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Wuthering Waves, and what's next... A visit to Kuro Games headquarters an exclusive interview with CEO Solon by YTN Team Full Video: Q: Looking back, what first motivated the team to take on such an ambitious project? A: From the very beginning, we realized something important: when a goal feels difficult but the result is exciting, peopleโ€™s eyes light up. That moment tells us the challenge is worth pursuing. We genuinely enjoy tackling hard problems, because we believe meaningful achievements only come from doing things that are difficult but right. Q: Your early projects gained attention very quickly. How did that affect the team? A: When our first product launched, the response exceeded expectations. At the time, it almost made us believe we already had everything figured out. But that confidence was quickly tested. We lacked experience in long-term content planning, sustainable version updates, and large-scale operations. Many issues only became apparent after launch, forcing us to learn by solving problems in real time. Q: How did those early lessons shape Punishing: Gray Raven? A: In hindsight, many early versions of our games didnโ€™t fully reach their potential. Those shortcomings became invaluable lessons. When developing Punishing: Gray Raven, we consciously avoided repeating those mistakes. We studied player ecosystems, observed how other successful titles operated, and anticipated feedback before it arrived. That preparation laid the groundwork for a project that has now sustained itself for nearly six years. Q: When did the concept for Wuthering Waves take shape? A: With Wuthering Waves, our goal was very clear from the start: to create something players had never experienced before. We drew inspiration from works like Death Stranding, Annihilation, and outstanding domestic animation. Themes such as resonance, abstract spaces, supernatural phenomena, and strong audiovisual expression naturally pointed us toward an open-world action game. Q: Sound and โ€œresonanceโ€ play a major role in the worldbuilding. Why was that important? A: We wanted sound to be more than atmosphere, it needed to be a narrative force. The idea of a world-altering resonance, a low-frequency โ€œlamentโ€ capable of reshaping reality, became the foundation of the setting. From there, the world, its conflicts, and its powers gradually took form. Kuro aims to create concepts players have never experienced before. Inspirations include: - Supernatural themes. - Strong mechanical and emotional imagery. - Music as a storytelling medium. Q: How do you ensure cohesion between story, gameplay, and world design? A: Alignment is critical. Story, environment, and gameplay must reinforce each other. That requires long-term planning, especially when multiple versions are developed in parallel. Early coordination allows level design, systems, and IP development to inspire one another, which improves both efficiency and creative momentum. The goal is to avoid disconnected content between versions and maintain narrative and gameplay cohesion. Q: What does Version 3.0 represent for Wuthering Waves? A: Version 3.0 is a major milestone. It introduces an entirely new region, new characters, upgraded combat systems, and a significantly improved open-world traversal experience. Every version aims to deliver the best experience possible while continuing to surprise players. Q: How does the team handle player feedback? A: We monitor feedback through community data, sentiment analysis, and post-version reviews. Both positive and negative responses are carefully analyzed and reflected in future updates. Continuous iteration is essential to long-term success. Q: Early story reception was mixed. How did the team respond? A: We recognized that narrative presentation needed improvement. By optimizing production pipelines and increasing investment, later versions achieved much stronger storytelling clarity and delivery. Players can now more clearly feel the depth, direction, and long-term potential of the world. Q: Kuro Games is known for polish. How central is that philosophy? A: We believe every visible part of the game must meet high internal standards, like - Visual effects - Skills - Environmental details -Music and audio design or promotional content must meet a high standard. We want players to feel the identity and power of Wuthering Waves both inside and outside the game. We know that early story reception was weaker, but significant effort has been invested in: - Clearer storytelling - Stronger presentation - More emotionally impactful performances and scenes. Q: How do community events factor into long-term development? A: Long-term IP growth depends on emotional connection. Community events, both online and offline, help us understand player expectations while strengthening that bond. Itโ€™s a two-way relationship. Q: Looking ahead, what is Kuro Gamesโ€™ long-term vision? A: Our goal is to become a globally influential action-game developer. Upcoming projects (e.g., Nami, still in development) are focused on: - Delivering unique action combat experiences. - Creating something clearly distinct within the action game genre. The story of Wuthering Waves is planned years in advance, with major narrative arcs already outlined. Q: Finally, how would you describe Kuro Gamesโ€™ current phase? A: From Zhuhai to Guangzhou, weโ€™re in a strong upward phase. Our growth is driven by a commitment to meaningful, high-quality experiences. Staying true to that original intent is what will continue to guide us forward. #WutheringWaves #punishinggrayraven

