• Turning Points: Accept & Proceed

    12 June, 2025

    In our turning points series, design studios share some of the key moments that shaped their business. This week, we meet Accept & Proceed.

    Accept & Proceed is a London based brand and design studio that works with clients like NASA, Nike and LEGO.
    Founder David Johnston talks us through some of the decisions that defined his business.
    In 2006, Johnston took the leap to start his own business, armed with a good name and a willingness to bend the truth about his team…
    I’d gone through my career learning from big organisations, and one small organisation, and I felt like I wasn’t happy where I was. It was my dad who encouraged me to take a leap of faith and try and go it alone. With nothing more than a month’s wages in the bank and a lot of energy, I decided to go and set up an agency.
    That really just means giving yourself a name and starting to promote yourself in the world.
    Accept & Proceed founder David Johnston
    I think the name itself is a very important thing. I wanted something that was memorable but also layered in meaning. A name that starts with an “a” is very beneficial when you’re being listed in the index of books and things like that.
    But it became a bit of a compass for the way that we wanted to create work, around accepting the status quo for what it is, but with a continual commitment to proceed nonetheless.
    Because I didn’t have anyone to work with, in those early months I just made up email addresses of people that didn’t exist. That allowed me to cost projects up for multiple people. That’s obviously a degree of hustle I wouldn’t encourage in everyone, but it meant I was able to charge multiple day rates for projects where I was playing the role of four or five people.
    Self-initiated projects have long been part of the studio’s DNA and played a key role in building key client relationships.
    A&P by… was a brief to explore these letterforms without any commercial intent apart from the joy of creative expression. I started reaching out to illustrators and artists and photographers and designers that I really rated, and the things that started coming back were incredible.
    I was overwhelmed by the amount of energy and passion that people like Mr Bingo and Jason Evans were bringing to this.
    I think in so many ways, the answer to everything is community. I’ve gone on to work with a lot of the people that created these, and they also became friends. It was an early example of dissolving these illusionary boundaries around what an agency might be, but also expanding and amplifying your potential.
    The first of Accept & Proceed’s Light Calendars
    Then in 2006, I was trying to establish our portfolio and I wanted something to send out into the world that would also be an example of how Accept & Proceed thinks about design. I landed on these data visualisations that show the amount of light and darkness that would happen in London in the year ahead.
    I worked with a freelance designer called Stephen Heath on the first one – he is now our creative director.
    This kickstarted a 10-year exploration, and they became a rite of passage for new designers that came into the studio, to take that very similar data and express it in completely new ways. It culminated in an exhibition in London in 2016, showing ten years’ of prints.
    They were a labour of love, but they also meant that every single year we had a number of prints that we could send out to new potential contacts. Still when I go to the global headquarters of Nike in Beaverton in Portland, I’m amazed at how many of these sit in leaders’ offices there.
    When we first got a finance director, they couldn’t believe how much we’d invested as a business in things like this – we even had our own gallery for a while. It doesn’t make sense from a purely numbers mindset, but if you put things out there for authentic reasons, there are ripple effects over time.
    In 2017, the studio became a B-corp, the fourth creative agency in the UK to get this accreditation.
    Around 2016, I couldn’t help but look around – as we probably all have at varying points over the last 10 years – and wondered, what the fuck is going on?
    All these systems are not fit for purpose for the future – financial systems, food systems, relationship systems, energy systems. They’re not working. And I was like shit, are we part of the problem?
    Accept & Proceed’s work for the NASA Jet Propulsion Laboratory
    I’ve always thought of brand as a piece of technology that can fundamentally change our actions and the world around us. That comes with a huge responsibility.
    We probably paid four months’ wages of two people full-time just to get accredited, so it’s quite a high bar. But I like that the programme shackles you to this idea of improvement. You can’t rest on your laurels if you want to be re-accredited. It’s like the way design works as an iterative process – you have to keep getting better.
    In 2019, Johnston and his team started thinking seriously about the studio’s own brand, and created a punchy, nuanced new positioning.
    We got to a point where we’d proven we could help brands achieve their commercial aims. But we wanted to hold a position ourselves, not just be a conduit between a brand and its audience.
    It still amazes me that so few agencies actually stand for anything. We realised that all the things – vision, mission, principles – that we’ve been creating for brands for years, we hadn’t done for ourselves.
    It’s a bit like when you see a hairdresser with a really dodgy haircut. But it’s hard to cut your own hair.
    So we went through that process, which was really difficult, and we landed on “Design for the future” as our promise to the world.
    And if you’re going to have that as a promise, you better be able to describe the world you’re creating through your work, which we call “the together world.”
    Accept & Proceed’s work for Second Sea
    We stand at this most incredible moment in history where the latest technology and science is catching up with ancient wisdom, to know that we must become more entangled, more together, more whole.
    And we’ve assessed five global shifts that are happening in order to be able to take us towards a more together world through our work – interbeing, reciprocity, healing, resilience and liberation.
    The year before last, we lost three global rebrand projects based on our positioning. Every one of them said to me, “You’re right but we’re not ready.”
    But this year, I think the product market fit of what we’ve been saying for the last five years is really starting to mesh. We’re working with Arc’teryx on their 2030 landscape, evolving Nike’s move to zero, and working with LEGO on what their next 100 years might look like, which is mind-boggling work.
    I don’t think we could have won any of those opportunities had we not been talking for quite a long time about design for the future.
    In 2023, Johnston started a sunrise gathering on Hackney Marshes, which became a very significant part of his life.
    I had the flu and I had a vision in my dreamy fluey state of a particular spot on Hackney Marshes where people were gathering and watching the sunrise. I happened to tell my friend, the poet Thomas Sharp this, and he said, “That’s a premonition. You have to make it happen.”
    The first year there were five of us – this year there were 300 people for the spring equinox in March.
    I don’t fully know what these gatherings will lead to. Will Accept & Proceed start to introduce the seasons to the way we operate as a business? It’s a thought I’ve had percolating, but I don’t know. Will it be something else?
    One of the 2024 sunrise gatherings organised by Accept & Proceed founder David Johnston
    I do know that there’s major learnings around authentic community building for brands. We should do away with these buckets we put people into, of age group and location. They aren’t very true. It’s fascinating to see the breadth of people who come to these gatherings.
    Me and Laura were thinking at some point of moving out of London, but I think these sunrise gatherings are now my reason to stay. It’s the thing I didn’t know I needed until I had it. They have made London complete for me.
    There’s something so ancient about watching our star rise, and the reminder that we are actually just animals crawling upon the surface of a planet of mud. That’s what’s real. But it can be hard to remember that when you’re sitting at your computer in the studio.
    These gatherings help me better understand creativity’s true potential, for brands, for the world, and for us.

    Design disciplines in this article

    Brands in this article

    What to read next

    Features

    Turning Points: Cultural branding agency EDIT

    Brand Identity
    20 Nov, 2024
    #turning #points #accept #ampamp #proceed
    Turning Points: Accept & Proceed
    12 June, 2025 In our turning points series, design studios share some of the key moments that shaped their business. This week, we meet Accept & Proceed. Accept & Proceed is a London based brand and design studio that works with clients like NASA, Nike and LEGO. Founder David Johnston talks us through some of the decisions that defined his business. In 2006, Johnston took the leap to start his own business, armed with a good name and a willingness to bend the truth about his team… I’d gone through my career learning from big organisations, and one small organisation, and I felt like I wasn’t happy where I was. It was my dad who encouraged me to take a leap of faith and try and go it alone. With nothing more than a month’s wages in the bank and a lot of energy, I decided to go and set up an agency. That really just means giving yourself a name and starting to promote yourself in the world. Accept & Proceed founder David Johnston I think the name itself is a very important thing. I wanted something that was memorable but also layered in meaning. A name that starts with an “a” is very beneficial when you’re being listed in the index of books and things like that. But it became a bit of a compass for the way that we wanted to create work, around accepting the status quo for what it is, but with a continual commitment to proceed nonetheless. Because I didn’t have anyone to work with, in those early months I just made up email addresses of people that didn’t exist. That allowed me to cost projects up for multiple people. That’s obviously a degree of hustle I wouldn’t encourage in everyone, but it meant I was able to charge multiple day rates for projects where I was playing the role of four or five people. Self-initiated projects have long been part of the studio’s DNA and played a key role in building key client relationships. A&P by… was a brief to explore these letterforms without any commercial intent apart from the joy of creative expression. I started reaching out to illustrators and artists and photographers and designers that I really rated, and the things that started coming back were incredible. I was overwhelmed by the amount of energy and passion that people like Mr Bingo and Jason Evans were bringing to this. I think in so many ways, the answer to everything is community. I’ve gone on to work with a lot of the people that created these, and they also became friends. It was an early example of dissolving these illusionary boundaries around what an agency might be, but also expanding and amplifying your potential. The first of Accept & Proceed’s Light Calendars Then in 2006, I was trying to establish our portfolio and I wanted something to send out into the world that would also be an example of how Accept & Proceed thinks about design. I landed on these data visualisations that show the amount of light and darkness that would happen in London in the year ahead. I worked with a freelance designer called Stephen Heath on the first one – he is now our creative director. This kickstarted a 10-year exploration, and they became a rite of passage for new designers that came into the studio, to take that very similar data and express it in completely new ways. It culminated in an exhibition in London in 2016, showing ten years’ of prints. They were a labour of love, but they also meant that every single year we had a number of prints that we could send out to new potential contacts. Still when I go to the global headquarters of Nike in Beaverton in Portland, I’m amazed at how many of these sit in leaders’ offices there. When we first got a finance director, they couldn’t believe how much we’d invested as a business in things like this – we even had our own gallery for a while. It doesn’t make sense from a purely numbers mindset, but if you put things out there for authentic reasons, there are ripple effects over time. In 2017, the studio became a B-corp, the fourth creative agency in the UK to get this accreditation. Around 2016, I couldn’t help but look around – as we probably all have at varying points over the last 10 years – and wondered, what the fuck is going on? All these systems are not fit for purpose for the future – financial systems, food systems, relationship systems, energy systems. They’re not working. And I was like shit, are we part of the problem? Accept & Proceed’s work for the NASA Jet Propulsion Laboratory I’ve always thought of brand as a piece of technology that can fundamentally change our actions and the world around us. That comes with a huge responsibility. We probably paid four months’ wages of two people full-time just to get accredited, so it’s quite a high bar. But I like that the programme shackles you to this idea of improvement. You can’t rest on your laurels if you want to be re-accredited. It’s like the way design works as an iterative process – you have to keep getting better. In 2019, Johnston and his team started thinking seriously about the studio’s own brand, and created a punchy, nuanced new positioning. We got to a point where we’d proven we could help brands achieve their commercial aims. But we wanted to hold a position ourselves, not just be a conduit between a brand and its audience. It still amazes me that so few agencies actually stand for anything. We realised that all the things – vision, mission, principles – that we’ve been creating for brands for years, we hadn’t done for ourselves. It’s a bit like when you see a hairdresser with a really dodgy haircut. But it’s hard to cut your own hair. So we went through that process, which was really difficult, and we landed on “Design for the future” as our promise to the world. And if you’re going to have that as a promise, you better be able to describe the world you’re creating through your work, which we call “the together world.” Accept & Proceed’s work for Second Sea We stand at this most incredible moment in history where the latest technology and science is catching up with ancient wisdom, to know that we must become more entangled, more together, more whole. And we’ve assessed five global shifts that are happening in order to be able to take us towards a more together world through our work – interbeing, reciprocity, healing, resilience and liberation. The year before last, we lost three global rebrand projects based on our positioning. Every one of them said to me, “You’re right but we’re not ready.” But this year, I think the product market fit of what we’ve been saying for the last five years is really starting to mesh. We’re working with Arc’teryx on their 2030 landscape, evolving Nike’s move to zero, and working with LEGO on what their next 100 years might look like, which is mind-boggling work. I don’t think we could have won any of those opportunities had we not been talking for quite a long time about design for the future. In 2023, Johnston started a sunrise gathering on Hackney Marshes, which became a very significant part of his life. I had the flu and I had a vision in my dreamy fluey state of a particular spot on Hackney Marshes where people were gathering and watching the sunrise. I happened to tell my friend, the poet Thomas Sharp this, and he said, “That’s a premonition. You have to make it happen.” The first year there were five of us – this year there were 300 people for the spring equinox in March. I don’t fully know what these gatherings will lead to. Will Accept & Proceed start to introduce the seasons to the way we operate as a business? It’s a thought I’ve had percolating, but I don’t know. Will it be something else? One of the 2024 sunrise gatherings organised by Accept & Proceed founder David Johnston I do know that there’s major learnings around authentic community building for brands. We should do away with these buckets we put people into, of age group and location. They aren’t very true. It’s fascinating to see the breadth of people who come to these gatherings. Me and Laura were thinking at some point of moving out of London, but I think these sunrise gatherings are now my reason to stay. It’s the thing I didn’t know I needed until I had it. They have made London complete for me. There’s something so ancient about watching our star rise, and the reminder that we are actually just animals crawling upon the surface of a planet of mud. That’s what’s real. But it can be hard to remember that when you’re sitting at your computer in the studio. These gatherings help me better understand creativity’s true potential, for brands, for the world, and for us. Design disciplines in this article Brands in this article What to read next Features Turning Points: Cultural branding agency EDIT Brand Identity 20 Nov, 2024 #turning #points #accept #ampamp #proceed
    WWW.DESIGNWEEK.CO.UK
    Turning Points: Accept & Proceed
    12 June, 2025 In our turning points series, design studios share some of the key moments that shaped their business. This week, we meet Accept & Proceed. Accept & Proceed is a London based brand and design studio that works with clients like NASA, Nike and LEGO. Founder David Johnston talks us through some of the decisions that defined his business. In 2006, Johnston took the leap to start his own business, armed with a good name and a willingness to bend the truth about his team… I’d gone through my career learning from big organisations, and one small organisation, and I felt like I wasn’t happy where I was. It was my dad who encouraged me to take a leap of faith and try and go it alone. With nothing more than a month’s wages in the bank and a lot of energy, I decided to go and set up an agency. That really just means giving yourself a name and starting to promote yourself in the world. Accept & Proceed founder David Johnston I think the name itself is a very important thing. I wanted something that was memorable but also layered in meaning. A name that starts with an “a” is very beneficial when you’re being listed in the index of books and things like that. But it became a bit of a compass for the way that we wanted to create work, around accepting the status quo for what it is, but with a continual commitment to proceed nonetheless. Because I didn’t have anyone to work with, in those early months I just made up email addresses of people that didn’t exist. That allowed me to cost projects up for multiple people. That’s obviously a degree of hustle I wouldn’t encourage in everyone, but it meant I was able to charge multiple day rates for projects where I was playing the role of four or five people. Self-initiated projects have long been part of the studio’s DNA and played a key role in building key client relationships. A&P by… was a brief to explore these letterforms without any commercial intent apart from the joy of creative expression. I started reaching out to illustrators and artists and photographers and designers that I really rated, and the things that started coming back were incredible. I was overwhelmed by the amount of energy and passion that people like Mr Bingo and Jason Evans were bringing to this. I think in so many ways, the answer to everything is community. I’ve gone on to work with a lot of the people that created these, and they also became friends. It was an early example of dissolving these illusionary boundaries around what an agency might be, but also expanding and amplifying your potential. The first of Accept & Proceed’s Light Calendars Then in 2006, I was trying to establish our portfolio and I wanted something to send out into the world that would also be an example of how Accept & Proceed thinks about design. I landed on these data visualisations that show the amount of light and darkness that would happen in London in the year ahead. I worked with a freelance designer called Stephen Heath on the first one – he is now our creative director. This kickstarted a 10-year exploration, and they became a rite of passage for new designers that came into the studio, to take that very similar data and express it in completely new ways. It culminated in an exhibition in London in 2016, showing ten years’ of prints. They were a labour of love, but they also meant that every single year we had a number of prints that we could send out to new potential contacts. Still when I go to the global headquarters of Nike in Beaverton in Portland, I’m amazed at how many of these sit in leaders’ offices there. When we first got a finance director, they couldn’t believe how much we’d invested as a business in things like this – we even had our own gallery for a while. It doesn’t make sense from a purely numbers mindset, but if you put things out there for authentic reasons, there are ripple effects over time. In 2017, the studio became a B-corp, the fourth creative agency in the UK to get this accreditation. Around 2016, I couldn’t help but look around – as we probably all have at varying points over the last 10 years – and wondered, what the fuck is going on? All these systems are not fit for purpose for the future – financial systems, food systems, relationship systems, energy systems. They’re not working. And I was like shit, are we part of the problem? Accept & Proceed’s work for the NASA Jet Propulsion Laboratory I’ve always thought of brand as a piece of technology that can fundamentally change our actions and the world around us. That comes with a huge responsibility. We probably paid four months’ wages of two people full-time just to get accredited, so it’s quite a high bar. But I like that the programme shackles you to this idea of improvement. You can’t rest on your laurels if you want to be re-accredited. It’s like the way design works as an iterative process – you have to keep getting better. In 2019, Johnston and his team started thinking seriously about the studio’s own brand, and created a punchy, nuanced new positioning. We got to a point where we’d proven we could help brands achieve their commercial aims. But we wanted to hold a position ourselves, not just be a conduit between a brand and its audience. It still amazes me that so few agencies actually stand for anything. We realised that all the things – vision, mission, principles – that we’ve been creating for brands for years, we hadn’t done for ourselves. It’s a bit like when you see a hairdresser with a really dodgy haircut. But it’s hard to cut your own hair. So we went through that process, which was really difficult, and we landed on “Design for the future” as our promise to the world. And if you’re going to have that as a promise, you better be able to describe the world you’re creating through your work, which we call “the together world.” Accept & Proceed’s work for Second Sea We stand at this most incredible moment in history where the latest technology and science is catching up with ancient wisdom, to know that we must become more entangled, more together, more whole. And we’ve assessed five global shifts that are happening in order to be able to take us towards a more together world through our work – interbeing, reciprocity, healing, resilience and liberation. The year before last, we lost three global rebrand projects based on our positioning. Every one of them said to me, “You’re right but we’re not ready.” But this year, I think the product market fit of what we’ve been saying for the last five years is really starting to mesh. We’re working with Arc’teryx on their 2030 landscape, evolving Nike’s move to zero, and working with LEGO on what their next 100 years might look like, which is mind-boggling work. I don’t think we could have won any of those opportunities had we not been talking for quite a long time about design for the future. In 2023, Johnston started a sunrise gathering on Hackney Marshes, which became a very significant part of his life. I had the flu and I had a vision in my dreamy fluey state of a particular spot on Hackney Marshes where people were gathering and watching the sunrise. I happened to tell my friend, the poet Thomas Sharp this, and he said, “That’s a premonition. You have to make it happen.” The first year there were five of us – this year there were 300 people for the spring equinox in March. I don’t fully know what these gatherings will lead to. Will Accept & Proceed start to introduce the seasons to the way we operate as a business? It’s a thought I’ve had percolating, but I don’t know. Will it be something else? One of the 2024 sunrise gatherings organised by Accept & Proceed founder David Johnston I do know that there’s major learnings around authentic community building for brands. We should do away with these buckets we put people into, of age group and location. They aren’t very true. It’s fascinating to see the breadth of people who come to these gatherings. Me and Laura were thinking at some point of moving out of London, but I think these sunrise gatherings are now my reason to stay. It’s the thing I didn’t know I needed until I had it. They have made London complete for me. There’s something so ancient about watching our star rise, and the reminder that we are actually just animals crawling upon the surface of a planet of mud. That’s what’s real. But it can be hard to remember that when you’re sitting at your computer in the studio. These gatherings help me better understand creativity’s true potential, for brands, for the world, and for us. Design disciplines in this article Brands in this article What to read next Features Turning Points: Cultural branding agency EDIT Brand Identity 20 Nov, 2024
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  • Missions To Mars With Starship Could Only Take Three Months

    alternative_right shares a report from Phys.Org: Using conventional propulsion and low-energy trajectories, it takes six to nine months for crewed spacecraft to reach Mars. These durations complicate mission design and technology requirements and raise health and safety concerns since crews will be exposed to extended periods in microgravity and heightened exposure to cosmic radiation. Traditionally, mission designers have recommended nuclear-electric or nuclear-thermal propulsion, which could shorten trips to just 3 months. In a recent study, a UCSB physics researcher identified two trajectories that could reduce transits to Mars using the Starship to between 90 and 104 days.

    The study was authored by Jack Kingdon, a graduate student researcher in the Physics Department at the University of California, Santa Barbara. He is also a member of the UCSB Weld Lab, an experimental ultracold atomic physics group that uses quantum degenerate gases to explore quantum mechanical phenomena.As outlined on its website, conference presentations, and user manual, the SpaceX mission architecture consists of six Starships traveling to Mars. Four of these spacecraft will haul 400 metric tonsof cargo while two will transport 200 passengers. Based on the Block 2 design, which has a 1,500 metric tonpropellant capacity, the crewed Starships will require 15 tankers to fully refuel in low Earth orbit. The cargo ships would require only four, since they would be sent on longer low-energy trajectories. Once the flotilla arrives at Mars, the Starships will refuel using propellant created in situ using local carbon dioxide and water ice. When the return window approaches, one of the crew ships and 3-4 cargo ships will refuel and then launch into a low Mars orbit. The cargo ships will then transfer the majority of their propellant to the crew ship and return to the surface of Mars. The crew ship would then depart for Earth, and the process could be repeated for the other crew ship.

