• Sony Said to Be Planning PlayStation Event for June, Could Be State of Play

    Sony is reportedly coming back with a games show case next month. The presentation is likely to be a State of Play broadcast rather than a full-length PlayStation Showcase. The last State of Play showcase took place in February, where the PlayStation parent revealed Saros, its first-party action game from Housemarque.Sony Planning a Games Showcase Event for JuneThe information comes from Giant Bomb's Jeff Grubb, who had reported in February that Sony was undecided between hosting a full-length PlayStation Showcase and a State of Play presentation this summer. On the latest episode of Game Mess Mornings podcast Thursday, Grubb said that the company was planning to host a games presentation in June. According to him, Sony has likely settled on a State of Play broadcast instead of a proper Showcase.Grubb said that he hadn't heard about a Sony event in May because “something's happening in June.”“They're doing something in June. Now is that a going to be a big Showcase? I don't think so. I'd said a couple months ago... that I heard that they were discussing, going back and forth about doing a Showcase or a State of Play. Sounds like they probably settled on a State of Play,” he said.Grubb, however, claimed he wasn't fully sure but was leaning towards a State of Play broadcast next month.“I'm not 100 percent about that aspect of it — it's probably a State of Play, though — but I have heard June.”What to Expect From State of PlayState of Play events are shorter and largely feature third-party announcements, along with some updates on first-party lineup. At the last State of Play in February, third-party games like MindsEye, Metal Gear Solid Delta: Snake Eater and Tides of Annihilation received trailers. Sony did, however, reveal Saros, the next game from Returnal developer Housemarque.PlayStation Showcase, on the other hand, is much larger in scope and focusses on first-party announcements. The Showcase is typically held annually, while State of Play broadcast takes place three to four times a year. The last PlayStation Showcase, however, took place in 2023; Sony skipped the event in 2024 and it looks likely the company may do so again in 2025.Nevertheless, the company should have enough material to show off at an event next month. Several first-party PlayStation studios are working on their next project. Some of them have already been announced — Naughty Dog is working on Intergalactic: The Heretic Prophet and one other unannounced title, Insomniac Games is working on Wolverine and Sucker Punch is set to launch Ghost of Yotei, the follow-up to Ghost of Tsushima, in October 2025.Insomniac has maintained radio silence on Wolverine since it revealed the game in 2021. Next month's presentation could feature an announcement about the Superhero title. God of War developer Santa Monica has not revealed its next project, but Grubb reported in March that the studio was working on a spinoff “side-story project”, set in the series' original Greek mythology, that could launch later this year.On the podcast, Grubb suggested that Sony could be gearing up for a bigger announcement.“They are being very guarded. Just getting the details that there's something happening in June was kind of difficult to come by, so it does make me feel like they are hiding some stuff, although that is pure speculation,” Grubb said.

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    Sony, PlayStation, State of Play, PlayStation Showcase, PS5

    Manas Mitul

    In his time as a journalist, Manas Mitul has written on a wide spectrum of beats including politics, culture and sports. He enjoys reading, walking around in museums and rewatching films. Talk to Manas about football and tennis, but maybe don’t bring up his video game backlog.
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    #sony #said #planning #playstation #event
    Sony Said to Be Planning PlayStation Event for June, Could Be State of Play
    Sony is reportedly coming back with a games show case next month. The presentation is likely to be a State of Play broadcast rather than a full-length PlayStation Showcase. The last State of Play showcase took place in February, where the PlayStation parent revealed Saros, its first-party action game from Housemarque.Sony Planning a Games Showcase Event for JuneThe information comes from Giant Bomb's Jeff Grubb, who had reported in February that Sony was undecided between hosting a full-length PlayStation Showcase and a State of Play presentation this summer. On the latest episode of Game Mess Mornings podcast Thursday, Grubb said that the company was planning to host a games presentation in June. According to him, Sony has likely settled on a State of Play broadcast instead of a proper Showcase.Grubb said that he hadn't heard about a Sony event in May because “something's happening in June.”“They're doing something in June. Now is that a going to be a big Showcase? I don't think so. I'd said a couple months ago... that I heard that they were discussing, going back and forth about doing a Showcase or a State of Play. Sounds like they probably settled on a State of Play,” he said.Grubb, however, claimed he wasn't fully sure but was leaning towards a State of Play broadcast next month.“I'm not 100 percent about that aspect of it — it's probably a State of Play, though — but I have heard June.”What to Expect From State of PlayState of Play events are shorter and largely feature third-party announcements, along with some updates on first-party lineup. At the last State of Play in February, third-party games like MindsEye, Metal Gear Solid Delta: Snake Eater and Tides of Annihilation received trailers. Sony did, however, reveal Saros, the next game from Returnal developer Housemarque.PlayStation Showcase, on the other hand, is much larger in scope and focusses on first-party announcements. The Showcase is typically held annually, while State of Play broadcast takes place three to four times a year. The last PlayStation Showcase, however, took place in 2023; Sony skipped the event in 2024 and it looks likely the company may do so again in 2025.Nevertheless, the company should have enough material to show off at an event next month. Several first-party PlayStation studios are working on their next project. Some of them have already been announced — Naughty Dog is working on Intergalactic: The Heretic Prophet and one other unannounced title, Insomniac Games is working on Wolverine and Sucker Punch is set to launch Ghost of Yotei, the follow-up to Ghost of Tsushima, in October 2025.Insomniac has maintained radio silence on Wolverine since it revealed the game in 2021. Next month's presentation could feature an announcement about the Superhero title. God of War developer Santa Monica has not revealed its next project, but Grubb reported in March that the studio was working on a spinoff “side-story project”, set in the series' original Greek mythology, that could launch later this year.On the podcast, Grubb suggested that Sony could be gearing up for a bigger announcement.“They are being very guarded. Just getting the details that there's something happening in June was kind of difficult to come by, so it does make me feel like they are hiding some stuff, although that is pure speculation,” Grubb said. For the latest tech news and reviews, follow Gadgets 360 on X, Facebook, WhatsApp, Threads and Google News. For the latest videos on gadgets and tech, subscribe to our YouTube channel. If you want to know everything about top influencers, follow our in-house Who'sThat360 on Instagram and YouTube. Further reading: Sony, PlayStation, State of Play, PlayStation Showcase, PS5 Manas Mitul In his time as a journalist, Manas Mitul has written on a wide spectrum of beats including politics, culture and sports. He enjoys reading, walking around in museums and rewatching films. Talk to Manas about football and tennis, but maybe don’t bring up his video game backlog. More Related Stories #sony #said #planning #playstation #event
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    Sony Said to Be Planning PlayStation Event for June, Could Be State of Play
    Sony is reportedly coming back with a games show case next month. The presentation is likely to be a State of Play broadcast rather than a full-length PlayStation Showcase. The last State of Play showcase took place in February, where the PlayStation parent revealed Saros, its first-party action game from Housemarque.Sony Planning a Games Showcase Event for JuneThe information comes from Giant Bomb's Jeff Grubb, who had reported in February that Sony was undecided between hosting a full-length PlayStation Showcase and a State of Play presentation this summer. On the latest episode of Game Mess Mornings podcast Thursday, Grubb said that the company was planning to host a games presentation in June. According to him, Sony has likely settled on a State of Play broadcast instead of a proper Showcase.Grubb said that he hadn't heard about a Sony event in May because “something's happening in June.”“They're doing something in June. Now is that a going to be a big Showcase? I don't think so. I'd said a couple months ago... that I heard that they were discussing, going back and forth about doing a Showcase or a State of Play. Sounds like they probably settled on a State of Play,” he said.Grubb, however, claimed he wasn't fully sure but was leaning towards a State of Play broadcast next month.“I'm not 100 percent about that aspect of it — it's probably a State of Play, though — but I have heard June.”What to Expect From State of PlayState of Play events are shorter and largely feature third-party announcements, along with some updates on first-party lineup. At the last State of Play in February, third-party games like MindsEye, Metal Gear Solid Delta: Snake Eater and Tides of Annihilation received trailers. Sony did, however, reveal Saros, the next game from Returnal developer Housemarque.PlayStation Showcase, on the other hand, is much larger in scope and focusses on first-party announcements. The Showcase is typically held annually, while State of Play broadcast takes place three to four times a year. The last PlayStation Showcase, however, took place in 2023; Sony skipped the event in 2024 and it looks likely the company may do so again in 2025.Nevertheless, the company should have enough material to show off at an event next month. Several first-party PlayStation studios are working on their next project. Some of them have already been announced — Naughty Dog is working on Intergalactic: The Heretic Prophet and one other unannounced title, Insomniac Games is working on Wolverine and Sucker Punch is set to launch Ghost of Yotei, the follow-up to Ghost of Tsushima, in October 2025.Insomniac has maintained radio silence on Wolverine since it revealed the game in 2021. Next month's presentation could feature an announcement about the Superhero title. God of War developer Santa Monica has not revealed its next project, but Grubb reported in March that the studio was working on a spinoff “side-story project”, set in the series' original Greek mythology, that could launch later this year.On the podcast, Grubb suggested that Sony could be gearing up for a bigger announcement.“They are being very guarded. Just getting the details that there's something happening in June was kind of difficult to come by, so it does make me feel like they are hiding some stuff, although that is pure speculation,” Grubb said. For the latest tech news and reviews, follow Gadgets 360 on X, Facebook, WhatsApp, Threads and Google News. For the latest videos on gadgets and tech, subscribe to our YouTube channel. If you want to know everything about top influencers, follow our in-house Who'sThat360 on Instagram and YouTube. Further reading: Sony, PlayStation, State of Play, PlayStation Showcase, PS5 Manas Mitul In his time as a journalist, Manas Mitul has written on a wide spectrum of beats including politics, culture and sports. He enjoys reading, walking around in museums and rewatching films. Talk to Manas about football and tennis, but maybe don’t bring up his video game backlog. More Related Stories
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  • Death to Squishies

