• Inside Summer Game Fest 2025: How Geoff Keighley and Producers Pulled Off Event Amid Industry Layoffs, ‘GTA 6’ Delay and Switch 2 Release

    With the ongoing jobs cuts across the gaming industry, the shift of “Grand Theft Auto 6” from release this fall to a launch next spring, and the distraction of the first new Nintendo console in eight years, there was a chance that Summer Game Fest 2025 wouldn’t have the same allure as the annual video game showcase has had in years past.Related Stories

    But the gamers came out in full force for the Geoff Keighley-hosted event on June 6, which live-streamed out of the YouTube Theater at SoFi Stadium in Los Angeles.

    Popular on Variety

    “Viewership was up significantly year over year,” Keighley told Variety. “Stream charts said it doubled its audience year over year for the peak concurrency to over 3 million peak concurrent viewers, which does not include China.”

    In person, both the Summer Game Fest live showcase event and its subsequent weekend Play Days event for developers and press saw “significantly higher” media creator attendance this year: more than 600 registered attendees vs. “somewhere in the 400s” in 2024, per SGF. The boost is an indicator that both the current U.S. political climate and significant changes in 2025’s game release schedule, like the delay of “Grand Theft Auto 6” until next May, didn’t affect interest in the event.

    “Things happen in the industry all the time that are big news worthy happenings,” Summer Game Fest producer and iam8bit co-creator Amanda White. “Switch 2 just happened and we’re here, it’s all working out, everybody’s having a great time playing games. It’s not irrelevant — it’s just part of the way things go.”

    As big a hit as the Switch 2 was with consumers upon release — selling more than 3.5 million units during the first four days after its June 5 launch — and noted multiple times during the Summer Game Fest live showcase on June 6, Nintendo’s new console was not the star of the three-day Play Days event for developers and media in Downtown Los Angeles, which ran June 7-9.

    “I have not seen a single attendee with a Switch 2 on campus,” SGF producer and iam8bit co-creator Jon M. Gibson said with a laugh. “There’s a few Switch 2s that Nintendo supplied. Some dev kits for Bandai and for Capcom. Of course, the launch happened on Thursday, so bandwidth from Nintendo is stretched thin with all the midnight launches and stuff. But they’re really supportive and supply some for some pre-release games, which is exciting.”

    Some big video publishers such as EA, Take-Two and Ubisoft skipped this year’s SGF, eliminating potential splashy in-show hits for eagerly anticipated games like “Grand Theft Auto 6.” But SGF still managed a few big moments, like the announcement and trailer release for “Resident Evil Requiem.” Gibson and White attribute that reveal and other moments like it to the immense trust the festival has managed to build up with video game publishers in just a few years.

    “We are very proud of our ability to keep the trust of all the publishers on campus,” Gibson said. “Six years into SGF as a whole, four years into Play Days, we’re very good. Because we have to print everything ahead of time, too. So there are lots of unannounced things that we’re very careful about who sees what. We have vendors who print and produce and manufacture physical objects under very tight wraps. We’re just very protective, because we know what it means to have to keep a secret because we’ve had our own games that we’ve had to announce, as well. Capcom is a great example with ‘Resident Evil.’ We knew that for a very long time, but they trusted us with information, and we were very careful about what our team actually knew what was going on.”

    And even though some of the gaming giants sat this year out, White says conversations were already happening on the Play Days campus about who is ready to return next year and what they’ll bring.

    “People get excited, they come and see. And each year we grow, so people see more potential,” White said.

    As for next year, the June show will take place just a few weeks after the planned May 26 release for “GTA 6.” While Switch 2 didn’t seem to distract too much, will the draw of playing the newly launched “GTA 6” prove to be so powerful it outshines whatever could be announced at SGF 2026?

    “My view is that all boats rise with ‘GTA’ launch,” Keighley said. “It is a singular cultural event that is the biggest thing in all of entertainment this decade. It will bring more people into gaming, sell lots of consoles and bring back lapsed gamers. There will never be a better time to feel the excitement and energy around gaming than SGF 2026.”

    See more from Variety‘s Q&A with Keighley about Summer Game Fest 2025 below.

    How was this year’s show impacted by the date shift for “GTA 6”? How much was planned before and after that big announcement?

    So far as I know there wasn’t any material impact, but I think the date move did allow a number of teams to feel more confident announcing their launch dates.

    Halfway through the year, what do you see as some of the biggest trends in gaming for 2025, and how did you look to reflect that in the show?

    We continue to see some of the most interesting and successful games come from smaller teams outside of the traditional publisher system – games like “Clair Obscur,” “Blue Prince” and “REPO.” So we wanted to highlight some of those projects at the show like “Ill” and “Mortal Shell 2.”

    What game announcements and trailers do you think resonated most with audiences after this show? What assets were the most popular?

    “Resident Evil Requiem” was a massive moment. Also we saw a lot of love for “Ill” from a small team in Canada and Armenia.
    #inside #summer #game #fest #how
    Inside Summer Game Fest 2025: How Geoff Keighley and Producers Pulled Off Event Amid Industry Layoffs, ‘GTA 6’ Delay and Switch 2 Release
    With the ongoing jobs cuts across the gaming industry, the shift of “Grand Theft Auto 6” from release this fall to a launch next spring, and the distraction of the first new Nintendo console in eight years, there was a chance that Summer Game Fest 2025 wouldn’t have the same allure as the annual video game showcase has had in years past.Related Stories But the gamers came out in full force for the Geoff Keighley-hosted event on June 6, which live-streamed out of the YouTube Theater at SoFi Stadium in Los Angeles. Popular on Variety “Viewership was up significantly year over year,” Keighley told Variety. “Stream charts said it doubled its audience year over year for the peak concurrency to over 3 million peak concurrent viewers, which does not include China.” In person, both the Summer Game Fest live showcase event and its subsequent weekend Play Days event for developers and press saw “significantly higher” media creator attendance this year: more than 600 registered attendees vs. “somewhere in the 400s” in 2024, per SGF. The boost is an indicator that both the current U.S. political climate and significant changes in 2025’s game release schedule, like the delay of “Grand Theft Auto 6” until next May, didn’t affect interest in the event. “Things happen in the industry all the time that are big news worthy happenings,” Summer Game Fest producer and iam8bit co-creator Amanda White. “Switch 2 just happened and we’re here, it’s all working out, everybody’s having a great time playing games. It’s not irrelevant — it’s just part of the way things go.” As big a hit as the Switch 2 was with consumers upon release — selling more than 3.5 million units during the first four days after its June 5 launch — and noted multiple times during the Summer Game Fest live showcase on June 6, Nintendo’s new console was not the star of the three-day Play Days event for developers and media in Downtown Los Angeles, which ran June 7-9. “I have not seen a single attendee with a Switch 2 on campus,” SGF producer and iam8bit co-creator Jon M. Gibson said with a laugh. “There’s a few Switch 2s that Nintendo supplied. Some dev kits for Bandai and for Capcom. Of course, the launch happened on Thursday, so bandwidth from Nintendo is stretched thin with all the midnight launches and stuff. But they’re really supportive and supply some for some pre-release games, which is exciting.” Some big video publishers such as EA, Take-Two and Ubisoft skipped this year’s SGF, eliminating potential splashy in-show hits for eagerly anticipated games like “Grand Theft Auto 6.” But SGF still managed a few big moments, like the announcement and trailer release for “Resident Evil Requiem.” Gibson and White attribute that reveal and other moments like it to the immense trust the festival has managed to build up with video game publishers in just a few years. “We are very proud of our ability to keep the trust of all the publishers on campus,” Gibson said. “Six years into SGF as a whole, four years into Play Days, we’re very good. Because we have to print everything ahead of time, too. So there are lots of unannounced things that we’re very careful about who sees what. We have vendors who print and produce and manufacture physical objects under very tight wraps. We’re just very protective, because we know what it means to have to keep a secret because we’ve had our own games that we’ve had to announce, as well. Capcom is a great example with ‘Resident Evil.’ We knew that for a very long time, but they trusted us with information, and we were very careful about what our team actually knew what was going on.” And even though some of the gaming giants sat this year out, White says conversations were already happening on the Play Days campus about who is ready to return next year and what they’ll bring. “People get excited, they come and see. And each year we grow, so people see more potential,” White said. As for next year, the June show will take place just a few weeks after the planned May 26 release for “GTA 6.” While Switch 2 didn’t seem to distract too much, will the draw of playing the newly launched “GTA 6” prove to be so powerful it outshines whatever could be announced at SGF 2026? “My view is that all boats rise with ‘GTA’ launch,” Keighley said. “It is a singular cultural event that is the biggest thing in all of entertainment this decade. It will bring more people into gaming, sell lots of consoles and bring back lapsed gamers. There will never be a better time to feel the excitement and energy around gaming than SGF 2026.” See more from Variety‘s Q&A with Keighley about Summer Game Fest 2025 below. How was this year’s show impacted by the date shift for “GTA 6”? How much was planned before and after that big announcement? So far as I know there wasn’t any material impact, but I think the date move did allow a number of teams to feel more confident announcing their launch dates. Halfway through the year, what do you see as some of the biggest trends in gaming for 2025, and how did you look to reflect that in the show? We continue to see some of the most interesting and successful games come from smaller teams outside of the traditional publisher system – games like “Clair Obscur,” “Blue Prince” and “REPO.” So we wanted to highlight some of those projects at the show like “Ill” and “Mortal Shell 2.” What game announcements and trailers do you think resonated most with audiences after this show? What assets were the most popular? “Resident Evil Requiem” was a massive moment. Also we saw a lot of love for “Ill” from a small team in Canada and Armenia. #inside #summer #game #fest #how
    VARIETY.COM
    Inside Summer Game Fest 2025: How Geoff Keighley and Producers Pulled Off Event Amid Industry Layoffs, ‘GTA 6’ Delay and Switch 2 Release
    With the ongoing jobs cuts across the gaming industry, the shift of “Grand Theft Auto 6” from release this fall to a launch next spring, and the distraction of the first new Nintendo console in eight years, there was a chance that Summer Game Fest 2025 wouldn’t have the same allure as the annual video game showcase has had in years past. (There was also the factor of the actors strike against video game companies, which, as of June 11, has been called off by SAG-AFTRA.) Related Stories But the gamers came out in full force for the Geoff Keighley-hosted event on June 6, which live-streamed out of the YouTube Theater at SoFi Stadium in Los Angeles. Popular on Variety “Viewership was up significantly year over year,” Keighley told Variety. “Stream charts said it doubled its audience year over year for the peak concurrency to over 3 million peak concurrent viewers, which does not include China.” In person, both the Summer Game Fest live showcase event and its subsequent weekend Play Days event for developers and press saw “significantly higher” media creator attendance this year: more than 600 registered attendees vs. “somewhere in the 400s” in 2024, per SGF. The boost is an indicator that both the current U.S. political climate and significant changes in 2025’s game release schedule, like the delay of “Grand Theft Auto 6” until next May, didn’t affect interest in the event. “Things happen in the industry all the time that are big news worthy happenings,” Summer Game Fest producer and iam8bit co-creator Amanda White. “Switch 2 just happened and we’re here, it’s all working out, everybody’s having a great time playing games. It’s not irrelevant — it’s just part of the way things go.” As big a hit as the Switch 2 was with consumers upon release — selling more than 3.5 million units during the first four days after its June 5 launch — and noted multiple times during the Summer Game Fest live showcase on June 6, Nintendo’s new console was not the star of the three-day Play Days event for developers and media in Downtown Los Angeles, which ran June 7-9. “I have not seen a single attendee with a Switch 2 on campus,” SGF producer and iam8bit co-creator Jon M. Gibson said with a laugh. “There’s a few Switch 2s that Nintendo supplied. Some dev kits for Bandai and for Capcom. Of course, the launch happened on Thursday, so bandwidth from Nintendo is stretched thin with all the midnight launches and stuff. But they’re really supportive and supply some for some pre-release games, which is exciting.” Some big video publishers such as EA, Take-Two and Ubisoft skipped this year’s SGF, eliminating potential splashy in-show hits for eagerly anticipated games like “Grand Theft Auto 6.” But SGF still managed a few big moments, like the announcement and trailer release for “Resident Evil Requiem.” Gibson and White attribute that reveal and other moments like it to the immense trust the festival has managed to build up with video game publishers in just a few years. “We are very proud of our ability to keep the trust of all the publishers on campus,” Gibson said. “Six years into SGF as a whole, four years into Play Days, we’re very good. Because we have to print everything ahead of time, too. So there are lots of unannounced things that we’re very careful about who sees what. We have vendors who print and produce and manufacture physical objects under very tight wraps. We’re just very protective, because we know what it means to have to keep a secret because we’ve had our own games that we’ve had to announce, as well. Capcom is a great example with ‘Resident Evil.’ We knew that for a very long time, but they trusted us with information, and we were very careful about what our team actually knew what was going on.” And even though some of the gaming giants sat this year out, White says conversations were already happening on the Play Days campus about who is ready to return next year and what they’ll bring. “People get excited, they come and see. And each year we grow, so people see more potential,” White said. As for next year, the June show will take place just a few weeks after the planned May 26 release for “GTA 6.” While Switch 2 didn’t seem to distract too much, will the draw of playing the newly launched “GTA 6” prove to be so powerful it outshines whatever could be announced at SGF 2026? “My view is that all boats rise with ‘GTA’ launch,” Keighley said. “It is a singular cultural event that is the biggest thing in all of entertainment this decade. It will bring more people into gaming, sell lots of consoles and bring back lapsed gamers. There will never be a better time to feel the excitement and energy around gaming than SGF 2026.” See more from Variety‘s Q&A with Keighley about Summer Game Fest 2025 below. How was this year’s show impacted by the date shift for “GTA 6”? How much was planned before and after that big announcement? So far as I know there wasn’t any material impact, but I think the date move did allow a number of teams to feel more confident announcing their launch dates. Halfway through the year, what do you see as some of the biggest trends in gaming for 2025, and how did you look to reflect that in the show? We continue to see some of the most interesting and successful games come from smaller teams outside of the traditional publisher system – games like “Clair Obscur,” “Blue Prince” and “REPO.” So we wanted to highlight some of those projects at the show like “Ill” and “Mortal Shell 2.” What game announcements and trailers do you think resonated most with audiences after this show? What assets were the most popular? “Resident Evil Requiem” was a massive moment. Also we saw a lot of love for “Ill” from a small team in Canada and Armenia.
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  • Delightfully irreverent Underdogs isn’t your parents’ nature docuseries

    show some love for the losers

    Delightfully irreverent Underdogs isn’t your parents’ nature docuseries

    Ryan Reynolds narrates NatGeo's new series highlighting nature's much less cool and majestic creatures

    Jennifer Ouellette



    Jun 15, 2025 3:11 pm

    |

    5

    The indestructible honey badger is just one of nature's "benchwarmers" featured in Underdogs

    Credit:

    National Geographic/Doug Parker

    The indestructible honey badger is just one of nature's "benchwarmers" featured in Underdogs

    Credit:

    National Geographic/Doug Parker

    Story text

    Size

    Small
    Standard
    Large

    Width
    *

    Standard
    Wide

    Links

    Standard
    Orange

    * Subscribers only
      Learn more

    Narrator Ryan Reynolds celebrates nature's outcasts in the new NatGeo docuseries Underdogs.