    Kingdon calculated multiple trajectories using a Lambert Solver, which produces the shortest elliptical arc in two-body problem equations. The first would depart Earth on April 30th, 2033, taking advantage of the 26-month periodic alignment between Earth and Mars. The transit would last 90 days, with the crew returning to Earth after another 90-day transit by July 2nd, 2035. The second would depart Earth on July 15th, 2035, and return to Earth after a 104-day transit on December 5th, 2037. As Kingdon explained, the former trajectory is the most likely to succeed: "The optimal trajectory is the 2033 trajectory -- it has the lowest fuel requirements for the fastest transit time. A note that may not be obvious to the layreader is that Starship can very easily reach Mars in ~3 months -- in fact, it can in any launch window, over a fairly wide range of trajectories. However, Starship may impact the Martian atmosphere too fast. The trajectories discussed are ones that I am confident Starship will survive." The paper describing the work has been published in the journal Scientific Reports.

    of this story at Slashdot.
    #missions #mars #with #starship #could
    Missions To Mars With Starship Could Only Take Three Months
    alternative_right shares a report from Phys.Org: Using conventional propulsion and low-energy trajectories, it takes six to nine months for crewed spacecraft to reach Mars. These durations complicate mission design and technology requirements and raise health and safety concerns since crews will be exposed to extended periods in microgravity and heightened exposure to cosmic radiation. Traditionally, mission designers have recommended nuclear-electric or nuclear-thermal propulsion, which could shorten trips to just 3 months. In a recent study, a UCSB physics researcher identified two trajectories that could reduce transits to Mars using the Starship to between 90 and 104 days. The study was authored by Jack Kingdon, a graduate student researcher in the Physics Department at the University of California, Santa Barbara. He is also a member of the UCSB Weld Lab, an experimental ultracold atomic physics group that uses quantum degenerate gases to explore quantum mechanical phenomena.As outlined on its website, conference presentations, and user manual, the SpaceX mission architecture consists of six Starships traveling to Mars. Four of these spacecraft will haul 400 metric tonsof cargo while two will transport 200 passengers. Based on the Block 2 design, which has a 1,500 metric tonpropellant capacity, the crewed Starships will require 15 tankers to fully refuel in low Earth orbit. The cargo ships would require only four, since they would be sent on longer low-energy trajectories. Once the flotilla arrives at Mars, the Starships will refuel using propellant created in situ using local carbon dioxide and water ice. When the return window approaches, one of the crew ships and 3-4 cargo ships will refuel and then launch into a low Mars orbit. The cargo ships will then transfer the majority of their propellant to the crew ship and return to the surface of Mars. The crew ship would then depart for Earth, and the process could be repeated for the other crew ship. Kingdon calculated multiple trajectories using a Lambert Solver, which produces the shortest elliptical arc in two-body problem equations. The first would depart Earth on April 30th, 2033, taking advantage of the 26-month periodic alignment between Earth and Mars. The transit would last 90 days, with the crew returning to Earth after another 90-day transit by July 2nd, 2035. The second would depart Earth on July 15th, 2035, and return to Earth after a 104-day transit on December 5th, 2037. As Kingdon explained, the former trajectory is the most likely to succeed: "The optimal trajectory is the 2033 trajectory -- it has the lowest fuel requirements for the fastest transit time. A note that may not be obvious to the layreader is that Starship can very easily reach Mars in ~3 months -- in fact, it can in any launch window, over a fairly wide range of trajectories. However, Starship may impact the Martian atmosphere too fast. The trajectories discussed are ones that I am confident Starship will survive." The paper describing the work has been published in the journal Scientific Reports. of this story at Slashdot. #missions #mars #with #starship #could
    SCIENCE.SLASHDOT.ORG
    Missions To Mars With Starship Could Only Take Three Months
    alternative_right shares a report from Phys.Org: Using conventional propulsion and low-energy trajectories, it takes six to nine months for crewed spacecraft to reach Mars. These durations complicate mission design and technology requirements and raise health and safety concerns since crews will be exposed to extended periods in microgravity and heightened exposure to cosmic radiation. Traditionally, mission designers have recommended nuclear-electric or nuclear-thermal propulsion (NEP/NTP), which could shorten trips to just 3 months. In a recent study, a UCSB physics researcher identified two trajectories that could reduce transits to Mars using the Starship to between 90 and 104 days. The study was authored by Jack Kingdon, a graduate student researcher in the Physics Department at the University of California, Santa Barbara (UCSB). He is also a member of the UCSB Weld Lab, an experimental ultracold atomic physics group that uses quantum degenerate gases to explore quantum mechanical phenomena. [...] As outlined on its website, conference presentations, and user manual, the SpaceX mission architecture consists of six Starships traveling to Mars. Four of these spacecraft will haul 400 metric tons (440 U.S. tons) of cargo while two will transport 200 passengers. Based on the Block 2 design, which has a 1,500 metric ton (1,650 U.S. ton) propellant capacity, the crewed Starships will require 15 tankers to fully refuel in low Earth orbit (LEO). The cargo ships would require only four, since they would be sent on longer low-energy trajectories. Once the flotilla arrives at Mars, the Starships will refuel using propellant created in situ using local carbon dioxide and water ice. When the return window approaches, one of the crew ships and 3-4 cargo ships will refuel and then launch into a low Mars orbit (LMO). The cargo ships will then transfer the majority of their propellant to the crew ship and return to the surface of Mars. The crew ship would then depart for Earth, and the process could be repeated for the other crew ship. Kingdon calculated multiple trajectories using a Lambert Solver, which produces the shortest elliptical arc in two-body problem equations (aka Lambert's problem). The first would depart Earth on April 30th, 2033, taking advantage of the 26-month periodic alignment between Earth and Mars. The transit would last 90 days, with the crew returning to Earth after another 90-day transit by July 2nd, 2035. The second would depart Earth on July 15th, 2035, and return to Earth after a 104-day transit on December 5th, 2037. As Kingdon explained, the former trajectory is the most likely to succeed: "The optimal trajectory is the 2033 trajectory -- it has the lowest fuel requirements for the fastest transit time. A note that may not be obvious to the layreader is that Starship can very easily reach Mars in ~3 months -- in fact, it can in any launch window, over a fairly wide range of trajectories. However, Starship may impact the Martian atmosphere too fast (although we do not know, and likely SpaceX don't either actually how fast Starship can hit the Martian atmosphere and survive). The trajectories discussed are ones that I am confident Starship will survive." The paper describing the work has been published in the journal Scientific Reports. Read more of this story at Slashdot.
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  • Flying motorcycle zooms at 124 mph without touching the ground

    Tech Flying motorcycle zooms at 124 mph without touching the ground A jet-powered flying bike that combines speed, agility, and futuristic design
    Published
    June 1, 2025 6:00am EDT close Flying motorcycle zooms at 124 mph without touching the ground Soar above traffc in the air with ease. Imagine gliding through city traffic, not stuck in traffic jams on the road, but soaring above them in the air with ease. The Volonaut Airbike, a jet-powered flying bike developed by Polish entrepreneur Tomasz Patan, is turning this vision into reality. With a top speed of 124 mph and a frame that is seven times lighter than a typical motorcycle, this innovative vehicle could change the way we get around in cities, making travel faster and easier. Jet-powered flying bike Jet power and featherweight designUnlike many personal flying devices that depend on large, noisy propellers, the Volonaut Airbike uses a jet propulsion system. While the exact technical details have not been disclosed, the Airbike's design emphasizes extreme lightness and agility.CHINESE WEARABLE EVTOL JETPACK MAKES HISTORIC FIRST FLIGHTExtensive use of carbon fiber and 3D-printed parts allows the vehicle to weigh just 86 pounds without a rider. This is approximately seven times lighter than an average motorcycle, which typically weighs around 600 pounds. This featherweight construction makes the Airbike nimble and efficient in the air. Jet-powered flying bike Performance and featuresThe Volonaut Airbike can reach speeds of up to 124 miles per hour, making it faster than most motorcycles in traffic. It features a proprietary stabilization system enhanced by a flight computer, which automatically maintains hover and provides ease of control for the rider. This technology allows even those with limited flying experience to handle the bike safely and confidently. The Airbike's open, roofless design offers the rider an unobstructed 360-degree view, creating a sense of complete freedom and immersion in the flying experience. Additionally, the absence of spinning propellers means the Airbike can navigate through tight spaces with greater ease and safety. Jet-powered flying bike A real-life flying bike inspired by imaginationThe Volonaut Airbike's sleek, futuristic silhouette and compact size evoke the image of a flying motorcycle that many have dreamed about for years. Its design and performance bring to life a concept often seen in movies and stories about the future of transportation. Volonaut's promotional videos even feature a rider dressed as a Stormtrooper, highlighting the bike's resemblance to the flying vehicles of popular culture. This playful nod underscores the Airbike's blend of cutting-edge technology and imaginative design. Jet-powered flying bike Meet the inventor: Tomasz PatanTomasz Patan is a visionary engineer with a talent for creating groundbreaking airborne vehicles. He is best known for the Jetson One, a quad-rotor electric vertical take-off and landingdrone that can carry a human pilot. Building on the success of that project, Patan has now introduced the Volonaut Airbike, a smaller, more agile flying machine that relies on jet propulsion rather than propellers. His work continues to push the boundaries of what personal flight can achieve. Jet-powered flying bike What about the cost?When it comes to price, the Volonaut Airbike is still something of a mystery. Patan has not yet revealed an official cost, but if you look at his previous project, the Jetson One drone, which was priced at around you can get a rough idea of where the Airbike might land. Given the advanced materials, jet propulsion and sophisticated flight computer involved, it's safe to assume this won't be a budget-friendly ride. However, as with most new technologies, prices often come down over time as production scales up and designs are refined. So, while it might start out as a high-end gadget for early adopters and enthusiasts, there's hope that flying bikes like this could become more accessible in the years ahead.WHAT IS ARTIFICIAL INTELLIGENCE? Jet-powered flying bike What lies ahead for the Volonaut Airbike?Although the Volonaut Airbike has already been demonstrated in flight, many details remain undisclosed. Patan has not yet revealed the exact propulsion technology, pricing or release date, but he has expressed optimism the Airbike will be available to the public in the near future. As development continues, this flying motorcycle could soon become a practical option for urban commuters seeking a faster, more flexible way to travel. Jet-powered flying bike Kurt's key takeawaysHonestly, the Volonaut Airbike feels like something we've all dreamed about but never thought we'd actually see. It's exciting to watch this blend of bold engineering and creative design come to life, making personal flight more real than ever before. Sure, it might be a bit pricey at first, but who knows? Maybe in a few years, zipping through the skies on a flying bike will be just as normal as hopping on a motorcycle today.CLICK HERE TO GET THE FOX NEWS APPWould you feel comfortable trading your motorcycle for a flying bike that soars above city traffic? Let us know by writing us at Cyberguy.com/ContactFor more of my tech tips and security alerts, subscribe to my free CyberGuy Report Newsletter by heading to Cyberguy.com/Newsletter Ask Kurt a question or let us know what stories you'd like us to coverFollow Kurt on his social channelsAnswers to the most asked CyberGuy questions:New from Kurt:Copyright 2025 CyberGuy.com.  All rights reserved.   Kurt "CyberGuy" Knutsson is an award-winning tech journalist who has a deep love of technology, gear and gadgets that make life better with his contributions for Fox News & FOX Business beginning mornings on "FOX & Friends." Got a tech question? Get Kurt’s free CyberGuy Newsletter, share your voice, a story idea or comment at CyberGuy.com.
    #flying #motorcycle #zooms #mph #without
    Flying motorcycle zooms at 124 mph without touching the ground
    Tech Flying motorcycle zooms at 124 mph without touching the ground A jet-powered flying bike that combines speed, agility, and futuristic design Published June 1, 2025 6:00am EDT close Flying motorcycle zooms at 124 mph without touching the ground Soar above traffc in the air with ease. Imagine gliding through city traffic, not stuck in traffic jams on the road, but soaring above them in the air with ease. The Volonaut Airbike, a jet-powered flying bike developed by Polish entrepreneur Tomasz Patan, is turning this vision into reality. With a top speed of 124 mph and a frame that is seven times lighter than a typical motorcycle, this innovative vehicle could change the way we get around in cities, making travel faster and easier. Jet-powered flying bike Jet power and featherweight designUnlike many personal flying devices that depend on large, noisy propellers, the Volonaut Airbike uses a jet propulsion system. While the exact technical details have not been disclosed, the Airbike's design emphasizes extreme lightness and agility.CHINESE WEARABLE EVTOL JETPACK MAKES HISTORIC FIRST FLIGHTExtensive use of carbon fiber and 3D-printed parts allows the vehicle to weigh just 86 pounds without a rider. This is approximately seven times lighter than an average motorcycle, which typically weighs around 600 pounds. This featherweight construction makes the Airbike nimble and efficient in the air. Jet-powered flying bike Performance and featuresThe Volonaut Airbike can reach speeds of up to 124 miles per hour, making it faster than most motorcycles in traffic. It features a proprietary stabilization system enhanced by a flight computer, which automatically maintains hover and provides ease of control for the rider. This technology allows even those with limited flying experience to handle the bike safely and confidently. The Airbike's open, roofless design offers the rider an unobstructed 360-degree view, creating a sense of complete freedom and immersion in the flying experience. Additionally, the absence of spinning propellers means the Airbike can navigate through tight spaces with greater ease and safety. Jet-powered flying bike A real-life flying bike inspired by imaginationThe Volonaut Airbike's sleek, futuristic silhouette and compact size evoke the image of a flying motorcycle that many have dreamed about for years. Its design and performance bring to life a concept often seen in movies and stories about the future of transportation. Volonaut's promotional videos even feature a rider dressed as a Stormtrooper, highlighting the bike's resemblance to the flying vehicles of popular culture. This playful nod underscores the Airbike's blend of cutting-edge technology and imaginative design. Jet-powered flying bike Meet the inventor: Tomasz PatanTomasz Patan is a visionary engineer with a talent for creating groundbreaking airborne vehicles. He is best known for the Jetson One, a quad-rotor electric vertical take-off and landingdrone that can carry a human pilot. Building on the success of that project, Patan has now introduced the Volonaut Airbike, a smaller, more agile flying machine that relies on jet propulsion rather than propellers. His work continues to push the boundaries of what personal flight can achieve. Jet-powered flying bike What about the cost?When it comes to price, the Volonaut Airbike is still something of a mystery. Patan has not yet revealed an official cost, but if you look at his previous project, the Jetson One drone, which was priced at around you can get a rough idea of where the Airbike might land. Given the advanced materials, jet propulsion and sophisticated flight computer involved, it's safe to assume this won't be a budget-friendly ride. However, as with most new technologies, prices often come down over time as production scales up and designs are refined. So, while it might start out as a high-end gadget for early adopters and enthusiasts, there's hope that flying bikes like this could become more accessible in the years ahead.WHAT IS ARTIFICIAL INTELLIGENCE? Jet-powered flying bike What lies ahead for the Volonaut Airbike?Although the Volonaut Airbike has already been demonstrated in flight, many details remain undisclosed. Patan has not yet revealed the exact propulsion technology, pricing or release date, but he has expressed optimism the Airbike will be available to the public in the near future. As development continues, this flying motorcycle could soon become a practical option for urban commuters seeking a faster, more flexible way to travel. Jet-powered flying bike Kurt's key takeawaysHonestly, the Volonaut Airbike feels like something we've all dreamed about but never thought we'd actually see. It's exciting to watch this blend of bold engineering and creative design come to life, making personal flight more real than ever before. Sure, it might be a bit pricey at first, but who knows? Maybe in a few years, zipping through the skies on a flying bike will be just as normal as hopping on a motorcycle today.CLICK HERE TO GET THE FOX NEWS APPWould you feel comfortable trading your motorcycle for a flying bike that soars above city traffic? Let us know by writing us at Cyberguy.com/ContactFor more of my tech tips and security alerts, subscribe to my free CyberGuy Report Newsletter by heading to Cyberguy.com/Newsletter Ask Kurt a question or let us know what stories you'd like us to coverFollow Kurt on his social channelsAnswers to the most asked CyberGuy questions:New from Kurt:Copyright 2025 CyberGuy.com.  All rights reserved.   Kurt "CyberGuy" Knutsson is an award-winning tech journalist who has a deep love of technology, gear and gadgets that make life better with his contributions for Fox News & FOX Business beginning mornings on "FOX & Friends." Got a tech question? Get Kurt’s free CyberGuy Newsletter, share your voice, a story idea or comment at CyberGuy.com. #flying #motorcycle #zooms #mph #without
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    Flying motorcycle zooms at 124 mph without touching the ground
    Tech Flying motorcycle zooms at 124 mph without touching the ground A jet-powered flying bike that combines speed, agility, and futuristic design Published June 1, 2025 6:00am EDT close Flying motorcycle zooms at 124 mph without touching the ground Soar above traffc in the air with ease. Imagine gliding through city traffic, not stuck in traffic jams on the road, but soaring above them in the air with ease. The Volonaut Airbike, a jet-powered flying bike developed by Polish entrepreneur Tomasz Patan, is turning this vision into reality. With a top speed of 124 mph and a frame that is seven times lighter than a typical motorcycle, this innovative vehicle could change the way we get around in cities, making travel faster and easier. Jet-powered flying bike  (Volonaut)Jet power and featherweight designUnlike many personal flying devices that depend on large, noisy propellers, the Volonaut Airbike uses a jet propulsion system. While the exact technical details have not been disclosed, the Airbike's design emphasizes extreme lightness and agility.CHINESE WEARABLE EVTOL JETPACK MAKES HISTORIC FIRST FLIGHTExtensive use of carbon fiber and 3D-printed parts allows the vehicle to weigh just 86 pounds without a rider. This is approximately seven times lighter than an average motorcycle, which typically weighs around 600 pounds. This featherweight construction makes the Airbike nimble and efficient in the air. Jet-powered flying bike  (Volonaut)Performance and featuresThe Volonaut Airbike can reach speeds of up to 124 miles per hour, making it faster than most motorcycles in traffic. It features a proprietary stabilization system enhanced by a flight computer, which automatically maintains hover and provides ease of control for the rider. This technology allows even those with limited flying experience to handle the bike safely and confidently. The Airbike's open, roofless design offers the rider an unobstructed 360-degree view, creating a sense of complete freedom and immersion in the flying experience. Additionally, the absence of spinning propellers means the Airbike can navigate through tight spaces with greater ease and safety. Jet-powered flying bike  (Volonaut)A real-life flying bike inspired by imaginationThe Volonaut Airbike's sleek, futuristic silhouette and compact size evoke the image of a flying motorcycle that many have dreamed about for years. Its design and performance bring to life a concept often seen in movies and stories about the future of transportation. Volonaut's promotional videos even feature a rider dressed as a Stormtrooper, highlighting the bike's resemblance to the flying vehicles of popular culture. This playful nod underscores the Airbike's blend of cutting-edge technology and imaginative design. Jet-powered flying bike  (Volonaut)Meet the inventor: Tomasz PatanTomasz Patan is a visionary engineer with a talent for creating groundbreaking airborne vehicles. He is best known for the Jetson One, a quad-rotor electric vertical take-off and landing (eVTOL) drone that can carry a human pilot. Building on the success of that project, Patan has now introduced the Volonaut Airbike, a smaller, more agile flying machine that relies on jet propulsion rather than propellers. His work continues to push the boundaries of what personal flight can achieve. Jet-powered flying bike  (Volonaut)What about the cost?When it comes to price, the Volonaut Airbike is still something of a mystery. Patan has not yet revealed an official cost, but if you look at his previous project, the Jetson One drone, which was priced at around $92,000, you can get a rough idea of where the Airbike might land. Given the advanced materials, jet propulsion and sophisticated flight computer involved, it's safe to assume this won't be a budget-friendly ride. However, as with most new technologies, prices often come down over time as production scales up and designs are refined. So, while it might start out as a high-end gadget for early adopters and enthusiasts, there's hope that flying bikes like this could become more accessible in the years ahead.WHAT IS ARTIFICIAL INTELLIGENCE (AI)? Jet-powered flying bike  (Volonaut)What lies ahead for the Volonaut Airbike?Although the Volonaut Airbike has already been demonstrated in flight, many details remain undisclosed. Patan has not yet revealed the exact propulsion technology, pricing or release date, but he has expressed optimism the Airbike will be available to the public in the near future. As development continues, this flying motorcycle could soon become a practical option for urban commuters seeking a faster, more flexible way to travel. Jet-powered flying bike  (Volonaut)Kurt's key takeawaysHonestly, the Volonaut Airbike feels like something we've all dreamed about but never thought we'd actually see. It's exciting to watch this blend of bold engineering and creative design come to life, making personal flight more real than ever before. Sure, it might be a bit pricey at first, but who knows? Maybe in a few years, zipping through the skies on a flying bike will be just as normal as hopping on a motorcycle today.CLICK HERE TO GET THE FOX NEWS APPWould you feel comfortable trading your motorcycle for a flying bike that soars above city traffic? Let us know by writing us at Cyberguy.com/ContactFor more of my tech tips and security alerts, subscribe to my free CyberGuy Report Newsletter by heading to Cyberguy.com/Newsletter Ask Kurt a question or let us know what stories you'd like us to coverFollow Kurt on his social channelsAnswers to the most asked CyberGuy questions:New from Kurt:Copyright 2025 CyberGuy.com.  All rights reserved.   Kurt "CyberGuy" Knutsson is an award-winning tech journalist who has a deep love of technology, gear and gadgets that make life better with his contributions for Fox News & FOX Business beginning mornings on "FOX & Friends." Got a tech question? Get Kurt’s free CyberGuy Newsletter, share your voice, a story idea or comment at CyberGuy.com.
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  • What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red

    What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red
    "We learned a lot of lessons down the road."

    Image credit: CD Projekt Red

    Feature

    by Robert Purchese
    Associate Editor

    Published on May 31, 2025

    Do you remember what you were doing when The Witcher 3: Wild Hunt was released? It came out on 19th May 2015. I remember because I was inside CD Projekt Red at the time, trying to capture the moment for you - a moment I'm unlikely to replicate there or anywhere else. I recall sitting in the studio's canteen in the small hours of the morning, after a midnight launch event in a mall in Warsaw, chewing on a piece of cold pizza and wondering out loud what would come next for the studio, because at the time, who could know? One era was ending and another was about to begin. Would it bring the fame and fortune CD Projekt Red desired?
    Today, more than 60 million sales of The Witcher 3 later, we know the answer is yes. The Witcher 3 became a role-playing classic. It delivered one of the most touchable medieval worlds we've explored, a rough place of craggy rocks and craggier faces, of wonky morales and grim realities, of mud and dirtiness. And monsters, though not all were monstrous to look at. It was a world of grey, of superstition and folklore, and in it stood we, a legendary monster hunter, facing seemingly impossible odds. The Witcher 3 took fantasy seriously.
    But the decade since the game's release has been turbulent for CD Projekt Red. The studio launched its big new sci-fi series in 2020 with Cyberpunk 2077, and though the game has now sold more than 30 million copies, making it monetarily a success, it had a nightmarish launch. The PS4 version had to be removed from sale. It brought enormous pressure, growing pains and intense scrutiny to the studio, and CD Projekt Red would spend a further three years patching and updating - and eventually releasing an expansion - before public opinion would mostly turn around.
    Today the studio returns to safer ground, back to The Witcher world with the new game The Witcher 4, and as we look forward to it we should also look back, to the game that catapulted the studio to fame, and see what has been learnt.

    The Witcher 3 is at version 4.04 today, a number that represents an enormously long period of post-release support.Watch on YouTube
    It all began with naivety, as perhaps any ambitious project should. It's easy to forget that 14 years ago, when The Witcher 3 was being conceived, CD Projekt Red had never made an open-world game before. The Witcher 1 and The Witcher 2 were linear in their approaches. It's also easy to forget that the people making the game were 14 years younger and less experienced. Back then, this was the studio's chance at recognition, so it aimed high in order to be seen. "The Witcher 3 was supposed to be this game that will end all other games," Marcin Blacha, the lead writer of the game, tells me. Simply make an open-world game that's also a story-driven game and release it on all platforms at the same time. How hard could it be?
    "When I'm thinking about our state of mind back in those days, the only word that comes to my mind is enthusiastic," Blacha says. "It was fantastic because we were so enthusiastic that we were full of courage. We were trying to experiment with stuff and we were not afraid. We were convinced that when we work with passion and love, it will pay off eventually."
    Every project has to begin somewhere and for Blacha, the person tasked with imagining the story, The Witcher 3 could only begin with Ciri, the daughter-of-sorts to The Witcher's central monster hunter character Geralt. As Blacha says, "The most important thing about Geralt and the most important thing about the books is the relationship between Geralt, Ciri and Yennefer. I already did two games with no sign of Ciri, no sign of Yennefer, and then we finally had a budget and proper time for pre-production, so for me, it was time to introduce both characters."
    It's a decision that would have major repercussions for the rest of The Witcher series at CD Projekt Red. Blacha didn't know it then, but Ciri would go on to become the protagonist of The Witcher 4. Had she not been the co-protagonist of The Witcher 3 - for you play as her in several sections during the game - who knows if things would have worked out the same way. It's an understandable progression as it is, though there is still some uncertainty among the audience about Ciri's starring role.
    But Ciri's inclusion came with complications, because the Ciri we see in the game is not the Ciri described in the books. That Ciri is much closer to the Ciri in the Netflix Witcher TV show, younger and more rebellious in a typical teenager way. She might be an important part of the fiction, then, but that doesn't mean she was especially well liked. "People were thinking that she's annoying," says Blacha, who grew up reading The Witcher books. CD Projekt Red, then, decided to make a Ciri of its own, aging her and making her more "flesh and bone", as Blacha puts it. He fondly recalls a moment in the game's development when reviewing the Ciri sections of the game, and saying aloud to studio director Adam Badowski how much he liked her. "I didn't know that she's going to be the protagonist of the next game," he says, "but I said to Adam Badowski, she's going to be very popular."
    Once Ciri had been earmarked for inclusion in The Witcher 3, the idea to have her pursued by the phantom-like force of the Wild Hunt - the members of which literally ride horses in the night sky, like Santa Claus' cursed reindeer - came shortly after. CD Projekt Red had introduced the Wild Hunt in The Witcher 2 so it made sense. The outline of the main story was then laid down as a one-page narrative treatment. Then it was expanded to a two-page treatment, a four page treatment, an eight page treatment and so on. At around 10 pages, it already had the White Orchard prologue, almost the entirety of the No Man's Land zone, and a hint of what would happen on Skellige and in Novigrad. When it was around 40 pages long, the quest design team was invited in.

