• Best Stellar Blade Mods

    Following its PlayStation 5-exclusive launch in April 2024, Stellar Blade was released for PC in 2025, allowing more players to follow protagonist Eve's journey. The PC version also marked the launch of Stellar Blade mods, which focus on everything from more customization, to performance improvements, to some absolutely NSFW content.With the news that Stellar Blade sold more than 1 million copies in just three days on Steam, modders have been hard at work creating adjustments and tweaks to Shift Up's action RPG, which follows Eve on her mission to save humanity from a war against monsters called Naytiba in the distant future. Here are the best Stellar Blade mods you should install right now. Ultimate Engine TweaksThe Ultimate Engine Tweaks mod by P40L0 addresses performance issues in Unreal Engine, including stuttering, stability, input latency, and picture clarity. The modder's goal was to include as many optimizations as possible in order to remove these issues, without suffering visual losses or introducing glitches or crashes.There are so many improvements that it's hard to list them all in one place, but P40L0 has compiled a useful spreadsheet that details all of the areas that have been adjusted. It's quite the read, but the most important thing to know is that your Stellar Blade experience will be an improved one with this mod installed. Improved Perfect DefenseThe Improved Perfect Defense mod by Andrew Creekmore increases the Perfect Parry and Perfect Dodge windows from nine frames to 12, while decreasing the guard cooldown duration from 24 frames to 21. The guard cooldown duration removes the frustrating buffer between inputs during fights. The window and cooldown time changes are subtle, but make a noticeable difference during combat compared to the vanilla experience. At the same time, the Perfect Parry and Dodge mechanics aren't trivialized, and fights can still be challenging. Eve Eye Color And Makeup CompendiumThe Eve Eye Color And Makeup Compendium mod by Bourbibouze is one of the rare Stellar Blade mods that doesn't focus on Eve's other ... assets. There's an almost unfathomable amount of eye color and makeup options available for Eve now. While it's no secret that the Stellar Blade outfits are one of the standout features of the game, adding further customization options can only be a fun little addition. Stellar Blade Mod ManagerThe Stellar Blade Mod Manager by Huaisha2049 isn't necessarily a mod in its own right, but it is required in order to install most Stellar Blade mods. It also adds the ability to update and download mods online, running them through compatibility tests to automatically detect any potential dependency issues.It'll automatically find the location of your Stellar Blade install and add mods to the corresponding directory. The only limiting factor is that the game cannot be installed in the Chinese directory. Turn On And Off CheatsThe Turn On and Off Cheats mod by ArkhamXxX pretty much does what it says on the tin. The mod allows you to turn on and off certain cheats, including God Mode, infinite Beta energy, infinite Burst energy, infinite jump, 69 Skill Points, and infinite Tachy energy. You can use it in the full version of the game or the demo, and loading into story mode or boss challenges enables the functionality. You can modify the hotkeys used to activate or deactivate each cheat, too. First-PersonThe fairly self-explanatory First-Person mod from MJ allows you to play Stellar Blade from a first-person perspective. That's it. That's the mod. Thomas the Tank Engine as StalkerWe've seen it all before. Your favorite RPG has no doubt had Thomas the Tank Engine modded into it, and this creation by Tenshiken1 replaces Stalker from the boss challenge mode with the menacing engine himself. While the mod has a simple drag-and-drop installation method, the creator notes that it "should" be compatible with other clothing mods for Eve--but if you have issues, change the alphabetical order the mods load in. It's not a guaranteed fix, but has been noted to work. All Outfit UnlocksThe All Outfit Unlocks mod from Prophe33 gives you a save file with all outfits unlocked. You'll no longer have to grind for your favorite fashion for Eve, and can even jump straight into New Game Plus if you'd like. Faster FishingThe Faster Fishing mod from T4ke respects your time. After all, who has a moment to waste in a post-apocalyptic world? This mod speeds up fishing by up to 10 times the original speed. It's also customizable to twice as fast, or four times as fast. Blood Edge Weapon RecolorsThere are many, many, many aesthetic customization options for Eve, some of them less savory than others. One that's definitely safe and adds new levels of customization is this Blood Edge Weapon Recolors mod by NimbusNathan. The Blood Edge Sword and hair pin get more color options to match her nanosuits. It's a simple drag-and-drop installation, too, so you can soon enjoy the extra personalization.
    #best #stellar #blade #mods
    Best Stellar Blade Mods
    Following its PlayStation 5-exclusive launch in April 2024, Stellar Blade was released for PC in 2025, allowing more players to follow protagonist Eve's journey. The PC version also marked the launch of Stellar Blade mods, which focus on everything from more customization, to performance improvements, to some absolutely NSFW content.With the news that Stellar Blade sold more than 1 million copies in just three days on Steam, modders have been hard at work creating adjustments and tweaks to Shift Up's action RPG, which follows Eve on her mission to save humanity from a war against monsters called Naytiba in the distant future. Here are the best Stellar Blade mods you should install right now. Ultimate Engine TweaksThe Ultimate Engine Tweaks mod by P40L0 addresses performance issues in Unreal Engine, including stuttering, stability, input latency, and picture clarity. The modder's goal was to include as many optimizations as possible in order to remove these issues, without suffering visual losses or introducing glitches or crashes.There are so many improvements that it's hard to list them all in one place, but P40L0 has compiled a useful spreadsheet that details all of the areas that have been adjusted. It's quite the read, but the most important thing to know is that your Stellar Blade experience will be an improved one with this mod installed. Improved Perfect DefenseThe Improved Perfect Defense mod by Andrew Creekmore increases the Perfect Parry and Perfect Dodge windows from nine frames to 12, while decreasing the guard cooldown duration from 24 frames to 21. The guard cooldown duration removes the frustrating buffer between inputs during fights. The window and cooldown time changes are subtle, but make a noticeable difference during combat compared to the vanilla experience. At the same time, the Perfect Parry and Dodge mechanics aren't trivialized, and fights can still be challenging. Eve Eye Color And Makeup CompendiumThe Eve Eye Color And Makeup Compendium mod by Bourbibouze is one of the rare Stellar Blade mods that doesn't focus on Eve's other ... assets. There's an almost unfathomable amount of eye color and makeup options available for Eve now. While it's no secret that the Stellar Blade outfits are one of the standout features of the game, adding further customization options can only be a fun little addition. Stellar Blade Mod ManagerThe Stellar Blade Mod Manager by Huaisha2049 isn't necessarily a mod in its own right, but it is required in order to install most Stellar Blade mods. It also adds the ability to update and download mods online, running them through compatibility tests to automatically detect any potential dependency issues.It'll automatically find the location of your Stellar Blade install and add mods to the corresponding directory. The only limiting factor is that the game cannot be installed in the Chinese directory. Turn On And Off CheatsThe Turn On and Off Cheats mod by ArkhamXxX pretty much does what it says on the tin. The mod allows you to turn on and off certain cheats, including God Mode, infinite Beta energy, infinite Burst energy, infinite jump, 69 Skill Points, and infinite Tachy energy. You can use it in the full version of the game or the demo, and loading into story mode or boss challenges enables the functionality. You can modify the hotkeys used to activate or deactivate each cheat, too. First-PersonThe fairly self-explanatory First-Person mod from MJ allows you to play Stellar Blade from a first-person perspective. That's it. That's the mod. Thomas the Tank Engine as StalkerWe've seen it all before. Your favorite RPG has no doubt had Thomas the Tank Engine modded into it, and this creation by Tenshiken1 replaces Stalker from the boss challenge mode with the menacing engine himself. While the mod has a simple drag-and-drop installation method, the creator notes that it "should" be compatible with other clothing mods for Eve--but if you have issues, change the alphabetical order the mods load in. It's not a guaranteed fix, but has been noted to work. All Outfit UnlocksThe All Outfit Unlocks mod from Prophe33 gives you a save file with all outfits unlocked. You'll no longer have to grind for your favorite fashion for Eve, and can even jump straight into New Game Plus if you'd like. Faster FishingThe Faster Fishing mod from T4ke respects your time. After all, who has a moment to waste in a post-apocalyptic world? This mod speeds up fishing by up to 10 times the original speed. It's also customizable to twice as fast, or four times as fast. Blood Edge Weapon RecolorsThere are many, many, many aesthetic customization options for Eve, some of them less savory than others. One that's definitely safe and adds new levels of customization is this Blood Edge Weapon Recolors mod by NimbusNathan. The Blood Edge Sword and hair pin get more color options to match her nanosuits. It's a simple drag-and-drop installation, too, so you can soon enjoy the extra personalization. #best #stellar #blade #mods
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    Best Stellar Blade Mods
    Following its PlayStation 5-exclusive launch in April 2024, Stellar Blade was released for PC in 2025, allowing more players to follow protagonist Eve's journey. The PC version also marked the launch of Stellar Blade mods, which focus on everything from more customization, to performance improvements, to some absolutely NSFW content.With the news that Stellar Blade sold more than 1 million copies in just three days on Steam, modders have been hard at work creating adjustments and tweaks to Shift Up's action RPG, which follows Eve on her mission to save humanity from a war against monsters called Naytiba in the distant future. Here are the best Stellar Blade mods you should install right now. Ultimate Engine TweaksThe Ultimate Engine Tweaks mod by P40L0 addresses performance issues in Unreal Engine, including stuttering, stability, input latency, and picture clarity. The modder's goal was to include as many optimizations as possible in order to remove these issues, without suffering visual losses or introducing glitches or crashes.There are so many improvements that it's hard to list them all in one place, but P40L0 has compiled a useful spreadsheet that details all of the areas that have been adjusted. It's quite the read, but the most important thing to know is that your Stellar Blade experience will be an improved one with this mod installed. Improved Perfect DefenseThe Improved Perfect Defense mod by Andrew Creekmore increases the Perfect Parry and Perfect Dodge windows from nine frames to 12, while decreasing the guard cooldown duration from 24 frames to 21. The guard cooldown duration removes the frustrating buffer between inputs during fights. The window and cooldown time changes are subtle, but make a noticeable difference during combat compared to the vanilla experience. At the same time, the Perfect Parry and Dodge mechanics aren't trivialized, and fights can still be challenging. Eve Eye Color And Makeup CompendiumThe Eve Eye Color And Makeup Compendium mod by Bourbibouze is one of the rare Stellar Blade mods that doesn't focus on Eve's other ... assets. There's an almost unfathomable amount of eye color and makeup options available for Eve now. While it's no secret that the Stellar Blade outfits are one of the standout features of the game, adding further customization options can only be a fun little addition. Stellar Blade Mod ManagerThe Stellar Blade Mod Manager by Huaisha2049 isn't necessarily a mod in its own right, but it is required in order to install most Stellar Blade mods. It also adds the ability to update and download mods online, running them through compatibility tests to automatically detect any potential dependency issues.It'll automatically find the location of your Stellar Blade install and add mods to the corresponding directory. The only limiting factor is that the game cannot be installed in the Chinese directory. Turn On And Off CheatsThe Turn On and Off Cheats mod by ArkhamXxX pretty much does what it says on the tin. The mod allows you to turn on and off certain cheats, including God Mode, infinite Beta energy, infinite Burst energy, infinite jump, 69 Skill Points, and infinite Tachy energy. You can use it in the full version of the game or the demo, and loading into story mode or boss challenges enables the functionality. You can modify the hotkeys used to activate or deactivate each cheat, too. First-PersonThe fairly self-explanatory First-Person mod from MJ allows you to play Stellar Blade from a first-person perspective. That's it. That's the mod. Thomas the Tank Engine as StalkerWe've seen it all before. Your favorite RPG has no doubt had Thomas the Tank Engine modded into it, and this creation by Tenshiken1 replaces Stalker from the boss challenge mode with the menacing engine himself. While the mod has a simple drag-and-drop installation method, the creator notes that it "should" be compatible with other clothing mods for Eve--but if you have issues, change the alphabetical order the mods load in. It's not a guaranteed fix, but has been noted to work. All Outfit UnlocksThe All Outfit Unlocks mod from Prophe33 gives you a save file with all outfits unlocked. You'll no longer have to grind for your favorite fashion for Eve, and can even jump straight into New Game Plus if you'd like. Faster FishingThe Faster Fishing mod from T4ke respects your time. After all, who has a moment to waste in a post-apocalyptic world? This mod speeds up fishing by up to 10 times the original speed. It's also customizable to twice as fast, or four times as fast. Blood Edge Weapon RecolorsThere are many, many, many aesthetic customization options for Eve, some of them less savory than others. One that's definitely safe and adds new levels of customization is this Blood Edge Weapon Recolors mod by NimbusNathan. The Blood Edge Sword and hair pin get more color options to match her nanosuits. It's a simple drag-and-drop installation, too, so you can soon enjoy the extra personalization.
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  • ¡Es increíble cómo la industria de los videojuegos ha caído tan bajo! Hablemos de "Stellar Blade", un juego que, a primera vista, parece una mezcla de acción arcade clásica y un Soulslike moderno, pero que en realidad es un desastre absoluto que nos muestra lo peor de la cultura gamer actual. ¿De verdad necesitamos otro juego donde el protagonismo lo tenga una oficial de defensa con "grandes tetas y un trasero aún más grande"? ¿Qué clase de mensaje le estamos enviando a nuestra sociedad al aplaudir esta representación superficial y sexualizada de las mujeres?