    Most of us have seen a nature documentary or twoat some point in our lives, so it's a familiar format: sweeping majestic footage of impressively regal animals accompanied by reverently high-toned narration. Underdogs, a new docuseries from National Geographic, takes a decidedly different and unconventional approach. Narrated by with hilarious irreverence by Ryan Reynolds, the five-part series highlights nature's less cool and majestic creatures: the outcasts and benchwarmers, more noteworthy for their "unconventional hygiene choices" and "unsavory courtship rituals." It's like The Suicide Squad or Thunderbolts*, except these creatures actually exist.
    Per the official premise, "Underdogs features a range of never-before-filmed scenes, including the first time a film crew has ever entered a special cave in New Zealand—a huge cavern that glows brighter than a bachelor pad under a black light thanks to the glowing butts of millions of mucus-coated grubs. All over the world, overlooked superstars like this are out there 24/7, giving it maximum effort and keeping the natural world in working order for all those showboating polar bears, sharks and gorillas." It's rated PG-13 thanks to the odd bit of scatalogical humor and shots of Nature Sexy Time
    Each of the five episodes is built around a specific genre. "Superheroes" highlights the surprising superpowers of the honey badger, pistol shrimp, and the invisible glass frog, among others, augmented with comic book graphics; "Sexy Beasts" focuses on bizarre mating habits and follows the format of a romantic advice column; "Terrible Parents" highlights nature's worst practices, following the outline of a parenting guide; "Total Grossout" is exactly what it sounds like; and "The Unusual Suspects" is a heist tale, documenting the supposed efforts of a macaque to put together the ultimate team of masters of deception and disguise.  Green Day even wrote and recorded a special theme song for the opening credits.
    Co-creators Mark Linfield and Vanessa Berlowitz of Wildstar Films are longtime producers of award-winning wildlife films, most notably Frozen Planet, Planet Earth and David Attenborough's Life of Mammals—you know, the kind of prestige nature documentaries that have become a mainstay for National Geographic and the BBC, among others. They're justly proud of that work, but this time around the duo wanted to try something different.

    Madagascar's aye-aye: "as if fear and panic had a baby and rolled it in dog hair"

    National Geographic/Eleanor Paish

    Madagascar's aye-aye: "as if fear and panic had a baby and rolled it in dog hair"

    National Geographic/Eleanor Paish

    An emerald jewel wasp emerges from a cockroach.

    National Geographic/Simon De Glanville

    An emerald jewel wasp emerges from a cockroach.

    National Geographic/Simon De Glanville

    A pack of African hunting dogs is no match for the honey badger's thick hide.

    National Geographic/Tom Walker

    A pack of African hunting dogs is no match for the honey badger's thick hide.

    National Geographic/Tom Walker

    An emerald jewel wasp emerges from a cockroach.

    National Geographic/Simon De Glanville

    A pack of African hunting dogs is no match for the honey badger's thick hide.

    National Geographic/Tom Walker

    A fireworm is hit by a cavitation bubble shot from the claw of a pistol shrimp defending its home.

    National Geographic/Hugh Miller

    As it grows and molts, the mad hatterpillar stacks old head casings on top of its head. Scientists think it is used as a decoy against would-be predators and parasites, and when needed, it can also be used as a weapon.

    National Geographic/Katherine Hannaford

    Worst parents ever? A young barnacle goose chick prepares t make the 800-foot jump from its nest to the ground.

    National Geographic

    An adult pearlfish reverses into a sea cucumber's butt to hide.

    National Geographic

    A vulture sticks its head inside an elephant carcass to eat.

    National Geographic

    A manatee releases flatulence while swimming to lose the buoyancy build up of gas inside its stomach, and descend down the water column.

    National Geographic/Karl Davies

    "There is a sense after awhile that you're playing the same animals to the same people, and the shows are starting to look the same and so is your audience," Linfield told Ars. "We thought, okay, how can we do something absolutely the opposite? We've gone through our careers collecting stories of these weird and crazy creatures that don't end up in the script because they're not big or sexy and they live under a rock. But they often have the best life histories and the craziest superpowers."
    Case in point: the velvet worm featured in the "Superheroes" episode, which creeps up on unsuspecting prey before squirting disgusting slime all over their food.Once Linfield and Berlowitz decided to focus on nature's underdogs and to take a more humorous approach, Ryan Reynolds became their top choice for a narrator—the anti-Richard Attenborough. As luck would have it, the pair shared an agent with the mega-star. So even though they thought there was no way Reynolds would agree to the project, they put together a sizzle reel, complete with a "fake Canadian Ryan Reynolds sound-alike" doing the narration. Reynolds was on set when he received the reel, and loved it so much he recoded his own narration for the footage and sent it back.
    "From that moment he was in," said Linfield, and Wildstar Films worked closely with Reynolds and his company to develop the final series. "We've never worked that way on a series before, a joint collaboration from day one," Berlowitz admitted. But it worked: the end result strikes the perfect balance between scientific revelation and accurate natural history, and an edgy comic tone.
    That tone is quintessential Reynolds, and while he did mostly follow the script, Linfield and Berlowitz admit there was also a fair amount of improvisation—not all of it PG-13.  "What we hadn't appreciated is that he's an incredible improv performer," said Berlowitz. "He can't help himself. He gets into character and starts riffing off. There are some takes that we definitely couldn't use, that potentially would fit a slightly more Hulu audience."  Some of the ad-libs made it into the final episodes, however—like Reynolds describing an Aye-Aye as "if fear and panic had a baby and rolled it in dog hair"—even though it meant going back and doing a bit of recutting to get the new lines to fit.

    Cinematographer Tom Beldam films a long-tailed macaque who stole his smart phone minutes later.

    National Geographic/Laura Pennafort

    Cinematographer Tom Beldam films a long-tailed macaque who stole his smart phone minutes later.

    National Geographic/Laura Pennafort

    The macaque agrees to trade ithe stolen phone for a piece of food.

    National Geographic

    The macaque agrees to trade ithe stolen phone for a piece of food.

    National Geographic

    A family of tortoise beetles defend themselves from a carnivorous ant by wafting baby poop in its direction.

    National Geographic

    A family of tortoise beetles defend themselves from a carnivorous ant by wafting baby poop in its direction.

    National Geographic

    The macaque agrees to trade ithe stolen phone for a piece of food.

    National Geographic

    A family of tortoise beetles defend themselves from a carnivorous ant by wafting baby poop in its direction.

    National Geographic

    A male hippo sprays his feces at another male who is threatening to take over his patch.

    National Geographic

    A male proboscis monkey flaunts his large nose. The noses of these males are used to amplify their calls in the vast forest.

    National Geographic

    Dream girl: A blood-soaked female hyena looks across the African savanna.

    National Geographic

    A male bowerbird presents one of the finest items in his collection to a female in his bower.

    National Geographic

    The male nursery web spider presents his nuptial gift to the female.

    National Geographic

    Cue the Barry White mood music: Two leopard slugs suspend themselves on a rope of mucus as they entwine their bodies to mate with one another.

    National Geographic

    Despite their years of collective experience, Linfield and Berlowitz were initially skeptical when the crew told them about the pearl fish, which hides from predators in a sea cucumber's butt. "It had never been filmed so we said, 'You're going to have to prove it to us,'" said Berlowitz. "They came back with this fantastic, hilarious sequence of a pearl fish reverse parking [in a sea cucumber's anus)."
    The film crew experienced a few heart-pounding moments, most notably while filming the cliffside nests of barnacle geese for the "Terrible Parents" episode. A melting glacier caused a watery avalanche while the crew was filming the geese, and they had to quickly grab a few shots and run to safety. Less dramatic: cinematographer Tom Beldam had his smartphone stolen by a long-tailed macaque mere minutes after he finished capturing the animal on film.
    If all goes well and Underdogs finds its target audience, we may even get a follow-up. "We are slightly plowing new territory but the science is as true as it's ever been and the stories are good. That aspect of the natural history is still there," said Linfield. "I think what we really hope for is that people who don't normally watch natural history will watch it. If people have as much fun watching it as we had making it, then the metrics should be good enough for another season."
    Verdict: Underdogs is positively addictive; I binged all five episodes in a single day.Underdogs premieres June 15, 2025, at 9 PM/8 PM Central on National Geographicand will be available for streaming on Disney+ and Hulu the following day.  You should watch it, if only to get that second season.

    Jennifer Ouellette
    Senior Writer

    Jennifer Ouellette
    Senior Writer

    Jennifer is a senior writer at Ars Technica with a particular focus on where science meets culture, covering everything from physics and related interdisciplinary topics to her favorite films and TV series. Jennifer lives in Baltimore with her spouse, physicist Sean M. Carroll, and their two cats, Ariel and Caliban.

