has heard.The state prosecutor Antoine Haushalter said the trial of three senior game creators for alleged bullying, sexual harassment and, in one case, attempted sexual assault was a “turning point” for the gaming world. It is the first big trial to result from the #MeToo movement in the video games industry, and Haushalter said the case had revealed “overwhelming” evidence of harassment.In four days of hearings, female former staff members variously described being tied to a chair, forced to do handstands, subjected to constant comments about sex and their bodies, having to endure sexist and homophobic jokes, drawings of penises being stuck to computers, a manager who farted in workers’ faces or scribbled on women with marker pens, gave unsolicited shoulder massages, played pornographic films in an open-plan office, and another executive who cracked a whip near people’s heads. The three men deny all charges.Haushalter said “the world of video games and its subculture” had an element of “systemic” sexism and potential abuse. He said the #MeToo movement in the gaming industry had allowed people to speak out.“It’s not that these actions were not punished by the law before. It’s just that they were silenced, and from now on they will not be silenced,” he said.Ubisoft is a French family business that rose to become one of the biggest video game creators in the world. It has been behind several blockbusters including Assassin’s Creed, Far Cry and the children’s favourite Just Dance.The court in Bobigny, in Seine-Saint-Denis, heard that between 2010 and 2020 at Ubisoft’s offices in Montreuil, east of Paris, the three executives created an atmosphere of bullying and sexism that one member of staff likened to a “boys’ club”. One alleged victim told the court: “The sexual remarks and sexual jokes were almost daily.”Tommy François, 52, a former vice-president of editorial and creative services, is accused of sexual harassment, bullying and attempted sexual assault. He was alleged once to have tied a female member of staff to a chair with tape, pushed the chair into a lift and pressed a button at random. He was also accused of forcing one woman wearing a skirt to do handstands.“He was my superior and I was afraid of him. He made me do handstands. I did it to get it over with and get rid of him,” one woman told the court.At a 2015 office Christmas party with a Back to the Future theme, François allegedly told a member of staff that he liked her 1950s dress. He then allegedly stepped towards her to kiss her on the mouth as his colleagues restrained her by the arms and back. She shouted and broke free. François denied all allegations.Another witness told the court that during a video games fair in the US, François “grabbed me by the hair and kissed me by force”. She said no one reacted, and that when she reported it to her human resources manager she was told “don’t make a big thing of it”.The woman said that later, in a key meeting, another unnamed senior figure told staff he had seen her “snogging” François, “even though he knew it had been an assault”.She said François called her into his office to show her pictures of his naked backside on his computers and on a phone. “Once he drew a penis on my arm when I was in a video call with top management,” she said.The woman said these incidents made her feel “stupefied, humiliated and professionally discredited”.François told the court he denied all charges. He said there had been a “culture of joking around”. He said: “I never tried to harm anyone.”Serge Hascoët told the court: ‘I have never wanted to harass anyone and I don’t think I have.’ Photograph: Xavier Galiana/AFP/Getty ImagesSerge Hascoët, 59, Ubisoft’s former chief creative officer and second-in-command, was accused of bullying and sexual harassment. The court heard how at a meeting of staff on an away day he complained about a senior female employee, saying she clearly did not have enough sex and that he would “show how to calm her” by having sex with her in a meeting room in front of everyone.He was alleged to have handed a young female member of staff a tissue in which he had blown his nose, saying: “You can resell it, it’s worth gold at Ubisoft.”The court heard he made guttural noises in the office and talked about sex. Hascoët was also alleged to have bullied assistants by making them carry out personal tasks for him such as going to his home to wait for parcel deliveries.Hascoët denied all the charges. He said: “I have never wanted to harass anyone and I don’t think I have.”The former game director Guillaume Patrux, 41, is accused of sexual harassment and bullying. He was alleged to have punched walls, mimed hitting staff, cracked a whip near colleagues’ faces, threatened to carry out an office shooting and played with a cigarette lighter near workers’ faces, setting alight a man’s beard. He denied the charges.The panel of judges retired to consider their verdict, which will be handed down at a later date.