    Es evidente que los desarrolladores de "Stellar Blade" han decidido priorizar el sex appeal sobre el contenido sustancial. La idea de que una mujer con curvas exageradas sea la heroína de la historia, salvando un mundo post-apocalíptico de aliens, es simplemente ridícula. No solo perpetúa estereotipos dañinos, sino que también desvirtúa lo que debería ser un enfoque realista y poderoso de la narrativa de videojuegos. ¿Es esta la mejor representación que podemos ofrecer? ¿De verdad?

    Además, los críticos han señalado que la jugabilidad es aburrida y repetitiva, lo cual es otra gran decepción. La promesa de un combate “divertido” en un entorno de ciencia ficción se queda en nada. Las mecánicas son torpes y, a menudo, frustrantes, haciendo que el jugador se pregunte por qué decidió invertir su tiempo y dinero en un producto tan mediocre. ¿Es esta la innovación que esperábamos? ¿La "diversión" que se nos prometió? ¡Por favor!

    Y no hablemos de las reseñas en Steam. Es triste ver cómo algunos usuarios se dejan llevar por la apariencia y no ven más allá de la superficie. ¿Qué pasa con la crítica constructiva? ¿Dónde quedaron los estándares? Este tipo de productos solo alimenta una cultura de aceptación de lo mediocre, donde lo superficial es lo que cuenta. Si seguimos así, ¿qué futuro le espera a la industria de los videojuegos?

    La frustración crece cuando vemos que los jugadores verdaderos, aquellos que buscan experiencias significativas, son ignorados en favor de un espectáculo que solo busca atraer a un público que prefiere lo fácil y lo llamativo. "Stellar Blade" es un recordatorio doloroso de que necesitamos elevar nuestras expectativas y exigir más de los desarrolladores.

    Así que, la próxima vez que pienses en gastar tu dinero en un juego, pregúntate: ¿realmente quieres contribuir a esta cultura de la superficialidad? ¡Es hora de que nos levantemos y digamos basta! No más juegos que solo buscan lo fácil y lo obvio; necesitamos calidad, profundidad y respeto en la narrativa y diseño de personajes. ¡Despertemos!

    #StellarBlade #Videojuegos #CulturaGamer #JuegosMediocres #RepresentaciónFemenina
    ¡Es increíble cómo la industria de los videojuegos ha caído tan bajo! Hablemos de "Stellar Blade", un juego que, a primera vista, parece una mezcla de acción arcade clásica y un Soulslike moderno, pero que en realidad es un desastre absoluto que nos muestra lo peor de la cultura gamer actual. ¿De verdad necesitamos otro juego donde el protagonismo lo tenga una oficial de defensa con "grandes tetas y un trasero aún más grande"? ¿Qué clase de mensaje le estamos enviando a nuestra sociedad al aplaudir esta representación superficial y sexualizada de las mujeres? Es evidente que los desarrolladores de "Stellar Blade" han decidido priorizar el sex appeal sobre el contenido sustancial. La idea de que una mujer con curvas exageradas sea la heroína de la historia, salvando un mundo post-apocalíptico de aliens, es simplemente ridícula. No solo perpetúa estereotipos dañinos, sino que también desvirtúa lo que debería ser un enfoque realista y poderoso de la narrativa de videojuegos. ¿Es esta la mejor representación que podemos ofrecer? ¿De verdad? Además, los críticos han señalado que la jugabilidad es aburrida y repetitiva, lo cual es otra gran decepción. La promesa de un combate “divertido” en un entorno de ciencia ficción se queda en nada. Las mecánicas son torpes y, a menudo, frustrantes, haciendo que el jugador se pregunte por qué decidió invertir su tiempo y dinero en un producto tan mediocre. ¿Es esta la innovación que esperábamos? ¿La "diversión" que se nos prometió? ¡Por favor! Y no hablemos de las reseñas en Steam. Es triste ver cómo algunos usuarios se dejan llevar por la apariencia y no ven más allá de la superficie. ¿Qué pasa con la crítica constructiva? ¿Dónde quedaron los estándares? Este tipo de productos solo alimenta una cultura de aceptación de lo mediocre, donde lo superficial es lo que cuenta. Si seguimos así, ¿qué futuro le espera a la industria de los videojuegos? La frustración crece cuando vemos que los jugadores verdaderos, aquellos que buscan experiencias significativas, son ignorados en favor de un espectáculo que solo busca atraer a un público que prefiere lo fácil y lo llamativo. "Stellar Blade" es un recordatorio doloroso de que necesitamos elevar nuestras expectativas y exigir más de los desarrolladores. Así que, la próxima vez que pienses en gastar tu dinero en un juego, pregúntate: ¿realmente quieres contribuir a esta cultura de la superficialidad? ¡Es hora de que nos levantemos y digamos basta! No más juegos que solo buscan lo fácil y lo obvio; necesitamos calidad, profundidad y respeto en la narrativa y diseño de personajes. ¡Despertemos! #StellarBlade #Videojuegos #CulturaGamer #JuegosMediocres #RepresentaciónFemenina
    Stellar Blade, As Told By Steam Reviews
    Stellar Blade is a mashup of classic arcade action and modern Soulslike about a defense force officer with big tits and an even bigger ass saving the post-apocalyptic ruins of Earth from the aliens who destroyed it. Paradise lost? Not for the gooners
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  • Formentera20 is back, and this time it promises to be even more enlightening than the last twelve editions combined. Can you feel the excitement in the air? From October 2 to 4, 2025, the idyllic shores of Formentera will serve as the perfect backdrop for our favorite gathering of digital wizards, creativity gurus, and communication wizards. Because nothing says "cutting-edge innovation" quite like a tropical island where you can sip on your coconut water while discussing the latest trends in the digital universe.

    This year’s theme? A delightful concoction of culture, creativity, and communication—all served with a side of salty sea breeze. Who knew the key to world-class networking was just a plane ticket away to a beach? Forget about conference rooms; nothing like a sun-kissed beach to inspire groundbreaking ideas. Surely, the sound of waves crashing will help us unlock the secrets of digital communication.

    And let’s not overlook the stellar lineup of speakers they've assembled. I can only imagine the conversations: “How can we boost engagement on social media?” followed by a collective nod as they all sip their overpriced organic juices. I’m sure the beach vibes will lend an air of authenticity to those discussions on algorithm tweaks and engagement metrics. Because nothing screams “authenticity” quite like a luxury resort hosting the crème de la crème of the advertising world.

    Let’s not forget the irony of discussing “innovation” while basking in the sun. Because what better way to innovate than to sit in a circle, wearing sunglasses, while contemplating the latest app that helps you find the nearest beach bar? It’s the dream, isn’t it? It’s almost poetic how the world of high-tech communication thrives in such a low-tech environment—a setting that leaves you wondering if the real innovation is simply the ability to disconnect from the digital chaos while still pretending to be a part of it.

    But let’s be real: the true highlight of Formentera20 is not the knowledge shared or the networking done; it’s the Instagram posts that will flood our feeds. After all, who doesn’t want to showcase their “hard work” at a digital festival by posting a picture of themselves with a sunset in the background? It’s all about branding, darling.

    So, mark your calendars! Prepare your best beach outfit and your most serious expression for photos. Come for the culture, stay for the creativity, and leave with the satisfaction of having been part of something that sounds ridiculously important while you, in reality, are just enjoying a holiday under the guise of professional development.

    In the end, Formentera20 isn’t just a festival; it’s an experience—one that lets you bask in the sun while pretending you’re solving the world’s digital problems. Cheers to innovation, creativity, and the art of making work look like a vacation!

    #Formentera20 #digitalculture #creativity #communication #innovation
    Formentera20 is back, and this time it promises to be even more enlightening than the last twelve editions combined. Can you feel the excitement in the air? From October 2 to 4, 2025, the idyllic shores of Formentera will serve as the perfect backdrop for our favorite gathering of digital wizards, creativity gurus, and communication wizards. Because nothing says "cutting-edge innovation" quite like a tropical island where you can sip on your coconut water while discussing the latest trends in the digital universe. This year’s theme? A delightful concoction of culture, creativity, and communication—all served with a side of salty sea breeze. Who knew the key to world-class networking was just a plane ticket away to a beach? Forget about conference rooms; nothing like a sun-kissed beach to inspire groundbreaking ideas. Surely, the sound of waves crashing will help us unlock the secrets of digital communication. And let’s not overlook the stellar lineup of speakers they've assembled. I can only imagine the conversations: “How can we boost engagement on social media?” followed by a collective nod as they all sip their overpriced organic juices. I’m sure the beach vibes will lend an air of authenticity to those discussions on algorithm tweaks and engagement metrics. Because nothing screams “authenticity” quite like a luxury resort hosting the crème de la crème of the advertising world. Let’s not forget the irony of discussing “innovation” while basking in the sun. Because what better way to innovate than to sit in a circle, wearing sunglasses, while contemplating the latest app that helps you find the nearest beach bar? It’s the dream, isn’t it? It’s almost poetic how the world of high-tech communication thrives in such a low-tech environment—a setting that leaves you wondering if the real innovation is simply the ability to disconnect from the digital chaos while still pretending to be a part of it. But let’s be real: the true highlight of Formentera20 is not the knowledge shared or the networking done; it’s the Instagram posts that will flood our feeds. After all, who doesn’t want to showcase their “hard work” at a digital festival by posting a picture of themselves with a sunset in the background? It’s all about branding, darling. So, mark your calendars! Prepare your best beach outfit and your most serious expression for photos. Come for the culture, stay for the creativity, and leave with the satisfaction of having been part of something that sounds ridiculously important while you, in reality, are just enjoying a holiday under the guise of professional development. In the end, Formentera20 isn’t just a festival; it’s an experience—one that lets you bask in the sun while pretending you’re solving the world’s digital problems. Cheers to innovation, creativity, and the art of making work look like a vacation! #Formentera20 #digitalculture #creativity #communication #innovation
    Formentera20 anuncia los ponentes de su 12ª edición: cultura digital, creatividad y comunicación frente al mar
    Del 2 al 4 de octubre de 2025, la isla de Formentera volverá a convertirse en un punto de encuentro para los profesionales del entorno digital, creativo y estratégico. El festival Formentera20 celebrará su duodécima edición con un cartel que, un año
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  • In a world where smartphones have become extensions of our very beings, it seems only fitting that the latest buzz is about none other than the Trump Mobile and its dazzling Gold T1 smartphone. Yes, you heard that right – a phone that’s as golden as its namesake’s aspirations and, arguably, just as inflated!

