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Xbox Studios | Collaboration • The Coalition helping inXile Entertainment on Clockwork Revolution (Unreal Engine 5). • Blizzard Entertainment providing cinematics support for Playground Games' Fable. • Compulsion Games using the Activision MoCap studio. • Rare sharing multiplayer expertise from Sea of Thieves helping Double Fine on Kiln. •...

103,313 görüntüleme • 3 ay önce •via X (Twitter)

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Clockwork Revolution | Official Gameplay Details: ▫️ Create your own character. Play the role of Morgan Vanette, a member of the Rotten Row Hooligans gang ▫️ Deep RPG mechanics with a reactive world and dialogue ▫️ inXile hired experts from Rockstar, Bungie, and Blizzard to assist with cinematics and gameplay ▫️ Entire sections of the map will change depending on your choices. ▫️ "Go back to the past, change something, and then come back and see the results. In small ways, big world-altering ways, and everything in between." ▫️ Grounded, gritty steampunk world - a genre where the internal combustion engine was never invented, and steam-powered technology runs the world. ▫️ The game is set in Avalon. First trailer was in an upper-class area called Midward, while this trailer was in the poorer Tangle where you and your gang live. ▫️ Character creator is the single most expensive asset the studio has ever made. ▫️ Weapon customization with 'hundreds of different ways' to customize them. ▫️ You can use time powers both in and out of combat. Slow enemies down, reverse time, etc. ▫️ There are also gadgets like grenades and deployables. ▫️ The game's biggest selling point according to inXile - "It’s a game where your choices don’t just change the dialogue options, they reshape the entire world [...] it’s the sheer depth. Every system—from conversations to world state to combat—feeds into player agency." #ClockworkRevolution #XboxShowcase

KAMI

257,978 görüntüleme • 1 yıl önce

Excited to show some surprising inventions on generative multiplayer games we made at Google with Stanford. We call the work MultiGen. I've always been inspired by early studios like id Software with Doom or Blizzard with Warcraft bringing networked video games to the next level. We are at the point in history where we can make strides like them, but for generative games. It's a strange feeling to be in the age of generative video games while still discovering how exactly to train the models and design the tools that make them useful. All of the tools that have been invented for classic game engines need to be redesigned for generative games. For example level and world design is not entirely possible with existing technology. We introduce editable memory to diffusion game engines that allow for design of new levels via a minimap. But we can easily imagine how this can be expanded with different creation tools. The end goal of this research direction is to allow game designers to be able to guide the generation process of their world, at the granularity that they prefer. Editable memory also allows us to add multiplayer to Generative Doom. We were amazed when we saw GameNGen some years ago, and now you can play it live with friends in real-time, on your couch or even online. Shared representations like our editable memory seem like the future for this type of experience. Models are, in some cases, expensive and approximate encoders but great interpolators and extrapolators. Leveraging their strengths lets you have completely new experiences that can be realized now and not in the distant future. This work was started at my previous team and continued in collaboration with Stanford. Congratulations to all for the discoveries.

Nataniel Ruiz

104,703 görüntüleme • 5 ay önce

Impact After Term | 12 : iTNT Hub — Laying the Foundation for Tamil Nadu's Deep Tech Ecosystem (Part 1) As global technology leadership increasingly shifts towards Artificial Intelligence and other Deep Tech sectors, Tamil Nadu recognised the need to move beyond traditional IT services and build an innovation ecosystem capable of transforming research, talent and technology into globally competitive enterprises. Recognising this opportunity and the immense potential of Tamil Nadu's highly skilled youth, Dr. Dr P Thiaga Rajan (PTR), as Minister for Finance and Human Resources Management, announced the establishment of the i-Tamil Nadu Technology (iTNT) Hub in the 2022–23 Budget with an allocation of ₹54.61 crore. The objective was to create a dedicated institutional platform that could accelerate Deep Tech innovation and entrepreneurship in the State. Launched by Hon'ble Chief Minister Thiru M.K.Stalin on 15 May 2023, iTNT Hub was established as India's first dedicated innovation platform focused on Deep Tech and Emerging Technologies. Through initiatives such as BEACON, PATHFINDER, iAccelerate and the JIGSAW innovation framework, the Hub brought together government, academia, industry, investors and startups while providing access to advanced infrastructure including Fab Labs, 3D Printing facilities, Industry 4.0 tools and specialised technology resources. In doing so, it helped connect research, industry and capital, enabling ideas to evolve into scalable products and enterprises. The impact has been substantial. iTNT Hub has supported more than 2,800 startups, connected nearly 7,000 researchers, facilitated partnerships with over 200 institutions, established collaborations with more than 80 incubation centres—including 20 international partnerships—and enabled over 10,000 entrepreneurs to benefit from its ecosystem. Beyond supporting startups, iTNT Hub has helped create the foundations of a statewide Deep Tech ecosystem. By strengthening the pathways from innovation to enterprise creation, it has positioned Tamil Nadu to compete in the technologies that will shape the future global economy. — Admin Team