Naru

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Almost 20 years later, AWS is still the most popular cloud in the world. The reason is simple: it just works! They have four services focused on Generative AI: 1. Amazon Q 2. Amazon Bedrock 3. SageMaker JumpStart 4. PartyRock I've been using AWS for around 15 years (honestly, I don't remember well), and their Developer Center is a gold mine. If you open their Developer Center, you'll find a new learning path, "Generative AI for Developers." I'm linking to it below. This is not just a course. This is a collection of courses, examples, videos, tutorials, and code walkthroughs. They will teach you how to use Generative AI on AWS using the four services above. โ†‘ That right there is a huge selling point: These classes aren't just theoretical. You'll have a chance to learn using the same professional tools everyone else uses. By the way, there are many more resources in the Developer Center: โ€ข Machine Learning โ€ข Data Operations โ€ข DevOps All of these are free. Click, click, and start learning right away. One more thing before I forget: If you are building anything with AWS, check out Amazon Q, their coding assistant. This is the *best* coding assistant for AWS-related work, and it's not even close. It's a Visual Studio Code extension. Install it, and it works like any other code assistant, except this one knows a lot about AWS. Thanks to AWS for sponsoring a post about their free courses and learning resources. There's a special place in Developer Heaven for you.

Santiago

22,104 views โ€ข 1 year ago

Why is the โ€œorigin of Qโ€ important? Why has there been so much disinfo about it? Because the truth is damning & shows how all of this works. Here are three neo-Nazis who helped Mike Flynn steal the 2016 election running psyops on Americans for months before starting Q. While these Discord logs provided by federal informant Microchip in 2018 are impossible to completely verify, itโ€™s also hard to imagine going to this much trouble to fake this about yourself. Note, Iโ€™ve left the original scrolling intact, but you can pause it at any point to read it. Everything here makes perfect sense from the perspective of these operatives, as people conducting subversive psychological warfare on Americaโ€”through multiple forms of active measures. As just one example, before starting Q, they gloat about how they are running disinformation to โ€œfake Antifa crew accountsโ€ in order to distract from the โ€œUnite the Right bullshit.โ€ As Iโ€™ve been saying for years, โ€œAntifaโ€ is largely a made up boogeyman by neo-Nazis to blame the left for their own violence. Six weeks before Q started, James Brower, a childhood friend of Mike Flynn Jr. in Rhode Island, the liaison from Cambridge Analytica to the Trump campaign, a former employee of Holocaust denier Chuck Johnson, and a paid member of MAGA3X, said: โ€œThis whole Michael Flynn thing has people worriedโ€ฆ Flynn has been a favorite among the base.โ€ Two weeks before Q started, Microchip: โ€œthings are getting even more intense for General Flyunn [sic]โ€ฆ time for another operationโ€ Mike Flynn never wrote a Q drop, but it was his people running psyops on Americans to benefit him. Mike Flynn admitted to raising $8.5 million from his QAnon โ€œdigital soldiersโ€ to pay Sidney Powell for his โ€œlegal defense.โ€ The actual beginning of Q was an accident. Brower quote-posted an Anonymous 4chan account on 10/28/17 that claimed Hillary Clinton was getting arrested: โ€œI went a little wild.โ€ Then he follows it up with a second more elaborate post: โ€œdude check this out I just wanted to see what would happen.โ€ Those are โ€œQ dropsโ€ 1 & 2. For several more days, Brower, Microchip and notorious antisemitic internet terrorist Spicci continued the โ€œQโ€ LARP. Then, after Brower publicly quit writing for โ€œQโ€ five days after starting it, it was taken over by Tracy โ€œBeanzโ€ Diaz โ€” who is one of Mike Flynnโ€™s most dedicated and loyal propagandists to this day. At each and every step of its evolution, all the way up until today โ€” as Flynn quotes Q drops in every interview โ€” it has been Flynn pulling the strings. This is psychological warfare in action, radicalizing and weaponizing the population to attack their own nation. Q is a LARP, a โ€œlive action role playโ€ character created for Mike Flynn by his people, and operated for years with his guidance as a way to raise money, and radicalize a โ€œwhite Christian nationalistโ€ cult towards hatred and violence. Mike Flynn is Q and the worst traitor in American history. #ArrestMikeFlynn

