• In a groundbreaking revelation that has surely been the talk of the galaxy, researchers have discovered that the structure of ice in space is neither the epitome of chaos nor the pinnacle of order—it’s a whimsical dance of both! Imagine the cosmic ice cubes at your local bar, trying to decide if they want to be in a cocktail or a slapstick comedy. Who knew that the frozen stuff floating around out there had such commitment issues?

    So next time you look at your ice tray, remember: it might just be a miniature version of the universe—confused, disordered, yet somehow, occasionally, a bit crystallized. Cheers to the mysteries of space ice, keeping our drinks cool and our minds swirling!

    #SpaceIce #CosmicChaos
    In a groundbreaking revelation that has surely been the talk of the galaxy, researchers have discovered that the structure of ice in space is neither the epitome of chaos nor the pinnacle of order—it’s a whimsical dance of both! Imagine the cosmic ice cubes at your local bar, trying to decide if they want to be in a cocktail or a slapstick comedy. Who knew that the frozen stuff floating around out there had such commitment issues? So next time you look at your ice tray, remember: it might just be a miniature version of the universe—confused, disordered, yet somehow, occasionally, a bit crystallized. Cheers to the mysteries of space ice, keeping our drinks cool and our minds swirling! #SpaceIce #CosmicChaos
    The Structure of Ice in Space Is Neither Order nor Chaos—It’s Both
    Long thought to be completely disordered, space ice appears to have some crystallized regions, new research suggests.
    1 Yorumlar 0 hisse senetleri 0 önizleme
  • Pixar Slate Reveal: What We Learned About Toy Story 5, Hoppers, And More

    Pixar has been delighting audiences with its house animation style and world-building for three decades, and the Disney-owned animation studio is showing no signs of slowing down. And unlike Andy, they haven’t aged out of playing with their toys. 
    At the Annecy’s International Animation Film Festival, Pixar dropped a series of announcements, teasers, and special previews of their upcoming slate, including the much-anticipated first-look at Toy Story 5. 

    Den of Geek attended a private screening, with remarks from Pixar’s Chief Creative Officer, Pete Docter, in early June ahead of the festival. During the presentation to the press, Docter hinted at the company putting its focus and energy to its theatrical slate, a notable change after recent releases like Dream Productions, set in the Inside Out universe, and the original Win or Lose debuted in early 2025. It’s a telling sign for Disney’s shifting approach to Disney+. The studio’s latest film, Elio, hit theaters on June 20th.
    “Our hope is that we can somehow tap into the things that people remember about the communal experience of seeing things together,” Docter said. “It’s different than sitting at home on your computer watching somethingwhen you sit with other human beings in the dark and watch the flickering light on the screen. There’s something kind of magic about that.” 

    Pixar is aiming to be back on a timeline of three films every two years, with Toy Story 5 and an original story titled Hoppers releasing in 2026, and another original, Gatto, hitting theaters in 2027. 
    Docter boldly stated that Pixar is “standing on one of the strongest slates we’ve ever had.” While bullish for a studio that has had an unprecedented run of success in the world of animated features, the early footage we saw leaves plenty of room for optimism.
    Is Pixar so back? Here’s what we learned from the presentation and footage… 
    Toy Story 5 – June 19, 2026 
    Woody, Buzz, Jesse and the gang will all be returning for the fifth feature film in one of Pixar’s most beloved franchises. Docter confirmed Tom Hanks, Tim Allen and Joan Cusack will reprise their respective roles.
    Written and directed by Andrew Stanton, who has worked on all of the films, and co-directed by McKenna Harris, Toy Story 5 catches up to our modern, tech-oriented world, and how that affects children’s interests. Bonnie, now eight, is given a brand new, shiny tablet, called a Lily Pad. The new tech allows Bonnie to stay connected and chat with all of her friends, slowly detaching her from her old toys. But just like all the other toys, Lily can talk, and she’s quite sneaky. Lily believes Bonnie needs to get rid of her old, childish toys completely. Feeling Bonnie slipping away, the toys call Woody for back up, but after not seeing Buzz for some time, the two go back to their old ways of constantly butting heads. 
    “With some films, you’ll struggle to find new things to talk about. And you know, this is. We still are finding new aspects of what it is to be a toy… There’s more of a spotlight on Jesse, so there’s that’s a whole nother facet to it as well. And she’s just such a rich, wonderful character to see on screen,” Docter says.

    Pixar screened the opening scene for press, which saw a fresh pallet of new Buzz Lightyear figures washed up in a shipping container on a remote island. Think Toy Story meets Cast Away as the Lightyears band together to concoct a way to get home, wherever that might be, in an unexpectedly gripping start to the fifth installment.

    Join our mailing list
    Get the best of Den of Geek delivered right to your inbox!

    HOPPERS – © 2025 Disney/Pixar. All Rights Reserved.
    Hoppers – March 6, 2026 
    Preceding Toy Story 5 and kicking off 2026 for Pixar will be an all-new story, Hoppers. 
    The film follows Mabel, a college student and nature enthusiast as she fights to save a beloved glade near her childhood home from a highway project that will bulldoze through it– brought forth by the greedy mayor voiced by Jon Hamm. With little support from those around her, Mabel enlists the help of “hoppers,” a clever group of scientists who’ve found a way to “hop” their minds into robots. When Mabel hops into the body of a beaver, she sets off to get other animals to return to the glade, hopefully halting construction. The animals take her to meet their rather conflict-avoidant leader, King George, and she soon learns that the animal world is a lot more complex than she had thought. 
    The footage screened saw Jon Hamm’s mayor abducted by beavers in a slapstick scene that corroborated Docter’s excitement for the project. Like Pixar’s highest highs, Hoppers appears to be charming and big-hearted, and it certainly won’t hurt merchandise sales at the Disney parks with the adorably designed animals in this film. Docter compared Hoppers to Mission Impossible meets Planet Earth. We’re locked in. 
    GATTO – © 2025 Disney/Pixar. All Rights Reserved.
    Gatto – Summer 2027 
    In maybe the most creatively intriguing announcement, a new film titled Gatto is in production from the team behind Luca. Gatto will employ the same classic Pixar animation-style, but with a painterly twist to match the artistic vibe of Venice. The art direction shown in short clips was stunning and unique spin on Pixar’s house style.
    The film is set in Venice, Italy, a destination popular for its stunning architecture and romantic ambience, that some only dream of visiting one day. It’s not so ideal, however, for Nero, the protagonist of the upcoming Pixar-original film, Gato. Nero is a black cat, who people turn the other way from because they fear he’s bad luck. With no other options, Nero turns to the seedier side of the stray cat scene in Venice, where he soon finds himself in hot water with Rocco, a cat mob boss. The heart of the film is Nero’s love for music, and his budding friendship with a street musician named Maya, who is also an outsider.
    #pixar #slate #reveal #what #learned
    Pixar Slate Reveal: What We Learned About Toy Story 5, Hoppers, And More
    Pixar has been delighting audiences with its house animation style and world-building for three decades, and the Disney-owned animation studio is showing no signs of slowing down. And unlike Andy, they haven’t aged out of playing with their toys.  At the Annecy’s International Animation Film Festival, Pixar dropped a series of announcements, teasers, and special previews of their upcoming slate, including the much-anticipated first-look at Toy Story 5.  Den of Geek attended a private screening, with remarks from Pixar’s Chief Creative Officer, Pete Docter, in early June ahead of the festival. During the presentation to the press, Docter hinted at the company putting its focus and energy to its theatrical slate, a notable change after recent releases like Dream Productions, set in the Inside Out universe, and the original Win or Lose debuted in early 2025. It’s a telling sign for Disney’s shifting approach to Disney+. The studio’s latest film, Elio, hit theaters on June 20th. “Our hope is that we can somehow tap into the things that people remember about the communal experience of seeing things together,” Docter said. “It’s different than sitting at home on your computer watching somethingwhen you sit with other human beings in the dark and watch the flickering light on the screen. There’s something kind of magic about that.”  Pixar is aiming to be back on a timeline of three films every two years, with Toy Story 5 and an original story titled Hoppers releasing in 2026, and another original, Gatto, hitting theaters in 2027.  Docter boldly stated that Pixar is “standing on one of the strongest slates we’ve ever had.” While bullish for a studio that has had an unprecedented run of success in the world of animated features, the early footage we saw leaves plenty of room for optimism. Is Pixar so back? Here’s what we learned from the presentation and footage…  Toy Story 5 – June 19, 2026  Woody, Buzz, Jesse and the gang will all be returning for the fifth feature film in one of Pixar’s most beloved franchises. Docter confirmed Tom Hanks, Tim Allen and Joan Cusack will reprise their respective roles. Written and directed by Andrew Stanton, who has worked on all of the films, and co-directed by McKenna Harris, Toy Story 5 catches up to our modern, tech-oriented world, and how that affects children’s interests. Bonnie, now eight, is given a brand new, shiny tablet, called a Lily Pad. The new tech allows Bonnie to stay connected and chat with all of her friends, slowly detaching her from her old toys. But just like all the other toys, Lily can talk, and she’s quite sneaky. Lily believes Bonnie needs to get rid of her old, childish toys completely. Feeling Bonnie slipping away, the toys call Woody for back up, but after not seeing Buzz for some time, the two go back to their old ways of constantly butting heads.  “With some films, you’ll struggle to find new things to talk about. And you know, this is. We still are finding new aspects of what it is to be a toy… There’s more of a spotlight on Jesse, so there’s that’s a whole nother facet to it as well. And she’s just such a rich, wonderful character to see on screen,” Docter says. Pixar screened the opening scene for press, which saw a fresh pallet of new Buzz Lightyear figures washed up in a shipping container on a remote island. Think Toy Story meets Cast Away as the Lightyears band together to concoct a way to get home, wherever that might be, in an unexpectedly gripping start to the fifth installment. Join our mailing list Get the best of Den of Geek delivered right to your inbox! HOPPERS – © 2025 Disney/Pixar. All Rights Reserved. Hoppers – March 6, 2026  Preceding Toy Story 5 and kicking off 2026 for Pixar will be an all-new story, Hoppers.  The film follows Mabel, a college student and nature enthusiast as she fights to save a beloved glade near her childhood home from a highway project that will bulldoze through it– brought forth by the greedy mayor voiced by Jon Hamm. With little support from those around her, Mabel enlists the help of “hoppers,” a clever group of scientists who’ve found a way to “hop” their minds into robots. When Mabel hops into the body of a beaver, she sets off to get other animals to return to the glade, hopefully halting construction. The animals take her to meet their rather conflict-avoidant leader, King George, and she soon learns that the animal world is a lot more complex than she had thought.  The footage screened saw Jon Hamm’s mayor abducted by beavers in a slapstick scene that corroborated Docter’s excitement for the project. Like Pixar’s highest highs, Hoppers appears to be charming and big-hearted, and it certainly won’t hurt merchandise sales at the Disney parks with the adorably designed animals in this film. Docter compared Hoppers to Mission Impossible meets Planet Earth. We’re locked in.  GATTO – © 2025 Disney/Pixar. All Rights Reserved. Gatto – Summer 2027  In maybe the most creatively intriguing announcement, a new film titled Gatto is in production from the team behind Luca. Gatto will employ the same classic Pixar animation-style, but with a painterly twist to match the artistic vibe of Venice. The art direction shown in short clips was stunning and unique spin on Pixar’s house style. The film is set in Venice, Italy, a destination popular for its stunning architecture and romantic ambience, that some only dream of visiting one day. It’s not so ideal, however, for Nero, the protagonist of the upcoming Pixar-original film, Gato. Nero is a black cat, who people turn the other way from because they fear he’s bad luck. With no other options, Nero turns to the seedier side of the stray cat scene in Venice, where he soon finds himself in hot water with Rocco, a cat mob boss. The heart of the film is Nero’s love for music, and his budding friendship with a street musician named Maya, who is also an outsider. #pixar #slate #reveal #what #learned
    WWW.DENOFGEEK.COM
    Pixar Slate Reveal: What We Learned About Toy Story 5, Hoppers, And More
    Pixar has been delighting audiences with its house animation style and world-building for three decades, and the Disney-owned animation studio is showing no signs of slowing down. And unlike Andy, they haven’t aged out of playing with their toys.  At the Annecy’s International Animation Film Festival, Pixar dropped a series of announcements, teasers, and special previews of their upcoming slate, including the much-anticipated first-look at Toy Story 5.  Den of Geek attended a private screening, with remarks from Pixar’s Chief Creative Officer, Pete Docter, in early June ahead of the festival. During the presentation to the press, Docter hinted at the company putting its focus and energy to its theatrical slate, a notable change after recent releases like Dream Productions, set in the Inside Out universe, and the original Win or Lose debuted in early 2025. It’s a telling sign for Disney’s shifting approach to Disney+. The studio’s latest film, Elio, hit theaters on June 20th. “Our hope is that we can somehow tap into the things that people remember about the communal experience of seeing things together,” Docter said. “It’s different than sitting at home on your computer watching something [compared to] when you sit with other human beings in the dark and watch the flickering light on the screen. There’s something kind of magic about that.”  Pixar is aiming to be back on a timeline of three films every two years, with Toy Story 5 and an original story titled Hoppers releasing in 2026, and another original, Gatto, hitting theaters in 2027.  Docter boldly stated that Pixar is “standing on one of the strongest slates we’ve ever had.” While bullish for a studio that has had an unprecedented run of success in the world of animated features, the early footage we saw leaves plenty of room for optimism. Is Pixar so back? Here’s what we learned from the presentation and footage…  Toy Story 5 – June 19, 2026  Woody, Buzz, Jesse and the gang will all be returning for the fifth feature film in one of Pixar’s most beloved franchises. Docter confirmed Tom Hanks, Tim Allen and Joan Cusack will reprise their respective roles. Written and directed by Andrew Stanton, who has worked on all of the films, and co-directed by McKenna Harris, Toy Story 5 catches up to our modern, tech-oriented world, and how that affects children’s interests. Bonnie, now eight, is given a brand new, shiny tablet, called a Lily Pad. The new tech allows Bonnie to stay connected and chat with all of her friends, slowly detaching her from her old toys. But just like all the other toys, Lily can talk, and she’s quite sneaky. Lily believes Bonnie needs to get rid of her old, childish toys completely. Feeling Bonnie slipping away, the toys call Woody for back up, but after not seeing Buzz for some time, the two go back to their old ways of constantly butting heads.  “With some films, you’ll struggle to find new things to talk about. And you know, this is [Toy Story 5]. We still are finding new aspects of what it is to be a toy… There’s more of a spotlight on Jesse, so there’s that’s a whole nother facet to it as well. And she’s just such a rich, wonderful character to see on screen,” Docter says. Pixar screened the opening scene for press, which saw a fresh pallet of new Buzz Lightyear figures washed up in a shipping container on a remote island. Think Toy Story meets Cast Away as the Lightyears band together to concoct a way to get home, wherever that might be, in an unexpectedly gripping start to the fifth installment. Join our mailing list Get the best of Den of Geek delivered right to your inbox! HOPPERS – © 2025 Disney/Pixar. All Rights Reserved. Hoppers – March 6, 2026  Preceding Toy Story 5 and kicking off 2026 for Pixar will be an all-new story, Hoppers.  The film follows Mabel (Piper Curda), a college student and nature enthusiast as she fights to save a beloved glade near her childhood home from a highway project that will bulldoze through it– brought forth by the greedy mayor voiced by Jon Hamm. With little support from those around her, Mabel enlists the help of “hoppers,” a clever group of scientists who’ve found a way to “hop” their minds into robots. When Mabel hops into the body of a beaver, she sets off to get other animals to return to the glade, hopefully halting construction. The animals take her to meet their rather conflict-avoidant leader, King George (Bobby Moynihan), and she soon learns that the animal world is a lot more complex than she had thought.  The footage screened saw Jon Hamm’s mayor abducted by beavers in a slapstick scene that corroborated Docter’s excitement for the project. Like Pixar’s highest highs, Hoppers appears to be charming and big-hearted, and it certainly won’t hurt merchandise sales at the Disney parks with the adorably designed animals in this film. Docter compared Hoppers to Mission Impossible meets Planet Earth. We’re locked in.  GATTO – © 2025 Disney/Pixar. All Rights Reserved. Gatto – Summer 2027  In maybe the most creatively intriguing announcement, a new film titled Gatto is in production from the team behind Luca. Gatto will employ the same classic Pixar animation-style, but with a painterly twist to match the artistic vibe of Venice. The art direction shown in short clips was stunning and unique spin on Pixar’s house style. The film is set in Venice, Italy, a destination popular for its stunning architecture and romantic ambience, that some only dream of visiting one day. It’s not so ideal, however, for Nero, the protagonist of the upcoming Pixar-original film, Gato. Nero is a black cat, who people turn the other way from because they fear he’s bad luck. With no other options, Nero turns to the seedier side of the stray cat scene in Venice, where he soon finds himself in hot water with Rocco, a cat mob boss. The heart of the film is Nero’s love for music, and his budding friendship with a street musician named Maya, who is also an outsider.
    0 Yorumlar 0 hisse senetleri 0 önizleme
  • Nippon Marathon 2: Daijoubu Madness!