    CD Projekt Red made their Ciri older than she is in the books. | Image credit: CD Projekt Red

    The quest design team's job is to turn a story into a game, and this was a newly created department for The Witcher 3, created because the old way of writers designing the quests wasn't working any more. "We were struggling a bit with making sure that every written story that we have prepared is also a story that we can play well," Paweł Sasko says. He joined CD Projekt Red to be a part of that quest design team.
    The quest design team carves up a narrative treatment, paragraph by paragraph, and expands those into playable questlines for the game. "It's basically something between game design and a movie scenario," Sasko says. There's no dialogue, just a description of what will happen, and even a one-paragraph prompt can balloon into a 20-30 page design. Among the paragraphs Sasko was given to adapt was a storyline in No Man's Land concerning a character known as the Bloody Baron.
    The Bloody Baron storyline is widely acclaimed and has become synonymous with everything Sasko and CD Projekt Red were trying to do with the game. It's a storyline that probes into mature themes like domestic abuse, fatherhood, and love and loss and grief. More importantly, it presents us with a flawed character and allows us time and space to perhaps change our opinion of them. It gives us layers many other games don't go anywhere near.
    When Sasko first encountered the storyline, there was only an outline. "It said that Geralt meets the Bloody Baron who asks Geralt to hunt a monster and look for his wife and daughter, and for that, he is going to share information about Ciri and tell Geralt where she went. That was pretty much it." And Sasko already knew a few things about what he wanted to do. He knew he wanted to show No Man's Land as a Slavic region bathed in superstitions and complex religious beliefs, one that had been ravaged by famine and war. He also knew the tone of the area was horror because this had been outlined by Blacha and the leaders of The Witcher 3 team.
    Says Blacha: "My opinion is that a successful Witcher game is a mix of everything, so you have a horror line, you have a romance, you have adventure, you have exploration. When we started to think about our hubs, we thought about them in terms of a show, so No Man's Land, the hub with the Bloody Baron, was horror; Skellige was supposed to be an adventure; and Novigrad was supposed to be a big city investigation."
    But there were key missing pieces then from the Bloody Baron sequence we know today. The botchling, for instance - the monstrous baby the quest revolves around. It didn't exist. It was an idea that came from Sasko after he read a Slavic bestiary. "Yes," he says, "the botchling idea came from me."

    The Bloody Baron. | Image credit: Eurogamer / CD Projekt Red

    He wanted the botchling to be the conduit through which more mature themes of the story could be approached - something overt to keep you busy while deeper themes sunk in. It's an approach Sasko says he pinched from Witcher author Andrzej Sapkowski, after deconstructing his work. "What he's doing is he's trying to find universal truths about human beings and struggles, but he doesn't tell those stories directly," Sasko says. "So for instance racism: he doesn't talk about that directly but he finds an interesting way how, in his world, he can package that and talk about it. I followed his method and mimicked it."
    This way the botchling becomes your focus in the quest, as the Baron carries it back to the manor house and you defend him from wraiths, but while you're doing that, you're also talking and learning more about who the Bloody Baron - who Phillip Strenger - is. "I wanted you to feel almost like you're in the shoes of that Bloody Baron," Sasko says. "Peregrination is this path in Christianity you go through when you want to remove your sins, and that's what this is meant to be. He's just trying to do it, and he's going through all of those things to do something good. And I wanted the player to start feeling like, 'Wow, maybe this dude is not so bad.'"
    It's a quest that leaves a big impression. An email was forwarded to Sasko after the game's release, written by a player who had lost their wife and child as the Baron once had. "And for him," he says, "that moment when Baron was carrying the child was almost like a catharsis, when he was trying so badly to walk that path. And the moment he managed to: he wrote in his letter that he broke down in tears."
    There's one other very significant moment in The Witcher 3 that Sasko had a large hand in, and it's the Battle of Kaer Morhern, where the 'goodies' - the witchers and the sorceresses, and Ciri - make a stand against the titular menace of the Wild Hunt. Sasko designed this section specifically to emotionally tenderise you, through a series of fast-paced and fraught battles, so that by the time the climactic moment came, you were aptly primed to receive it. The moment being Vesemir's death - the leader of the wolf school of witchers and father figure to Geralt. This, too, was Sasko's idea. "We needed to transition Ciri from being a hunted animal to becoming a hunter," he tells me, and the only event big enough and with enough inherent propulsion was Vesemir's death.

    Eredin, the leader of the Wild Hunt, breaks Vesemir's neck. | Image credit: Eurogamer / CD Projekt Red

    But for all of the successful moments in the game there are those that didn't work. To the team that made the game, and to the players, there are things that clearly stand out. Such as Geralt's witcher senses, which allow him to see scent trails and footsteps and clues in the world around him. Geralt's detective mode, in other words. Sasko laughs as he cringes about it now. "We've overdone the witcher senses so much, oh my god," he says. "At the time when we were starting this, we were like, 'We don't have it in the game; we have to use it to make you feel like a witcher.' But then at the end, especially in the expansions, we tried to decrease it so it doesn't feel so overloaded." He'd even turn it down by a further 10 to 20 per cent, he says.
    There were all of the question marks dotted across the map, luring us to places to find meagre hidden treasure rewards. "I think we all scratch our heads about what we were thinking when trying to build this," Sasko tells me. "I guess it just came from fear - from fear that the player will feel that the world is empty." This was the first time CD Projekt Red had really the player's hand go, remember, and not controlled where in the world you would be.
    Shallow gameplay is a criticism many people have, especially in the game's repetitive combat, and again, this is something Sasko and the team are well aware of. "We don't feel that the gameplay in Witcher 3 was deep enough," he says. "It was for the times okay, but nowadays when you play it, even though the story still holds really well, you can see that the gameplay is a bit rusty." Also, the cutscenes could have been paced better and had less exposition in them, and the game in general could have dumped fewer concepts on you at once. Cognitive overload, Sasko calls it. "In every second sentence you have a new concept introduced, a new country mentioned, a new politician..." It was too much.
    More broadly, he would also have liked the open-world to be more closely connected to the game's story, rather than be, mostly, a pretty backdrop. "It's like in the theatre when you have beautiful decorations at the back made of cardboard and paper, and not much happens to them except an actor pulls a rope and it starts to rain or something." he says. It's to do with how the main story influences the world and vice versa, and he thinks the studio can be better at it.

    Ciri and Geralt look at a coin purse in The Witcher 3. This is, coincidentally, the same tavern you begin the game in, with Vesemir, and the same tavern you meet Master Mirror in. | Image credit: Eurogamer / CD Projekt Red

    One conversation that surprises me, when looking back on The Witcher 3, is a conversation about popularity, because it's easy to forget now - with the intense scrutiny the studio seems always to be under - that when development began, not many people knew about CD Projekt Red. The combined sales of both Witcher games in 2013 were only 5 million. Poland knew about it - the Witcher fiction originated there and CD Projekt Red is Polish - and Germany knew about it, and some of the rest of Europe knew about it. But in North America, it was relatively unknown. That's a large part of the reason why the Xbox 360 version of The Witcher 2 was made at all, to begin knocking on that door. And The Witcher 3, CD Projekt Red hoped, would kick that door open. "We knew that we wanted to play in the major league," says Michał Platkow-Gilewski, vice president of communications and PR, stealing a quote from Cyberpunk character Jackie.
    That's why The Witcher 3 was revealed via a Game Informer cover story in early 2013, because that was deemed the way to do things there - the way to win US hearts, Platkow-Gilewski tells me. And it didn't take long for interest to swell. When Platkow-Gilewski joined CD Projekt Red to help launch the Xbox 360 version of The Witcher 2 in 2012, he was handing out flyers at Gamescom with company co-founder Michał Kicinski, just to fill presentations for the game. By the time The Witcher 3 was being shown at Gamescom, a few years later, queues were three to four hours long. People would wait all day to play. "We had to learn how to deal with popularity during the campaign," Platkow-Gilewski says.
    Those game shows were crucial for spreading the word about The Witcher 3 and seeing first-hand the impact the game was having on players and press. "Nothing can beat a good show where you meet with people who are there to see their favourite games just slightly before the rest of the world," he says. "They're investing their time, money, effort, and you feel this support, sometimes love, to the IP you're working on, and it boosts energy the way which you can't compare with anything else. These human to human interactions are unique." He says the studio's leader Adam Badowski would refer to these showings as fuel that would propel development for the next year or so, which is why CD Projekt Red always tried to gather as many developers as possible for them, to feel the energy.
    It was precisely these in-person events that Platkow-Gilewski says CD Projekt Red lacked in the lead up to Cyberpunk's launch, after Covid shut the world down. The company did what it could by pivoting to online events instead - the world-first playtest of Cyberpunk was done online via stream-play software called Parsec; I was a part of it - and talked to fans through trailers, but it was much harder to gauge feedback this way. "It's easy to just go with the flow and way harder to manage expectations," Platkow-Gilewski says, so expectations spiralled. "For me the biggest lesson learned is to always check reality versus expectations, and with Cyberpunk, it was really hard to control and we didn't know how to do it."
    It makes me wonder what the studio will do now with The Witcher 4, because the game show sector of the industry still hasn't bounced back, and I doubt - having seen the effect Covid has had on shows from the inside of an events company - whether it ever will. "Gamescom is growing," Platkow-Gilewski says somewhat optimistically. "Gamescom is back on track." But I don't know if it really is.

    Michał Platkow-Gilewski cites this moment as one of his favourite from the Witcher 3 journey. The crew were at the game show PAX in front of a huge live audience and the dialogue audio wouldn't play. Thankfully, they had Doug Cockle, the English language voice actor of Geralt, with them on the panel, so he live improvised the lines. Watch on YouTube
    Something else I'm surprised to hear from him is mention of The Witcher 3's rocky launch, because 10 years later - and in comparison to Cyberpunk's - that's not how I remember it. But Platkow-Gilewski remembers it differently. "When we released Witcher 3, the reception was not great," he says. "Reviews were amazing but there was, at least in my memories, no common consensus that this is a huge game which will maybe define some, to some extent, the genre."
    I do remember the strain on some faces around the studio at launch, though. I also remember a tense conversation about the perceived graphics downgrade in the game, where people unfavourably compared footage of Witcher 3 at launch, with footage from a marketing gameplay trailer released years before it. There were also a number of bugs in the game's code and its performance was unoptimised. "We knew things were far from being perfect," Platkow-Gilewski says. But the studio worked hard in the years after launch to patch and update the game - The Witcher 3 is now on version 4.04, which is extraordinary for a single-player game - and they released showcase expansions for it.
    Some of Marcin Blacha's favourite work is in those expansions, he tells me, especially the horror storylines of Hearts of Stone, many of which he wrote. That expansion's villain, Master Mirror, is also widely regarded as one of the best in the game, disguised as he is as a plain-looking and unassuming person who happens to have incredible and undefinable power. It's not until deep into the expansion you begin to uncover his devilish identity, and it's this subtle way of presenting a villain, and never over explaining his threat, that makes Master Mirror so memorable. He's gathered such a following that some people have concocted elaborate theories about him.
    Lead character artist Pawel Mielniczuk tells me about one theory whereby someone discovered you can see Master Mirror's face on many other background characters in the game, which you can, and that they believed it was a deliberate tactic used by CD Projekt Red to underline Master Mirror's devilish power. Remember, there was a neat trick with Master Mirror in that you had already met him at the beginning of The Witcher 3 base game, long before the expansion was ever developed, in a tavern in White Orchard. If CD Projekt Red could foreshadow him as far back as that, the theory went, then it could easily put his face on other characters in the game to achieve a similar 'did you see it?' effect.

    The real villain in the Hearts of Stone expansion, Gaunter O'Dimm. Better known to many as Master Mirror. There's a reason why he has such a plain-looking face... | Image credit: CD Projekt Red

    The truth is far more mundane. Other characters in the game do have Master Mirror's face, but only because his face is duplicated across the game in order to fill it out. CD Projekt Red didn't know when it made the original Witcher 3 game that this villager would turn into anyone special. There was a tentative plan but it was very tentative, so this villager got a very villager face. "We just got a request for a tertiary unimportant character," says Mileniczuk. "We had like 30-40 faces for the entire game so we just slapped a random face on him." He laughs. And by the time Hearts of Stone development came around, the face - the identity - had stuck.
    Expansions were an important part of cementing public opinion around The Witcher 3, then, as they were for cementing public opinion around Cyberpunk. They've become something of a golden bullet for the studio, a way to creatively unleash an already trained team and leave a much more positive memory in our heads.
    Exactly what went wrong with Cyberpunk and how CD Projekt Red set about correcting it is a whole other story Chris Tapsell told recently on the site, so I don't want to delve into specifics here. Suffice to say it was a hard time for the studio and many hard lessons had to be learned. "The pressure was huge," Platkow-Gilewski says, "because from underdogs we went to a company which will, for sure, deliver the best experience in the world."
    But while much of the rhetoric around Cyberpunk concerns the launch, there's a lot about the game itself that highlights how much progress the studio made, in terms of making open-world role-playing games. One of my favourite examples is how characters in Cyberpunk walk and talk rather than speak to you while rooted to the spot. It might seem like a small thing but it has a transformative and freeing effect on conversations, allowing the game to walk you places while you talk, and stage dialogue in a variety of cool ways. There's a lot to admire about the density of detail in the world, too, and in the greater variety of body shapes and diversity. Plus let's not forget, this is an actual open world rather than a segmented one as The Witcher 3 was. In many ways, the game was a huge step forward for the studio.
    Cyberpunk wasn't the only very notable thing to happen to the Witcher studio in those 10 years, either. During that time, The Witcher brand changed. Netflix piggybacked the game's popularity and developed a TV series starring Henry Cavill, and with it propelled The Witcher to the wider world.
    Curiously, CD Projekt Red wasn't invited to help, which was odd given executive producer Tomek Baginski was well known to CD Projekt Red, having directed the intro cinematics for all three Witcher video games. But beyond minor pieces of crossover content, no meaningful collaboration ever occurred. "We had no part in the shows," Pawel Mileniczuk says. "But it's Hollywood: different words. I know how hard it was for Tomek to get in there, to convince them to do the show, and then how limited influence is when the production house sits on something. It's many people, many decision makers, high stakes, big money. Nobody there was thinking about, Hey, let's talk to those dudes from Poland making games. It's a missed opportunity to me but what can I say?"