    5 Comments
    #delightfully #irreverent #underdogs #isnt #your
    Delightfully irreverent Underdogs isn’t your parents’ nature docuseries
    show some love for the losers Delightfully irreverent Underdogs isn’t your parents’ nature docuseries Ryan Reynolds narrates NatGeo's new series highlighting nature's much less cool and majestic creatures Jennifer Ouellette – Jun 15, 2025 3:11 pm | 5 The indestructible honey badger is just one of nature's "benchwarmers" featured in Underdogs Credit: National Geographic/Doug Parker The indestructible honey badger is just one of nature's "benchwarmers" featured in Underdogs Credit: National Geographic/Doug Parker Story text Size Small Standard Large Width * Standard Wide Links Standard Orange * Subscribers only   Learn more Narrator Ryan Reynolds celebrates nature's outcasts in the new NatGeo docuseries Underdogs. Most of us have seen a nature documentary or twoat some point in our lives, so it's a familiar format: sweeping majestic footage of impressively regal animals accompanied by reverently high-toned narration. Underdogs, a new docuseries from National Geographic, takes a decidedly different and unconventional approach. Narrated by with hilarious irreverence by Ryan Reynolds, the five-part series highlights nature's less cool and majestic creatures: the outcasts and benchwarmers, more noteworthy for their "unconventional hygiene choices" and "unsavory courtship rituals." It's like The Suicide Squad or Thunderbolts*, except these creatures actually exist. Per the official premise, "Underdogs features a range of never-before-filmed scenes, including the first time a film crew has ever entered a special cave in New Zealand—a huge cavern that glows brighter than a bachelor pad under a black light thanks to the glowing butts of millions of mucus-coated grubs. All over the world, overlooked superstars like this are out there 24/7, giving it maximum effort and keeping the natural world in working order for all those showboating polar bears, sharks and gorillas." It's rated PG-13 thanks to the odd bit of scatalogical humor and shots of Nature Sexy Time Each of the five episodes is built around a specific genre. "Superheroes" highlights the surprising superpowers of the honey badger, pistol shrimp, and the invisible glass frog, among others, augmented with comic book graphics; "Sexy Beasts" focuses on bizarre mating habits and follows the format of a romantic advice column; "Terrible Parents" highlights nature's worst practices, following the outline of a parenting guide; "Total Grossout" is exactly what it sounds like; and "The Unusual Suspects" is a heist tale, documenting the supposed efforts of a macaque to put together the ultimate team of masters of deception and disguise.  Green Day even wrote and recorded a special theme song for the opening credits. Co-creators Mark Linfield and Vanessa Berlowitz of Wildstar Films are longtime producers of award-winning wildlife films, most notably Frozen Planet, Planet Earth and David Attenborough's Life of Mammals—you know, the kind of prestige nature documentaries that have become a mainstay for National Geographic and the BBC, among others. They're justly proud of that work, but this time around the duo wanted to try something different. Madagascar's aye-aye: "as if fear and panic had a baby and rolled it in dog hair" National Geographic/Eleanor Paish Madagascar's aye-aye: "as if fear and panic had a baby and rolled it in dog hair" National Geographic/Eleanor Paish An emerald jewel wasp emerges from a cockroach. National Geographic/Simon De Glanville An emerald jewel wasp emerges from a cockroach. National Geographic/Simon De Glanville A pack of African hunting dogs is no match for the honey badger's thick hide. National Geographic/Tom Walker A pack of African hunting dogs is no match for the honey badger's thick hide. National Geographic/Tom Walker An emerald jewel wasp emerges from a cockroach. National Geographic/Simon De Glanville A pack of African hunting dogs is no match for the honey badger's thick hide. National Geographic/Tom Walker A fireworm is hit by a cavitation bubble shot from the claw of a pistol shrimp defending its home. National Geographic/Hugh Miller As it grows and molts, the mad hatterpillar stacks old head casings on top of its head. Scientists think it is used as a decoy against would-be predators and parasites, and when needed, it can also be used as a weapon. National Geographic/Katherine Hannaford Worst parents ever? A young barnacle goose chick prepares t make the 800-foot jump from its nest to the ground. National Geographic An adult pearlfish reverses into a sea cucumber's butt to hide. National Geographic A vulture sticks its head inside an elephant carcass to eat. National Geographic A manatee releases flatulence while swimming to lose the buoyancy build up of gas inside its stomach, and descend down the water column. National Geographic/Karl Davies "There is a sense after awhile that you're playing the same animals to the same people, and the shows are starting to look the same and so is your audience," Linfield told Ars. "We thought, okay, how can we do something absolutely the opposite? We've gone through our careers collecting stories of these weird and crazy creatures that don't end up in the script because they're not big or sexy and they live under a rock. But they often have the best life histories and the craziest superpowers." Case in point: the velvet worm featured in the "Superheroes" episode, which creeps up on unsuspecting prey before squirting disgusting slime all over their food.Once Linfield and Berlowitz decided to focus on nature's underdogs and to take a more humorous approach, Ryan Reynolds became their top choice for a narrator—the anti-Richard Attenborough. As luck would have it, the pair shared an agent with the mega-star. So even though they thought there was no way Reynolds would agree to the project, they put together a sizzle reel, complete with a "fake Canadian Ryan Reynolds sound-alike" doing the narration. Reynolds was on set when he received the reel, and loved it so much he recoded his own narration for the footage and sent it back. "From that moment he was in," said Linfield, and Wildstar Films worked closely with Reynolds and his company to develop the final series. "We've never worked that way on a series before, a joint collaboration from day one," Berlowitz admitted. But it worked: the end result strikes the perfect balance between scientific revelation and accurate natural history, and an edgy comic tone. That tone is quintessential Reynolds, and while he did mostly follow the script, Linfield and Berlowitz admit there was also a fair amount of improvisation—not all of it PG-13.  "What we hadn't appreciated is that he's an incredible improv performer," said Berlowitz. "He can't help himself. He gets into character and starts riffing off. There are some takes that we definitely couldn't use, that potentially would fit a slightly more Hulu audience."  Some of the ad-libs made it into the final episodes, however—like Reynolds describing an Aye-Aye as "if fear and panic had a baby and rolled it in dog hair"—even though it meant going back and doing a bit of recutting to get the new lines to fit. Cinematographer Tom Beldam films a long-tailed macaque who stole his smart phone minutes later. National Geographic/Laura Pennafort Cinematographer Tom Beldam films a long-tailed macaque who stole his smart phone minutes later. National Geographic/Laura Pennafort The macaque agrees to trade ithe stolen phone for a piece of food. National Geographic The macaque agrees to trade ithe stolen phone for a piece of food. National Geographic A family of tortoise beetles defend themselves from a carnivorous ant by wafting baby poop in its direction. National Geographic A family of tortoise beetles defend themselves from a carnivorous ant by wafting baby poop in its direction. National Geographic The macaque agrees to trade ithe stolen phone for a piece of food. National Geographic A family of tortoise beetles defend themselves from a carnivorous ant by wafting baby poop in its direction. National Geographic A male hippo sprays his feces at another male who is threatening to take over his patch. National Geographic A male proboscis monkey flaunts his large nose. The noses of these males are used to amplify their calls in the vast forest. National Geographic Dream girl: A blood-soaked female hyena looks across the African savanna. National Geographic A male bowerbird presents one of the finest items in his collection to a female in his bower. National Geographic The male nursery web spider presents his nuptial gift to the female. National Geographic Cue the Barry White mood music: Two leopard slugs suspend themselves on a rope of mucus as they entwine their bodies to mate with one another. National Geographic Despite their years of collective experience, Linfield and Berlowitz were initially skeptical when the crew told them about the pearl fish, which hides from predators in a sea cucumber's butt. "It had never been filmed so we said, 'You're going to have to prove it to us,'" said Berlowitz. "They came back with this fantastic, hilarious sequence of a pearl fish reverse parking [in a sea cucumber's anus)." The film crew experienced a few heart-pounding moments, most notably while filming the cliffside nests of barnacle geese for the "Terrible Parents" episode. A melting glacier caused a watery avalanche while the crew was filming the geese, and they had to quickly grab a few shots and run to safety. Less dramatic: cinematographer Tom Beldam had his smartphone stolen by a long-tailed macaque mere minutes after he finished capturing the animal on film. If all goes well and Underdogs finds its target audience, we may even get a follow-up. "We are slightly plowing new territory but the science is as true as it's ever been and the stories are good. That aspect of the natural history is still there," said Linfield. "I think what we really hope for is that people who don't normally watch natural history will watch it. If people have as much fun watching it as we had making it, then the metrics should be good enough for another season." Verdict: Underdogs is positively addictive; I binged all five episodes in a single day.Underdogs premieres June 15, 2025, at 9 PM/8 PM Central on National Geographicand will be available for streaming on Disney+ and Hulu the following day.  You should watch it, if only to get that second season. Jennifer Ouellette Senior Writer Jennifer Ouellette Senior Writer Jennifer is a senior writer at Ars Technica with a particular focus on where science meets culture, covering everything from physics and related interdisciplinary topics to her favorite films and TV series. Jennifer lives in Baltimore with her spouse, physicist Sean M. Carroll, and their two cats, Ariel and Caliban. 5 Comments #delightfully #irreverent #underdogs #isnt #your
    ARSTECHNICA.COM
    Delightfully irreverent Underdogs isn’t your parents’ nature docuseries
    show some love for the losers Delightfully irreverent Underdogs isn’t your parents’ nature docuseries Ryan Reynolds narrates NatGeo's new series highlighting nature's much less cool and majestic creatures Jennifer Ouellette – Jun 15, 2025 3:11 pm | 5 The indestructible honey badger is just one of nature's "benchwarmers" featured in Underdogs Credit: National Geographic/Doug Parker The indestructible honey badger is just one of nature's "benchwarmers" featured in Underdogs Credit: National Geographic/Doug Parker Story text Size Small Standard Large Width * Standard Wide Links Standard Orange * Subscribers only   Learn more Narrator Ryan Reynolds celebrates nature's outcasts in the new NatGeo docuseries Underdogs. Most of us have seen a nature documentary or two (or three) at some point in our lives, so it's a familiar format: sweeping majestic footage of impressively regal animals accompanied by reverently high-toned narration (preferably with a tony British accent). Underdogs, a new docuseries from National Geographic, takes a decidedly different and unconventional approach. Narrated by with hilarious irreverence by Ryan Reynolds, the five-part series highlights nature's less cool and majestic creatures: the outcasts and benchwarmers, more noteworthy for their "unconventional hygiene choices" and "unsavory courtship rituals." It's like The Suicide Squad or Thunderbolts*, except these creatures actually exist. Per the official premise, "Underdogs features a range of never-before-filmed scenes, including the first time a film crew has ever entered a special cave in New Zealand—a huge cavern that glows brighter than a bachelor pad under a black light thanks to the glowing butts of millions of mucus-coated grubs. All over the world, overlooked superstars like this are out there 24/7, giving it maximum effort and keeping the natural world in working order for all those showboating polar bears, sharks and gorillas." It's rated PG-13 thanks to the odd bit of scatalogical humor and shots of Nature Sexy Time Each of the five episodes is built around a specific genre. "Superheroes" highlights the surprising superpowers of the honey badger, pistol shrimp, and the invisible glass frog, among others, augmented with comic book graphics; "Sexy Beasts" focuses on bizarre mating habits and follows the format of a romantic advice column; "Terrible Parents" highlights nature's worst practices, following the outline of a parenting guide; "Total Grossout" is exactly what it sounds like; and "The Unusual Suspects" is a heist tale, documenting the supposed efforts of a macaque to put together the ultimate team of masters of deception and disguise (an inside man, a decoy, a fall guy, etc.).  Green Day even wrote and recorded a special theme song for the opening credits. Co-creators Mark Linfield and Vanessa Berlowitz of Wildstar Films are longtime producers of award-winning wildlife films, most notably Frozen Planet, Planet Earth and David Attenborough's Life of Mammals—you know, the kind of prestige nature documentaries that have become a mainstay for National Geographic and the BBC, among others. They're justly proud of that work, but this time around the duo wanted to try something different. Madagascar's aye-aye: "as if fear and panic had a baby and rolled it in dog hair" National Geographic/Eleanor Paish Madagascar's aye-aye: "as if fear and panic had a baby and rolled it in dog hair" National Geographic/Eleanor Paish An emerald jewel wasp emerges from a cockroach. National Geographic/Simon De Glanville An emerald jewel wasp emerges from a cockroach. National Geographic/Simon De Glanville A pack of African hunting dogs is no match for the honey badger's thick hide. National Geographic/Tom Walker A pack of African hunting dogs is no match for the honey badger's thick hide. National Geographic/Tom Walker An emerald jewel wasp emerges from a cockroach. National Geographic/Simon De Glanville A pack of African hunting dogs is no match for the honey badger's thick hide. National Geographic/Tom Walker A fireworm is hit by a cavitation bubble shot from the claw of a pistol shrimp defending its home. National Geographic/Hugh Miller As it grows and molts, the mad hatterpillar stacks old head casings on top of its head. Scientists think it is used as a decoy against would-be predators and parasites, and when needed, it can also be used as a weapon. National Geographic/Katherine Hannaford Worst parents ever? A young barnacle goose chick prepares t make the 800-foot jump from its nest to the ground. National Geographic An adult pearlfish reverses into a sea cucumber's butt to hide. National Geographic A vulture sticks its head inside an elephant carcass to eat. National Geographic A manatee releases flatulence while swimming to lose the buoyancy build up of gas inside its stomach, and descend down the water column. National Geographic/Karl Davies "There is a sense after awhile that you're playing the same animals to the same people, and the shows are starting to look the same and so is your audience," Linfield told Ars. "We thought, okay, how can we do something absolutely the opposite? We've gone through our careers collecting stories of these weird and crazy creatures that don't end up in the script because they're not big or sexy and they live under a rock. But they often have the best life histories and the craziest superpowers." Case in point: the velvet worm featured in the "Superheroes" episode, which creeps up on unsuspecting prey before squirting disgusting slime all over their food. (It's a handy defense mechanism, too, against predators like the wolf spider.) Once Linfield and Berlowitz decided to focus on nature's underdogs and to take a more humorous approach, Ryan Reynolds became their top choice for a narrator—the anti-Richard Attenborough. As luck would have it, the pair shared an agent with the mega-star. So even though they thought there was no way Reynolds would agree to the project, they put together a sizzle reel, complete with a "fake Canadian Ryan Reynolds sound-alike" doing the narration. Reynolds was on set when he received the reel, and loved it so much he recoded his own narration for the footage and sent it back. "From that moment he was in," said Linfield, and Wildstar Films worked closely with Reynolds and his company to develop the final series. "We've never worked that way on a series before, a joint collaboration from day one," Berlowitz admitted. But it worked: the end result strikes the perfect balance between scientific revelation and accurate natural history, and an edgy comic tone. That tone is quintessential Reynolds, and while he did mostly follow the script (which his team helped write), Linfield and Berlowitz admit there was also a fair amount of improvisation—not all of it PG-13.  "What we hadn't appreciated is that he's an incredible improv performer," said Berlowitz. "He can't help himself. He gets into character and starts riffing off [the footage]. There are some takes that we definitely couldn't use, that potentially would fit a slightly more Hulu audience."  Some of the ad-libs made it into the final episodes, however—like Reynolds describing an Aye-Aye as "if fear and panic had a baby and rolled it in dog hair"—even though it meant going back and doing a bit of recutting to get the new lines to fit. Cinematographer Tom Beldam films a long-tailed macaque who stole his smart phone minutes later. National Geographic/Laura Pennafort Cinematographer Tom Beldam films a long-tailed macaque who stole his smart phone minutes later. National Geographic/Laura Pennafort The macaque agrees to trade ithe stolen phone for a piece of food. National Geographic The macaque agrees to trade ithe stolen phone for a piece of food. National Geographic A family of tortoise beetles defend themselves from a carnivorous ant by wafting baby poop in its direction. National Geographic A family of tortoise beetles defend themselves from a carnivorous ant by wafting baby poop in its direction. National Geographic The macaque agrees to trade ithe stolen phone for a piece of food. National Geographic A family of tortoise beetles defend themselves from a carnivorous ant by wafting baby poop in its direction. National Geographic A male hippo sprays his feces at another male who is threatening to take over his patch. National Geographic A male proboscis monkey flaunts his large nose. The noses of these males are used to amplify their calls in the vast forest. National Geographic Dream girl: A blood-soaked female hyena looks across the African savanna. National Geographic A male bowerbird presents one of the finest items in his collection to a female in his bower. National Geographic The male nursery web spider presents his nuptial gift to the female. National Geographic Cue the Barry White mood music: Two leopard slugs suspend themselves on a rope of mucus as they entwine their bodies to mate with one another. National Geographic Despite their years of collective experience, Linfield and Berlowitz were initially skeptical when the crew told them about the pearl fish, which hides from predators in a sea cucumber's butt (along with many other species). "It had never been filmed so we said, 'You're going to have to prove it to us,'" said Berlowitz. "They came back with this fantastic, hilarious sequence of a pearl fish reverse parking [in a sea cucumber's anus)." The film crew experienced a few heart-pounding moments, most notably while filming the cliffside nests of barnacle geese for the "Terrible Parents" episode. A melting glacier caused a watery avalanche while the crew was filming the geese, and they had to quickly grab a few shots and run to safety. Less dramatic: cinematographer Tom Beldam had his smartphone stolen by a long-tailed macaque mere minutes after he finished capturing the animal on film. If all goes well and Underdogs finds its target audience, we may even get a follow-up. "We are slightly plowing new territory but the science is as true as it's ever been and the stories are good. That aspect of the natural history is still there," said Linfield. "I think what we really hope for is that people who don't normally watch natural history will watch it. If people have as much fun watching it as we had making it, then the metrics should be good enough for another season." Verdict: Underdogs is positively addictive; I binged all five episodes in a single day. (For his part, Reynolds said in a statement that he was thrilled to "finally watch a project of ours with my children. Technically they saw Deadpool and Wolverine but I don't think they absorbed much while covering their eyes and ears and screaming for two hours.") Underdogs premieres June 15, 2025, at 9 PM/8 PM Central on National Geographic (simulcast on ABC) and will be available for streaming on Disney+ and Hulu the following day.  You should watch it, if only to get that second season. Jennifer Ouellette Senior Writer Jennifer Ouellette Senior Writer Jennifer is a senior writer at Ars Technica with a particular focus on where science meets culture, covering everything from physics and related interdisciplinary topics to her favorite films and TV series. Jennifer lives in Baltimore with her spouse, physicist Sean M. Carroll, and their two cats, Ariel and Caliban. 5 Comments
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  • Air-Conditioning Can Help the Power Grid instead of Overloading It