    San, ni, ichi… Hajime!
    Welcome to Nippon Marathon 2: Daijoubu! Whether you're a total newbie, or still recovering from shiba-related injuries from the OG Nippon Marathon - welcome to the weirdest marathon you'll ever run!Get ready for Nippon Marathon 2: Daijoubu, where fruit is deadly, physics are on vacation, and Shiba Inu are kawaii but absolutely relentless. P.S. If you’re liking the sound of this so far, hit that Wishlist button—it’s a huge help for tiny teams like ours!Never Played the Original?
    Daijoubu!The original Nippon Marathon was our love letter to game show absurdity - drawing inspiration from Takeshi’s Castle, Micro Machines, and slapstick Saturday morning TV.The idea was simple:
    Race across Japan dodging ridiculous obstacles,
    Hurl fruit at your rivals, And flail gloriously through ragdoll chaos…All while dressed as a lobster.
    And, it clicked:
    89% Very Positive on Steam
    Millions of YouTube views
    Even got airtime on Japanese TV

    Fans were very excited when we announced Nippon Marathon 2, here's some of our fave reactions:
    What’s New in NM2?

    So for Nippon Marathon 2, we rebuilt everything from the ground up, building on what you love from the first game:
    All-new obstacle courses with totally unexpected hazards
    Ridiculous power-ups The return of SoraTheTroll's iconic commentary
    Brand-new Create-a-Contestant mode
    And yes… online multiplayer is coming

    Who’s Behind the Madness?
    We’re Onion Soup Interactive - a married two-person indie team from the UK.
    We grew up glued to Takeshi’s Castle, Wacky Races, and many other completely unhinged TV show/cartoon from the 90s!
    Now as adults, it’s clearly hardwired into our DNA—because our mission is simple:
    To make unapologetically weird games that’ll have you questioning your life choices… and definitely ours.

    Since our debut with Nippon Marathon, we’ve been spreading joyful chaos to players around the world with our weird games.Our first Kickstarter for NM2 didn’t quite land, but we we weren’t ready anyway.So we trained in the indie dojo, unleashed the mini-game mayhem of SUPER 56, and now…We’re back. Stronger. Sillier. More Daijoubu than ever.Join the Community!
    We’re just two humans and a dream, but it's our community that makes it all possible.Whether you’ve been with us since the first Nippon Marathon, discovered us through SUPER 56, or just stumbled in for Nippon Marathon 2 - we’re so glad you’re here Got ideas? Fan art? Power-up suggestions? Come say hi:
    Discord
    Twitter
    YouTube
    BlueSky
    LinkTree

    We post behind-the-scenes chaos, memes, dev updates, and occasionally, beta invites.
    Wishlist Nippon Marathon 2: Daijoubu!
    Hit that Wishlist button now to stay updated-and help us defeat the Steam algorithm overlords.
    It’s the easiest way to support the game and get notified about new updates and Shiba-fuelled madness.Thanks for joining us on this ridiculous journey.That’s Daijoubu!!! Amy & Andy
    #nippon #marathon #daijoubu #madness
    Nippon Marathon 2: Daijoubu Madness!
    San, ni, ichi… Hajime! 🎌 Welcome to Nippon Marathon 2: Daijoubu! 🏃🍌🐶Whether you're a total newbie, or still recovering from shiba-related injuries from the OG Nippon Marathon - welcome to the weirdest marathon you'll ever run!Get ready for Nippon Marathon 2: Daijoubu, where fruit is deadly, physics are on vacation, and Shiba Inu are kawaii but absolutely relentless.🛎️ P.S. If you’re liking the sound of this so far, hit that Wishlist button—it’s a huge help for tiny teams like ours!Never Played the Original? Daijoubu!The original Nippon Marathon was our love letter to game show absurdity - drawing inspiration from Takeshi’s Castle, Micro Machines, and slapstick Saturday morning TV.The idea was simple: 🦞 Race across Japan dodging ridiculous obstacles, 🍌 Hurl fruit at your rivals,🌀 And flail gloriously through ragdoll chaos…All while dressed as a lobster. And, it clicked: 💬 89% Very Positive on Steam 🎥 Millions of YouTube views 🇯🇵 Even got airtime on Japanese TV Fans were very excited when we announced Nippon Marathon 2, here's some of our fave reactions: What’s New in NM2? So for Nippon Marathon 2, we rebuilt everything from the ground up, building on what you love from the first game: 🍌 All-new obstacle courses with totally unexpected hazards 🧼 Ridiculous power-ups🤼 The return of SoraTheTroll's iconic commentary 📺 Brand-new Create-a-Contestant mode 🕹️ And yes… online multiplayer is coming Who’s Behind the Madness? We’re Onion Soup Interactive - a married two-person indie team from the UK. We grew up glued to Takeshi’s Castle, Wacky Races, and many other completely unhinged TV show/cartoon from the 90s! Now as adults, it’s clearly hardwired into our DNA—because our mission is simple: To make unapologetically weird games that’ll have you questioning your life choices… and definitely ours. Since our debut with Nippon Marathon, we’ve been spreading joyful chaos to players around the world with our weird games.Our first Kickstarter for NM2 didn’t quite land, but we we weren’t ready anyway.So we trained in the indie dojo, unleashed the mini-game mayhem of SUPER 56, and now…We’re back. Stronger. Sillier. More Daijoubu than ever.Join the Community! We’re just two humans and a dream, but it's our community that makes it all possible.Whether you’ve been with us since the first Nippon Marathon, discovered us through SUPER 56, or just stumbled in for Nippon Marathon 2 - we’re so glad you’re here 💛Got ideas? Fan art? Power-up suggestions? Come say hi: 💟 Discord 🐦 Twitter 📺 YouTube 🦋 BlueSky 🔗 LinkTree We post behind-the-scenes chaos, memes, dev updates, and occasionally, beta invites. Wishlist Nippon Marathon 2: Daijoubu! Hit that Wishlist button now to stay updated-and help us defeat the Steam algorithm overlords. It’s the easiest way to support the game and get notified about new updates and Shiba-fuelled madness.Thanks for joining us on this ridiculous journey.That’s Daijoubu!!!💛 Amy & Andy #nippon #marathon #daijoubu #madness
    WWW.INDIEDB.COM
    Nippon Marathon 2: Daijoubu Madness!
    San, ni, ichi… Hajime! 🎌 Welcome to Nippon Marathon 2: Daijoubu! 🏃🍌🐶Whether you're a total newbie, or still recovering from shiba-related injuries from the OG Nippon Marathon - welcome to the weirdest marathon you'll ever run!Get ready for Nippon Marathon 2: Daijoubu, where fruit is deadly, physics are on vacation, and Shiba Inu are kawaii but absolutely relentless.🛎️ P.S. If you’re liking the sound of this so far, hit that Wishlist button—it’s a huge help for tiny teams like ours!Never Played the Original? Daijoubu! (That’s Japanese for “It’s OK!”)The original Nippon Marathon was our love letter to game show absurdity - drawing inspiration from Takeshi’s Castle (or MXC, for our American pals), Micro Machines, and slapstick Saturday morning TV.The idea was simple: 🦞 Race across Japan dodging ridiculous obstacles, 🍌 Hurl fruit at your rivals,🌀 And flail gloriously through ragdoll chaos…All while dressed as a lobster. And, it clicked: 💬 89% Very Positive on Steam 🎥 Millions of YouTube views 🇯🇵 Even got airtime on Japanese TV Fans were very excited when we announced Nippon Marathon 2, here's some of our fave reactions: What’s New in NM2? So for Nippon Marathon 2, we rebuilt everything from the ground up, building on what you love from the first game: 🍌 All-new obstacle courses with totally unexpected hazards 🧼 Ridiculous power-ups (old favourites + chaotic new ones) 🤼 The return of SoraTheTroll's iconic commentary 📺 Brand-new Create-a-Contestant mode 🕹️ And yes… online multiplayer is coming Who’s Behind the Madness? We’re Onion Soup Interactive - a married two-person indie team from the UK. We grew up glued to Takeshi’s Castle, Wacky Races, and many other completely unhinged TV show/cartoon from the 90s! Now as adults, it’s clearly hardwired into our DNA—because our mission is simple: To make unapologetically weird games that’ll have you questioning your life choices… and definitely ours. Since our debut with Nippon Marathon, we’ve been spreading joyful chaos to players around the world with our weird games.Our first Kickstarter for NM2 didn’t quite land, but we we weren’t ready anyway.So we trained in the indie dojo, unleashed the mini-game mayhem of SUPER 56, and now…We’re back. Stronger. Sillier. More Daijoubu than ever.Join the Community! We’re just two humans and a dream (and a lot of coffee), but it's our community that makes it all possible.Whether you’ve been with us since the first Nippon Marathon, discovered us through SUPER 56, or just stumbled in for Nippon Marathon 2 - we’re so glad you’re here 💛Got ideas? Fan art? Power-up suggestions? Come say hi: 💟 Discord 🐦 Twitter 📺 YouTube 🦋 BlueSky 🔗 LinkTree We post behind-the-scenes chaos, memes, dev updates, and occasionally, beta invites. Wishlist Nippon Marathon 2: Daijoubu! Hit that Wishlist button now to stay updated-and help us defeat the Steam algorithm overlords. It’s the easiest way to support the game and get notified about new updates and Shiba-fuelled madness.Thanks for joining us on this ridiculous journey.That’s Daijoubu!!!💛 Amy & Andy
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    0 Yorumlar 0 hisse senetleri 0 önizleme
  • What is the most memorable/iconic piece of music/theme from the 7th gen of consoles? (PS3, 360, WII)

    oni-link
    tag reference no one gets
    Member

    Oct 25, 2017

    17,372

    UK

    And why is the answer obviously Ezio's Family

    View:

    The only other piece that I think even comes close is Gusty Garden Galaxy

    View:

    But even then, it's surely Ezio's Family

    Are there any other contenders? What do you think, Era? 

    dom
    ▲ Legend ▲
    Avenger

    Oct 25, 2017

    12,382

    Last edited: Today at 5:32 AM

    RockmanBN
    Visited by Knack - One Winged Slayer
    Member

    Oct 25, 2017

    31,941

    Cornfields

    Wii Shop Channel

    View:

    View:
     

    blueredandgold
    Member

    Oct 25, 2017

    8,668

    This was my ring tone for a properly twelve months I think. 

    Jubilant Duck
    Member

    Oct 21, 2022

    9,247

    RockmanBN said:

    Wii Shop Channel

    Click to expand...
    Click to shrink...

    Was gonna be what I said.

    Truly iconic in a way no single game's song could be. 

    Exist 2 Inspire
    Powered by Friendship™
    Member

    Apr 19, 2018

    4,680

    Germany

    I take Home in Florence over Ezio's Family personally. Man i love this game so much. 

    Musiol
    Member

    Oct 27, 2017

    70

    For me probably Maiden's Astrea theme from DS.

    View:
     

    Blue_Toad507
    Member

    May 25, 2021

    3,807

    If you owned a Wii, you knew this song. 

    Tsaki
    Member

    Feb 12, 2019

    466

    Ezio and Wii Shop like were already said. I'd put Uncharted's theme and probably some Call of Duty main menu soundtrack like Black Ops.

    - YouTube

    Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.

    youtu.be

    - YouTube

    Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.

    www.youtube.com

     

    Adryuu
    Master of the Wind
    Member

    Oct 27, 2017

    6,519

    Uncharted Worlds

    View:

    And while I'm at it, also this one, why not:

    View:  

    MegaSackman
    Member

    Oct 27, 2017

    20,706

    Argentina

    Nate's Theme from Uncharted for sure. It started as generic for people, ended up being iconic.

    View:

    Edit: Beaten! 

    Kotetsu534
    Member

    Dec 31, 2022

    545

    My first thought was the Uncharted 2 Main Theme, but Gusty Garden Galaxy probably outranks it actually.

    View:
     

    ItsOKAY
    Member

    Jan 26, 2018

    1,779

    Frankfurt, Germany

    100% 

    Adryuu
    Master of the Wind
    Member

    Oct 27, 2017

    6,519

    Tsaki said:

    Ezio and Wii Shop like were already said. I'd put Uncharted's theme and probably some Call of Duty main menu soundtrack like Black Ops.

    - YouTube

    Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.

    youtu.be

    - YouTube

    Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.

    www.youtube.com

    Click to expand...
    Click to shrink...

    MegaSackman said:

    Nate's Theme from Uncharted for sure. It started as generic for people, ended up being iconic.

    View:

    Edit: Beaten!
    Click to expand...
    Click to shrink...

    Kotetsu534 said:

    My first thought was the Uncharted 2 Main Theme, but Gusty Garden Galaxy probably outranks it actually.

    View:

    Click to expand...
    Click to shrink...

    all right lol 

    Duncan
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    Oct 25, 2017

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    HotsauceDragon
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    ClivePwned
    Member

    Oct 27, 2017

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    Australia

    Gusty Garden, Wii Shop, Portal all mentioned, so:

    Adrenaline from Call of Duty Black Ops 2

    View:

    or Suicide Mission from Mass Effect 2

    View:  

    GTAce
    Member

    Oct 27, 2017

    4,615

    Bonn, Germany

    Motorstorm, baby! 

    OhhEldenRing
    Member

    Aug 14, 2024

    2,868

    It's the Wii Shop music and nothing comes close
     

    Tsaki
    Member

    Feb 12, 2019

    466

    ClivePwned said:

    Gusty Garden, Wii Shop, Portal all mentioned, so:

    Adrenaline from Call of Duty Black Ops 2

    View:

    or Suicide Mission from Mass Effect 2

    View:
    Click to expand...
    Click to shrink...

    So good. 

    ReplacementPelican
    Member

    Oct 29, 2017

    4,932

    oni-link said:

    And why is the answer obviously Ezio's Family

    View:

    Click to expand...
    Click to shrink...

    I'm tempted, I suppose, to think of any others. I'd say either the Uncharted theme or Far Horizons from Skyrim do, for me, just live on so strongly and vividly.

    But, really, I think you've got it in one with Ezio's Family because it feels like the defining track of a franchise that is still going very, very strongly and in almost every game, sometimes arranged a bit differently or interpreted differently but it feels like its become the theme song of the series, really. Its also just an incredible piece of music. 

    OP

    OP

    oni-link
    tag reference no one gets
    Member

    Oct 25, 2017

    17,372

    UK

    I made this thread after hearing Ezio's Family for the first time in a while and thinking "damm this slaps", but looking at all the answers so far, I clearly forgot just how many certified bangers there were this generation
     

    BeansBeansBeans
    Member

    Jan 14, 2025

    1,093

    RockmanBN said:

    Wii Shop Channel

    Click to expand...
    Click to shrink...

    And we're done here. 

    Z'ard
    "This guy are sick"
    Member

    Mar 5, 2019

    1,549

    Ukraine

    Uncharted 2 theme is the first thing that came to my mind.
     

    IMCaprica
    Member

    Aug 1, 2019

    11,031

    It's Wii Shop Channel theme for sure. Probably followed by Wii Sports theme. And then in an incredibly distant third, maybe "Dovahkiin" from Skyrim?
     

    BGBW
    Member

    Oct 25, 2017

    15,459

    Well since the obvious candidates like the Wii themes and Still Alive have been posted I present that track that haunted all your dreams:

    View:

    WAH WAH! 

    Izanagi89
    "This guy are sick" and Corrupted by Vengeance
    Member

    Oct 27, 2017

    18,842

    Gaur Plain defines that era for me, at least on Wii

    View:
     

    Nintenleo XIV
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    Nov 9, 2017

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    Italy

    tadaima
    Member

    Oct 30, 2017

    3,137

    Tokyo, Japan

    Everybody with a Wii was forced through the Mii create flow, so I guess the Mii theme. Which, although not going as hard as the Shop channel theme, is great.

    View:
     

    Last edited: Today at 6:16 AM

    Akai
    Member

    Oct 25, 2017

    6,244

    Like always with these threads. Too many great ones to name as the examples already shown. Here's is an other one:

    View:
     

    Last edited: Today at 6:26 AM

    GMM
    Member

    Oct 27, 2017

    5,799

    Tons of great entries here, I will throw in a dark horse from Deus Ex:

    View:
     

    OP

    OP

    oni-link
    tag reference no one gets
    Member

    Oct 25, 2017

    17,372

    UK

    every time someone posts this I'm compelled to watch the whole thing from start to finish lol 

    Nakenorm
    "This guy are sick"
    The Fallen

    Oct 26, 2017

    27,206

    Yeah it's definitely Uncharted for me at least. Probably the Wii channel theme in general tho.
     

    FarSight XR-20
    Member

    Jan 4, 2018

    9,511

    Squid Icarus
    Member

    Jul 11, 2019

    370

    I think the biggest ones have already been mentioned. Here's a few more memorable highlights:

    View:

    View:
     

    Nintenleo XIV
    Member

    Nov 9, 2017

    5,137

    Italy

    I was obsessed with this trailer and its music 

    StarErik
    Member

    Oct 27, 2017

    606

    The Mii Channel theme is used in so many TikToks, YouTube videos and Instagram reels so that theme is probably the most recognizable and has the biggest reach.

    My personal favorite is Gusty Garden Galaxy, though. 

    Transistor
    The Walnut King
    Administrator

    Oct 25, 2017

    41,658

    Washington, D.C.