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  • ‘Sextortion’ Scams Involving Apple Messages Ended in Tragedy for These Boys

    Criminals exploit the trust teens have in iPhone messaging, and use the platform to make relentless demands for money.
    #sextortion #scams #involving #apple #messages
    ‘Sextortion’ Scams Involving Apple Messages Ended in Tragedy for These Boys
    Criminals exploit the trust teens have in iPhone messaging, and use the platform to make relentless demands for money. #sextortion #scams #involving #apple #messages
    WWW.WSJ.COM
    ‘Sextortion’ Scams Involving Apple Messages Ended in Tragedy for These Boys
    Criminals exploit the trust teens have in iPhone messaging, and use the platform to make relentless demands for money.
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  • Diversity Think Tank: Inclusion matters – here’s why you should care

    It has long been said that an organisation’s greatest asset is its people. Employees are the driving force behind innovation, customer engagement, revenue growth, and company culture. In an era where political, social, and economic climates are in constant flux, particularly with ongoing debates surrounding diversity, equity and inclusion, it is more critical than ever for organisations to recognise the value of an inclusive workforce.
    There is a well-known saying: “When America sneezes, the rest of Europe catches a cold.”. It rings particularly true today, as shifts in political and social climates challenge the notion of diversity programmes. This is evident in the recent ruling by the UK Supreme Court that the legal definition of a woman is based on biological sex. However, history has shown that political regimes and societal norms can change rapidly. Regardless of where one stands on these issues, the reality remains that for an organisation to thrive, its people must feel valued, supported, and included.

    Despite the growing focus on DEI programmes since 2020, many past initiatives have not been as effective as hoped. To move forward, the DEI industry and DEI professionals must conduct a rigorous retrospective analysis: What has worked? What hasn’t been effective? How can we improve? Without tangible metrics and data-driven insights, it becomes difficult to measure the success and impact of these initiatives, and this lack of clear outcomes may have contributed to what some define as the “backlash against DEI.”
    A common challenge has been the prioritisation of diversity over inclusion, leaving organisations ill-prepared to integrate diverse talent effectively. This has often resulted in short-term disruption - what change management refers to as the "storming" phase of team development - which in turn has led to team friction, a lack of belonging, and ultimately higher turnover rates among underrepresented employees. Organisations have not allowed enough time for teams to progress to the "norming" and "performing" periods in the face of high pressure to deliver results.
    To counter this, organisations must shift their mindset to focus on inclusion and belonging first. When a workplace fosters an inclusive culture, diverse talent is naturally welcomed, supported, and empowered to succeed. Rather than viewing differences as an obstacle, businesses must embrace them as strengths that drive innovation and growth. I often advocate for culture “add” rather than culture “fit”.
    As a former project and programme manager who transitioned into HR, I have witnessed firsthand the value of applying change management principles to DEI efforts. A successful change programme requires clearly defined goals, strong leadership buy-in, stakeholder engagement, a structured delivery methodology, and measurable outcomes. When these elements are absent, initiatives tend to falter. By adopting a structured, results-oriented, and data-driven approach, organisations can embed true inclusion into their core business strategy rather than treating it as a secondary initiative or a “nice to have”. It’s also important to regularly assess and reflect on what has worked, what hasn’t, and adapt and improve accordingly. In agile methodology, we call these retrospectives.
    Inclusion is key to successful DEI initiatives. In the past, these efforts may have created exclusion by failing to involve those who do not identify with the Equality Act's nine protected characteristics. This has led to defensiveness and fear instead of an understanding of historical inequity. When you are accustomed to privilege, equality can feel like oppression or exclusion and so we need to focus on how we can reframe inclusion work as being beneficial to all rather than to a few. Using storytelling, education, and relatability helps onboard more allies, understanding that equity is crucial to achieve equality. Inclusion means widening opportunities for everyone rather than limiting them to a select few.

    A wealth of research underscores the positive impact of inclusivity on business success. According to CIPD, 70% of employees report that a strong DEI culture positively impacts their job satisfaction. Forbes also discovered that 88% of consumers are more likely to be loyal to a company that supports social and environmental causes.