    Let’s dive into the nine *urgent* questions we all have about this technological marvel. First on the list: Is it true that the Trump Mobile can only connect to social media platforms that feature a certain orange-tinted filter? Because if it doesn’t, what’s the point, really? We all know that a phone’s worth is measured by its ability to curate the perfect image, preferably one that makes the user look like a billion bucks—just like the former president himself.

    And while we’re on the topic of money, can we talk about the Gold T1’s price tag? Rumor has it that it’s priced like a luxury yacht, but comes with the battery life of a damp sponge. A perfect combo for those who wish to flaunt their wealth while simultaneously being unable to scroll through their Twitter feed without a panic attack when the battery drops to 1%.

    Now, let’s not forget about the *data plan*. Is it true that the plan includes unlimited access to news outlets that only cover “the best” headlines? Because if I can’t get my daily dose of “Trump is the best” articles, then what’s the point of having a phone that’s practically a golden trophy? I can just see the commercials now: “Get your Trump Mobile and never miss an opportunity to revel in your own glory!”

    Furthermore, what about the customer service? One can only imagine calling for assistance and getting a voicemail that says, “We’re busy making America great again, please leave a message after the beep.” If you’re lucky, you might get a callback… in a week, or perhaps never. After all, who needs help when you have a phone that’s practically an icon of success?

    Let’s also discuss the design. Is it true that the Gold T1 comes with a built-in mirror so you can admire yourself while pretending to check your messages? Because nothing screams “I’m important” like a smartphone that encourages narcissism at every glance.

    And what about the camera? Will it have a special feature that automatically enhances your selfies to ensure you look as good as the carefully curated versions of yourself? I mean, we can’t have anything less than perfection when it comes to our online personas, can we?

    In conclusion, while the Trump Mobile and Gold T1 smartphone might promise a new era of connectivity and self-admiration, one can only wonder if it’s all a glittery façade hiding a less-than-stellar user experience. But hey, for those who’ve always dreamt of owning a piece of tech that’s as bold and brash as its namesake, this might just be the device for you!

    #TrumpMobile #GoldT1 #SmartphoneHumor #TechSatire #DigitalNarcissism
    In a world where smartphones have become extensions of our very beings, it seems only fitting that the latest buzz is about none other than the Trump Mobile and its dazzling Gold T1 smartphone. Yes, you heard that right – a phone that’s as golden as its namesake’s aspirations and, arguably, just as inflated! Let’s dive into the nine *urgent* questions we all have about this technological marvel. First on the list: Is it true that the Trump Mobile can only connect to social media platforms that feature a certain orange-tinted filter? Because if it doesn’t, what’s the point, really? We all know that a phone’s worth is measured by its ability to curate the perfect image, preferably one that makes the user look like a billion bucks—just like the former president himself. And while we’re on the topic of money, can we talk about the Gold T1’s price tag? Rumor has it that it’s priced like a luxury yacht, but comes with the battery life of a damp sponge. A perfect combo for those who wish to flaunt their wealth while simultaneously being unable to scroll through their Twitter feed without a panic attack when the battery drops to 1%. Now, let’s not forget about the *data plan*. Is it true that the plan includes unlimited access to news outlets that only cover “the best” headlines? Because if I can’t get my daily dose of “Trump is the best” articles, then what’s the point of having a phone that’s practically a golden trophy? I can just see the commercials now: “Get your Trump Mobile and never miss an opportunity to revel in your own glory!” Furthermore, what about the customer service? One can only imagine calling for assistance and getting a voicemail that says, “We’re busy making America great again, please leave a message after the beep.” If you’re lucky, you might get a callback… in a week, or perhaps never. After all, who needs help when you have a phone that’s practically an icon of success? Let’s also discuss the design. Is it true that the Gold T1 comes with a built-in mirror so you can admire yourself while pretending to check your messages? Because nothing screams “I’m important” like a smartphone that encourages narcissism at every glance. And what about the camera? Will it have a special feature that automatically enhances your selfies to ensure you look as good as the carefully curated versions of yourself? I mean, we can’t have anything less than perfection when it comes to our online personas, can we? In conclusion, while the Trump Mobile and Gold T1 smartphone might promise a new era of connectivity and self-admiration, one can only wonder if it’s all a glittery façade hiding a less-than-stellar user experience. But hey, for those who’ve always dreamt of owning a piece of tech that’s as bold and brash as its namesake, this might just be the device for you! #TrumpMobile #GoldT1 #SmartphoneHumor #TechSatire #DigitalNarcissism
    9 Urgent Questions About Trump Mobile and the Gold T1 Smartphone
    We don’t know much about the new Trump Mobile phone or the company’s data plan, but we sure do have a lot of questions.
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  • Stellar Blade, le jeu tant attendu qui a captivé le cœur des joueurs, a franchi une étape incroyable en dépassant les 3 millions de ventes à l'échelle mondiale, dont un impressionnant million d'unités sur PC. Cet exploit est une véritable célébration pour la communauté des gamers et une preuve éclatante du succès retentissant de ce titre.

    ## Un Lancement Triomphant

    La sortie de la version PC de Stellar Blade a été marquée par une anticipation sans précédent. Les développeurs ont réussi à créer...
    Stellar Blade, le jeu tant attendu qui a captivé le cœur des joueurs, a franchi une étape incroyable en dépassant les 3 millions de ventes à l'échelle mondiale, dont un impressionnant million d'unités sur PC. Cet exploit est une véritable célébration pour la communauté des gamers et une preuve éclatante du succès retentissant de ce titre. ## Un Lancement Triomphant La sortie de la version PC de Stellar Blade a été marquée par une anticipation sans précédent. Les développeurs ont réussi à créer...
    Stellar Blade dépasse les 3 millions de ventes, dont déjà 1 million sur PC
    Stellar Blade, le jeu tant attendu qui a captivé le cœur des joueurs, a franchi une étape incroyable en dépassant les 3 millions de ventes à l'échelle mondiale, dont un impressionnant million d'unités sur PC. Cet exploit est une véritable célébration pour la communauté des gamers et une preuve éclatante du succès retentissant de ce titre. ## Un Lancement Triomphant La sortie de la version PC...
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  • Silent Hill revival is far from over, with the original 1999 cult classic finally being remade

    Until Death

    Silent Hill revival is far from over, with the original 1999 cult classic finally being remade
    After a stellar success with the Silent Hill 2 Remake, Bloober Team and Konami are working together to make a remake of the original game a nightmarish reality.

    Image credit: Konami/Bloober Team

    News

    by Kelsey Raynor
    Guides Writer

    Published on June 13, 2025

    Off the back of the success of the Silent Hill 2 Remake – a remake that blew my initial low expectations out of the water completely – Konami has announced that it is working with Bloober Team once more to remake the original Silent Hill from 1999. We don’t yet have a release window, however, with the game being announced as ‘in development’ from Bloober Team and Konami, with no additional details.

    To see this content please enable targeting cookies.

    This reveal isn’t exactly surprising, given that Bloober Team announced it would be working with the publisher again in future not long after Silent Hill 2 Remake’s release. This led many, including myself, to believe that remakes of Silent Hill and Silent Hill 3 would be on the cards. After all, Bloober Team did such a good job of faithfully remaking Silent Hill 2, so it would be a damned shame to not give the studio another shot at remaking more cult classic entries in the series.
    Fortunately, it’s clear that Konami has thought the same, and Silent Hill fans can now look forward to returning to the foggy, disturbing town of Silent Hill once more. Rather than being introduced to James Sunderland and his less-than-pleasant trauma surrounding his late wife, Silent Hill puts players into the shoes of single father Harry Mason as he and his adopted daughter set off on holiday to the town, in an attempt to seek some respite after the passing of Harry’s wife. Ok, that might seem a little similar to Silent Hill 2, but hear me out.
    On the way to Silent Hill, Harry and Cheryl wind up in a car crash, and when Harry wakes up, his daughter is nowhere to be found. The story then ensues with Harry desperately trying to find his daughter and meeting all manner of terrifying creatures and kooky characters along the way. This still sounds similar to Silent Hill 2, but believe me, there’s a lot more going on here than the likes of Harry Mason’s psyche that I dare not spoil for folk whose first experience of the story will be this remake.
    Bloober Team has its work cut out for it remaking yet another Silent Hill game. It’s a lot of pressure to be put on any developer’s shoulders. That said, after just how well Silent Hill 2 was executed and how much well-deserved praise it garnered, I personally have pretty high hopes for anything Silent Hill that has Bloober’s name attached to it. What do you think?
    #silent #hill #revival #far #over
    Silent Hill revival is far from over, with the original 1999 cult classic finally being remade
    Until Death Silent Hill revival is far from over, with the original 1999 cult classic finally being remade After a stellar success with the Silent Hill 2 Remake, Bloober Team and Konami are working together to make a remake of the original game a nightmarish reality. Image credit: Konami/Bloober Team News by Kelsey Raynor Guides Writer Published on June 13, 2025 Off the back of the success of the Silent Hill 2 Remake – a remake that blew my initial low expectations out of the water completely – Konami has announced that it is working with Bloober Team once more to remake the original Silent Hill from 1999. We don’t yet have a release window, however, with the game being announced as ‘in development’ from Bloober Team and Konami, with no additional details. To see this content please enable targeting cookies. This reveal isn’t exactly surprising, given that Bloober Team announced it would be working with the publisher again in future not long after Silent Hill 2 Remake’s release. This led many, including myself, to believe that remakes of Silent Hill and Silent Hill 3 would be on the cards. After all, Bloober Team did such a good job of faithfully remaking Silent Hill 2, so it would be a damned shame to not give the studio another shot at remaking more cult classic entries in the series. Fortunately, it’s clear that Konami has thought the same, and Silent Hill fans can now look forward to returning to the foggy, disturbing town of Silent Hill once more. Rather than being introduced to James Sunderland and his less-than-pleasant trauma surrounding his late wife, Silent Hill puts players into the shoes of single father Harry Mason as he and his adopted daughter set off on holiday to the town, in an attempt to seek some respite after the passing of Harry’s wife. Ok, that might seem a little similar to Silent Hill 2, but hear me out. On the way to Silent Hill, Harry and Cheryl wind up in a car crash, and when Harry wakes up, his daughter is nowhere to be found. The story then ensues with Harry desperately trying to find his daughter and meeting all manner of terrifying creatures and kooky characters along the way. This still sounds similar to Silent Hill 2, but believe me, there’s a lot more going on here than the likes of Harry Mason’s psyche that I dare not spoil for folk whose first experience of the story will be this remake. Bloober Team has its work cut out for it remaking yet another Silent Hill game. It’s a lot of pressure to be put on any developer’s shoulders. That said, after just how well Silent Hill 2 was executed and how much well-deserved praise it garnered, I personally have pretty high hopes for anything Silent Hill that has Bloober’s name attached to it. What do you think? #silent #hill #revival #far #over
    WWW.VG247.COM
    Silent Hill revival is far from over, with the original 1999 cult classic finally being remade
    Until Death Silent Hill revival is far from over, with the original 1999 cult classic finally being remade After a stellar success with the Silent Hill 2 Remake, Bloober Team and Konami are working together to make a remake of the original game a nightmarish reality. Image credit: Konami/Bloober Team News by Kelsey Raynor Guides Writer Published on June 13, 2025 Off the back of the success of the Silent Hill 2 Remake – a remake that blew my initial low expectations out of the water completely – Konami has announced that it is working with Bloober Team once more to remake the original Silent Hill from 1999. We don’t yet have a release window, however, with the game being announced as ‘in development’ from Bloober Team and Konami, with no additional details. To see this content please enable targeting cookies. This reveal isn’t exactly surprising, given that Bloober Team announced it would be working with the publisher again in future not long after Silent Hill 2 Remake’s release. This led many, including myself, to believe that remakes of Silent Hill and Silent Hill 3 would be on the cards. After all, Bloober Team did such a good job of faithfully remaking Silent Hill 2, so it would be a damned shame to not give the studio another shot at remaking more cult classic entries in the series. Fortunately, it’s clear that Konami has thought the same, and Silent Hill fans can now look forward to returning to the foggy, disturbing town of Silent Hill once more. Rather than being introduced to James Sunderland and his less-than-pleasant trauma surrounding his late wife, Silent Hill puts players into the shoes of single father Harry Mason as he and his adopted daughter set off on holiday to the town, in an attempt to seek some respite after the passing of Harry’s wife. Ok, that might seem a little similar to Silent Hill 2, but hear me out. On the way to Silent Hill, Harry and Cheryl wind up in a car crash, and when Harry wakes up, his daughter is nowhere to be found. The story then ensues with Harry desperately trying to find his daughter and meeting all manner of terrifying creatures and kooky characters along the way. This still sounds similar to Silent Hill 2, but believe me, there’s a lot more going on here than the likes of Harry Mason’s psyche that I dare not spoil for folk whose first experience of the story will be this remake. Bloober Team has its work cut out for it remaking yet another Silent Hill game. It’s a lot of pressure to be put on any developer’s shoulders. That said, after just how well Silent Hill 2 was executed and how much well-deserved praise it garnered, I personally have pretty high hopes for anything Silent Hill that has Bloober’s name attached to it. What do you think?
    0 Комментарии 0 Поделились
  • Looking Back at Two Classics: ILM Deploys the Fleet in ‘Star Trek: First Contact’ and ‘Rogue One: A Star Wars Story’