    The debut trailer for The Witcher 4.Watch on YouTube
    Nevertheless, the Netflix show had a surprisingly positive effect on the studio, with sales of The Witcher 3 spiking in 2019 and 2020 when the first season aired. "It was a really amazing year for us sales wise," Platkow-Gilewski says. This not only means more revenue for the studio but also wider understanding; more people are more familiar with The Witcher world now than ever before, which bodes very well for The Witcher 4. Not that it influenced or affected the studio's plans to return to that world, by the way. "We knew already that we wanted to come back to The Witcher," Platkow-Gilewski says. "Some knew that they wanted to tell a Ciri story while we were still working on Witcher 3."
    But, again, with popularity also comes pressure. "We'll have hopefully millions of people already hooked in from the get-go but with some expectations and visions and dreams which we have to, or may not be able to, fulfil," Platkow-Gilewski adds. You can already sense this pressure in comments threads about the new game. Many people already have their ideas about what a new Witcher game should be. The Witcher 4 might seem like a return to safer ground, then, but the relationship with the audience has changed in the intervening 10 years.
    "I think people are again with us," Platkow-Gilewski says. "There are some who are way more careful than they used to be; I don't see the hype train. We also learned how to talk about our game, what to show, when to show. But I think people believe again. Not everyone, and maybe it's slightly harder to talk with the whole internet. It's impossible now. It's way more polarised than it used to be. But I believe that we'll have something special for those who love The Witcher."
    Here we are a decade later, then, looking forward to another Witcher game by CD Projekt Red. But many things have changed. The studio has grown and shuffled people around and the roles of the people I speak to have changed. Marcin Blacha and Pawel Mielniczuk aren't working on The Witcher 4, but on new IP Project Hadar, in addition to their managerial responsibilities, and Pawel Sasko is full-time on Cyberpunk 2. It's only really Michał Platkow-Gilewski who'll do a similar job for The Witcher 4 as on The Witcher 3, although this time with dozens more people to help. But they will all still consult and they're confident in the abilities of The Witcher 4 team. "They really know what they're doing," says Sasko, "they are a very seasoned team."
    "We learned a lot of lessons down the road," Platkow-Gilewski says, in closing. "I started this interview saying that we had this bliss of ignorance; now we know more, but hopefully we can still be brave. Before, we were launching a rocket and figuring out how to land on the moon. Now, we know the dangers but we are way more experienced, so we'll find a way to navigate through these uncharted territories. We have a map already so hopefully it won't be such a hard trip."
    #what #worked #witcher #didn039t #looking
    What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red
    What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red "We learned a lot of lessons down the road." Image credit: CD Projekt Red Feature by Robert Purchese Associate Editor Published on May 31, 2025 Do you remember what you were doing when The Witcher 3: Wild Hunt was released? It came out on 19th May 2015. I remember because I was inside CD Projekt Red at the time, trying to capture the moment for you - a moment I'm unlikely to replicate there or anywhere else. I recall sitting in the studio's canteen in the small hours of the morning, after a midnight launch event in a mall in Warsaw, chewing on a piece of cold pizza and wondering out loud what would come next for the studio, because at the time, who could know? One era was ending and another was about to begin. Would it bring the fame and fortune CD Projekt Red desired? Today, more than 60 million sales of The Witcher 3 later, we know the answer is yes. The Witcher 3 became a role-playing classic. It delivered one of the most touchable medieval worlds we've explored, a rough place of craggy rocks and craggier faces, of wonky morales and grim realities, of mud and dirtiness. And monsters, though not all were monstrous to look at. It was a world of grey, of superstition and folklore, and in it stood we, a legendary monster hunter, facing seemingly impossible odds. The Witcher 3 took fantasy seriously. But the decade since the game's release has been turbulent for CD Projekt Red. The studio launched its big new sci-fi series in 2020 with Cyberpunk 2077, and though the game has now sold more than 30 million copies, making it monetarily a success, it had a nightmarish launch. The PS4 version had to be removed from sale. It brought enormous pressure, growing pains and intense scrutiny to the studio, and CD Projekt Red would spend a further three years patching and updating - and eventually releasing an expansion - before public opinion would mostly turn around. Today the studio returns to safer ground, back to The Witcher world with the new game The Witcher 4, and as we look forward to it we should also look back, to the game that catapulted the studio to fame, and see what has been learnt. The Witcher 3 is at version 4.04 today, a number that represents an enormously long period of post-release support.Watch on YouTube It all began with naivety, as perhaps any ambitious project should. It's easy to forget that 14 years ago, when The Witcher 3 was being conceived, CD Projekt Red had never made an open-world game before. The Witcher 1 and The Witcher 2 were linear in their approaches. It's also easy to forget that the people making the game were 14 years younger and less experienced. Back then, this was the studio's chance at recognition, so it aimed high in order to be seen. "The Witcher 3 was supposed to be this game that will end all other games," Marcin Blacha, the lead writer of the game, tells me. Simply make an open-world game that's also a story-driven game and release it on all platforms at the same time. How hard could it be? "When I'm thinking about our state of mind back in those days, the only word that comes to my mind is enthusiastic," Blacha says. "It was fantastic because we were so enthusiastic that we were full of courage. We were trying to experiment with stuff and we were not afraid. We were convinced that when we work with passion and love, it will pay off eventually." Every project has to begin somewhere and for Blacha, the person tasked with imagining the story, The Witcher 3 could only begin with Ciri, the daughter-of-sorts to The Witcher's central monster hunter character Geralt. As Blacha says, "The most important thing about Geralt and the most important thing about the books is the relationship between Geralt, Ciri and Yennefer. I already did two games with no sign of Ciri, no sign of Yennefer, and then we finally had a budget and proper time for pre-production, so for me, it was time to introduce both characters." It's a decision that would have major repercussions for the rest of The Witcher series at CD Projekt Red. Blacha didn't know it then, but Ciri would go on to become the protagonist of The Witcher 4. Had she not been the co-protagonist of The Witcher 3 - for you play as her in several sections during the game - who knows if things would have worked out the same way. It's an understandable progression as it is, though there is still some uncertainty among the audience about Ciri's starring role. But Ciri's inclusion came with complications, because the Ciri we see in the game is not the Ciri described in the books. That Ciri is much closer to the Ciri in the Netflix Witcher TV show, younger and more rebellious in a typical teenager way. She might be an important part of the fiction, then, but that doesn't mean she was especially well liked. "People were thinking that she's annoying," says Blacha, who grew up reading The Witcher books. CD Projekt Red, then, decided to make a Ciri of its own, aging her and making her more "flesh and bone", as Blacha puts it. He fondly recalls a moment in the game's development when reviewing the Ciri sections of the game, and saying aloud to studio director Adam Badowski how much he liked her. "I didn't know that she's going to be the protagonist of the next game," he says, "but I said to Adam Badowski, she's going to be very popular." Once Ciri had been earmarked for inclusion in The Witcher 3, the idea to have her pursued by the phantom-like force of the Wild Hunt - the members of which literally ride horses in the night sky, like Santa Claus' cursed reindeer - came shortly after. CD Projekt Red had introduced the Wild Hunt in The Witcher 2 so it made sense. The outline of the main story was then laid down as a one-page narrative treatment. Then it was expanded to a two-page treatment, a four page treatment, an eight page treatment and so on. At around 10 pages, it already had the White Orchard prologue, almost the entirety of the No Man's Land zone, and a hint of what would happen on Skellige and in Novigrad. When it was around 40 pages long, the quest design team was invited in. CD Projekt Red made their Ciri older than she is in the books. | Image credit: CD Projekt Red The quest design team's job is to turn a story into a game, and this was a newly created department for The Witcher 3, created because the old way of writers designing the quests wasn't working any more. "We were struggling a bit with making sure that every written story that we have prepared is also a story that we can play well," Paweł Sasko says. He joined CD Projekt Red to be a part of that quest design team. The quest design team carves up a narrative treatment, paragraph by paragraph, and expands those into playable questlines for the game. "It's basically something between game design and a movie scenario," Sasko says. There's no dialogue, just a description of what will happen, and even a one-paragraph prompt can balloon into a 20-30 page design. Among the paragraphs Sasko was given to adapt was a storyline in No Man's Land concerning a character known as the Bloody Baron. The Bloody Baron storyline is widely acclaimed and has become synonymous with everything Sasko and CD Projekt Red were trying to do with the game. It's a storyline that probes into mature themes like domestic abuse, fatherhood, and love and loss and grief. More importantly, it presents us with a flawed character and allows us time and space to perhaps change our opinion of them. It gives us layers many other games don't go anywhere near. When Sasko first encountered the storyline, there was only an outline. "It said that Geralt meets the Bloody Baron who asks Geralt to hunt a monster and look for his wife and daughter, and for that, he is going to share information about Ciri and tell Geralt where she went. That was pretty much it." And Sasko already knew a few things about what he wanted to do. He knew he wanted to show No Man's Land as a Slavic region bathed in superstitions and complex religious beliefs, one that had been ravaged by famine and war. He also knew the tone of the area was horror because this had been outlined by Blacha and the leaders of The Witcher 3 team. Says Blacha: "My opinion is that a successful Witcher game is a mix of everything, so you have a horror line, you have a romance, you have adventure, you have exploration. When we started to think about our hubs, we thought about them in terms of a show, so No Man's Land, the hub with the Bloody Baron, was horror; Skellige was supposed to be an adventure; and Novigrad was supposed to be a big city investigation." But there were key missing pieces then from the Bloody Baron sequence we know today. The botchling, for instance - the monstrous baby the quest revolves around. It didn't exist. It was an idea that came from Sasko after he read a Slavic bestiary. "Yes," he says, "the botchling idea came from me." The Bloody Baron. | Image credit: Eurogamer / CD Projekt Red He wanted the botchling to be the conduit through which more mature themes of the story could be approached - something overt to keep you busy while deeper themes sunk in. It's an approach Sasko says he pinched from Witcher author Andrzej Sapkowski, after deconstructing his work. "What he's doing is he's trying to find universal truths about human beings and struggles, but he doesn't tell those stories directly," Sasko says. "So for instance racism: he doesn't talk about that directly but he finds an interesting way how, in his world, he can package that and talk about it. I followed his method and mimicked it." This way the botchling becomes your focus in the quest, as the Baron carries it back to the manor house and you defend him from wraiths, but while you're doing that, you're also talking and learning more about who the Bloody Baron - who Phillip Strenger - is. "I wanted you to feel almost like you're in the shoes of that Bloody Baron," Sasko says. "Peregrination is this path in Christianity you go through when you want to remove your sins, and that's what this is meant to be. He's just trying to do it, and he's going through all of those things to do something good. And I wanted the player to start feeling like, 'Wow, maybe this dude is not so bad.'" It's a quest that leaves a big impression. An email was forwarded to Sasko after the game's release, written by a player who had lost their wife and child as the Baron once had. "And for him," he says, "that moment when Baron was carrying the child was almost like a catharsis, when he was trying so badly to walk that path. And the moment he managed to: he wrote in his letter that he broke down in tears." There's one other very significant moment in The Witcher 3 that Sasko had a large hand in, and it's the Battle of Kaer Morhern, where the 'goodies' - the witchers and the sorceresses, and Ciri - make a stand against the titular menace of the Wild Hunt. Sasko designed this section specifically to emotionally tenderise you, through a series of fast-paced and fraught battles, so that by the time the climactic moment came, you were aptly primed to receive it. The moment being Vesemir's death - the leader of the wolf school of witchers and father figure to Geralt. This, too, was Sasko's idea. "We needed to transition Ciri from being a hunted animal to becoming a hunter," he tells me, and the only event big enough and with enough inherent propulsion was Vesemir's death. Eredin, the leader of the Wild Hunt, breaks Vesemir's neck. | Image credit: Eurogamer / CD Projekt Red But for all of the successful moments in the game there are those that didn't work. To the team that made the game, and to the players, there are things that clearly stand out. Such as Geralt's witcher senses, which allow him to see scent trails and footsteps and clues in the world around him. Geralt's detective mode, in other words. Sasko laughs as he cringes about it now. "We've overdone the witcher senses so much, oh my god," he says. "At the time when we were starting this, we were like, 'We don't have it in the game; we have to use it to make you feel like a witcher.' But then at the end, especially in the expansions, we tried to decrease it so it doesn't feel so overloaded." He'd even turn it down by a further 10 to 20 per cent, he says. There were all of the question marks dotted across the map, luring us to places to find meagre hidden treasure rewards. "I think we all scratch our heads about what we were thinking when trying to build this," Sasko tells me. "I guess it just came from fear - from fear that the player will feel that the world is empty." This was the first time CD Projekt Red had really the player's hand go, remember, and not controlled where in the world you would be. Shallow gameplay is a criticism many people have, especially in the game's repetitive combat, and again, this is something Sasko and the team are well aware of. "We don't feel that the gameplay in Witcher 3 was deep enough," he says. "It was for the times okay, but nowadays when you play it, even though the story still holds really well, you can see that the gameplay is a bit rusty." Also, the cutscenes could have been paced better and had less exposition in them, and the game in general could have dumped fewer concepts on you at once. Cognitive overload, Sasko calls it. "In every second sentence you have a new concept introduced, a new country mentioned, a new politician..." It was too much. More broadly, he would also have liked the open-world to be more closely connected to the game's story, rather than be, mostly, a pretty backdrop. "It's like in the theatre when you have beautiful decorations at the back made of cardboard and paper, and not much happens to them except an actor pulls a rope and it starts to rain or something." he says. It's to do with how the main story influences the world and vice versa, and he thinks the studio can be better at it. Ciri and Geralt look at a coin purse in The Witcher 3. This is, coincidentally, the same tavern you begin the game in, with Vesemir, and the same tavern you meet Master Mirror in. | Image credit: Eurogamer / CD Projekt Red One conversation that surprises me, when looking back on The Witcher 3, is a conversation about popularity, because it's easy to forget now - with the intense scrutiny the studio seems always to be under - that when development began, not many people knew about CD Projekt Red. The combined sales of both Witcher games in 2013 were only 5 million. Poland knew about it - the Witcher fiction originated there and CD Projekt Red is Polish - and Germany knew about it, and some of the rest of Europe knew about it. But in North America, it was relatively unknown. That's a large part of the reason why the Xbox 360 version of The Witcher 2 was made at all, to begin knocking on that door. And The Witcher 3, CD Projekt Red hoped, would kick that door open. "We knew that we wanted to play in the major league," says Michał Platkow-Gilewski, vice president of communications and PR, stealing a quote from Cyberpunk character Jackie. That's why The Witcher 3 was revealed via a Game Informer cover story in early 2013, because that was deemed the way to do things there - the way to win US hearts, Platkow-Gilewski tells me. And it didn't take long for interest to swell. When Platkow-Gilewski joined CD Projekt Red to help launch the Xbox 360 version of The Witcher 2 in 2012, he was handing out flyers at Gamescom with company co-founder Michał Kicinski, just to fill presentations for the game. By the time The Witcher 3 was being shown at Gamescom, a few years later, queues were three to four hours long. People would wait all day to play. "We had to learn how to deal with popularity during the campaign," Platkow-Gilewski says. Those game shows were crucial for spreading the word about The Witcher 3 and seeing first-hand the impact the game was having on players and press. "Nothing can beat a good show where you meet with people who are there to see their favourite games just slightly before the rest of the world," he says. "They're investing their time, money, effort, and you feel this support, sometimes love, to the IP you're working on, and it boosts energy the way which you can't compare with anything else. These human to human interactions are unique." He says the studio's leader Adam Badowski would refer to these showings as fuel that would propel development for the next year or so, which is why CD Projekt Red always tried to gather as many developers as possible for them, to feel the energy. It was precisely these in-person events that Platkow-Gilewski says CD Projekt Red lacked in the lead up to Cyberpunk's launch, after Covid shut the world down. The company did what it could by pivoting to online events instead - the world-first playtest of Cyberpunk was done online via stream-play software called Parsec; I was a part of it - and talked to fans through trailers, but it was much harder to gauge feedback this way. "It's easy to just go with the flow and way harder to manage expectations," Platkow-Gilewski says, so expectations spiralled. "For me the biggest lesson learned is to always check reality versus expectations, and with Cyberpunk, it was really hard to control and we didn't know how to do it." It makes me wonder what the studio will do now with The Witcher 4, because the game show sector of the industry still hasn't bounced back, and I doubt - having seen the effect Covid has had on shows from the inside of an events company - whether it ever will. "Gamescom is growing," Platkow-Gilewski says somewhat optimistically. "Gamescom is back on track." But I don't know if it really is. Michał Platkow-Gilewski cites this moment as one of his favourite from the Witcher 3 journey. The crew were at the game show PAX in front of a huge live audience and the dialogue audio wouldn't play. Thankfully, they had Doug Cockle, the English language voice actor of Geralt, with them on the panel, so he live improvised the lines. Watch on YouTube Something else I'm surprised to hear from him is mention of The Witcher 3's rocky launch, because 10 years later - and in comparison to Cyberpunk's - that's not how I remember it. But Platkow-Gilewski remembers it differently. "When we released Witcher 3, the reception was not great," he says. "Reviews were amazing but there was, at least in my memories, no common consensus that this is a huge game which will maybe define some, to some extent, the genre." I do remember the strain on some faces around the studio at launch, though. I also remember a tense conversation about the perceived graphics downgrade in the game, where people unfavourably compared footage of Witcher 3 at launch, with footage from a marketing gameplay trailer released years before it. There were also a number of bugs in the game's code and its performance was unoptimised. "We knew things were far from being perfect," Platkow-Gilewski says. But the studio worked hard in the years after launch to patch and update the game - The Witcher 3 is now on version 4.04, which is extraordinary for a single-player game - and they released showcase expansions for it. Some of Marcin Blacha's favourite work is in those expansions, he tells me, especially the horror storylines of Hearts of Stone, many of which he wrote. That expansion's villain, Master Mirror, is also widely regarded as one of the best in the game, disguised as he is as a plain-looking and unassuming person who happens to have incredible and undefinable power. It's not until deep into the expansion you begin to uncover his devilish identity, and it's this subtle way of presenting a villain, and never over explaining his threat, that makes Master Mirror so memorable. He's gathered such a following that some people have concocted elaborate theories about him. Lead character artist Pawel Mielniczuk tells me about one theory whereby someone discovered you can see Master Mirror's face on many other background characters in the game, which you can, and that they believed it was a deliberate tactic used by CD Projekt Red to underline Master Mirror's devilish power. Remember, there was a neat trick with Master Mirror in that you had already met him at the beginning of The Witcher 3 base game, long before the expansion was ever developed, in a tavern in White Orchard. If CD Projekt Red could foreshadow him as far back as that, the theory went, then it could easily put his face on other characters in the game to achieve a similar 'did you see it?' effect. The real villain in the Hearts of Stone expansion, Gaunter O'Dimm. Better known to many as Master Mirror. There's a reason why he has such a plain-looking face... | Image credit: CD Projekt Red The truth is far more mundane. Other characters in the game do have Master Mirror's face, but only because his face is duplicated across the game in order to fill it out. CD Projekt Red didn't know when it made the original Witcher 3 game that this villager would turn into anyone special. There was a tentative plan but it was very tentative, so this villager got a very villager face. "We just got a request for a tertiary unimportant character," says Mileniczuk. "We had like 30-40 faces for the entire game so we just slapped a random face on him." He laughs. And by the time Hearts of Stone development came around, the face - the identity - had stuck. Expansions were an important part of cementing public opinion around The Witcher 3, then, as they were for cementing public opinion around Cyberpunk. They've become something of a golden bullet for the studio, a way to creatively unleash an already trained team and leave a much more positive memory in our heads. Exactly what went wrong with Cyberpunk and how CD Projekt Red set about correcting it is a whole other story Chris Tapsell told recently on the site, so I don't want to delve into specifics here. Suffice to say it was a hard time for the studio and many hard lessons had to be learned. "The pressure was huge," Platkow-Gilewski says, "because from underdogs we went to a company which will, for sure, deliver the best experience in the world." But while much of the rhetoric around Cyberpunk concerns the launch, there's a lot about the game itself that highlights how much progress the studio made, in terms of making open-world role-playing games. One of my favourite examples is how characters in Cyberpunk walk and talk rather than speak to you while rooted to the spot. It might seem like a small thing but it has a transformative and freeing effect on conversations, allowing the game to walk you places while you talk, and stage dialogue in a variety of cool ways. There's a lot to admire about the density of detail in the world, too, and in the greater variety of body shapes and diversity. Plus let's not forget, this is an actual open world rather than a segmented one as The Witcher 3 was. In many ways, the game was a huge step forward for the studio. Cyberpunk wasn't the only very notable thing to happen to the Witcher studio in those 10 years, either. During that time, The Witcher brand changed. Netflix piggybacked the game's popularity and developed a TV series starring Henry Cavill, and with it propelled The Witcher to the wider world. Curiously, CD Projekt Red wasn't invited to help, which was odd given executive producer Tomek Baginski was well known to CD Projekt Red, having directed the intro cinematics for all three Witcher video games. But beyond minor pieces of crossover content, no meaningful collaboration ever occurred. "We had no part in the shows," Pawel Mileniczuk says. "But it's Hollywood: different words. I know how hard it was for Tomek to get in there, to convince them to do the show, and then how limited influence is when the production house sits on something. It's many people, many decision makers, high stakes, big money. Nobody there was thinking about, Hey, let's talk to those dudes from Poland making games. It's a missed opportunity to me but what can I say?" The debut trailer for The Witcher 4.Watch on YouTube Nevertheless, the Netflix show had a surprisingly positive effect on the studio, with sales of The Witcher 3 spiking in 2019 and 2020 when the first season aired. "It was a really amazing year for us sales wise," Platkow-Gilewski says. This not only means more revenue for the studio but also wider understanding; more people are more familiar with The Witcher world now than ever before, which bodes very well for The Witcher 4. Not that it influenced or affected the studio's plans to return to that world, by the way. "We knew already that we wanted to come back to The Witcher," Platkow-Gilewski says. "Some knew that they wanted to tell a Ciri story while we were still working on Witcher 3." But, again, with popularity also comes pressure. "We'll have hopefully millions of people already hooked in from the get-go but with some expectations and visions and dreams which we have to, or may not be able to, fulfil," Platkow-Gilewski adds. You can already sense this pressure in comments threads about the new game. Many people already have their ideas about what a new Witcher game should be. The Witcher 4 might seem like a return to safer ground, then, but the relationship with the audience has changed in the intervening 10 years. "I think people are again with us," Platkow-Gilewski says. "There are some who are way more careful than they used to be; I don't see the hype train. We also learned how to talk about our game, what to show, when to show. But I think people believe again. Not everyone, and maybe it's slightly harder to talk with the whole internet. It's impossible now. It's way more polarised than it used to be. But I believe that we'll have something special for those who love The Witcher." Here we are a decade later, then, looking forward to another Witcher game by CD Projekt Red. But many things have changed. The studio has grown and shuffled people around and the roles of the people I speak to have changed. Marcin Blacha and Pawel Mielniczuk aren't working on The Witcher 4, but on new IP Project Hadar, in addition to their managerial responsibilities, and Pawel Sasko is full-time on Cyberpunk 2. It's only really Michał Platkow-Gilewski who'll do a similar job for The Witcher 4 as on The Witcher 3, although this time with dozens more people to help. But they will all still consult and they're confident in the abilities of The Witcher 4 team. "They really know what they're doing," says Sasko, "they are a very seasoned team." "We learned a lot of lessons down the road," Platkow-Gilewski says, in closing. "I started this interview saying that we had this bliss of ignorance; now we know more, but hopefully we can still be brave. Before, we were launching a rocket and figuring out how to land on the moon. Now, we know the dangers but we are way more experienced, so we'll find a way to navigate through these uncharted territories. We have a map already so hopefully it won't be such a hard trip." #what #worked #witcher #didn039t #looking
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    What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red
    What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red "We learned a lot of lessons down the road." Image credit: CD Projekt Red Feature by Robert Purchese Associate Editor Published on May 31, 2025 Do you remember what you were doing when The Witcher 3: Wild Hunt was released? It came out on 19th May 2015. I remember because I was inside CD Projekt Red at the time, trying to capture the moment for you - a moment I'm unlikely to replicate there or anywhere else. I recall sitting in the studio's canteen in the small hours of the morning, after a midnight launch event in a mall in Warsaw, chewing on a piece of cold pizza and wondering out loud what would come next for the studio, because at the time, who could know? One era was ending and another was about to begin. Would it bring the fame and fortune CD Projekt Red desired? Today, more than 60 million sales of The Witcher 3 later, we know the answer is yes. The Witcher 3 became a role-playing classic. It delivered one of the most touchable medieval worlds we've explored, a rough place of craggy rocks and craggier faces, of wonky morales and grim realities, of mud and dirtiness. And monsters, though not all were monstrous to look at. It was a world of grey, of superstition and folklore, and in it stood we, a legendary monster hunter, facing seemingly impossible odds. The Witcher 3 took fantasy seriously. But the decade since the game's release has been turbulent for CD Projekt Red. The studio launched its big new sci-fi series in 2020 with Cyberpunk 2077, and though the game has now sold more than 30 million copies, making it monetarily a success, it had a nightmarish launch. The PS4 version had to be removed from sale. It brought enormous pressure, growing pains and intense scrutiny to the studio, and CD Projekt Red would spend a further three years patching and updating - and eventually releasing an expansion - before public opinion would mostly turn around. Today the studio returns to safer ground, back to The Witcher world with the new game The Witcher 4, and as we look forward to it we should also look back, to the game that catapulted the studio to fame, and see what has been learnt. The Witcher 3 is at version 4.04 today, a number that represents an enormously long period of post-release support.Watch on YouTube It all began with naivety, as perhaps any ambitious project should. It's easy to forget that 14 years ago, when The Witcher 3 was being conceived, CD Projekt Red had never made an open-world game before. The Witcher 1 and The Witcher 2 were linear in their approaches. It's also easy to forget that the people making the game were 14 years younger and less experienced. Back then, this was the studio's chance at recognition, so it aimed high in order to be seen. "The Witcher 3 was supposed to be this game that will end all other games," Marcin Blacha, the lead writer of the game, tells me. Simply make an open-world game that's also a story-driven game and release it on all platforms at the same time. How hard could it be? "When I'm thinking about our state of mind back in those days, the only word that comes to my mind is enthusiastic," Blacha says. "It was fantastic because we were so enthusiastic that we were full of courage. We were trying to experiment with stuff and we were not afraid. We were convinced that when we work with passion and love, it will pay off eventually." Every project has to begin somewhere and for Blacha, the person tasked with imagining the story, The Witcher 3 could only begin with Ciri, the daughter-of-sorts to The Witcher's central monster hunter character Geralt. As Blacha says, "The most important thing about Geralt and the most important thing about the books is the relationship between Geralt, Ciri and Yennefer. I already did two games with no sign of Ciri, no sign of Yennefer, and then we finally had a budget and proper time for pre-production, so for me, it was time to introduce both characters." It's a decision that would have major repercussions for the rest of The Witcher series at CD Projekt Red. Blacha didn't know it then, but Ciri would go on to become the protagonist of The Witcher 4. Had she not been the co-protagonist of The Witcher 3 - for you play as her in several sections during the game - who knows if things would have worked out the same way. It's an understandable progression as it is, though there is still some uncertainty among the audience about Ciri's starring role. But Ciri's inclusion came with complications, because the Ciri we see in the game is not the Ciri described in the books. That Ciri is much closer to the Ciri in the Netflix Witcher TV show, younger and more rebellious in a typical teenager way. She might be an important part of the fiction, then, but that doesn't mean she was especially well liked. "People were thinking that she's annoying," says Blacha, who grew up reading The Witcher books. CD Projekt Red, then, decided to make a Ciri of its own, aging her and making her more "flesh and bone", as Blacha puts it. He fondly recalls a moment in the game's development when reviewing the Ciri sections of the game, and saying aloud to studio director Adam Badowski how much he liked her. "I didn't know that she's going to be the protagonist of the next game," he says, "but I said to Adam Badowski, she's going to be very popular." Once Ciri had been earmarked for inclusion in The Witcher 3, the idea to have her pursued by the phantom-like force of the Wild Hunt - the members of which literally ride horses in the night sky, like Santa Claus' cursed reindeer - came shortly after. CD Projekt Red had introduced the Wild Hunt in The Witcher 2 so it made sense. The outline of the main story was then laid down as a one-page narrative treatment. Then it was expanded to a two-page treatment, a four page treatment, an eight page treatment and so on. At around 10 pages, it already had the White Orchard prologue, almost the entirety of the No Man's Land zone, and a hint of what would happen on Skellige and in Novigrad. When it was around 40 pages long, the quest design team was invited in. CD Projekt Red made their Ciri older than she is in the books. | Image credit: CD Projekt Red The quest design team's job is to turn a story into a game, and this was a newly created department for The Witcher 3, created because the old way of writers designing the quests wasn't working any more. "We were struggling a bit with making sure that every written story that we have prepared is also a story that we can play well," Paweł Sasko says. He joined CD Projekt Red to be a part of that quest design team. The quest design team carves up a narrative treatment, paragraph by paragraph, and expands those into playable questlines for the game. "It's basically something between game design and a movie scenario," Sasko says. There's no dialogue, just a description of what will happen, and even a one-paragraph prompt can balloon into a 20-30 page design. Among the paragraphs Sasko was given to adapt was a storyline in No Man's Land concerning a character known as the Bloody Baron. The Bloody Baron storyline is widely acclaimed and has become synonymous with everything Sasko and CD Projekt Red were trying to do with the game. It's a storyline that probes into mature themes like domestic abuse, fatherhood, and love and loss and grief. More importantly, it presents us with a flawed character and allows us time and space to perhaps change our opinion of them. It gives us layers many other games don't go anywhere near. When Sasko first encountered the storyline, there was only an outline. "It said that Geralt meets the Bloody Baron who asks Geralt to hunt a monster and look for his wife and daughter, and for that, he is going to share information about Ciri and tell Geralt where she went. That was pretty much it." And Sasko already knew a few things about what he wanted to do. He knew he wanted to show No Man's Land as a Slavic region bathed in superstitions and complex religious beliefs, one that had been ravaged by famine and war. He also knew the tone of the area was horror because this had been outlined by Blacha and the leaders of The Witcher 3 team. Says Blacha: "My opinion is that a successful Witcher game is a mix of everything, so you have a horror line, you have a romance, you have adventure, you have exploration. When we started to think about our hubs, we thought about them in terms of a show, so No Man's Land, the hub with the Bloody Baron, was horror; Skellige was supposed to be an adventure; and Novigrad was supposed to be a big city investigation." But there were key missing pieces then from the Bloody Baron sequence we know today. The botchling, for instance - the monstrous baby the quest revolves around. It didn't exist. It was an idea that came from Sasko after he read a Slavic bestiary. "Yes," he says, "the botchling idea came from me." The Bloody Baron. | Image credit: Eurogamer / CD Projekt Red He wanted the botchling to be the conduit through which more mature themes of the story could be approached - something overt to keep you busy while deeper themes sunk in. It's an approach Sasko says he pinched from Witcher author Andrzej Sapkowski, after deconstructing his work. "What he's doing is he's trying to find universal truths about human beings and struggles, but he doesn't tell those stories directly," Sasko says. "So for instance racism: he doesn't talk about that directly but he finds an interesting way how, in his world, he can package that and talk about it. I followed his method and mimicked it." This way the botchling becomes your focus in the quest, as the Baron carries it back to the manor house and you defend him from wraiths, but while you're doing that, you're also talking and learning more about who the Bloody Baron - who Phillip Strenger - is. "I wanted you to feel almost like you're in the shoes of that Bloody Baron," Sasko says. "Peregrination is this path in Christianity you go through when you want to remove your sins, and that's what this is meant to be. He's just trying to do it, and he's going through all of those things to do something good. And I wanted the player to start feeling like, 'Wow, maybe this dude is not so bad.'" It's a quest that leaves a big impression. An email was forwarded to Sasko after the game's release, written by a player who had lost their wife and child as the Baron once had. "And for him," he says, "that moment when Baron was carrying the child was almost like a catharsis, when he was trying so badly to walk that path. And the moment he managed to: he wrote in his letter that he broke down in tears." There's one other very significant moment in The Witcher 3 that Sasko had a large hand in, and it's the Battle of Kaer Morhern, where the 'goodies' - the witchers and the sorceresses, and Ciri - make a stand against the titular menace of the Wild Hunt. Sasko designed this section specifically to emotionally tenderise you, through a series of fast-paced and fraught battles, so that by the time the climactic moment came, you were aptly primed to receive it. The moment being Vesemir's death - the leader of the wolf school of witchers and father figure to Geralt. This, too, was Sasko's idea. "We needed to transition Ciri from being a hunted animal to becoming a hunter," he tells me, and the only event big enough and with enough inherent propulsion was Vesemir's death. Eredin, the leader of the Wild Hunt, breaks Vesemir's neck. | Image credit: Eurogamer / CD Projekt Red But for all of the successful moments in the game there are those that didn't work. To the team that made the game, and to the players, there are things that clearly stand out. Such as Geralt's witcher senses, which allow him to see scent trails and footsteps and clues in the world around him. Geralt's detective mode, in other words. Sasko laughs as he cringes about it now. "We've overdone the witcher senses so much, oh my god," he says. "At the time when we were starting this, we were like, 'We don't have it in the game; we have to use it to make you feel like a witcher.' But then at the end, especially in the expansions, we tried to decrease it so it doesn't feel so overloaded." He'd even turn it down by a further 10 to 20 per cent, he says. There were all of the question marks dotted across the map, luring us to places to find meagre hidden treasure rewards. "I think we all scratch our heads about what we were thinking when trying to build this," Sasko tells me. "I guess it just came from fear - from fear that the player will feel that the world is empty." This was the first time CD Projekt Red had really the player's hand go, remember, and not controlled where in the world you would be. Shallow gameplay is a criticism many people have, especially in the game's repetitive combat, and again, this is something Sasko and the team are well aware of. "We don't feel that the gameplay in Witcher 3 was deep enough," he says. "It was for the times okay, but nowadays when you play it, even though the story still holds really well, you can see that the gameplay is a bit rusty." Also, the cutscenes could have been paced better and had less exposition in them, and the game in general could have dumped fewer concepts on you at once. Cognitive overload, Sasko calls it. "In every second sentence you have a new concept introduced, a new country mentioned, a new politician..." It was too much. More broadly, he would also have liked the open-world to be more closely connected to the game's story, rather than be, mostly, a pretty backdrop. "It's like in the theatre when you have beautiful decorations at the back made of cardboard and paper, and not much happens to them except an actor pulls a rope and it starts to rain or something." he says. It's to do with how the main story influences the world and vice versa, and he thinks the studio can be better at it. Ciri and Geralt look at a coin purse in The Witcher 3. This is, coincidentally, the same tavern you begin the game in, with Vesemir, and the same tavern you meet Master Mirror in. | Image credit: Eurogamer / CD Projekt Red One conversation that surprises me, when looking back on The Witcher 3, is a conversation about popularity, because it's easy to forget now - with the intense scrutiny the studio seems always to be under - that when development began, not many people knew about CD Projekt Red. The combined sales of both Witcher games in 2013 were only 5 million. Poland knew about it - the Witcher fiction originated there and CD Projekt Red is Polish - and Germany knew about it, and some of the rest of Europe knew about it. But in North America, it was relatively unknown. That's a large part of the reason why the Xbox 360 version of The Witcher 2 was made at all, to begin knocking on that door. And The Witcher 3, CD Projekt Red hoped, would kick that door open. "We knew that we wanted to play in the major league," says Michał Platkow-Gilewski, vice president of communications and PR, stealing a quote from Cyberpunk character Jackie. That's why The Witcher 3 was revealed via a Game Informer cover story in early 2013, because that was deemed the way to do things there - the way to win US hearts, Platkow-Gilewski tells me. And it didn't take long for interest to swell. When Platkow-Gilewski joined CD Projekt Red to help launch the Xbox 360 version of The Witcher 2 in 2012, he was handing out flyers at Gamescom with company co-founder Michał Kicinski, just to fill presentations for the game. By the time The Witcher 3 was being shown at Gamescom, a few years later, queues were three to four hours long. People would wait all day to play. "We had to learn how to deal with popularity during the campaign," Platkow-Gilewski says. Those game shows were crucial for spreading the word about The Witcher 3 and seeing first-hand the impact the game was having on players and press. "Nothing can beat a good show where you meet with people who are there to see their favourite games just slightly before the rest of the world," he says. "They're investing their time, money, effort, and you feel this support, sometimes love, to the IP you're working on, and it boosts energy the way which you can't compare with anything else. These human to human interactions are unique." He says the studio's leader Adam Badowski would refer to these showings as fuel that would propel development for the next year or so, which is why CD Projekt Red always tried to gather as many developers as possible for them, to feel the energy. It was precisely these in-person events that Platkow-Gilewski says CD Projekt Red lacked in the lead up to Cyberpunk's launch, after Covid shut the world down. The company did what it could by pivoting to online events instead - the world-first playtest of Cyberpunk was done online via stream-play software called Parsec; I was a part of it - and talked to fans through trailers, but it was much harder to gauge feedback this way. "It's easy to just go with the flow and way harder to manage expectations," Platkow-Gilewski says, so expectations spiralled. "For me the biggest lesson learned is to always check reality versus expectations, and with Cyberpunk, it was really hard to control and we didn't know how to do it." It makes me wonder what the studio will do now with The Witcher 4, because the game show sector of the industry still hasn't bounced back, and I doubt - having seen the effect Covid has had on shows from the inside of an events company - whether it ever will. "Gamescom is growing," Platkow-Gilewski says somewhat optimistically. "Gamescom is back on track." But I don't know if it really is. Michał Platkow-Gilewski cites this moment as one of his favourite from the Witcher 3 journey. The crew were at the game show PAX in front of a huge live audience and the dialogue audio wouldn't play. Thankfully, they had Doug Cockle, the English language voice actor of Geralt, with them on the panel, so he live improvised the lines. Watch on YouTube Something else I'm surprised to hear from him is mention of The Witcher 3's rocky launch, because 10 years later - and in comparison to Cyberpunk's - that's not how I remember it. But Platkow-Gilewski remembers it differently. "When we released Witcher 3, the reception was not great," he says. "Reviews were amazing but there was, at least in my memories, no common consensus that this is a huge game which will maybe define some, to some extent, the genre." I do remember the strain on some faces around the studio at launch, though. I also remember a tense conversation about the perceived graphics downgrade in the game, where people unfavourably compared footage of Witcher 3 at launch, with footage from a marketing gameplay trailer released years before it. There were also a number of bugs in the game's code and its performance was unoptimised. "We knew things were far from being perfect," Platkow-Gilewski says. But the studio worked hard in the years after launch to patch and update the game - The Witcher 3 is now on version 4.04, which is extraordinary for a single-player game - and they released showcase expansions for it. Some of Marcin Blacha's favourite work is in those expansions, he tells me, especially the horror storylines of Hearts of Stone, many of which he wrote. That expansion's villain, Master Mirror, is also widely regarded as one of the best in the game, disguised as he is as a plain-looking and unassuming person who happens to have incredible and undefinable power. It's not until deep into the expansion you begin to uncover his devilish identity, and it's this subtle way of presenting a villain, and never over explaining his threat, that makes Master Mirror so memorable. He's gathered such a following that some people have concocted elaborate theories about him. Lead character artist Pawel Mielniczuk tells me about one theory whereby someone discovered you can see Master Mirror's face on many other background characters in the game, which you can, and that they believed it was a deliberate tactic used by CD Projekt Red to underline Master Mirror's devilish power. Remember, there was a neat trick with Master Mirror in that you had already met him at the beginning of The Witcher 3 base game, long before the expansion was ever developed, in a tavern in White Orchard. If CD Projekt Red could foreshadow him as far back as that, the theory went, then it could easily put his face on other characters in the game to achieve a similar 'did you see it?' effect. The real villain in the Hearts of Stone expansion, Gaunter O'Dimm. Better known to many as Master Mirror. There's a reason why he has such a plain-looking face... | Image credit: CD Projekt Red The truth is far more mundane. Other characters in the game do have Master Mirror's face, but only because his face is duplicated across the game in order to fill it out. CD Projekt Red didn't know when it made the original Witcher 3 game that this villager would turn into anyone special. There was a tentative plan but it was very tentative, so this villager got a very villager face. "We just got a request for a tertiary unimportant character," says Mileniczuk. "We had like 30-40 faces for the entire game so we just slapped a random face on him." He laughs. And by the time Hearts of Stone development came around, the face - the identity - had stuck. Expansions were an important part of cementing public opinion around The Witcher 3, then, as they were for cementing public opinion around Cyberpunk. They've become something of a golden bullet for the studio, a way to creatively unleash an already trained team and leave a much more positive memory in our heads. Exactly what went wrong with Cyberpunk and how CD Projekt Red set about correcting it is a whole other story Chris Tapsell told recently on the site, so I don't want to delve into specifics here. Suffice to say it was a hard time for the studio and many hard lessons had to be learned. "The pressure was huge," Platkow-Gilewski says, "because from underdogs we went to a company which will, for sure, deliver the best experience in the world." But while much of the rhetoric around Cyberpunk concerns the launch, there's a lot about the game itself that highlights how much progress the studio made, in terms of making open-world role-playing games. One of my favourite examples is how characters in Cyberpunk walk and talk rather than speak to you while rooted to the spot. It might seem like a small thing but it has a transformative and freeing effect on conversations, allowing the game to walk you places while you talk, and stage dialogue in a variety of cool ways. There's a lot to admire about the density of detail in the world, too, and in the greater variety of body shapes and diversity. Plus let's not forget, this is an actual open world rather than a segmented one as The Witcher 3 was. In many ways, the game was a huge step forward for the studio. Cyberpunk wasn't the only very notable thing to happen to the Witcher studio in those 10 years, either. During that time, The Witcher brand changed. Netflix piggybacked the game's popularity and developed a TV series starring Henry Cavill, and with it propelled The Witcher to the wider world. Curiously, CD Projekt Red wasn't invited to help, which was odd given executive producer Tomek Baginski was well known to CD Projekt Red, having directed the intro cinematics for all three Witcher video games. But beyond minor pieces of crossover content, no meaningful collaboration ever occurred. "We had no part in the shows," Pawel Mileniczuk says. "But it's Hollywood: different words. I know how hard it was for Tomek to get in there, to convince them to do the show, and then how limited influence is when the production house sits on something. It's many people, many decision makers, high stakes, big money. Nobody there was thinking about, Hey, let's talk to those dudes from Poland making games. It's a missed opportunity to me but what can I say?" The debut trailer for The Witcher 4.Watch on YouTube Nevertheless, the Netflix show had a surprisingly positive effect on the studio, with sales of The Witcher 3 spiking in 2019 and 2020 when the first season aired. "It was a really amazing year for us sales wise," Platkow-Gilewski says. This not only means more revenue for the studio but also wider understanding; more people are more familiar with The Witcher world now than ever before, which bodes very well for The Witcher 4. Not that it influenced or affected the studio's plans to return to that world, by the way. "We knew already that we wanted to come back to The Witcher," Platkow-Gilewski says. "Some knew that they wanted to tell a Ciri story while we were still working on Witcher 3." But, again, with popularity also comes pressure. "We'll have hopefully millions of people already hooked in from the get-go but with some expectations and visions and dreams which we have to, or may not be able to, fulfil," Platkow-Gilewski adds. You can already sense this pressure in comments threads about the new game. Many people already have their ideas about what a new Witcher game should be. The Witcher 4 might seem like a return to safer ground, then, but the relationship with the audience has changed in the intervening 10 years. "I think people are again with us," Platkow-Gilewski says. "There are some who are way more careful than they used to be; I don't see the hype train. We also learned how to talk about our game, what to show, when to show. But I think people believe again. Not everyone, and maybe it's slightly harder to talk with the whole internet. It's impossible now. It's way more polarised than it used to be. But I believe that we'll have something special for those who love The Witcher." Here we are a decade later, then, looking forward to another Witcher game by CD Projekt Red. But many things have changed. The studio has grown and shuffled people around and the roles of the people I speak to have changed. Marcin Blacha and Pawel Mielniczuk aren't working on The Witcher 4, but on new IP Project Hadar, in addition to their managerial responsibilities, and Pawel Sasko is full-time on Cyberpunk 2. It's only really Michał Platkow-Gilewski who'll do a similar job for The Witcher 4 as on The Witcher 3, although this time with dozens more people to help. But they will all still consult and they're confident in the abilities of The Witcher 4 team. "They really know what they're doing," says Sasko, "they are a very seasoned team." "We learned a lot of lessons down the road," Platkow-Gilewski says, in closing. "I started this interview saying that we had this bliss of ignorance; now we know more, but hopefully we can still be brave. Before, we were launching a rocket and figuring out how to land on the moon. Now, we know the dangers but we are way more experienced, so we'll find a way to navigate through these uncharted territories. We have a map already so hopefully it won't be such a hard trip."
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  • The Phoenician Scheme Review: Wes Anderson’s Best Movie in Over a Decade