    Additionally, employees working in inclusive environments are 50% more likely to stay with their current employer for more than three years. Just over half of UK consumers say a brand's diversity and inclusion efforts, influence their purchase decisions. In fact, brands failing to act on Diversity, Equity and Inclusion risk losing out on £102bn annual spend from marginalised groups. Boston Consulting Group’s research demonstrates that organizations with diverse leadership see 19% higher innovation revenues.
    Beyond traditional meritocratic arguments, one principle is clear: inclusivity must be at the heart of every business strategy. Organisations where employees feel seen, heard, and valued naturally attract a broader, more diverse talent pool. Such employees tend to be more engaged, loyal, and productive, further strengthening the organisation's overall success and their bottom line.
    The UK tech industry is poised for continued growth and innovation, with a focus on emerging technologies like AI and quantum computing, however there is also a need to address challenges like talent shortages and international competition to maintain its position as a global leader.  Almost 95% of employers looking for tech talent have encountered a skills shortage in 2022, according to HR and recruitment firm Hays.
    In today’s job market, competitive salaries alone are not enough to attract and retain top talent. Employees now prioritise benefits, flexible working arrangements, career growth opportunities, and a sense of belonging. Organisations that prioritise inclusion, equal opportunities, and adaptability will be better positioned to navigate the evolving talent landscape and sustain long-term success.

    Ultimately, fostering an inclusive workplace is not merely a moral obligation; it is a business imperative. Companies that prioritise inclusion are more likely to attract top diverse talent, enhance employee engagement, and drive sustainable growth. Companies that fail to create inclusive environments are setting themselves up for failure. We are seeing more and more cases of sexual harassment, bullying and discrimination cases with high price tags. So, whether through loss of business, bad publicity or legal consequences, the price tag on exclusion can be staggering.
    Inclusion should not be seen as a separate HR initiative but as an integral part of an organisation’s DNA with all leaders owning an inclusion goal as part of their performance management. What gets measured, gets done! However, this can only happen if leaders and managers understand what inclusion truly means and they recognise that a diversity of voices, experiences and opinions will benefit their teams rather than hinder them.
    The future of work is about more than just employment—it is about providing opportunities for people to live, support their families, and achieve personal and professional growth. A poll, conducted by Ipsos for PA Mediapoint, indicates widespread support among the British public for key workplace DEI drives, including flexible working, gender pay gap reporting, and inclusivity training. People care about wellbeing, inclusion and culture, which is why it is so important that organisations create workplaces where everyone is valued, empowered, and given the chance to succeed. True prosperity comes from ensuring that every individual, regardless of background and differences, can flourish. So, Inclusion does matter, particularly if you value creating a positive work environment that benefits employees, impacts the bottom line, and ensures everyone feels included rather than excluded.