    Guided by visual effects supervisor John Knoll, ILM embraced continually evolving methodologies to craft breathtaking visual effects for the iconic space battles in First Contact and Rogue One.
    By Jay Stobie
    Visual effects supervisor John Knollconfers with modelmakers Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact.
    Bolstered by visual effects from Industrial Light & Magic, Star Trek: First Contactand Rogue One: A Star Wars Storypropelled their respective franchises to new heights. While Star Trek Generationswelcomed Captain Jean-Luc Picard’screw to the big screen, First Contact stood as the first Star Trek feature that did not focus on its original captain, the legendary James T. Kirk. Similarly, though Rogue One immediately preceded the events of Star Wars: A New Hope, it was set apart from the episodic Star Wars films and launched an era of storytelling outside of the main Skywalker saga that has gone on to include Solo: A Star Wars Story, The Mandalorian, Andor, Ahsoka, The Acolyte, and more.
    The two films also shared a key ILM contributor, John Knoll, who served as visual effects supervisor on both projects, as well as an executive producer on Rogue One. Currently, ILM’s executive creative director and senior visual effects supervisor, Knoll – who also conceived the initial framework for Rogue One’s story – guided ILM as it brought its talents to bear on these sci-fi and fantasy epics. The work involved crafting two spectacular starship-packed space clashes – First Contact’s Battle of Sector 001 and Rogue One’s Battle of Scarif. Although these iconic installments were released roughly two decades apart, they represent a captivating case study of how ILM’s approach to visual effects has evolved over time. With this in mind, let’s examine the films’ unforgettable space battles through the lens of fascinating in-universe parallels and the ILM-produced fleets that face off near Earth and Scarif.
    A final frame from the Battle of Scarif in Rogue One: A Star Wars Story.
    A Context for Conflict
    In First Contact, the United Federation of Planets – a 200-year-old interstellar government consisting of more than 150 member worlds – braces itself for an invasion by the Borg – an overwhelmingly powerful collective composed of cybernetic beings who devastate entire planets by assimilating their biological populations and technological innovations. The Borg only send a single vessel, a massive cube containing thousands of hive-minded drones and their queen, pushing the Federation’s Starfleet defenders to Earth’s doorstep. Conversely, in Rogue One, the Rebel Alliance – a fledgling coalition of freedom fighters – seeks to undermine and overthrow the stalwart Galactic Empire – a totalitarian regime preparing to tighten its grip on the galaxy by revealing a horrifying superweapon. A rebel team infiltrates a top-secret vault on Scarif in a bid to steal plans to that battle station, the dreaded Death Star, with hopes of exploiting a vulnerability in its design.
    On the surface, the situations could not seem to be more disparate, particularly in terms of the Federation’s well-established prestige and the Rebel Alliance’s haphazardly organized factions. Yet, upon closer inspection, the spaceborne conflicts at Earth and Scarif are linked by a vital commonality. The threat posed by the Borg is well-known to the Federation, but the sudden intrusion upon their space takes its defenses by surprise. Starfleet assembles any vessel within range – including antiquated Oberth-class science ships – to intercept the Borg cube in the Typhon Sector, only to be forced back to Earth on the edge of defeat. The unsanctioned mission to Scarif with Jyn Ersoand Cassian Andorand the sudden need to take down the planet’s shield gate propels the Rebel Alliance fleet into rushing to their rescue with everything from their flagship Profundity to GR-75 medium transports. Whether Federation or Rebel Alliance, these fleets gather in last-ditch efforts to oppose enemies who would embrace their eradication – the Battles of Sector 001 and Scarif are fights for survival.
    From Physical to Digital
    By the time Jonathan Frakes was selected to direct First Contact, Star Trek’s reliance on constructing traditional physical modelsfor its features was gradually giving way to innovative computer graphicsmodels, resulting in the film’s use of both techniques. “If one of the ships was to be seen full-screen and at length,” associate visual effects supervisor George Murphy told Cinefex’s Kevin H. Martin, “we knew it would be done as a stage model. Ships that would be doing a lot of elaborate maneuvers in space battle scenes would be created digitally.” In fact, physical and CG versions of the U.S.S. Enterprise-E appear in the film, with the latter being harnessed in shots involving the vessel’s entry into a temporal vortex at the conclusion of the Battle of Sector 001.
    Despite the technological leaps that ILM pioneered in the decades between First Contact and Rogue One, they considered filming physical miniatures for certain ship-related shots in the latter film. ILM considered filming physical miniatures for certain ship-related shots in Rogue One. The feature’s fleets were ultimately created digitally to allow for changes throughout post-production. “If it’s a photographed miniature element, it’s not possible to go back and make adjustments. So it’s the additional flexibility that comes with the computer graphics models that’s very attractive to many people,” John Knoll relayed to writer Jon Witmer at American Cinematographer’s TheASC.com.
    However, Knoll aimed to develop computer graphics that retained the same high-quality details as their physical counterparts, leading ILM to employ a modern approach to a time-honored modelmaking tactic. “I also wanted to emulate the kit-bashing aesthetic that had been part of Star Wars from the very beginning, where a lot of mechanical detail had been added onto the ships by using little pieces from plastic model kits,” explained Knoll in his chat with TheASC.com. For Rogue One, ILM replicated the process by obtaining such kits, scanning their parts, building a computer graphics library, and applying the CG parts to digitally modeled ships. “I’m very happy to say it was super-successful,” concluded Knoll. “I think a lot of our digital models look like they are motion-control models.”
    John Knollconfers with Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact.
    Legendary Lineages
    In First Contact, Captain Picard commanded a brand-new vessel, the Sovereign-class U.S.S. Enterprise-E, continuing the celebrated starship’s legacy in terms of its famous name and design aesthetic. Designed by John Eaves and developed into blueprints by Rick Sternbach, the Enterprise-E was built into a 10-foot physical model by ILM model project supervisor John Goodson and his shop’s talented team. ILM infused the ship with extraordinary detail, including viewports equipped with backlit set images from the craft’s predecessor, the U.S.S. Enterprise-D. For the vessel’s larger windows, namely those associated with the observation lounge and arboretum, ILM took a painstakingly practical approach to match the interiors shown with the real-world set pieces. “We filled that area of the model with tiny, micro-scale furniture,” Goodson informed Cinefex, “including tables and chairs.”
    Rogue One’s rebel team initially traversed the galaxy in a U-wing transport/gunship, which, much like the Enterprise-E, was a unique vessel that nonetheless channeled a certain degree of inspiration from a classic design. Lucasfilm’s Doug Chiang, a co-production designer for Rogue One, referred to the U-wing as the film’s “Huey helicopter version of an X-wing” in the Designing Rogue One bonus featurette on Disney+ before revealing that, “Towards the end of the design cycle, we actually decided that maybe we should put in more X-wing features. And so we took the X-wing engines and literally mounted them onto the configuration that we had going.” Modeled by ILM digital artist Colie Wertz, the U-wing’s final computer graphics design subtly incorporated these X-wing influences to give the transport a distinctive feel without making the craft seem out of place within the rebel fleet.
    While ILM’s work on the Enterprise-E’s viewports offered a compelling view toward the ship’s interior, a breakthrough LED setup for Rogue One permitted ILM to obtain realistic lighting on actors as they looked out from their ships and into the space around them. “All of our major spaceship cockpit scenes were done that way, with the gimbal in this giant horseshoe of LED panels we got fromVER, and we prepared graphics that went on the screens,” John Knoll shared with American Cinematographer’s Benjamin B and Jon D. Witmer. Furthermore, in Disney+’s Rogue One: Digital Storytelling bonus featurette, visual effects producer Janet Lewin noted, “For the actors, I think, in the space battle cockpits, for them to be able to see what was happening in the battle brought a higher level of accuracy to their performance.”
    The U.S.S. Enterprise-E in Star Trek: First Contact.
    Familiar Foes
    To transport First Contact’s Borg invaders, John Goodson’s team at ILM resurrected the Borg cube design previously seen in Star Trek: The Next Generationand Star Trek: Deep Space Nine, creating a nearly three-foot physical model to replace the one from the series. Art consultant and ILM veteran Bill George proposed that the cube’s seemingly straightforward layout be augmented with a complex network of photo-etched brass, a suggestion which produced a jagged surface and offered a visual that was both intricate and menacing. ILM also developed a two-foot motion-control model for a Borg sphere, a brand-new auxiliary vessel that emerged from the cube. “We vacuformed about 15 different patterns that conformed to this spherical curve and covered those with a lot of molded and cast pieces. Then we added tons of acid-etched brass over it, just like we had on the cube,” Goodson outlined to Cinefex’s Kevin H. Martin.
    As for Rogue One’s villainous fleet, reproducing the original trilogy’s Death Star and Imperial Star Destroyers centered upon translating physical models into digital assets. Although ILM no longer possessed A New Hope’s three-foot Death Star shooting model, John Knoll recreated the station’s surface paneling by gathering archival images, and as he spelled out to writer Joe Fordham in Cinefex, “I pieced all the images together. I unwrapped them into texture space and projected them onto a sphere with a trench. By doing that with enough pictures, I got pretty complete coverage of the original model, and that became a template upon which to redraw very high-resolution texture maps. Every panel, every vertical striped line, I matched from a photograph. It was as accurate as it was possible to be as a reproduction of the original model.”
    Knoll’s investigative eye continued to pay dividends when analyzing the three-foot and eight-foot Star Destroyer motion-control models, which had been built for A New Hope and Star Wars: The Empire Strikes Back, respectively. “Our general mantra was, ‘Match your memory of it more than the reality,’ because sometimes you go look at the actual prop in the archive building or you look back at the actual shot from the movie, and you go, ‘Oh, I remember it being a little better than that,’” Knoll conveyed to TheASC.com. This philosophy motivated ILM to combine elements from those two physical models into a single digital design. “Generally, we copied the three-footer for details like the superstructure on the top of the bridge, but then we copied the internal lighting plan from the eight-footer,” Knoll explained. “And then the upper surface of the three-footer was relatively undetailed because there were no shots that saw it closely, so we took a lot of the high-detail upper surface from the eight-footer. So it’s this amalgam of the two models, but the goal was to try to make it look like you remember it from A New Hope.”
    A final frame from Rogue One: A Star Wars Story.
    Forming Up the Fleets
    In addition to the U.S.S. Enterprise-E, the Battle of Sector 001 debuted numerous vessels representing four new Starfleet ship classes – the Akira, Steamrunner, Saber, and Norway – all designed by ILM visual effects art director Alex Jaeger. “Since we figured a lot of the background action in the space battle would be done with computer graphics ships that needed to be built from scratch anyway, I realized that there was no reason not to do some new designs,” John Knoll told American Cinematographer writer Ron Magid. Used in previous Star Trek projects, older physical models for the Oberth and Nebula classes were mixed into the fleet for good measure, though the vast majority of the armada originated as computer graphics.
    Over at Scarif, ILM portrayed the Rebel Alliance forces with computer graphics models of fresh designs, live-action versions of Star Wars Rebels’ VCX-100 light freighter Ghost and Hammerhead corvettes, and Star Wars staples. These ships face off against two Imperial Star Destroyers and squadrons of TIE fighters, and – upon their late arrival to the battle – Darth Vader’s Star Destroyer and the Death Star. The Tantive IV, a CR90 corvette more popularly referred to as a blockade runner, made its own special cameo at the tail end of the fight. As Princess Leia Organa’spersonal ship, the Tantive IV received the Death Star plans and fled the scene, destined to be captured by Vader’s Star Destroyer at the beginning of A New Hope. And, while we’re on the subject of intricate starship maneuvers and space-based choreography…
    Although the First Contact team could plan visual effects shots with animated storyboards, ILM supplied Gareth Edwards with a next-level virtual viewfinder that allowed the director to select his shots by immersing himself among Rogue One’s ships in real time. “What we wanted to do is give Gareth the opportunity to shoot his space battles and other all-digital scenes the same way he shoots his live-action. Then he could go in with this sort of virtual viewfinder and view the space battle going on, and figure out what the best angle was to shoot those ships from,” senior animation supervisor Hal Hickel described in the Rogue One: Digital Storytelling featurette. Hickel divulged that the sequence involving the dish array docking with the Death Star was an example of the “spontaneous discovery of great angles,” as the scene was never storyboarded or previsualized.
    Visual effects supervisor John Knoll with director Gareth Edwards during production of Rogue One: A Star Wars Story.
    Tough Little Ships
    The Federation and Rebel Alliance each deployed “tough little ships”in their respective conflicts, namely the U.S.S. Defiant from Deep Space Nine and the Tantive IV from A New Hope. VisionArt had already built a CG Defiant for the Deep Space Nine series, but ILM upgraded the model with images gathered from the ship’s three-foot physical model. A similar tactic was taken to bring the Tantive IV into the digital realm for Rogue One. “This was the Blockade Runner. This was the most accurate 1:1 reproduction we could possibly have made,” model supervisor Russell Paul declared to Cinefex’s Joe Fordham. “We did an extensive photo reference shoot and photogrammetry re-creation of the miniature. From there, we built it out as accurately as possible.” Speaking of sturdy ships, if you look very closely, you can spot a model of the Millennium Falcon flashing across the background as the U.S.S. Defiant makes an attack run on the Borg cube at the Battle of Sector 001!
    Exploration and Hope
    The in-universe ramifications that materialize from the Battles of Sector 001 and Scarif are monumental. The destruction of the Borg cube compels the Borg Queen to travel back in time in an attempt to vanquish Earth before the Federation can even be formed, but Captain Picard and the Enterprise-E foil the plot and end up helping their 21st century ancestors make “first contact” with another species, the logic-revering Vulcans. The post-Scarif benefits take longer to play out for the Rebel Alliance, but the theft of the Death Star plans eventually leads to the superweapon’s destruction. The Galactic Civil War is far from over, but Scarif is a significant step in the Alliance’s effort to overthrow the Empire.
    The visual effects ILM provided for First Contact and Rogue One contributed significantly to the critical and commercial acclaim both pictures enjoyed, a victory reflecting the relentless dedication, tireless work ethic, and innovative spirit embodied by visual effects supervisor John Knoll and ILM’s entire staff. While being interviewed for The Making of Star Trek: First Contact, actor Patrick Stewart praised ILM’s invaluable influence, emphasizing, “ILM was with us, on this movie, almost every day on set. There is so much that they are involved in.” And, regardless of your personal preferences – phasers or lasers, photon torpedoes or proton torpedoes, warp speed or hyperspace – perhaps Industrial Light & Magic’s ability to infuse excitement into both franchises demonstrates that Star Trek and Star Wars encompass themes that are not competitive, but compatible. After all, what goes together better than exploration and hope?