    Titans of industry cannot come to terms. Despite the literal gap between them being a matter of feet—maybe 30 or so by my count—when their two locomotives come to a standstill in a tunnel with miles of track in either direction, Zsa-zsa Kordais unable to bridge the final inches with Leland and Reagan. It’s an odd situation that becomes odder still when all parties realize the fate of their multimillion-dollar venture must now come down to a game of chance: and this one a bet on whether a Middle Eastern princecan sink a granny shot from below his knees while playing basketball’s ugly, redheaded step-cousin, HORSE. 
    It was at this exact moment I realized Wes Anderson had returned to full, magnificently daffy form. As easily the prodigal Texan’s best film in over a decade, The Phoenician Scheme rekindles much of the mirth that informed so many of Anderson’s early films. It is also the first instance one has had any narrative propulsion or tension since his last masterpiece, The Grand Budapest Hotel. While I would hesitate to place such lofty titles onto Phoenician, rest assured that it’s a balmy good time at the cinema where longtime fans get to again spend an evening with impeccably dressed cheats, droll scoundrels, and other variants on the unseemly father figure.

    Take del Toro’s Korda for instance. He begins the film by surviving what is jointly his sixth plane crash and assassination attempt.He isn’t sure who wants to kill him, but he seems confident it’s probably justified. Of his nine children, eight prepubescent boys live at home with him where their resentments already border on the homicidal. And the other offspring, a daughter he never really knew, wants nothing to do with him, even after he promises to bequeath her his entire fortune “on a trial basis.” Indeed, despite being a novitiate nun, Lieslhas a tough time with forgiveness, especially when it comes to a would-be patriarch or patron.
    She does agree to at least get to know the old man, though, after he decides to gallivant around the world in a bid to save his empire. Rather boldly they even board plane after plane, alongside Korda’s ineffectual Swedish nanny-turned-attendant, Bjorn. Together they meet a starry ensemble of walk-on cameos and eccentric business partners, my favorite of which is a preternaturally giddy Jeffrey Wright. Yet always operating beneath the surface is another tale of resentments between bad parents and their adult children. That plus a kooky murder mystery where Zsa-Zsa somehow keeps avoiding being the dead body.

    From the name of the protagonist alone, Anderson seems intent to signal to audiences with any degree of film knowledge that he is playing once more in the sandbox of his influences. It is hard to imagine a cineaste like Anderson, for example, hearing the moniker “Korda” and not thinking of anti-fascist Hungarian refugee-turned-British filmmaker, Alexander Korda, who directed aesthetic classics like The Thief of Baghdadand That Hamilton Woman. Furthermore, Anderson pulls just as much from Korda contemporaries like fellow Hungarian ex-pat Michael Curtiz, particularly when Korda and Lisel wind up at a nightclub owned by Marseille Bob. And yes, another movie about traveling nannies and a precocious Liesl is alluded to as well.
    But the reason The Phoenician Scheme works so much better than Anderson’s last several movies is that while the filmmaker is visibly delighting in his references and what are almost assuredly private jokes between himself and co-writer Roman Coppola, the director also is avoiding the trap of becoming distracted by the aesthetics. Phoenician is still a beautifully designed world of straight lines and adroit square compositions, courtesy of cinematographer Bruno Delbonnel, where nothing feels natural. Not even the sun or tree vines discovered after Korda, Liesl, and Bjorn become lost in a jungle have any reality about them. But the simple pleasure of observing visual confections is not the be-all end unto itself that it previously was.
    The travelogue nature of the plot, in which a father and daughter go on an odyssey of unconventional boardroom meetings that include assassins, freedom fighters, and organized crime bigwigs, provides a skeletal structure where Anderson can graft on his increasing preference for narrative vignettes, but there is an emotional spine as well between Korda and Liesl that makes both the jokes and the pathos ebullient.
    Del Toro has never seemed bigger or more unshackled than as Zsa-zsa. Like most Anderson protagonists, Korda rarely speaks above a polite monotone, but his double-breasted confidence and adventurism provides del Toro with a refreshingly uninhibited floorspace. It also pairs nicely when bantering with Threapleton, a real discovery of a young talent who plays a nun with conviction, even as the twinge of curling judgment on her smile suggests she may never see Heaven. But then she dryly must channel the patience of Job when dodging the advances of a tipsy Bjornand the would-be buy-offs of an absentee father.
    The terrain of an unhappy adult and their aging parent is terrain Anderson has walked many times, but there’s a renewed vigor in his step in The Phoenician Scheme, perhaps because it is the first time he has crossed this territory where he is closer in age to the latter than the former. There is empathy for all parties, though, and new tricks to his whimsy, such as his elegant compositions repeatedly being shattered in close-ups where the camera is assaulted by various subjects filled with so much rage that they literally assail the fourth wall.
    The Phoenician Scheme is simply a lovely work from an artist with a fresh spring in his step. If you already count yourself among his admirers, it’s a return to form with moments of divine inspiration. For the rest, it may not cause conversion, but it’s certainly worth sharing some communion wine over.

    The Phoenician Scheme premiered at the Cannes Film Festival on May 18. It opens in limited release on May 30 and wide on June 6.

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    #phoenician #scheme #review #wes #andersons
    The Phoenician Scheme Review: Wes Anderson’s Best Movie in Over a Decade
    Titans of industry cannot come to terms. Despite the literal gap between them being a matter of feet—maybe 30 or so by my count—when their two locomotives come to a standstill in a tunnel with miles of track in either direction, Zsa-zsa Kordais unable to bridge the final inches with Leland and Reagan. It’s an odd situation that becomes odder still when all parties realize the fate of their multimillion-dollar venture must now come down to a game of chance: and this one a bet on whether a Middle Eastern princecan sink a granny shot from below his knees while playing basketball’s ugly, redheaded step-cousin, HORSE.  It was at this exact moment I realized Wes Anderson had returned to full, magnificently daffy form. As easily the prodigal Texan’s best film in over a decade, The Phoenician Scheme rekindles much of the mirth that informed so many of Anderson’s early films. It is also the first instance one has had any narrative propulsion or tension since his last masterpiece, The Grand Budapest Hotel. While I would hesitate to place such lofty titles onto Phoenician, rest assured that it’s a balmy good time at the cinema where longtime fans get to again spend an evening with impeccably dressed cheats, droll scoundrels, and other variants on the unseemly father figure. Take del Toro’s Korda for instance. He begins the film by surviving what is jointly his sixth plane crash and assassination attempt.He isn’t sure who wants to kill him, but he seems confident it’s probably justified. Of his nine children, eight prepubescent boys live at home with him where their resentments already border on the homicidal. And the other offspring, a daughter he never really knew, wants nothing to do with him, even after he promises to bequeath her his entire fortune “on a trial basis.” Indeed, despite being a novitiate nun, Lieslhas a tough time with forgiveness, especially when it comes to a would-be patriarch or patron. She does agree to at least get to know the old man, though, after he decides to gallivant around the world in a bid to save his empire. Rather boldly they even board plane after plane, alongside Korda’s ineffectual Swedish nanny-turned-attendant, Bjorn. Together they meet a starry ensemble of walk-on cameos and eccentric business partners, my favorite of which is a preternaturally giddy Jeffrey Wright. Yet always operating beneath the surface is another tale of resentments between bad parents and their adult children. That plus a kooky murder mystery where Zsa-Zsa somehow keeps avoiding being the dead body. From the name of the protagonist alone, Anderson seems intent to signal to audiences with any degree of film knowledge that he is playing once more in the sandbox of his influences. It is hard to imagine a cineaste like Anderson, for example, hearing the moniker “Korda” and not thinking of anti-fascist Hungarian refugee-turned-British filmmaker, Alexander Korda, who directed aesthetic classics like The Thief of Baghdadand That Hamilton Woman. Furthermore, Anderson pulls just as much from Korda contemporaries like fellow Hungarian ex-pat Michael Curtiz, particularly when Korda and Lisel wind up at a nightclub owned by Marseille Bob. And yes, another movie about traveling nannies and a precocious Liesl is alluded to as well. But the reason The Phoenician Scheme works so much better than Anderson’s last several movies is that while the filmmaker is visibly delighting in his references and what are almost assuredly private jokes between himself and co-writer Roman Coppola, the director also is avoiding the trap of becoming distracted by the aesthetics. Phoenician is still a beautifully designed world of straight lines and adroit square compositions, courtesy of cinematographer Bruno Delbonnel, where nothing feels natural. Not even the sun or tree vines discovered after Korda, Liesl, and Bjorn become lost in a jungle have any reality about them. But the simple pleasure of observing visual confections is not the be-all end unto itself that it previously was. The travelogue nature of the plot, in which a father and daughter go on an odyssey of unconventional boardroom meetings that include assassins, freedom fighters, and organized crime bigwigs, provides a skeletal structure where Anderson can graft on his increasing preference for narrative vignettes, but there is an emotional spine as well between Korda and Liesl that makes both the jokes and the pathos ebullient. Del Toro has never seemed bigger or more unshackled than as Zsa-zsa. Like most Anderson protagonists, Korda rarely speaks above a polite monotone, but his double-breasted confidence and adventurism provides del Toro with a refreshingly uninhibited floorspace. It also pairs nicely when bantering with Threapleton, a real discovery of a young talent who plays a nun with conviction, even as the twinge of curling judgment on her smile suggests she may never see Heaven. But then she dryly must channel the patience of Job when dodging the advances of a tipsy Bjornand the would-be buy-offs of an absentee father. The terrain of an unhappy adult and their aging parent is terrain Anderson has walked many times, but there’s a renewed vigor in his step in The Phoenician Scheme, perhaps because it is the first time he has crossed this territory where he is closer in age to the latter than the former. There is empathy for all parties, though, and new tricks to his whimsy, such as his elegant compositions repeatedly being shattered in close-ups where the camera is assaulted by various subjects filled with so much rage that they literally assail the fourth wall. The Phoenician Scheme is simply a lovely work from an artist with a fresh spring in his step. If you already count yourself among his admirers, it’s a return to form with moments of divine inspiration. For the rest, it may not cause conversion, but it’s certainly worth sharing some communion wine over. The Phoenician Scheme premiered at the Cannes Film Festival on May 18. It opens in limited release on May 30 and wide on June 6. Join our mailing list Get the best of Den of Geek delivered right to your inbox! #phoenician #scheme #review #wes #andersons
    WWW.DENOFGEEK.COM
    The Phoenician Scheme Review: Wes Anderson’s Best Movie in Over a Decade
    Titans of industry cannot come to terms. Despite the literal gap between them being a matter of feet—maybe 30 or so by my count—when their two locomotives come to a standstill in a tunnel with miles of track in either direction, Zsa-zsa Korda (Benicio del Toro, tyrannical, avuncular) is unable to bridge the final inches with Leland and Reagan (Tom Hanks and Bryan Cranston, stone-faced). It’s an odd situation that becomes odder still when all parties realize the fate of their multimillion-dollar venture must now come down to a game of chance: and this one a bet on whether a Middle Eastern prince (Riz Ahmed) can sink a granny shot from below his knees while playing basketball’s ugly, redheaded step-cousin, HORSE.  It was at this exact moment I realized Wes Anderson had returned to full, magnificently daffy form. As easily the prodigal Texan’s best film in over a decade, The Phoenician Scheme rekindles much of the mirth that informed so many of Anderson’s early films. It is also the first instance one has had any narrative propulsion or tension since his last masterpiece, The Grand Budapest Hotel. While I would hesitate to place such lofty titles onto Phoenician, rest assured that it’s a balmy good time at the cinema where longtime fans get to again spend an evening with impeccably dressed cheats, droll scoundrels, and other variants on the unseemly father figure. Take del Toro’s Korda for instance. He begins the film by surviving what is jointly his sixth plane crash and assassination attempt. (The industrialist’s pilots fare less happily from his habit of falling out of the sky.) He isn’t sure who wants to kill him, but he seems confident it’s probably justified. Of his nine children, eight prepubescent boys live at home with him where their resentments already border on the homicidal. And the other offspring, a daughter he never really knew, wants nothing to do with him, even after he promises to bequeath her his entire fortune “on a trial basis.” Indeed, despite being a novitiate nun, Liesl (Mia Threapleton) has a tough time with forgiveness, especially when it comes to a would-be patriarch or patron. She does agree to at least get to know the old man, though, after he decides to gallivant around the world in a bid to save his empire (hence the aforementioned HORSE of fate). Rather boldly they even board plane after plane, alongside Korda’s ineffectual Swedish nanny-turned-attendant, Bjorn (a chipper Michael Cera doing an accent about three clicks south of the Muppets’ Chef). Together they meet a starry ensemble of walk-on cameos and eccentric business partners, my favorite of which is a preternaturally giddy Jeffrey Wright. Yet always operating beneath the surface is another tale of resentments between bad parents and their adult children. That plus a kooky murder mystery where Zsa-Zsa somehow keeps avoiding being the dead body. From the name of the protagonist alone, Anderson seems intent to signal to audiences with any degree of film knowledge that he is playing once more in the sandbox of his influences. It is hard to imagine a cineaste like Anderson, for example, hearing the moniker “Korda” and not thinking of anti-fascist Hungarian refugee-turned-British filmmaker, Alexander Korda, who directed aesthetic classics like The Thief of Baghdad (1940) and That Hamilton Woman (1941). Furthermore, Anderson pulls just as much from Korda contemporaries like fellow Hungarian ex-pat Michael Curtiz, particularly when Korda and Lisel wind up at a nightclub owned by Marseille Bob (Mathieu Amalric). And yes, another movie about traveling nannies and a precocious Liesl is alluded to as well. But the reason The Phoenician Scheme works so much better than Anderson’s last several movies is that while the filmmaker is visibly delighting in his references and what are almost assuredly private jokes between himself and co-writer Roman Coppola, the director also is avoiding the trap of becoming distracted by the aesthetics. Phoenician is still a beautifully designed world of straight lines and adroit square compositions, courtesy of cinematographer Bruno Delbonnel, where nothing feels natural. Not even the sun or tree vines discovered after Korda, Liesl, and Bjorn become lost in a jungle have any reality about them. But the simple pleasure of observing visual confections is not the be-all end unto itself that it previously was. The travelogue nature of the plot, in which a father and daughter go on an odyssey of unconventional boardroom meetings that include assassins, freedom fighters, and organized crime bigwigs, provides a skeletal structure where Anderson can graft on his increasing preference for narrative vignettes, but there is an emotional spine as well between Korda and Liesl that makes both the jokes and the pathos ebullient. Del Toro has never seemed bigger or more unshackled than as Zsa-zsa. Like most Anderson protagonists, Korda rarely speaks above a polite monotone, but his double-breasted confidence and adventurism provides del Toro with a refreshingly uninhibited floorspace. It also pairs nicely when bantering with Threapleton, a real discovery of a young talent who plays a nun with conviction, even as the twinge of curling judgment on her smile suggests she may never see Heaven. But then she dryly must channel the patience of Job when dodging the advances of a tipsy Bjorn (again, Cera is having too much fun) and the would-be buy-offs of an absentee father. The terrain of an unhappy adult and their aging parent is terrain Anderson has walked many times, but there’s a renewed vigor in his step in The Phoenician Scheme, perhaps because it is the first time he has crossed this territory where he is closer in age to the latter than the former. There is empathy for all parties, though, and new tricks to his whimsy, such as his elegant compositions repeatedly being shattered in close-ups where the camera is assaulted by various subjects filled with so much rage that they literally assail the fourth wall. The Phoenician Scheme is simply a lovely work from an artist with a fresh spring in his step. If you already count yourself among his admirers, it’s a return to form with moments of divine inspiration (just wait until you see who he cast as God). For the rest, it may not cause conversion, but it’s certainly worth sharing some communion wine over. The Phoenician Scheme premiered at the Cannes Film Festival on May 18. It opens in limited release on May 30 and wide on June 6. Join our mailing list Get the best of Den of Geek delivered right to your inbox!
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  • University of Arizona scientists unveil breakthrough petahertz-speed transistor