    about DEI in tech

    A lack of work-life balance and discrimination are among the biggest challenges for women in tech, finds Lorien
    When asked their opinions on the growing use of AI, girls expressed concerns about possible biases it will perpetuate, while boys were worried about cyber security
    #diversity #think #tank #inclusion #matters
    Diversity Think Tank: Inclusion matters – here’s why you should care
    It has long been said that an organisation’s greatest asset is its people. Employees are the driving force behind innovation, customer engagement, revenue growth, and company culture. In an era where political, social, and economic climates are in constant flux, particularly with ongoing debates surrounding diversity, equity and inclusion, it is more critical than ever for organisations to recognise the value of an inclusive workforce. There is a well-known saying: “When America sneezes, the rest of Europe catches a cold.”. It rings particularly true today, as shifts in political and social climates challenge the notion of diversity programmes. This is evident in the recent ruling by the UK Supreme Court that the legal definition of a woman is based on biological sex. However, history has shown that political regimes and societal norms can change rapidly. Regardless of where one stands on these issues, the reality remains that for an organisation to thrive, its people must feel valued, supported, and included. Despite the growing focus on DEI programmes since 2020, many past initiatives have not been as effective as hoped. To move forward, the DEI industry and DEI professionals must conduct a rigorous retrospective analysis: What has worked? What hasn’t been effective? How can we improve? Without tangible metrics and data-driven insights, it becomes difficult to measure the success and impact of these initiatives, and this lack of clear outcomes may have contributed to what some define as the “backlash against DEI.” A common challenge has been the prioritisation of diversity over inclusion, leaving organisations ill-prepared to integrate diverse talent effectively. This has often resulted in short-term disruption - what change management refers to as the "storming" phase of team development - which in turn has led to team friction, a lack of belonging, and ultimately higher turnover rates among underrepresented employees. Organisations have not allowed enough time for teams to progress to the "norming" and "performing" periods in the face of high pressure to deliver results. To counter this, organisations must shift their mindset to focus on inclusion and belonging first. When a workplace fosters an inclusive culture, diverse talent is naturally welcomed, supported, and empowered to succeed. Rather than viewing differences as an obstacle, businesses must embrace them as strengths that drive innovation and growth. I often advocate for culture “add” rather than culture “fit”. As a former project and programme manager who transitioned into HR, I have witnessed firsthand the value of applying change management principles to DEI efforts. A successful change programme requires clearly defined goals, strong leadership buy-in, stakeholder engagement, a structured delivery methodology, and measurable outcomes. When these elements are absent, initiatives tend to falter. By adopting a structured, results-oriented, and data-driven approach, organisations can embed true inclusion into their core business strategy rather than treating it as a secondary initiative or a “nice to have”. It’s also important to regularly assess and reflect on what has worked, what hasn’t, and adapt and improve accordingly. In agile methodology, we call these retrospectives. Inclusion is key to successful DEI initiatives. In the past, these efforts may have created exclusion by failing to involve those who do not identify with the Equality Act's nine protected characteristics. This has led to defensiveness and fear instead of an understanding of historical inequity. When you are accustomed to privilege, equality can feel like oppression or exclusion and so we need to focus on how we can reframe inclusion work as being beneficial to all rather than to a few. Using storytelling, education, and relatability helps onboard more allies, understanding that equity is crucial to achieve equality. Inclusion means widening opportunities for everyone rather than limiting them to a select few. A wealth of research underscores the positive impact of inclusivity on business success. According to CIPD, 70% of employees report that a strong DEI culture positively impacts their job satisfaction. Forbes also discovered that 88% of consumers are more likely to be loyal to a company that supports social and environmental causes. Additionally, employees working in inclusive environments are 50% more likely to stay with their current employer for more than three years. Just over half of UK consumers say a brand's diversity and inclusion efforts, influence their purchase decisions. In fact, brands failing to act on Diversity, Equity and Inclusion risk losing out on £102bn annual spend from marginalised groups. Boston Consulting Group’s research demonstrates that organizations with diverse leadership see 19% higher innovation revenues. Beyond traditional meritocratic arguments, one principle is clear: inclusivity must be at the heart of every business strategy. Organisations where employees feel seen, heard, and valued naturally attract a broader, more diverse talent pool. Such employees tend to be more engaged, loyal, and productive, further strengthening the organisation's overall success and their bottom line. The UK tech industry is poised for continued growth and innovation, with a focus on emerging technologies like AI and quantum computing, however there is also a need to address challenges like talent shortages and international competition to maintain its position as a global leader.  