Dr P Thiaga Rajan (PTR)

22,248 görüntüleme • 1 ay önce

It is my pleasure to officially announce that @Gen3Games in partnership with the Futureverse team has taken on the development of Untamed Isles. We are so excited to now be working closely with the Futureverse team to bring the game to The Root Network 🫡 We will soon begin actively communicating throughout the development process, and we invite the entire Root Network, XRPL and Untamed Isles community to join us as we bring this IP to life In this post, I will now outline some of the core design directions we are taking with Untamed Isles: - Rather than the original MMORPG genre of Untamed, we are shifting the focus to a multi-player instance-based extraction style gameplay loop alongside various global social hubs and multi-player features. - The Zerpmon IP will be integrated into Untamed Isles through the use of fan favorite creatures and the in-game lore/narrative - We will leverage Futureverse generative AI technology to bring a variety of traditionally 2D assets like Zerpmon to life within the 3D Untamed Isles world - The style of combat will be changed from turn based to real-time combat reminiscent of games like Palworld - This will be a Web2 experience at its core, leveraging Web3 technology. For example, AlteredStateMachine technology including B.R.A.I.N.S, the Murmur Matrix and NFI pallet ( will play a role in both improving the depth of NPC-driven experiences within the game and allowing players to manipulate the way their creatures battle in interesting and unique ways Lots more information will come out soon and throughout the development process. We look forward to doing our part in bringing a high quality game to the Futureverse, XRPL and the Untamed Isles communities As a team of 15 people working on multiple large-scale games and on chain experiences, we now have the opportunity to work on some incredible IP and bringing it to life Our goal at Gen3 Games as always remains the same; to build genuinely enjoyable games that use AI and blockchain to enhance the overall experience. I hope everyone is just as excited as we are to enter the Untamed Isles 💜

Shen

114,738 görüntüleme • 2 yıl önce

ICYMI: Brains are trending.. OpenAI made a direct investment into Merge Labs' $252M Seed at $850M valuation Merge Labs Labs is a Brain-Computer Interface ("BCI") research lab co-founded by Sam Altman, Alex Blania, & key frontier tech leaders (below) with expertise in neuroscience, bioengineering, hardware, AI systems, & foundational research. Unlike Elon Musk's Neuralink, which utilizes surgical implants, Merge Labs is developing non-invasive, high-bandwidth brain-computer interfaces (BCIs). The company uses a combination of ultrasound, AI-driven signal interpretation, and potentially genetic engineering to read neural activity without surgery. Founding Team: Alex Blania (Alex Blania) – Co-founder of World, an Altman-co-founded digital proof of human protocol; co-founder of Merge Labs. Sam Altman (Sam Altman) – CEO of OpenAI; co-founder of Merge Labs participating in a personal capacity. Altman has been reported as likely to serve in a strategic role but not in day-to-day operational management of Merge Labs. Mikhail Shapiro (Mikhail Shapiro (same on bsky)) – Professor of Chemical and Medical Engineering at Caltech and founding scientific leader for Merge Labs. He has also served as an adviser to Forest Neurotech. Sumner Norman (Sumner L Norman) – CEO of Forest Neurotech, a nonprofit research organization focused on ultrasound-based brain-computer interface technologies; also a co-founder of Merge Labs. Sandro Herbig (Sandro Herbig) – Identified as a technology entrepreneur and co-founder of Merge Labs with prior systems and product experience, including work with Blania on Tools for Humanity and World. While specific current corporate title at Merge hasn’t been publicly detailed, he is recognized as part of the founding leadership team. Tyson Aflalo – Chief Scientific Officer of Forest Neurotech prior to Merge Labs; co-founder and technical lead at Merge Labs with expertise in neural engineering and ultrasound BCI research. . . . "It’s a direct investment from OpenAI, not their venture arm, so it’s an actual collaboration. As we were discussing the investment, there were many different dimensions where collaboration could make sense. One area is protein design. We’re working extensively with proteins, and that’s an area that’s broadly interesting to OpenAI. It’s one of the most compelling applications of AI — for example, the work Google did with AlphaFold. More broadly, AI has significant implications for biology and for accelerating that part of what we’re building. Another area is chips. Eventually, once we have a clear scientific understanding of what we’re building and how it will work, a major focus for many years will be on making these chips highly energy efficient."