    June 13, 20256 min readAir-Conditioning Can Surprisingly Help the Power Grid during Extreme HeatSwitching on air-conditioning during extreme heat doesn’t have to make us feel guilty—it can actually boost power grid reliability and help bring more renewable energy onlineBy Johanna Mathieu & The Conversation US Imagedepotpro/Getty ImagesThe following essay is reprinted with permission from The Conversation, an online publication covering the latest research.As summer arrives, people are turning on air conditioners in most of the U.S. But if you’re like me, you always feel a little guilty about that. Past generations managed without air conditioning – do I really need it? And how bad is it to use all this electricity for cooling in a warming world?If I leave my air conditioner off, I get too hot. But if everyone turns on their air conditioner at the same time, electricity demand spikes, which can force power grid operators to activate some of the most expensive, and dirtiest, power plants. Sometimes those spikes can ask too much of the grid and lead to brownouts or blackouts.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.Research I recently published with a team of scholars makes me feel a little better, though. We have found that it is possible to coordinate the operation of large numbers of home air-conditioning units, balancing supply and demand on the power grid – and without making people endure high temperatures inside their homes.Studies along these lines, using remote control of air conditioners to support the grid, have for many years explored theoretical possibilities like this. However, few approaches have been demonstrated in practice and never for such a high-value application and at this scale. The system we developed not only demonstrated the ability to balance the grid on timescales of seconds, but also proved it was possible to do so without affecting residents’ comfort.The benefits include increasing the reliability of the power grid, which makes it easier for the grid to accept more renewable energy. Our goal is to turn air conditioners from a challenge for the power grid into an asset, supporting a shift away from fossil fuels toward cleaner energy.Adjustable equipmentMy research focuses on batteries, solar panels and electric equipment – such as electric vehicles, water heaters, air conditioners and heat pumps – that can adjust itself to consume different amounts of energy at different times.Originally, the U.S. electric grid was built to transport electricity from large power plants to customers’ homes and businesses. And originally, power plants were large, centralized operations that burned coal or natural gas, or harvested energy from nuclear reactions. These plants were typically always available and could adjust how much power they generated in response to customer demand, so the grid would be balanced between power coming in from producers and being used by consumers.But the grid has changed. There are more renewable energy sources, from which power isn’t always available – like solar panels at night or wind turbines on calm days. And there are the devices and equipment I study. These newer options, called “distributed energy resources,” generate or store energy near where consumers need it – or adjust how much energy they’re using in real time.One aspect of the grid hasn’t changed, though: There’s not much storage built into the system. So every time you turn on a light, for a moment there’s not enough electricity to supply everything that wants it right then: The grid needs a power producer to generate a little more power. And when you turn off a light, there’s a little too much: A power producer needs to ramp down.The way power plants know what real-time power adjustments are needed is by closely monitoring the grid frequency. The goal is to provide electricity at a constant frequency – 60 hertz – at all times. If more power is needed than is being produced, the frequency drops and a power plant boosts output. If there’s too much power being produced, the frequency rises and a power plant slows production a little. These actions, a process called “frequency regulation,” happen in a matter of seconds to keep the grid balanced.This output flexibility, primarily from power plants, is key to keeping the lights on for everyone.Finding new optionsI’m interested in how distributed energy resources can improve flexibility in the grid. They can release more energy, or consume less, to respond to the changing supply or demand, and help balance the grid, ensuring the frequency remains near 60 hertz.Some people fear that doing so might be invasive, giving someone outside your home the ability to control your battery or air conditioner. Therefore, we wanted to see if we could help balance the grid with frequency regulation using home air-conditioning units rather than power plants – without affecting how residents use their appliances or how comfortable they are in their homes.From 2019 to 2023, my group at the University of Michigan tried this approach, in collaboration with researchers at Pecan Street Inc., Los Alamos National Laboratory and the University of California, Berkeley, with funding from the U.S. Department of Energy Advanced Research Projects Agency-Energy.We recruited 100 homeowners in Austin, Texas, to do a real-world test of our system. All the homes had whole-house forced-air cooling systems, which we connected to custom control boards and sensors the owners allowed us to install in their homes. This equipment let us send instructions to the air-conditioning units based on the frequency of the grid.Before I explain how the system worked, I first need to explain how thermostats work. When people set thermostats, they pick a temperature, and the thermostat switches the air-conditioning compressor on and off to maintain the air temperature within a small range around that set point. If the temperature is set at 68 degrees, the thermostat turns the AC on when the temperature is, say, 70, and turns it off when it’s cooled down to, say, 66.Every few seconds, our system slightly changed the timing of air-conditioning compressor switching for some of the 100 air conditioners, causing the units’ aggregate power consumption to change. In this way, our small group of home air conditioners reacted to grid changes the way a power plant would – using more or less energy to balance the grid and keep the frequency near 60 hertz.Moreover, our system was designed to keep home temperatures within the same small temperature range around the set point.Testing the approachWe ran our system in four tests, each lasting one hour. We found two encouraging results.First, the air conditioners were able to provide frequency regulation at least as accurately as a traditional power plant. Therefore, we showed that air conditioners could play a significant role in increasing grid flexibility. But perhaps more importantly – at least in terms of encouraging people to participate in these types of systems – we found that we were able to do so without affecting people’s comfort in their homes.We found that home temperatures did not deviate more than 1.6 Fahrenheit from their set point. Homeowners were allowed to override the controls if they got uncomfortable, but most didn’t. For most tests, we received zero override requests. In the worst case, we received override requests from two of the 100 homes in our test.In practice, this sort of technology could be added to commercially available internet-connected thermostats. In exchange for credits on their energy bills, users could choose to join a service run by the thermostat company, their utility provider or some other third party.Then people could turn on the air conditioning in the summer heat without that pang of guilt, knowing they were helping to make the grid more reliable and more capable of accommodating renewable energy sources – without sacrificing their own comfort in the process.This article was originally published on The Conversation. Read the original article.
    #airconditioning #can #help #power #grid
    Air-Conditioning Can Help the Power Grid instead of Overloading It
    June 13, 20256 min readAir-Conditioning Can Surprisingly Help the Power Grid during Extreme HeatSwitching on air-conditioning during extreme heat doesn’t have to make us feel guilty—it can actually boost power grid reliability and help bring more renewable energy onlineBy Johanna Mathieu & The Conversation US Imagedepotpro/Getty ImagesThe following essay is reprinted with permission from The Conversation, an online publication covering the latest research.As summer arrives, people are turning on air conditioners in most of the U.S. But if you’re like me, you always feel a little guilty about that. Past generations managed without air conditioning – do I really need it? And how bad is it to use all this electricity for cooling in a warming world?If I leave my air conditioner off, I get too hot. But if everyone turns on their air conditioner at the same time, electricity demand spikes, which can force power grid operators to activate some of the most expensive, and dirtiest, power plants. Sometimes those spikes can ask too much of the grid and lead to brownouts or blackouts.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.Research I recently published with a team of scholars makes me feel a little better, though. We have found that it is possible to coordinate the operation of large numbers of home air-conditioning units, balancing supply and demand on the power grid – and without making people endure high temperatures inside their homes.Studies along these lines, using remote control of air conditioners to support the grid, have for many years explored theoretical possibilities like this. However, few approaches have been demonstrated in practice and never for such a high-value application and at this scale. The system we developed not only demonstrated the ability to balance the grid on timescales of seconds, but also proved it was possible to do so without affecting residents’ comfort.The benefits include increasing the reliability of the power grid, which makes it easier for the grid to accept more renewable energy. Our goal is to turn air conditioners from a challenge for the power grid into an asset, supporting a shift away from fossil fuels toward cleaner energy.Adjustable equipmentMy research focuses on batteries, solar panels and electric equipment – such as electric vehicles, water heaters, air conditioners and heat pumps – that can adjust itself to consume different amounts of energy at different times.Originally, the U.S. electric grid was built to transport electricity from large power plants to customers’ homes and businesses. And originally, power plants were large, centralized operations that burned coal or natural gas, or harvested energy from nuclear reactions. These plants were typically always available and could adjust how much power they generated in response to customer demand, so the grid would be balanced between power coming in from producers and being used by consumers.But the grid has changed. There are more renewable energy sources, from which power isn’t always available – like solar panels at night or wind turbines on calm days. And there are the devices and equipment I study. These newer options, called “distributed energy resources,” generate or store energy near where consumers need it – or adjust how much energy they’re using in real time.One aspect of the grid hasn’t changed, though: There’s not much storage built into the system. So every time you turn on a light, for a moment there’s not enough electricity to supply everything that wants it right then: The grid needs a power producer to generate a little more power. And when you turn off a light, there’s a little too much: A power producer needs to ramp down.The way power plants know what real-time power adjustments are needed is by closely monitoring the grid frequency. The goal is to provide electricity at a constant frequency – 60 hertz – at all times. If more power is needed than is being produced, the frequency drops and a power plant boosts output. If there’s too much power being produced, the frequency rises and a power plant slows production a little. These actions, a process called “frequency regulation,” happen in a matter of seconds to keep the grid balanced.This output flexibility, primarily from power plants, is key to keeping the lights on for everyone.Finding new optionsI’m interested in how distributed energy resources can improve flexibility in the grid. They can release more energy, or consume less, to respond to the changing supply or demand, and help balance the grid, ensuring the frequency remains near 60 hertz.Some people fear that doing so might be invasive, giving someone outside your home the ability to control your battery or air conditioner. Therefore, we wanted to see if we could help balance the grid with frequency regulation using home air-conditioning units rather than power plants – without affecting how residents use their appliances or how comfortable they are in their homes.From 2019 to 2023, my group at the University of Michigan tried this approach, in collaboration with researchers at Pecan Street Inc., Los Alamos National Laboratory and the University of California, Berkeley, with funding from the U.S. Department of Energy Advanced Research Projects Agency-Energy.We recruited 100 homeowners in Austin, Texas, to do a real-world test of our system. All the homes had whole-house forced-air cooling systems, which we connected to custom control boards and sensors the owners allowed us to install in their homes. This equipment let us send instructions to the air-conditioning units based on the frequency of the grid.Before I explain how the system worked, I first need to explain how thermostats work. When people set thermostats, they pick a temperature, and the thermostat switches the air-conditioning compressor on and off to maintain the air temperature within a small range around that set point. If the temperature is set at 68 degrees, the thermostat turns the AC on when the temperature is, say, 70, and turns it off when it’s cooled down to, say, 66.Every few seconds, our system slightly changed the timing of air-conditioning compressor switching for some of the 100 air conditioners, causing the units’ aggregate power consumption to change. In this way, our small group of home air conditioners reacted to grid changes the way a power plant would – using more or less energy to balance the grid and keep the frequency near 60 hertz.Moreover, our system was designed to keep home temperatures within the same small temperature range around the set point.Testing the approachWe ran our system in four tests, each lasting one hour. We found two encouraging results.First, the air conditioners were able to provide frequency regulation at least as accurately as a traditional power plant. Therefore, we showed that air conditioners could play a significant role in increasing grid flexibility. But perhaps more importantly – at least in terms of encouraging people to participate in these types of systems – we found that we were able to do so without affecting people’s comfort in their homes.We found that home temperatures did not deviate more than 1.6 Fahrenheit from their set point. Homeowners were allowed to override the controls if they got uncomfortable, but most didn’t. For most tests, we received zero override requests. In the worst case, we received override requests from two of the 100 homes in our test.In practice, this sort of technology could be added to commercially available internet-connected thermostats. In exchange for credits on their energy bills, users could choose to join a service run by the thermostat company, their utility provider or some other third party.Then people could turn on the air conditioning in the summer heat without that pang of guilt, knowing they were helping to make the grid more reliable and more capable of accommodating renewable energy sources – without sacrificing their own comfort in the process.This article was originally published on The Conversation. Read the original article. #airconditioning #can #help #power #grid
    WWW.SCIENTIFICAMERICAN.COM
    Air-Conditioning Can Help the Power Grid instead of Overloading It
    June 13, 20256 min readAir-Conditioning Can Surprisingly Help the Power Grid during Extreme HeatSwitching on air-conditioning during extreme heat doesn’t have to make us feel guilty—it can actually boost power grid reliability and help bring more renewable energy onlineBy Johanna Mathieu & The Conversation US Imagedepotpro/Getty ImagesThe following essay is reprinted with permission from The Conversation, an online publication covering the latest research.As summer arrives, people are turning on air conditioners in most of the U.S. But if you’re like me, you always feel a little guilty about that. Past generations managed without air conditioning – do I really need it? And how bad is it to use all this electricity for cooling in a warming world?If I leave my air conditioner off, I get too hot. But if everyone turns on their air conditioner at the same time, electricity demand spikes, which can force power grid operators to activate some of the most expensive, and dirtiest, power plants. Sometimes those spikes can ask too much of the grid and lead to brownouts or blackouts.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.Research I recently published with a team of scholars makes me feel a little better, though. We have found that it is possible to coordinate the operation of large numbers of home air-conditioning units, balancing supply and demand on the power grid – and without making people endure high temperatures inside their homes.Studies along these lines, using remote control of air conditioners to support the grid, have for many years explored theoretical possibilities like this. However, few approaches have been demonstrated in practice and never for such a high-value application and at this scale. The system we developed not only demonstrated the ability to balance the grid on timescales of seconds, but also proved it was possible to do so without affecting residents’ comfort.The benefits include increasing the reliability of the power grid, which makes it easier for the grid to accept more renewable energy. Our goal is to turn air conditioners from a challenge for the power grid into an asset, supporting a shift away from fossil fuels toward cleaner energy.Adjustable equipmentMy research focuses on batteries, solar panels and electric equipment – such as electric vehicles, water heaters, air conditioners and heat pumps – that can adjust itself to consume different amounts of energy at different times.Originally, the U.S. electric grid was built to transport electricity from large power plants to customers’ homes and businesses. And originally, power plants were large, centralized operations that burned coal or natural gas, or harvested energy from nuclear reactions. These plants were typically always available and could adjust how much power they generated in response to customer demand, so the grid would be balanced between power coming in from producers and being used by consumers.But the grid has changed. There are more renewable energy sources, from which power isn’t always available – like solar panels at night or wind turbines on calm days. And there are the devices and equipment I study. These newer options, called “distributed energy resources,” generate or store energy near where consumers need it – or adjust how much energy they’re using in real time.One aspect of the grid hasn’t changed, though: There’s not much storage built into the system. So every time you turn on a light, for a moment there’s not enough electricity to supply everything that wants it right then: The grid needs a power producer to generate a little more power. And when you turn off a light, there’s a little too much: A power producer needs to ramp down.The way power plants know what real-time power adjustments are needed is by closely monitoring the grid frequency. The goal is to provide electricity at a constant frequency – 60 hertz – at all times. If more power is needed than is being produced, the frequency drops and a power plant boosts output. If there’s too much power being produced, the frequency rises and a power plant slows production a little. These actions, a process called “frequency regulation,” happen in a matter of seconds to keep the grid balanced.This output flexibility, primarily from power plants, is key to keeping the lights on for everyone.Finding new optionsI’m interested in how distributed energy resources can improve flexibility in the grid. They can release more energy, or consume less, to respond to the changing supply or demand, and help balance the grid, ensuring the frequency remains near 60 hertz.Some people fear that doing so might be invasive, giving someone outside your home the ability to control your battery or air conditioner. Therefore, we wanted to see if we could help balance the grid with frequency regulation using home air-conditioning units rather than power plants – without affecting how residents use their appliances or how comfortable they are in their homes.From 2019 to 2023, my group at the University of Michigan tried this approach, in collaboration with researchers at Pecan Street Inc., Los Alamos National Laboratory and the University of California, Berkeley, with funding from the U.S. Department of Energy Advanced Research Projects Agency-Energy.We recruited 100 homeowners in Austin, Texas, to do a real-world test of our system. All the homes had whole-house forced-air cooling systems, which we connected to custom control boards and sensors the owners allowed us to install in their homes. This equipment let us send instructions to the air-conditioning units based on the frequency of the grid.Before I explain how the system worked, I first need to explain how thermostats work. When people set thermostats, they pick a temperature, and the thermostat switches the air-conditioning compressor on and off to maintain the air temperature within a small range around that set point. If the temperature is set at 68 degrees, the thermostat turns the AC on when the temperature is, say, 70, and turns it off when it’s cooled down to, say, 66.Every few seconds, our system slightly changed the timing of air-conditioning compressor switching for some of the 100 air conditioners, causing the units’ aggregate power consumption to change. In this way, our small group of home air conditioners reacted to grid changes the way a power plant would – using more or less energy to balance the grid and keep the frequency near 60 hertz.Moreover, our system was designed to keep home temperatures within the same small temperature range around the set point.Testing the approachWe ran our system in four tests, each lasting one hour. We found two encouraging results.First, the air conditioners were able to provide frequency regulation at least as accurately as a traditional power plant. Therefore, we showed that air conditioners could play a significant role in increasing grid flexibility. But perhaps more importantly – at least in terms of encouraging people to participate in these types of systems – we found that we were able to do so without affecting people’s comfort in their homes.We found that home temperatures did not deviate more than 1.6 Fahrenheit from their set point. Homeowners were allowed to override the controls if they got uncomfortable, but most didn’t. For most tests, we received zero override requests. In the worst case, we received override requests from two of the 100 homes in our test.In practice, this sort of technology could be added to commercially available internet-connected thermostats. In exchange for credits on their energy bills, users could choose to join a service run by the thermostat company, their utility provider or some other third party.Then people could turn on the air conditioning in the summer heat without that pang of guilt, knowing they were helping to make the grid more reliable and more capable of accommodating renewable energy sources – without sacrificing their own comfort in the process.This article was originally published on The Conversation. Read the original article.
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  • Tariffed construction materials increased in price last month, ABC analysis finds

    Construction input prices rose 0.2% in May, according to a new Associated Builders and Contractors analysis of U.S. Bureau of Labor Statistics’ Producer Price Index data. Last month, nonresidential construction input prices reduced by 0.1%.
    Overall construction input prices are 1.3% higher than levels from a year ago, and nonresidential construction prices are 1.6% higher. Prices decreased in two of three major energy categories in April. Natural gas prices fell 18.7%, unprocessed energy materials were down 3.5%, and crude petroleum prices increased by 1.3%.
    Chart credit: Associated Builders and Contractors“Construction materials prices continued to increase at a faster-than-ideal pace in May,” said ABC Chief Economist Anirban Basu. “While input prices are up just 1.3% over the past year, that modest escalation is entirely due to price decreases during the second half of 2024. Costs have increased rapidly since the start of this year, with input prices rising at a 6% annualize...
    #tariffed #construction #materials #increased #price
    Tariffed construction materials increased in price last month, ABC analysis finds
    Construction input prices rose 0.2% in May, according to a new Associated Builders and Contractors analysis of U.S. Bureau of Labor Statistics’ Producer Price Index data. Last month, nonresidential construction input prices reduced by 0.1%. Overall construction input prices are 1.3% higher than levels from a year ago, and nonresidential construction prices are 1.6% higher. Prices decreased in two of three major energy categories in April. Natural gas prices fell 18.7%, unprocessed energy materials were down 3.5%, and crude petroleum prices increased by 1.3%. Chart credit: Associated Builders and Contractors“Construction materials prices continued to increase at a faster-than-ideal pace in May,” said ABC Chief Economist Anirban Basu. “While input prices are up just 1.3% over the past year, that modest escalation is entirely due to price decreases during the second half of 2024. Costs have increased rapidly since the start of this year, with input prices rising at a 6% annualize... #tariffed #construction #materials #increased #price
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    Tariffed construction materials increased in price last month, ABC analysis finds
    Construction input prices rose 0.2% in May, according to a new Associated Builders and Contractors (ABC) analysis of U.S. Bureau of Labor Statistics’ Producer Price Index data. Last month, nonresidential construction input prices reduced by 0.1%. Overall construction input prices are 1.3% higher than levels from a year ago, and nonresidential construction prices are 1.6% higher. Prices decreased in two of three major energy categories in April. Natural gas prices fell 18.7%, unprocessed energy materials were down 3.5%, and crude petroleum prices increased by 1.3%. Chart credit: Associated Builders and Contractors“Construction materials prices continued to increase at a faster-than-ideal pace in May,” said ABC Chief Economist Anirban Basu. “While input prices are up just 1.3% over the past year, that modest escalation is entirely due to price decreases during the second half of 2024. Costs have increased rapidly since the start of this year, with input prices rising at a 6% annualize...
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  • NOSIPHO MAKETO-VAN DEN BRAGT ALTERED HER CAREER PATH TO LAUNCH CHOCOLATE TRIBE

    By TREVOR HOGG

    Images courtesy of Chocolate Tribe.

    Nosipho Maketo-van den Bragt, Owner and CEO, Chocolate Tribe

    After initially pursuing a career as an attorney, Nosipho Maketo-van den Bragt discovered her true calling was to apply her legal knowledge in a more artistic endeavor with her husband, Rob Van den Bragt, who had forged a career as a visual effects supervisor. The couple co-founded Chocolate Tribe, the Johannesburg and Cape Town-based visual effects and animation studio that has done work for Netflix, BBC, Disney and Voltage Pictures.

    “It was following my passion and my passion finding me,” observes Maketo-van den Bragt, Owner and CEO of Chocolate Tribe and Founder of AVIJOZI. “I grew up in Soweto, South Africa, and we had this old-fashioned television. I was always fascinated by how those people got in there to perform and entertain us. Living in the townships, you become the funnel for your parents’ aspirations and dreams. My dad was a judge’s registrar, so he was writing all of the court cases coming up for a judge. My dad would come home and tell us stories of what happened in court. I found this enthralling, funny and sometimes painful because it was about people’s lives. I did law and to some extent still practice it. My legal career and entertainment media careers merged because I fell in love with the storytelling aspect of it all. There are those who say that lawyers are failed actors!”