    Jay Stobieis a writer, author, and consultant who has contributed articles to ILM.com, Skysound.com, Star Wars Insider, StarWars.com, Star Trek Explorer, Star Trek Magazine, and StarTrek.com. Jay loves sci-fi, fantasy, and film, and you can learn more about him by visiting JayStobie.com or finding him on Twitter, Instagram, and other social media platforms at @StobiesGalaxy.
    #looking #back #two #classics #ilm
    Looking Back at Two Classics: ILM Deploys the Fleet in ‘Star Trek: First Contact’ and ‘Rogue One: A Star Wars Story’
    Guided by visual effects supervisor John Knoll, ILM embraced continually evolving methodologies to craft breathtaking visual effects for the iconic space battles in First Contact and Rogue One. By Jay Stobie Visual effects supervisor John Knollconfers with modelmakers Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact. Bolstered by visual effects from Industrial Light & Magic, Star Trek: First Contactand Rogue One: A Star Wars Storypropelled their respective franchises to new heights. While Star Trek Generationswelcomed Captain Jean-Luc Picard’screw to the big screen, First Contact stood as the first Star Trek feature that did not focus on its original captain, the legendary James T. Kirk. Similarly, though Rogue One immediately preceded the events of Star Wars: A New Hope, it was set apart from the episodic Star Wars films and launched an era of storytelling outside of the main Skywalker saga that has gone on to include Solo: A Star Wars Story, The Mandalorian, Andor, Ahsoka, The Acolyte, and more. The two films also shared a key ILM contributor, John Knoll, who served as visual effects supervisor on both projects, as well as an executive producer on Rogue One. Currently, ILM’s executive creative director and senior visual effects supervisor, Knoll – who also conceived the initial framework for Rogue One’s story – guided ILM as it brought its talents to bear on these sci-fi and fantasy epics. The work involved crafting two spectacular starship-packed space clashes – First Contact’s Battle of Sector 001 and Rogue One’s Battle of Scarif. Although these iconic installments were released roughly two decades apart, they represent a captivating case study of how ILM’s approach to visual effects has evolved over time. With this in mind, let’s examine the films’ unforgettable space battles through the lens of fascinating in-universe parallels and the ILM-produced fleets that face off near Earth and Scarif. A final frame from the Battle of Scarif in Rogue One: A Star Wars Story. A Context for Conflict In First Contact, the United Federation of Planets – a 200-year-old interstellar government consisting of more than 150 member worlds – braces itself for an invasion by the Borg – an overwhelmingly powerful collective composed of cybernetic beings who devastate entire planets by assimilating their biological populations and technological innovations. The Borg only send a single vessel, a massive cube containing thousands of hive-minded drones and their queen, pushing the Federation’s Starfleet defenders to Earth’s doorstep. Conversely, in Rogue One, the Rebel Alliance – a fledgling coalition of freedom fighters – seeks to undermine and overthrow the stalwart Galactic Empire – a totalitarian regime preparing to tighten its grip on the galaxy by revealing a horrifying superweapon. A rebel team infiltrates a top-secret vault on Scarif in a bid to steal plans to that battle station, the dreaded Death Star, with hopes of exploiting a vulnerability in its design. On the surface, the situations could not seem to be more disparate, particularly in terms of the Federation’s well-established prestige and the Rebel Alliance’s haphazardly organized factions. Yet, upon closer inspection, the spaceborne conflicts at Earth and Scarif are linked by a vital commonality. The threat posed by the Borg is well-known to the Federation, but the sudden intrusion upon their space takes its defenses by surprise. Starfleet assembles any vessel within range – including antiquated Oberth-class science ships – to intercept the Borg cube in the Typhon Sector, only to be forced back to Earth on the edge of defeat. The unsanctioned mission to Scarif with Jyn Ersoand Cassian Andorand the sudden need to take down the planet’s shield gate propels the Rebel Alliance fleet into rushing to their rescue with everything from their flagship Profundity to GR-75 medium transports. Whether Federation or Rebel Alliance, these fleets gather in last-ditch efforts to oppose enemies who would embrace their eradication – the Battles of Sector 001 and Scarif are fights for survival. From Physical to Digital By the time Jonathan Frakes was selected to direct First Contact, Star Trek’s reliance on constructing traditional physical modelsfor its features was gradually giving way to innovative computer graphicsmodels, resulting in the film’s use of both techniques. “If one of the ships was to be seen full-screen and at length,” associate visual effects supervisor George Murphy told Cinefex’s Kevin H. Martin, “we knew it would be done as a stage model. Ships that would be doing a lot of elaborate maneuvers in space battle scenes would be created digitally.” In fact, physical and CG versions of the U.S.S. Enterprise-E appear in the film, with the latter being harnessed in shots involving the vessel’s entry into a temporal vortex at the conclusion of the Battle of Sector 001. Despite the technological leaps that ILM pioneered in the decades between First Contact and Rogue One, they considered filming physical miniatures for certain ship-related shots in the latter film. ILM considered filming physical miniatures for certain ship-related shots in Rogue One. The feature’s fleets were ultimately created digitally to allow for changes throughout post-production. “If it’s a photographed miniature element, it’s not possible to go back and make adjustments. So it’s the additional flexibility that comes with the computer graphics models that’s very attractive to many people,” John Knoll relayed to writer Jon Witmer at American Cinematographer’s TheASC.com. However, Knoll aimed to develop computer graphics that retained the same high-quality details as their physical counterparts, leading ILM to employ a modern approach to a time-honored modelmaking tactic. “I also wanted to emulate the kit-bashing aesthetic that had been part of Star Wars from the very beginning, where a lot of mechanical detail had been added onto the ships by using little pieces from plastic model kits,” explained Knoll in his chat with TheASC.com. For Rogue One, ILM replicated the process by obtaining such kits, scanning their parts, building a computer graphics library, and applying the CG parts to digitally modeled ships. “I’m very happy to say it was super-successful,” concluded Knoll. “I think a lot of our digital models look like they are motion-control models.” John Knollconfers with Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact. Legendary Lineages In First Contact, Captain Picard commanded a brand-new vessel, the Sovereign-class U.S.S. Enterprise-E, continuing the celebrated starship’s legacy in terms of its famous name and design aesthetic. Designed by John Eaves and developed into blueprints by Rick Sternbach, the Enterprise-E was built into a 10-foot physical model by ILM model project supervisor John Goodson and his shop’s talented team. ILM infused the ship with extraordinary detail, including viewports equipped with backlit set images from the craft’s predecessor, the U.S.S. Enterprise-D. For the vessel’s larger windows, namely those associated with the observation lounge and arboretum, ILM took a painstakingly practical approach to match the interiors shown with the real-world set pieces. “We filled that area of the model with tiny, micro-scale furniture,” Goodson informed Cinefex, “including tables and chairs.” Rogue One’s rebel team initially traversed the galaxy in a U-wing transport/gunship, which, much like the Enterprise-E, was a unique vessel that nonetheless channeled a certain degree of inspiration from a classic design. Lucasfilm’s Doug Chiang, a co-production designer for Rogue One, referred to the U-wing as the film’s “Huey helicopter version of an X-wing” in the Designing Rogue One bonus featurette on Disney+ before revealing that, “Towards the end of the design cycle, we actually decided that maybe we should put in more X-wing features. And so we took the X-wing engines and literally mounted them onto the configuration that we had going.” Modeled by ILM digital artist Colie Wertz, the U-wing’s final computer graphics design subtly incorporated these X-wing influences to give the transport a distinctive feel without making the craft seem out of place within the rebel fleet. While ILM’s work on the Enterprise-E’s viewports offered a compelling view toward the ship’s interior, a breakthrough LED setup for Rogue One permitted ILM to obtain realistic lighting on actors as they looked out from their ships and into the space around them. “All of our major spaceship cockpit scenes were done that way, with the gimbal in this giant horseshoe of LED panels we got fromVER, and we prepared graphics that went on the screens,” John Knoll shared with American Cinematographer’s Benjamin B and Jon D. Witmer. Furthermore, in Disney+’s Rogue One: Digital Storytelling bonus featurette, visual effects producer Janet Lewin noted, “For the actors, I think, in the space battle cockpits, for them to be able to see what was happening in the battle brought a higher level of accuracy to their performance.” The U.S.S. Enterprise-E in Star Trek: First Contact. Familiar Foes To transport First Contact’s Borg invaders, John Goodson’s team at ILM resurrected the Borg cube design previously seen in Star Trek: The Next Generationand Star Trek: Deep Space Nine, creating a nearly three-foot physical model to replace the one from the series. Art consultant and ILM veteran Bill George proposed that the cube’s seemingly straightforward layout be augmented with a complex network of photo-etched brass, a suggestion which produced a jagged surface and offered a visual that was both intricate and menacing. ILM also developed a two-foot motion-control model for a Borg sphere, a brand-new auxiliary vessel that emerged from the cube. “We vacuformed about 15 different patterns that conformed to this spherical curve and covered those with a lot of molded and cast pieces. Then we added tons of acid-etched brass over it, just like we had on the cube,” Goodson outlined to Cinefex’s Kevin H. Martin. As for Rogue One’s villainous fleet, reproducing the original trilogy’s Death Star and Imperial Star Destroyers centered upon translating physical models into digital assets. Although ILM no longer possessed A New Hope’s three-foot Death Star shooting model, John Knoll recreated the station’s surface paneling by gathering archival images, and as he spelled out to writer Joe Fordham in Cinefex, “I pieced all the images together. I unwrapped them into texture space and projected them onto a sphere with a trench. By doing that with enough pictures, I got pretty complete coverage of the original model, and that became a template upon which to redraw very high-resolution texture maps. Every panel, every vertical striped line, I matched from a photograph. It was as accurate as it was possible to be as a reproduction of the original model.” Knoll’s investigative eye continued to pay dividends when analyzing the three-foot and eight-foot Star Destroyer motion-control models, which had been built for A New Hope and Star Wars: The Empire Strikes Back, respectively. “Our general mantra was, ‘Match your memory of it more than the reality,’ because sometimes you go look at the actual prop in the archive building or you look back at the actual shot from the movie, and you go, ‘Oh, I remember it being a little better than that,’” Knoll conveyed to TheASC.com. This philosophy motivated ILM to combine elements from those two physical models into a single digital design. “Generally, we copied the three-footer for details like the superstructure on the top of the bridge, but then we copied the internal lighting plan from the eight-footer,” Knoll explained. “And then the upper surface of the three-footer was relatively undetailed because there were no shots that saw it closely, so we took a lot of the high-detail upper surface from the eight-footer. So it’s this amalgam of the two models, but the goal was to try to make it look like you remember it from A New Hope.” A final frame from Rogue One: A Star Wars Story. Forming Up the Fleets In addition to the U.S.S. Enterprise-E, the Battle of Sector 001 debuted numerous vessels representing four new Starfleet ship classes – the Akira, Steamrunner, Saber, and Norway – all designed by ILM visual effects art director Alex Jaeger. “Since we figured a lot of the background action in the space battle would be done with computer graphics ships that needed to be built from scratch anyway, I realized that there was no reason not to do some new designs,” John Knoll told American Cinematographer writer Ron Magid. Used in previous Star Trek projects, older physical models for the Oberth and Nebula classes were mixed into the fleet for good measure, though the vast majority of the armada originated as computer graphics. Over at Scarif, ILM portrayed the Rebel Alliance forces with computer graphics models of fresh designs, live-action versions of Star Wars Rebels’ VCX-100 light freighter Ghost and Hammerhead corvettes, and Star Wars staples. These ships face off against two Imperial Star Destroyers and squadrons of TIE fighters, and – upon their late arrival to the battle – Darth Vader’s Star Destroyer and the Death Star. The Tantive IV, a CR90 corvette more popularly referred to as a blockade runner, made its own special cameo at the tail end of the fight. As Princess Leia Organa’spersonal ship, the Tantive IV received the Death Star plans and fled the scene, destined to be captured by Vader’s Star Destroyer at the beginning of A New Hope. And, while we’re on the subject of intricate starship maneuvers and space-based choreography… Although the First Contact team could plan visual effects shots with animated storyboards, ILM supplied Gareth Edwards with a next-level virtual viewfinder that allowed the director to select his shots by immersing himself among Rogue One’s ships in real time. “What we wanted to do is give Gareth the opportunity to shoot his space battles and other all-digital scenes the same way he shoots his live-action. Then he could go in with this sort of virtual viewfinder and view the space battle going on, and figure out what the best angle was to shoot those ships from,” senior animation supervisor Hal Hickel described in the Rogue One: Digital Storytelling featurette. Hickel divulged that the sequence involving the dish array docking with the Death Star was an example of the “spontaneous discovery of great angles,” as the scene was never storyboarded or previsualized. Visual effects supervisor John Knoll with director Gareth Edwards during production of Rogue One: A Star Wars Story. Tough Little Ships The Federation and Rebel Alliance each deployed “tough little ships”in their respective conflicts, namely the U.S.S. Defiant from Deep Space Nine and the Tantive IV from A New Hope. VisionArt had already built a CG Defiant for the Deep Space Nine series, but ILM upgraded the model with images gathered from the ship’s three-foot physical model. A similar tactic was taken to bring the Tantive IV into the digital realm for Rogue One. “This was the Blockade Runner. This was the most accurate 1:1 reproduction we could possibly have made,” model supervisor Russell Paul declared to Cinefex’s Joe Fordham. “We did an extensive photo reference shoot and photogrammetry re-creation of the miniature. From there, we built it out as accurately as possible.” Speaking of sturdy ships, if you look very closely, you can spot a model of the Millennium Falcon flashing across the background as the U.S.S. Defiant makes an attack run on the Borg cube at the Battle of Sector 001! Exploration and Hope The in-universe ramifications that materialize from the Battles of Sector 001 and Scarif are monumental. The destruction of the Borg cube compels the Borg Queen to travel back in time in an attempt to vanquish Earth before the Federation can even be formed, but Captain Picard and the Enterprise-E foil the plot and end up helping their 21st century ancestors make “first contact” with another species, the logic-revering Vulcans. The post-Scarif benefits take longer to play out for the Rebel Alliance, but the theft of the Death Star plans eventually leads to the superweapon’s destruction. The Galactic Civil War is far from over, but Scarif is a significant step in the Alliance’s effort to overthrow the Empire. The visual effects ILM provided for First Contact and Rogue One contributed significantly to the critical and commercial acclaim both pictures enjoyed, a victory reflecting the relentless dedication, tireless work ethic, and innovative spirit embodied by visual effects supervisor John Knoll and ILM’s entire staff. While being interviewed for The Making of Star Trek: First Contact, actor Patrick Stewart praised ILM’s invaluable influence, emphasizing, “ILM was with us, on this movie, almost every day on set. There is so much that they are involved in.” And, regardless of your personal preferences – phasers or lasers, photon torpedoes or proton torpedoes, warp speed or hyperspace – perhaps Industrial Light & Magic’s ability to infuse excitement into both franchises demonstrates that Star Trek and Star Wars encompass themes that are not competitive, but compatible. After all, what goes together better than exploration and hope? – Jay Stobieis a writer, author, and consultant who has contributed articles to ILM.com, Skysound.com, Star Wars Insider, StarWars.com, Star Trek Explorer, Star Trek Magazine, and StarTrek.com. Jay loves sci-fi, fantasy, and film, and you can learn more about him by visiting JayStobie.com or finding him on Twitter, Instagram, and other social media platforms at @StobiesGalaxy. #looking #back #two #classics #ilm
    WWW.ILM.COM
    Looking Back at Two Classics: ILM Deploys the Fleet in ‘Star Trek: First Contact’ and ‘Rogue One: A Star Wars Story’