Molly O’Shea

38,842 görüntüleme • 5 ay önce

NotebookLM is one of the most delightful, inspiring, and viral AI products out there right now, and I got a chance to chat with the PM behind the product, Raiza Martin (@raiza_abubakar). In our conversation, we cover: 🔸 The origin story of NotebookLM 🔸 The future road map for NotebookLM 🔸 How Google Labs operates differently from the rest of Google 🔸 The development of the “Audio Overviews” feature 🔸 Key metrics and growth of NotebookLM 🔸 Stories about collaborating with author Steven Johnson 🔸 Navigating potential misuse of AI technology 🔸 More Listen now 👇 - YouTube: - Spotify: - Apple: Raiza is a senior product manager for AI at Google Labs for AI at Google Labs, where she leads the team behind NotebookLM, an AI-powered research tool that includes a mind-blowing podcast-on-demand feature called “Audio Overviews.” NotebookLM started as a 20% project and has grown into a product that’s spreading across social media and has a Discord server with over 60,000 users. Raiza previously worked on AI Test Kitchen and has a background in startups, payments, and ads. Thank you to our wonderful sponsors for supporting the podcast: 🏆 Explo — Embed customer-facing analytics in your product: 🏆 Sprig — Build products for people, not data points: 🏆 Sidebar — Accelerate your career by surrounding yourself with extraordinary peers: Some key takeaways: 1. Embrace a startup mentality within large organizations: Google Labs operates with fewer processes and more agility than typical Google teams. This allows them to move faster and iterate quickly, much like a startup. 2. Often, powerful technology is already available; the magic lies in how you interact with it. For instance, by integrating powerful audio models with existing LLMs, NotebookLM created an innovative way for users to interact with content. Look for unique applications of the tools you already have. 3. Don’t wait for a perfect launch. Start with a working version of your product and use user feedback to iterate and improve. This approach can reveal unexpected insights and user preferences, helping you shape the final product.

Lenny Rachitsky

75,439 görüntüleme • 1 yıl önce

U.N. official wants to decolonize AI and train new models with third-world "systems of knowledge" Deputy Secretary-General Amina J. Mohammed of Nigeria: "Colonial conquest brought catastrophe and genocide, in many cases on a continental scale. Entire communities were destroyed. Indigenous people were driven far from their lands. The assault was also on memory itself. Languages were suppressed. Knowledge gained through millennia of civilization, including in the Mayan codices, was deliberately put to the flame. Many traditions rooted in land and community and memory were lost." "These are living traditions carrying a wisdom that can help the region shape technological change in its own image towards its own vision of a good life, to pursue development on its own terms. And that starts with ensuring the people of this region can see themselves in the technology. More than 800 indigenous peoples live here, representing 60 million people. Many of their languages and systems of knowledge are sustained through oral traditions when AI systems are trained largely on written material that has been gathered elsewhere. That knowledge can be distorted or made invisible. Right now, Chile's National Center for Artificial Intelligence and 30 partner institutions are developing a LatAm GPT, an open-source model trained on regional data. Its first version is in Spanish and Portuguese, but researchers are also developing tools for other languages -- with the consent of the indigenous communities concerned. And that is what an inclusive reset can look like. Technology built with a fuller account of the people that it is meant to serve."

Breitbart News

45,032 görüntüleme • 10 gün önce

Games marketing is broken. After raising over $50M to support and work with hundreds of studios over the last 6 years, I find that the biggest problem is studios’ lack of direct connection with their players. Over the last six years, I’ve watched talented teams struggle because they never had a clear way to reach, learn from, and grow with players over time. Without that connection, everything becomes harder - validation, iteration, community growth, and retention all turn into guesswork. For most of the games industry’s history, platforms have controlled identity, communication, and distribution, which are invaluable to a game’s success. Apple limited how studios could collect and use player contact information outside the App Store, and Steam still doesn’t give studios access to the contact details of players who wishlist or sign up for playtests. Studios are left without a direct relationship with the audience they’re trying to serve. As a result, studios rely on fragmented tools and spreadsheets to manage players across different stages of development and live operations, with no continuity from first contact through long-term engagement. Today, that changes with the launch of FirstLook 1.0. FirstLook is the first Player Relationship Platform built specifically for games. It gives studios everything they need to connect with players across the full lifecycle, including playtests and feedback, community and communications, analytics, rewards, and creator programs, all in one place. We’ve been building under the radar, but FirstLook already powers hundreds of studios, from indies to publishers like Krafton, ArenaNet, and Skybound Entertainment, connecting millions of players with the developers who make the games they love. As part of the launch, we’re introducing a brand new limited time free plan, with access to all our features for up to 500 players. You can set this up now in under 10 minutes. If you want to learn more, book a demo and we guarantee that you will save you time and money and help you grow. Links in comments!