    Chocolate Tribe hosts what has become the annual AVIJOZI festival with Netflix. AVIJOZI is a two-day, free-access event in Johannesburg focused on Animation/Film, Visual Effects and Interactive Technology. This year’s AVIJOZI is scheduled for September 13-14 in Johannesburg. Photo: Casting Director and Actor Spaces Founder Ayanda Sithebeand friends at AVIJOZI 2024.

    A personal ambition was to find a way to merge married life into a professional partnership. “I never thought that a lawyer and a creative would work together,” admits Maketo-van den Bragt. “However, Rob and I had this great love for watching films together and music; entertainment was the core fabric of our relationship. That was my first gentle schooling into the visual effects and animation content development space. Starting the company was due to both of us being out of work. I had quit my job without any sort of plan B. I actually incorporated Chocolate Tribe as a company without knowing what we would do with it. As time went on, there was a project that we were asked to come to do. The relationship didn’t work out, so Rob and I decided, ‘Okay, it seems like we can do this on our own.’ I’ve read many books about visual effects and animation, and I still do. I attend a lot of festivals. I am connected with a lot of the guys who work in different visual effects spaces because it is all about understanding how it works and, from a business side, how can we leverage all of that information?”

    Chocolate Tribe provided VFX and post-production for Checkers supermarket’s “Planet” ad promoting environmental sustainability. The Chocolate Tribe team pushed photorealism for the ad, creating three fully CG creatures: a polar bear, orangutan and sea turtle.

    With a population of 1.5 billion, there is no shortage of consumers and content creators in Africa. “Nollywood is great because it shows us that even with minimal resources, you can create a whole movement and ecosystem,” Maketo-van den Bragt remarks. “Maybe the question around Nollywood is making sure that the caliber and quality of work is high end and speaks to a global audience. South Africa has the same dynamics. It’s a vibrant traditional film and animation industry that grows in leaps and bounds every year. More and more animation houses are being incorporated or started with CEOs or managing directors in their 20s. There’s also an eagerness to look for different stories which haven’t been told. Africa gives that opportunity to tell stories that ordinary people, for example, in America, have not heard or don’t know about. There’s a huge rise in animation, visual effects and content in general.”

    Rob van den Bragt served as Creative Supervisor and Nosipho Maketo-van den Bragt as Studio Executive for the “Surf Sangoma” episode of the Disney+ series Kizazi Moto: Generation Fire.

    Rob van den Bragt, CCO, and Nosipho Maketo-van den Bragt, CEO, Co-Founders of Chocolate Tribe, in an AVIJOZI planning meeting.

    Stella Gono, Software Developer, working on the Chocolate Tribe website.

    Family photo of the Maketos. Maketo-van de Bragt has two siblings.

    Film tax credits have contributed to The Woman King, Dredd, Safe House, Black Sails and Mission: Impossible – Final Reckoning shooting in South Africa. “People understand principal photography, but there is confusion about animation and visual effects,” Maketo-van den Bragt states. “Rebates pose a challenge because now you have to go above and beyond to explain what you are selling. It’s taken time for the government to realize this is a viable career.” The streamers have had a positive impact. “For the most part, Netflix localizes, and that’s been quite a big hit because it speaks to the demographics and local representation and uplifts talent within those geographical spaces. We did one of the shorts for Disney’s Kizazi Moto: Generation Fire, and there was huge global excitement to that kind of anthology coming from Africa. We’ve worked on a number of collaborations with the U.K., and often that melding of different partners creates a fusion of universality. We need to tell authentic stories, and that authenticity will be dictated by the voices in the writing room.”

    AVIJOZI was established to support the development of local talent in animation, visual effects, film production and gaming. “AVIJOZI stands for Animation Visual Effects Interactive in JOZI,” Maketo-van den Bragt explains. “It is a conference as well as a festival. The conference part is where we have networking sessions, panel discussions and behind-the-scenes presentations to draw the curtain back and show what happens when people create avatars. We want to show the next generation that there is a way to do this magical craft. The festival part is people have film screenings and music as well. We’ve brought in gaming as an integral aspect, which attracts many young people because that’s something they do at an early age. Gaming has become the common sport. AVIJOVI is in its fourth year now. It started when I got irritated by people constantly complaining, ‘Nothing ever happens in Johannesburg in terms of animation and visual effects.’ Nobody wanted to do it. So, I said, ‘I’ll do it.’ I didn’t know what I was getting myself into, and four years later I have lots of gray hair!”

    Rob van den Bragt served as Animation Supervisor/Visual Effects Supervisor and Nosipho Maketo-van den Bragt as an Executive Producer on iNumber Number: Jozi Goldfor Netflix.Mentorship and internship programs have been established with various academic institutions, and while there are times when specific skills are being sought, like rigging, the field of view tends to be much wider. “What we are finding is that the people who have done other disciplines are much more vibrant,” Maketo-van den Bragt states. “Artists don’t always know how to communicate because it’s all in their heads. Sometimes, somebody with a different background can articulate that vision a bit better because they have those other skills. We also find with those who have gone to art school that the range within their artistry and craftsmanship has become a ‘thing.’ When you have mentally traveled where you have done other things, it allows you to be a more well-rounded artist because you can pull references from different walks of life and engage with different topics without being constrained to one thing. We look for people with a plethora of skills and diverse backgrounds. It’s a lot richer as a Chocolate Tribe. There are multiple flavors.”

    South African director/producer/cinematographer and drone cinemtography specialist FC Hamman, Founder of FC Hamman Films, at AVIJOZI 2024.

    There is a particular driving force when it comes to mentoring. “I want to be the mentor I hoped for,” Maketo-van den Bragt remarks. “I have silent mentors in that we didn’t formalize the relationship, but I knew they were my mentors because every time I would encounter an issue, I would be able to call them. One of the people who not only mentored but pushed me into different spaces is Jinko Gotoh, who is part of Women in Animation. She brought me into Women in Animation, and I had never mentored anybody. Here I was, sitting with six women who wanted to know how I was able to build up Chocolate Tribe. I didn’t know how to structure a presentation to tell them about the journey because I had been so focused on the journey. It’s a sense of grit and feeling that I cannot fail because I have a whole community that believes in me. Even when I felt my shoulders sagging, they would be there to say, ‘We need this. Keep it moving.’ This isn’t just about me. I have a whole stream of people who want this to work.”

    Netflix VFX Manager Ben Perry, who oversees Netflix’s VFX strategy across Africa, the Middle East and Europe, at AVIJOZI 2024. Netflix was a partner in AVIJOZI with Chocolate Tribe for three years.

    Zama Mfusi, Founder of IndiLang, and Isabelle Rorke, CEO of Dreamforge Creative and Deputy Chair of Animation SA, at AVIJOZI 2024.

    Numerous unknown factors had to be accounted for, which made predicting how the journey would unfold extremely difficult. “What it looks like and what I expected it to be, you don’t have the full sense of what it would lead to in this situation,” Maketo-van den Bragt states. “I can tell you that there have been moments of absolute joy where I was so excited we got this project or won that award. There are other moments where you feel completely lost and ask yourself, ‘Am I doing the right thing?’ The journey is to have the highs, lows and moments of confusion. I go through it and accept that not every day will be an award-winning day. For the most part, I love this journey. I wanted to be somewhere where there was a purpose. What has been a big highlight is when I’m signing a contract for new employees who are excited about being part of Chocolate Tribe. Also, when you get a new project and it’s exciting, especially from a service or visual effects perspective, we’re constantly looking for that dragon or big creature. It’s about being mesmerizing, epic and awesome.”