    Death to Squishies By Bart on May 22, 2025 Behind the Scenes I asked Marcin Cieśla to tell us about his 'Death to Squishies' animation that was featured on BlenderArtists in March. Get ready for the delights and despairs of a one-man animation project which included dancing in front of his phone girl-band style for reference!A stort story about a certain animation. “Death to Squishies” from Ratchet & Clank 3.Ladies and gentlemen. Girls and boys. I rarely write texts like this… but not by choice. Only when my work is done, all set with poise, each detail aligned, no faults or voids. Now and then, when the time employs, it feels like festive days with all their noise. I’m so happy, like a kid with toys! Let’s start the talk - so raise your voice!...and Courtney strikes a daring pose, Perhaps it’s time to end my prose.
    Alright, enough fooling around. I’m not typing all of this just to waste someone’s time with poor-quality rhymes. So, why are we here? Well, I’d like to tell a story. To write a few words about how I spent almost two years working on a certain project - my biggest one yet. I personally love reading behind-the-scenes stories like this, so I thought someone might find it interesting. And if not, well, too bad - I’ll just write it anyway, and no one can stop me - ha! Look, look, how I just write all of this.Ok man, what’s your point?...you may ask, my dear reader. I will answer brilliantly - I don't know. That's why I think it would be best if I started with a short explanation. In the year of our Lord 2023, I created a small fanart of a character from the Ratchet & Clank series. Specifically, I'm talking about Courtney Gears from Ratchet 3. In the description of this project, when I was finishing it, I mentioned that I might also try to create a 1-minute animation using the character model that I already had at the time. It was quite tempting considering that the goal seemed quite achievable, because in a sense part of the work was already done. At least that's what I thought at the time. After all, I already have a finished character model - why not use it again and create an animation with it? What could go wrong. Ah, the poor naive author of this text didn’t yet realize what he was signing up for...At the beginning, he created a new project and a scene.The scene, however, was without form, it was a blockout. It is best to start any project like this with a blockout - a kind of 3D “sketch.” You roughly and quickly arrange simple shapes in the scene to get a general idea of where things should be, what size they should have relative to other elements in the environment, and so on. That’s exactly what I did. This stage of work is particularly satisfying because any progress brings immediate, tangible, and easily noticeable results. I drop a character into the file, but there’s nothing around them - just emptiness. So, I create a simple floor and walls. Boom - suddenly, the whole perception of the scene changes completely. It’s a bit dark, so I add a basic lamp. White, colored, spot, or area - whatever it may be, its mere presence makes a huge difference.Although every object in the scene, even in its simple blockout form, had to be manually created, it didn’t take long before the first signs of progress started appearing before my eyes. Those first bursts of dopamine can be incredibly motivating. "Hey, this is actually going pretty smoothly," I thought. And it did. You start a new project and you have only an empty space with a default cube and a camera in front of you. A day or two later, in the same file, you see a whole bunch of colorful, scattered objects. Maybe they are simple, maybe a little sloppy, but it doesn't matter. Compared to what was there at the beginning, the progress is huge! You almost feel like patting yourself on the back. And although at this stage it seemed to me that I had already done a lot of work, in reality it was just a false first impression. The real work hadn't even started yet.Lights, action! Oh wait, the camera first.Since the project was supposed to be an animation, I decided that before I went any further, I should roughly outline the camera work. An initial frame layout to see roughly where the close-ups would be, and what the slightly wider shots would look like. Which objects would need more detail, and which could get away with less. It seemed like a reasonable approach - after all, it would be a shame to spend too much time perfecting an object that wouldn’t even be properly visible in the camera.My starting point, of course, was the original animation from Ratchet & Clank. The music video titled "Death to Squishies" contained all the guidelines I needed. In my version, I tried to preserve as much from the original as possible, so initially I simply replicated the camera movements one-to-one. This is where I ran into the first problem. What worked 20 years ago in PlayStation 2 graphics doesn't necessarily translate well to modern visuals. Maybe I just couldn't translate it properly - who knows. The fact is, however, that at the end of the day I slightly modified some shots and cuts. Not drastically, but still. A slightly different frame, maybe a cut half a second later, maybe a different camera movement pace. By the way, it’s incredible how much such small adjustments can change.At this stage of the work, another dose of dopamine kicked in. Smaller than before, but still very motivating. "Not only do I already have the initial version of the scene, but now everything is starting to move! I'm moving at lightning speed, and nothing can stop me!"Very nice, but now get to work.It's probably a confrontation with the later stages of the project, after that first wave of naive joy, what we call short-lived enthusiasm. You start something with joy, see the initial huge progress, and it seems like the work is moving at an express pace, with the finish line already appearing on the horizon. However, reality doesn't really care about it and sooner or later it comes to verify the progress. The first such verification hit when I had to model the final version of the first segment of the scene. What had previously been just a simple, rounded cube was now waiting for its true realization. How dense should the details be, and where should they go? What should be fully modeled, and what could simply be painted onto a texture? What resolutions should the textures have? What colors should they be? You can know all the fundamentals of designing such things, and still get lost. For example, I realized that despite having reference material in the form of the original animation, I could really use designs with more detailed elements. Luckily, Insomniac still makes games from this series today, so I managed to find some modern assets from the latest Ratchet & Clank on PS5 on ArtStation. They worked perfectly as references. My confidence, however, was in a bit of a decline.As it quickly turned out, creating just one element of the scene in the final version takes much longer than the total time I worked on the entire project from the beginning up to that point. My example platform first had to be prepared in high-poly - a version with the highest possible level of detail. Then, the same model had to be created again, this time in low-poly - a geometrically simplified version for optimization. After that, details had to be baked from one version onto the other, textures painted, plus several other technical steps. Then the same thing had to be repeated for each element of the environment that was waiting to be prepared. Glass panels, inner platform segments, the outer ring with lamps, speakers, screens, scaffolding, cages, and so on. All of this only to realize later that while individual segments might look fine on their own, they didn’t necessarily work well together as a whole. For this reason, I went back from time to time to slightly modify already existing parts of the scene. And time kept passing.And he saw that it wasn't very good...Paradoxically, what had helped me earlier was now becoming a source of complexes for me. Using the stunning visuals from Rift Apart—the latest Ratchet & Clank installment - was incredibly helpful at first. Over time, however, as more and more of my own objects filled the scene, a wave of self-doubt started creeping in. "This doesn’t even look half as good as the work of the artists at Insomniac Games." "Why am I even doing this?"For a long time, lighting had been bothering me. Light is one of the most important aspects of 3D graphics - period. In fact, the perceived quality of the final image depends more on the lighting than on the quality of the objects being illuminated. Seriously. Lighting is incredibly important. That said, I kept failing with every new attempt at lighting the scene. Too dark, too bright, the color palette came out ugly, sometimes it felt too flat, other times something got overexposed. I can't count how many times I postponed dealing with it, discouraged by yet another failure. To be honest, I’m still not satisfied with the final lighting. I simply had to draw the line somewhere and move on.But it wasn’t all bad. At this stage of the project, I had already modeled almost all the scene elements - that’s something. A certain milestone. Mrs. Dopamine came for a visit again. A small dose of motivation to push further forward. After all, it would be silly to abandon the project now, with so much work behind me, right?Wait, what was I talking about?You're talking so much nonsense here, Mr. Author, and this was supposed to be about animnantion. I'm asking where is aminantion! So where is it? This amimatnion!A fair question. Maybe a little clumsy, but fair. So, where’s the animation? Honestly - still in its early stages. Normally, a project like this would involve multiple people working in parallel. That way, while the 3D artist is modeling the scene, the animator can already start working on the animation on simplified models, because he doesn't need detailed ones. That alone would cut the work time in half. But since I was the only one working on the whole thing, I had a new, another big task in the form of animation. "Well, now it’s finally all downhill from here", I thought. "Hehe, the fool hasn't learned anything", fate probably thought. I think it did. I don’t know - I didn’t ask.The first attempt came together pretty quickly. I wouldn’t say it went well, but at least it went fast. That’s something. I decided to start working on Courtney first. After all, she’s the main character of the entire clip, and the focus is primarily on her. The first shot - when she steps down from the stage. The second - when she… um… dances with her back to the camera. Then the third, fourth, and in one go I did the entire first half. Alright, time to share my progress online and get some feedback from people.And what were the opinions? "Overall, it’s not bad, but…"—which, in short, means "Dude, it’s actually really bad, but I’m trying to be nice." And yeah, it really was bad. The first version of the animation was slow, uninteresting, and just plain awful. It hurts a bit when you realize you’ve done a poor job. But pride doesn’t finish projects. What didn’t work had to go in the trash, and I had to start animating all over again from scratch. This time, slightly humbled by the mediocre feedback, I decided to take things more seriously. What did that mean? Well, when working on animation, it’s always a good idea to record some references first. How do you do that? Very simple: grab your phone and place it on a shelf or desk with recording turned on goof around carefully play in front of the camera the scene you are going to animate live with the hope that no one will ever, ever see this recording ._. With this type of reference, things went a bit better. The second attempt was still far from expectations, but at least it was an improvement over the first one. Thanks to the references, I managed to improve the pace, but also the overall choreography of the shots. Then there was the third attempt, and I stopped there.It's still not over yet?!Although Courtney’s animation was more or less done, the dancers were still waiting. And unfortunately, I don’t mean beautiful women dancing in celebration of the project’s completion. Not at all! There was still a long way to go, and to be honest, at this point, I felt like I had absolutely no idea what I was doing. And it was starting to show - this time in the dancers’ animation. Maybe it wasn’t as bad as Courtney’s first animation attempt, but it definitely wasn’t good. And no amount of goofing around in front of my phone for reference could fix it.How to put it... a bearded dude with all his appeal is not the best reference point for graceful, agile dancing ladies on stage. So, instead of wasting even more time, I decided to spend some of it searching for dance references online. And wow, maybe I just don't know what I'm talking about, but I really didn't know that there were so many terrible dances on the internet. I swear, a good chunk of what I watched were girls either rolling around the floor aimlessly or shaking chaotically, as if they had no idea what they were trying to achieve. And these are things proudly published by dance schools. At some point, however, I came across Asian girl bands…Alright, alright - let me explain. Well, you see… oh c’mon, I'm not going to explain myself! What can I say - you can like them or not, but it’s a completely different level. „Western” dance groups aren’t even close to the discipline and precision you see in Asian ones. These dances finally looked like something someone had really thought through. They just made sense! So, finally I had my reference.At this point no one reads this anyway.Since I’ve already scared off whoever I might have scared with my mention of girl bands, I can now openly admit that I really did use them as references. Am I embarrassed about it? Duuude, I was embarrassed when I tried dancing in front of my phone and then watched that pitiful sight. Now, I was just happy to finally push the work forward. And indeed, with the new references, things went a bit smoother. One attempt, then another - I honestly don’t remember how many there were. What I do remember is that this stage of the work was a bit of a relief. The dancers didn't require as much attention as Courtney, I had better references for them, but the fact that the project as a whole was already in "some" state also helped a lot. Maybe it’s silly, but working on something where you can actually see the results, rather than just imagining them vaguely, makes a big difference.Thanks to this, my mood was a bit more positive. The worst was already done, so confidence peeked its sad little eyes out from the depths of despair. Once I managed to finish animating the dancers after a few attempts, the last thing still waiting for me was the lighting - the task I had been postponing to "hopefully never."Dude, but I don't see anything here.This moment had to come eventually, and now - it had arrived. My eternal nemesis. My weakness. The thing that had haunted me from the very start of this project. Ladies and gentlemen - lighting.Somewhere in the previous stages of my work, when things weren’t going well, I experimented with lighting. As I’ve mentioned before, I was never satisfied with this aspect of my work. But at least I had some general direction now. A direction that didn’t make me feel "Yes, this is it," but also didn’t scream "Dude, this is a total disaster." So I had a direction that was neutral. Neutral - meaning acceptable. I knew I probably wouldn’t come up with anything better. So, I stuck with relatively simple, uniform blue lighting for the scene. That was supposed to be the background - my foundation for further work. The monotonous, solid color was interrupted by pink screensand occasional yellow lamps. Nothing spectacular, but I assumed that if it doesn't hurt the eyes, then it's already good enough.While this lighting more or less worked for the scene as a whole, it didn’t quite handle characters in different, dynamic shots. That’s why the final, secret ingredient was character lighting. I experimented with it quite a bit, but in the end, I stuck with the standard three-point lighting setup. The main lamp - to pull the character out of the background, the fill lamp - to eliminate unwanted shadows, and in some shots a contour lamp - to add a bit of drama by lighting the character from behind. This simple set of lights just needed to be placed properly in each shot and voilà - the lighting was done.We go to sleep and the work will do itself.Wait, it’s still not over? How much more…The last thing left to do was rendering. Everything done so far existed only as a 3D project file I had been working on. Now, it was time to turn the fruits of months of effort into a video file. But that’s not as simple as it seems. I mean - it is. But also, it isn’t. It both is and isn’t.On one hand, rendering is simple, since it’s basically a process handled almost entirely by the computer rather than the person. On the other hand, rendering isn’t simple - because of that almost part. It can be a real pain. Theoretically, all that’s left to do is press the "render" button and sit back with a beer in hand, admiring the frames being drawn on the screen, accompanied by the gentle hum of the PC fans under the desk. And, for the most part, that’s true. The problem, however, is that rendering needs supervision. Especially when the whole process is set to take four months. Seriously. That’s a lot of beer cans, but also plenty of time for things to go terribly wrong - and something almost certainly will. Maybe the software closes unexpectedly. Maybe the graphics card runs out of memory. Maybe an unforeseen error pops up. Or, maybe - after 120 rendered frames - the brilliant author of this text realizes that he forgot to enable or hide an object in the first shot. Since I needed my computer during the day for work, rendering took place at night. And if something went wrong two hours in, well… in the morning, I was greeted by a beautiful error report that had been sitting there for six hours. No problem, that's cool. At least after such a night the electricity bill was unnecessarily a bit higher…Sooner or later, it was finally done. I had all the frames rendered on my disk. In their raw, still-unprocessed state, the entire thing took upa staggering 1.2TB. Then, I pieced everything together. A bit of post-processing, a pinch of color correction, a handful of final tweaks.
    And at last - my exhausted eyes beheld it. A file with the friendly name "0100-1800.mp4." Or, in other words - the finished animation. The result of months of my work. I hope it was worth it.Get up, I think he finally finished yapping!Meow, meow, meow - you've talked so much here, man, and honestly, what’s the point of it all? As I eloquently pointed out at the beginning - I don’t know. I don’t know why I wrote this text about my project. If someone actually read it - great, that makes me really happy. Greetings to all three people who did it. I hope it was worth spending some time in my little world of 3D graphics. I know this project means much more to me than it ever will to anyone reading this. And that’s fine. But if reading this wasn’t a waste of time for you, dear reader - that’s something. And with that positive note, I’ll wrap this up. Lights off, time for bed.Until next time!
    #death #squishies
    Death to Squishies