Eden Chen

94,963 görüntüleme • 5 ay önce

Impact After Term | 13 : iTNT Hub — Scaling Tamil Nadu's Deep Tech Ecosystem (Part 2) Establishing iTNT Hub was only the first step. The larger vision was to ensure that Tamil Nadu's emerging Deep Tech ecosystem extended beyond Chennai, enabling innovators, researchers and entrepreneurs across the State to participate in the technologies shaping the future. Under the leadership of Dr. PTR as Minister for Information Technology and Digital Services, iTNT Hub expanded through regional centres in Tiruchirappalli, Madurai and Coimbatore. By bringing world-class infrastructure, mentoring, industry partnerships and access to investment closer to Tier-II and Tier-III cities, the initiative laid the foundation for a more decentralised innovation ecosystem. To strengthen early-stage Deep Tech entrepreneurship, the FOUNDATION Fund was launched, through which the first five startups received ₹53 lakh in seed funding. The Deep Tech Hardware Product Design Scheme further supported indigenous hardware innovation by providing grants of up to ₹15 lakh for product design and development. Recognising that innovation achieves its greatest value only when research reaches the marketplace, the Tamil Nadu Technology Transfer Facilitation Centre (TNTTFC) was established in July 2025. Through patent facilitation, IP management, Innovation Spotlight and the Research2Revenue programme, the initiative has already enabled more than 60 patent filings while helping researchers translate ideas into commercially viable technologies. Announced by Dr. PTR in the Legislative Assembly in June 2024 and successfully held on 30 July 2025, the Innovate in TN IP Conclave strengthened Tamil Nadu's intellectual property ecosystem. Bringing together organisations such as the World Intellectual Property Organization (WIPO), the Indian Patent Office, NASSCOM, C-DAC, Bosch and Mahindra & Mahindra, the conclave showcased 16 emerging technologies, facilitated four technology transfers to industry, and connected 44 researchers and startups with iTNT Hub's pre-incubation and acceleration programmes. During this period, iTNT Hub also expanded Tamil Nadu's global innovation network through collaborations with leading universities, research institutions and industry partners in India and abroad. Partnerships with organisations such as the University of Melbourne, Rutgers University, Bosch, Amazon Web Services, Rolls-Royce, C-DAC and others opened new opportunities for technology collaboration, industry engagement and global market access for startups. These initiatives culminated in the launch of the Tamil Nadu Deep Tech Startup Policy at UmagineTN 2026, providing the State with its first comprehensive policy framework dedicated to accelerating Deep Tech innovation, strengthening research commercialisation and building globally competitive technology enterprises. Together, these initiatives transformed iTNT Hub from an innovation platform into a comprehensive Deep Tech ecosystem—connecting research, entrepreneurship, industry, investment and public policy. In doing so, they strengthened Tamil Nadu's position as one of India's leading destinations for frontier technology and innovation. — Admin Team

Dr P Thiaga Rajan (PTR)