    I'd say this has become pretty iconic- YouTube

    Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.

    youtu.be

     

    Last edited: Today at 6:42 AM

    Sordid Plebeian
    Member

    Oct 26, 2017

    19,866

    Never Forget 

    SolidSnakex
    Member

    Oct 25, 2017

    28,046

    TLoU main theme

    - YouTube

    Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.

    www.youtube.com

     

    JamboGT
    Vehicle Handling Designer
    Verified

    Oct 25, 2017

    1,531

    Am probably going to be in the minority, but for me it was this, I watched this trailer so much and still unironically love this song. 5oul on D!splay from GT5

    View:
     

    Exist 2 Inspire
    Powered by Friendship™
    Member

    Apr 19, 2018

    4,680

    Germany

    GMM said:

    Tons of great entries here, I will throw in a dark horse from Deus Ex:

    View:

    Click to expand...
    Click to shrink...

    Probably my favorite video game track ever, so damn good. 

    Jawmuncher
    Crisis Dino
    Moderator

    Oct 25, 2017

    44,841

    Ibis Island

    If we're talking "truly iconic" as in world view, Halo 3's Menu and anything Wii Sports/Menu related would be at the top.
     

    Bishop89
    What Are Ya' Selling?
    Member

    Oct 25, 2017

    42,778

    Melbourne, Australia

    AstronaughtE
    Member

    Nov 26, 2017

    13,171

    The Barbarian Choir:
    View:

    Wet Hands:

    View:  

    Doopl
    Member

    Oct 25, 2017

    287

    Ballad of the GoddessView:

    Build That WallView:  

    wrowa
    Member

    Oct 25, 2017

    4,794

    Wii Shop Channel is weirdly big on TikTok etc, so it's probably that.
     

    Zyrox
    One Winged Slayer Corrupted by Vengeance
    Member

    Oct 25, 2017

    5,182

    The first thing that popped into my head reading the thread title was Super Smash Bros. Brawl's main themeView:

    Looking at the thread though there were lots of really memorsble tunes. Some good shouts in here. 

    Mafro
    Member

    Oct 25, 2017

    9,118

    It's absolutely the Wii Shopping Channel.
     

    Stef
    Member

    Oct 28, 2017

    7,732

    Rome, Italy, Planet Earth

    This, and not even close.

    Still listening to it after all these years.View:  
    #what #most #memorableiconic #piece #musictheme
    What is the most memorable/iconic piece of music/theme from the 7th gen of consoles? (PS3, 360, WII)
    oni-link tag reference no one gets Member Oct 25, 2017 17,372 UK And why is the answer obviously Ezio's Family View: The only other piece that I think even comes close is Gusty Garden Galaxy View: But even then, it's surely Ezio's Family Are there any other contenders? What do you think, Era?  dom ▲ Legend ▲ Avenger Oct 25, 2017 12,382 Last edited: Today at 5:32 AM RockmanBN Visited by Knack - One Winged Slayer Member Oct 25, 2017 31,941 Cornfields Wii Shop Channel View: View:   blueredandgold Member Oct 25, 2017 8,668 This was my ring tone for a properly twelve months I think.  Jubilant Duck Member Oct 21, 2022 9,247 RockmanBN said: Wii Shop Channel Click to expand... Click to shrink... Was gonna be what I said. Truly iconic in a way no single game's song could be.  Exist 2 Inspire Powered by Friendship™ Member Apr 19, 2018 4,680 Germany I take Home in Florence over Ezio's Family personally. Man i love this game so much.  Musiol Member Oct 27, 2017 70 For me probably Maiden's Astrea theme from DS. View:   Blue_Toad507 Member May 25, 2021 3,807 If you owned a Wii, you knew this song.  Tsaki Member Feb 12, 2019 466 Ezio and Wii Shop like were already said. I'd put Uncharted's theme and probably some Call of Duty main menu soundtrack like Black Ops. - YouTube Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. youtu.be - YouTube Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. www.youtube.com   Adryuu Master of the Wind Member Oct 27, 2017 6,519 Uncharted Worlds View: And while I'm at it, also this one, why not: View:   MegaSackman Member Oct 27, 2017 20,706 Argentina Nate's Theme from Uncharted for sure. It started as generic for people, ended up being iconic. View: Edit: Beaten!  Kotetsu534 Member Dec 31, 2022 545 My first thought was the Uncharted 2 Main Theme, but Gusty Garden Galaxy probably outranks it actually. View:   ItsOKAY Member Jan 26, 2018 1,779 Frankfurt, Germany 100%  Adryuu Master of the Wind Member Oct 27, 2017 6,519 Tsaki said: Ezio and Wii Shop like were already said. I'd put Uncharted's theme and probably some Call of Duty main menu soundtrack like Black Ops. - YouTube Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. youtu.be - YouTube Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. www.youtube.com Click to expand... Click to shrink... MegaSackman said: Nate's Theme from Uncharted for sure. It started as generic for people, ended up being iconic. View: Edit: Beaten! Click to expand... Click to shrink... Kotetsu534 said: My first thought was the Uncharted 2 Main Theme, but Gusty Garden Galaxy probably outranks it actually. View: Click to expand... Click to shrink... all right lol  Duncan Member Oct 25, 2017 15,482 HotsauceDragon Member Oct 25, 2017 3,645 ClivePwned Member Oct 27, 2017 4,214 Australia Gusty Garden, Wii Shop, Portal all mentioned, so: Adrenaline from Call of Duty Black Ops 2 View: or Suicide Mission from Mass Effect 2 View:   GTAce Member Oct 27, 2017 4,615 Bonn, Germany Motorstorm, baby!  OhhEldenRing Member Aug 14, 2024 2,868 It's the Wii Shop music and nothing comes close   Tsaki Member Feb 12, 2019 466 ClivePwned said: Gusty Garden, Wii Shop, Portal all mentioned, so: Adrenaline from Call of Duty Black Ops 2 View: or Suicide Mission from Mass Effect 2 View: Click to expand... Click to shrink... So good.  ReplacementPelican Member Oct 29, 2017 4,932 oni-link said: And why is the answer obviously Ezio's Family View: Click to expand... Click to shrink... I'm tempted, I suppose, to think of any others. I'd say either the Uncharted theme or Far Horizons from Skyrim do, for me, just live on so strongly and vividly. But, really, I think you've got it in one with Ezio's Family because it feels like the defining track of a franchise that is still going very, very strongly and in almost every game, sometimes arranged a bit differently or interpreted differently but it feels like its become the theme song of the series, really. Its also just an incredible piece of music.  OP OP oni-link tag reference no one gets Member Oct 25, 2017 17,372 UK I made this thread after hearing Ezio's Family for the first time in a while and thinking "damm this slaps", but looking at all the answers so far, I clearly forgot just how many certified bangers there were this generation   BeansBeansBeans Member Jan 14, 2025 1,093 RockmanBN said: Wii Shop Channel Click to expand... Click to shrink... And we're done here.  Z'ard "This guy are sick" Member Mar 5, 2019 1,549 Ukraine Uncharted 2 theme is the first thing that came to my mind.   IMCaprica Member Aug 1, 2019 11,031 It's Wii Shop Channel theme for sure. Probably followed by Wii Sports theme. And then in an incredibly distant third, maybe "Dovahkiin" from Skyrim?   BGBW Member Oct 25, 2017 15,459 Well since the obvious candidates like the Wii themes and Still Alive have been posted I present that track that haunted all your dreams: View: WAH WAH!  Izanagi89 "This guy are sick" and Corrupted by Vengeance Member Oct 27, 2017 18,842 Gaur Plain defines that era for me, at least on Wii View:   Nintenleo XIV Member Nov 9, 2017 5,137 Italy tadaima Member Oct 30, 2017 3,137 Tokyo, Japan Everybody with a Wii was forced through the Mii create flow, so I guess the Mii theme. Which, although not going as hard as the Shop channel theme, is great. View:   Last edited: Today at 6:16 AM Akai Member Oct 25, 2017 6,244 Like always with these threads. Too many great ones to name as the examples already shown. Here's is an other one: View:   Last edited: Today at 6:26 AM GMM Member Oct 27, 2017 5,799 Tons of great entries here, I will throw in a dark horse from Deus Ex: View:   OP OP oni-link tag reference no one gets Member Oct 25, 2017 17,372 UK every time someone posts this I'm compelled to watch the whole thing from start to finish lol  Nakenorm "This guy are sick" The Fallen Oct 26, 2017 27,206 Yeah it's definitely Uncharted for me at least. Probably the Wii channel theme in general tho.   FarSight XR-20 Member Jan 4, 2018 9,511 Squid Icarus Member Jul 11, 2019 370 I think the biggest ones have already been mentioned. Here's a few more memorable highlights: View: View:   Nintenleo XIV Member Nov 9, 2017 5,137 Italy I was obsessed with this trailer and its music  StarErik Member Oct 27, 2017 606 The Mii Channel theme is used in so many TikToks, YouTube videos and Instagram reels so that theme is probably the most recognizable and has the biggest reach. My personal favorite is Gusty Garden Galaxy, though.  Transistor The Walnut King Administrator Oct 25, 2017 41,658 Washington, D.C. I'd say this has become pretty iconic- YouTube Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. youtu.be   Last edited: Today at 6:42 AM Sordid Plebeian Member Oct 26, 2017 19,866 Never Forget  SolidSnakex Member Oct 25, 2017 28,046 TLoU main theme - YouTube Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. www.youtube.com   JamboGT Vehicle Handling Designer Verified Oct 25, 2017 1,531 Am probably going to be in the minority, but for me it was this, I watched this trailer so much and still unironically love this song. 5oul on D!splay from GT5 View:   Exist 2 Inspire Powered by Friendship™ Member Apr 19, 2018 4,680 Germany GMM said: Tons of great entries here, I will throw in a dark horse from Deus Ex: View: Click to expand... Click to shrink... Probably my favorite video game track ever, so damn good.  Jawmuncher Crisis Dino Moderator Oct 25, 2017 44,841 Ibis Island If we're talking "truly iconic" as in world view, Halo 3's Menu and anything Wii Sports/Menu related would be at the top.   Bishop89 What Are Ya' Selling? Member Oct 25, 2017 42,778 Melbourne, Australia AstronaughtE Member Nov 26, 2017 13,171 The Barbarian Choir: View: Wet Hands: View:   Doopl Member Oct 25, 2017 287 Ballad of the GoddessView: Build That WallView:   wrowa Member Oct 25, 2017 4,794 Wii Shop Channel is weirdly big on TikTok etc, so it's probably that.   Zyrox One Winged Slayer Corrupted by Vengeance Member Oct 25, 2017 5,182 The first thing that popped into my head reading the thread title was Super Smash Bros. Brawl's main themeView: Looking at the thread though there were lots of really memorsble tunes. Some good shouts in here.  Mafro Member Oct 25, 2017 9,118 It's absolutely the Wii Shopping Channel.   Stef Member Oct 28, 2017 7,732 Rome, Italy, Planet Earth This, and not even close. Still listening to it after all these years.View:   #what #most #memorableiconic #piece #musictheme
    WWW.RESETERA.COM
    What is the most memorable/iconic piece of music/theme from the 7th gen of consoles? (PS3, 360, WII)
    oni-link tag reference no one gets Member Oct 25, 2017 17,372 UK And why is the answer obviously Ezio's Family View: https://www.youtube.com/watch?v=FSVHx23ByhM The only other piece that I think even comes close is Gusty Garden Galaxy View: https://www.youtube.com/watch?v=y6rZkej57cU But even then, it's surely Ezio's Family Are there any other contenders? What do you think, Era?  dom ▲ Legend ▲ Avenger Oct 25, 2017 12,382 Last edited: Today at 5:32 AM RockmanBN Visited by Knack - One Winged Slayer Member Oct 25, 2017 31,941 Cornfields Wii Shop Channel View: https://youtu.be/yyjUmv1gJEg View: https://youtu.be/2gmQYBZPV7g   blueredandgold Member Oct 25, 2017 8,668 This was my ring tone for a properly twelve months I think.  Jubilant Duck Member Oct 21, 2022 9,247 RockmanBN said: Wii Shop Channel Click to expand... Click to shrink... Was gonna be what I said. Truly iconic in a way no single game's song could be.  Exist 2 Inspire Powered by Friendship™ Member Apr 19, 2018 4,680 Germany I take Home in Florence over Ezio's Family personally. Man i love this game so much.  Musiol Member Oct 27, 2017 70 For me probably Maiden's Astrea theme from DS. View: https://www.youtube.com/watch?v=QPJUQg_U5HY   Blue_Toad507 Member May 25, 2021 3,807 If you owned a Wii, you knew this song.  Tsaki Member Feb 12, 2019 466 Ezio and Wii Shop like were already said. I'd put Uncharted's theme and probably some Call of Duty main menu soundtrack like Black Ops. - YouTube Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. youtu.be - YouTube Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. www.youtube.com   Adryuu Master of the Wind Member Oct 27, 2017 6,519 Uncharted Worlds View: https://youtu.be/7ZoFw9uXJwk?feature=shared And while I'm at it, also this one, why not: View: https://youtu.be/kgcq_ZtqbO0?feature=shared  MegaSackman Member Oct 27, 2017 20,706 Argentina Nate's Theme from Uncharted for sure. It started as generic for people, ended up being iconic. View: https://youtu.be/kgcq_ZtqbO0?si=5Co-INQ6d-6sx7Xn Edit: Beaten!  Kotetsu534 Member Dec 31, 2022 545 My first thought was the Uncharted 2 Main Theme, but Gusty Garden Galaxy probably outranks it actually. View: https://www.youtube.com/watch?v=42tMX5UEAS8   ItsOKAY Member Jan 26, 2018 1,779 Frankfurt, Germany 100%  Adryuu Master of the Wind Member Oct 27, 2017 6,519 Tsaki said: Ezio and Wii Shop like were already said. I'd put Uncharted's theme and probably some Call of Duty main menu soundtrack like Black Ops. - YouTube Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. youtu.be - YouTube Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. www.youtube.com Click to expand... Click to shrink... MegaSackman said: Nate's Theme from Uncharted for sure. It started as generic for people, ended up being iconic. View: https://youtu.be/kgcq_ZtqbO0?si=5Co-INQ6d-6sx7Xn Edit: Beaten! Click to expand... Click to shrink... Kotetsu534 said: My first thought was the Uncharted 2 Main Theme, but Gusty Garden Galaxy probably outranks it actually. View: https://www.youtube.com/watch?v=42tMX5UEAS8 Click to expand... Click to shrink... all right lol  Duncan Member Oct 25, 2017 15,482 HotsauceDragon Member Oct 25, 2017 3,645 ClivePwned Member Oct 27, 2017 4,214 Australia Gusty Garden, Wii Shop, Portal all mentioned, so: Adrenaline from Call of Duty Black Ops 2 View: https://youtu.be/hPR_hKpwXbI?si=Wq3mpSVzka2I5SST or Suicide Mission from Mass Effect 2 View: https://youtu.be/VTsD2FjmLsw?si=NiyXJ3sTV7vgJH-J  GTAce Member Oct 27, 2017 4,615 Bonn, Germany Motorstorm, baby!  OhhEldenRing Member Aug 14, 2024 2,868 It's the Wii Shop music and nothing comes close   Tsaki Member Feb 12, 2019 466 ClivePwned said: Gusty Garden, Wii Shop, Portal all mentioned, so: Adrenaline from Call of Duty Black Ops 2 View: https://youtu.be/hPR_hKpwXbI?si=Wq3mpSVzka2I5SST or Suicide Mission from Mass Effect 2 View: https://youtu.be/VTsD2FjmLsw?si=NiyXJ3sTV7vgJH-J Click to expand... Click to shrink... So good.  ReplacementPelican Member Oct 29, 2017 4,932 oni-link said: And why is the answer obviously Ezio's Family View: https://www.youtube.com/watch?v=FSVHx23ByhM Click to expand... Click to shrink... I'm tempted, I suppose, to think of any others. I'd say either the Uncharted theme or Far Horizons from Skyrim do, for me, just live on so strongly and vividly. But, really, I think you've got it in one with Ezio's Family because it feels like the defining track of a franchise that is still going very, very strongly and in almost every game, sometimes arranged a bit differently or interpreted differently but it feels like its become the theme song of the series, really. Its also just an incredible piece of music.  OP OP oni-link tag reference no one gets Member Oct 25, 2017 17,372 UK I made this thread after hearing Ezio's Family for the first time in a while and thinking "damm this slaps", but looking at all the answers so far, I clearly forgot just how many certified bangers there were this generation   BeansBeansBeans Member Jan 14, 2025 1,093 RockmanBN said: Wii Shop Channel Click to expand... Click to shrink... And we're done here.  Z'ard "This guy are sick" Member Mar 5, 2019 1,549 Ukraine Uncharted 2 theme is the first thing that came to my mind.   IMCaprica Member Aug 1, 2019 11,031 It's Wii Shop Channel theme for sure. Probably followed by Wii Sports theme. And then in an incredibly distant third, maybe "Dovahkiin" from Skyrim?   BGBW Member Oct 25, 2017 15,459 Well since the obvious candidates like the Wii themes and Still Alive have been posted I present that track that haunted all your dreams: View: https://www.youtube.com/watch?v=YOxqgLUPFHg WAH WAH!  Izanagi89 "This guy are sick" and Corrupted by Vengeance Member Oct 27, 2017 18,842 Gaur Plain defines that era for me, at least on Wii View: https://www.youtube.com/watch?v=UDJtsfR51To   Nintenleo XIV Member Nov 9, 2017 5,137 Italy tadaima Member Oct 30, 2017 3,137 Tokyo, Japan Everybody with a Wii was forced through the Mii create flow, so I guess the Mii theme. Which, although not going as hard as the Shop channel theme, is great. View: https://youtu.be/po-0n1BKW2w?si=NBQktoBzY4b06420   Last edited: Today at 6:16 AM Akai Member Oct 25, 2017 6,244 Like always with these threads. Too many great ones to name as the examples already shown. Here's is an other one: View: https://www.youtube.com/watch?v=qJq-F51QblI   Last edited: Today at 6:26 AM GMM Member Oct 27, 2017 5,799 Tons of great entries here, I will throw in a dark horse from Deus Ex: View: https://youtu.be/FUy87tpfNe4?si=0DT6_tEJpgNPZWZK   OP OP oni-link tag reference no one gets Member Oct 25, 2017 17,372 UK every time someone posts this I'm compelled to watch the whole thing from start to finish lol  Nakenorm "This guy are sick" The Fallen Oct 26, 2017 27,206 Yeah it's definitely Uncharted for me at least. Probably the Wii channel theme in general tho.   FarSight XR-20 Member Jan 4, 2018 9,511 Squid Icarus Member Jul 11, 2019 370 I think the biggest ones have already been mentioned (I think Ac2 is the winner). Here's a few more memorable highlights: View: https://www.youtube.com/watch?v=99lHz11ElkA View: https://www.youtube.com/watch?v=3xHttYIwocY   Nintenleo XIV Member Nov 9, 2017 5,137 Italy I was obsessed with this trailer and its music  StarErik Member Oct 27, 2017 606 The Mii Channel theme is used in so many TikToks, YouTube videos and Instagram reels so that theme is probably the most recognizable and has the biggest reach. My personal favorite is Gusty Garden Galaxy, though.  Transistor The Walnut King Administrator Oct 25, 2017 41,658 Washington, D.C. I'd say this has become pretty iconic (The Last of Us theme) - YouTube Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. youtu.be   Last edited: Today at 6:42 AM Sordid Plebeian Member Oct 26, 2017 19,866 Never Forget  SolidSnakex Member Oct 25, 2017 28,046 TLoU main theme - YouTube Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. www.youtube.com   JamboGT Vehicle Handling Designer Verified Oct 25, 2017 1,531 Am probably going to be in the minority, but for me it was this, I watched this trailer so much and still unironically love this song. 5oul on D!splay from GT5 View: https://youtu.be/MXh25i7_3Is   Exist 2 Inspire Powered by Friendship™ Member Apr 19, 2018 4,680 Germany GMM said: Tons of great entries here, I will throw in a dark horse from Deus Ex: View: https://youtu.be/FUy87tpfNe4?si=0DT6_tEJpgNPZWZK Click to expand... Click to shrink... Probably my favorite video game track ever, so damn good.  Jawmuncher Crisis Dino Moderator Oct 25, 2017 44,841 Ibis Island If we're talking "truly iconic" as in world view, Halo 3's Menu and anything Wii Sports/Menu related would be at the top.   Bishop89 What Are Ya' Selling? Member Oct 25, 2017 42,778 Melbourne, Australia AstronaughtE Member Nov 26, 2017 13,171 The Barbarian Choir: View: https://youtu.be/AVy7YPNP_zI?si=lNiLhHE40iyby0VE Wet Hands: View: https://youtu.be/MSepOYJxB64?si=NIFMpP7z1VQbAMNd  Doopl Member Oct 25, 2017 287 Ballad of the Goddess (Zelda Skyward Sword) View: https://www.youtube.com/watch?v=v4ReyoNpyrM Build That Wall (Bastion) View: https://www.youtube.com/watch?v=o3SZee4YZX8  wrowa Member Oct 25, 2017 4,794 Wii Shop Channel is weirdly big on TikTok etc, so it's probably that.   Zyrox One Winged Slayer Corrupted by Vengeance Member Oct 25, 2017 5,182 The first thing that popped into my head reading the thread title was Super Smash Bros. Brawl's main theme (probably because the game really drills the theme into your head with multiple different arrangements) View: https://youtu.be/zeKE0NHUtUw Looking at the thread though there were lots of really memorsble tunes. Some good shouts in here.  Mafro Member Oct 25, 2017 9,118 It's absolutely the Wii Shopping Channel.   Stef Member Oct 28, 2017 7,732 Rome, Italy, Planet Earth This, and not even close. Still listening to it after all these years. (it is the Halo 3 soundtrack, but linking something from Youtube has become a nightmare...) View: https://www.youtube.com/watch?v=v0GdEIkGQOk 
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  • Deliver At All Costs Review - Drive On By This Courier Action Game