    Death to Squishies By Bart on May 22, 2025 Behind the Scenes I asked Marcin Cieśla to tell us about his 'Death to Squishies' animation that was featured on BlenderArtists in March. Get ready for the delights and despairs of a one-man animation project which included dancing in front of his phone girl-band style for reference!A stort story about a certain animation. “Death to Squishies” from Ratchet & Clank 3.Ladies and gentlemen. Girls and boys. I rarely write texts like this… but not by choice. Only when my work is done, all set with poise, each detail aligned, no faults or voids. Now and then, when the time employs, it feels like festive days with all their noise. I’m so happy, like a kid with toys! Let’s start the talk - so raise your voice!...and Courtney strikes a daring pose, Perhaps it’s time to end my prose. Alright, enough fooling around. I’m not typing all of this just to waste someone’s time with poor-quality rhymes. So, why are we here? Well, I’d like to tell a story. To write a few words about how I spent almost two years working on a certain project - my biggest one yet. I personally love reading behind-the-scenes stories like this, so I thought someone might find it interesting. And if not, well, too bad - I’ll just write it anyway, and no one can stop me - ha! Look, look, how I just write all of this.Ok man, what’s your point?...you may ask, my dear reader. I will answer brilliantly - I don't know. That's why I think it would be best if I started with a short explanation. In the year of our Lord 2023, I created a small fanart of a character from the Ratchet & Clank series. Specifically, I'm talking about Courtney Gears from Ratchet 3. In the description of this project, when I was finishing it, I mentioned that I might also try to create a 1-minute animation using the character model that I already had at the time. It was quite tempting considering that the goal seemed quite achievable, because in a sense part of the work was already done. At least that's what I thought at the time. After all, I already have a finished character model - why not use it again and create an animation with it? What could go wrong. Ah, the poor naive author of this text didn’t yet realize what he was signing up for...At the beginning, he created a new project and a scene.The scene, however, was without form, it was a blockout. It is best to start any project like this with a blockout - a kind of 3D “sketch.” You roughly and quickly arrange simple shapes in the scene to get a general idea of where things should be, what size they should have relative to other elements in the environment, and so on. That’s exactly what I did. This stage of work is particularly satisfying because any progress brings immediate, tangible, and easily noticeable results. I drop a character into the file, but there’s nothing around them - just emptiness. So, I create a simple floor and walls. Boom - suddenly, the whole perception of the scene changes completely. It’s a bit dark, so I add a basic lamp. White, colored, spot, or area - whatever it may be, its mere presence makes a huge difference.Although every object in the scene, even in its simple blockout form, had to be manually created, it didn’t take long before the first signs of progress started appearing before my eyes. Those first bursts of dopamine can be incredibly motivating. "Hey, this is actually going pretty smoothly," I thought. And it did. You start a new project and you have only an empty space with a default cube and a camera in front of you. A day or two later, in the same file, you see a whole bunch of colorful, scattered objects. Maybe they are simple, maybe a little sloppy, but it doesn't matter. Compared to what was there at the beginning, the progress is huge! You almost feel like patting yourself on the back. And although at this stage it seemed to me that I had already done a lot of work, in reality it was just a false first impression. The real work hadn't even started yet.Lights, action! Oh wait, the camera first.Since the project was supposed to be an animation, I decided that before I went any further, I should roughly outline the camera work. An initial frame layout to see roughly where the close-ups would be, and what the slightly wider shots would look like. Which objects would need more detail, and which could get away with less. It seemed like a reasonable approach - after all, it would be a shame to spend too much time perfecting an object that wouldn’t even be properly visible in the camera.My starting point, of course, was the original animation from Ratchet & Clank. The music video titled "Death to Squishies" contained all the guidelines I needed. In my version, I tried to preserve as much from the original as possible, so initially I simply replicated the camera movements one-to-one. This is where I ran into the first problem. What worked 20 years ago in PlayStation 2 graphics doesn't necessarily translate well to modern visuals. Maybe I just couldn't translate it properly - who knows. The fact is, however, that at the end of the day I slightly modified some shots and cuts. Not drastically, but still. A slightly different frame, maybe a cut half a second later, maybe a different camera movement pace. By the way, it’s incredible how much such small adjustments can change.At this stage of the work, another dose of dopamine kicked in. Smaller than before, but still very motivating. "Not only do I already have the initial version of the scene, but now everything is starting to move! I'm moving at lightning speed, and nothing can stop me!"Very nice, but now get to work.It's probably a confrontation with the later stages of the project, after that first wave of naive joy, what we call short-lived enthusiasm. You start something with joy, see the initial huge progress, and it seems like the work is moving at an express pace, with the finish line already appearing on the horizon. However, reality doesn't really care about it and sooner or later it comes to verify the progress. The first such verification hit when I had to model the final version of the first segment of the scene. What had previously been just a simple, rounded cube was now waiting for its true realization. How dense should the details be, and where should they go? What should be fully modeled, and what could simply be painted onto a texture? What resolutions should the textures have? What colors should they be? You can know all the fundamentals of designing such things, and still get lost. For example, I realized that despite having reference material in the form of the original animation, I could really use designs with more detailed elements. Luckily, Insomniac still makes games from this series today, so I managed to find some modern assets from the latest Ratchet & Clank on PS5 on ArtStation. They worked perfectly as references. My confidence, however, was in a bit of a decline.As it quickly turned out, creating just one element of the scene in the final version takes much longer than the total time I worked on the entire project from the beginning up to that point. My example platform first had to be prepared in high-poly - a version with the highest possible level of detail. Then, the same model had to be created again, this time in low-poly - a geometrically simplified version for optimization. After that, details had to be baked from one version onto the other, textures painted, plus several other technical steps. Then the same thing had to be repeated for each element of the environment that was waiting to be prepared. Glass panels, inner platform segments, the outer ring with lamps, speakers, screens, scaffolding, cages, and so on. All of this only to realize later that while individual segments might look fine on their own, they didn’t necessarily work well together as a whole. For this reason, I went back from time to time to slightly modify already existing parts of the scene. And time kept passing.And he saw that it wasn't very good...Paradoxically, what had helped me earlier was now becoming a source of complexes for me. Using the stunning visuals from Rift Apart—the latest Ratchet & Clank installment - was incredibly helpful at first. Over time, however, as more and more of my own objects filled the scene, a wave of self-doubt started creeping in. "This doesn’t even look half as good as the work of the artists at Insomniac Games." "Why am I even doing this?"For a long time, lighting had been bothering me. Light is one of the most important aspects of 3D graphics - period. In fact, the perceived quality of the final image depends more on the lighting than on the quality of the objects being illuminated. Seriously. Lighting is incredibly important. That said, I kept failing with every new attempt at lighting the scene. Too dark, too bright, the color palette came out ugly, sometimes it felt too flat, other times something got overexposed. I can't count how many times I postponed dealing with it, discouraged by yet another failure. To be honest, I’m still not satisfied with the final lighting. I simply had to draw the line somewhere and move on.But it wasn’t all bad. At this stage of the project, I had already modeled almost all the scene elements - that’s something. A certain milestone. Mrs. Dopamine came for a visit again. A small dose of motivation to push further forward. After all, it would be silly to abandon the project now, with so much work behind me, right?Wait, what was I talking about?You're talking so much nonsense here, Mr. Author, and this was supposed to be about animnantion. I'm asking where is aminantion! So where is it? This amimatnion!A fair question. Maybe a little clumsy, but fair. So, where’s the animation? Honestly - still in its early stages. Normally, a project like this would involve multiple people working in parallel. That way, while the 3D artist is modeling the scene, the animator can already start working on the animation on simplified models, because he doesn't need detailed ones. That alone would cut the work time in half. But since I was the only one working on the whole thing, I had a new, another big task in the form of animation. "Well, now it’s finally all downhill from here", I thought. "Hehe, the fool hasn't learned anything", fate probably thought. I think it did. I don’t know - I didn’t ask.The first attempt came together pretty quickly. I wouldn’t say it went well, but at least it went fast. That’s something. I decided to start working on Courtney first. After all, she’s the main character of the entire clip, and the focus is primarily on her. The first shot - when she steps down from the stage. The second - when she… um… dances with her back to the camera. Then the third, fourth, and in one go I did the entire first half. Alright, time to share my progress online and get some feedback from people.And what were the opinions? "Overall, it’s not bad, but…"—which, in short, means "Dude, it’s actually really bad, but I’m trying to be nice." And yeah, it really was bad. The first version of the animation was slow, uninteresting, and just plain awful. It hurts a bit when you realize you’ve done a poor job. But pride doesn’t finish projects. What didn’t work had to go in the trash, and I had to start animating all over again from scratch. This time, slightly humbled by the mediocre feedback, I decided to take things more seriously. What did that mean? Well, when working on animation, it’s always a good idea to record some references first. How do you do that? Very simple: grab your phone and place it on a shelf or desk with recording turned on goof around carefully play in front of the camera the scene you are going to animate live with the hope that no one will ever, ever see this recording ._. With this type of reference, things went a bit better. The second attempt was still far from expectations, but at least it was an improvement over the first one. Thanks to the references, I managed to improve the pace, but also the overall choreography of the shots. Then there was the third attempt, and I stopped there.It's still not over yet?!Although Courtney’s animation was more or less done, the dancers were still waiting. And unfortunately, I don’t mean beautiful women dancing in celebration of the project’s completion. Not at all! There was still a long way to go, and to be honest, at this point, I felt like I had absolutely no idea what I was doing. And it was starting to show - this time in the dancers’ animation. Maybe it wasn’t as bad as Courtney’s first animation attempt, but it definitely wasn’t good. And no amount of goofing around in front of my phone for reference could fix it.How to put it... a bearded dude with all his appeal is not the best reference point for graceful, agile dancing ladies on stage. So, instead of wasting even more time, I decided to spend some of it searching for dance references online. And wow, maybe I just don't know what I'm talking about, but I really didn't know that there were so many terrible dances on the internet. I swear, a good chunk of what I watched were girls either rolling around the floor aimlessly or shaking chaotically, as if they had no idea what they were trying to achieve. And these are things proudly published by dance schools. At some point, however, I came across Asian girl bands…Alright, alright - let me explain. Well, you see… oh c’mon, I'm not going to explain myself! What can I say - you can like them or not, but it’s a completely different level. „Western” dance groups aren’t even close to the discipline and precision you see in Asian ones. These dances finally looked like something someone had really thought through. They just made sense! So, finally I had my reference.At this point no one reads this anyway.Since I’ve already scared off whoever I might have scared with my mention of girl bands, I can now openly admit that I really did use them as references. Am I embarrassed about it? Duuude, I was embarrassed when I tried dancing in front of my phone and then watched that pitiful sight. Now, I was just happy to finally push the work forward. And indeed, with the new references, things went a bit smoother. One attempt, then another - I honestly don’t remember how many there were. What I do remember is that this stage of the work was a bit of a relief. The dancers didn't require as much attention as Courtney, I had better references for them, but the fact that the project as a whole was already in "some" state also helped a lot. Maybe it’s silly, but working on something where you can actually see the results, rather than just imagining them vaguely, makes a big difference.Thanks to this, my mood was a bit more positive. The worst was already done, so confidence peeked its sad little eyes out from the depths of despair. Once I managed to finish animating the dancers after a few attempts, the last thing still waiting for me was the lighting - the task I had been postponing to "hopefully never."Dude, but I don't see anything here.This moment had to come eventually, and now - it had arrived. My eternal nemesis. My weakness. The thing that had haunted me from the very start of this project. Ladies and gentlemen - lighting.Somewhere in the previous stages of my work, when things weren’t going well, I experimented with lighting. As I’ve mentioned before, I was never satisfied with this aspect of my work. But at least I had some general direction now. A direction that didn’t make me feel "Yes, this is it," but also didn’t scream "Dude, this is a total disaster." So I had a direction that was neutral. Neutral - meaning acceptable. I knew I probably wouldn’t come up with anything better. So, I stuck with relatively simple, uniform blue lighting for the scene. That was supposed to be the background - my foundation for further work. The monotonous, solid color was interrupted by pink screensand occasional yellow lamps. Nothing spectacular, but I assumed that if it doesn't hurt the eyes, then it's already good enough.While this lighting more or less worked for the scene as a whole, it didn’t quite handle characters in different, dynamic shots. That’s why the final, secret ingredient was character lighting. I experimented with it quite a bit, but in the end, I stuck with the standard three-point lighting setup. The main lamp - to pull the character out of the background, the fill lamp - to eliminate unwanted shadows, and in some shots a contour lamp - to add a bit of drama by lighting the character from behind. This simple set of lights just needed to be placed properly in each shot and voilà - the lighting was done.We go to sleep and the work will do itself.Wait, it’s still not over? How much more…The last thing left to do was rendering. Everything done so far existed only as a 3D project file I had been working on. Now, it was time to turn the fruits of months of effort into a video file. But that’s not as simple as it seems. I mean - it is. But also, it isn’t. It both is and isn’t.On one hand, rendering is simple, since it’s basically a process handled almost entirely by the computer rather than the person. On the other hand, rendering isn’t simple - because of that almost part. It can be a real pain. Theoretically, all that’s left to do is press the "render" button and sit back with a beer in hand, admiring the frames being drawn on the screen, accompanied by the gentle hum of the PC fans under the desk. And, for the most part, that’s true. The problem, however, is that rendering needs supervision. Especially when the whole process is set to take four months. Seriously. That’s a lot of beer cans, but also plenty of time for things to go terribly wrong - and something almost certainly will. Maybe the software closes unexpectedly. Maybe the graphics card runs out of memory. Maybe an unforeseen error pops up. Or, maybe - after 120 rendered frames - the brilliant author of this text realizes that he forgot to enable or hide an object in the first shot. Since I needed my computer during the day for work, rendering took place at night. And if something went wrong two hours in, well… in the morning, I was greeted by a beautiful error report that had been sitting there for six hours. No problem, that's cool. At least after such a night the electricity bill was unnecessarily a bit higher…Sooner or later, it was finally done. I had all the frames rendered on my disk. In their raw, still-unprocessed state, the entire thing took upa staggering 1.2TB. Then, I pieced everything together. A bit of post-processing, a pinch of color correction, a handful of final tweaks. And at last - my exhausted eyes beheld it. A file with the friendly name "0100-1800.mp4." Or, in other words - the finished animation. The result of months of my work. I hope it was worth it.Get up, I think he finally finished yapping!Meow, meow, meow - you've talked so much here, man, and honestly, what’s the point of it all? As I eloquently pointed out at the beginning - I don’t know. I don’t know why I wrote this text about my project. If someone actually read it - great, that makes me really happy. Greetings to all three people who did it. I hope it was worth spending some time in my little world of 3D graphics. I know this project means much more to me than it ever will to anyone reading this. And that’s fine. But if reading this wasn’t a waste of time for you, dear reader - that’s something. And with that positive note, I’ll wrap this up. Lights off, time for bed.Until next time! #death #squishies
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    Death to Squishies