    Editor's take: The University of Arizona could become the birthplace of the world's first petahertz-speed transistor. If successful, this research work could mark the dawn of a new era in computing, where the speed of light, rather than electricity, sets the pace for innovation.
    A team of scientists has unveiled a breakthrough that could one day propel computers to operate at speeds millions of times faster than today's most advanced processors.
    The discovery, led by researchers at the University of Arizona and their international collaborators, centers on harnessing ultrafast pulses of light to control the movement of electrons in graphene – a material just one atom thick.
    The research, recently published in Nature Communications, demonstrates that electrons can be made to bypass barriers almost instantaneously by firing laser pulses lasting less than a trillionth of a second at graphene. This phenomenon, known as quantum tunneling, has long intrigued physicists, but the team's ability to observe and manipulate it in real time marks a significant milestone.
    Mohammed Hassan, an associate professor of physics and optical sciences at the University of Arizona, explained that this advance could usher in processing speeds in the petahertz range – over a thousand times faster than the chips powering today's computers. Such a leap, he said, would transform the landscape of computing, enabling dramatic progress in fields ranging from artificial intelligence and space research to chemistry and health care.

    Hassan, who previously led the development of the world's fastest electron microscope, worked alongside colleagues from the University of Arizona, the California Institute of Technology's Jet Propulsion Laboratory, and Ludwig Maximilian University of Munich. Their initial focus was studying how graphene conducts electricity when exposed to laser light. Typically, the symmetrical structure of graphene causes the currents generated on either side to cancel each other out, resulting in no net current.
    However, the team made a surprising discovery after modifying the graphene samples. They observed that a single electron could "tunnel" through the material – and that this fleeting event could be captured in real time. This unexpected result prompted further investigation and ultimately led to the creation of what Hassan calls "the world's fastest petahertz quantum transistor."
    // Related Stories

    To achieve this, the scientists used a commercially available graphene phototransistor, enhanced with a special silicon layer. They exposed it to a laser switching on and off at an astonishing rate of 638 attoseconds – each attosecond being one quintillionth of a second. The result was a transistor capable of operating at petahertz speeds, a feat previously considered far beyond reach.
    Unlike many scientific breakthroughs that require highly controlled laboratory environments, this new transistor functioned in everyday, ambient conditions. This opens the door for the technology to be adapted for commercial use and integrated into future generations of electronic devices.
    Hassan and his team are now working with Tech Launch Arizona to patent and commercialize their invention. Their next goal is to develop a version of the transistor that operates using standard, commercially available lasers, making the technology more accessible to industry partners.
    #university #arizona #scientists #unveil #breakthrough
    University of Arizona scientists unveil breakthrough petahertz-speed transistor
    Editor's take: The University of Arizona could become the birthplace of the world's first petahertz-speed transistor. If successful, this research work could mark the dawn of a new era in computing, where the speed of light, rather than electricity, sets the pace for innovation. A team of scientists has unveiled a breakthrough that could one day propel computers to operate at speeds millions of times faster than today's most advanced processors. The discovery, led by researchers at the University of Arizona and their international collaborators, centers on harnessing ultrafast pulses of light to control the movement of electrons in graphene – a material just one atom thick. The research, recently published in Nature Communications, demonstrates that electrons can be made to bypass barriers almost instantaneously by firing laser pulses lasting less than a trillionth of a second at graphene. This phenomenon, known as quantum tunneling, has long intrigued physicists, but the team's ability to observe and manipulate it in real time marks a significant milestone. Mohammed Hassan, an associate professor of physics and optical sciences at the University of Arizona, explained that this advance could usher in processing speeds in the petahertz range – over a thousand times faster than the chips powering today's computers. Such a leap, he said, would transform the landscape of computing, enabling dramatic progress in fields ranging from artificial intelligence and space research to chemistry and health care. Hassan, who previously led the development of the world's fastest electron microscope, worked alongside colleagues from the University of Arizona, the California Institute of Technology's Jet Propulsion Laboratory, and Ludwig Maximilian University of Munich. Their initial focus was studying how graphene conducts electricity when exposed to laser light. Typically, the symmetrical structure of graphene causes the currents generated on either side to cancel each other out, resulting in no net current. However, the team made a surprising discovery after modifying the graphene samples. They observed that a single electron could "tunnel" through the material – and that this fleeting event could be captured in real time. This unexpected result prompted further investigation and ultimately led to the creation of what Hassan calls "the world's fastest petahertz quantum transistor." // Related Stories To achieve this, the scientists used a commercially available graphene phototransistor, enhanced with a special silicon layer. They exposed it to a laser switching on and off at an astonishing rate of 638 attoseconds – each attosecond being one quintillionth of a second. The result was a transistor capable of operating at petahertz speeds, a feat previously considered far beyond reach. Unlike many scientific breakthroughs that require highly controlled laboratory environments, this new transistor functioned in everyday, ambient conditions. This opens the door for the technology to be adapted for commercial use and integrated into future generations of electronic devices. Hassan and his team are now working with Tech Launch Arizona to patent and commercialize their invention. Their next goal is to develop a version of the transistor that operates using standard, commercially available lasers, making the technology more accessible to industry partners. #university #arizona #scientists #unveil #breakthrough
    WWW.TECHSPOT.COM
    University of Arizona scientists unveil breakthrough petahertz-speed transistor
    Editor's take: The University of Arizona could become the birthplace of the world's first petahertz-speed transistor. If successful, this research work could mark the dawn of a new era in computing, where the speed of light, rather than electricity, sets the pace for innovation. A team of scientists has unveiled a breakthrough that could one day propel computers to operate at speeds millions of times faster than today's most advanced processors. The discovery, led by researchers at the University of Arizona and their international collaborators, centers on harnessing ultrafast pulses of light to control the movement of electrons in graphene – a material just one atom thick. The research, recently published in Nature Communications, demonstrates that electrons can be made to bypass barriers almost instantaneously by firing laser pulses lasting less than a trillionth of a second at graphene. This phenomenon, known as quantum tunneling, has long intrigued physicists, but the team's ability to observe and manipulate it in real time marks a significant milestone. Mohammed Hassan, an associate professor of physics and optical sciences at the University of Arizona, explained that this advance could usher in processing speeds in the petahertz range – over a thousand times faster than the chips powering today's computers. Such a leap, he said, would transform the landscape of computing, enabling dramatic progress in fields ranging from artificial intelligence and space research to chemistry and health care. Hassan, who previously led the development of the world's fastest electron microscope, worked alongside colleagues from the University of Arizona, the California Institute of Technology's Jet Propulsion Laboratory, and Ludwig Maximilian University of Munich. Their initial focus was studying how graphene conducts electricity when exposed to laser light. Typically, the symmetrical structure of graphene causes the currents generated on either side to cancel each other out, resulting in no net current. However, the team made a surprising discovery after modifying the graphene samples. They observed that a single electron could "tunnel" through the material – and that this fleeting event could be captured in real time. This unexpected result prompted further investigation and ultimately led to the creation of what Hassan calls "the world's fastest petahertz quantum transistor." // Related Stories To achieve this, the scientists used a commercially available graphene phototransistor, enhanced with a special silicon layer. They exposed it to a laser switching on and off at an astonishing rate of 638 attoseconds – each attosecond being one quintillionth of a second. The result was a transistor capable of operating at petahertz speeds, a feat previously considered far beyond reach. Unlike many scientific breakthroughs that require highly controlled laboratory environments, this new transistor functioned in everyday, ambient conditions. This opens the door for the technology to be adapted for commercial use and integrated into future generations of electronic devices. Hassan and his team are now working with Tech Launch Arizona to patent and commercialize their invention. Their next goal is to develop a version of the transistor that operates using standard, commercially available lasers, making the technology more accessible to industry partners.
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  • Perseverance’s new selfie is cool, but its hunt for life in ancient rocks is even cooler

    It’s not only Instagram users and holiday makers snapping selfies — even robots are getting in on the action. This new image from the NASA Perseverance rover shows a selfie that’s out of this world, captured as the rover collected its latest sample of martian rock.
    Taken on May 10, the selfie was devised to celebrate the rover’s 1,500th day on Mars. As a day on Mars is just a little bit longer than an Earth day, at around 24 hours and 39 minutes, NASA measures its Mars missions in “sols” or martian days. As well as being a fun image for scientists and the public to enjoy, it gives the engineering team on the ground the chance to check the look and the status of the rover as it has been exploring since it landed in February 2021.

    Recommended Videos

    You can see plenty of red dust covering the rover, as the surface of Mars is covered in a dusty material called regolith which gives the planet its famous red color. Dust can be quite the challenge for Mars missions, as it gets everywhere when it is whipped up by huge dust storms and can cause problems by gumming up electronics and covering solar panels. But fortunately for Perseverance, the rover may look a little grubby on the outside but its essential functions are all still working well.
    “After 1,500 sols, we may be a bit dusty, but our beauty is more than skin deep,” said Art Thompson, Perseverance project manager at NASA’s Jet Propulsion Laboratory. “Our multi-mission radioisotope thermoelectric generator is giving us all the power we need. All our systems and subsystems are in the green and clicking along, and our amazing instruments continue to provide data that will feed scientific discoveries for years to come.”
    Even with all the instruments working correctly, though, getting the rover to take a selfie isn’t a quick job. The image was captured using Perseverance’s WATSONcamera, which is located at the end of its robotic arm. As the rover was working on capturing the selfie, it also caught an unexpected photobomber: a wind feature called a dust devil which popped up in the background.
    “To get that selfie look, each WATSON image has to have its own unique field of view,” explained Megan Wu, a Perseverance imaging scientist from Malin Space Science Systems. “That means we had to make 62 precision movements of the robotic arm. The whole process takes about an hour, but it’s worth it. Having the dust devil in the background makes it a classic. This is a great shot.”
    With its celebrations well in hand, the rover is now moving on to investigate a new area of Mars: a region called “Krokodillen” after a Norwegian mountain ridge. This area is particularly exciting because it is thought to contain some of the oldest rocks on Mars, which could help to unlock the secrets of how the solar system formed.
    Here on Earth, our planet has a system of tectonics in which parts of the planet’s crust are gradually pulled down toward the mantle when they meet at a fault line. That means that the rocks on Earth are essentially recycled in an ongoing cycle of melting down toward the planet’s interior then rising up and cooling to become part of the surface. That’s why there are very few extremely old rocks on Earth.
    On Mars, however, it’s a different story. Mars doesn’t have plate tectonics, so very old rocks can stay on its surface for billions of years. Some of these are up to 4 billion years old, or even older, so studying them can help scientists learn about how the rocky planets formed in our solar system around 4.5 billion years ago.
    To study these very old rocks, though, Perseverance needs to find them first. There are thought to be extremely old rocks along the edge of the huge crater in which the rover landed, called Jezero. The Jezero Crater is almost 30 miles across, likely created by a huge meteorite impact billions of years ago. When this object slammed into the martian surface, it threw up large amounts of material like huge chunks of rock which landed nearby and are still there to this day.
    That means that by looking along the rim of the crater, Perseverance can search for these ancient chunks of rocks and use its instruments to study them. That can also help to answer one particularly important question that scientists want to understand, which is how long there was water on Mars. They know that, although Mars is dry and arid today, it once had plentiful liquid water on its surface. It may even have looked a lot like Earth at one point — and we know that water is essential for the formation of life.
    What scientists don’t agree on is exactly how long there was water on Mars, and whether it would have been around for long enough to give potential life the chance to develop there. So knowing exactly when Mars lost is water is a key part of understanding the planet and whether it could ever have supported life.
    To that end, Perseverance will be keeping a lookout for clay minerals which form in the presence of water, perhaps even formed before the impact which created the crater. These could contain potential indications of life, called biosignatures, such as organic compounds.
    “If we find a potential biosignature here, it would most likely be from an entirely different and much earlier epoch of Mars evolution than the one we found last year,” said NASA scientist Ken Farley. “The Krokodillen rocks formed before Jezero Crater was created, during Mars’ earliest geologic period, the Noachian, and are among the oldest rocks on Mars.”
    #perseverances #new #selfie #cool #but
    Perseverance’s new selfie is cool, but its hunt for life in ancient rocks is even cooler
    It’s not only Instagram users and holiday makers snapping selfies — even robots are getting in on the action. This new image from the NASA Perseverance rover shows a selfie that’s out of this world, captured as the rover collected its latest sample of martian rock. Taken on May 10, the selfie was devised to celebrate the rover’s 1,500th day on Mars. As a day on Mars is just a little bit longer than an Earth day, at around 24 hours and 39 minutes, NASA measures its Mars missions in “sols” or martian days. As well as being a fun image for scientists and the public to enjoy, it gives the engineering team on the ground the chance to check the look and the status of the rover as it has been exploring since it landed in February 2021. Recommended Videos You can see plenty of red dust covering the rover, as the surface of Mars is covered in a dusty material called regolith which gives the planet its famous red color. Dust can be quite the challenge for Mars missions, as it gets everywhere when it is whipped up by huge dust storms and can cause problems by gumming up electronics and covering solar panels. But fortunately for Perseverance, the rover may look a little grubby on the outside but its essential functions are all still working well. “After 1,500 sols, we may be a bit dusty, but our beauty is more than skin deep,” said Art Thompson, Perseverance project manager at NASA’s Jet Propulsion Laboratory. “Our multi-mission radioisotope thermoelectric generator is giving us all the power we need. All our systems and subsystems are in the green and clicking along, and our amazing instruments continue to provide data that will feed scientific discoveries for years to come.” Even with all the instruments working correctly, though, getting the rover to take a selfie isn’t a quick job. The image was captured using Perseverance’s WATSONcamera, which is located at the end of its robotic arm. As the rover was working on capturing the selfie, it also caught an unexpected photobomber: a wind feature called a dust devil which popped up in the background. “To get that selfie look, each WATSON image has to have its own unique field of view,” explained Megan Wu, a Perseverance imaging scientist from Malin Space Science Systems. “That means we had to make 62 precision movements of the robotic arm. The whole process takes about an hour, but it’s worth it. Having the dust devil in the background makes it a classic. This is a great shot.” With its celebrations well in hand, the rover is now moving on to investigate a new area of Mars: a region called “Krokodillen” after a Norwegian mountain ridge. This area is particularly exciting because it is thought to contain some of the oldest rocks on Mars, which could help to unlock the secrets of how the solar system formed. Here on Earth, our planet has a system of tectonics in which parts of the planet’s crust are gradually pulled down toward the mantle when they meet at a fault line. That means that the rocks on Earth are essentially recycled in an ongoing cycle of melting down toward the planet’s interior then rising up and cooling to become part of the surface. That’s why there are very few extremely old rocks on Earth. On Mars, however, it’s a different story. Mars doesn’t have plate tectonics, so very old rocks can stay on its surface for billions of years. Some of these are up to 4 billion years old, or even older, so studying them can help scientists learn about how the rocky planets formed in our solar system around 4.5 billion years ago. To study these very old rocks, though, Perseverance needs to find them first. There are thought to be extremely old rocks along the edge of the huge crater in which the rover landed, called Jezero. The Jezero Crater is almost 30 miles across, likely created by a huge meteorite impact billions of years ago. When this object slammed into the martian surface, it threw up large amounts of material like huge chunks of rock which landed nearby and are still there to this day. That means that by looking along the rim of the crater, Perseverance can search for these ancient chunks of rocks and use its instruments to study them. That can also help to answer one particularly important question that scientists want to understand, which is how long there was water on Mars. They know that, although Mars is dry and arid today, it once had plentiful liquid water on its surface. It may even have looked a lot like Earth at one point — and we know that water is essential for the formation of life. What scientists don’t agree on is exactly how long there was water on Mars, and whether it would have been around for long enough to give potential life the chance to develop there. So knowing exactly when Mars lost is water is a key part of understanding the planet and whether it could ever have supported life. To that end, Perseverance will be keeping a lookout for clay minerals which form in the presence of water, perhaps even formed before the impact which created the crater. These could contain potential indications of life, called biosignatures, such as organic compounds. “If we find a potential biosignature here, it would most likely be from an entirely different and much earlier epoch of Mars evolution than the one we found last year,” said NASA scientist Ken Farley. “The Krokodillen rocks formed before Jezero Crater was created, during Mars’ earliest geologic period, the Noachian, and are among the oldest rocks on Mars.” #perseverances #new #selfie #cool #but
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    Perseverance’s new selfie is cool, but its hunt for life in ancient rocks is even cooler
    It’s not only Instagram users and holiday makers snapping selfies — even robots are getting in on the action. This new image from the NASA Perseverance rover shows a selfie that’s out of this world, captured as the rover collected its latest sample of martian rock. Taken on May 10, the selfie was devised to celebrate the rover’s 1,500th day on Mars. As a day on Mars is just a little bit longer than an Earth day, at around 24 hours and 39 minutes, NASA measures its Mars missions in “sols” or martian days. As well as being a fun image for scientists and the public to enjoy, it gives the engineering team on the ground the chance to check the look and the status of the rover as it has been exploring since it landed in February 2021. Recommended Videos You can see plenty of red dust covering the rover, as the surface of Mars is covered in a dusty material called regolith which gives the planet its famous red color. Dust can be quite the challenge for Mars missions, as it gets everywhere when it is whipped up by huge dust storms and can cause problems by gumming up electronics and covering solar panels. But fortunately for Perseverance, the rover may look a little grubby on the outside but its essential functions are all still working well. “After 1,500 sols, we may be a bit dusty, but our beauty is more than skin deep,” said Art Thompson, Perseverance project manager at NASA’s Jet Propulsion Laboratory. “Our multi-mission radioisotope thermoelectric generator is giving us all the power we need. All our systems and subsystems are in the green and clicking along, and our amazing instruments continue to provide data that will feed scientific discoveries for years to come.” Even with all the instruments working correctly, though, getting the rover to take a selfie isn’t a quick job. The image was captured using Perseverance’s WATSON (Wide Angle Topographic Sensor for Operations and eNgineering) camera, which is located at the end of its robotic arm. As the rover was working on capturing the selfie, it also caught an unexpected photobomber: a wind feature called a dust devil which popped up in the background. “To get that selfie look, each WATSON image has to have its own unique field of view,” explained Megan Wu, a Perseverance imaging scientist from Malin Space Science Systems. “That means we had to make 62 precision movements of the robotic arm. The whole process takes about an hour, but it’s worth it. Having the dust devil in the background makes it a classic. This is a great shot.” With its celebrations well in hand, the rover is now moving on to investigate a new area of Mars: a region called “Krokodillen” after a Norwegian mountain ridge. This area is particularly exciting because it is thought to contain some of the oldest rocks on Mars, which could help to unlock the secrets of how the solar system formed. Here on Earth, our planet has a system of tectonics in which parts of the planet’s crust are gradually pulled down toward the mantle when they meet at a fault line. That means that the rocks on Earth are essentially recycled in an ongoing cycle of melting down toward the planet’s interior then rising up and cooling to become part of the surface. That’s why there are very few extremely old rocks on Earth. On Mars, however, it’s a different story. Mars doesn’t have plate tectonics, so very old rocks can stay on its surface for billions of years. Some of these are up to 4 billion years old, or even older, so studying them can help scientists learn about how the rocky planets formed in our solar system around 4.5 billion years ago. To study these very old rocks, though, Perseverance needs to find them first. There are thought to be extremely old rocks along the edge of the huge crater in which the rover landed, called Jezero. The Jezero Crater is almost 30 miles across, likely created by a huge meteorite impact billions of years ago. When this object slammed into the martian surface, it threw up large amounts of material like huge chunks of rock which landed nearby and are still there to this day. That means that by looking along the rim of the crater, Perseverance can search for these ancient chunks of rocks and use its instruments to study them. That can also help to answer one particularly important question that scientists want to understand, which is how long there was water on Mars. They know that, although Mars is dry and arid today, it once had plentiful liquid water on its surface. It may even have looked a lot like Earth at one point — and we know that water is essential for the formation of life. What scientists don’t agree on is exactly how long there was water on Mars, and whether it would have been around for long enough to give potential life the chance to develop there. So knowing exactly when Mars lost is water is a key part of understanding the planet and whether it could ever have supported life. To that end, Perseverance will be keeping a lookout for clay minerals which form in the presence of water, perhaps even formed before the impact which created the crater. These could contain potential indications of life, called biosignatures, such as organic compounds. “If we find a potential biosignature here, it would most likely be from an entirely different and much earlier epoch of Mars evolution than the one we found last year,” said NASA scientist Ken Farley. “The Krokodillen rocks formed before Jezero Crater was created, during Mars’ earliest geologic period, the Noachian, and are among the oldest rocks on Mars.”
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  • Rocket Report: SpaceX’s expansion at Vandenberg; India’s PSLV fails in flight

    Observation

    Rocket Report: SpaceX’s expansion at Vandenberg; India’s PSLV fails in flight

    China's diversity in rockets was evident this week, with four types of launchers in action.