    Guided by visual effects supervisor John Knoll, ILM embraced continually evolving methodologies to craft breathtaking visual effects for the iconic space battles in First Contact and Rogue One. By Jay Stobie Visual effects supervisor John Knoll (right) confers with modelmakers Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact (Credit: ILM). Bolstered by visual effects from Industrial Light & Magic, Star Trek: First Contact (1996) and Rogue One: A Star Wars Story (2016) propelled their respective franchises to new heights. While Star Trek Generations (1994) welcomed Captain Jean-Luc Picard’s (Patrick Stewart) crew to the big screen, First Contact stood as the first Star Trek feature that did not focus on its original captain, the legendary James T. Kirk (William Shatner). Similarly, though Rogue One immediately preceded the events of Star Wars: A New Hope (1977), it was set apart from the episodic Star Wars films and launched an era of storytelling outside of the main Skywalker saga that has gone on to include Solo: A Star Wars Story (2018), The Mandalorian (2019-23), Andor (2022-25), Ahsoka (2023), The Acolyte (2024), and more. The two films also shared a key ILM contributor, John Knoll, who served as visual effects supervisor on both projects, as well as an executive producer on Rogue One. Currently, ILM’s executive creative director and senior visual effects supervisor, Knoll – who also conceived the initial framework for Rogue One’s story – guided ILM as it brought its talents to bear on these sci-fi and fantasy epics. The work involved crafting two spectacular starship-packed space clashes – First Contact’s Battle of Sector 001 and Rogue One’s Battle of Scarif. Although these iconic installments were released roughly two decades apart, they represent a captivating case study of how ILM’s approach to visual effects has evolved over time. With this in mind, let’s examine the films’ unforgettable space battles through the lens of fascinating in-universe parallels and the ILM-produced fleets that face off near Earth and Scarif. A final frame from the Battle of Scarif in Rogue One: A Star Wars Story (Credit: ILM & Lucasfilm). A Context for Conflict In First Contact, the United Federation of Planets – a 200-year-old interstellar government consisting of more than 150 member worlds – braces itself for an invasion by the Borg – an overwhelmingly powerful collective composed of cybernetic beings who devastate entire planets by assimilating their biological populations and technological innovations. The Borg only send a single vessel, a massive cube containing thousands of hive-minded drones and their queen, pushing the Federation’s Starfleet defenders to Earth’s doorstep. Conversely, in Rogue One, the Rebel Alliance – a fledgling coalition of freedom fighters – seeks to undermine and overthrow the stalwart Galactic Empire – a totalitarian regime preparing to tighten its grip on the galaxy by revealing a horrifying superweapon. A rebel team infiltrates a top-secret vault on Scarif in a bid to steal plans to that battle station, the dreaded Death Star, with hopes of exploiting a vulnerability in its design. On the surface, the situations could not seem to be more disparate, particularly in terms of the Federation’s well-established prestige and the Rebel Alliance’s haphazardly organized factions. Yet, upon closer inspection, the spaceborne conflicts at Earth and Scarif are linked by a vital commonality. The threat posed by the Borg is well-known to the Federation, but the sudden intrusion upon their space takes its defenses by surprise. Starfleet assembles any vessel within range – including antiquated Oberth-class science ships – to intercept the Borg cube in the Typhon Sector, only to be forced back to Earth on the edge of defeat. The unsanctioned mission to Scarif with Jyn Erso (Felicity Jones) and Cassian Andor (Diego Luna) and the sudden need to take down the planet’s shield gate propels the Rebel Alliance fleet into rushing to their rescue with everything from their flagship Profundity to GR-75 medium transports. Whether Federation or Rebel Alliance, these fleets gather in last-ditch efforts to oppose enemies who would embrace their eradication – the Battles of Sector 001 and Scarif are fights for survival. From Physical to Digital By the time Jonathan Frakes was selected to direct First Contact, Star Trek’s reliance on constructing traditional physical models (many of which were built by ILM) for its features was gradually giving way to innovative computer graphics (CG) models, resulting in the film’s use of both techniques. “If one of the ships was to be seen full-screen and at length,” associate visual effects supervisor George Murphy told Cinefex’s Kevin H. Martin, “we knew it would be done as a stage model. Ships that would be doing a lot of elaborate maneuvers in space battle scenes would be created digitally.” In fact, physical and CG versions of the U.S.S. Enterprise-E appear in the film, with the latter being harnessed in shots involving the vessel’s entry into a temporal vortex at the conclusion of the Battle of Sector 001. Despite the technological leaps that ILM pioneered in the decades between First Contact and Rogue One, they considered filming physical miniatures for certain ship-related shots in the latter film. ILM considered filming physical miniatures for certain ship-related shots in Rogue One. The feature’s fleets were ultimately created digitally to allow for changes throughout post-production. “If it’s a photographed miniature element, it’s not possible to go back and make adjustments. So it’s the additional flexibility that comes with the computer graphics models that’s very attractive to many people,” John Knoll relayed to writer Jon Witmer at American Cinematographer’s TheASC.com. However, Knoll aimed to develop computer graphics that retained the same high-quality details as their physical counterparts, leading ILM to employ a modern approach to a time-honored modelmaking tactic. “I also wanted to emulate the kit-bashing aesthetic that had been part of Star Wars from the very beginning, where a lot of mechanical detail had been added onto the ships by using little pieces from plastic model kits,” explained Knoll in his chat with TheASC.com. For Rogue One, ILM replicated the process by obtaining such kits, scanning their parts, building a computer graphics library, and applying the CG parts to digitally modeled ships. “I’m very happy to say it was super-successful,” concluded Knoll. “I think a lot of our digital models look like they are motion-control models.” John Knoll (second from left) confers with Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact (Credit: ILM). Legendary Lineages In First Contact, Captain Picard commanded a brand-new vessel, the Sovereign-class U.S.S. Enterprise-E, continuing the celebrated starship’s legacy in terms of its famous name and design aesthetic. Designed by John Eaves and developed into blueprints by Rick Sternbach, the Enterprise-E was built into a 10-foot physical model by ILM model project supervisor John Goodson and his shop’s talented team. ILM infused the ship with extraordinary detail, including viewports equipped with backlit set images from the craft’s predecessor, the U.S.S. Enterprise-D. For the vessel’s larger windows, namely those associated with the observation lounge and arboretum, ILM took a painstakingly practical approach to match the interiors shown with the real-world set pieces. “We filled that area of the model with tiny, micro-scale furniture,” Goodson informed Cinefex, “including tables and chairs.” Rogue One’s rebel team initially traversed the galaxy in a U-wing transport/gunship, which, much like the Enterprise-E, was a unique vessel that nonetheless channeled a certain degree of inspiration from a classic design. Lucasfilm’s Doug Chiang, a co-production designer for Rogue One, referred to the U-wing as the film’s “Huey helicopter version of an X-wing” in the Designing Rogue One bonus featurette on Disney+ before revealing that, “Towards the end of the design cycle, we actually decided that maybe we should put in more X-wing features. And so we took the X-wing engines and literally mounted them onto the configuration that we had going.” Modeled by ILM digital artist Colie Wertz, the U-wing’s final computer graphics design subtly incorporated these X-wing influences to give the transport a distinctive feel without making the craft seem out of place within the rebel fleet. While ILM’s work on the Enterprise-E’s viewports offered a compelling view toward the ship’s interior, a breakthrough LED setup for Rogue One permitted ILM to obtain realistic lighting on actors as they looked out from their ships and into the space around them. “All of our major spaceship cockpit scenes were done that way, with the gimbal in this giant horseshoe of LED panels we got from [equipment vendor] VER, and we prepared graphics that went on the screens,” John Knoll shared with American Cinematographer’s Benjamin B and Jon D. Witmer. Furthermore, in Disney+’s Rogue One: Digital Storytelling bonus featurette, visual effects producer Janet Lewin noted, “For the actors, I think, in the space battle cockpits, for them to be able to see what was happening in the battle brought a higher level of accuracy to their performance.” The U.S.S. Enterprise-E in Star Trek: First Contact (Credit: Paramount). Familiar Foes To transport First Contact’s Borg invaders, John Goodson’s team at ILM resurrected the Borg cube design previously seen in Star Trek: The Next Generation (1987) and Star Trek: Deep Space Nine (1993), creating a nearly three-foot physical model to replace the one from the series. Art consultant and ILM veteran Bill George proposed that the cube’s seemingly straightforward layout be augmented with a complex network of photo-etched brass, a suggestion which produced a jagged surface and offered a visual that was both intricate and menacing. ILM also developed a two-foot motion-control model for a Borg sphere, a brand-new auxiliary vessel that emerged from the cube. “We vacuformed about 15 different patterns that conformed to this spherical curve and covered those with a lot of molded and cast pieces. Then we added tons of acid-etched brass over it, just like we had on the cube,” Goodson outlined to Cinefex’s Kevin H. Martin. As for Rogue One’s villainous fleet, reproducing the original trilogy’s Death Star and Imperial Star Destroyers centered upon translating physical models into digital assets. Although ILM no longer possessed A New Hope’s three-foot Death Star shooting model, John Knoll recreated the station’s surface paneling by gathering archival images, and as he spelled out to writer Joe Fordham in Cinefex, “I pieced all the images together. I unwrapped them into texture space and projected them onto a sphere with a trench. By doing that with enough pictures, I got pretty complete coverage of the original model, and that became a template upon which to redraw very high-resolution texture maps. Every panel, every vertical striped line, I matched from a photograph. It was as accurate as it was possible to be as a reproduction of the original model.” Knoll’s investigative eye continued to pay dividends when analyzing the three-foot and eight-foot Star Destroyer motion-control models, which had been built for A New Hope and Star Wars: The Empire Strikes Back (1980), respectively. “Our general mantra was, ‘Match your memory of it more than the reality,’ because sometimes you go look at the actual prop in the archive building or you look back at the actual shot from the movie, and you go, ‘Oh, I remember it being a little better than that,’” Knoll conveyed to TheASC.com. This philosophy motivated ILM to combine elements from those two physical models into a single digital design. “Generally, we copied the three-footer for details like the superstructure on the top of the bridge, but then we copied the internal lighting plan from the eight-footer,” Knoll explained. “And then the upper surface of the three-footer was relatively undetailed because there were no shots that saw it closely, so we took a lot of the high-detail upper surface from the eight-footer. So it’s this amalgam of the two models, but the goal was to try to make it look like you remember it from A New Hope.” A final frame from Rogue One: A Star Wars Story (Credit: ILM & Lucasfilm). Forming Up the Fleets In addition to the U.S.S. Enterprise-E, the Battle of Sector 001 debuted numerous vessels representing four new Starfleet ship classes – the Akira, Steamrunner, Saber, and Norway – all designed by ILM visual effects art director Alex Jaeger. “Since we figured a lot of the background action in the space battle would be done with computer graphics ships that needed to be built from scratch anyway, I realized that there was no reason not to do some new designs,” John Knoll told American Cinematographer writer Ron Magid. Used in previous Star Trek projects, older physical models for the Oberth and Nebula classes were mixed into the fleet for good measure, though the vast majority of the armada originated as computer graphics. Over at Scarif, ILM portrayed the Rebel Alliance forces with computer graphics models of fresh designs (the MC75 cruiser Profundity and U-wings), live-action versions of Star Wars Rebels’ VCX-100 light freighter Ghost and Hammerhead corvettes, and Star Wars staples (Nebulon-B frigates, X-wings, Y-wings, and more). These ships face off against two Imperial Star Destroyers and squadrons of TIE fighters, and – upon their late arrival to the battle – Darth Vader’s Star Destroyer and the Death Star. The Tantive IV, a CR90 corvette more popularly referred to as a blockade runner, made its own special cameo at the tail end of the fight. As Princess Leia Organa’s (Carrie Fisher and Ingvild Deila) personal ship, the Tantive IV received the Death Star plans and fled the scene, destined to be captured by Vader’s Star Destroyer at the beginning of A New Hope. And, while we’re on the subject of intricate starship maneuvers and space-based choreography… Although the First Contact team could plan visual effects shots with animated storyboards, ILM supplied Gareth Edwards with a next-level virtual viewfinder that allowed the director to select his shots by immersing himself among Rogue One’s ships in real time. “What we wanted to do is give Gareth the opportunity to shoot his space battles and other all-digital scenes the same way he shoots his live-action. Then he could go in with this sort of virtual viewfinder and view the space battle going on, and figure out what the best angle was to shoot those ships from,” senior animation supervisor Hal Hickel described in the Rogue One: Digital Storytelling featurette. Hickel divulged that the sequence involving the dish array docking with the Death Star was an example of the “spontaneous discovery of great angles,” as the scene was never storyboarded or previsualized. Visual effects supervisor John Knoll with director Gareth Edwards during production of Rogue One: A Star Wars Story (Credit: ILM & Lucasfilm). Tough Little Ships The Federation and Rebel Alliance each deployed “tough little ships” (an endearing description Commander William T. Riker [Jonathan Frakes] bestowed upon the U.S.S. Defiant in First Contact) in their respective conflicts, namely the U.S.S. Defiant from Deep Space Nine and the Tantive IV from A New Hope. VisionArt had already built a CG Defiant for the Deep Space Nine series, but ILM upgraded the model with images gathered from the ship’s three-foot physical model. A similar tactic was taken to bring the Tantive IV into the digital realm for Rogue One. “This was the Blockade Runner. This was the most accurate 1:1 reproduction we could possibly have made,” model supervisor Russell Paul declared to Cinefex’s Joe Fordham. “We did an extensive photo reference shoot and photogrammetry re-creation of the miniature. From there, we built it out as accurately as possible.” Speaking of sturdy ships, if you look very closely, you can spot a model of the Millennium Falcon flashing across the background as the U.S.S. Defiant makes an attack run on the Borg cube at the Battle of Sector 001! Exploration and Hope The in-universe ramifications that materialize from the Battles of Sector 001 and Scarif are monumental. The destruction of the Borg cube compels the Borg Queen to travel back in time in an attempt to vanquish Earth before the Federation can even be formed, but Captain Picard and the Enterprise-E foil the plot and end up helping their 21st century ancestors make “first contact” with another species, the logic-revering Vulcans. The post-Scarif benefits take longer to play out for the Rebel Alliance, but the theft of the Death Star plans eventually leads to the superweapon’s destruction. The Galactic Civil War is far from over, but Scarif is a significant step in the Alliance’s effort to overthrow the Empire. The visual effects ILM provided for First Contact and Rogue One contributed significantly to the critical and commercial acclaim both pictures enjoyed, a victory reflecting the relentless dedication, tireless work ethic, and innovative spirit embodied by visual effects supervisor John Knoll and ILM’s entire staff. While being interviewed for The Making of Star Trek: First Contact, actor Patrick Stewart praised ILM’s invaluable influence, emphasizing, “ILM was with us, on this movie, almost every day on set. There is so much that they are involved in.” And, regardless of your personal preferences – phasers or lasers, photon torpedoes or proton torpedoes, warp speed or hyperspace – perhaps Industrial Light & Magic’s ability to infuse excitement into both franchises demonstrates that Star Trek and Star Wars encompass themes that are not competitive, but compatible. After all, what goes together better than exploration and hope? – Jay Stobie (he/him) is a writer, author, and consultant who has contributed articles to ILM.com, Skysound.com, Star Wars Insider, StarWars.com, Star Trek Explorer, Star Trek Magazine, and StarTrek.com. Jay loves sci-fi, fantasy, and film, and you can learn more about him by visiting JayStobie.com or finding him on Twitter, Instagram, and other social media platforms at @StobiesGalaxy.
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  • Star Trucker Coming to PlayStation 5 on June 10