    Death to Squishies By Bart on May 22, 2025 Behind the Scenes I asked Marcin Cieśla to tell us about his 'Death to Squishies' animation that was featured on BlenderArtists in March. Get ready for the delights and despairs of a one-man animation project which included dancing in front of his phone girl-band style for reference!A stort story about a certain animation. “Death to Squishies” from Ratchet & Clank 3.Ladies and gentlemen. Girls and boys. I rarely write texts like this… but not by choice. Only when my work is done, all set with poise, each detail aligned, no faults or voids. Now and then, when the time employs, it feels like festive days with all their noise. I’m so happy, like a kid with toys! Let’s start the talk - so raise your voice!...and Courtney strikes a daring pose, Perhaps it’s time to end my prose. Alright, enough fooling around. I’m not typing all of this just to waste someone’s time with poor-quality rhymes. So, why are we here? Well, I’d like to tell a story. To write a few words about how I spent almost two years working on a certain project - my biggest one yet. I personally love reading behind-the-scenes stories like this, so I thought someone might find it interesting. And if not, well, too bad - I’ll just write it anyway, and no one can stop me - ha! Look, look, how I just write all of this.Ok man, what’s your point?...you may ask, my dear reader. I will answer brilliantly - I don't know. That's why I think it would be best if I started with a short explanation. In the year of our Lord 2023, I created a small fanart of a character from the Ratchet & Clank series. Specifically, I'm talking about Courtney Gears from Ratchet 3. In the description of this project, when I was finishing it, I mentioned that I might also try to create a 1-minute animation using the character model that I already had at the time. It was quite tempting considering that the goal seemed quite achievable, because in a sense part of the work was already done. At least that's what I thought at the time. After all, I already have a finished character model - why not use it again and create an animation with it? What could go wrong (those familiar with Murphy's law know very well what). Ah, the poor naive author of this text didn’t yet realize what he was signing up for...At the beginning, he created a new project and a scene.The scene, however, was without form, it was a blockout. It is best to start any project like this with a blockout - a kind of 3D “sketch.” You roughly and quickly arrange simple shapes in the scene to get a general idea of where things should be, what size they should have relative to other elements in the environment, and so on. That’s exactly what I did. This stage of work is particularly satisfying because any progress brings immediate, tangible, and easily noticeable results. I drop a character into the file, but there’s nothing around them - just emptiness. So, I create a simple floor and walls. Boom - suddenly, the whole perception of the scene changes completely. It’s a bit dark, so I add a basic lamp. White, colored, spot, or area - whatever it may be, its mere presence makes a huge difference.Although every object in the scene, even in its simple blockout form, had to be manually created, it didn’t take long before the first signs of progress started appearing before my eyes. Those first bursts of dopamine can be incredibly motivating. "Hey, this is actually going pretty smoothly," I thought. And it did. You start a new project and you have only an empty space with a default cube and a camera in front of you. A day or two later, in the same file, you see a whole bunch of colorful, scattered objects. Maybe they are simple, maybe a little sloppy, but it doesn't matter. Compared to what was there at the beginning (an empty 3D file), the progress is huge! You almost feel like patting yourself on the back. And although at this stage it seemed to me that I had already done a lot of work, in reality it was just a false first impression. The real work hadn't even started yet.Lights, action! Oh wait, the camera first.Since the project was supposed to be an animation, I decided that before I went any further, I should roughly outline the camera work. An initial frame layout to see roughly where the close-ups would be, and what the slightly wider shots would look like. Which objects would need more detail, and which could get away with less. It seemed like a reasonable approach - after all, it would be a shame to spend too much time perfecting an object that wouldn’t even be properly visible in the camera.My starting point, of course, was the original animation from Ratchet & Clank. The music video titled "Death to Squishies" contained all the guidelines I needed. In my version, I tried to preserve as much from the original as possible, so initially I simply replicated the camera movements one-to-one. This is where I ran into the first problem. What worked 20 years ago in PlayStation 2 graphics doesn't necessarily translate well to modern visuals. Maybe I just couldn't translate it properly - who knows. The fact is, however, that at the end of the day I slightly modified some shots and cuts. Not drastically, but still. A slightly different frame, maybe a cut half a second later, maybe a different camera movement pace. By the way, it’s incredible how much such small adjustments can change.At this stage of the work, another dose of dopamine kicked in. Smaller than before, but still very motivating. "Not only do I already have the initial version of the scene, but now everything is starting to move! I'm moving at lightning speed, and nothing can stop me!"Very nice, but now get to work.It's probably a confrontation with the later stages of the project, after that first wave of naive joy, what we call short-lived enthusiasm. You start something with joy, see the initial huge progress, and it seems like the work is moving at an express pace, with the finish line already appearing on the horizon. However, reality doesn't really care about it and sooner or later it comes to verify the progress. The first such verification hit when I had to model the final version of the first segment of the scene. What had previously been just a simple, rounded cube was now waiting for its true realization. How dense should the details be, and where should they go? What should be fully modeled, and what could simply be painted onto a texture? What resolutions should the textures have? What colors should they be? You can know all the fundamentals of designing such things, and still get lost. For example, I realized that despite having reference material in the form of the original animation, I could really use designs with more detailed elements. Luckily, Insomniac still makes games from this series today, so I managed to find some modern assets from the latest Ratchet & Clank on PS5 on ArtStation. They worked perfectly as references. My confidence, however, was in a bit of a decline.As it quickly turned out, creating just one element of the scene in the final version takes much longer than the total time I worked on the entire project from the beginning up to that point. My example platform first had to be prepared in high-poly - a version with the highest possible level of detail. Then, the same model had to be created again, this time in low-poly - a geometrically simplified version for optimization. After that, details had to be baked from one version onto the other, textures painted, plus several other technical steps. Then the same thing had to be repeated for each element of the environment that was waiting to be prepared. Glass panels, inner platform segments, the outer ring with lamps, speakers, screens, scaffolding, cages, and so on. All of this only to realize later that while individual segments might look fine on their own, they didn’t necessarily work well together as a whole. For this reason, I went back from time to time to slightly modify already existing parts of the scene. And time kept passing.And he saw that it wasn't very good...Paradoxically, what had helped me earlier was now becoming a source of complexes for me. Using the stunning visuals from Rift Apart—the latest Ratchet & Clank installment - was incredibly helpful at first. Over time, however, as more and more of my own objects filled the scene, a wave of self-doubt started creeping in. "This doesn’t even look half as good as the work of the artists at Insomniac Games." "Why am I even doing this?"For a long time, lighting had been bothering me. Light is one of the most important aspects of 3D graphics - period. In fact, the perceived quality of the final image depends more on the lighting than on the quality of the objects being illuminated. Seriously. Lighting is incredibly important. That said, I kept failing with every new attempt at lighting the scene. Too dark, too bright, the color palette came out ugly, sometimes it felt too flat, other times something got overexposed. I can't count how many times I postponed dealing with it, discouraged by yet another failure. To be honest, I’m still not satisfied with the final lighting. I simply had to draw the line somewhere and move on.But it wasn’t all bad. At this stage of the project, I had already modeled almost all the scene elements - that’s something. A certain milestone. Mrs. Dopamine came for a visit again. A small dose of motivation to push further forward. After all, it would be silly to abandon the project now, with so much work behind me, right?Wait, what was I talking about?You're talking so much nonsense here, Mr. Author, and this was supposed to be about animnantion. I'm asking where is aminantion! So where is it? This amimatnion!A fair question. Maybe a little clumsy, but fair. So, where’s the animation? Honestly - still in its early stages. Normally, a project like this would involve multiple people working in parallel. That way, while the 3D artist is modeling the scene, the animator can already start working on the animation on simplified models, because he doesn't need detailed ones. That alone would cut the work time in half (!). But since I was the only one working on the whole thing, I had a new, another big task in the form of animation. "Well, now it’s finally all downhill from here", I thought. "Hehe, the fool hasn't learned anything", fate probably thought. I think it did. I don’t know - I didn’t ask.The first attempt came together pretty quickly. I wouldn’t say it went well, but at least it went fast. That’s something. I decided to start working on Courtney first. After all, she’s the main character of the entire clip, and the focus is primarily on her. The first shot - when she steps down from the stage. The second - when she… um… dances with her back to the camera. Then the third, fourth, and in one go I did the entire first half. Alright, time to share my progress online and get some feedback from people.And what were the opinions? "Overall, it’s not bad, but…"—which, in short, means "Dude, it’s actually really bad, but I’m trying to be nice." And yeah, it really was bad. The first version of the animation was slow, uninteresting, and just plain awful. It hurts a bit when you realize you’ve done a poor job. But pride doesn’t finish projects. What didn’t work had to go in the trash, and I had to start animating all over again from scratch. This time, slightly humbled by the mediocre feedback, I decided to take things more seriously. What did that mean? Well, when working on animation, it’s always a good idea to record some references first. How do you do that? Very simple: grab your phone and place it on a shelf or desk with recording turned on goof around carefully play in front of the camera the scene you are going to animate live with the hope that no one will ever, ever see this recording ._. With this type of reference, things went a bit better. The second attempt was still far from expectations, but at least it was an improvement over the first one. Thanks to the references, I managed to improve the pace, but also the overall choreography of the shots. Then there was the third attempt, and I stopped there.It's still not over yet?!Although Courtney’s animation was more or less done, the dancers were still waiting. And unfortunately, I don’t mean beautiful women dancing in celebration of the project’s completion. Not at all! There was still a long way to go, and to be honest, at this point, I felt like I had absolutely no idea what I was doing. And it was starting to show - this time in the dancers’ animation. Maybe it wasn’t as bad as Courtney’s first animation attempt, but it definitely wasn’t good. And no amount of goofing around in front of my phone for reference could fix it.How to put it... a bearded dude with all his appeal is not the best reference point for graceful, agile dancing ladies on stage. So, instead of wasting even more time, I decided to spend some of it searching for dance references online. And wow, maybe I just don't know what I'm talking about, but I really didn't know that there were so many terrible dances on the internet. I swear, a good chunk of what I watched were girls either rolling around the floor aimlessly or shaking chaotically, as if they had no idea what they were trying to achieve. And these are things proudly published by dance schools (!). At some point, however, I came across Asian girl bands…Alright, alright - let me explain. Well, you see… oh c’mon, I'm not going to explain myself! What can I say - you can like them or not, but it’s a completely different level. „Western” dance groups aren’t even close to the discipline and precision you see in Asian ones. These dances finally looked like something someone had really thought through. They just made sense! So, finally I had my reference.At this point no one reads this anyway.Since I’ve already scared off whoever I might have scared with my mention of girl bands, I can now openly admit that I really did use them as references. Am I embarrassed about it? Duuude, I was embarrassed when I tried dancing in front of my phone and then watched that pitiful sight. Now, I was just happy to finally push the work forward. And indeed, with the new references, things went a bit smoother. One attempt, then another - I honestly don’t remember how many there were. What I do remember is that this stage of the work was a bit of a relief. The dancers didn't require as much attention as Courtney, I had better references for them, but the fact that the project as a whole was already in "some" state also helped a lot. Maybe it’s silly, but working on something where you can actually see the results, rather than just imagining them vaguely, makes a big difference.Thanks to this, my mood was a bit more positive. The worst was already done, so confidence peeked its sad little eyes out from the depths of despair (pff, look at him, suddenly trying to be a poet). Once I managed to finish animating the dancers after a few attempts, the last thing still waiting for me was the lighting - the task I had been postponing to "hopefully never."Dude, but I don't see anything here.This moment had to come eventually, and now - it had arrived. My eternal nemesis. My weakness. The thing that had haunted me from the very start of this project. Ladies and gentlemen - lighting. (Here, we imagine the sound of a terrified and shocked crowd.)Somewhere in the previous stages of my work, when things weren’t going well, I experimented with lighting. As I’ve mentioned before, I was never satisfied with this aspect of my work. But at least I had some general direction now. A direction that didn’t make me feel "Yes, this is it," but also didn’t scream "Dude, this is a total disaster." So I had a direction that was neutral. Neutral - meaning acceptable. I knew I probably wouldn’t come up with anything better. So, I stuck with relatively simple, uniform blue lighting for the scene. That was supposed to be the background - my foundation for further work. The monotonous, solid color was interrupted by pink screens (with slight variations) and occasional yellow lamps. Nothing spectacular, but I assumed that if it doesn't hurt the eyes, then it's already good enough.While this lighting more or less worked for the scene as a whole, it didn’t quite handle characters in different, dynamic shots. That’s why the final, secret ingredient was character lighting. I experimented with it quite a bit, but in the end, I stuck with the standard three-point lighting setup. The main lamp - to pull the character out of the background, the fill lamp - to eliminate unwanted shadows, and in some shots a contour lamp - to add a bit of drama by lighting the character from behind. This simple set of lights just needed to be placed properly in each shot and voilà - the lighting was done.We go to sleep and the work will do itself.Wait, it’s still not over? How much more…The last thing left to do was rendering. Everything done so far existed only as a 3D project file I had been working on. Now, it was time to turn the fruits of months of effort into a video file. But that’s not as simple as it seems. I mean - it is. But also, it isn’t. It both is and isn’t.On one hand, rendering is simple, since it’s basically a process handled almost entirely by the computer rather than the person. On the other hand, rendering isn’t simple - because of that almost part. It can be a real pain. Theoretically, all that’s left to do is press the "render" button and sit back with a beer in hand, admiring the frames being drawn on the screen, accompanied by the gentle hum of the PC fans under the desk. And, for the most part, that’s true (though I wouldn’t recommend keeping beer too close to the keyboard). The problem, however, is that rendering needs supervision. Especially when the whole process is set to take four months (!). Seriously. That’s a lot of beer cans, but also plenty of time for things to go terribly wrong - and something almost certainly will. Maybe the software closes unexpectedly. Maybe the graphics card runs out of memory. Maybe an unforeseen error pops up. Or, maybe - after 120 rendered frames - the brilliant author of this text realizes that he forgot to enable or hide an object in the first shot (what a silly guy, pff). Since I needed my computer during the day for work, rendering took place at night. And if something went wrong two hours in, well… in the morning, I was greeted by a beautiful error report that had been sitting there for six hours. No problem, that's cool. At least after such a night the electricity bill was unnecessarily a bit higher…Sooner or later, it was finally done. I had all the frames rendered on my disk. In their raw, still-unprocessed state, the entire thing took up (and still does, I need a new disk ._. ) a staggering 1.2TB. Then, I pieced everything together. A bit of post-processing, a pinch of color correction, a handful of final tweaks. And at last - my exhausted eyes beheld it. A file with the friendly name "0100-1800.mp4." Or, in other words - the finished animation. The result of months of my work. I hope it was worth it.Get up, I think he finally finished yapping!Meow, meow, meow - you've talked so much here, man, and honestly, what’s the point of it all? As I eloquently pointed out at the beginning - I don’t know. I don’t know why I wrote this text about my project. If someone actually read it - great, that makes me really happy. Greetings to all three people who did it. I hope it was worth spending some time in my little world of 3D graphics. I know this project means much more to me than it ever will to anyone reading this. And that’s fine. But if reading this wasn’t a waste of time for you, dear reader - that’s something. And with that positive note, I’ll wrap this up. Lights off, time for bed.Until next time!
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  • PlayStation Showcase or State of Play for May now unlikely but summer still possible