    Stephen Clark



    May 23, 2025 7:00 am

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    Dawn Aerospace's Mk-II Aurora airplane in flight over New Zealand last year.

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    Dawn Aerospace

    Dawn Aerospace's Mk-II Aurora airplane in flight over New Zealand last year.

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    Dawn Aerospace

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    Welcome to Edition 7.45 of the Rocket Report! Let's talk about spaceplanes. Since the Space Shuttle, spaceplanes have, at best, been a niche part of the space transportation business. The US Air Force's uncrewed X-37B and a similar vehicle operated by China's military are the only spaceplanes to reach orbit since the last shuttle flight in 2011, and both require a lift from a conventional rocket. Virgin Galactic's suborbital space tourism platform is also a spaceplane of sorts. A generation or two ago, one of the chief arguments in favor of spaceplanes was that they were easier to recover and reuse. Today, SpaceX routinely reuses capsules and rockets that look much more like conventional space vehicles than the winged designs of yesteryear. Spaceplanes are undeniably alluring in appearance, but they have the drawback of carrying extra weightinto space that won't be used until the final minutes of a mission. So, do they have a future?
    As always, we welcome reader submissions. If you don't want to miss an issue, please subscribe using the box below. Each report will include information on small-, medium-, and heavy-lift rockets, as well as a quick look ahead at the next three launches on the calendar.

    One of China's commercial rockets returns to flight. The Kinetica-1 rocket launched Wednesday for the first time since a failure doomed its previous attempt to reach orbit in December, according to the vehicle's developer and operator, CAS Space. The Kinetica-1 is one of several small Chinese solid-fueled launch vehicles managed by a commercial company, although with strict government oversight and support. CAS Space, a spinoff of the Chinese Academy of Sciences, said its Kinetica-1 rocket deployed multiple payloads with "excellent orbit insertion accuracy." This was the seventh flight of a Kinetica-1 rocket since its debut in 2022.

    Back in action ... "Kinetica-1 is back!" CAS Space posted on X. "Mission Y7 has just successfully sent six satellites into designated orbits, making a total of 63 satellites or 6 tons of payloads since its debut. Lots of missions are planned for the coming months. 2025 is going to be awesome." The Kinetica-1 is designed to place up to 2 metric tons of payload into low-Earth orbit. A larger liquid-fueled rocket, Kinetica-2, is scheduled to debut later this year.

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    French government backs a spaceplane startup. French spaceplane startup AndroMach announced May 15 that it received a contract from CNES, the French space agency, to begin testing an early prototype of its Banger v1 rocket engine, European Spaceflight reports. Founded in 2023, AndroMach is developing a pair of spaceplanes that will be used to perform suborbital and orbital missions to space. A suborbital spaceplane will utilize turbojet engines for horizontal takeoff and landing, and a pressure-fed biopropane/liquid oxygen rocket engine to reach space. Test flights of this smaller vehicle will begin in early 2027.
    A risky proposition ... A larger ÉTOILE "orbital shuttle" is designed to be launched by various small launch vehicles and will be capable of carrying payloads of up to 100 kilograms. According to the company, initial test flights of ÉTOILE are expected to begin at the beginning of the next decade. It's unclear how much CNES is committing to AndroMach through this contract, but the company says the funding will support testing of an early demonstrator for its propane-fueled engine, with a focus on evaluating its thermodynamic performance. It's good to see European governments supporting developments in commercial space, but the path to a small commercial orbital spaceplane is rife with risk.Dawn Aerospace is taking orders. Another spaceplane company in a more advanced stage of development says it is now taking customer orders for flights to the edge of space. New Zealand-based Dawn Aerospace said it is beginning to take orders for its remotely piloted, rocket-powered suborbital spaceplane, known as Aurora, with first deliveries expected in 2027, Aviation Week & Space Technology reports. "This marks a historic milestone: the first time a space-capable vehicle—designed to fly beyond the Kármán line—has been offered for direct sale to customers," Dawn Aerospace said in a statement. While it hasn't yet reached space, Dawn's Aurora spaceplane flew to supersonic speed for the first time last year and climbed to an altitude of 82,500 feet, setting a record for the fastest climb from a runway to 20 kilometers.

    Further along ... Aurora is small in stature, measuring just 15.7 feetlong. It's designed to loft a payload of up to 22 poundsabove the Kármán line for up to three minutes of microgravity, before returning to a runway landing. Eventually, Dawn wants to reduce the turnaround time between Aurora flights to less than four hours. "Aurora is set to become the fastest and highest-flying aircraft ever to take off from a conventional runway, blending the extreme performance of rocket propulsion with the reusability and operational simplicity of traditional aviation," Dawn said. The company's business model is akin to commercial airlines, where operators can purchase an aircraft directly from a manufacturer and manage their own operations.India's workhorse rocket falls short of orbit. In a rare setback, Indian Space Research Organisation'slaunch vehicle PSLV-C61 malfunctioned and failed to place a surveillance satellite into the intended orbit last weekend, the Times of India reported. The Polar Satellite Launch Vehicle lifted off from a launch pad on the southeastern coast of India early Sunday, local time, with a radar reconnaissance satellite named EOS-09, or RISAT-1B. The satellite was likely intended to gather intelligence for the Indian military. "The country's military space capabilities, already hindered by developmental challenges, have suffered another setback with the loss of a potential strategic asset," the Times of India wrote.
    What happened? ... V. Narayanan, ISRO's chairman, later said that the rocket’s performance was normal until the third stage. The PSLV's third stage, powered by a solid rocket motor, suffered a "fall in chamber pressure" and the mission could not be accomplished, Narayanan said. Investigators are probing the root cause of the failure. Telemetry data indicated the rocket deviated from its planned flight path around six minutes after launch, when it was traveling more than 12,600 mph, well short of the speed it needed to reach orbital velocity. The rocket and its payload fell into the Indian Ocean south of the launch site. This was the first PSLV launch failure in eight years, ending a streak of 21 consecutive successful flights. SES makes a booking with Impulse Space. SES, owner of the world's largest fleet of geostationary satellites, plans to use Impulse Space’s Helios kick stage to take advantage of lower-cost, low-Earth-orbitlaunch vehicles and get its satellites quickly into higher orbits, Aviation Week & Space Technology reports. SES hopes the combination will break a traditional launch conundrum for operators of medium-Earth-orbitand geostationary orbit. These operators often must make a trade-off between a lower-cost launch that puts them farther from their satellite's final orbit, or a more expensive launch that can expedite their satellite's entry into service.
    A matter of hours ... On Thursday, SES and Impulse Space announced a multi-launch agreement to use the methane-fueled Helios kick stage. "The first mission, currently planned for 2027, will feature a dedicated deployment from a medium-lift launcher in LEO, followed by Helios transferring the 4-ton-class payload directly to GEO within eight hours of launch," Impulse said in a statement. Typically, this transit to GEO takes several weeks to several months, depending on the satellite's propulsion system. "Today, we’re not only partnering with Impulse to bring our satellites faster to orbit, but this will also allow us to extend their lifetime and accelerate service delivery to our customers," said Adel Al-Saleh, CEO of SES. "We're proud to become Helios' first dedicated commercial mission."
    Unpacking China's spaceflight patches. There's a fascinating set of new patches Chinese officials released for a series of launches with top-secret satellites over the last two months, Ars reports. These four patches depict Buddhist gods with a sense of artistry and sharp colors that stand apart from China's previous spaceflight emblems, and perhaps—or perhaps not—they can tell us something about the nature of the missions they represent. The missions launched so-called TJS satellites toward geostationary orbit, where they most likely will perform missions in surveillance, signals intelligence, or missile warning. 
    Making connections ... It's not difficult to start making connections between the Four Heavenly Gods and the missions that China's TJS satellites likely carry out in space. A protector with an umbrella? An all-seeing entity? This sounds like a possible link to spy craft or missile warning, but there's a chance Chinese officials approved the patches to misdirect outside observers, or there's no connection at all.

    China aims for an asteroid. China is set to launch its second Tianwen deep space exploration mission late May, targeting both a near-Earth asteroid and a main belt comet, Space News reports. The robotic Tianwen-2 spacecraft is being integrated with a Long March 3B rocket at the Xichang Satellite Launch Center in southwest China, the country's top state-owned aerospace contractor said. Airspace closure notices indicate a four-hour-long launch window opening at noon EDTon May 28. Backup launch windows are scheduled for May 29 and 30.
    New frontiers ... Tianwen-2's first goal is to collect samples from a near-Earth asteroid designated 469219 Kamoʻoalewa, or 2016 HO3, and return them to Earth in late 2027 with a reentry module. The Tianwen-2 mothership will then set a course toward a comet for a secondary mission. This will be China's first sample return mission from beyond the Moon. The asteroid selected as the target for Tianwen-2 is believed by scientists to be less than 100 meters, or 330 feet, in diameter, and may be made of material thrown off the Moon some time in its ancient past. Results from Tianwen-2 may confirm that hypothesis.Upgraded methalox rocket flies from Jiuquan. Another one of China's privately funded launch companies achieved a milestone this week. Landspace launched an upgraded version of its Zhuque-2E rocket Saturday from the Jiuquan launch base in northwestern China, Space News reports. The rocket delivered six satellites to orbit for a range of remote sensing, Earth observation, and technology demonstration missions. The Zhuque-2E is an improved version of the Zhuque-2, which became the first liquid methane-fueled rocket in the world to reach orbit in 2023.
    Larger envelope ... This was the second flight of the Zhuque-2E rocket design, but the first to utilize a wider payload fairing to provide more volume for satellites on their ride into space. The Zhuque-2E is a stepping stone toward a much larger rocket Landspace is developing called the Zhuque-3, a stainless steel launcher with a reusable first stage booster that, at least outwardly, bears some similarities to SpaceX's Falcon 9.FAA clears SpaceX for Starship Flight 9. The Federal Aviation Administration gave the green light Thursday for SpaceX to launch the next test flight of its Starship mega-rocket as soon as next week, following two consecutive failures earlier this year, Ars reports. The failures set back SpaceX's Starship program by several months. The company aims to get the rocket's development back on track with the upcoming launch, Starship's ninth full-scale test flight since its debut in April 2023. Starship is central to SpaceX's long-held ambition to send humans to Mars and is the vehicle NASA has selected to land astronauts on the Moon under the umbrella of the government's Artemis program.
    Targeting Tuesday, for now ... In a statement Thursday, the FAA said SpaceX is authorized to launch the next Starship test flight, known as Flight 9, after finding the company "meets all of the rigorous safety, environmental and other licensing requirements." SpaceX has not confirmed a target launch date for the next launch of Starship, but warning notices for pilots and mariners to steer clear of hazard areas in the Gulf of Mexico suggest the flight might happen as soon as the evening of Tuesday, May 27. The rocket will lift off from Starbase, Texas, SpaceX's privately owned spaceport near the US-Mexico border. The FAA's approval comes with some stipulations, including that the launch must occur during "non-peak" times for air traffic and a larger closure of airspace downrange from Starbase.
    Space Force is fed up with Vulcan delays. In recent written testimony to a US House of Representatives subcommittee that oversees the military, the senior official responsible for purchasing launches for national security missions blistered one of the country's two primary rocket providers, Ars reports. The remarks from Major General Stephen G. Purdy, acting assistant secretary of the Air Force for Space Acquisition and Integration, concerned United Launch Alliance and its long-delayed development of the large Vulcan rocket. "The ULA Vulcan program has performed unsatisfactorily this past year," Purdy said in written testimony during a May 14 hearing before the House Armed Services Committee's Subcommittee on Strategic Forces. This portion of his testimony did not come up during the hearing, and it has not been reported publicly to date.

    Repairing trust ... "Major issues with the Vulcan have overshadowed its successful certification resulting in delays to the launch of four national security missions," Purdy wrote. "Despite the retirement of highly successful Atlas and Delta launch vehicles, the transition to Vulcan has been slow and continues to impact the completion of Space Force mission objectives." It has widely been known in the space community that military officials, who supported Vulcan with development contracts for the rocket and its engines that exceeded billion, have been unhappy with the pace of the rocket's development. It was originally due to launch in 2020. At the end of his written testimony, Purdy emphasized that he expected ULA to do better. As part of his job as the Service Acquisition Executive for Space, Purdy noted that he has been tasked to transform space acquisition and to become more innovative. "For these programs, the prime contractors must re-establish baselines, establish a culture of accountability, and repair trust deficit to prove to the SAE that they are adopting the acquisition principles necessary to deliver capabilities at speed, on cost and on schedule."
    SpaceX's growth on the West Coast. SpaceX is moving ahead with expansion plans at Vandenberg Space Force Base, California, that will double its West Coast launch cadence and enable Falcon Heavy rockets to fly from California, Spaceflight Now reports. Last week, the Department of the Air Force issued its Draft Environmental Impact Statement, which considers proposed modifications from SpaceX to Space Launch Complex 6at Vandenberg. These modifications will include changes to support launches of Falcon 9 and Falcon Heavy rockets, the construction of two new landing pads for Falcon boosters adjacent to SLC-6, the demolition of unneeded structures at SLC-6, and increasing SpaceX’s permitted launch cadence from Vandenberg from 50 launches to 100.

    Doubling the fun ... The transformation of SLC-6 would include quite a bit of overhaul. Its most recent tenant, United Launch Alliance, previously used it for Delta IV rockets from 2006 through its final launch in September 2022. The following year, the Space Force handed over the launch pad to SpaceX, which lacked a pad at Vandenberg capable of supporting Falcon Heavy missions. The estimated launch cadence between SpaceX’s existing Falcon 9 pad at Vandenberg, known as SLC-4E, and SLC-6 would be a 70-11 split for Falcon 9 rockets in 2026, with one Falcon Heavy at SLC-6, for a total of 82 launches. That would increase to a 70-25 Falcon 9 split in 2027 and 2028, with an estimated five Falcon Heavy launches in each of those years.Next three launches
    May 23: Falcon 9 | Starlink 11-16 | Vandenberg Space Force Base, California | 20:36 UTC
    May 24: Falcon 9 | Starlink 12-22 | Cape Canaveral Space Force Station, Florida | 17:19 UTC
    May 27: Falcon 9 | Starlink 17-1 | Vandenberg Space Force Base, California | 16:14 UTC

    Stephen Clark
    Space Reporter

    Stephen Clark
    Space Reporter

    Stephen Clark is a space reporter at Ars Technica, covering private space companies and the world’s space agencies. Stephen writes about the nexus of technology, science, policy, and business on and off the planet.