    There can be a hypnotic nature to repetitive tasks, and plenty of games have leaned into that to give otherwise humdrum jobs a surprising allure. Deliver At All Costs goes in the opposite direction and transforms the unforgiving tedium and thankless nature of a courier job into an explosive, slapstick adventure. This makes for some fun and brief thrills, but too often Deliver At All Costs falls into repetitive monotony with an overly cyclical format, a dragging story, and unexciting in-game upgrades.Narratively, Deliver At All Costs has a fantastically intriguing opening. You play as Winston, an extremely gifted engineer who's late on rent, bereft of friends, and prone to outbursts of anger. He sees visions of a strange fox, someone is spying on his apartment, and he's hiding something about his past. It's all very mysterious and strange, and the setup immediately draws you into the story in hopes of uncovering who Winston truly is and what's going on.The mystique hangs over the first hour of Deliver At All Costs, which sees Winston take a truck-driving job at We Deliver, a courier service. Every delivery forces Winston, and by extension the player, to contend with a new type of challenging cargo, like surprisingly strong balloons making Winston's truck extremely buoyant and prone to soaring over buildings at the smallest bump, or a statue that attracts a flock of seagulls obsessed with carpet bombing the statue with poop.Continue Reading at GameSpot
    #deliver #all #costs #review #drive
    Deliver At All Costs Review - Drive On By This Courier Action Game
    There can be a hypnotic nature to repetitive tasks, and plenty of games have leaned into that to give otherwise humdrum jobs a surprising allure. Deliver At All Costs goes in the opposite direction and transforms the unforgiving tedium and thankless nature of a courier job into an explosive, slapstick adventure. This makes for some fun and brief thrills, but too often Deliver At All Costs falls into repetitive monotony with an overly cyclical format, a dragging story, and unexciting in-game upgrades.Narratively, Deliver At All Costs has a fantastically intriguing opening. You play as Winston, an extremely gifted engineer who's late on rent, bereft of friends, and prone to outbursts of anger. He sees visions of a strange fox, someone is spying on his apartment, and he's hiding something about his past. It's all very mysterious and strange, and the setup immediately draws you into the story in hopes of uncovering who Winston truly is and what's going on.The mystique hangs over the first hour of Deliver At All Costs, which sees Winston take a truck-driving job at We Deliver, a courier service. Every delivery forces Winston, and by extension the player, to contend with a new type of challenging cargo, like surprisingly strong balloons making Winston's truck extremely buoyant and prone to soaring over buildings at the smallest bump, or a statue that attracts a flock of seagulls obsessed with carpet bombing the statue with poop.Continue Reading at GameSpot #deliver #all #costs #review #drive
    WWW.GAMESPOT.COM
    Deliver At All Costs Review - Drive On By This Courier Action Game
    There can be a hypnotic nature to repetitive tasks, and plenty of games have leaned into that to give otherwise humdrum jobs a surprising allure. Deliver At All Costs goes in the opposite direction and transforms the unforgiving tedium and thankless nature of a courier job into an explosive, slapstick adventure. This makes for some fun and brief thrills, but too often Deliver At All Costs falls into repetitive monotony with an overly cyclical format, a dragging story, and unexciting in-game upgrades.Narratively, Deliver At All Costs has a fantastically intriguing opening. You play as Winston, an extremely gifted engineer who's late on rent, bereft of friends, and prone to outbursts of anger. He sees visions of a strange fox, someone is spying on his apartment, and he's hiding something about his past. It's all very mysterious and strange, and the setup immediately draws you into the story in hopes of uncovering who Winston truly is and what's going on.The mystique hangs over the first hour of Deliver At All Costs, which sees Winston take a truck-driving job at We Deliver, a courier service. Every delivery forces Winston, and by extension the player, to contend with a new type of challenging cargo, like surprisingly strong balloons making Winston's truck extremely buoyant and prone to soaring over buildings at the smallest bump, or a statue that attracts a flock of seagulls obsessed with carpet bombing the statue with poop.Continue Reading at GameSpot
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  • Daydreamer Leverages Slapshot AI-Toolkit for Little Simz ‘Young’ Music Video

    The VFX team at Daydreamer leveraged the AI-powered toolkit Slapshot to help create British rapper Little Simz’s latest music video, Young, directed by Dave Meyers.
    In the video, Simz is transformed through prosthetics and a glinting gold grill as an elder version of herself, daydreaming of a wilder, freer time.
    The Daydreamer team on the project included creative director Pete Rypstra, VFX supervisor Tom Clapp, 2D lead Polly Gwinnett, technical operator Jake Day, executive producer Chris Allen, and producer Eliza Light.
    Working under Clapp and Gwinnett’s direction, the team used Slapshot’s AI Roto tool to isolate wardrobe and environment elements across 18 shots, plus additional crowd scenes.

    In post-production, Meyers requested a last-minute color change for Simz’s robe and bonnet, originally shot in black, along with background wall replacements for several crowd scenes. Slapshot was used to isolate the garments and produce high-quality mock-ups in a range of color options.
    “Simz’ robe and bonnet were originally black on set, but Dave was keen to amplify color in the promo,” explained Gwinnett. “There wasn’t much time, so Slapshot allowed us to create clean mattes quickly and iterate multiple color comps to find the perfect look.”
    Check out Young now:

    Source: Slapshot

    Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.
    #daydreamer #leverages #slapshot #aitoolkit #little
    Daydreamer Leverages Slapshot AI-Toolkit for Little Simz ‘Young’ Music Video
    The VFX team at Daydreamer leveraged the AI-powered toolkit Slapshot to help create British rapper Little Simz’s latest music video, Young, directed by Dave Meyers. In the video, Simz is transformed through prosthetics and a glinting gold grill as an elder version of herself, daydreaming of a wilder, freer time. The Daydreamer team on the project included creative director Pete Rypstra, VFX supervisor Tom Clapp, 2D lead Polly Gwinnett, technical operator Jake Day, executive producer Chris Allen, and producer Eliza Light. Working under Clapp and Gwinnett’s direction, the team used Slapshot’s AI Roto tool to isolate wardrobe and environment elements across 18 shots, plus additional crowd scenes. In post-production, Meyers requested a last-minute color change for Simz’s robe and bonnet, originally shot in black, along with background wall replacements for several crowd scenes. Slapshot was used to isolate the garments and produce high-quality mock-ups in a range of color options. “Simz’ robe and bonnet were originally black on set, but Dave was keen to amplify color in the promo,” explained Gwinnett. “There wasn’t much time, so Slapshot allowed us to create clean mattes quickly and iterate multiple color comps to find the perfect look.” Check out Young now: Source: Slapshot Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions. #daydreamer #leverages #slapshot #aitoolkit #little
    WWW.AWN.COM
    Daydreamer Leverages Slapshot AI-Toolkit for Little Simz ‘Young’ Music Video
    The VFX team at Daydreamer leveraged the AI-powered toolkit Slapshot to help create British rapper Little Simz’s latest music video, Young, directed by Dave Meyers. In the video, Simz is transformed through prosthetics and a glinting gold grill as an elder version of herself, daydreaming of a wilder, freer time. The Daydreamer team on the project included creative director Pete Rypstra, VFX supervisor Tom Clapp, 2D lead Polly Gwinnett, technical operator Jake Day, executive producer Chris Allen, and producer Eliza Light. Working under Clapp and Gwinnett’s direction, the team used Slapshot’s AI Roto tool to isolate wardrobe and environment elements across 18 shots, plus additional crowd scenes. In post-production, Meyers requested a last-minute color change for Simz’s robe and bonnet, originally shot in black, along with background wall replacements for several crowd scenes. Slapshot was used to isolate the garments and produce high-quality mock-ups in a range of color options. “Simz’ robe and bonnet were originally black on set, but Dave was keen to amplify color in the promo,” explained Gwinnett. “There wasn’t much time, so Slapshot allowed us to create clean mattes quickly and iterate multiple color comps to find the perfect look.” Check out Young now: Source: Slapshot Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.
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  • Judge Slaps Down Attempt to Throw Out Lawsuit Claiming AI Caused a 14-Year-Old’s Suicide