    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here

    There are huge games for PlayStation fans to anticipate. There’s the imminent release of Death Stranding 2 in June, and there’s also Ghost of Yotei scheduled for October. There are also other major games in-development such as Marvel’s Wolverine from Insomniac and Intergalactic by Naughty Dog. Fans were hoping to see some of these games and others as part of a PlayStation Showcase or State of Play during May, but it’s now looking unlikely, although there’s still the possibility of an event for summer.  
    PlayStation Showcase or State of Play unlikely for May
    A lot of PlayStation fans have been hoping for a PlayStation Showcase or State of Play to happen in May. This is because PlayStation events typically fall in this month such as a State of Play in 2024 on May 30th, a PlayStation Showcase in 2023 on May 24th, and another State of Play in 2022 on May 27th. There was also a State of Play on May 27th in 2021 and dedicated individual State of Plays for Ghost of Tsushima and The Last of Us Part 2 in May for 2020.
    Unfortunately, it doesn’t look like there will be a PlayStation event for May 2025. In response to whether they have heard anything about a PlayStation Showcase or State of Play happening anytime soon, renowned insider, NateTheHate, has repeatedly said on X, “I have not”. They have also just reiterated this on ResetEra.
    While May is looking unlikely, there’s still the possibility of an event for summer or slightly after.  Previously, we reported on rumors of a PlayStation Showcase or State of Play planned for the summer courtesy of prominent insider Jeff Grubb. During Game Mess Decides 385 back in February, Grubb said, “Internally, it sounds like they’redebating, flopping between, maybe making something this summer a full showcase versus another State of Play, but they are considering a full showcase”.
    Summer months are June, July, and August, so Grubb was not referring to May in their discussion. Meanwhile, on ResetEra, leaker John Harker replied “Indeed” to another ResetEra user speculating, “if I were to just guess theywill probably target one for September”.
    Image credit: ResetEra
    Now there is the possibility of either June or August. Sony hasn’t done an event in July before, but they did a State of Play on June 2nd in 2022 featuring games such as Final Fantasy 16 and Resident Evil 4 Remake. Meanwhile, they did a State of Play on August 6th in 2020.
    September is the beginning of fall, and there is the possibility Sony’s next State of Play could happen slightly after summer. Sony’s last State of Play was actually on September 24th back in 2024, so it’s possible Sony could repeat themselves one year later.
    Whether we get a State of Play this May, during summer, in September, or nothing at all, PlayStation fans can still look forward to Summer Game Fest on June 6th. NateTheHate has teased “At least one” of three major games will be part of the show, and there will surely be plenty of other exciting reveals and gameplay demonstrations as is typical of the Geoff Keighley event.
    In other PlayStation news, Neil Druckmann has praised Sony for not forcing Naughty Dog to keep making Uncharted games.

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    Share
    #playstation #showcase #state #play #now
    PlayStation Showcase or State of Play for May now unlikely but summer still possible
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here There are huge games for PlayStation fans to anticipate. There’s the imminent release of Death Stranding 2 in June, and there’s also Ghost of Yotei scheduled for October. There are also other major games in-development such as Marvel’s Wolverine from Insomniac and Intergalactic by Naughty Dog. Fans were hoping to see some of these games and others as part of a PlayStation Showcase or State of Play during May, but it’s now looking unlikely, although there’s still the possibility of an event for summer.   PlayStation Showcase or State of Play unlikely for May A lot of PlayStation fans have been hoping for a PlayStation Showcase or State of Play to happen in May. This is because PlayStation events typically fall in this month such as a State of Play in 2024 on May 30th, a PlayStation Showcase in 2023 on May 24th, and another State of Play in 2022 on May 27th. There was also a State of Play on May 27th in 2021 and dedicated individual State of Plays for Ghost of Tsushima and The Last of Us Part 2 in May for 2020. Unfortunately, it doesn’t look like there will be a PlayStation event for May 2025. In response to whether they have heard anything about a PlayStation Showcase or State of Play happening anytime soon, renowned insider, NateTheHate, has repeatedly said on X, “I have not”. They have also just reiterated this on ResetEra. While May is looking unlikely, there’s still the possibility of an event for summer or slightly after.  Previously, we reported on rumors of a PlayStation Showcase or State of Play planned for the summer courtesy of prominent insider Jeff Grubb. During Game Mess Decides 385 back in February, Grubb said, “Internally, it sounds like they’redebating, flopping between, maybe making something this summer a full showcase versus another State of Play, but they are considering a full showcase”. Summer months are June, July, and August, so Grubb was not referring to May in their discussion. Meanwhile, on ResetEra, leaker John Harker replied “Indeed” to another ResetEra user speculating, “if I were to just guess theywill probably target one for September”. Image credit: ResetEra Now there is the possibility of either June or August. Sony hasn’t done an event in July before, but they did a State of Play on June 2nd in 2022 featuring games such as Final Fantasy 16 and Resident Evil 4 Remake. Meanwhile, they did a State of Play on August 6th in 2020. September is the beginning of fall, and there is the possibility Sony’s next State of Play could happen slightly after summer. Sony’s last State of Play was actually on September 24th back in 2024, so it’s possible Sony could repeat themselves one year later. Whether we get a State of Play this May, during summer, in September, or nothing at all, PlayStation fans can still look forward to Summer Game Fest on June 6th. NateTheHate has teased “At least one” of three major games will be part of the show, and there will surely be plenty of other exciting reveals and gameplay demonstrations as is typical of the Geoff Keighley event. In other PlayStation news, Neil Druckmann has praised Sony for not forcing Naughty Dog to keep making Uncharted games. Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share #playstation #showcase #state #play #now
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    PlayStation Showcase or State of Play for May now unlikely but summer still possible
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here There are huge games for PlayStation fans to anticipate. There’s the imminent release of Death Stranding 2 in June, and there’s also Ghost of Yotei scheduled for October. There are also other major games in-development such as Marvel’s Wolverine from Insomniac and Intergalactic by Naughty Dog. Fans were hoping to see some of these games and others as part of a PlayStation Showcase or State of Play during May, but it’s now looking unlikely, although there’s still the possibility of an event for summer.   PlayStation Showcase or State of Play unlikely for May A lot of PlayStation fans have been hoping for a PlayStation Showcase or State of Play to happen in May. This is because PlayStation events typically fall in this month such as a State of Play in 2024 on May 30th, a PlayStation Showcase in 2023 on May 24th, and another State of Play in 2022 on May 27th. There was also a State of Play on May 27th in 2021 and dedicated individual State of Plays for Ghost of Tsushima and The Last of Us Part 2 in May for 2020. Unfortunately, it doesn’t look like there will be a PlayStation event for May 2025. In response to whether they have heard anything about a PlayStation Showcase or State of Play happening anytime soon, renowned insider, NateTheHate, has repeatedly said on X, “I have not”. They have also just reiterated this on ResetEra. While May is looking unlikely, there’s still the possibility of an event for summer or slightly after.  Previously, we reported on rumors of a PlayStation Showcase or State of Play planned for the summer courtesy of prominent insider Jeff Grubb. During Game Mess Decides 385 back in February, Grubb said, “Internally, it sounds like they’re [Sony] debating, flopping between, maybe making something this summer a full showcase versus another State of Play, but they are considering a full showcase”. Summer months are June, July, and August, so Grubb was not referring to May in their discussion. Meanwhile, on ResetEra, leaker John Harker replied “Indeed” to another ResetEra user speculating, “if I were to just guess they [Sony] will probably target one for September”. Image credit: ResetEra Now there is the possibility of either June or August. Sony hasn’t done an event in July before, but they did a State of Play on June 2nd in 2022 featuring games such as Final Fantasy 16 and Resident Evil 4 Remake. Meanwhile, they did a State of Play on August 6th in 2020. September is the beginning of fall, and there is the possibility Sony’s next State of Play could happen slightly after summer. Sony’s last State of Play was actually on September 24th back in 2024, so it’s possible Sony could repeat themselves one year later. Whether we get a State of Play this May, during summer, in September, or nothing at all, PlayStation fans can still look forward to Summer Game Fest on June 6th. NateTheHate has teased “At least one” of three major games will be part of the show, and there will surely be plenty of other exciting reveals and gameplay demonstrations as is typical of the Geoff Keighley event. In other PlayStation news, Neil Druckmann has praised Sony for not forcing Naughty Dog to keep making Uncharted games. Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share
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  • VR for everyone: Accessible game design tips from Owlchemy Labs

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

    When I was younger and was already suffering from insomnia, some people said that my sleeping patterns would normalize when I get older. Well here I am, several years older, and still having trouble sleeping almost every night. Of course I don’t blame it on my age but rather on screens, too much caffeine, and stress. Oh, and also my lack of discipline. I’m at a point where I know drastic measures have to be taken.
    This concept for a sleeping aid device appeals to me and I wish it was an actual product I could purchase. The Light Player – Aid-Sleeping Music Lamp is a concept for an innovative gadget designed to help users unwind and drift into peaceful slumber through a perfect blend of calming light and soothing sound. is a modern sleep aid that combines two powerful relaxation tools in one sleek device: ambient lighting and gentle music. This smart lamp isn’t just about aesthetics, it’s a thoughtfully engineered device aimed at creating an ideal sleep environment.
    Designer: Foshan Electrical and Lighting Co. Ltd

    The device has three sleeping assistance modes so you can check which one, or which combination, would work for you. The Lunar Eclipse Mode uses FlameWarm lighting technology that simulates the different phases of the moon, from a full moon to a crescent moon, that is supposedly sleep inducing. If that doesn’t work for you, there is the Scene Mode that has LED lights recreating 8 natural healing landscapes and combines it with white noise so you get an immersive environment that should be able to lull you to sleep.