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    #rocket #report #spacexs #expansion #vandenberg
    Rocket Report: SpaceX’s expansion at Vandenberg; India’s PSLV fails in flight
    Observation Rocket Report: SpaceX’s expansion at Vandenberg; India’s PSLV fails in flight China's diversity in rockets was evident this week, with four types of launchers in action. Stephen Clark – May 23, 2025 7:00 am | 7 Dawn Aerospace's Mk-II Aurora airplane in flight over New Zealand last year. Credit: Dawn Aerospace Dawn Aerospace's Mk-II Aurora airplane in flight over New Zealand last year. Credit: Dawn Aerospace Story text Size Small Standard Large Width * Standard Wide Links Standard Orange * Subscribers only   Learn more Welcome to Edition 7.45 of the Rocket Report! Let's talk about spaceplanes. Since the Space Shuttle, spaceplanes have, at best, been a niche part of the space transportation business. The US Air Force's uncrewed X-37B and a similar vehicle operated by China's military are the only spaceplanes to reach orbit since the last shuttle flight in 2011, and both require a lift from a conventional rocket. Virgin Galactic's suborbital space tourism platform is also a spaceplane of sorts. A generation or two ago, one of the chief arguments in favor of spaceplanes was that they were easier to recover and reuse. Today, SpaceX routinely reuses capsules and rockets that look much more like conventional space vehicles than the winged designs of yesteryear. Spaceplanes are undeniably alluring in appearance, but they have the drawback of carrying extra weightinto space that won't be used until the final minutes of a mission. So, do they have a future? As always, we welcome reader submissions. If you don't want to miss an issue, please subscribe using the box below. Each report will include information on small-, medium-, and heavy-lift rockets, as well as a quick look ahead at the next three launches on the calendar. One of China's commercial rockets returns to flight. The Kinetica-1 rocket launched Wednesday for the first time since a failure doomed its previous attempt to reach orbit in December, according to the vehicle's developer and operator, CAS Space. The Kinetica-1 is one of several small Chinese solid-fueled launch vehicles managed by a commercial company, although with strict government oversight and support. CAS Space, a spinoff of the Chinese Academy of Sciences, said its Kinetica-1 rocket deployed multiple payloads with "excellent orbit insertion accuracy." This was the seventh flight of a Kinetica-1 rocket since its debut in 2022. Back in action ... "Kinetica-1 is back!" CAS Space posted on X. "Mission Y7 has just successfully sent six satellites into designated orbits, making a total of 63 satellites or 6 tons of payloads since its debut. Lots of missions are planned for the coming months. 2025 is going to be awesome." The Kinetica-1 is designed to place up to 2 metric tons of payload into low-Earth orbit. A larger liquid-fueled rocket, Kinetica-2, is scheduled to debut later this year. The Ars Technica Rocket Report The easiest way to keep up with Eric Berger's and Stephen Clark's reporting on all things space is to sign up for our newsletter. We'll collect their stories and deliver them straight to your inbox. Sign Me Up! French government backs a spaceplane startup. French spaceplane startup AndroMach announced May 15 that it received a contract from CNES, the French space agency, to begin testing an early prototype of its Banger v1 rocket engine, European Spaceflight reports. Founded in 2023, AndroMach is developing a pair of spaceplanes that will be used to perform suborbital and orbital missions to space. A suborbital spaceplane will utilize turbojet engines for horizontal takeoff and landing, and a pressure-fed biopropane/liquid oxygen rocket engine to reach space. Test flights of this smaller vehicle will begin in early 2027. A risky proposition ... A larger ÉTOILE "orbital shuttle" is designed to be launched by various small launch vehicles and will be capable of carrying payloads of up to 100 kilograms. According to the company, initial test flights of ÉTOILE are expected to begin at the beginning of the next decade. It's unclear how much CNES is committing to AndroMach through this contract, but the company says the funding will support testing of an early demonstrator for its propane-fueled engine, with a focus on evaluating its thermodynamic performance. It's good to see European governments supporting developments in commercial space, but the path to a small commercial orbital spaceplane is rife with risk.Dawn Aerospace is taking orders. Another spaceplane company in a more advanced stage of development says it is now taking customer orders for flights to the edge of space. New Zealand-based Dawn Aerospace said it is beginning to take orders for its remotely piloted, rocket-powered suborbital spaceplane, known as Aurora, with first deliveries expected in 2027, Aviation Week & Space Technology reports. "This marks a historic milestone: the first time a space-capable vehicle—designed to fly beyond the Kármán line—has been offered for direct sale to customers," Dawn Aerospace said in a statement. While it hasn't yet reached space, Dawn's Aurora spaceplane flew to supersonic speed for the first time last year and climbed to an altitude of 82,500 feet, setting a record for the fastest climb from a runway to 20 kilometers. Further along ... Aurora is small in stature, measuring just 15.7 feetlong. It's designed to loft a payload of up to 22 poundsabove the Kármán line for up to three minutes of microgravity, before returning to a runway landing. Eventually, Dawn wants to reduce the turnaround time between Aurora flights to less than four hours. "Aurora is set to become the fastest and highest-flying aircraft ever to take off from a conventional runway, blending the extreme performance of rocket propulsion with the reusability and operational simplicity of traditional aviation," Dawn said. The company's business model is akin to commercial airlines, where operators can purchase an aircraft directly from a manufacturer and manage their own operations.India's workhorse rocket falls short of orbit. In a rare setback, Indian Space Research Organisation'slaunch vehicle PSLV-C61 malfunctioned and failed to place a surveillance satellite into the intended orbit last weekend, the Times of India reported. The Polar Satellite Launch Vehicle lifted off from a launch pad on the southeastern coast of India early Sunday, local time, with a radar reconnaissance satellite named EOS-09, or RISAT-1B. The satellite was likely intended to gather intelligence for the Indian military. "The country's military space capabilities, already hindered by developmental challenges, have suffered another setback with the loss of a potential strategic asset," the Times of India wrote. What happened? ... V. Narayanan, ISRO's chairman, later said that the rocket’s performance was normal until the third stage. The PSLV's third stage, powered by a solid rocket motor, suffered a "fall in chamber pressure" and the mission could not be accomplished, Narayanan said. Investigators are probing the root cause of the failure. Telemetry data indicated the rocket deviated from its planned flight path around six minutes after launch, when it was traveling more than 12,600 mph, well short of the speed it needed to reach orbital velocity. The rocket and its payload fell into the Indian Ocean south of the launch site. This was the first PSLV launch failure in eight years, ending a streak of 21 consecutive successful flights. SES makes a booking with Impulse Space. SES, owner of the world's largest fleet of geostationary satellites, plans to use Impulse Space’s Helios kick stage to take advantage of lower-cost, low-Earth-orbitlaunch vehicles and get its satellites quickly into higher orbits, Aviation Week & Space Technology reports. SES hopes the combination will break a traditional launch conundrum for operators of medium-Earth-orbitand geostationary orbit. These operators often must make a trade-off between a lower-cost launch that puts them farther from their satellite's final orbit, or a more expensive launch that can expedite their satellite's entry into service. A matter of hours ... On Thursday, SES and Impulse Space announced a multi-launch agreement to use the methane-fueled Helios kick stage. "The first mission, currently planned for 2027, will feature a dedicated deployment from a medium-lift launcher in LEO, followed by Helios transferring the 4-ton-class payload directly to GEO within eight hours of launch," Impulse said in a statement. Typically, this transit to GEO takes several weeks to several months, depending on the satellite's propulsion system. "Today, we’re not only partnering with Impulse to bring our satellites faster to orbit, but this will also allow us to extend their lifetime and accelerate service delivery to our customers," said Adel Al-Saleh, CEO of SES. "We're proud to become Helios' first dedicated commercial mission." Unpacking China's spaceflight patches. There's a fascinating set of new patches Chinese officials released for a series of launches with top-secret satellites over the last two months, Ars reports. These four patches depict Buddhist gods with a sense of artistry and sharp colors that stand apart from China's previous spaceflight emblems, and perhaps—or perhaps not—they can tell us something about the nature of the missions they represent. The missions launched so-called TJS satellites toward geostationary orbit, where they most likely will perform missions in surveillance, signals intelligence, or missile warning.  Making connections ... It's not difficult to start making connections between the Four Heavenly Gods and the missions that China's TJS satellites likely carry out in space. A protector with an umbrella? An all-seeing entity? This sounds like a possible link to spy craft or missile warning, but there's a chance Chinese officials approved the patches to misdirect outside observers, or there's no connection at all. China aims for an asteroid. China is set to launch its second Tianwen deep space exploration mission late May, targeting both a near-Earth asteroid and a main belt comet, Space News reports. The robotic Tianwen-2 spacecraft is being integrated with a Long March 3B rocket at the Xichang Satellite Launch Center in southwest China, the country's top state-owned aerospace contractor said. Airspace closure notices indicate a four-hour-long launch window opening at noon EDTon May 28. Backup launch windows are scheduled for May 29 and 30. New frontiers ... Tianwen-2's first goal is to collect samples from a near-Earth asteroid designated 469219 Kamoʻoalewa, or 2016 HO3, and return them to Earth in late 2027 with a reentry module. The Tianwen-2 mothership will then set a course toward a comet for a secondary mission. This will be China's first sample return mission from beyond the Moon. The asteroid selected as the target for Tianwen-2 is believed by scientists to be less than 100 meters, or 330 feet, in diameter, and may be made of material thrown off the Moon some time in its ancient past. Results from Tianwen-2 may confirm that hypothesis.Upgraded methalox rocket flies from Jiuquan. Another one of China's privately funded launch companies achieved a milestone this week. Landspace launched an upgraded version of its Zhuque-2E rocket Saturday from the Jiuquan launch base in northwestern China, Space News reports. The rocket delivered six satellites to orbit for a range of remote sensing, Earth observation, and technology demonstration missions. The Zhuque-2E is an improved version of the Zhuque-2, which became the first liquid methane-fueled rocket in the world to reach orbit in 2023. Larger envelope ... This was the second flight of the Zhuque-2E rocket design, but the first to utilize a wider payload fairing to provide more volume for satellites on their ride into space. The Zhuque-2E is a stepping stone toward a much larger rocket Landspace is developing called the Zhuque-3, a stainless steel launcher with a reusable first stage booster that, at least outwardly, bears some similarities to SpaceX's Falcon 9.FAA clears SpaceX for Starship Flight 9. The Federal Aviation Administration gave the green light Thursday for SpaceX to launch the next test flight of its Starship mega-rocket as soon as next week, following two consecutive failures earlier this year, Ars reports. The failures set back SpaceX's Starship program by several months. The company aims to get the rocket's development back on track with the upcoming launch, Starship's ninth full-scale test flight since its debut in April 2023. Starship is central to SpaceX's long-held ambition to send humans to Mars and is the vehicle NASA has selected to land astronauts on the Moon under the umbrella of the government's Artemis program. Targeting Tuesday, for now ... In a statement Thursday, the FAA said SpaceX is authorized to launch the next Starship test flight, known as Flight 9, after finding the company "meets all of the rigorous safety, environmental and other licensing requirements." SpaceX has not confirmed a target launch date for the next launch of Starship, but warning notices for pilots and mariners to steer clear of hazard areas in the Gulf of Mexico suggest the flight might happen as soon as the evening of Tuesday, May 27. The rocket will lift off from Starbase, Texas, SpaceX's privately owned spaceport near the US-Mexico border. The FAA's approval comes with some stipulations, including that the launch must occur during "non-peak" times for air traffic and a larger closure of airspace downrange from Starbase. Space Force is fed up with Vulcan delays. In recent written testimony to a US House of Representatives subcommittee that oversees the military, the senior official responsible for purchasing launches for national security missions blistered one of the country's two primary rocket providers, Ars reports. The remarks from Major General Stephen G. Purdy, acting assistant secretary of the Air Force for Space Acquisition and Integration, concerned United Launch Alliance and its long-delayed development of the large Vulcan rocket. "The ULA Vulcan program has performed unsatisfactorily this past year," Purdy said in written testimony during a May 14 hearing before the House Armed Services Committee's Subcommittee on Strategic Forces. This portion of his testimony did not come up during the hearing, and it has not been reported publicly to date. Repairing trust ... "Major issues with the Vulcan have overshadowed its successful certification resulting in delays to the launch of four national security missions," Purdy wrote. "Despite the retirement of highly successful Atlas and Delta launch vehicles, the transition to Vulcan has been slow and continues to impact the completion of Space Force mission objectives." It has widely been known in the space community that military officials, who supported Vulcan with development contracts for the rocket and its engines that exceeded billion, have been unhappy with the pace of the rocket's development. It was originally due to launch in 2020. At the end of his written testimony, Purdy emphasized that he expected ULA to do better. As part of his job as the Service Acquisition Executive for Space, Purdy noted that he has been tasked to transform space acquisition and to become more innovative. "For these programs, the prime contractors must re-establish baselines, establish a culture of accountability, and repair trust deficit to prove to the SAE that they are adopting the acquisition principles necessary to deliver capabilities at speed, on cost and on schedule." SpaceX's growth on the West Coast. SpaceX is moving ahead with expansion plans at Vandenberg Space Force Base, California, that will double its West Coast launch cadence and enable Falcon Heavy rockets to fly from California, Spaceflight Now reports. Last week, the Department of the Air Force issued its Draft Environmental Impact Statement, which considers proposed modifications from SpaceX to Space Launch Complex 6at Vandenberg. These modifications will include changes to support launches of Falcon 9 and Falcon Heavy rockets, the construction of two new landing pads for Falcon boosters adjacent to SLC-6, the demolition of unneeded structures at SLC-6, and increasing SpaceX’s permitted launch cadence from Vandenberg from 50 launches to 100. Doubling the fun ... The transformation of SLC-6 would include quite a bit of overhaul. Its most recent tenant, United Launch Alliance, previously used it for Delta IV rockets from 2006 through its final launch in September 2022. The following year, the Space Force handed over the launch pad to SpaceX, which lacked a pad at Vandenberg capable of supporting Falcon Heavy missions. The estimated launch cadence between SpaceX’s existing Falcon 9 pad at Vandenberg, known as SLC-4E, and SLC-6 would be a 70-11 split for Falcon 9 rockets in 2026, with one Falcon Heavy at SLC-6, for a total of 82 launches. That would increase to a 70-25 Falcon 9 split in 2027 and 2028, with an estimated five Falcon Heavy launches in each of those years.Next three launches May 23: Falcon 9 | Starlink 11-16 | Vandenberg Space Force Base, California | 20:36 UTC May 24: Falcon 9 | Starlink 12-22 | Cape Canaveral Space Force Station, Florida | 17:19 UTC May 27: Falcon 9 | Starlink 17-1 | Vandenberg Space Force Base, California | 16:14 UTC Stephen Clark Space Reporter Stephen Clark Space Reporter Stephen Clark is a space reporter at Ars Technica, covering private space companies and the world’s space agencies. Stephen writes about the nexus of technology, science, policy, and business on and off the planet. 7 Comments #rocket #report #spacexs #expansion #vandenberg
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    Rocket Report: SpaceX’s expansion at Vandenberg; India’s PSLV fails in flight
    Observation Rocket Report: SpaceX’s expansion at Vandenberg; India’s PSLV fails in flight China's diversity in rockets was evident this week, with four types of launchers in action. Stephen Clark – May 23, 2025 7:00 am | 7 Dawn Aerospace's Mk-II Aurora airplane in flight over New Zealand last year. Credit: Dawn Aerospace Dawn Aerospace's Mk-II Aurora airplane in flight over New Zealand last year. Credit: Dawn Aerospace Story text Size Small Standard Large Width * Standard Wide Links Standard Orange * Subscribers only   Learn more Welcome to Edition 7.45 of the Rocket Report! Let's talk about spaceplanes. Since the Space Shuttle, spaceplanes have, at best, been a niche part of the space transportation business. The US Air Force's uncrewed X-37B and a similar vehicle operated by China's military are the only spaceplanes to reach orbit since the last shuttle flight in 2011, and both require a lift from a conventional rocket. Virgin Galactic's suborbital space tourism platform is also a spaceplane of sorts. A generation or two ago, one of the chief arguments in favor of spaceplanes was that they were easier to recover and reuse. Today, SpaceX routinely reuses capsules and rockets that look much more like conventional space vehicles than the winged designs of yesteryear. Spaceplanes are undeniably alluring in appearance, but they have the drawback of carrying extra weight (wings) into space that won't be used until the final minutes of a mission. So, do they have a future? As always, we welcome reader submissions. If you don't want to miss an issue, please subscribe using the box below (the form will not appear on AMP-enabled versions of the site). Each report will include information on small-, medium-, and heavy-lift rockets, as well as a quick look ahead at the next three launches on the calendar. One of China's commercial rockets returns to flight. The Kinetica-1 rocket launched Wednesday for the first time since a failure doomed its previous attempt to reach orbit in December, according to the vehicle's developer and operator, CAS Space. The Kinetica-1 is one of several small Chinese solid-fueled launch vehicles managed by a commercial company, although with strict government oversight and support. CAS Space, a spinoff of the Chinese Academy of Sciences, said its Kinetica-1 rocket deployed multiple payloads with "excellent orbit insertion accuracy." This was the seventh flight of a Kinetica-1 rocket since its debut in 2022. Back in action ... "Kinetica-1 is back!" CAS Space posted on X. "Mission Y7 has just successfully sent six satellites into designated orbits, making a total of 63 satellites or 6 tons of payloads since its debut. Lots of missions are planned for the coming months. 2025 is going to be awesome." The Kinetica-1 is designed to place up to 2 metric tons of payload into low-Earth orbit. A larger liquid-fueled rocket, Kinetica-2, is scheduled to debut later this year. The Ars Technica Rocket Report The easiest way to keep up with Eric Berger's and Stephen Clark's reporting on all things space is to sign up for our newsletter. We'll collect their stories and deliver them straight to your inbox. Sign Me Up! French government backs a spaceplane startup. French spaceplane startup AndroMach announced May 15 that it received a contract from CNES, the French space agency, to begin testing an early prototype of its Banger v1 rocket engine, European Spaceflight reports. Founded in 2023, AndroMach is developing a pair of spaceplanes that will be used to perform suborbital and orbital missions to space. A suborbital spaceplane will utilize turbojet engines for horizontal takeoff and landing, and a pressure-fed biopropane/liquid oxygen rocket engine to reach space. Test flights of this smaller vehicle will begin in early 2027. A risky proposition ... A larger ÉTOILE "orbital shuttle" is designed to be launched by various small launch vehicles and will be capable of carrying payloads of up to 100 kilograms (220 pounds). According to the company, initial test flights of ÉTOILE are expected to begin at the beginning of the next decade. It's unclear how much CNES is committing to AndroMach through this contract, but the company says the funding will support testing of an early demonstrator for its propane-fueled engine, with a focus on evaluating its thermodynamic performance. It's good to see European governments supporting developments in commercial space, but the path to a small commercial orbital spaceplane is rife with risk. (submitted by EllPeaTea) Dawn Aerospace is taking orders. Another spaceplane company in a more advanced stage of development says it is now taking customer orders for flights to the edge of space. New Zealand-based Dawn Aerospace said it is beginning to take orders for its remotely piloted, rocket-powered suborbital spaceplane, known as Aurora, with first deliveries expected in 2027, Aviation Week & Space Technology reports. "This marks a historic milestone: the first time a space-capable vehicle—designed to fly beyond the Kármán line (100 kilometers or 328,000 feet)—has been offered for direct sale to customers," Dawn Aerospace said in a statement. While it hasn't yet reached space, Dawn's Aurora spaceplane flew to supersonic speed for the first time last year and climbed to an altitude of 82,500 feet (25.1 kilometers), setting a record for the fastest climb from a runway to 20 kilometers. Further along ... Aurora is small in stature, measuring just 15.7 feet (4.8 meters) long. It's designed to loft a payload of up to 22 pounds (10 kilograms) above the Kármán line for up to three minutes of microgravity, before returning to a runway landing. Eventually, Dawn wants to reduce the turnaround time between Aurora flights to less than four hours. "Aurora is set to become the fastest and highest-flying aircraft ever to take off from a conventional runway, blending the extreme performance of rocket propulsion with the reusability and operational simplicity of traditional aviation," Dawn said. The company's business model is akin to commercial airlines, where operators can purchase an aircraft directly from a manufacturer and manage their own operations. (submitted by EllPeaTea) India's workhorse rocket falls short of orbit. In a rare setback, Indian Space Research Organisation's (ISRO) launch vehicle PSLV-C61 malfunctioned and failed to place a surveillance satellite into the intended orbit last weekend, the Times of India reported. The Polar Satellite Launch Vehicle lifted off from a launch pad on the southeastern coast of India early Sunday, local time, with a radar reconnaissance satellite named EOS-09, or RISAT-1B. The satellite was likely intended to gather intelligence for the Indian military. "The country's military space capabilities, already hindered by developmental challenges, have suffered another setback with the loss of a potential strategic asset," the Times of India wrote. What happened? ... V. Narayanan, ISRO's chairman, later said that the rocket’s performance was normal until the third stage. The PSLV's third stage, powered by a solid rocket motor, suffered a "fall in chamber pressure" and the mission could not be accomplished, Narayanan said. Investigators are probing the root cause of the failure. Telemetry data indicated the rocket deviated from its planned flight path around six minutes after launch, when it was traveling more than 12,600 mph (5.66 kilometers per second), well short of the speed it needed to reach orbital velocity. The rocket and its payload fell into the Indian Ocean south of the launch site. This was the first PSLV launch failure in eight years, ending a streak of 21 consecutive successful flights. (submitted by EllPeaTea) SES makes a booking with Impulse Space. SES, owner of the world's largest fleet of geostationary satellites, plans to use Impulse Space’s Helios kick stage to take advantage of lower-cost, low-Earth-orbit (LEO) launch vehicles and get its satellites quickly into higher orbits, Aviation Week & Space Technology reports. SES hopes the combination will break a traditional launch conundrum for operators of medium-Earth-orbit (MEO) and geostationary orbit (GEO). These operators often must make a trade-off between a lower-cost launch that puts them farther from their satellite's final orbit, or a more expensive launch that can expedite their satellite's entry into service. A matter of hours ... On Thursday, SES and Impulse Space announced a multi-launch agreement to use the methane-fueled Helios kick stage. "The first mission, currently planned for 2027, will feature a dedicated deployment from a medium-lift launcher in LEO, followed by Helios transferring the 4-ton-class payload directly to GEO within eight hours of launch," Impulse said in a statement. Typically, this transit to GEO takes several weeks to several months, depending on the satellite's propulsion system. "Today, we’re not only partnering with Impulse to bring our satellites faster to orbit, but this will also allow us to extend their lifetime and accelerate service delivery to our customers," said Adel Al-Saleh, CEO of SES. "We're proud to become Helios' first dedicated commercial mission." Unpacking China's spaceflight patches. There's a fascinating set of new patches Chinese officials released for a series of launches with top-secret satellites over the last two months, Ars reports. These four patches depict Buddhist gods with a sense of artistry and sharp colors that stand apart from China's previous spaceflight emblems, and perhaps—or perhaps not—they can tell us something about the nature of the missions they represent. The missions launched so-called TJS satellites toward geostationary orbit, where they most likely will perform missions in surveillance, signals intelligence, or missile warning.  Making connections ... It's not difficult to start making connections between the Four Heavenly Gods and the missions that China's TJS satellites likely carry out in space. A protector with an umbrella? An all-seeing entity? This sounds like a possible link to spy craft or missile warning, but there's a chance Chinese officials approved the patches to misdirect outside observers, or there's no connection at all. China aims for an asteroid. China is set to launch its second Tianwen deep space exploration mission late May, targeting both a near-Earth asteroid and a main belt comet, Space News reports. The robotic Tianwen-2 spacecraft is being integrated with a Long March 3B rocket at the Xichang Satellite Launch Center in southwest China, the country's top state-owned aerospace contractor said. Airspace closure notices indicate a four-hour-long launch window opening at noon EDT (16:00–20:00 UTC) on May 28. Backup launch windows are scheduled for May 29 and 30. New frontiers ... Tianwen-2's first goal is to collect samples from a near-Earth asteroid designated 469219 Kamoʻoalewa, or 2016 HO3, and return them to Earth in late 2027 with a reentry module. The Tianwen-2 mothership will then set a course toward a comet for a secondary mission. This will be China's first sample return mission from beyond the Moon. The asteroid selected as the target for Tianwen-2 is believed by scientists to be less than 100 meters, or 330 feet, in diameter, and may be made of material thrown off the Moon some time in its ancient past. Results from Tianwen-2 may confirm that hypothesis. (submitted by EllPeaTea) Upgraded methalox rocket flies from Jiuquan. Another one of China's privately funded launch companies achieved a milestone this week. Landspace launched an upgraded version of its Zhuque-2E rocket Saturday from the Jiuquan launch base in northwestern China, Space News reports. The rocket delivered six satellites to orbit for a range of remote sensing, Earth observation, and technology demonstration missions. The Zhuque-2E is an improved version of the Zhuque-2, which became the first liquid methane-fueled rocket in the world to reach orbit in 2023. Larger envelope ... This was the second flight of the Zhuque-2E rocket design, but the first to utilize a wider payload fairing to provide more volume for satellites on their ride into space. The Zhuque-2E is a stepping stone toward a much larger rocket Landspace is developing called the Zhuque-3, a stainless steel launcher with a reusable first stage booster that, at least outwardly, bears some similarities to SpaceX's Falcon 9. (submitted by EllPeaTea) FAA clears SpaceX for Starship Flight 9. The Federal Aviation Administration gave the green light Thursday for SpaceX to launch the next test flight of its Starship mega-rocket as soon as next week, following two consecutive failures earlier this year, Ars reports. The failures set back SpaceX's Starship program by several months. The company aims to get the rocket's development back on track with the upcoming launch, Starship's ninth full-scale test flight since its debut in April 2023. Starship is central to SpaceX's long-held ambition to send humans to Mars and is the vehicle NASA has selected to land astronauts on the Moon under the umbrella of the government's Artemis program. Targeting Tuesday, for now ... In a statement Thursday, the FAA said SpaceX is authorized to launch the next Starship test flight, known as Flight 9, after finding the company "meets all of the rigorous safety, environmental and other licensing requirements." SpaceX has not confirmed a target launch date for the next launch of Starship, but warning notices for pilots and mariners to steer clear of hazard areas in the Gulf of Mexico suggest the flight might happen as soon as the evening of Tuesday, May 27. The rocket will lift off from Starbase, Texas, SpaceX's privately owned spaceport near the US-Mexico border. The FAA's approval comes with some stipulations, including that the launch must occur during "non-peak" times for air traffic and a larger closure of airspace downrange from Starbase. Space Force is fed up with Vulcan delays. In recent written testimony to a US House of Representatives subcommittee that oversees the military, the senior official responsible for purchasing launches for national security missions blistered one of the country's two primary rocket providers, Ars reports. The remarks from Major General Stephen G. Purdy, acting assistant secretary of the Air Force for Space Acquisition and Integration, concerned United Launch Alliance and its long-delayed development of the large Vulcan rocket. "The ULA Vulcan program has performed unsatisfactorily this past year," Purdy said in written testimony during a May 14 hearing before the House Armed Services Committee's Subcommittee on Strategic Forces. This portion of his testimony did not come up during the hearing, and it has not been reported publicly to date. Repairing trust ... "Major issues with the Vulcan have overshadowed its successful certification resulting in delays to the launch of four national security missions," Purdy wrote. "Despite the retirement of highly successful Atlas and Delta launch vehicles, the transition to Vulcan has been slow and continues to impact the completion of Space Force mission objectives." It has widely been known in the space community that military officials, who supported Vulcan with development contracts for the rocket and its engines that exceeded $1 billion, have been unhappy with the pace of the rocket's development. It was originally due to launch in 2020. At the end of his written testimony, Purdy emphasized that he expected ULA to do better. As part of his job as the Service Acquisition Executive for Space (SAE), Purdy noted that he has been tasked to transform space acquisition and to become more innovative. "For these programs, the prime contractors must re-establish baselines, establish a culture of accountability, and repair trust deficit to prove to the SAE that they are adopting the acquisition principles necessary to deliver capabilities at speed, on cost and on schedule." SpaceX's growth on the West Coast. SpaceX is moving ahead with expansion plans at Vandenberg Space Force Base, California, that will double its West Coast launch cadence and enable Falcon Heavy rockets to fly from California, Spaceflight Now reports. Last week, the Department of the Air Force issued its Draft Environmental Impact Statement (EIS), which considers proposed modifications from SpaceX to Space Launch Complex 6 (SLC-6) at Vandenberg. These modifications will include changes to support launches of Falcon 9 and Falcon Heavy rockets, the construction of two new landing pads for Falcon boosters adjacent to SLC-6, the demolition of unneeded structures at SLC-6, and increasing SpaceX’s permitted launch cadence from Vandenberg from 50 launches to 100. Doubling the fun ... The transformation of SLC-6 would include quite a bit of overhaul. Its most recent tenant, United Launch Alliance, previously used it for Delta IV rockets from 2006 through its final launch in September 2022. The following year, the Space Force handed over the launch pad to SpaceX, which lacked a pad at Vandenberg capable of supporting Falcon Heavy missions. The estimated launch cadence between SpaceX’s existing Falcon 9 pad at Vandenberg, known as SLC-4E, and SLC-6 would be a 70-11 split for Falcon 9 rockets in 2026, with one Falcon Heavy at SLC-6, for a total of 82 launches. That would increase to a 70-25 Falcon 9 split in 2027 and 2028, with an estimated five Falcon Heavy launches in each of those years. (submitted by EllPeaTea) Next three launches May 23: Falcon 9 | Starlink 11-16 | Vandenberg Space Force Base, California | 20:36 UTC May 24: Falcon 9 | Starlink 12-22 | Cape Canaveral Space Force Station, Florida | 17:19 UTC May 27: Falcon 9 | Starlink 17-1 | Vandenberg Space Force Base, California | 16:14 UTC Stephen Clark Space Reporter Stephen Clark Space Reporter Stephen Clark is a space reporter at Ars Technica, covering private space companies and the world’s space agencies. Stephen writes about the nexus of technology, science, policy, and business on and off the planet. 7 Comments
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