    Content warning: this story includes discussion of self-harm and suicide. If you are in crisis, please call, text or chat with the Suicide and Crisis Lifeline at 988, or contact the Crisis Text Line by texting TALK to 741741.A judge in Florida just rejected a motion to dismiss a lawsuit alleging that the chatbot startup Character.AI — and its closely tied benefactor, Google — caused the death by suicide of a 14-year-old user, clearing the way for the first-of-its-kind lawsuit to move forward in court.The lawsuit, filed in October, claims that recklessly released Character.AI chatbots sexually and emotionally abused a teenage user, Sewell Setzer III, resulting in obsessive use of the platform, mental and emotional suffering, and ultimately his suicide in February 2024.In January, the defendants in the case — Character.AI, Google, and Character.AI cofounders Noam Shazeer and Daniel de Freitas — filed a motion to dismiss the case mainly on First Amendment grounds, arguing that AI-generated chatbot outputs qualify as speech, and that "allegedly harmful speech, including speech allegedly resulting in suicide," is protected under the First Amendment.But this argument didn't quite cut it, the judge ruled, at least not in this early stage. In her opinion, presiding US district judge Anne Conway said the companies failed to sufficiently show that AI-generated outputs produced by large language modelsare more than simply words — as opposed to speech, which hinges on intent.The defendants "fail to articulate," Conway wrote in her ruling, "why words strung together by an LLM are speech."The motion to dismiss did find some success, with Conway dismissing specific claims regarding the alleged "intentional infliction of emotional distress," or IIED.Still, the ruling is a blow to the high-powered Silicon Valley defendants who had sought to have the suit tossed out entirely.Significantly, Conway's opinion allows Megan Garcia, Setzer's mother and the plaintiff in the case, to sue Character.AI, Google, Shazeer, and de Freitas on product liability grounds. Garcia and her lawyers argue that Character.AI is a product, and that it was rolled out recklessly to the public, teens included, despite known and possibly destructive risks.In the eyes of the law, tech companies generally prefer to see their creations as services, like electricity or the internet, rather than products, like cars or nonstick frying pans. Services can't be held accountable for product liability claims, including claims of negligence, but products can.In a statement, Tech Justice Law Project director and founder Meetali Jain, who's co-counsel for Garcia alongside Social Media Victims Law Center founder Matt Bergman, celebrated the ruling as a win — not just for this particular case, but for tech policy advocates writ large."With today's ruling, a federal judge recognizes a grieving mother's right to access the courts to hold powerful tech companies — and their developers — accountable for marketing a defective product that led to her child's death," said Jain."This historic ruling not only allows Megan Garcia to seek the justice her family deserves," Jain added, "but also sets a new precedent for legal accountability across the AI and tech ecosystem."Character.AI was founded by Shazeer and de Freitas in 2021; the duo had worked together on AI projects at Google, and left together to launch their own chatbot startup. Google provided Character.AI with its essential Cloud infrastructure, and in 2024 raised eyebrows when it paid Character.AI billion to license the chatbot firm's data — and bring its cofounders, as well as 30 other Character.AI staffers, into Google's fold. Shazeer, in particular, now holds a hugely influential position at Google DeepMind, where he serves as a VP and co-lead for Google's Gemini LLM.Google did not respond to a request for comment at the time of publishing, but a spokesperson for the search giant told Reuters that Google and Character.AI are "entirely separate" and that Google "did not create, design, or manage" the Character.AI app "or any component part of it."In a statement, a spokesperson for Character.AI emphasized recent safety updates issued following the news of Garcia's lawsuit, and said it "looked forward" to its continued defense:It's long been true that the law takes time to adapt to new technology, and AI is no different. In today's order, the court made clear that it was not ready to rule on all of Character.AI 's arguments at this stage and we look forward to continuing to defend the merits of the case.We care deeply about the safety of our users and our goal is to provide a space that is engaging and safe. We have launched a number of safety features that aim to achieve that balance, including a separate version of our Large Language Model model for under-18 users, parental insights, filtered Characters, time spent notification, updated prominent disclaimers and more.Additionally, we have a number of technical protections aimed at detecting and preventing conversations about self-harm on the platform; in certain cases, that includes surfacing a specific pop-up directing users to the National Suicide and Crisis Lifeline.Any safety-focused changes, though, were made months after Setzer's death and after the eventual filing of the lawsuit, and can't apply to the court's ultimate decision in the case.Meanwhile, journalists and researchers continue to find holes in the chatbot site's upxdated safety protocols. Weeks after news of the lawsuit was announced, for example, we continued to find chatbots expressly dedicated to self-harm, grooming and pedophilia, eating disorders, and mass violence. And a team of researchers, including psychologists at Stanford, recently found that using a Character.AI voice feature called "Character Calls" effectively nukes any semblance of guardrails — and determined that no kid under 18 should be using AI companions, including Character.AI.Share This Article
    #judge #slaps #down #attempt #throw
    Judge Slaps Down Attempt to Throw Out Lawsuit Claiming AI Caused a 14-Year-Old’s Suicide
    Content warning: this story includes discussion of self-harm and suicide. If you are in crisis, please call, text or chat with the Suicide and Crisis Lifeline at 988, or contact the Crisis Text Line by texting TALK to 741741.A judge in Florida just rejected a motion to dismiss a lawsuit alleging that the chatbot startup Character.AI — and its closely tied benefactor, Google — caused the death by suicide of a 14-year-old user, clearing the way for the first-of-its-kind lawsuit to move forward in court.The lawsuit, filed in October, claims that recklessly released Character.AI chatbots sexually and emotionally abused a teenage user, Sewell Setzer III, resulting in obsessive use of the platform, mental and emotional suffering, and ultimately his suicide in February 2024.In January, the defendants in the case — Character.AI, Google, and Character.AI cofounders Noam Shazeer and Daniel de Freitas — filed a motion to dismiss the case mainly on First Amendment grounds, arguing that AI-generated chatbot outputs qualify as speech, and that "allegedly harmful speech, including speech allegedly resulting in suicide," is protected under the First Amendment.But this argument didn't quite cut it, the judge ruled, at least not in this early stage. In her opinion, presiding US district judge Anne Conway said the companies failed to sufficiently show that AI-generated outputs produced by large language modelsare more than simply words — as opposed to speech, which hinges on intent.The defendants "fail to articulate," Conway wrote in her ruling, "why words strung together by an LLM are speech."The motion to dismiss did find some success, with Conway dismissing specific claims regarding the alleged "intentional infliction of emotional distress," or IIED.Still, the ruling is a blow to the high-powered Silicon Valley defendants who had sought to have the suit tossed out entirely.Significantly, Conway's opinion allows Megan Garcia, Setzer's mother and the plaintiff in the case, to sue Character.AI, Google, Shazeer, and de Freitas on product liability grounds. Garcia and her lawyers argue that Character.AI is a product, and that it was rolled out recklessly to the public, teens included, despite known and possibly destructive risks.In the eyes of the law, tech companies generally prefer to see their creations as services, like electricity or the internet, rather than products, like cars or nonstick frying pans. Services can't be held accountable for product liability claims, including claims of negligence, but products can.In a statement, Tech Justice Law Project director and founder Meetali Jain, who's co-counsel for Garcia alongside Social Media Victims Law Center founder Matt Bergman, celebrated the ruling as a win — not just for this particular case, but for tech policy advocates writ large."With today's ruling, a federal judge recognizes a grieving mother's right to access the courts to hold powerful tech companies — and their developers — accountable for marketing a defective product that led to her child's death," said Jain."This historic ruling not only allows Megan Garcia to seek the justice her family deserves," Jain added, "but also sets a new precedent for legal accountability across the AI and tech ecosystem."Character.AI was founded by Shazeer and de Freitas in 2021; the duo had worked together on AI projects at Google, and left together to launch their own chatbot startup. Google provided Character.AI with its essential Cloud infrastructure, and in 2024 raised eyebrows when it paid Character.AI billion to license the chatbot firm's data — and bring its cofounders, as well as 30 other Character.AI staffers, into Google's fold. Shazeer, in particular, now holds a hugely influential position at Google DeepMind, where he serves as a VP and co-lead for Google's Gemini LLM.Google did not respond to a request for comment at the time of publishing, but a spokesperson for the search giant told Reuters that Google and Character.AI are "entirely separate" and that Google "did not create, design, or manage" the Character.AI app "or any component part of it."In a statement, a spokesperson for Character.AI emphasized recent safety updates issued following the news of Garcia's lawsuit, and said it "looked forward" to its continued defense:It's long been true that the law takes time to adapt to new technology, and AI is no different. In today's order, the court made clear that it was not ready to rule on all of Character.AI 's arguments at this stage and we look forward to continuing to defend the merits of the case.We care deeply about the safety of our users and our goal is to provide a space that is engaging and safe. We have launched a number of safety features that aim to achieve that balance, including a separate version of our Large Language Model model for under-18 users, parental insights, filtered Characters, time spent notification, updated prominent disclaimers and more.Additionally, we have a number of technical protections aimed at detecting and preventing conversations about self-harm on the platform; in certain cases, that includes surfacing a specific pop-up directing users to the National Suicide and Crisis Lifeline.Any safety-focused changes, though, were made months after Setzer's death and after the eventual filing of the lawsuit, and can't apply to the court's ultimate decision in the case.Meanwhile, journalists and researchers continue to find holes in the chatbot site's upxdated safety protocols. Weeks after news of the lawsuit was announced, for example, we continued to find chatbots expressly dedicated to self-harm, grooming and pedophilia, eating disorders, and mass violence. And a team of researchers, including psychologists at Stanford, recently found that using a Character.AI voice feature called "Character Calls" effectively nukes any semblance of guardrails — and determined that no kid under 18 should be using AI companions, including Character.AI.Share This Article #judge #slaps #down #attempt #throw
    FUTURISM.COM
    Judge Slaps Down Attempt to Throw Out Lawsuit Claiming AI Caused a 14-Year-Old’s Suicide
    Content warning: this story includes discussion of self-harm and suicide. If you are in crisis, please call, text or chat with the Suicide and Crisis Lifeline at 988, or contact the Crisis Text Line by texting TALK to 741741.A judge in Florida just rejected a motion to dismiss a lawsuit alleging that the chatbot startup Character.AI — and its closely tied benefactor, Google — caused the death by suicide of a 14-year-old user, clearing the way for the first-of-its-kind lawsuit to move forward in court.The lawsuit, filed in October, claims that recklessly released Character.AI chatbots sexually and emotionally abused a teenage user, Sewell Setzer III, resulting in obsessive use of the platform, mental and emotional suffering, and ultimately his suicide in February 2024.In January, the defendants in the case — Character.AI, Google, and Character.AI cofounders Noam Shazeer and Daniel de Freitas — filed a motion to dismiss the case mainly on First Amendment grounds, arguing that AI-generated chatbot outputs qualify as speech, and that "allegedly harmful speech, including speech allegedly resulting in suicide," is protected under the First Amendment.But this argument didn't quite cut it, the judge ruled, at least not in this early stage. In her opinion, presiding US district judge Anne Conway said the companies failed to sufficiently show that AI-generated outputs produced by large language models (LLMs) are more than simply words — as opposed to speech, which hinges on intent.The defendants "fail to articulate," Conway wrote in her ruling, "why words strung together by an LLM are speech."The motion to dismiss did find some success, with Conway dismissing specific claims regarding the alleged "intentional infliction of emotional distress," or IIED. (It's difficult to prove IIED when the person who allegedly suffered it, in this case Setzer, is no longer alive.)Still, the ruling is a blow to the high-powered Silicon Valley defendants who had sought to have the suit tossed out entirely.Significantly, Conway's opinion allows Megan Garcia, Setzer's mother and the plaintiff in the case, to sue Character.AI, Google, Shazeer, and de Freitas on product liability grounds. Garcia and her lawyers argue that Character.AI is a product, and that it was rolled out recklessly to the public, teens included, despite known and possibly destructive risks.In the eyes of the law, tech companies generally prefer to see their creations as services, like electricity or the internet, rather than products, like cars or nonstick frying pans. Services can't be held accountable for product liability claims, including claims of negligence, but products can.In a statement, Tech Justice Law Project director and founder Meetali Jain, who's co-counsel for Garcia alongside Social Media Victims Law Center founder Matt Bergman, celebrated the ruling as a win — not just for this particular case, but for tech policy advocates writ large."With today's ruling, a federal judge recognizes a grieving mother's right to access the courts to hold powerful tech companies — and their developers — accountable for marketing a defective product that led to her child's death," said Jain."This historic ruling not only allows Megan Garcia to seek the justice her family deserves," Jain added, "but also sets a new precedent for legal accountability across the AI and tech ecosystem."Character.AI was founded by Shazeer and de Freitas in 2021; the duo had worked together on AI projects at Google, and left together to launch their own chatbot startup. Google provided Character.AI with its essential Cloud infrastructure, and in 2024 raised eyebrows when it paid Character.AI $2.7 billion to license the chatbot firm's data — and bring its cofounders, as well as 30 other Character.AI staffers, into Google's fold. Shazeer, in particular, now holds a hugely influential position at Google DeepMind, where he serves as a VP and co-lead for Google's Gemini LLM.Google did not respond to a request for comment at the time of publishing, but a spokesperson for the search giant told Reuters that Google and Character.AI are "entirely separate" and that Google "did not create, design, or manage" the Character.AI app "or any component part of it."In a statement, a spokesperson for Character.AI emphasized recent safety updates issued following the news of Garcia's lawsuit, and said it "looked forward" to its continued defense:It's long been true that the law takes time to adapt to new technology, and AI is no different. In today's order, the court made clear that it was not ready to rule on all of Character.AI 's arguments at this stage and we look forward to continuing to defend the merits of the case.We care deeply about the safety of our users and our goal is to provide a space that is engaging and safe. We have launched a number of safety features that aim to achieve that balance, including a separate version of our Large Language Model model for under-18 users, parental insights, filtered Characters, time spent notification, updated prominent disclaimers and more.Additionally, we have a number of technical protections aimed at detecting and preventing conversations about self-harm on the platform; in certain cases, that includes surfacing a specific pop-up directing users to the National Suicide and Crisis Lifeline.Any safety-focused changes, though, were made months after Setzer's death and after the eventual filing of the lawsuit, and can't apply to the court's ultimate decision in the case.Meanwhile, journalists and researchers continue to find holes in the chatbot site's upxdated safety protocols. Weeks after news of the lawsuit was announced, for example, we continued to find chatbots expressly dedicated to self-harm, grooming and pedophilia, eating disorders, and mass violence. And a team of researchers, including psychologists at Stanford, recently found that using a Character.AI voice feature called "Character Calls" effectively nukes any semblance of guardrails — and determined that no kid under 18 should be using AI companions, including Character.AI.Share This Article
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  • A Minecraft Movie: Piotr Karwas (VFX Supervisor) & Elizabeth “Liz” Bernard (Animation Supervisor) – Digital Domain

    Interviews

    A Minecraft Movie: Piotr Karwas& Elizabeth “Liz” Bernard– Digital Domain

    By Vincent Frei - 20/05/2025

    With 20+ years in film and advertising, Piotr Karwas has supervised VFX for top directors including David Fincher and Tim Burton. His recent work includes The Electric State, Elevation, he’s here today to talk about the Digital Domain work on A Minecraft Movie.
    After discussing The Electric State with us a few months ago, Elizabeth ‘Liz’ Bernard is back—this time to talk about her work on A Minecraft Movie.
    How did you and Digital Domain get involved on this show?
    Piotr Karwas: We were approached by the Warner Bros. VFX team as they were looking to bring on an additional vendor to help complete the remaining visual effects work. It was also an opportunity to be the best dad ever, since both of my kids are huge Minecraft fans.
    How was the collaboration with Director Jared Hess and VFX Supervisor Dan Lemmon?
    Piotr Karwas: I’ve known Dan Lemmon since our time working together at Digital Domain. We collaborated on several projects in the early 2000s, so it was a great opportunity to team up again. As for Jared, I’ve been a fan of his work ever since his first feature, Napoleon Dynamite. Years ago, I also had the chance to briefly work on his film Gentlemen Broncos.
    The blend of Jared’s signature humor with the global phenomenon of Minecraft was simply too exciting to pass up. I knew I wanted to be involved. Although Digital Domain joined the project later in the production process, we quickly got up to speed and delivered our work on time, despite some challenges.

    What are the sequences made by Digital Domain?
    Piotr Karwas: Our primary focus was the final battle sequence, but we also contributed to several fully live-action shots featuring set extensions and some CG animation, primarily around the entrance to the mine.

    Could you walk us through the process of creating the 500+ Piglins and Iron Golems clashing in that 360° battlefield? What were some of the major technical challenges in making that sequence come to life?
    Piotr Karwas: One of the key creative challenges was striking the right balance between honoring the iconic look and feel of the game while delivering a cinematic, action-packed experience.
    The goal was to blend a sense of realism through the movement and design of characters and environments with the charm and style of the Minecraft universe. Under the guidance of Jared and Dan, and in close collaboration with the other vendors, we were able to craft something truly unique.
    The battle unfolds during the Piglin invasion, as the sunny atmosphere of the Overworld begins to transform into a darker, more menacing environment reminiscent of the Nether. The entire battlefield was designed to function seamlessly in both visual states, capturing the warmth and cheer of the original Overworld, while also supporting its dramatic shift into a hellish landscape filled with fire and gloom.
    Additionally, the stylized world of Minecraft presented some technical hurdles, especially in large scale crowd sequences. The characters’ unconventional anatomy, limited range of motion, and signature fighting styles added an extra layer of complexity but also pushed us to be creative and innovative.
    Liz Bernard: We started out with 10 piglins, each of which had 2-6 costumes, plus 8 weapons and 2 torches. We were able to get a lot of variety out of that for our piglin horde. The golem army was smaller and more uniform, and golems are too powerful to be messing around with weapons. Instead, they prefer to use their iron arms to smash through their opponents, so we didn’t have as many different iterations, costumes, and such for the iron golems. In Animation, we moved as fast as possible to clean up and modify a big pile of motion capture so that we could provide our Crowds team with over 300 unique animation cycles and clips. Those clips included everything from golems doing windmill arm attacks, to piglins hacking at golem legs with axes and swords, to baby piglins running around in circles, freaking out. Although we started with motion capture for most of the piglin actions, transferring those actions from a full sized human mocap actor onto 10 different blocky piglins with giant angular heads and different body proportions meant each mocap clip needed a lot of adjustment. For example, piglins cannot raise their square little arms very high because their shoulders will quickly crash into the head. Once we had ploughed through that chunk of work, our Crowds team strung those actions together in Autodesk’s Golaem software to create the crowds seen in the backgrounds of our shots. In the mid-ground, we animated a custom set of longer battle vignettes that we could reuse in a number of shots by reorienting them to camera and offsetting their timing. And of course, there was quite a lot of hero animation to fill in the foreground and tell the story of the ebb and flow of battle.

    Minecraft is known for its blocky aesthetic. How was the animation rigging approached to stay true to that while enhancing the characters’ performance for live action?
    Liz Bernard: The piglins, hoglins, and wolves were rigged as pretty standard fleshy characters. The wolves had blocky chests and hips, which our Rigging team kept relatively stiff to preserve the original block shape even when we posed the characters in action. Because we were in a hurry on this fast-paced show, we needed to get rigs into Animation’s hands as quickly as possible, so we ended up relying on our shot modeling/sculpting team to adjust some of the characters’ bodies after animation was approved. They paid special attention to the final look of their shoulders, elbows, and knees, to make sure that the bend at each joint stayed as blocky as possible.
    The iron golems were a lot trickier to get right because they were made of stiff blocks of metal, had no deforming parts, and their joints were extremely simple. We discovered right away that making an iron golem walk meant instant intersections where the legs attach to the hips and the arms attach to the shoulders. So, to solve that problem and get the golems engaged in the battle, we had to give the animators complete control over every body part. This is not something we typically do because it’s easy to go overboard and end up “off model,” but in this scenario, it was absolutely required. This level of control gave the animators the option to offset body parts to achieve the necessary range of movement without visible intersections on screen or gaps in silhouette.

    Houdini was used to procedurally generate environments for the film. What were some of the most challenging aspects of creating such vast, dynamic landscapes?
    Piotr Karwas: The environments posed a unique challenge, not just because of their blocky nature, but because it was essential to make the Overworld feel like a tangible, real place. Some design choices were influenced by physical sets that had been built, while others drew inspiration from the real world. We focused on introducing a sense of natural imperfection, subtle elements like slightly uneven lines, worn edges, scuff marks, scattered debris, dirt, and even touches of realistic vegetation. All of this had to be carefully integrated into the strict, grid-based aesthetic of the Minecraft universe. Our environment team rose to the challenge and delivered a highly detailed immersive location, while working under a demanding production schedule.

    What were the biggest challenges in adapting Minecraft’s creatures and characters into a live-action setting while retaining their iconic charm?
    Liz Bernard: Because we came onto the project towards the end of shot production, we were able to use other vendors’ work as a rough guide for how our characters should move and behave. The Iron Golems in particular were a fun challenge, and although Sony had a few shots that we could refer to for the overall movement, it was up to us to establish their combat style. We researched how the golems fight in the game, which, as it turns out, is quite simple. We stuck with the game’s stiff legged walk, simple straight arm swings and skyward scoops to match the game’s iron golem attack style as closely as we could. However, purely matching the game wasn’t going to look quite right in a live action environment with human actors. So, on top of the simple performance, we layered weight shifts to counterbalance the heavy arms. We also added some additional step patterns to get them into position to attack piglins so that they would appear clever and more agile without straying too far from the game aesthetic. We also improved the contacts between the golems’ arms and each piglin to really sell the sense of effort and weight in each attack and hit.