    Lastly, there is the Breathing/Meditation Mode which combines rhythmic lighting with scientific sounds which should be able to help you meditate and eventually fall into a deep sleep state. The device itself uses a record player-like aesthetic with a large area light and an interface that can be intuitively used. It is made from high-quality fabric and metal materials but with a minimalist look.

    Now I don’t know if this will actually work on someone like mebut it can probably help establish a consistent bedtime ritual which is essential in improving sleep hygiene. Whether you’re an insomniac, a light sleeper, or someone simply trying to reduce screen time before bed, this device offers a non-invasive and natural approach to better sleep. Well, if it ever comes to light, so to speak. The post Music lamp concept is a sleeping aid concept for the bestinsomniacs first appeared on Yanko Design.
    #music #lamp #concept #sleeping #aid
    Music lamp concept is a sleeping aid concept for the best (worst) insomniacs
    When I was younger and was already suffering from insomnia, some people said that my sleeping patterns would normalize when I get older. Well here I am, several years older, and still having trouble sleeping almost every night. Of course I don’t blame it on my age but rather on screens, too much caffeine, and stress. Oh, and also my lack of discipline. I’m at a point where I know drastic measures have to be taken. This concept for a sleeping aid device appeals to me and I wish it was an actual product I could purchase. The Light Player – Aid-Sleeping Music Lamp is a concept for an innovative gadget designed to help users unwind and drift into peaceful slumber through a perfect blend of calming light and soothing sound. is a modern sleep aid that combines two powerful relaxation tools in one sleek device: ambient lighting and gentle music. This smart lamp isn’t just about aesthetics, it’s a thoughtfully engineered device aimed at creating an ideal sleep environment. Designer: Foshan Electrical and Lighting Co. Ltd The device has three sleeping assistance modes so you can check which one, or which combination, would work for you. The Lunar Eclipse Mode uses FlameWarm lighting technology that simulates the different phases of the moon, from a full moon to a crescent moon, that is supposedly sleep inducing. If that doesn’t work for you, there is the Scene Mode that has LED lights recreating 8 natural healing landscapes and combines it with white noise so you get an immersive environment that should be able to lull you to sleep. Lastly, there is the Breathing/Meditation Mode which combines rhythmic lighting with scientific sounds which should be able to help you meditate and eventually fall into a deep sleep state. The device itself uses a record player-like aesthetic with a large area light and an interface that can be intuitively used. It is made from high-quality fabric and metal materials but with a minimalist look. Now I don’t know if this will actually work on someone like mebut it can probably help establish a consistent bedtime ritual which is essential in improving sleep hygiene. Whether you’re an insomniac, a light sleeper, or someone simply trying to reduce screen time before bed, this device offers a non-invasive and natural approach to better sleep. Well, if it ever comes to light, so to speak. The post Music lamp concept is a sleeping aid concept for the bestinsomniacs first appeared on Yanko Design. #music #lamp #concept #sleeping #aid
    WWW.YANKODESIGN.COM
    Music lamp concept is a sleeping aid concept for the best (worst) insomniacs
    When I was younger and was already suffering from insomnia, some people said that my sleeping patterns would normalize when I get older. Well here I am, several years older, and still having trouble sleeping almost every night. Of course I don’t blame it on my age but rather on screens, too much caffeine, and stress. Oh, and also my lack of discipline. I’m at a point where I know drastic measures have to be taken. This concept for a sleeping aid device appeals to me and I wish it was an actual product I could purchase. The Light Player – Aid-Sleeping Music Lamp is a concept for an innovative gadget designed to help users unwind and drift into peaceful slumber through a perfect blend of calming light and soothing sound. is a modern sleep aid that combines two powerful relaxation tools in one sleek device: ambient lighting and gentle music. This smart lamp isn’t just about aesthetics, it’s a thoughtfully engineered device aimed at creating an ideal sleep environment. Designer: Foshan Electrical and Lighting Co. Ltd The device has three sleeping assistance modes so you can check which one, or which combination, would work for you. The Lunar Eclipse Mode uses FlameWarm lighting technology that simulates the different phases of the moon, from a full moon to a crescent moon, that is supposedly sleep inducing. If that doesn’t work for you, there is the Scene Mode that has LED lights recreating 8 natural healing landscapes and combines it with white noise so you get an immersive environment that should be able to lull you to sleep. Lastly, there is the Breathing/Meditation Mode which combines rhythmic lighting with scientific sounds which should be able to help you meditate and eventually fall into a deep sleep state. The device itself uses a record player-like aesthetic with a large area light and an interface that can be intuitively used. It is made from high-quality fabric and metal materials but with a minimalist look. Now I don’t know if this will actually work on someone like me (and self-discipline still plays a huge part in this of course) but it can probably help establish a consistent bedtime ritual which is essential in improving sleep hygiene. Whether you’re an insomniac, a light sleeper, or someone simply trying to reduce screen time before bed, this device offers a non-invasive and natural approach to better sleep. Well, if it ever comes to light, so to speak. The post Music lamp concept is a sleeping aid concept for the best (worst) insomniacs first appeared on Yanko Design.
    0 Комментарии 0 Поделились
  • Waiting for GTA 6? These are the best-looking PS5 Pro games you can play right now