    Maketo-van den Bragt has two major career-defining ambitions. “Fostering the next generation of talent and making sure that they are ready to create these amazing stories properly – that is my life work, and relating the African narrative to let the world see the human aspect of who we are because for the longest time we’ve been written out of the stories and narratives.”
    #nosipho #maketovan #den #bragt #altered
    NOSIPHO MAKETO-VAN DEN BRAGT ALTERED HER CAREER PATH TO LAUNCH CHOCOLATE TRIBE
    By TREVOR HOGG Images courtesy of Chocolate Tribe. Nosipho Maketo-van den Bragt, Owner and CEO, Chocolate Tribe After initially pursuing a career as an attorney, Nosipho Maketo-van den Bragt discovered her true calling was to apply her legal knowledge in a more artistic endeavor with her husband, Rob Van den Bragt, who had forged a career as a visual effects supervisor. The couple co-founded Chocolate Tribe, the Johannesburg and Cape Town-based visual effects and animation studio that has done work for Netflix, BBC, Disney and Voltage Pictures. “It was following my passion and my passion finding me,” observes Maketo-van den Bragt, Owner and CEO of Chocolate Tribe and Founder of AVIJOZI. “I grew up in Soweto, South Africa, and we had this old-fashioned television. I was always fascinated by how those people got in there to perform and entertain us. Living in the townships, you become the funnel for your parents’ aspirations and dreams. My dad was a judge’s registrar, so he was writing all of the court cases coming up for a judge. My dad would come home and tell us stories of what happened in court. I found this enthralling, funny and sometimes painful because it was about people’s lives. I did law and to some extent still practice it. My legal career and entertainment media careers merged because I fell in love with the storytelling aspect of it all. There are those who say that lawyers are failed actors!” Chocolate Tribe hosts what has become the annual AVIJOZI festival with Netflix. AVIJOZI is a two-day, free-access event in Johannesburg focused on Animation/Film, Visual Effects and Interactive Technology. This year’s AVIJOZI is scheduled for September 13-14 in Johannesburg. Photo: Casting Director and Actor Spaces Founder Ayanda Sithebeand friends at AVIJOZI 2024. A personal ambition was to find a way to merge married life into a professional partnership. “I never thought that a lawyer and a creative would work together,” admits Maketo-van den Bragt. “However, Rob and I had this great love for watching films together and music; entertainment was the core fabric of our relationship. That was my first gentle schooling into the visual effects and animation content development space. Starting the company was due to both of us being out of work. I had quit my job without any sort of plan B. I actually incorporated Chocolate Tribe as a company without knowing what we would do with it. As time went on, there was a project that we were asked to come to do. The relationship didn’t work out, so Rob and I decided, ‘Okay, it seems like we can do this on our own.’ I’ve read many books about visual effects and animation, and I still do. I attend a lot of festivals. I am connected with a lot of the guys who work in different visual effects spaces because it is all about understanding how it works and, from a business side, how can we leverage all of that information?” Chocolate Tribe provided VFX and post-production for Checkers supermarket’s “Planet” ad promoting environmental sustainability. The Chocolate Tribe team pushed photorealism for the ad, creating three fully CG creatures: a polar bear, orangutan and sea turtle. With a population of 1.5 billion, there is no shortage of consumers and content creators in Africa. “Nollywood is great because it shows us that even with minimal resources, you can create a whole movement and ecosystem,” Maketo-van den Bragt remarks. “Maybe the question around Nollywood is making sure that the caliber and quality of work is high end and speaks to a global audience. South Africa has the same dynamics. It’s a vibrant traditional film and animation industry that grows in leaps and bounds every year. More and more animation houses are being incorporated or started with CEOs or managing directors in their 20s. There’s also an eagerness to look for different stories which haven’t been told. Africa gives that opportunity to tell stories that ordinary people, for example, in America, have not heard or don’t know about. There’s a huge rise in animation, visual effects and content in general.” Rob van den Bragt served as Creative Supervisor and Nosipho Maketo-van den Bragt as Studio Executive for the “Surf Sangoma” episode of the Disney+ series Kizazi Moto: Generation Fire. Rob van den Bragt, CCO, and Nosipho Maketo-van den Bragt, CEO, Co-Founders of Chocolate Tribe, in an AVIJOZI planning meeting. Stella Gono, Software Developer, working on the Chocolate Tribe website. Family photo of the Maketos. Maketo-van de Bragt has two siblings. Film tax credits have contributed to The Woman King, Dredd, Safe House, Black Sails and Mission: Impossible – Final Reckoning shooting in South Africa. “People understand principal photography, but there is confusion about animation and visual effects,” Maketo-van den Bragt states. “Rebates pose a challenge because now you have to go above and beyond to explain what you are selling. It’s taken time for the government to realize this is a viable career.” The streamers have had a positive impact. “For the most part, Netflix localizes, and that’s been quite a big hit because it speaks to the demographics and local representation and uplifts talent within those geographical spaces. We did one of the shorts for Disney’s Kizazi Moto: Generation Fire, and there was huge global excitement to that kind of anthology coming from Africa. We’ve worked on a number of collaborations with the U.K., and often that melding of different partners creates a fusion of universality. We need to tell authentic stories, and that authenticity will be dictated by the voices in the writing room.” AVIJOZI was established to support the development of local talent in animation, visual effects, film production and gaming. “AVIJOZI stands for Animation Visual Effects Interactive in JOZI,” Maketo-van den Bragt explains. “It is a conference as well as a festival. The conference part is where we have networking sessions, panel discussions and behind-the-scenes presentations to draw the curtain back and show what happens when people create avatars. We want to show the next generation that there is a way to do this magical craft. The festival part is people have film screenings and music as well. We’ve brought in gaming as an integral aspect, which attracts many young people because that’s something they do at an early age. Gaming has become the common sport. AVIJOVI is in its fourth year now. It started when I got irritated by people constantly complaining, ‘Nothing ever happens in Johannesburg in terms of animation and visual effects.’ Nobody wanted to do it. So, I said, ‘I’ll do it.’ I didn’t know what I was getting myself into, and four years later I have lots of gray hair!” Rob van den Bragt served as Animation Supervisor/Visual Effects Supervisor and Nosipho Maketo-van den Bragt as an Executive Producer on iNumber Number: Jozi Goldfor Netflix.Mentorship and internship programs have been established with various academic institutions, and while there are times when specific skills are being sought, like rigging, the field of view tends to be much wider. “What we are finding is that the people who have done other disciplines are much more vibrant,” Maketo-van den Bragt states. “Artists don’t always know how to communicate because it’s all in their heads. Sometimes, somebody with a different background can articulate that vision a bit better because they have those other skills. We also find with those who have gone to art school that the range within their artistry and craftsmanship has become a ‘thing.’ When you have mentally traveled where you have done other things, it allows you to be a more well-rounded artist because you can pull references from different walks of life and engage with different topics without being constrained to one thing. We look for people with a plethora of skills and diverse backgrounds. It’s a lot richer as a Chocolate Tribe. There are multiple flavors.” South African director/producer/cinematographer and drone cinemtography specialist FC Hamman, Founder of FC Hamman Films, at AVIJOZI 2024. There is a particular driving force when it comes to mentoring. “I want to be the mentor I hoped for,” Maketo-van den Bragt remarks. “I have silent mentors in that we didn’t formalize the relationship, but I knew they were my mentors because every time I would encounter an issue, I would be able to call them. One of the people who not only mentored but pushed me into different spaces is Jinko Gotoh, who is part of Women in Animation. She brought me into Women in Animation, and I had never mentored anybody. Here I was, sitting with six women who wanted to know how I was able to build up Chocolate Tribe. I didn’t know how to structure a presentation to tell them about the journey because I had been so focused on the journey. It’s a sense of grit and feeling that I cannot fail because I have a whole community that believes in me. Even when I felt my shoulders sagging, they would be there to say, ‘We need this. Keep it moving.’ This isn’t just about me. I have a whole stream of people who want this to work.” Netflix VFX Manager Ben Perry, who oversees Netflix’s VFX strategy across Africa, the Middle East and Europe, at AVIJOZI 2024. Netflix was a partner in AVIJOZI with Chocolate Tribe for three years. Zama Mfusi, Founder of IndiLang, and Isabelle Rorke, CEO of Dreamforge Creative and Deputy Chair of Animation SA, at AVIJOZI 2024. Numerous unknown factors had to be accounted for, which made predicting how the journey would unfold extremely difficult. “What it looks like and what I expected it to be, you don’t have the full sense of what it would lead to in this situation,” Maketo-van den Bragt states. “I can tell you that there have been moments of absolute joy where I was so excited we got this project or won that award. There are other moments where you feel completely lost and ask yourself, ‘Am I doing the right thing?’ The journey is to have the highs, lows and moments of confusion. I go through it and accept that not every day will be an award-winning day. For the most part, I love this journey. I wanted to be somewhere where there was a purpose. What has been a big highlight is when I’m signing a contract for new employees who are excited about being part of Chocolate Tribe. Also, when you get a new project and it’s exciting, especially from a service or visual effects perspective, we’re constantly looking for that dragon or big creature. It’s about being mesmerizing, epic and awesome.” Maketo-van den Bragt has two major career-defining ambitions. “Fostering the next generation of talent and making sure that they are ready to create these amazing stories properly – that is my life work, and relating the African narrative to let the world see the human aspect of who we are because for the longest time we’ve been written out of the stories and narratives.” #nosipho #maketovan #den #bragt #altered
    WWW.VFXVOICE.COM
    NOSIPHO MAKETO-VAN DEN BRAGT ALTERED HER CAREER PATH TO LAUNCH CHOCOLATE TRIBE
    By TREVOR HOGG Images courtesy of Chocolate Tribe. Nosipho Maketo-van den Bragt, Owner and CEO, Chocolate Tribe After initially pursuing a career as an attorney, Nosipho Maketo-van den Bragt discovered her true calling was to apply her legal knowledge in a more artistic endeavor with her husband, Rob Van den Bragt, who had forged a career as a visual effects supervisor. The couple co-founded Chocolate Tribe, the Johannesburg and Cape Town-based visual effects and animation studio that has done work for Netflix, BBC, Disney and Voltage Pictures. “It was following my passion and my passion finding me,” observes Maketo-van den Bragt, Owner and CEO of Chocolate Tribe and Founder of AVIJOZI. “I grew up in Soweto, South Africa, and we had this old-fashioned television. I was always fascinated by how those people got in there to perform and entertain us. Living in the townships, you become the funnel for your parents’ aspirations and dreams. My dad was a judge’s registrar, so he was writing all of the court cases coming up for a judge. My dad would come home and tell us stories of what happened in court. I found this enthralling, funny and sometimes painful because it was about people’s lives. I did law and to some extent still practice it. My legal career and entertainment media careers merged because I fell in love with the storytelling aspect of it all. There are those who say that lawyers are failed actors!” Chocolate Tribe hosts what has become the annual AVIJOZI festival with Netflix. AVIJOZI is a two-day, free-access event in Johannesburg focused on Animation/Film, Visual Effects and Interactive Technology. This year’s AVIJOZI is scheduled for September 13-14 in Johannesburg. Photo: Casting Director and Actor Spaces Founder Ayanda Sithebe (center in black T-shirt) and friends at AVIJOZI 2024. A personal ambition was to find a way to merge married life into a professional partnership. “I never thought that a lawyer and a creative would work together,” admits Maketo-van den Bragt. “However, Rob and I had this great love for watching films together and music; entertainment was the core fabric of our relationship. That was my first gentle schooling into the visual effects and animation content development space. Starting the company was due to both of us being out of work. I had quit my job without any sort of plan B. I actually incorporated Chocolate Tribe as a company without knowing what we would do with it. As time went on, there was a project that we were asked to come to do. The relationship didn’t work out, so Rob and I decided, ‘Okay, it seems like we can do this on our own.’ I’ve read many books about visual effects and animation, and I still do. I attend a lot of festivals. I am connected with a lot of the guys who work in different visual effects spaces because it is all about understanding how it works and, from a business side, how can we leverage all of that information?” Chocolate Tribe provided VFX and post-production for Checkers supermarket’s “Planet” ad promoting environmental sustainability. The Chocolate Tribe team pushed photorealism for the ad, creating three fully CG creatures: a polar bear, orangutan and sea turtle. With a population of 1.5 billion, there is no shortage of consumers and content creators in Africa. “Nollywood is great because it shows us that even with minimal resources, you can create a whole movement and ecosystem,” Maketo-van den Bragt remarks. “Maybe the question around Nollywood is making sure that the caliber and quality of work is high end and speaks to a global audience. South Africa has the same dynamics. It’s a vibrant traditional film and animation industry that grows in leaps and bounds every year. More and more animation houses are being incorporated or started with CEOs or managing directors in their 20s. There’s also an eagerness to look for different stories which haven’t been told. Africa gives that opportunity to tell stories that ordinary people, for example, in America, have not heard or don’t know about. There’s a huge rise in animation, visual effects and content in general.” Rob van den Bragt served as Creative Supervisor and Nosipho Maketo-van den Bragt as Studio Executive for the “Surf Sangoma” episode of the Disney+ series Kizazi Moto: Generation Fire. Rob van den Bragt, CCO, and Nosipho Maketo-van den Bragt, CEO, Co-Founders of Chocolate Tribe, in an AVIJOZI planning meeting. Stella Gono, Software Developer, working on the Chocolate Tribe website. Family photo of the Maketos. Maketo-van de Bragt has two siblings. Film tax credits have contributed to The Woman King, Dredd, Safe House, Black Sails and Mission: Impossible – Final Reckoning shooting in South Africa. “People understand principal photography, but there is confusion about animation and visual effects,” Maketo-van den Bragt states. “Rebates pose a challenge because now you have to go above and beyond to explain what you are selling. It’s taken time for the government to realize this is a viable career.” The streamers have had a positive impact. “For the most part, Netflix localizes, and that’s been quite a big hit because it speaks to the demographics and local representation and uplifts talent within those geographical spaces. We did one of the shorts for Disney’s Kizazi Moto: Generation Fire, and there was huge global excitement to that kind of anthology coming from Africa. We’ve worked on a number of collaborations with the U.K., and often that melding of different partners creates a fusion of universality. We need to tell authentic stories, and that authenticity will be dictated by the voices in the writing room.” AVIJOZI was established to support the development of local talent in animation, visual effects, film production and gaming. “AVIJOZI stands for Animation Visual Effects Interactive in JOZI [nickname for Johannesburg],” Maketo-van den Bragt explains. “It is a conference as well as a festival. The conference part is where we have networking sessions, panel discussions and behind-the-scenes presentations to draw the curtain back and show what happens when people create avatars. We want to show the next generation that there is a way to do this magical craft. The festival part is people have film screenings and music as well. We’ve brought in gaming as an integral aspect, which attracts many young people because that’s something they do at an early age. Gaming has become the common sport. AVIJOVI is in its fourth year now. It started when I got irritated by people constantly complaining, ‘Nothing ever happens in Johannesburg in terms of animation and visual effects.’ Nobody wanted to do it. So, I said, ‘I’ll do it.’ I didn’t know what I was getting myself into, and four years later I have lots of gray hair!” Rob van den Bragt served as Animation Supervisor/Visual Effects Supervisor and Nosipho Maketo-van den Bragt as an Executive Producer on iNumber Number: Jozi Gold (2023) for Netflix. (Image courtesy of Chocolate Tribe and Netflix) Mentorship and internship programs have been established with various academic institutions, and while there are times when specific skills are being sought, like rigging, the field of view tends to be much wider. “What we are finding is that the people who have done other disciplines are much more vibrant,” Maketo-van den Bragt states. “Artists don’t always know how to communicate because it’s all in their heads. Sometimes, somebody with a different background can articulate that vision a bit better because they have those other skills. We also find with those who have gone to art school that the range within their artistry and craftsmanship has become a ‘thing.’ When you have mentally traveled where you have done other things, it allows you to be a more well-rounded artist because you can pull references from different walks of life and engage with different topics without being constrained to one thing. We look for people with a plethora of skills and diverse backgrounds. It’s a lot richer as a Chocolate Tribe. There are multiple flavors.” South African director/producer/cinematographer and drone cinemtography specialist FC Hamman, Founder of FC Hamman Films, at AVIJOZI 2024. There is a particular driving force when it comes to mentoring. “I want to be the mentor I hoped for,” Maketo-van den Bragt remarks. “I have silent mentors in that we didn’t formalize the relationship, but I knew they were my mentors because every time I would encounter an issue, I would be able to call them. One of the people who not only mentored but pushed me into different spaces is Jinko Gotoh, who is part of Women in Animation. She brought me into Women in Animation, and I had never mentored anybody. Here I was, sitting with six women who wanted to know how I was able to build up Chocolate Tribe. I didn’t know how to structure a presentation to tell them about the journey because I had been so focused on the journey. It’s a sense of grit and feeling that I cannot fail because I have a whole community that believes in me. Even when I felt my shoulders sagging, they would be there to say, ‘We need this. Keep it moving.’ This isn’t just about me. I have a whole stream of people who want this to work.” Netflix VFX Manager Ben Perry, who oversees Netflix’s VFX strategy across Africa, the Middle East and Europe, at AVIJOZI 2024. Netflix was a partner in AVIJOZI with Chocolate Tribe for three years. Zama Mfusi, Founder of IndiLang, and Isabelle Rorke, CEO of Dreamforge Creative and Deputy Chair of Animation SA, at AVIJOZI 2024. Numerous unknown factors had to be accounted for, which made predicting how the journey would unfold extremely difficult. “What it looks like and what I expected it to be, you don’t have the full sense of what it would lead to in this situation,” Maketo-van den Bragt states. “I can tell you that there have been moments of absolute joy where I was so excited we got this project or won that award. There are other moments where you feel completely lost and ask yourself, ‘Am I doing the right thing?’ The journey is to have the highs, lows and moments of confusion. I go through it and accept that not every day will be an award-winning day. For the most part, I love this journey. I wanted to be somewhere where there was a purpose. What has been a big highlight is when I’m signing a contract for new employees who are excited about being part of Chocolate Tribe. Also, when you get a new project and it’s exciting, especially from a service or visual effects perspective, we’re constantly looking for that dragon or big creature. It’s about being mesmerizing, epic and awesome.” Maketo-van den Bragt has two major career-defining ambitions. “Fostering the next generation of talent and making sure that they are ready to create these amazing stories properly – that is my life work, and relating the African narrative to let the world see the human aspect of who we are because for the longest time we’ve been written out of the stories and narratives.”
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  • Game Dev Digest Issue #286 - Design Tricks, Deep Dives, and more