14,226 görüntüleme • 1 ay önce

Guess it's that time of year again... The post to Start the rest of the "Star Citizen has raised 900 million and is still in alpha" posts 🤦🏽‍♂️.. monkey see monkey do... Followed by people looking for the highest priced ships to post... Conveniently leaving out the fact you can spend 30$ one time and spend anothet time after that because you can buy almost all ships in game currently with in game money. The game finished Kickstarter the end of 2012 with sky high promises, the game of a man who is a perfectionist and who has a massive vision. Has Star Citizen been managed well over the years? No, we got a hangar module in August of 2013 to let us walk around and view our ships. 2 years later The first iteration of the Persistent universe went live in August 2015 for the first time, here are the major milestones, The initial version of the Star Citizen Persistent Universe (PU) was first made available to backers as part of the Alpha 2.0 release in December 2015. This version was a huge deal, it's the release that combined several gameplay elements and introduced a persistent, multiplayer environment. The PU has been in an alpha, or early access, state ever since and continues to receive Monthly updates and new features with major milestone patches.. Below is a chronological list if all major patches . There have been a ton of "smaller ones" but each has brought new tech, features and improvements as well as bugs Alpha 2.0 (December 2015): The initial release, which allowed players to spawn at Port Olisar and introduced an early version of the persistent, multiplayer universe around the planet Crusader and its moons. Alpha 3.0 (December 2017): This update was considered a major core technology milestone, introducing features like planetary procedural technology, truly SEAMLESS atmospheric entry, cargo trading, and the addition of the Hurston system. Alpha 3.18 (March 2023) Implemented the Persistent Entity Streaming (PES) technology, a significant technical step that allows the game to track every item and ship across all servers, greatly enhancing the level of world persistence. Alpha 4.0 (Q4 2024) Introduced the second full star system, Pyro, which required the implementation of static server meshing technology to seamlessly link different servers. Alpha 4.0 and subsequent. Patches have brought tons of features, missions, activities, sandbox missions during it's. Course.. Today 2026 - Patch 4.4 is in development, currently being tested by us (the backers) which brings with it our 3rd Star Citizen, Nyx and Vanduul. NPCs (hostile aliens) once the NYX planets (specifically NYX 1)are patched in, that will bring with it the Genesis technology, the name is very bit a reference to the same technology from Star trek . We call it Planet Tech V5 which brings planetary visuals, interaction, biomes, textures, lighting, atmospherics an order of magnitude higher then what it already is. while Star Citizen is far from perfect and has had its massive share of growing pains and missteps.. Chris Roberts vision still lives and is in a better state then it's ever been for most of us. It's only getting better, this isn't meant to persuade anyone to play it's just mean to give you some info for those that care or are curious. Before you slander a game, atleast have enough respect to the developers who really bust thier ass day in and at out to bring this game to life.. To fix things, design weapons, ships, space etc. Video below was cut and put together from the Official to clip everything together and it shows NYX 1 Running the Genesis technology KungLi . Like the matrix no one can be told what Star Citizen is.. They need to see it for themselves to understand, The Visuals.. Flying from Space, through the atmosphere then landing anywhere you want, whenever you want, seeing the Star rise over the horizon.. #StarCitizen is beautiful IAE 2955 Event Comming up Nov 10th to Dec 5th, play and fly for free and try it

Citizen_of_the_Verse

50,843 görüntüleme • 8 ay önce

💎Scientists and engineers from the UK Atomic Energy Authority (UK Atomic Energy Authority) and the University of Bristol (University of Bristol) have successfully created the world’s first carbon-14 diamond battery. This new type of battery has the potential to power devices for thousands of years, making it an incredibly long-lasting energy source. The battery leverages the radioactive isotope, carbon-14, known for its use in radiocarbon dating, to produce a diamond battery. Several game-changing applications are possible. Bio-compatible diamond batteries can be used in medical devices like ocular implants, hearing aids, and pacemakers, minimising the need for replacements and distress to patients. Diamond batteries could also be used in extreme environments – both in space and on earth – where it is not practical to replace conventional batteries. The batteries could power active radio frequency (RF) tags where there is a need to identify and track devices either on earth or in space, such as spacecraft or payloads, for decades at a time, thus reducing costs and extending operational lifespan. “Diamond batteries offer a safe, sustainable way to provide continuous microwatt levels of power. They are an emerging technology that use a manufactured diamond to safely encase small amounts of carbon-14,” said Sarah Clark, Director of Tritium Fuel Cycle at UKAEA. The carbon-14 diamond battery works by using the radioactive decay of carbon-14, which has a half-life of 5,700 years, to generate low levels of power. It functions similarly to solar panels, which convert light into electricity, but instead of using light particles (photons), they capture fast-moving electrons from within the diamond structure. Professor Thomas Scott, Professor in Materials at the University of Bristol, said: “Our micropower technology can support a whole range of important applications from space technologies and security devices through to medical implants. We're excited to be able to explore all of these possibilities, working with partners in industry and research, over the next few years.” A team of scientists and engineers from both organisations worked together to build a plasma deposition rig, a specialised apparatus used for growing the diamond at UKAEA’s Culham Campus. This development is the result, in part, of UKAEA’s work on fusion energy. The expertise gained in fusion research is helping to accelerate innovation in related technologies.