Jim Stewartson, Decelerationist ๐Ÿ‡จ๐Ÿ‡ฆ๐Ÿ‡บ๐Ÿ‡ฆ๐Ÿ‡บ๐Ÿ‡ธ

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One of the most tedious (but critical tasks) for software development teams is updating foundational software. Itโ€™s not new feature work, and it doesnโ€™t feel like youโ€™re moving the experience forward. As a result, this work is either dreaded or put off for more exciting workโ€”or both. Amazon Q, our GenAI assistant for software development, is trying to bring some light to this heaviness. We have a new code transformation capability, and hereโ€™s what we found when we integrated it into our internal systems and applied it to our needed Java upgrades: - The average time to upgrade an application to Java 17 plummeted from whatโ€™s typically 50 developer-days to just a few hours. We estimate this has saved us the equivalent of 4,500 developer-years of work (yes, that number is crazy but, real). - In under six months, we've been able to upgrade more than 50% of our production Java systems to modernized Java versions at a fraction of the usual time and effort. And, our developers shipped 79% of the auto-generated code reviews without any additional changes. - The benefits go beyond how much effort weโ€™ve saved developers. The upgrades have enhanced security and reduced infrastructure costs, providing an estimated $260M in annualized efficiency gains. This is a great example of how large-scale enterprises can gain significant efficiencies in foundational software hygiene work by leveraging Amazon Q. Itโ€™s been a game changer for us, and not only do our Amazon teams plan to use this transformation capability more, but our Q team plans to add more transformations for developers to leverage.

Andy Jassy

999,367 views โ€ข 2 years ago

You can absolutely tell when a guy owns and operates his own skatepark. Itโ€™s in the details that most people never notice. The maintenance tells the whole story.While everyone else is out riding, heโ€™s on his hands and knees with a grinder, a level, and a bucket of resin, patching seams that wouldโ€™ve sent a kid to the ER at a corporate park. He knows the difference between a clean 1/8" expansion joint and a sloppy 1/4" gap thatโ€™ll eventually crack and cup. He feels it in his knees after hours of crawling the transitions, chasing flatness most skaters take for granted. The patchwork fixes take forever because he refuses to half-ass it. No quick spray of black paint over a death trap. No โ€œgood enough for the kids.โ€ Every repair is done like the park still has to last him another decade of early mornings and late nights. He knows exactly how the plywood breathes, how the concrete cures in summer humidity, how one misplaced screw head turns a perfect line into a wrist-breaker. And yeahโ€”if you want something done right, you do it yourself. Thatโ€™s not just a saying, itโ€™s the religion of every true DIY skatepark owner. The blood on the coping, the sawdust in his hair, the endless battle against weather and wear... thatโ€™s love most people will never understand. Respect the guy grinding it out alone. His park might not be perfect, but every inch of it carries his name.

๐Ÿšซ๐Ÿ‘๏ธDrinks on Saturday๐Ÿ‡บ๐Ÿ‡ธ

419,195 views โ€ข 4 months ago