    This article was originally published on GameDevDigest.comEnjoy!What was Radiant AI, anyway? - A ridiculously deep dive into Oblivion's controversial AI system and its legacyblog.paavo.meConsider The Horse Game - No I don’t think every dev should make a horse game. But I do think every developer should at least look at them, maybe even play one because, it is very important that you understand the importance of genre, fandom, and how visibility works. Even if you are not making a horse game, the lessons you can learn by looking at this sub genre are very similar to other genres, just not as blatantly clear as they are with horse games.howtomarketagame.comMaking a killing: The playful 2D terror of Psycasso® - I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a freshtwist.UnityIntroduction to Asset Manager transfer methods in Unity - Unity's Asset Manager is a user-friendly digital asset management platform supporting over 70 file formats to help teams centralize, organize, discover, and use assets seamlessly across projects. It reduces redundant work by design, making cross-team collaboration smoother and accelerating production workflows.UnityVideosRules of the Game: Five Tricks of Highly Effective Designers - Every working designer has them: unique techniques or "tricks" that they use when crafting gameplay. Sure, there's the general game design wisdom that everyone agrees on and can be found in many a game design book, but experienced game designers often have very specific rules that are personal to them, techniques that not everyone knows about or even agrees with. In this GDC 2015 session, five experienced game designers join the stage for 10 minutes each to share one game design "trick" that they use.Game Developers ConferenceBinding of Isaac Style Room Generator in Unity- Our third part in the series - making the rooms!Game Dev GarnetIntroduction to Unity Behavior | Unity Tutorial - In this video you'll become familiar with the core concepts of Unity Behavior, including a live example.LlamAcademyHow I got my demo ready for Steam Next Fest - It's Steam Next Fest, and I've got a game in the showcase. So here are 7 tips for making the most of this demo sharing festival.Game Maker's ToolkitOptimizing lighting in Projekt Z: Beyond Order - 314 Arts studio lead and founder Justin Miersch discuss how the team used the Screen Space Global Illumination feature in Unity’s High Definition Render Pipeline, along with the Unity Profiler and Timeline to overcome the lighting challenges they faced in building Projekt Z: Beyond Order.UnityMemory Arenas in Unity: Heap Allocation Without the GC - In this video, we explore how to build a custom memory arena in Unity using unsafe code and manual heap allocation. You’ll learn how to allocate raw memory for temporary graph-like structures—such as crafting trees or decision planners—without triggering the garbage collector. We’ll walk through the concept of stack frames, translate that to heap-based arena allocation, and implement a fast, disposable system that gives you full control over memory layout and lifetime. Perfect for performance-critical systems where GC spikes aren’t acceptable.git-amendCloth Animation Using The Compute Shader - In this video, we dive into cloth simulation using OpenGL compute shaders. By applying simple mathematical equations, we’ll achieve smooth, dynamic movement. We'll explore particle-based simulation, tackle synchronization challenges with double buffering, and optimize rendering using triangle strips for efficient memory usage. Whether you're familiar with compute shaders or just getting started, this is the perfect way to step up your real-time graphics skills!OGLDEVHow we're designing games for a broader audience - Our games are too hardBiteMe GamesAssetsLearn Game Dev - Unity, Godot, Unreal, Gamemaker, Blender & C# - Make games like a pro.Passionate about video games? Then start making your own! Our latest bundle will help you learn vital game development skills. Master the most popular creation platforms like Unity, Godot, Unreal, GameMaker, Blender, and C#—now that’s a sharp-lookin’ bundle! Build a 2.5D farming RPG with Unreal Engine, create a micro turn-based RPG in Godot, explore game optimization, and so much more.__Big Bang Unreal & Unity Asset Packs Bundle - 5000+ unrivaled assets in one bundle. Calling all game devs—build your worlds with this gigantic bundle of over 5000 assets, including realistic and stylized environments, SFX packs, and powerful tools. Perfect for hobbyists, beginners, and professional developers alike, you'll gain access to essential resources, tutorials, and beta-testing–ready content to start building immediately. The experts at Leartes Studios have curated an amazing library packed with value, featuring environments, VFX packs, and tutorial courses on Unreal Engine, Blender, Substance Painter, and ZBrush. Get the assets you need to bring your game to life—and help support One Tree Planted with your purchase! This bundle provides Unity Asset Store keys directly with your purchase, and FAB keys via redemption through Cosmos, if the product is available on those platforms.Humble Bundle AffiliateGameplay Tools 50% Off - Core systems, half the price. Get pro-grade tools to power your gameplay—combat, cutscenes, UI, and more. Including: HTrace: World Space Global Illumination, VFX Graph - Ultra Mega Pack - Vol.1, Magic Animation Blend, Utility Intelligence: Utility AI Framework for Unity 6, Build for iOS/macOS on Windows>?Unity AffiliateHi guys, I created a website about 6 years in which I host all my field recordings and foley sounds. All free to download and use CC0. There is currently 50+ packs with 1000's of sounds and hours of field recordings all perfect for game SFX and UI. - I think game designers can benefit from a wide range of sounds on the site, especially those that enhance immersion and atmosphere.signaturesounds.orgSmartAddresser - Automate Addressing, Labeling, and Version Control for Unity's Addressable Asset System.CyberAgentGameEntertainment Open SourceEasyCS - EasyCS is an easy-to-use and flexible framework for Unity, adopting a Data-Driven Entity & Actor-Component approach. It bridges Unity's classic OOP with powerful data-oriented patterns, without forcing a complete ECS paradigm shift or a mindset change. Build smarter, not harder.Watcher3056 Open SourceBinding-Of-Isaac_Map-Generator - Binding of Isaac map generator for Unity2DGarnetKane99 Open SourceHelion - A modern fast paced Doom FPS engineHelion-Engine Open SourcePixelationFx - Pixelation post effect for Unity UrpNullTale Open SourceExtreme Add-Ons Bundle For Blender & ZBrush - Extraordinary quality—Extreme add-ons Get quality add-ons for Blender and ZBrush with our latest bundle! We’ve teamed up with the pros at FlippedNormals to deliver a gigantic library of powerful tools for your next game development project. Add new life to your creative work with standout assets like Real-time Hair ZBrush Plugin, Physical Starlight and Atmosphere, Easy Mesh ZBrush Plugin, and more. Get the add-ons you need to bring color and individuality to your next project—and help support Extra Life with your purchase!Humble Bundle AffiliateShop up to 50% off Gabriel Aguiar Prod - Publisher Sale - Gabriel Aguiar Prod. is best known for his extensive VFX assets that help many developers prototype and ship games with special effects. His support and educational material are also invaluable resources for the game dev community. PLUS get VFX Graph - Stylized Fire - Vol. 1 for FREE with code GAP2025Unity AffiliateSpotlightDream Garden - Dream Garden is a simulation game about building tiny cute garden dioramas. A large selection of tools, plants, decorations and customization awaits you. Try all of them and create your dream garden.Campfire StudioMy game, Call Of Dookie. Demo available on SteamYou can subscribe to the free weekly newsletter on GameDevDigest.comThis post includes affiliate links; I may receive compensation if you purchase products or services from the different links provided in this article.
    #game #dev #digest #issue #design
    Game Dev Digest Issue #286 - Design Tricks, Deep Dives, and more
    This article was originally published on GameDevDigest.comEnjoy!What was Radiant AI, anyway? - A ridiculously deep dive into Oblivion's controversial AI system and its legacyblog.paavo.meConsider The Horse Game - No I don’t think every dev should make a horse game. But I do think every developer should at least look at them, maybe even play one because, it is very important that you understand the importance of genre, fandom, and how visibility works. Even if you are not making a horse game, the lessons you can learn by looking at this sub genre are very similar to other genres, just not as blatantly clear as they are with horse games.howtomarketagame.comMaking a killing: The playful 2D terror of Psycasso® - I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a freshtwist.UnityIntroduction to Asset Manager transfer methods in Unity - Unity's Asset Manager is a user-friendly digital asset management platform supporting over 70 file formats to help teams centralize, organize, discover, and use assets seamlessly across projects. It reduces redundant work by design, making cross-team collaboration smoother and accelerating production workflows.UnityVideosRules of the Game: Five Tricks of Highly Effective Designers - Every working designer has them: unique techniques or "tricks" that they use when crafting gameplay. Sure, there's the general game design wisdom that everyone agrees on and can be found in many a game design book, but experienced game designers often have very specific rules that are personal to them, techniques that not everyone knows about or even agrees with. In this GDC 2015 session, five experienced game designers join the stage for 10 minutes each to share one game design "trick" that they use.Game Developers ConferenceBinding of Isaac Style Room Generator in Unity- Our third part in the series - making the rooms!Game Dev GarnetIntroduction to Unity Behavior | Unity Tutorial - In this video you'll become familiar with the core concepts of Unity Behavior, including a live example.LlamAcademyHow I got my demo ready for Steam Next Fest - It's Steam Next Fest, and I've got a game in the showcase. So here are 7 tips for making the most of this demo sharing festival.Game Maker's ToolkitOptimizing lighting in Projekt Z: Beyond Order - 314 Arts studio lead and founder Justin Miersch discuss how the team used the Screen Space Global Illumination feature in Unity’s High Definition Render Pipeline, along with the Unity Profiler and Timeline to overcome the lighting challenges they faced in building Projekt Z: Beyond Order.UnityMemory Arenas in Unity: Heap Allocation Without the GC - In this video, we explore how to build a custom memory arena in Unity using unsafe code and manual heap allocation. You’ll learn how to allocate raw memory for temporary graph-like structures—such as crafting trees or decision planners—without triggering the garbage collector. We’ll walk through the concept of stack frames, translate that to heap-based arena allocation, and implement a fast, disposable system that gives you full control over memory layout and lifetime. Perfect for performance-critical systems where GC spikes aren’t acceptable.git-amendCloth Animation Using The Compute Shader - In this video, we dive into cloth simulation using OpenGL compute shaders. By applying simple mathematical equations, we’ll achieve smooth, dynamic movement. We'll explore particle-based simulation, tackle synchronization challenges with double buffering, and optimize rendering using triangle strips for efficient memory usage. Whether you're familiar with compute shaders or just getting started, this is the perfect way to step up your real-time graphics skills!OGLDEVHow we're designing games for a broader audience - Our games are too hardBiteMe GamesAssetsLearn Game Dev - Unity, Godot, Unreal, Gamemaker, Blender & C# - Make games like a pro.Passionate about video games? Then start making your own! Our latest bundle will help you learn vital game development skills. Master the most popular creation platforms like Unity, Godot, Unreal, GameMaker, Blender, and C#—now that’s a sharp-lookin’ bundle! Build a 2.5D farming RPG with Unreal Engine, create a micro turn-based RPG in Godot, explore game optimization, and so much more.__Big Bang Unreal & Unity Asset Packs Bundle - 5000+ unrivaled assets in one bundle. Calling all game devs—build your worlds with this gigantic bundle of over 5000 assets, including realistic and stylized environments, SFX packs, and powerful tools. Perfect for hobbyists, beginners, and professional developers alike, you'll gain access to essential resources, tutorials, and beta-testing–ready content to start building immediately. The experts at Leartes Studios have curated an amazing library packed with value, featuring environments, VFX packs, and tutorial courses on Unreal Engine, Blender, Substance Painter, and ZBrush. Get the assets you need to bring your game to life—and help support One Tree Planted with your purchase! This bundle provides Unity Asset Store keys directly with your purchase, and FAB keys via redemption through Cosmos, if the product is available on those platforms.Humble Bundle AffiliateGameplay Tools 50% Off - Core systems, half the price. Get pro-grade tools to power your gameplay—combat, cutscenes, UI, and more. Including: HTrace: World Space Global Illumination, VFX Graph - Ultra Mega Pack - Vol.1, Magic Animation Blend, Utility Intelligence: Utility AI Framework for Unity 6, Build for iOS/macOS on Windows>?Unity AffiliateHi guys, I created a website about 6 years in which I host all my field recordings and foley sounds. All free to download and use CC0. There is currently 50+ packs with 1000's of sounds and hours of field recordings all perfect for game SFX and UI. - I think game designers can benefit from a wide range of sounds on the site, especially those that enhance immersion and atmosphere.signaturesounds.orgSmartAddresser - Automate Addressing, Labeling, and Version Control for Unity's Addressable Asset System.CyberAgentGameEntertainment Open SourceEasyCS - EasyCS is an easy-to-use and flexible framework for Unity, adopting a Data-Driven Entity & Actor-Component approach. It bridges Unity's classic OOP with powerful data-oriented patterns, without forcing a complete ECS paradigm shift or a mindset change. Build smarter, not harder.Watcher3056 Open SourceBinding-Of-Isaac_Map-Generator - Binding of Isaac map generator for Unity2DGarnetKane99 Open SourceHelion - A modern fast paced Doom FPS engineHelion-Engine Open SourcePixelationFx - Pixelation post effect for Unity UrpNullTale Open SourceExtreme Add-Ons Bundle For Blender & ZBrush - Extraordinary quality—Extreme add-ons Get quality add-ons for Blender and ZBrush with our latest bundle! We’ve teamed up with the pros at FlippedNormals to deliver a gigantic library of powerful tools for your next game development project. Add new life to your creative work with standout assets like Real-time Hair ZBrush Plugin, Physical Starlight and Atmosphere, Easy Mesh ZBrush Plugin, and more. Get the add-ons you need to bring color and individuality to your next project—and help support Extra Life with your purchase!Humble Bundle AffiliateShop up to 50% off Gabriel Aguiar Prod - Publisher Sale - Gabriel Aguiar Prod. is best known for his extensive VFX assets that help many developers prototype and ship games with special effects. His support and educational material are also invaluable resources for the game dev community. PLUS get VFX Graph - Stylized Fire - Vol. 1 for FREE with code GAP2025Unity AffiliateSpotlightDream Garden - Dream Garden is a simulation game about building tiny cute garden dioramas. A large selection of tools, plants, decorations and customization awaits you. Try all of them and create your dream garden.Campfire StudioMy game, Call Of Dookie. Demo available on SteamYou can subscribe to the free weekly newsletter on GameDevDigest.comThis post includes affiliate links; I may receive compensation if you purchase products or services from the different links provided in this article. #game #dev #digest #issue #design
    GAMEDEV.NET
    Game Dev Digest Issue #286 - Design Tricks, Deep Dives, and more
    This article was originally published on GameDevDigest.comEnjoy!What was Radiant AI, anyway? - A ridiculously deep dive into Oblivion's controversial AI system and its legacyblog.paavo.meConsider The Horse Game - No I don’t think every dev should make a horse game (unlike horror, which I still think everyone should at least one). But I do think every developer should at least look at them, maybe even play one because, it is very important that you understand the importance of genre, fandom, and how visibility works. Even if you are not making a horse game, the lessons you can learn by looking at this sub genre are very similar to other genres, just not as blatantly clear as they are with horse games.howtomarketagame.comMaking a killing: The playful 2D terror of Psycasso® - I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a fresh (if gruesome) twist.UnityIntroduction to Asset Manager transfer methods in Unity - Unity's Asset Manager is a user-friendly digital asset management platform supporting over 70 file formats to help teams centralize, organize, discover, and use assets seamlessly across projects. It reduces redundant work by design, making cross-team collaboration smoother and accelerating production workflows.UnityVideosRules of the Game: Five Tricks of Highly Effective Designers - Every working designer has them: unique techniques or "tricks" that they use when crafting gameplay. Sure, there's the general game design wisdom that everyone agrees on and can be found in many a game design book, but experienced game designers often have very specific rules that are personal to them, techniques that not everyone knows about or even agrees with. In this GDC 2015 session, five experienced game designers join the stage for 10 minutes each to share one game design "trick" that they use.Game Developers ConferenceBinding of Isaac Style Room Generator in Unity [Full Tutorial] - Our third part in the series - making the rooms!Game Dev GarnetIntroduction to Unity Behavior | Unity Tutorial - In this video you'll become familiar with the core concepts of Unity Behavior, including a live example.LlamAcademyHow I got my demo ready for Steam Next Fest - It's Steam Next Fest, and I've got a game in the showcase. So here are 7 tips for making the most of this demo sharing festival.Game Maker's ToolkitOptimizing lighting in Projekt Z: Beyond Order - 314 Arts studio lead and founder Justin Miersch discuss how the team used the Screen Space Global Illumination feature in Unity’s High Definition Render Pipeline (HDRP), along with the Unity Profiler and Timeline to overcome the lighting challenges they faced in building Projekt Z: Beyond Order.UnityMemory Arenas in Unity: Heap Allocation Without the GC - In this video, we explore how to build a custom memory arena in Unity using unsafe code and manual heap allocation. You’ll learn how to allocate raw memory for temporary graph-like structures—such as crafting trees or decision planners—without triggering the garbage collector. We’ll walk through the concept of stack frames, translate that to heap-based arena allocation, and implement a fast, disposable system that gives you full control over memory layout and lifetime. Perfect for performance-critical systems where GC spikes aren’t acceptable.git-amendCloth Animation Using The Compute Shader - In this video, we dive into cloth simulation using OpenGL compute shaders. By applying simple mathematical equations, we’ll achieve smooth, dynamic movement. We'll explore particle-based simulation, tackle synchronization challenges with double buffering, and optimize rendering using triangle strips for efficient memory usage. Whether you're familiar with compute shaders or just getting started, this is the perfect way to step up your real-time graphics skills!OGLDEVHow we're designing games for a broader audience - Our games are too hardBiteMe GamesAssetsLearn Game Dev - Unity, Godot, Unreal, Gamemaker, Blender & C# - Make games like a pro.Passionate about video games? Then start making your own! Our latest bundle will help you learn vital game development skills. Master the most popular creation platforms like Unity, Godot, Unreal, GameMaker, Blender, and C#—now that’s a sharp-lookin’ bundle! Build a 2.5D farming RPG with Unreal Engine, create a micro turn-based RPG in Godot, explore game optimization, and so much more.__Big Bang Unreal & Unity Asset Packs Bundle - 5000+ unrivaled assets in one bundle. Calling all game devs—build your worlds with this gigantic bundle of over 5000 assets, including realistic and stylized environments, SFX packs, and powerful tools. Perfect for hobbyists, beginners, and professional developers alike, you'll gain access to essential resources, tutorials, and beta-testing–ready content to start building immediately. The experts at Leartes Studios have curated an amazing library packed with value, featuring environments, VFX packs, and tutorial courses on Unreal Engine, Blender, Substance Painter, and ZBrush. Get the assets you need to bring your game to life—and help support One Tree Planted with your purchase! This bundle provides Unity Asset Store keys directly with your purchase, and FAB keys via redemption through Cosmos, if the product is available on those platforms.Humble Bundle AffiliateGameplay Tools 50% Off - Core systems, half the price. Get pro-grade tools to power your gameplay—combat, cutscenes, UI, and more. Including: HTrace: World Space Global Illumination, VFX Graph - Ultra Mega Pack - Vol.1, Magic Animation Blend, Utility Intelligence (v2): Utility AI Framework for Unity 6, Build for iOS/macOS on Windows>?Unity AffiliateHi guys, I created a website about 6 years in which I host all my field recordings and foley sounds. All free to download and use CC0. There is currently 50+ packs with 1000's of sounds and hours of field recordings all perfect for game SFX and UI. - I think game designers can benefit from a wide range of sounds on the site, especially those that enhance immersion and atmosphere.signaturesounds.orgSmartAddresser - Automate Addressing, Labeling, and Version Control for Unity's Addressable Asset System.CyberAgentGameEntertainment Open SourceEasyCS - EasyCS is an easy-to-use and flexible framework for Unity, adopting a Data-Driven Entity & Actor-Component approach. It bridges Unity's classic OOP with powerful data-oriented patterns, without forcing a complete ECS paradigm shift or a mindset change. Build smarter, not harder.Watcher3056 Open SourceBinding-Of-Isaac_Map-Generator - Binding of Isaac map generator for Unity2DGarnetKane99 Open SourceHelion - A modern fast paced Doom FPS engineHelion-Engine Open SourcePixelationFx - Pixelation post effect for Unity UrpNullTale Open SourceExtreme Add-Ons Bundle For Blender & ZBrush - Extraordinary quality—Extreme add-ons Get quality add-ons for Blender and ZBrush with our latest bundle! We’ve teamed up with the pros at FlippedNormals to deliver a gigantic library of powerful tools for your next game development project. Add new life to your creative work with standout assets like Real-time Hair ZBrush Plugin, Physical Starlight and Atmosphere, Easy Mesh ZBrush Plugin, and more. Get the add-ons you need to bring color and individuality to your next project—and help support Extra Life with your purchase!Humble Bundle AffiliateShop up to 50% off Gabriel Aguiar Prod - Publisher Sale - Gabriel Aguiar Prod. is best known for his extensive VFX assets that help many developers prototype and ship games with special effects. His support and educational material are also invaluable resources for the game dev community. PLUS get VFX Graph - Stylized Fire - Vol. 1 for FREE with code GAP2025Unity AffiliateSpotlightDream Garden - Dream Garden is a simulation game about building tiny cute garden dioramas. A large selection of tools, plants, decorations and customization awaits you. Try all of them and create your dream garden.[You can find it on Steam]Campfire StudioMy game, Call Of Dookie. Demo available on SteamYou can subscribe to the free weekly newsletter on GameDevDigest.comThis post includes affiliate links; I may receive compensation if you purchase products or services from the different links provided in this article.
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  • Making a killing: The playful 2D terror of Psycasso®

    A serial killer is stalking the streets, and his murders are a work of art. That’s more or less the premise behind Psycasso®, a tongue-in-cheek 2D pixel art game from Omni Digital Technologies that’s debuting a demo at Steam Next Fest this week, with plans to head into Early Access later this year. Playing as the killer, you get a job and build a life by day, then hunt the streets by night to find and torture victims, paint masterpieces with their blood, then sell them to fund operations.I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a freshtwist.Let’s start with a bit of background about the game.Omni: We wanted to make something that stands out. We know a lot of indie studios are releasing games and the market is ever growing, so we wanted to make something that’s not just fun to play, but catches people’s attention when others tell them about it. We’ve created an open-world pixel art game about an artist who spends his day getting a job, trying to fit into society. Then at nighttime, things take a more sinister turn and he goes around and makes artwork out of his victim's blood.We didn’t want to make it creepy and gory. We kind of wanted it to be cutesy and fun, just to make it ironic. Making it was a big challenge. We basically had to create an entire city with functioning shops and NPCs who have their own lives, their own hobbies. It was a huge challenge.So what does the actual gameplay look like?Omni: There’s a day cycle and a night cycle that breaks up the gameplay. During the day, you can get a job, level up skills, buy properties and furniture upgrades. At nighttime, the lighting completely changes, the vibe completely changes, there’s police on the street and the flow of the game shifts. The idea is that you can kidnap NPCs using a whole bunch of different weapons – guns, throwable grenades, little traps and cool stuff that you can capture people with.Once captured on the street, you can either harvest their blood and body parts there, or buy a specialist room to keep them in a cage and put them in various equipment like hanging chains or torture chairs. The player gets better rewards for harvesting blood and body parts this way.On the flip side, there’s a whole other element to the game where the player is given missions each week from galleries around the city. They come up on your phone menu, and you can accept them and do either portrait or landscape paintings, with all of the painting being done using only shades of red. We've got some nice drip effects and splat sounds to make it feel like you’re painting with blood. Then you can give your creation a name, submit it to a gallery, then it goes into a fake auction, people will bid on the artwork and you get paid and large amount of in-game money so you can then buy upgrades for the home, upgrade painting tools like bigger paint brushes, more selection tools, stuff like that.Ben: There’s definitely nothing like it. And that was the aim, is when you are telling people about it, they’re like, “Oh, okay. Right. We’re not going to forget about this.”