Almost 95% of employers looking for tech talent have encountered a skills shortage in 2022, according to HR and recruitment firm Hays. In today’s job market, competitive salaries alone are not enough to attract and retain top talent. Employees now prioritise benefits, flexible working arrangements, career growth opportunities, and a sense of belonging. Organisations that prioritise inclusion, equal opportunities, and adaptability will be better positioned to navigate the evolving talent landscape and sustain long-term success. Ultimately, fostering an inclusive workplace is not merely a moral obligation; it is a business imperative. Companies that prioritise inclusion are more likely to attract top diverse talent, enhance employee engagement, and drive sustainable growth. Companies that fail to create inclusive environments are setting themselves up for failure. We are seeing more and more cases of sexual harassment, bullying and discrimination cases with high price tags. So, whether through loss of business, bad publicity or legal consequences, the price tag on exclusion can be staggering. Inclusion should not be seen as a separate HR initiative but as an integral part of an organisation’s DNA with all leaders owning an inclusion goal as part of their performance management. What gets measured, gets done! However, this can only happen if leaders and managers understand what inclusion truly means and they recognise that a diversity of voices, experiences and opinions will benefit their teams rather than hinder them. The future of work is about more than just employment—it is about providing opportunities for people to live, support their families, and achieve personal and professional growth. A poll, conducted by Ipsos for PA Mediapoint, indicates widespread support among the British public for key workplace DEI drives, including flexible working, gender pay gap reporting, and inclusivity training. People care about wellbeing, inclusion and culture, which is why it is so important that organisations create workplaces where everyone is valued, empowered, and given the chance to succeed. True prosperity comes from ensuring that every individual, regardless of background and differences, can flourish. So, Inclusion does matter, particularly if you value creating a positive work environment that benefits employees, impacts the bottom line, and ensures everyone feels included rather than excluded. about DEI in tech A lack of work-life balance and discrimination are among the biggest challenges for women in tech, finds Lorien When asked their opinions on the growing use of AI, girls expressed concerns about possible biases it will perpetuate, while boys were worried about cyber security #diversity #think #tank #inclusion #matters
    WWW.COMPUTERWEEKLY.COM
    Diversity Think Tank: Inclusion matters – here’s why you should care
    It has long been said that an organisation’s greatest asset is its people. Employees are the driving force behind innovation, customer engagement, revenue growth, and company culture. In an era where political, social, and economic climates are in constant flux, particularly with ongoing debates surrounding diversity, equity and inclusion (DEI), it is more critical than ever for organisations to recognise the value of an inclusive workforce. There is a well-known saying: “When America sneezes, the rest of Europe catches a cold.” (often attributed to Charles Maurice de Talleyrand, a French diplomat from the 18th and 19th centuries). It rings particularly true today, as shifts in political and social climates challenge the notion of diversity programmes. This is evident in the recent ruling by the UK Supreme Court that the legal definition of a woman is based on biological sex. However, history has shown that political regimes and societal norms can change rapidly. Regardless of where one stands on these issues, the reality remains that for an organisation to thrive, its people must feel valued, supported, and included. Despite the growing focus on DEI programmes since 2020, many past initiatives have not been as effective as hoped. To move forward, the DEI industry and DEI professionals must conduct a rigorous retrospective analysis: What has worked? What hasn’t been effective? How can we improve? Without tangible metrics and data-driven insights, it becomes difficult to measure the success and impact of these initiatives, and this lack of clear outcomes may have contributed to what some define as the “backlash against DEI.” A common challenge has been the prioritisation of diversity over inclusion, leaving organisations ill-prepared to integrate diverse talent effectively. This has often resulted in short-term disruption - what change management refers to as the "storming" phase of team development - which in turn has led to team friction, a lack of belonging, and ultimately higher turnover rates among underrepresented employees. Organisations have not allowed enough time for teams to progress to the "norming" and "performing" periods in the face of high pressure to deliver results. To counter this, organisations must shift their mindset to focus on inclusion and belonging first. When a workplace fosters an inclusive culture, diverse talent is naturally welcomed, supported, and empowered to succeed. Rather than viewing differences as an obstacle, businesses must embrace them as strengths that drive innovation and growth. I often advocate for culture “add” rather than culture “fit”. As a former project and programme manager who transitioned into HR, I have witnessed firsthand the value of applying change management principles to DEI efforts. A