    GTA 6 is a year away, but these are the most visually impressive games you can play on your PlayStation 5 Pro in the meantime, including exclusives and even a surprise Xbox entryTech15:56, 14 May 2025Demon Souls can tide you over until GTA6Sony’s PS5 Pro had a fair mountain to climb to convince players it was worth the eye-wateringly high price of £699 when it launched in November of last year.Lacking the easily describable “the same but 4K” focus of the PS4 Pro, it’s slowly come into its own as more and more games have launched with Pro features, or had them added retroactively.‌While we put together a list of the best games to show off the console, a lot has changed since then, so we’re running it back with a fresh, expanded list.‌Here are some of the best PS5 Pro games you can play right now to help the wait for GTA 6, which could end up being the best showcase of the console.Baldur's Gate 3 is even better on PS5 ProBaldur’s Gate 3 is one of the best games of the last decade, and while its isometric perspective might have you thinking it’s not the ideal technical showcase, it really does look wonderful on PS5 Pro.Article continues belowNotably, co-op is drastically smoother on the PS5 Pro than on the base console, with a 60fps frame rate that makes it infinitely better for playing with a friend or partner.You can also hit a locked 30 FPS in Quality mode, or run it at 4K resolution and 60 FPS in Performance mode.Agent 47 has never looked better‌Hitman’s 2016 reboot and subsequent entries already looked great, even on PS4, but it’s reached new heights with PS5 Pro.The console runs IO Interactive’s huge, interconnected trilogy at 60fps with PSSR upscaling to 4K, and that makes spotting subtle details or smaller items that you can use to your advantage just a little bit easier.And, while we’re here, we’d just like to point out that considering this package contains three full games, interstitial DLC chunks, and a roguelike mode, this might be one of the most content-rich titles out there.‌Shadows is frequently stunningWe loved Assassin’s Creed Shadows, and a big part of that appeal was just how fantastic it looks at all times.On PS5, it’s a looker, but it’s on PS5 Pro where you can really see the incredible detail. The more powerful console enables ray-tracing to be enabled, while still running at a smooth 60fps.‌Considering the sheer breadth of its world, the fact it all looks so good is very impressive indeed, and shows how the PS5 Pro means developers no longer need to decide between frame rate and resolution.With the buff in resolution, you can see more projectilesA recently updated PS5 classic that got the Pro treatment four years after launch, Returnal is well worth jumping back into and still marks one of PlayStation’s weirdest, most unusual exclusives.‌Selene’s roguelike adventure sees her exploring an unsettling alien world and constantly returning back to the start when she dies, and developer Housemarque has somehow managed to wring out even more pixels on PS5 Pro.In fact, it offers two-and-a-half times the resolution boost, while maintaining a frame rate that predominantly sticks to 60fps with some 55fps drops. In fact, just writing about it has me installing it again.Monster Hunter Wilds has been a huge success for publisher Capcom‌One of 2025’s biggest commercial and critical hits so far, Monster Hunter: Wilds was, in many ways, the game I picked up a PS5 Pro for.The PS5 version is solid, but the ray-tracing and PSSR of the PS5 Pro make a huge difference to image quality. It’s pretty much the best way to play the game, too, with issues on PC.Not only that, but the PS5 Pro will hit a consistent 60 FPS which makes a huge difference when you’re tackling one of the game’s tougher monsters.‌The whole gang's here, and in an open world this timeWe know, we’re ready for Part 3, too, but if you’ve not played Rebirth yet and don’t have a powerful PC for it, PS5 Pro is a great choice.The magic of the PS5 Pro version is the Versatility Mode, which basically takes the Graphics Mode and ramps it up to 60fps.‌The result is a slicker, sharper version than you’d get in Performance Mode, while also being much more playable thanks to the improved frame rate.Spider-Man 2 offers double the fun with both Peter Parker and Miles Morales playableInsomniac Games sure knows how to wring every last bit of power out of Sony’s hardware, and after PS4 Pro was used to highlight how good the original Marvel’s Spider-Man could look, its sequel is one of the crown jewels of PS5 Pro.‌The Performance Pro mode aims for 60fps at 4K by using PSSR, and while we do love the fluidity, it’s hard not to be impressed by the Fidelity Pro mode.The idea of the latter is that it hits a consistent 30fps but with a huge amount of detail in reflections in puddles, windows, and even Spidey’s goggles. While the 4K 60fps Performance Pro mode is more fluid, you’ll struggle to find a better-looking game than the Fidelity Pro option.Forza Horizon 5 might actually look even better on PS5‌An Xbox game? On a PlayStation list? Yep, we get it, it still just feels… wrong somehow, but thankfully, Forza Horizon 5 is a stunning showcase of the PS5 Pro.It’s absolutely stunning in motion on any console, but the PS5 Pro adds much more foliage in Performance mode. That sounds like a small detail, but when you factor in that additional detail and the 4K resolution, it’s the best way to play–even over the Xbox Series X original.And that’s before we touch on the player’s cars offering ray-traced reflections. Seriously, play the game’s opening and prepare to be wowed.‌Demon's Souls remains one of the best-looking PS5 games aroundIf there’s one genre that you want high frame rates in, it’s the Soulslike. When even the slightest miscalculation can cost you dearly, you’ll want the PS5 Pro in your corner.In Demon’s Souls, the 2020 remake of the PS3 original, Bluepoint Games has somehow achieved what felt impossible when the PS5 version launched–it runs at 60fps, while also maintaining a 4K resolution.‌That means there is literally zero downside, and the team even managed to add in improved shadows, too. A must-play for action game fans on Sony’s Pro console.Alan Wake 2 is scarily prettyAlan Wake 2 is one of the most impressive-looking games of the last few years, and Remedy continues to update it to incorporate new features.‌The survival horror game reaches new heights on PS5 Pro, though, adding in ray-traced lighting and reflections that make it feel even more at the bleeding edge of gaming visuals.You can also turn off ray-tracing and just enjoy a fantastic 60fps experience instead, which still looks even prettier than the PS5 version.Kingdom Come: Deliverance 2 is a true showcase of the PS5 ProArticle continues belowAnother heavy-hitter from 2025, Kingdom Come Deliverance 2 is absolutely massive in scale, offering two huge open-world maps, a whole host of NPCs and overlapping game systems.While PS5’s Quality Mode hits 4K resolution, it can only do so at 30fps. As you’d probably guess from this list, PS5 Pro doubles that to 60fps at 4K, which is no mean feat given how much of the game there is here.For the latest breaking news and stories from across the globe from the Daily Star, sign up for our newsletters.‌‌‌
    #waiting #gta #these #are #bestlooking
    Waiting for GTA 6? These are the best-looking PS5 Pro games you can play right now
    GTA 6 is a year away, but these are the most visually impressive games you can play on your PlayStation 5 Pro in the meantime, including exclusives and even a surprise Xbox entryTech15:56, 14 May 2025Demon Souls can tide you over until GTA6Sony’s PS5 Pro had a fair mountain to climb to convince players it was worth the eye-wateringly high price of £699 when it launched in November of last year.Lacking the easily describable “the same but 4K” focus of the PS4 Pro, it’s slowly come into its own as more and more games have launched with Pro features, or had them added retroactively.‌While we put together a list of the best games to show off the console, a lot has changed since then, so we’re running it back with a fresh, expanded list.‌Here are some of the best PS5 Pro games you can play right now to help the wait for GTA 6, which could end up being the best showcase of the console.Baldur's Gate 3 is even better on PS5 ProBaldur’s Gate 3 is one of the best games of the last decade, and while its isometric perspective might have you thinking it’s not the ideal technical showcase, it really does look wonderful on PS5 Pro.Article continues belowNotably, co-op is drastically smoother on the PS5 Pro than on the base console, with a 60fps frame rate that makes it infinitely better for playing with a friend or partner.You can also hit a locked 30 FPS in Quality mode, or run it at 4K resolution and 60 FPS in Performance mode.Agent 47 has never looked better‌Hitman’s 2016 reboot and subsequent entries already looked great, even on PS4, but it’s reached new heights with PS5 Pro.The console runs IO Interactive’s huge, interconnected trilogy at 60fps with PSSR upscaling to 4K, and that makes spotting subtle details or smaller items that you can use to your advantage just a little bit easier.And, while we’re here, we’d just like to point out that considering this package contains three full games, interstitial DLC chunks, and a roguelike mode, this might be one of the most content-rich titles out there.‌Shadows is frequently stunningWe loved Assassin’s Creed Shadows, and a big part of that appeal was just how fantastic it looks at all times.On PS5, it’s a looker, but it’s on PS5 Pro where you can really see the incredible detail. The more powerful console enables ray-tracing to be enabled, while still running at a smooth 60fps.‌Considering the sheer breadth of its world, the fact it all looks so good is very impressive indeed, and shows how the PS5 Pro means developers no longer need to decide between frame rate and resolution.With the buff in resolution, you can see more projectilesA recently updated PS5 classic that got the Pro treatment four years after launch, Returnal is well worth jumping back into and still marks one of PlayStation’s weirdest, most unusual exclusives.‌Selene’s roguelike adventure sees her exploring an unsettling alien world and constantly returning back to the start when she dies, and developer Housemarque has somehow managed to wring out even more pixels on PS5 Pro.In fact, it offers two-and-a-half times the resolution boost, while maintaining a frame rate that predominantly sticks to 60fps with some 55fps drops. In fact, just writing about it has me installing it again.Monster Hunter Wilds has been a huge success for publisher Capcom‌One of 2025’s biggest commercial and critical hits so far, Monster Hunter: Wilds was, in many ways, the game I picked up a PS5 Pro for.The PS5 version is solid, but the ray-tracing and PSSR of the PS5 Pro make a huge difference to image quality. It’s pretty much the best way to play the game, too, with issues on PC.Not only that, but the PS5 Pro will hit a consistent 60 FPS which makes a huge difference when you’re tackling one of the game’s tougher monsters.‌The whole gang's here, and in an open world this timeWe know, we’re ready for Part 3, too, but if you’ve not played Rebirth yet and don’t have a powerful PC for it, PS5 Pro is a great choice.The magic of the PS5 Pro version is the Versatility Mode, which basically takes the Graphics Mode and ramps it up to 60fps.‌The result is a slicker, sharper version than you’d get in Performance Mode, while also being much more playable thanks to the improved frame rate.Spider-Man 2 offers double the fun with both Peter Parker and Miles Morales playableInsomniac Games sure knows how to wring every last bit of power out of Sony’s hardware, and after PS4 Pro was used to highlight how good the original Marvel’s Spider-Man could look, its sequel is one of the crown jewels of PS5 Pro.‌The Performance Pro mode aims for 60fps at 4K by using PSSR, and while we do love the fluidity, it’s hard not to be impressed by the Fidelity Pro mode.The idea of the latter is that it hits a consistent 30fps but with a huge amount of detail in reflections in puddles, windows, and even Spidey’s goggles. While the 4K 60fps Performance Pro mode is more fluid, you’ll struggle to find a better-looking game than the Fidelity Pro option.Forza Horizon 5 might actually look even better on PS5‌An Xbox game? On a PlayStation list? Yep, we get it, it still just feels… wrong somehow, but thankfully, Forza Horizon 5 is a stunning showcase of the PS5 Pro.It’s absolutely stunning in motion on any console, but the PS5 Pro adds much more foliage in Performance mode. That sounds like a small detail, but when you factor in that additional detail and the 4K resolution, it’s the best way to play–even over the Xbox Series X original.And that’s before we touch on the player’s cars offering ray-traced reflections. Seriously, play the game’s opening and prepare to be wowed.‌Demon's Souls remains one of the best-looking PS5 games aroundIf there’s one genre that you want high frame rates in, it’s the Soulslike. When even the slightest miscalculation can cost you dearly, you’ll want the PS5 Pro in your corner.In Demon’s Souls, the 2020 remake of the PS3 original, Bluepoint Games has somehow achieved what felt impossible when the PS5 version launched–it runs at 60fps, while also maintaining a 4K resolution.‌That means there is literally zero downside, and the team even managed to add in improved shadows, too. A must-play for action game fans on Sony’s Pro console.Alan Wake 2 is scarily prettyAlan Wake 2 is one of the most impressive-looking games of the last few years, and Remedy continues to update it to incorporate new features.‌The survival horror game reaches new heights on PS5 Pro, though, adding in ray-traced lighting and reflections that make it feel even more at the bleeding edge of gaming visuals.You can also turn off ray-tracing and just enjoy a fantastic 60fps experience instead, which still looks even prettier than the PS5 version.Kingdom Come: Deliverance 2 is a true showcase of the PS5 ProArticle continues belowAnother heavy-hitter from 2025, Kingdom Come Deliverance 2 is absolutely massive in scale, offering two huge open-world maps, a whole host of NPCs and overlapping game systems.While PS5’s Quality Mode hits 4K resolution, it can only do so at 30fps. As you’d probably guess from this list, PS5 Pro doubles that to 60fps at 4K, which is no mean feat given how much of the game there is here.For the latest breaking news and stories from across the globe from the Daily Star, sign up for our newsletters.‌‌‌ #waiting #gta #these #are #bestlooking
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    Waiting for GTA 6? These are the best-looking PS5 Pro games you can play right now
    GTA 6 is a year away, but these are the most visually impressive games you can play on your PlayStation 5 Pro in the meantime, including exclusives and even a surprise Xbox entryTech15:56, 14 May 2025Demon Souls can tide you over until GTA6Sony’s PS5 Pro had a fair mountain to climb to convince players it was worth the eye-wateringly high price of £699 when it launched in November of last year.Lacking the easily describable “the same but 4K” focus of the PS4 Pro, it’s slowly come into its own as more and more games have launched with Pro features, or had them added retroactively.‌While we put together a list of the best games to show off the console, a lot has changed since then, so we’re running it back with a fresh, expanded list.‌Here are some of the best PS5 Pro games you can play right now to help the wait for GTA 6, which could end up being the best showcase of the console.Baldur's Gate 3 is even better on PS5 Pro(Image: Steam)Baldur’s Gate 3 is one of the best games of the last decade, and while its isometric perspective might have you thinking it’s not the ideal technical showcase, it really does look wonderful on PS5 Pro.Article continues belowNotably, co-op is drastically smoother on the PS5 Pro than on the base console, with a 60fps frame rate that makes it infinitely better for playing with a friend or partner.You can also hit a locked 30 FPS in Quality mode, or run it at 4K resolution and 60 FPS in Performance mode.Agent 47 has never looked better‌Hitman’s 2016 reboot and subsequent entries already looked great, even on PS4, but it’s reached new heights with PS5 Pro.The console runs IO Interactive’s huge, interconnected trilogy at 60fps with PSSR upscaling to 4K, and that makes spotting subtle details or smaller items that you can use to your advantage just a little bit easier.And, while we’re here, we’d just like to point out that considering this package contains three full games, interstitial DLC chunks, and a roguelike mode, this might be one of the most content-rich titles out there.‌Shadows is frequently stunningWe loved Assassin’s Creed Shadows, and a big part of that appeal was just how fantastic it looks at all times.On PS5, it’s a looker, but it’s on PS5 Pro where you can really see the incredible detail. The more powerful console enables ray-tracing to be enabled, while still running at a smooth 60fps.‌Considering the sheer breadth of its world, the fact it all looks so good is very impressive indeed, and shows how the PS5 Pro means developers no longer need to decide between frame rate and resolution.With the buff in resolution, you can see more projectilesA recently updated PS5 classic that got the Pro treatment four years after launch (no, we can’t believe it either), Returnal is well worth jumping back into and still marks one of PlayStation’s weirdest, most unusual exclusives.‌Selene’s roguelike adventure sees her exploring an unsettling alien world and constantly returning back to the start when she dies, and developer Housemarque has somehow managed to wring out even more pixels on PS5 Pro.In fact, it offers two-and-a-half times the resolution boost, while maintaining a frame rate that predominantly sticks to 60fps with some 55fps drops. In fact, just writing about it has me installing it again.Monster Hunter Wilds has been a huge success for publisher Capcom(Image: Capcom)‌One of 2025’s biggest commercial and critical hits so far, Monster Hunter: Wilds was, in many ways, the game I picked up a PS5 Pro for.The PS5 version is solid, but the ray-tracing and PSSR of the PS5 Pro make a huge difference to image quality. It’s pretty much the best way to play the game, too, with issues on PC.Not only that, but the PS5 Pro will hit a consistent 60 FPS which makes a huge difference when you’re tackling one of the game’s tougher monsters.‌The whole gang's here, and in an open world this time(Image: Square Enix / Creative Business Unit I)We know, we’re ready for Part 3, too, but if you’ve not played Rebirth yet and don’t have a powerful PC for it, PS5 Pro is a great choice.The magic of the PS5 Pro version is the Versatility Mode, which basically takes the Graphics Mode and ramps it up to 60fps.‌The result is a slicker, sharper version than you’d get in Performance Mode, while also being much more playable thanks to the improved frame rate.Spider-Man 2 offers double the fun with both Peter Parker and Miles Morales playable(Image: Insomniac Games/Sony)Insomniac Games sure knows how to wring every last bit of power out of Sony’s hardware, and after PS4 Pro was used to highlight how good the original Marvel’s Spider-Man could look, its sequel is one of the crown jewels of PS5 Pro.‌The Performance Pro mode aims for 60fps at 4K by using PSSR, and while we do love the fluidity, it’s hard not to be impressed by the Fidelity Pro mode.The idea of the latter is that it hits a consistent 30fps but with a huge amount of detail in reflections in puddles, windows, and even Spidey’s goggles. While the 4K 60fps Performance Pro mode is more fluid, you’ll struggle to find a better-looking game than the Fidelity Pro option.Forza Horizon 5 might actually look even better on PS5‌An Xbox game? On a PlayStation list? Yep, we get it, it still just feels… wrong somehow, but thankfully, Forza Horizon 5 is a stunning showcase of the PS5 Pro.It’s absolutely stunning in motion on any console, but the PS5 Pro adds much more foliage in Performance mode. That sounds like a small detail, but when you factor in that additional detail and the 4K resolution, it’s the best way to play–even over the Xbox Series X original.And that’s before we touch on the player’s cars offering ray-traced reflections. Seriously, play the game’s opening and prepare to be wowed.‌Demon's Souls remains one of the best-looking PS5 games aroundIf there’s one genre that you want high frame rates in, it’s the Soulslike. When even the slightest miscalculation can cost you dearly, you’ll want the PS5 Pro in your corner.In Demon’s Souls, the 2020 remake of the PS3 original, Bluepoint Games has somehow achieved what felt impossible when the PS5 version launched–it runs at 60fps, while also maintaining a 4K resolution.‌That means there is literally zero downside, and the team even managed to add in improved shadows, too. A must-play for action game fans on Sony’s Pro console.Alan Wake 2 is scarily pretty (get it?)Alan Wake 2 is one of the most impressive-looking games of the last few years, and Remedy continues to update it to incorporate new features.‌The survival horror game reaches new heights on PS5 Pro, though, adding in ray-traced lighting and reflections that make it feel even more at the bleeding edge of gaming visuals.You can also turn off ray-tracing and just enjoy a fantastic 60fps experience instead, which still looks even prettier than the PS5 version.Kingdom Come: Deliverance 2 is a true showcase of the PS5 Pro(Image: Warhorse Studios)Article continues belowAnother heavy-hitter from 2025, Kingdom Come Deliverance 2 is absolutely massive in scale, offering two huge open-world maps, a whole host of NPCs and overlapping game systems.While PS5’s Quality Mode hits 4K resolution, it can only do so at 30fps. As you’d probably guess from this list, PS5 Pro doubles that to 60fps at 4K, which is no mean feat given how much of the game there is here.For the latest breaking news and stories from across the globe from the Daily Star, sign up for our newsletters.‌‌‌
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  • Iron Man game details leaked by EA as Marvel 1943: Rise Of Hydra delayed

    Iron Man is still yet to be shownA major Marvel title has been delayed to next year, as details emerge around EA’s upcoming Iron Man game via a job listing.
    It’s easy to forget about the huge number of Marvel games in development, as there are so few tangible details about any of them.
    Beyond Insomniac’s Wolverine, we have a standalone Black Panther game from Cliffhanger Games, an Iron Man title from EA Motive, Arkane Lyon’s Blade, throwback brawler Marvel Cosmic Invasion, and Marvel 1943: Rise Of Hydra from Uncharted director Amy Hennig.
    While the latter was due to be released later this year, developer Skydance New Media has announced it has now been delayed to early 2026.
    ‘Taking this additional time will allow us to add more polish, and make sure we give you the best possible experience, and one that lives up to our vision,’ read the brief statement from Skydance Games. ‘We have some exciting things in store and look forward to sharing more soon!’
    A trailer for Marvel 1943: Rise Of Hydra was released last year. The action game will revolve around four heroes, namely Captain America, Black Panther, Howling Commandos member Gabriel Jones, and Wakandan leader Nanali, in an original story.
    Considering we haven’t seen any gameplay from the project yet, the delay isn’t exactly surprising. A 2026 launch could benefit the game timing wise too, as it might get a bump from the release of crossover film Avengers: Doomsday in May next year.
    However, that does start to stray perilously close to the release date of GTA 6, which is currently set for May 26.
    Beyond Marvel: 1943: Rise Of Hydra, a job listing for EA Motive’s Iron Man has outed new details about the single-player action game.
    As noted in the level designer advert, EA Motive is looking for someone who can ‘design and build major single-player levels, within the project’s creative constraints’.