    Let’s dig into the 2D tools you used to create this world.Ben: It’s using the 2D Renderer. The Happy Harvest 2D sample project that you guys made was kind of a big starting point, from a lighting perspective, and doing the normal maps of the 2D and getting the lighting to look nice. Our night system is a very stripped-down, then added-on version of the thing that you guys made. I was particularly interested by its shadows. The building’s shadows aren’t actually shadows – it’s a black light. We tried to recreate that with all of our buildings in the entire open world – so it does look beautiful for a 2D game, if I do say so myself.Can you say a bit about how you’re using AI or procedural generation in NPCs?Ben: I don’t know how many actually made it into the demo to be fair, number-wise. Every single NPC has a unique identity, as in they all have a place of work that they go to on a regular schedule. They have hobbies, they have spots where they prefer to loiter, a park bench or whatever. So you can get to know everyone’s individual lifestyle.So, the old man that lives in the same building as me might love to go to the casino at nighttime or go consistently on a Monday and a Friday, that kind of vibe.It uses the A* Pathfinding Project, because we knew we wanted to have a lot of AIs. We’ve locked off most of the city for the demo, but the actual size of the city is huge. The police mechanics are currently turned off, but there’s 80% police mechanics in there as well. If you punch someone or hurt someone, that’s a crime, and if anyone sees it, they can go and report to the police and then things happen. That’s a feature that’s there but not demo-ready yet.How close would you say you are to a full release?Omni: We should be scheduled for October for early access. By that point we’ll have the stealth mechanics and the policing systems polished and in and get some of the other upcoming features buttoned up. We’re fairly close.Ben: Lots of it’s already done, it’s just turned off for the demo. We don’t want to overwhelm people because there’s just so much for the player to do.Tell me a bit about the paint mechanics – how did you build that?Ben: It is custom. We built it ourselves completely from scratch. But I can't take responsibility for that one – someone else did the whole thing – that was their baby. It is really, really cool though.Omni: It’s got a variety of masking tools, the ability to change opacity and spacing, you can undo, redo. It’s a really fantastic feature that gives people the opportunity to express themselves and make some great art.Ben: And it's gamified, so it doesn’t feel like you’ve just opened up Paint in Windows.Omni: Best of all is when you make a painting, it gets turned into an inventory item so you physically carry it around with you and can sell it or treasure it.What’s the most exciting part of Psycasso for you?Omni: Stunning graphics. I think graphically, it looks really pretty.Ben: Visually, you could look at it and go, “Oh, that’s Psycasso.”Omni: What we’ve done is taken a cozy retro-style game, and we’ve brought modern design, logic, and technology into it. So you're playing what feels like a nostalgic game, but you're getting the experience of a much newer project.Check out the Psycasso demo on Steam, and stay tuned for more NextFest coverage.
    #making #killing #playful #terror #psycasso
    Making a killing: The playful 2D terror of Psycasso®
    A serial killer is stalking the streets, and his murders are a work of art. That’s more or less the premise behind Psycasso®, a tongue-in-cheek 2D pixel art game from Omni Digital Technologies that’s debuting a demo at Steam Next Fest this week, with plans to head into Early Access later this year. Playing as the killer, you get a job and build a life by day, then hunt the streets by night to find and torture victims, paint masterpieces with their blood, then sell them to fund operations.I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a freshtwist.Let’s start with a bit of background about the game.Omni: We wanted to make something that stands out. We know a lot of indie studios are releasing games and the market is ever growing, so we wanted to make something that’s not just fun to play, but catches people’s attention when others tell them about it. We’ve created an open-world pixel art game about an artist who spends his day getting a job, trying to fit into society. Then at nighttime, things take a more sinister turn and he goes around and makes artwork out of his victim's blood.We didn’t want to make it creepy and gory. We kind of wanted it to be cutesy and fun, just to make it ironic. Making it was a big challenge. We basically had to create an entire city with functioning shops and NPCs who have their own lives, their own hobbies. It was a huge challenge.So what does the actual gameplay look like?Omni: There’s a day cycle and a night cycle that breaks up the gameplay. During the day, you can get a job, level up skills, buy properties and furniture upgrades. At nighttime, the lighting completely changes, the vibe completely changes, there’s police on the street and the flow of the game shifts. The idea is that you can kidnap NPCs using a whole bunch of different weapons – guns, throwable grenades, little traps and cool stuff that you can capture people with.Once captured on the street, you can either harvest their blood and body parts there, or buy a specialist room to keep them in a cage and put them in various equipment like hanging chains or torture chairs. The player gets better rewards for harvesting blood and body parts this way.On the flip side, there’s a whole other element to the game where the player is given missions each week from galleries around the city. They come up on your phone menu, and you can accept them and do either portrait or landscape paintings, with all of the painting being done using only shades of red. We've got some nice drip effects and splat sounds to make it feel like you’re painting with blood. Then you can give your creation a name, submit it to a gallery, then it goes into a fake auction, people will bid on the artwork and you get paid and large amount of in-game money so you can then buy upgrades for the home, upgrade painting tools like bigger paint brushes, more selection tools, stuff like that.Ben: There’s definitely nothing like it. And that was the aim, is when you are telling people about it, they’re like, “Oh, okay. Right. We’re not going to forget about this.” Let’s dig into the 2D tools you used to create this world.Ben: It’s using the 2D Renderer. The Happy Harvest 2D sample project that you guys made was kind of a big starting point, from a lighting perspective, and doing the normal maps of the 2D and getting the lighting to look nice. Our night system is a very stripped-down, then added-on version of the thing that you guys made. I was particularly interested by its shadows. The building’s shadows aren’t actually shadows – it’s a black light. We tried to recreate that with all of our buildings in the entire open world – so it does look beautiful for a 2D game, if I do say so myself.Can you say a bit about how you’re using AI or procedural generation in NPCs?Ben: I don’t know how many actually made it into the demo to be fair, number-wise. Every single NPC has a unique identity, as in they all have a place of work that they go to on a regular schedule. They have hobbies, they have spots where they prefer to loiter, a park bench or whatever. So you can get to know everyone’s individual lifestyle.So, the old man that lives in the same building as me might love to go to the casino at nighttime or go consistently on a Monday and a Friday, that kind of vibe.It uses the A* Pathfinding Project, because we knew we wanted to have a lot of AIs. We’ve locked off most of the city for the demo, but the actual size of the city is huge. The police mechanics are currently turned off, but there’s 80% police mechanics in there as well. If you punch someone or hurt someone, that’s a crime, and if anyone sees it, they can go and report to the police and then things happen. That’s a feature that’s there but not demo-ready yet.How close would you say you are to a full release?Omni: We should be scheduled for October for early access. By that point we’ll have the stealth mechanics and the policing systems polished and in and get some of the other upcoming features buttoned up. We’re fairly close.Ben: Lots of it’s already done, it’s just turned off for the demo. We don’t want to overwhelm people because there’s just so much for the player to do.Tell me a bit about the paint mechanics – how did you build that?Ben: It is custom. We built it ourselves completely from scratch. But I can't take responsibility for that one – someone else did the whole thing – that was their baby. It is really, really cool though.Omni: It’s got a variety of masking tools, the ability to change opacity and spacing, you can undo, redo. It’s a really fantastic feature that gives people the opportunity to express themselves and make some great art.Ben: And it's gamified, so it doesn’t feel like you’ve just opened up Paint in Windows.Omni: Best of all is when you make a painting, it gets turned into an inventory item so you physically carry it around with you and can sell it or treasure it.What’s the most exciting part of Psycasso for you?Omni: Stunning graphics. I think graphically, it looks really pretty.Ben: Visually, you could look at it and go, “Oh, that’s Psycasso.”Omni: What we’ve done is taken a cozy retro-style game, and we’ve brought modern design, logic, and technology into it. So you're playing what feels like a nostalgic game, but you're getting the experience of a much newer project.Check out the Psycasso demo on Steam, and stay tuned for more NextFest coverage. #making #killing #playful #terror #psycasso
    UNITY.COM
    Making a killing: The playful 2D terror of Psycasso®
    A serial killer is stalking the streets, and his murders are a work of art. That’s more or less the premise behind Psycasso®, a tongue-in-cheek 2D pixel art game from Omni Digital Technologies that’s debuting a demo at Steam Next Fest this week, with plans to head into Early Access later this year. Playing as the killer, you get a job and build a life by day, then hunt the streets by night to find and torture victims, paint masterpieces with their blood, then sell them to fund operations.I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a fresh (if gruesome) twist.Let’s start with a bit of background about the game.Omni: We wanted to make something that stands out. We know a lot of indie studios are releasing games and the market is ever growing, so we wanted to make something that’s not just fun to play, but catches people’s attention when others tell them about it. We’ve created an open-world pixel art game about an artist who spends his day getting a job, trying to fit into society. Then at nighttime, things take a more sinister turn and he goes around and makes artwork out of his victim's blood.We didn’t want to make it creepy and gory. We kind of wanted it to be cutesy and fun, just to make it ironic. Making it was a big challenge. We basically had to create an entire city with functioning shops and NPCs who have their own lives, their own hobbies. It was a huge challenge.So what does the actual gameplay look like?Omni: There’s a day cycle and a night cycle that breaks up the gameplay. During the day, you can get a job, level up skills, buy properties and furniture upgrades. At nighttime, the lighting completely changes, the vibe completely changes, there’s police on the street and the flow of the game shifts. The idea is that you can kidnap NPCs using a whole bunch of different weapons – guns, throwable grenades, little traps and cool stuff that you can capture people with.Once captured on the street, you can either harvest their blood and body parts there, or buy a specialist room to keep them in a cage and put them in various equipment like hanging chains or torture chairs. The player gets better rewards for harvesting blood and body parts this way.On the flip side, there’s a whole other element to the game where the player is given missions each week from galleries around the city. They come up on your phone menu, and you can accept them and do either portrait or landscape paintings, with all of the painting being done using only shades of red. We've got some nice drip effects and splat sounds to make it feel like you’re painting with blood. Then you can give your creation a name, submit it to a gallery, then it goes into a fake auction, people will bid on the artwork and you get paid and large amount of in-game money so you can then buy upgrades for the home, upgrade painting tools like bigger paint brushes, more selection tools, stuff like that.Ben: There’s definitely nothing like it. And that was the aim, is when you are telling people about it, they’re like, “Oh, okay. Right. We’re not going to forget about this.” Let’s dig into the 2D tools you used to create this world.Ben: It’s using the 2D Renderer. The Happy Harvest 2D sample project that you guys made was kind of a big starting point, from a lighting perspective, and doing the normal maps of the 2D and getting the lighting to look nice. Our night system is a very stripped-down, then added-on version of the thing that you guys made. I was particularly interested by its shadows. The building’s shadows aren’t actually shadows – it’s a black light. We tried to recreate that with all of our buildings in the entire open world – so it does look beautiful for a 2D game, if I do say so myself.Can you say a bit about how you’re using AI or procedural generation in NPCs?Ben: I don’t know how many actually made it into the demo to be fair, number-wise. Every single NPC has a unique identity, as in they all have a place of work that they go to on a regular schedule. They have hobbies, they have spots where they prefer to loiter, a park bench or whatever. So you can get to know everyone’s individual lifestyle.So, the old man that lives in the same building as me might love to go to the casino at nighttime or go consistently on a Monday and a Friday, that kind of vibe.It uses the A* Pathfinding Project, because we knew we wanted to have a lot of AIs. We’ve locked off most of the city for the demo, but the actual size of the city is huge. The police mechanics are currently turned off, but there’s 80% police mechanics in there as well. If you punch someone or hurt someone, that’s a crime, and if anyone sees it, they can go and report to the police and then things happen. That’s a feature that’s there but not demo-ready yet.How close would you say you are to a full release?Omni: We should be scheduled for October for early access. By that point we’ll have the stealth mechanics and the policing systems polished and in and get some of the other upcoming features buttoned up. We’re fairly close.Ben: Lots of it’s already done, it’s just turned off for the demo. We don’t want to overwhelm people because there’s just so much for the player to do.Tell me a bit about the paint mechanics – how did you build that?Ben: It is custom. We built it ourselves completely from scratch. But I can't take responsibility for that one – someone else did the whole thing – that was their baby. It is really, really cool though.Omni: It’s got a variety of masking tools, the ability to change opacity and spacing, you can undo, redo. It’s a really fantastic feature that gives people the opportunity to express themselves and make some great art.Ben: And it's gamified, so it doesn’t feel like you’ve just opened up Paint in Windows.Omni: Best of all is when you make a painting, it gets turned into an inventory item so you physically carry it around with you and can sell it or treasure it.What’s the most exciting part of Psycasso for you?Omni: Stunning graphics. I think graphically, it looks really pretty.Ben: Visually, you could look at it and go, “Oh, that’s Psycasso.”Omni: What we’ve done is taken a cozy retro-style game, and we’ve brought modern design, logic, and technology into it. So you're playing what feels like a nostalgic game, but you're getting the experience of a much newer project.Check out the Psycasso demo on Steam, and stay tuned for more NextFest coverage.
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  • My unexpected Pride icon: Link from the Zelda games, a non-binary hero who helped me work out who I was

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

    The smoke is rising. The clock is ticking. Watch the first teaser for The Lost Bus, Paul Greengrass’s intense new film based on real events!

    The VFX are made by:beloFXCinesiteILMRISEOutpost VFXVitality Visual EffectsMist VFXHost VFX

    The Production VFX Supervisor is Charlie Noble.The Production VFX Producer is Gavin Round.

    Director: Paul GreengrassRelease Date: Fall 2025Screenshot

    © Vincent Frei – The Art of VFX – 2025
    The post The Lost Bus appeared first on The Art of VFX.
    #lost #bus
    The Lost Bus
    The smoke is rising. The clock is ticking. Watch the first teaser for The Lost Bus, Paul Greengrass’s intense new film based on real events! The VFX are made by:beloFXCinesiteILMRISEOutpost VFXVitality Visual EffectsMist VFXHost VFX The Production VFX Supervisor is Charlie Noble.The Production VFX Producer is Gavin Round. Director: Paul GreengrassRelease Date: Fall 2025Screenshot © Vincent Frei – The Art of VFX – 2025 The post The Lost Bus appeared first on The Art of VFX. #lost #bus
    WWW.ARTOFVFX.COM
    The Lost Bus
    The smoke is rising. The clock is ticking. Watch the first teaser for The Lost Bus, Paul Greengrass’s intense new film based on real events! The VFX are made by:beloFX (VFX Supervisor: Russell Bowen)CinesiteILMRISE (VFX Supervisor: Oliver Schulz)Outpost VFX (VFX Supervisor: John McLaren)Vitality Visual Effects (VFX Supervisor: Jiwoong Kim)Mist VFX (VFX Supervisor: Sasi Kumar)Host VFX The Production VFX Supervisor is Charlie Noble.The Production VFX Producer is Gavin Round. Director: Paul GreengrassRelease Date: Fall 2025 (Apple TV+) Screenshot © Vincent Frei – The Art of VFX – 2025 The post The Lost Bus appeared first on The Art of VFX.
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