    Intergalactic Big Rigs Chart Their Course to a New Platform
    STOCKHOLM – June 4, 2025 – Today, Swedish indie publisher Raw Fury and developer Monster & Monster announced that their interstellar trucking simulator, Star Trucker, is coming to PlayStation 5 on June 10, joining its current availability on PC via Steam and GOG, and Xbox Series X|S. 
    In addition to the PlayStation 5 launch, a new game update will also deliver several quality of life upgrades and new features to further enhance players’ galaxy-hopping trucking experience.
    Star Trucker puts an intergalactic twist on the trucking simulation genre by bringing authentic and grounded trucking gameplay to an out-of-this-world setting. Star Trucker invites players to take to the ultimate open road and search for fame and fortune among the stars.
    Watch the PlayStation announcement trailer here.
    Press Kit can be found here.
    In Star Trucker, players tame the most open road of them all – space – in a true Americana-inspired retro sci-fi fashion. Players will be able to explore expansive worlds, overcome the challenges and opportunities with zero-g truck physics, skill up their mastery over hauling different types of goods and upgrade their truck to complete their jobs faster and more efficiently. 
    Key Features in Star Trucker include:

    Cruise the hyper highways, taking on a variety of jobs such as fuel-hungry long hauls and hazardous drop-offs to earn cash and unlock new content.