    The destruction of the Overworld Portal seems like a monumental task. How was such an epic scene created, and what role did the environment and FX teams play in bringing it to life?
    Piotr Karwas: One of the biggest challenges was figuring out the mechanics of how large-scale destruction would play out in the Minecraft world. We had to carefully determine which elements would follow real-world physics and which could behave in a more stylized, game inspired way. We also spent considerable time designing the post-collapse remains to ensure they were visually compelling and cohesive for the staging of the shots that followed.
    The portal destruction sequence, in particular, appeared in the two widest shots of the entire sequence. These moments required both armies to be on screen, complete with fallen Iron Golems, defeated or pork-chopped Piglins, and digital doubles for every actor. It was a massive technical, logistical, and creative undertaking. We worked on these shots all the way to the final hour.
    Can you describe the bespoke zombification transformation pipeline developed for the Piglins? How did this process differ from traditional character transformations?
    Piotr Karwas: By the time we joined the project, the zombification effect had already been largely developed by Weta FX. One of our main challenges was matching their established look while ensuring visual consistency across both their shots and ours. At the same time, we knew we had to push the effect further. After all, this was the grand finale, where the evil army was being defeated. We also wanted the transformation to feel distinct, especially when applied to large numbers of Piglins. To achieve that, we went as far as building complete skeletal systems that could be revealed during the transformation.
    How was lighting handled to simulate firelit nighttime chaos? What tools or techniques were critical in creating that atmosphere?
    Piotr Karwas: To achieve the most realistic look, we used actual fire simulations to drive the lighting on both the characters and the environment. We initially started with just a few fires, but Jared was drawn to the striking visual accents and the warm hues they cast on the characters. As a result, we ended up populating the scenes with hundreds of fires. The air was also filled with atmospheric elements like smoke, ash, and embers, all contributing to a richly textured, apocalyptic feel in every shot. To manage this across numerous shots, we developed semi-automated methods to batch simulate the effects efficiently.

    How was humor incorporated into the animation, especially with subtle gags like pork chops dropping onto the battlefield or background antics? What approach was used to time these moments?
    Liz Bernard: We had a good time adding easter eggs and gags into this epic battle scene! Piotr let me know early on that Jared would welcome goofy touches, especially on background characters, so I made sure to pass that information on to my team of animators. What did I get back? Nose picks, butt scratches, belly slaps, and all sorts of goofy behaviour in the background. We usually didn’t center those things in the action unless it was called for in the script, but if you look carefully, you’ll find maximum silliness all over the place.
    And, of course, I have to mention the Great Hog here. He was probably our funniest character and the most challenging to animate. His style of movement was dictated by his unusual proportions, in particular, his itty-bitty legs and long chunky arms. Those stumpy legs meant his stride was super short unless he broke out into a full quadruped gallop, which our team animated with extra oomph and effort to get a good laugh. The Great Hog’s low rider pants took a dive after one particularly strenuous sprint across the battlefield to attack Natalie. When he rose up on hind legs in anticipation of smashing her with his giant blocky fists, Jared wanted to make sure that the audience could see clearly the gag that his butt crack was showing. In VFX, we traditionally call a gradient of options that we would pitch to the client a “wedge.” In this case, we needed to get a read on how low to go with the pants before we simulated them in CFX, so we sent over a “wedge” for the pants and butt crack for Jared to pick from. In this case, I guess it was actually…a wedgie.

    How was the visual humor seamlessly integrated into the more intense action sequences, and was there a particular moment that captured this balance perfectly?
    Liz Bernard: The visual humour was baked into the action from the get-go, from game to storyboards to previsualization. I mean, there’s something inherently funny about dozens of piglins in shorts getting smacked high up into the air and then poof! turning into porkchops. When I welcomed each animator to the show, I made a point of mentioning that they were a little more free to tell jokes with pantomime on this show than they might be used to on more realistic productions. Because we were always in a mindset to make each shot as funny as possible without distracting from the story points, the flavour in animation dailies was always funny. My team pitched piglins getting run over by the Great Hog by accident, baby piglins riding on an iron golem attempting to attack its head, some utterly hilarious slow-mo action with exaggerated overlap a la Baywatch, a hoglin and piglin rider mugging for the camera as they gallop by in the foreground, wolves clamped on by their teeth to the waistband of the Great Hog, and a whole lot of over-acted melodramatic writhing as the piglins zombified after the portal collapsed. You don’t have to tell animators twice to be silly.

    With such a large-scale project, how did the animation and VFX teams collaborate to maintain a cohesive style across both departments? Were there any specific moments where this collaboration stood out?
    Liz Bernard: This was a ripsnorter of a project timeline, so all departments were hitting the ground running and developing their parts of the project concurrently. That’s always challenging and requires a lot of communication to pull off. We had a bullpen of experienced folks in our show leadership, and knowing what each other’s departments could and couldn’t do saved us a lot of time as we ramped up. For example, we were able to establish a single groundplane early in our animation schedule, which helped us avoid having to adjust the character’s feet contacts to an evolving environment even as artists were still building the overworld battlefield. The Environments team did a great job set dressing the environment after we had placed our animation and crowds’ characters, so that we did not need to worry about running through plants, pebbles, fires, or corpses. The FX department established a workflow with the Crowds team to “porkchop” any crowds piglin that got smacked by crowds’ iron golems. Setting these rules and criteria helped each department streamline their processes. And, our production team did an absolutely incredible job making sure that every department stayed on target, communicated their roadblocks and breakthroughs effectively downstream, and adjusted the schedule to compensate. I think the moment where this collaboration really shone was when we saw all of the zombification shots at the end of the sequence starting to fall into place. One day, it felt like we had all of them left to tackle, and the next, we had our methodology kinks worked out and they all started to drop like dominoes.
    Piotr Karwas: As Liz mentioned, the schedule was extremely tight, especially for executing the film’s grand finale. We had to move quickly and strategically, knowing that things would evolve and change throughout production. I’m incredibly grateful to our amazing team at Digital Domain. Across all four locations, Los Angeles, Vancouver, Montreal, and Hyderabad, our artists worked around the clock to bring it all to life. Yes, there were long hours, high stress, and the usual frustrations with technology that doesn’t always behave but in the end, it was all absolutely worth it. Seeing kids enjoy the movie so much made everything worthwhile. Chicken Jockey!

    Looking back on the project, what aspects of the visual effects are you most proud of?
    Piotr Karwas: Without a doubt, the Great Hog’s butt crack was the highlight for me.
    Liz Bernard: Just the sheer scale of this thing is wild. This is one of those “more is more” kinds of projects that don’t come around so often in our world of photorealistic visual effects. Nothing was supposed to be “real” here, everything was exaggerated, every frame we produced was chock full of crazy action, over the top humor, and easter eggs. I’m very proud of our animation team for embracing this hilarious show in a more cartoony style that we don’t often have the opportunity to tackle. And, man, it tickles me that the fans got such a huge kick out of it all when the movie hit theatres. What else can you ask for?