    More Trending

    While it isn’t stated explicitly, this description suggests the game could be level-based. However, a prior job listing on the same game described it as an ‘open world action adventure AAA title’, so it’s unclear if plans have changed, or if it’s simply referring to levels within the open world.
    The listing also calls for ‘experience in single-player action RPG games’, which is the first mention we’ve had of any role-playing mechanicsEmail gamecentral@metro.co.uk, leave a comment below, follow us on Twitter, and sign-up to our newsletter.
    To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here.
    For more stories like this, check our Gaming page.

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    #iron #man #game #details #leaked
    Iron Man game details leaked by EA as Marvel 1943: Rise Of Hydra delayed
    Iron Man is still yet to be shownA major Marvel title has been delayed to next year, as details emerge around EA’s upcoming Iron Man game via a job listing. It’s easy to forget about the huge number of Marvel games in development, as there are so few tangible details about any of them. Beyond Insomniac’s Wolverine, we have a standalone Black Panther game from Cliffhanger Games, an Iron Man title from EA Motive, Arkane Lyon’s Blade, throwback brawler Marvel Cosmic Invasion, and Marvel 1943: Rise Of Hydra from Uncharted director Amy Hennig. While the latter was due to be released later this year, developer Skydance New Media has announced it has now been delayed to early 2026. ‘Taking this additional time will allow us to add more polish, and make sure we give you the best possible experience, and one that lives up to our vision,’ read the brief statement from Skydance Games. ‘We have some exciting things in store and look forward to sharing more soon!’ A trailer for Marvel 1943: Rise Of Hydra was released last year. The action game will revolve around four heroes, namely Captain America, Black Panther, Howling Commandos member Gabriel Jones, and Wakandan leader Nanali, in an original story. Considering we haven’t seen any gameplay from the project yet, the delay isn’t exactly surprising. A 2026 launch could benefit the game timing wise too, as it might get a bump from the release of crossover film Avengers: Doomsday in May next year. However, that does start to stray perilously close to the release date of GTA 6, which is currently set for May 26. Beyond Marvel: 1943: Rise Of Hydra, a job listing for EA Motive’s Iron Man has outed new details about the single-player action game. As noted in the level designer advert, EA Motive is looking for someone who can ‘design and build major single-player levels, within the project’s creative constraints’. More Trending While it isn’t stated explicitly, this description suggests the game could be level-based. However, a prior job listing on the same game described it as an ‘open world action adventure AAA title’, so it’s unclear if plans have changed, or if it’s simply referring to levels within the open world. The listing also calls for ‘experience in single-player action RPG games’, which is the first mention we’ve had of any role-playing mechanicsEmail gamecentral@metro.co.uk, leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy #iron #man #game #details #leaked
    METRO.CO.UK
    Iron Man game details leaked by EA as Marvel 1943: Rise Of Hydra delayed
    Iron Man is still yet to be shown (EA) A major Marvel title has been delayed to next year, as details emerge around EA’s upcoming Iron Man game via a job listing. It’s easy to forget about the huge number of Marvel games in development, as there are so few tangible details about any of them. Beyond Insomniac’s Wolverine, we have a standalone Black Panther game from Cliffhanger Games, an Iron Man title from EA Motive, Arkane Lyon’s Blade, throwback brawler Marvel Cosmic Invasion, and Marvel 1943: Rise Of Hydra from Uncharted director Amy Hennig. While the latter was due to be released later this year, developer Skydance New Media has announced it has now been delayed to early 2026. ‘Taking this additional time will allow us to add more polish, and make sure we give you the best possible experience, and one that lives up to our vision,’ read the brief statement from Skydance Games. ‘We have some exciting things in store and look forward to sharing more soon!’ A trailer for Marvel 1943: Rise Of Hydra was released last year. The action game will revolve around four heroes, namely Captain America, Black Panther, Howling Commandos member Gabriel Jones, and Wakandan leader Nanali, in an original story. Considering we haven’t seen any gameplay from the project yet, the delay isn’t exactly surprising. A 2026 launch could benefit the game timing wise too, as it might get a bump from the release of crossover film Avengers: Doomsday in May next year. However, that does start to stray perilously close to the release date of GTA 6, which is currently set for May 26. Beyond Marvel: 1943: Rise Of Hydra, a job listing for EA Motive’s Iron Man has outed new details about the single-player action game. As noted in the level designer advert, EA Motive is looking for someone who can ‘design and build major single-player levels, within the project’s creative constraints’. More Trending While it isn’t stated explicitly, this description suggests the game could be level-based. However, a prior job listing on the same game described it as an ‘open world action adventure AAA title’, so it’s unclear if plans have changed, or if it’s simply referring to levels within the open world. The listing also calls for ‘experience in single-player action RPG games’, which is the first mention we’ve had of any role-playing mechanics (even if it will likely just mean some sort of skill tree. Development on Iron Man is being led by Olivier Proulx, who previously worked on the acclaimed Guardians Of The Galaxy game for Square Enix. No footage has been shown, yet but the studio apparently hit a ‘major internal milestone’ on the project last year. With so many unknowns, we could hear more about both projects at Summer Game Fest on June 6, 2025. However, EA Motive is also working on the next Battlefield, which is set to launch before March 2026, so any news about Iron Man might be held back till after that. The Rise Of Hydra will have to wait (Skydance) Email gamecentral@metro.co.uk, leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy
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  • #333;">Marvel 1943: Rise of Hydra delayed until 2026 to make the “best possible experience”

    You can trust VideoGamer.
    Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible.
    Rest assured, all imagery and advice is unique and original.
    Check out how we test and review games here
    Skydance Games has delayed its extremely exciting upcoming Captain America and Black Panther game, Marvel 1943: Rise of Hydra.
    Originally set to release this year, the studio has officially delayed the title until 2026.
    The second major delay of the year, the first being GTA 6, the upcoming action-adventure game will release in Early 2026 to make sure the game is the best experience possible for players.
    Marvel 1943 delayed
    In a statement on Twitter, or X if you’re like that, Skydance confirmed the early 2026 release date while also keeping details very light.
    “We have an important update,” the studio explained.
    “Marvel 1943: Rise of Hydra will now be launching in early 2026.”
    “Taking this additional time will allow us to add more polish, and make sure we give you the best possible experience, and one that lives up to our vision,” they continued.
    “We have some exciting things in store and look forward to sharing more soon.”
    Marvel 1943: Rise of Hydra is the first title in a new Marvel games initiative.
    Alongside the continued Insomniac titles focusing on Spider-Man and Wolverine, the superhero license is expanding further into the realm of blockbuster video games.
    Alongside Rise of Hydra, Xbox-owned Arkane Studios is working on an immersive sim-style Blade game.
    Additionally, EA is working on an open-world Iron Man game built in Unreal Engine 5.
    Very few details have been revealed regarding either title.

    Subscribe to our newsletters!
    By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime.

    Share

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    #0066cc;">#marvel #rise #hydra #delayed #until #make #the #best #possible #experience #you #can #trust #videogamerour #team #gaming #experts #spend #hours #testing #and #reviewing #latest #games #ensure #you039re #reading #most #comprehensive #guide #possiblerest #assured #all #imagery #advice #unique #originalcheck #out #how #test #review #hereskydance #has #its #extremely #exciting #upcoming #captain #america #black #panther #game #hydraoriginally #set #release #this #year #studio #officially #title #2026the #second #major #delay #first #being #gta #actionadventure #will #early #sure #for #playersmarvel #delayedin #statement #twitter #youre #like #that #skydance #confirmed #date #while #also #keeping #details #very #lightwe #have #important #update #explainedmarvel #now #launching #2026taking #additional #time #allow #add #more #polish #give #one #lives #our #vision #they #continuedwe #some #things #store #look #forward #sharing #soonmarvel #new #initiativealongside #continued #insomniac #titles #focusing #spiderman #wolverine #superhero #license #expanding #further #into #realm #blockbuster #video #gamesalongside #xboxowned #arkane #studios #working #immersive #simstyle #blade #gameadditionally #openworld #iron #man #built #unreal #engine #5very #few #been #revealed #regarding #either #titlesubscribe #newslettersby #subscribing #agree #privacy #policy #may #receive #occasional #deal #communications #unsubscribe #anytimeshare
    Marvel 1943: Rise of Hydra delayed until 2026 to make the “best possible experience”
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here Skydance Games has delayed its extremely exciting upcoming Captain America and Black Panther game, Marvel 1943: Rise of Hydra. Originally set to release this year, the studio has officially delayed the title until 2026. The second major delay of the year, the first being GTA 6, the upcoming action-adventure game will release in Early 2026 to make sure the game is the best experience possible for players. Marvel 1943 delayed In a statement on Twitter, or X if you’re like that, Skydance confirmed the early 2026 release date while also keeping details very light. “We have an important update,” the studio explained. “Marvel 1943: Rise of Hydra will now be launching in early 2026.” “Taking this additional time will allow us to add more polish, and make sure we give you the best possible experience, and one that lives up to our vision,” they continued. “We have some exciting things in store and look forward to sharing more soon.” Marvel 1943: Rise of Hydra is the first title in a new Marvel games initiative. Alongside the continued Insomniac titles focusing on Spider-Man and Wolverine, the superhero license is expanding further into the realm of blockbuster video games. Alongside Rise of Hydra, Xbox-owned Arkane Studios is working on an immersive sim-style Blade game. Additionally, EA is working on an open-world Iron Man game built in Unreal Engine 5. Very few details have been revealed regarding either title. Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share
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    #marvel #rise #hydra #delayed #until #make #the #best #possible #experience #you #can #trust #videogamerour #team #gaming #experts #spend #hours #testing #and #reviewing #latest #games #ensure #you039re #reading #most #comprehensive #guide #possiblerest #assured #all #imagery #advice #unique #originalcheck #out #how #test #review #hereskydance #has #its #extremely #exciting #upcoming #captain #america #black #panther #game #hydraoriginally #set #release #this #year #studio #officially #title #2026the #second #major #delay #first #being #gta #actionadventure #will #early #sure #for #playersmarvel #delayedin #statement #twitter #youre #like #that #skydance #confirmed #date #while #also #keeping #details #very #lightwe #have #important #update #explainedmarvel #now #launching #2026taking #additional #time #allow #add #more #polish #give #one #lives #our #vision #they #continuedwe #some #things #store #look #forward #sharing #soonmarvel #new #initiativealongside #continued #insomniac #titles #focusing #spiderman #wolverine #superhero #license #expanding #further #into #realm #blockbuster #video #gamesalongside #xboxowned #arkane #studios #working #immersive #simstyle #blade #gameadditionally #openworld #iron #man #built #unreal #engine #5very #few #been #revealed #regarding #either #titlesubscribe #newslettersby #subscribing #agree #privacy #policy #may #receive #occasional #deal #communications #unsubscribe #anytimeshare
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    Marvel 1943: Rise of Hydra delayed until 2026 to make the “best possible experience”
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here Skydance Games has delayed its extremely exciting upcoming Captain America and Black Panther game, Marvel 1943: Rise of Hydra. Originally set to release this year, the studio has officially delayed the title until 2026. The second major delay of the year, the first being GTA 6, the upcoming action-adventure game will release in Early 2026 to make sure the game is the best experience possible for players. Marvel 1943 delayed In a statement on Twitter, or X if you’re like that, Skydance confirmed the early 2026 release date while also keeping details very light. “We have an important update,” the studio explained. “Marvel 1943: Rise of Hydra will now be launching in early 2026.” “Taking this additional time will allow us to add more polish, and make sure we give you the best possible experience, and one that lives up to our vision,” they continued. “We have some exciting things in store and look forward to sharing more soon.” Marvel 1943: Rise of Hydra is the first title in a new Marvel games initiative. Alongside the continued Insomniac titles focusing on Spider-Man and Wolverine, the superhero license is expanding further into the realm of blockbuster video games. Alongside Rise of Hydra, Xbox-owned Arkane Studios is working on an immersive sim-style Blade game. Additionally, EA is working on an open-world Iron Man game built in Unreal Engine 5. Very few details have been revealed regarding either title. Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share
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