successful change programme requires clearly defined goals, strong leadership buy-in, stakeholder engagement, a structured delivery methodology, and measurable outcomes. When these elements are absent, initiatives tend to falter. By adopting a structured, results-oriented, and data-driven approach, organisations can embed true inclusion into their core business strategy rather than treating it as a secondary initiative or a “nice to have”. It’s also important to regularly assess and reflect on what has worked, what hasn’t, and adapt and improve accordingly. In agile methodology, we call these retrospectives. Inclusion is key to successful DEI initiatives. In the past, these efforts may have created exclusion by failing to involve those who do not identify with the Equality Act's nine protected characteristics (age, disability, gender reassignment, marriage and civil partnership, pregnancy and maternity, race, religion or belief, sex, sexual orientation). This has led to defensiveness and fear instead of an understanding of historical inequity. When you are accustomed to privilege, equality can feel like oppression or exclusion and so we need to focus on how we can reframe inclusion work as being beneficial to all rather than to a few. Using storytelling, education, and relatability helps onboard more allies, understanding that equity is crucial to achieve equality. Inclusion means widening opportunities for everyone rather than limiting them to a select few. A wealth of research underscores the positive impact of inclusivity on business success. According to CIPD, 70% of employees report that a strong DEI culture positively impacts their job satisfaction. Forbes also discovered that 88% of consumers are more likely to be loyal to a company that supports social and environmental causes. Additionally, employees working in inclusive environments are 50% more likely to stay with their current employer for more than three years. Just over half of UK consumers (53%) say a brand's diversity and inclusion efforts, influence their purchase decisions. In fact, brands failing to act on Diversity, Equity and Inclusion risk losing out on £102bn annual spend from marginalised groups. Boston Consulting Group’s research demonstrates that organizations with diverse leadership see 19% higher innovation revenues. Beyond traditional meritocratic arguments, one principle is clear: inclusivity must be at the heart of every business strategy. Organisations where employees feel seen, heard, and valued naturally attract a broader, more diverse talent pool. Such employees tend to be more engaged, loyal, and productive, further strengthening the organisation's overall success and their bottom line. The UK tech industry is poised for continued growth and innovation, with a focus on emerging technologies like AI and quantum computing, however there is also a need to address challenges like talent shortages and international competition to maintain its position as a global leader.  Almost 95% of employers looking for tech talent have encountered a skills shortage in 2022, according to HR and recruitment firm Hays. In today’s job market, competitive salaries alone are not enough to attract and retain top talent. Employees now prioritise benefits, flexible working arrangements, career growth opportunities, and a sense of belonging. Organisations that prioritise inclusion, equal opportunities, and adaptability will be better positioned to navigate the evolving talent landscape and sustain long-term success. Ultimately, fostering an inclusive workplace is not merely a moral obligation; it is a business imperative. Companies that prioritise inclusion are more likely to attract top diverse talent, enhance employee engagement, and drive sustainable growth. Companies that fail to create inclusive environments are setting themselves up for failure. We are seeing more and more cases of sexual harassment, bullying and discrimination cases with high price tags. So, whether through loss of business, bad publicity or legal consequences, the price tag on exclusion can be staggering. Inclusion should not be seen as a separate HR initiative but as an integral part of an organisation’s DNA with all leaders owning an inclusion goal as part of their performance management. What gets measured, gets done! However, this can only happen if leaders and managers understand what inclusion truly means and they recognise that a diversity of voices, experiences and opinions will benefit their teams rather than hinder them. The future of work is about more than just employment—it is about providing opportunities for people to live, support their families, and achieve personal and professional growth. A poll, conducted by Ipsos for PA Mediapoint, indicates widespread support among the British public for key workplace DEI drives, including flexible working (71%), gender pay gap reporting (65%), and inclusivity training (64%). People care about wellbeing, inclusion and culture, which is why it is so important that organisations create workplaces where everyone is valued, empowered, and given the chance to succeed. True prosperity comes from ensuring that every individual, regardless of background and differences, can flourish. So, Inclusion does matter, particularly if you value creating a positive work environment that benefits employees, impacts the bottom line, and ensures everyone feels included rather than excluded. Read more about DEI in tech A lack of work-life balance and discrimination are among the biggest challenges for women in tech, finds Lorien When asked their opinions on the growing use of AI, girls expressed concerns about possible biases it will perpetuate, while boys were worried about cyber security
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