    Use the galactic map to plan your journey and warp jumps, while keeping an eye on your fuel reserves and power levels.

    Utilize the fully voiced, interactive CB radio to get the latest gossip from fellow truckers, request docking permissions or send out an SOS, and swing by auto shops to upgrade and improve your truck systems to gain access to new areas.

    Kick back, crank up the cab hi-fi and cruise to a range of starburst blues, galactic rock and asteroid-influenced Americana, spotlighting unique tracks by acclaimed musicians like Tom Bromley from Los Campesinos!, composer Randall Breneman and more.
    ABOUT MONSTER & MONSTER
    Monster and Monster consists of Co-Directors Dan Griffiths and David Fullick. Established in 2011, the studio has developed multiple games, including the star-hopping haulage sim Star Trucker and the award-winning DEEP LOOT, an underwater exploration game that surpassed three million downloads across iOS and Android platforms.
    Studio: www.monsterandmonster.com 
    Twitter: @BaronVonMonster
    ABOUT RAW FURY
    Raw Fury is an indiepublisher dedicated to connecting games with players by creating unforgettable experiences. With over 50 games published, including the Kingdom series, Blue Prince, Cassette Beasts, Norco, and Sable, Raw Fury has been consistently recognised as a top 10 publisher in Metacritic’s annual rankings. With an unwavering commitment to being the best partner for indie developers, Raw Fury continues to champion unique games and bring exceptional experiences to players worldwide.
    Web: rawfury.com
    X: x.com/rawfury
    Discord: discord.gg/rawfury
    BlueSky: rawfury.bsky.social
    MEDIA CONTACT
    fortyseven communications on behalf of Raw Fury
    rawfury@fortyseven.com

    The post Star Trucker Coming to PlayStation 5 on June 10 appeared first on Raw Fury.
    #star #trucker #coming #playstation #june
    Star Trucker Coming to PlayStation 5 on June 10
    Intergalactic Big Rigs Chart Their Course to a New Platform STOCKHOLM – June 4, 2025 – Today, Swedish indie publisher Raw Fury and developer Monster & Monster announced that their interstellar trucking simulator, Star Trucker, is coming to PlayStation 5 on June 10, joining its current availability on PC via Steam and GOG, and Xbox Series X|S.  In addition to the PlayStation 5 launch, a new game update will also deliver several quality of life upgrades and new features to further enhance players’ galaxy-hopping trucking experience. Star Trucker puts an intergalactic twist on the trucking simulation genre by bringing authentic and grounded trucking gameplay to an out-of-this-world setting. Star Trucker invites players to take to the ultimate open road and search for fame and fortune among the stars. Watch the PlayStation announcement trailer here. Press Kit can be found here. In Star Trucker, players tame the most open road of them all – space – in a true Americana-inspired retro sci-fi fashion. Players will be able to explore expansive worlds, overcome the challenges and opportunities with zero-g truck physics, skill up their mastery over hauling different types of goods and upgrade their truck to complete their jobs faster and more efficiently.  Key Features in Star Trucker include: Cruise the hyper highways, taking on a variety of jobs such as fuel-hungry long hauls and hazardous drop-offs to earn cash and unlock new content. Use the galactic map to plan your journey and warp jumps, while keeping an eye on your fuel reserves and power levels. Utilize the fully voiced, interactive CB radio to get the latest gossip from fellow truckers, request docking permissions or send out an SOS, and swing by auto shops to upgrade and improve your truck systems to gain access to new areas. Kick back, crank up the cab hi-fi and cruise to a range of starburst blues, galactic rock and asteroid-influenced Americana, spotlighting unique tracks by acclaimed musicians like Tom Bromley from Los Campesinos!, composer Randall Breneman and more. ABOUT MONSTER & MONSTER Monster and Monster consists of Co-Directors Dan Griffiths and David Fullick. Established in 2011, the studio has developed multiple games, including the star-hopping haulage sim Star Trucker and the award-winning DEEP LOOT, an underwater exploration game that surpassed three million downloads across iOS and Android platforms. Studio: www.monsterandmonster.com  Twitter: @BaronVonMonster ABOUT RAW FURY Raw Fury is an indiepublisher dedicated to connecting games with players by creating unforgettable experiences. With over 50 games published, including the Kingdom series, Blue Prince, Cassette Beasts, Norco, and Sable, Raw Fury has been consistently recognised as a top 10 publisher in Metacritic’s annual rankings. With an unwavering commitment to being the best partner for indie developers, Raw Fury continues to champion unique games and bring exceptional experiences to players worldwide. Web: rawfury.com X: x.com/rawfury Discord: discord.gg/rawfury BlueSky: rawfury.bsky.social MEDIA CONTACT fortyseven communications on behalf of Raw Fury rawfury@fortyseven.com The post Star Trucker Coming to PlayStation 5 on June 10 appeared first on Raw Fury. #star #trucker #coming #playstation #june
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    Star Trucker Coming to PlayStation 5 on June 10
    Intergalactic Big Rigs Chart Their Course to a New Platform STOCKHOLM – June 4, 2025 – Today, Swedish indie publisher Raw Fury and developer Monster & Monster announced that their interstellar trucking simulator, Star Trucker, is coming to PlayStation 5 on June 10, joining its current availability on PC via Steam and GOG, and Xbox Series X|S.  In addition to the PlayStation 5 launch, a new game update will also deliver several quality of life upgrades and new features to further enhance players’ galaxy-hopping trucking experience. Star Trucker puts an intergalactic twist on the trucking simulation genre by bringing authentic and grounded trucking gameplay to an out-of-this-world setting. Star Trucker invites players to take to the ultimate open road and search for fame and fortune among the stars. Watch the PlayStation announcement trailer here. Press Kit can be found here. In Star Trucker, players tame the most open road of them all – space – in a true Americana-inspired retro sci-fi fashion. Players will be able to explore expansive worlds, overcome the challenges and opportunities with zero-g truck physics, skill up their mastery over hauling different types of goods and upgrade their truck to complete their jobs faster and more efficiently.  Key Features in Star Trucker include: Cruise the hyper highways, taking on a variety of jobs such as fuel-hungry long hauls and hazardous drop-offs to earn cash and unlock new content. Use the galactic map to plan your journey and warp jumps, while keeping an eye on your fuel reserves and power levels. Utilize the fully voiced, interactive CB radio to get the latest gossip from fellow truckers, request docking permissions or send out an SOS, and swing by auto shops to upgrade and improve your truck systems to gain access to new areas. Kick back, crank up the cab hi-fi and cruise to a range of starburst blues, galactic rock and asteroid-influenced Americana, spotlighting unique tracks by acclaimed musicians like Tom Bromley from Los Campesinos!, composer Randall Breneman and more. ABOUT MONSTER & MONSTER Monster and Monster consists of Co-Directors Dan Griffiths and David Fullick. Established in 2011, the studio has developed multiple games, including the star-hopping haulage sim Star Trucker and the award-winning DEEP LOOT, an underwater exploration game that surpassed three million downloads across iOS and Android platforms. Studio: www.monsterandmonster.com  Twitter: @BaronVonMonster ABOUT RAW FURY Raw Fury is an indie (un)publisher dedicated to connecting games with players by creating unforgettable experiences. With over 50 games published, including the Kingdom series, Blue Prince, Cassette Beasts, Norco, and Sable, Raw Fury has been consistently recognised as a top 10 publisher in Metacritic’s annual rankings. With an unwavering commitment to being the best partner for indie developers, Raw Fury continues to champion unique games and bring exceptional experiences to players worldwide. Web: rawfury.com X: x.com/rawfury Discord: discord.gg/rawfury BlueSky: rawfury.bsky.social MEDIA CONTACT fortyseven communications on behalf of Raw Fury rawfury@fortyseven.com The post Star Trucker Coming to PlayStation 5 on June 10 appeared first on Raw Fury.
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