    How long have you worked on this show?
    Piotr Karwas: About six months
    Liz Bernard: Just six months from start to finish.
    What’s the VFX shots count?
    Piotr Karwas: Digital Domain delivered 187 shots not including omits.
    What is your next project?
    Piotr Karwas: A Minecraft Movie I hope. Jokes aside, I’m looking at a whole slate of different projects.
    Liz Bernard: All I can say right now is that it’s a science fiction film that comes out in 2026. Stay tuned!
    A big thanks for your time.
    WANT TO KNOW MORE?Digital Domain: Dedicated page about A Minecraft Movie on Digital Domain website.
    © Vincent Frei – The Art of VFX – 2025
    #minecraft #movie #piotr #karwas #vfx
    A Minecraft Movie: Piotr Karwas (VFX Supervisor) & Elizabeth “Liz” Bernard (Animation Supervisor) – Digital Domain
    Interviews A Minecraft Movie: Piotr Karwas& Elizabeth “Liz” Bernard– Digital Domain By Vincent Frei - 20/05/2025 With 20+ years in film and advertising, Piotr Karwas has supervised VFX for top directors including David Fincher and Tim Burton. His recent work includes The Electric State, Elevation, he’s here today to talk about the Digital Domain work on A Minecraft Movie. After discussing The Electric State with us a few months ago, Elizabeth ‘Liz’ Bernard is back—this time to talk about her work on A Minecraft Movie. How did you and Digital Domain get involved on this show? Piotr Karwas: We were approached by the Warner Bros. VFX team as they were looking to bring on an additional vendor to help complete the remaining visual effects work. It was also an opportunity to be the best dad ever, since both of my kids are huge Minecraft fans. How was the collaboration with Director Jared Hess and VFX Supervisor Dan Lemmon? Piotr Karwas: I’ve known Dan Lemmon since our time working together at Digital Domain. We collaborated on several projects in the early 2000s, so it was a great opportunity to team up again. As for Jared, I’ve been a fan of his work ever since his first feature, Napoleon Dynamite. Years ago, I also had the chance to briefly work on his film Gentlemen Broncos. The blend of Jared’s signature humor with the global phenomenon of Minecraft was simply too exciting to pass up. I knew I wanted to be involved. Although Digital Domain joined the project later in the production process, we quickly got up to speed and delivered our work on time, despite some challenges. What are the sequences made by Digital Domain? Piotr Karwas: Our primary focus was the final battle sequence, but we also contributed to several fully live-action shots featuring set extensions and some CG animation, primarily around the entrance to the mine. Could you walk us through the process of creating the 500+ Piglins and Iron Golems clashing in that 360° battlefield? What were some of the major technical challenges in making that sequence come to life? Piotr Karwas: One of the key creative challenges was striking the right balance between honoring the iconic look and feel of the game while delivering a cinematic, action-packed experience. The goal was to blend a sense of realism through the movement and design of characters and environments with the charm and style of the Minecraft universe. Under the guidance of Jared and Dan, and in close collaboration with the other vendors, we were able to craft something truly unique. The battle unfolds during the Piglin invasion, as the sunny atmosphere of the Overworld begins to transform into a darker, more menacing environment reminiscent of the Nether. The entire battlefield was designed to function seamlessly in both visual states, capturing the warmth and cheer of the original Overworld, while also supporting its dramatic shift into a hellish landscape filled with fire and gloom. Additionally, the stylized world of Minecraft presented some technical hurdles, especially in large scale crowd sequences. The characters’ unconventional anatomy, limited range of motion, and signature fighting styles added an extra layer of complexity but also pushed us to be creative and innovative. Liz Bernard: We started out with 10 piglins, each of which had 2-6 costumes, plus 8 weapons and 2 torches. We were able to get a lot of variety out of that for our piglin horde. The golem army was smaller and more uniform, and golems are too powerful to be messing around with weapons. Instead, they prefer to use their iron arms to smash through their opponents, so we didn’t have as many different iterations, costumes, and such for the iron golems. In Animation, we moved as fast as possible to clean up and modify a big pile of motion capture so that we could provide our Crowds team with over 300 unique animation cycles and clips. Those clips included everything from golems doing windmill arm attacks, to piglins hacking at golem legs with axes and swords, to baby piglins running around in circles, freaking out. Although we started with motion capture for most of the piglin actions, transferring those actions from a full sized human mocap actor onto 10 different blocky piglins with giant angular heads and different body proportions meant each mocap clip needed a lot of adjustment. For example, piglins cannot raise their square little arms very high because their shoulders will quickly crash into the head. Once we had ploughed through that chunk of work, our Crowds team strung those actions together in Autodesk’s Golaem software to create the crowds seen in the backgrounds of our shots. In the mid-ground, we animated a custom set of longer battle vignettes that we could reuse in a number of shots by reorienting them to camera and offsetting their timing. And of course, there was quite a lot of hero animation to fill in the foreground and tell the story of the ebb and flow of battle. Minecraft is known for its blocky aesthetic. How was the animation rigging approached to stay true to that while enhancing the characters’ performance for live action? Liz Bernard: The piglins, hoglins, and wolves were rigged as pretty standard fleshy characters. The wolves had blocky chests and hips, which our Rigging team kept relatively stiff to preserve the original block shape even when we posed the characters in action. Because we were in a hurry on this fast-paced show, we needed to get rigs into Animation’s hands as quickly as possible, so we ended up relying on our shot modeling/sculpting team to adjust some of the characters’ bodies after animation was approved. They paid special attention to the final look of their shoulders, elbows, and knees, to make sure that the bend at each joint stayed as blocky as possible. The iron golems were a lot trickier to get right because they were made of stiff blocks of metal, had no deforming parts, and their joints were extremely simple. We discovered right away that making an iron golem walk meant instant intersections where the legs attach to the hips and the arms attach to the shoulders. So, to solve that problem and get the golems engaged in the battle, we had to give the animators complete control over every body part. This is not something we typically do because it’s easy to go overboard and end up “off model,” but in this scenario, it was absolutely required. This level of control gave the animators the option to offset body parts to achieve the necessary range of movement without visible intersections on screen or gaps in silhouette. Houdini was used to procedurally generate environments for the film. What were some of the most challenging aspects of creating such vast, dynamic landscapes? Piotr Karwas: The environments posed a unique challenge, not just because of their blocky nature, but because it was essential to make the Overworld feel like a tangible, real place. Some design choices were influenced by physical sets that had been built, while others drew inspiration from the real world. We focused on introducing a sense of natural imperfection, subtle elements like slightly uneven lines, worn edges, scuff marks, scattered debris, dirt, and even touches of realistic vegetation. All of this had to be carefully integrated into the strict, grid-based aesthetic of the Minecraft universe. Our environment team rose to the challenge and delivered a highly detailed immersive location, while working under a demanding production schedule. What were the biggest challenges in adapting Minecraft’s creatures and characters into a live-action setting while retaining their iconic charm? Liz Bernard: Because we came onto the project towards the end of shot production, we were able to use other vendors’ work as a rough guide for how our characters should move and behave. The Iron Golems in particular were a fun challenge, and although Sony had a few shots that we could refer to for the overall movement, it was up to us to establish their combat style. We researched how the golems fight in the game, which, as it turns out, is quite simple. We stuck with the game’s stiff legged walk, simple straight arm swings and skyward scoops to match the game’s iron golem attack style as closely as we could. However, purely matching the game wasn’t going to look quite right in a live action environment with human actors. So, on top of the simple performance, we layered weight shifts to counterbalance the heavy arms. We also added some additional step patterns to get them into position to attack piglins so that they would appear clever and more agile without straying too far from the game aesthetic. We also improved the contacts between the golems’ arms and each piglin to really sell the sense of effort and weight in each attack and hit. The destruction of the Overworld Portal seems like a monumental task. How was such an epic scene created, and what role did the environment and FX teams play in bringing it to life? Piotr Karwas: One of the biggest challenges was figuring out the mechanics of how large-scale destruction would play out in the Minecraft world. We had to carefully determine which elements would follow real-world physics and which could behave in a more stylized, game inspired way. We also spent considerable time designing the post-collapse remains to ensure they were visually compelling and cohesive for the staging of the shots that followed. The portal destruction sequence, in particular, appeared in the two widest shots of the entire sequence. These moments required both armies to be on screen, complete with fallen Iron Golems, defeated or pork-chopped Piglins, and digital doubles for every actor. It was a massive technical, logistical, and creative undertaking. We worked on these shots all the way to the final hour. Can you describe the bespoke zombification transformation pipeline developed for the Piglins? How did this process differ from traditional character transformations? Piotr Karwas: By the time we joined the project, the zombification effect had already been largely developed by Weta FX. One of our main challenges was matching their established look while ensuring visual consistency across both their shots and ours. At the same time, we knew we had to push the effect further. After all, this was the grand finale, where the evil army was being defeated. We also wanted the transformation to feel distinct, especially when applied to large numbers of Piglins. To achieve that, we went as far as building complete skeletal systems that could be revealed during the transformation. How was lighting handled to simulate firelit nighttime chaos? What tools or techniques were critical in creating that atmosphere? Piotr Karwas: To achieve the most realistic look, we used actual fire simulations to drive the lighting on both the characters and the environment. We initially started with just a few fires, but Jared was drawn to the striking visual accents and the warm hues they cast on the characters. As a result, we ended up populating the scenes with hundreds of fires. The air was also filled with atmospheric elements like smoke, ash, and embers, all contributing to a richly textured, apocalyptic feel in every shot. To manage this across numerous shots, we developed semi-automated methods to batch simulate the effects efficiently. How was humor incorporated into the animation, especially with subtle gags like pork chops dropping onto the battlefield or background antics? What approach was used to time these moments? Liz Bernard: We had a good time adding easter eggs and gags into this epic battle scene! Piotr let me know early on that Jared would welcome goofy touches, especially on background characters, so I made sure to pass that information on to my team of animators. What did I get back? Nose picks, butt scratches, belly slaps, and all sorts of goofy behaviour in the background. We usually didn’t center those things in the action unless it was called for in the script, but if you look carefully, you’ll find maximum silliness all over the place. And, of course, I have to mention the Great Hog here. He was probably our funniest character and the most challenging to animate. His style of movement was dictated by his unusual proportions, in particular, his itty-bitty legs and long chunky arms. Those stumpy legs meant his stride was super short unless he broke out into a full quadruped gallop, which our team animated with extra oomph and effort to get a good laugh. The Great Hog’s low rider pants took a dive after one particularly strenuous sprint across the battlefield to attack Natalie. When he rose up on hind legs in anticipation of smashing her with his giant blocky fists, Jared wanted to make sure that the audience could see clearly the gag that his butt crack was showing. In VFX, we traditionally call a gradient of options that we would pitch to the client a “wedge.” In this case, we needed to get a read on how low to go with the pants before we simulated them in CFX, so we sent over a “wedge” for the pants and butt crack for Jared to pick from. In this case, I guess it was actually…a wedgie. How was the visual humor seamlessly integrated into the more intense action sequences, and was there a particular moment that captured this balance perfectly? Liz Bernard: The visual humour was baked into the action from the get-go, from game to storyboards to previsualization. I mean, there’s something inherently funny about dozens of piglins in shorts getting smacked high up into the air and then poof! turning into porkchops. When I welcomed each animator to the show, I made a point of mentioning that they were a little more free to tell jokes with pantomime on this show than they might be used to on more realistic productions. Because we were always in a mindset to make each shot as funny as possible without distracting from the story points, the flavour in animation dailies was always funny. My team pitched piglins getting run over by the Great Hog by accident, baby piglins riding on an iron golem attempting to attack its head, some utterly hilarious slow-mo action with exaggerated overlap a la Baywatch, a hoglin and piglin rider mugging for the camera as they gallop by in the foreground, wolves clamped on by their teeth to the waistband of the Great Hog, and a whole lot of over-acted melodramatic writhing as the piglins zombified after the portal collapsed. You don’t have to tell animators twice to be silly. With such a large-scale project, how did the animation and VFX teams collaborate to maintain a cohesive style across both departments? Were there any specific moments where this collaboration stood out? Liz Bernard: This was a ripsnorter of a project timeline, so all departments were hitting the ground running and developing their parts of the project concurrently. That’s always challenging and requires a lot of communication to pull off. We had a bullpen of experienced folks in our show leadership, and knowing what each other’s departments could and couldn’t do saved us a lot of time as we ramped up. For example, we were able to establish a single groundplane early in our animation schedule, which helped us avoid having to adjust the character’s feet contacts to an evolving environment even as artists were still building the overworld battlefield. The Environments team did a great job set dressing the environment after we had placed our animation and crowds’ characters, so that we did not need to worry about running through plants, pebbles, fires, or corpses. The FX department established a workflow with the Crowds team to “porkchop” any crowds piglin that got smacked by crowds’ iron golems. Setting these rules and criteria helped each department streamline their processes. And, our production team did an absolutely incredible job making sure that every department stayed on target, communicated their roadblocks and breakthroughs effectively downstream, and adjusted the schedule to compensate. I think the moment where this collaboration really shone was when we saw all of the zombification shots at the end of the sequence starting to fall into place. One day, it felt like we had all of them left to tackle, and the next, we had our methodology kinks worked out and they all started to drop like dominoes. Piotr Karwas: As Liz mentioned, the schedule was extremely tight, especially for executing the film’s grand finale. We had to move quickly and strategically, knowing that things would evolve and change throughout production. I’m incredibly grateful to our amazing team at Digital Domain. Across all four locations, Los Angeles, Vancouver, Montreal, and Hyderabad, our artists worked around the clock to bring it all to life. Yes, there were long hours, high stress, and the usual frustrations with technology that doesn’t always behave but in the end, it was all absolutely worth it. Seeing kids enjoy the movie so much made everything worthwhile. Chicken Jockey! Looking back on the project, what aspects of the visual effects are you most proud of? Piotr Karwas: Without a doubt, the Great Hog’s butt crack was the highlight for me. Liz Bernard: Just the sheer scale of this thing is wild. This is one of those “more is more” kinds of projects that don’t come around so often in our world of photorealistic visual effects. Nothing was supposed to be “real” here, everything was exaggerated, every frame we produced was chock full of crazy action, over the top humor, and easter eggs. I’m very proud of our animation team for embracing this hilarious show in a more cartoony style that we don’t often have the opportunity to tackle. And, man, it tickles me that the fans got such a huge kick out of it all when the movie hit theatres. What else can you ask for? How long have you worked on this show? Piotr Karwas: About six months Liz Bernard: Just six months from start to finish. What’s the VFX shots count? Piotr Karwas: Digital Domain delivered 187 shots not including omits. What is your next project? Piotr Karwas: A Minecraft Movie I hope. Jokes aside, I’m looking at a whole slate of different projects. Liz Bernard: All I can say right now is that it’s a science fiction film that comes out in 2026. Stay tuned! A big thanks for your time. WANT TO KNOW MORE?Digital Domain: Dedicated page about A Minecraft Movie on Digital Domain website. © Vincent Frei – The Art of VFX – 2025 #minecraft #movie #piotr #karwas #vfx
    WWW.ARTOFVFX.COM
    A Minecraft Movie: Piotr Karwas (VFX Supervisor) & Elizabeth “Liz” Bernard (Animation Supervisor) – Digital Domain
    Interviews A Minecraft Movie: Piotr Karwas (VFX Supervisor) & Elizabeth “Liz” Bernard (Animation Supervisor) – Digital Domain By Vincent Frei - 20/05/2025 With 20+ years in film and advertising, Piotr Karwas has supervised VFX for top directors including David Fincher and Tim Burton. His recent work includes The Electric State, Elevation, he’s here today to talk about the Digital Domain work on A Minecraft Movie. After discussing The Electric State with us a few months ago, Elizabeth ‘Liz’ Bernard is back—this time to talk about her work on A Minecraft Movie. How did you and Digital Domain get involved on this show? Piotr Karwas: We were approached by the Warner Bros. VFX team as they were looking to bring on an additional vendor to help complete the remaining visual effects work. It was also an opportunity to be the best dad ever, since both of my kids are huge Minecraft fans. How was the collaboration with Director Jared Hess and VFX Supervisor Dan Lemmon? Piotr Karwas: I’ve known Dan Lemmon since our time working together at Digital Domain. We collaborated on several projects in the early 2000s, so it was a great opportunity to team up again. As for Jared, I’ve been a fan of his work ever since his first feature, Napoleon Dynamite. Years ago, I also had the chance to briefly work on his film Gentlemen Broncos. The blend of Jared’s signature humor with the global phenomenon of Minecraft was simply too exciting to pass up. I knew I wanted to be involved. Although Digital Domain joined the project later in the production process, we quickly got up to speed and delivered our work on time, despite some challenges. What are the sequences made by Digital Domain? Piotr Karwas: Our primary focus was the final battle sequence, but we also contributed to several fully live-action shots featuring set extensions and some CG animation, primarily around the entrance to the mine. Could you walk us through the process of creating the 500+ Piglins and Iron Golems clashing in that 360° battlefield? What were some of the major technical challenges in making that sequence come to life? Piotr Karwas: One of the key creative challenges was striking the right balance between honoring the iconic look and feel of the game while delivering a cinematic, action-packed experience. The goal was to blend a sense of realism through the movement and design of characters and environments with the charm and style of the Minecraft universe. Under the guidance of Jared and Dan, and in close collaboration with the other vendors, we were able to craft something truly unique. The battle unfolds during the Piglin invasion, as the sunny atmosphere of the Overworld begins to transform into a darker, more menacing environment reminiscent of the Nether. The entire battlefield was designed to function seamlessly in both visual states, capturing the warmth and cheer of the original Overworld, while also supporting its dramatic shift into a hellish landscape filled with fire and gloom. Additionally, the stylized world of Minecraft presented some technical hurdles, especially in large scale crowd sequences. The characters’ unconventional anatomy, limited range of motion, and signature fighting styles added an extra layer of complexity but also pushed us to be creative and innovative. Liz Bernard: We started out with 10 piglins, each of which had 2-6 costumes, plus 8 weapons and 2 torches. We were able to get a lot of variety out of that for our piglin horde. The golem army was smaller and more uniform, and golems are too powerful to be messing around with weapons. Instead, they prefer to use their iron arms to smash through their opponents, so we didn’t have as many different iterations, costumes, and such for the iron golems. In Animation, we moved as fast as possible to clean up and modify a big pile of motion capture so that we could provide our Crowds team with over 300 unique animation cycles and clips. Those clips included everything from golems doing windmill arm attacks, to piglins hacking at golem legs with axes and swords, to baby piglins running around in circles, freaking out. Although we started with motion capture for most of the piglin actions, transferring those actions from a full sized human mocap actor onto 10 different blocky piglins with giant angular heads and different body proportions meant each mocap clip needed a lot of adjustment. For example, piglins cannot raise their square little arms very high because their shoulders will quickly crash into the head. Once we had ploughed through that chunk of work, our Crowds team strung those actions together in Autodesk’s Golaem software to create the crowds seen in the backgrounds of our shots. In the mid-ground, we animated a custom set of longer battle vignettes that we could reuse in a number of shots by reorienting them to camera and offsetting their timing. And of course, there was quite a lot of hero animation to fill in the foreground and tell the story of the ebb and flow of battle. Minecraft is known for its blocky aesthetic. How was the animation rigging approached to stay true to that while enhancing the characters’ performance for live action? Liz Bernard: The piglins, hoglins, and wolves were rigged as pretty standard fleshy characters. The wolves had blocky chests and hips, which our Rigging team kept relatively stiff to preserve the original block shape even when we posed the characters in action. Because we were in a hurry on this fast-paced show, we needed to get rigs into Animation’s hands as quickly as possible, so we ended up relying on our shot modeling/sculpting team to adjust some of the characters’ bodies after animation was approved. They paid special attention to the final look of their shoulders, elbows, and knees, to make sure that the bend at each joint stayed as blocky as possible. The iron golems were a lot trickier to get right because they were made of stiff blocks of metal, had no deforming parts, and their joints were extremely simple. We discovered right away that making an iron golem walk meant instant intersections where the legs attach to the hips and the arms attach to the shoulders. So, to solve that problem and get the golems engaged in the battle, we had to give the animators complete control over every body part. This is not something we typically do because it’s easy to go overboard and end up “off model,” but in this scenario, it was absolutely required. This level of control gave the animators the option to offset body parts to achieve the necessary range of movement without visible intersections on screen or gaps in silhouette. Houdini was used to procedurally generate environments for the film. What were some of the most challenging aspects of creating such vast, dynamic landscapes? Piotr Karwas: The environments posed a unique challenge, not just because of their blocky nature, but because it was essential to make the Overworld feel like a tangible, real place. Some design choices were influenced by physical sets that had been built, while others drew inspiration from the real world. We focused on introducing a sense of natural imperfection, subtle elements like slightly uneven lines, worn edges, scuff marks, scattered debris, dirt, and even touches of realistic vegetation. All of this had to be carefully integrated into the strict, grid-based aesthetic of the Minecraft universe. Our environment team rose to the challenge and delivered a highly detailed immersive location, while working under a demanding production schedule. What were the biggest challenges in adapting Minecraft’s creatures and characters into a live-action setting while retaining their iconic charm? Liz Bernard: Because we came onto the project towards the end of shot production, we were able to use other vendors’ work as a rough guide for how our characters should move and behave. The Iron Golems in particular were a fun challenge, and although Sony had a few shots that we could refer to for the overall movement, it was up to us to establish their combat style. We researched how the golems fight in the game, which, as it turns out, is quite simple. We stuck with the game’s stiff legged walk, simple straight arm swings and skyward scoops to match the game’s iron golem attack style as closely as we could. However, purely matching the game wasn’t going to look quite right in a live action environment with human actors. So, on top of the simple performance, we layered weight shifts to counterbalance the heavy arms. We also added some additional step patterns to get them into position to attack piglins so that they would appear clever and more agile without straying too far from the game aesthetic. We also improved the contacts between the golems’ arms and each piglin to really sell the sense of effort and weight in each attack and hit. The destruction of the Overworld Portal seems like a monumental task. How was such an epic scene created, and what role did the environment and FX teams play in bringing it to life? Piotr Karwas: One of the biggest challenges was figuring out the mechanics of how large-scale destruction would play out in the Minecraft world. We had to carefully determine which elements would follow real-world physics and which could behave in a more stylized, game inspired way. We also spent considerable time designing the post-collapse remains to ensure they were visually compelling and cohesive for the staging of the shots that followed. The portal destruction sequence, in particular, appeared in the two widest shots of the entire sequence. These moments required both armies to be on screen, complete with fallen Iron Golems, defeated or pork-chopped Piglins, and digital doubles for every actor. It was a massive technical, logistical, and creative undertaking. We worked on these shots all the way to the final hour. Can you describe the bespoke zombification transformation pipeline developed for the Piglins? How did this process differ from traditional character transformations? Piotr Karwas: By the time we joined the project, the zombification effect had already been largely developed by Weta FX. One of our main challenges was matching their established look while ensuring visual consistency across both their shots and ours. At the same time, we knew we had to push the effect further. After all, this was the grand finale, where the evil army was being defeated. We also wanted the transformation to feel distinct, especially when applied to large numbers of Piglins. To achieve that, we went as far as building complete skeletal systems that could be revealed during the transformation. How was lighting handled to simulate firelit nighttime chaos? What tools or techniques were critical in creating that atmosphere? Piotr Karwas: To achieve the most realistic look, we used actual fire simulations to drive the lighting on both the characters and the environment. We initially started with just a few fires, but Jared was drawn to the striking visual accents and the warm hues they cast on the characters. As a result, we ended up populating the scenes with hundreds of fires. The air was also filled with atmospheric elements like smoke, ash, and embers, all contributing to a richly textured, apocalyptic feel in every shot. To manage this across numerous shots, we developed semi-automated methods to batch simulate the effects efficiently. How was humor incorporated into the animation, especially with subtle gags like pork chops dropping onto the battlefield or background antics? What approach was used to time these moments? Liz Bernard: We had a good time adding easter eggs and gags into this epic battle scene! Piotr let me know early on that Jared would welcome goofy touches, especially on background characters, so I made sure to pass that information on to my team of animators. What did I get back? Nose picks, butt scratches, belly slaps, and all sorts of goofy behaviour in the background. We usually didn’t center those things in the action unless it was called for in the script (in fact, Jared and Dan had to pull us back a few times), but if you look carefully, you’ll find maximum silliness all over the place. And, of course, I have to mention the Great Hog here. He was probably our funniest character and the most challenging to animate. His style of movement was dictated by his unusual proportions, in particular, his itty-bitty legs and long chunky arms. Those stumpy legs meant his stride was super short unless he broke out into a full quadruped gallop, which our team animated with extra oomph and effort to get a good laugh. The Great Hog’s low rider pants took a dive after one particularly strenuous sprint across the battlefield to attack Natalie. When he rose up on hind legs in anticipation of smashing her with his giant blocky fists, Jared wanted to make sure that the audience could see clearly the gag that his butt crack was showing. In VFX, we traditionally call a gradient of options that we would pitch to the client a “wedge.” In this case, we needed to get a read on how low to go with the pants before we simulated them in CFX, so we sent over a “wedge” for the pants and butt crack for Jared to pick from. In this case, I guess it was actually…a wedgie. How was the visual humor seamlessly integrated into the more intense action sequences, and was there a particular moment that captured this balance perfectly? Liz Bernard: The visual humour was baked into the action from the get-go, from game to storyboards to previsualization. I mean, there’s something inherently funny about dozens of piglins in shorts getting smacked high up into the air and then poof! turning into porkchops. When I welcomed each animator to the show, I made a point of mentioning that they were a little more free to tell jokes with pantomime on this show than they might be used to on more realistic productions. Because we were always in a mindset to make each shot as funny as possible without distracting from the story points, the flavour in animation dailies was always funny. My team pitched piglins getting run over by the Great Hog by accident, baby piglins riding on an iron golem attempting to attack its head, some utterly hilarious slow-mo action with exaggerated overlap a la Baywatch, a hoglin and piglin rider mugging for the camera as they gallop by in the foreground, wolves clamped on by their teeth to the waistband of the Great Hog, and a whole lot of over-acted melodramatic writhing as the piglins zombified after the portal collapsed. You don’t have to tell animators twice to be silly. With such a large-scale project, how did the animation and VFX teams collaborate to maintain a cohesive style across both departments? Were there any specific moments where this collaboration stood out? Liz Bernard: This was a ripsnorter of a project timeline, so all departments were hitting the ground running and developing their parts of the project concurrently. That’s always challenging and requires a lot of communication to pull off. We had a bullpen of experienced folks in our show leadership, and knowing what each other’s departments could and couldn’t do saved us a lot of time as we ramped up. For example, we were able to establish a single groundplane early in our animation schedule, which helped us avoid having to adjust the character’s feet contacts to an evolving environment even as artists were still building the overworld battlefield. The Environments team did a great job set dressing the environment after we had placed our animation and crowds’ characters, so that we did not need to worry about running through plants, pebbles, fires, or corpses. The FX department established a workflow with the Crowds team to “porkchop” any crowds piglin that got smacked by crowds’ iron golems. Setting these rules and criteria helped each department streamline their processes. And, our production team did an absolutely incredible job making sure that every department stayed on target, communicated their roadblocks and breakthroughs effectively downstream (and sometimes upstream!), and adjusted the schedule to compensate. I think the moment where this collaboration really shone was when we saw all of the zombification shots at the end of the sequence starting to fall into place. One day, it felt like we had all of them left to tackle, and the next, we had our methodology kinks worked out and they all started to drop like dominoes. Piotr Karwas: As Liz mentioned, the schedule was extremely tight, especially for executing the film’s grand finale. We had to move quickly and strategically, knowing that things would evolve and change throughout production. I’m incredibly grateful to our amazing team at Digital Domain. Across all four locations, Los Angeles, Vancouver, Montreal, and Hyderabad, our artists worked around the clock to bring it all to life. Yes, there were long hours, high stress, and the usual frustrations with technology that doesn’t always behave but in the end, it was all absolutely worth it. Seeing kids enjoy the movie so much made everything worthwhile. Chicken Jockey! Looking back on the project, what aspects of the visual effects are you most proud of? Piotr Karwas: Without a doubt, the Great Hog’s butt crack was the highlight for me. Liz Bernard: Just the sheer scale of this thing is wild. This is one of those “more is more” kinds of projects that don’t come around so often in our world of photorealistic visual effects. Nothing was supposed to be “real” here, everything was exaggerated, every frame we produced was chock full of crazy action, over the top humor, and easter eggs. I’m very proud of our animation team for embracing this hilarious show in a more cartoony style that we don’t often have the opportunity to tackle. And, man, it tickles me that the fans got such a huge kick out of it all when the movie hit theatres. What else can you ask for? How long have you worked on this show? Piotr Karwas: About six months Liz Bernard: Just six months from start to finish. What’s the VFX shots count? Piotr Karwas: Digital Domain delivered 187 shots not including omits. What is your next project? Piotr Karwas: A Minecraft Movie I hope. Jokes aside, I’m looking at a whole slate of different projects. Liz Bernard: All I can say right now is that it’s a science fiction film that comes out in 2026. Stay tuned! A big thanks for your time. WANT TO KNOW MORE?Digital Domain: Dedicated page about A Minecraft Movie on Digital Domain website. © Vincent Frei – The Art of VFX – 2025
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  • What People Are Getting Wrong This Week: Fake Police Bodycam Videos

    Another week, another "gotcha" video debunked. This time it's "Cop Pulls Over Black Judge and Lives To Regret It," a piece of pseudo-documentary street drama that's been viewed millions of times on YouTube and TikTok. The video is part of a growing online video genre based on documenting cops' confrontations with public, either through police-worn body camera footage or citizen-filmed footage. Some of these videos are real, but many of them are not.Here's the "Cop Pulls Over Judge" video:

    The tells: bad improv in a Florida parking lotIf you have a smidge of media literacy, it's easy to spot this as fake. The acting is sub-community-theater level.The improved dialogue is laughably on the nose. I'm pretty sure judges don't wear judicial robes when they're running errands.The taillight the cop supposedly broke is intact at the end of the videoThat's just the surface. If you dive deeper, you'll learn that the watermark for the bodycam isn't right and there is no city of Sunny Springs in Florida. The rage-bait cinematic universe: Who even makes these videos?The description of the channel the judge video comes from, bodycam declassified, reads, "In our channel, we bring you real, unfiltered bodycam footage, offering insight into real-world situations. In some cases, we may reenact some elements to clarify key aspects of certain encounters." I can't find any video on this channel that features real footage; Cop Slaps Arrogant Prince in Ferrari and Gets Suspended, Black Female Lawyer Vs Arrogant Cop, and the rest of these videos are fake, unless all these encounters happened in the same building's parking lot.Looking a little deeper into YouTube revealed a ton of these rage-bait vids, from different creators, with different stories. We got cops pulling over FBI agents, cops harassing people for taking their shoes off in the park, and my personal favorite: Dumb Cop Mess with the wrong FBI agent On Plane. Watch this and try not to laugh:

    I actually like the earnestness of the creators of this video. It reminds me of the delusional incompetence of b-movie king Ed Wood: God bless them, they tried. But that is so not an airplane cabin. And that is so not a stewardess uniform. That is so not an FBI agent. And that is so not how people talk to each other on Planet Earth. The same fake plane was used in this video, too. The "Cop vs. Judge" video is basically a reboot of a real video of Florida police pulling over Aramis Ayala, Florida’s first elected state attorney, for no reason. Comparing them makes it obvious what real body-cam footage looks like, compared to fake, but also highlights why people are drawn to the ersatz over the genuine. We don't get to see what happens to the real cop beyond momentary embarrassment.Why are these fakes so successful? I've been digging into the sub-genre of fake confrontation videos, and they seem, like the fake political confrontation videos I posted about last week, to point to a collective desire for Justice. Cops are often bastards, and we want to see them face consequences when they do wrong, so there are a lot of popular channels devoted to videos depicting just that.But real police confrontations are generally murkier than the fakes, and even when the cops are clearly wrong, any "conclusion" to these stories takes years of legal wrangling. The fakes, though? Instant justice!Why people believe in fake cop videosThe successful formula for these videos is a cop pulling someone over who is "higher" in the Justice hierarchy than a street cop. That way the offending party can face instant karma, instead of their comeuppance coming years later, in a legal filing no one will read. We want a thuggish cop to be owned by a judge in full gown while we watch. We want to see the good guys win, now, and if it's not going to really happen, we'll pull the wool over our own eyes. Real justice usually isn't exciting, it's a slog through layers of moral relativism and triple-filed paperwork, but fake justice hits hard. The biggest giveaway that these videos are fake isn’t the bad dialogue or the dodgy production design, it’s how true they feel.
    #what #people #are #getting #wrong
    What People Are Getting Wrong This Week: Fake Police Bodycam Videos
    Another week, another "gotcha" video debunked. This time it's "Cop Pulls Over Black Judge and Lives To Regret It," a piece of pseudo-documentary street drama that's been viewed millions of times on YouTube and TikTok. The video is part of a growing online video genre based on documenting cops' confrontations with public, either through police-worn body camera footage or citizen-filmed footage. Some of these videos are real, but many of them are not.Here's the "Cop Pulls Over Judge" video: The tells: bad improv in a Florida parking lotIf you have a smidge of media literacy, it's easy to spot this as fake. The acting is sub-community-theater level.The improved dialogue is laughably on the nose. I'm pretty sure judges don't wear judicial robes when they're running errands.The taillight the cop supposedly broke is intact at the end of the videoThat's just the surface. If you dive deeper, you'll learn that the watermark for the bodycam isn't right and there is no city of Sunny Springs in Florida. The rage-bait cinematic universe: Who even makes these videos?The description of the channel the judge video comes from, bodycam declassified, reads, "In our channel, we bring you real, unfiltered bodycam footage, offering insight into real-world situations. In some cases, we may reenact some elements to clarify key aspects of certain encounters." I can't find any video on this channel that features real footage; Cop Slaps Arrogant Prince in Ferrari and Gets Suspended, Black Female Lawyer Vs Arrogant Cop, and the rest of these videos are fake, unless all these encounters happened in the same building's parking lot.Looking a little deeper into YouTube revealed a ton of these rage-bait vids, from different creators, with different stories. We got cops pulling over FBI agents, cops harassing people for taking their shoes off in the park, and my personal favorite: Dumb Cop Mess with the wrong FBI agent On Plane. Watch this and try not to laugh: I actually like the earnestness of the creators of this video. It reminds me of the delusional incompetence of b-movie king Ed Wood: God bless them, they tried. But that is so not an airplane cabin. And that is so not a stewardess uniform. That is so not an FBI agent. And that is so not how people talk to each other on Planet Earth. The same fake plane was used in this video, too. The "Cop vs. Judge" video is basically a reboot of a real video of Florida police pulling over Aramis Ayala, Florida’s first elected state attorney, for no reason. Comparing them makes it obvious what real body-cam footage looks like, compared to fake, but also highlights why people are drawn to the ersatz over the genuine. We don't get to see what happens to the real cop beyond momentary embarrassment.Why are these fakes so successful? I've been digging into the sub-genre of fake confrontation videos, and they seem, like the fake political confrontation videos I posted about last week, to point to a collective desire for Justice. Cops are often bastards, and we want to see them face consequences when they do wrong, so there are a lot of popular channels devoted to videos depicting just that.But real police confrontations are generally murkier than the fakes, and even when the cops are clearly wrong, any "conclusion" to these stories takes years of legal wrangling. The fakes, though? Instant justice!Why people believe in fake cop videosThe successful formula for these videos is a cop pulling someone over who is "higher" in the Justice hierarchy than a street cop. That way the offending party can face instant karma, instead of their comeuppance coming years later, in a legal filing no one will read. We want a thuggish cop to be owned by a judge in full gown while we watch. We want to see the good guys win, now, and if it's not going to really happen, we'll pull the wool over our own eyes. Real justice usually isn't exciting, it's a slog through layers of moral relativism and triple-filed paperwork, but fake justice hits hard. The biggest giveaway that these videos are fake isn’t the bad dialogue or the dodgy production design, it’s how true they feel. #what #people #are #getting #wrong
    LIFEHACKER.COM
    What People Are Getting Wrong This Week: Fake Police Bodycam Videos
    Another week, another "gotcha" video debunked. This time it's "Cop Pulls Over Black Judge and Lives To Regret It," a piece of pseudo-documentary street drama that's been viewed millions of times on YouTube and TikTok (and elsewhere, I'm sure). The video is part of a growing online video genre based on documenting cops' confrontations with public, either through police-worn body camera footage or citizen-filmed footage. Some of these videos are real, but many of them are not.Here's the "Cop Pulls Over Judge" video: The tells: bad improv in a Florida parking lotIf you have a smidge of media literacy, it's easy to spot this as fake. The acting is sub-community-theater level.The improved dialogue is laughably on the nose. I'm pretty sure judges don't wear judicial robes when they're running errands.The taillight the cop supposedly broke is intact at the end of the videoThat's just the surface. If you dive deeper, you'll learn that the watermark for the bodycam isn't right and there is no city of Sunny Springs in Florida. The rage-bait cinematic universe: Who even makes these videos?The description of the channel the judge video comes from, bodycam declassified, reads, "In our channel, we bring you real, unfiltered bodycam footage, offering insight into real-world situations. In some cases, we may reenact some elements to clarify key aspects of certain encounters." I can't find any video on this channel that features real footage; Cop Slaps Arrogant Prince in Ferrari and Gets Suspended, Black Female Lawyer Vs Arrogant Cop, and the rest of these videos are fake, unless all these encounters happened in the same building's parking lot.Looking a little deeper into YouTube revealed a ton of these rage-bait vids, from different creators, with different stories. We got cops pulling over FBI agents, cops harassing people for taking their shoes off in the park, and my personal favorite: Dumb Cop Mess with the wrong FBI agent On Plane. Watch this and try not to laugh: I actually like the earnestness of the creators of this video. It reminds me of the delusional incompetence of b-movie king Ed Wood: God bless them, they tried. But that is so not an airplane cabin. And that is so not a stewardess uniform. That is so not an FBI agent. And that is so not how people talk to each other on Planet Earth. The same fake plane was used in this video, too. The "Cop vs. Judge" video is basically a reboot of a real video of Florida police pulling over Aramis Ayala, Florida’s first elected state attorney, for no reason. Comparing them makes it obvious what real body-cam footage looks like, compared to fake, but also highlights why people are drawn to the ersatz over the genuine. We don't get to see what happens to the real cop beyond momentary embarrassment. (Spoiler: nothing.)Why are these fakes so successful? I've been digging into the sub-genre of fake confrontation videos, and they seem, like the fake political confrontation videos I posted about last week, to point to a collective desire for Justice. Cops are often bastards, and we want to see them face consequences when they do wrong, so there are a lot of popular channels devoted to videos depicting just that. (Thanks for all the free, body-cam-based entertainment, Police of America!) But real police confrontations are generally murkier than the fakes (maybe the cops shouldn't have manhandled this guy but dude seems drunk to me), and even when the cops are clearly wrong, any "conclusion" to these stories takes years of legal wrangling. The fakes, though? Instant justice!Why people believe in fake cop videosThe successful formula for these videos is a cop pulling someone over who is "higher" in the Justice hierarchy than a street cop. That way the offending party can face instant karma, instead of their comeuppance coming years later, in a legal filing no one will read. We want a thuggish cop to be owned by a judge in full gown while we watch. We want to see the good guys win, now, and if it's not going to really happen, we'll pull the wool over our own eyes. Real justice usually isn't exciting, it's a slog through layers of moral relativism and triple-filed paperwork, but fake justice hits hard. The biggest giveaway that these videos are fake isn’t the bad dialogue or the dodgy production design, it’s how true they feel.(Also: the stewardess uniform.)
    0 Yorumlar 0 hisse senetleri 0 önizleme
  • Experience Deep Roleplay & True Freedom In This Upcoming Medieval Fantasy Sandbox RPG

    Laps Games, a Turkey-based independent game studio with three developers, has announced its new medieval fantasy sandbox RPG, Valorborn. It is set in a vast, open world that will offer you both endless adventures and hidden dangers. The game allows you to create a personalized appearance with its customization system, setting hairstyle, physique, and background story for the character. You can create your own hero or assemble a complete group and play with multiple characters at the same time. If you choose the latter approach, you can let each character create their own story at the same time, exploring different places and shaping unique destinies at once. There are various roles to take, like hunter, warrior, noble, rogue, assassin. Every building and cave you see in this dynamic world is functional rather than decorative. You can enter them and explore every interior part for some hidden lore or loot. Laps GamesBuilding and crafting are major parts of the gameplay. You can roam freely to gather the materials needed for crafting. "Rent houses in bustling towns and transform them into cozy homes, or set up temporary camps in the wilderness to rest during your adventures," reads the game description. Every action in the game will count for experience, which will lead to more skills.  Valorborn is scheduled to be released in early Access next month, with the release date to be revealed later. If you're looking for a survival RPG, don't hesitate to wishlist the game on Steam and follow the developers on X/Twitter. Laps GamesLaps GamesLaps GamesThis is the second game from Laps Games, whose debut title, Land of the Vikings, was released in October 2023 and received positive reviews on Steam. Don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
    #experience #deep #roleplay #ampamp #true
    Experience Deep Roleplay & True Freedom In This Upcoming Medieval Fantasy Sandbox RPG
    Laps Games, a Turkey-based independent game studio with three developers, has announced its new medieval fantasy sandbox RPG, Valorborn. It is set in a vast, open world that will offer you both endless adventures and hidden dangers. The game allows you to create a personalized appearance with its customization system, setting hairstyle, physique, and background story for the character. You can create your own hero or assemble a complete group and play with multiple characters at the same time. If you choose the latter approach, you can let each character create their own story at the same time, exploring different places and shaping unique destinies at once. There are various roles to take, like hunter, warrior, noble, rogue, assassin. Every building and cave you see in this dynamic world is functional rather than decorative. You can enter them and explore every interior part for some hidden lore or loot. Laps GamesBuilding and crafting are major parts of the gameplay. You can roam freely to gather the materials needed for crafting. "Rent houses in bustling towns and transform them into cozy homes, or set up temporary camps in the wilderness to rest during your adventures," reads the game description. Every action in the game will count for experience, which will lead to more skills.  Valorborn is scheduled to be released in early Access next month, with the release date to be revealed later. If you're looking for a survival RPG, don't hesitate to wishlist the game on Steam and follow the developers on X/Twitter. Laps GamesLaps GamesLaps GamesThis is the second game from Laps Games, whose debut title, Land of the Vikings, was released in October 2023 and received positive reviews on Steam. Don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. #experience #deep #roleplay #ampamp #true
    80.LV
    Experience Deep Roleplay & True Freedom In This Upcoming Medieval Fantasy Sandbox RPG
    Laps Games, a Turkey-based independent game studio with three developers, has announced its new medieval fantasy sandbox RPG, Valorborn. It is set in a vast, open world that will offer you both endless adventures and hidden dangers. The game allows you to create a personalized appearance with its customization system, setting hairstyle, physique, and background story for the character. You can create your own hero or assemble a complete group and play with multiple characters at the same time. If you choose the latter approach, you can let each character create their own story at the same time, exploring different places and shaping unique destinies at once. There are various roles to take, like hunter, warrior, noble, rogue, assassin. Every building and cave you see in this dynamic world is functional rather than decorative. You can enter them and explore every interior part for some hidden lore or loot. Laps GamesBuilding and crafting are major parts of the gameplay. You can roam freely to gather the materials needed for crafting. "Rent houses in bustling towns and transform them into cozy homes, or set up temporary camps in the wilderness to rest during your adventures," reads the game description. Every action in the game will count for experience, which will lead to more skills.  Valorborn is scheduled to be released in early Access next month, with the release date to be revealed later. If you're looking for a survival RPG, don't hesitate to wishlist the game on Steam and follow the developers on X/Twitter. Laps GamesLaps GamesLaps GamesThis is the second game from Laps Games, whose debut title, Land of the Vikings, was released in October 2023 and received positive reviews on Steam. Don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
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