UK Atomic Energy Authority

12,493 görüntüleme • 1 yıl önce

UKRAINE; The Illusion of an Easy Victory all came to Tears ! When the proxy forces of NATO, under the flag of Ukraine, launched their campaign against Russia, they did so with smiles of arrogant certainty. Western capitals and the political class in Kiev spoke as if the outcome was already decided. Superior technology, endless funding, and the full weight of the Atlantic alliance would, they believed, break Russia quickly and cleanly. The narrative was simple: a corrupt, isolated Russia would collapse under the pressure of sanctions and modern Western weapons. That narrative has been destroyed by reality. Russia did not collapse. It absorbed the full spectrum of NATO’s resources—ammunition, intelligence, training, financial aid measured in hundreds of billions of euros and dollars—and continued to fight. The Ukrainian state that once presented itself as a vibrant democracy is now a landscape of ruined cities, emptied villages, and a generation of young men spent in attrition. The human cost has been catastrophic, and for what? Territory that was never going to be held permanently, and a strategic position that has only weakened the very state that was supposed to be defended. The dead lie in the ground while the politicians who ordered the offensives continue to speak of “victory” from safer distances with stolen wealth sitting from Luxembourg to London to Liechstenstein to Politicans who arranged it all in NATO. Two internal cancers accelerated Ukraine’s suicidal path. First, the elevation of the Azov formation and its ideological cousins. What began as a volunteer battalion with openly radical right-wing symbolism was integrated into the national military structure and treated as a symbol of resistance. That decision imported an exclusionary, ethno-nationalist current into the war effort and poisoned any possibility of a broader political settlement. It also handed Russia a ready-made propaganda weapon that it has used relentlessly and effectively. Second, the systemic corruption that has long defined Ukrainian politics did not disappear under the pressure of war; it intensified. Tens of Billions of euros and dollars intended for defense, reconstruction, and soldier welfare have vanished into networks of patronage centered in the Rada and the higher ranks of the military. Procurement scandals, inflated contracts, and outright theft became open secrets even among Ukraine’s Western sponsors. A state that cannot keep its own military solvent while asking its citizens to die is not a state that can win a protracted conflict against a peer adversary. Russia, by contrast, treated the war as an existential contest from the beginning. It mobilized industry, accepted casualties, adapted tactics, and refused the Western expectation that economic pain would force political surrender. The result is visible on the map and in the casualty figures. Ukraine’s demographic and material base has been hollowed out. Its infrastructure is degraded. Its political elite remains divided between those who still demand maximalist aims and those who quietly recognize that the original gamble has failed. The original premise—that a NATO-backed Ukrainian army could defeat Russia with relative ease—was always a fantasy. It rested on the same underestimation of Russian resilience that has appeared in earlier generations. Russia was never going to lose a war fought on its own border against a force that, however heavily supplied, remained dependent on external will and external money. The ruins, the graves, and the unfinished projects paid for by Western taxpayers are the proof. What remains is not a triumphant Ukraine, but a cautionary record of hubris, corruption, and ideological excess that turned a regional crisis into a national catastrophe. Thank you NATO !

𝐃𝐚𝐯𝐢𝐝 𝐙 🇷🇺🇮🇪

64,801 görüntüleme • 8 gün önce

Today I am having to share one of the hardest messages of my career. After twelve years of building and nurturing Three Fields Entertainment, I am forced into the situation of today placing our entire team on notice of redundancy. Since the launch of *Wreckreation*, our small studio has worked incredibly hard — with heart and dedication — to update the game, listen to our community, and deliver the fixes and features players asked for. I could not be prouder of the people I’ve worked alongside or the passion they’ve poured into this project. But the reality we now face is stark. As an independent studio, we will not see revenue from game sales for the foreseeable future. We have had to self-fund most of this year and all of the post launch content. Without the enthusiasm or financial support from our publisher to continue development, we simply cannot sustain the studio in its current form. Making this decision has been unbelievably painful. This is a heartbreaking moment for all of us. What makes it even harder is that we have so many things in the pipeline — multiple features, updates, and creative ideas that we were excited to bring to the game, many of which are showcased in the video we’re sharing today. These are things we genuinely believed would have continued to strengthen Wreckreation and grow its community. My hope is that by showing this work publicly, someone out there might also see that potential and perhaps an opportunity could still emerge. But even if that hope does not materialise, we want this to stand as a testament to our vision and to the strength, passion, and skill of our tiny team. I truly believe in the potential of this game and in the brilliance of the people who built it. To everyone who has supported us, played our games, or believed in our studio: thank you. Your support has meant the world - We will, again at our own cost, ensure the next update that includes a Crossplay feature does get published before Christmas and we hope you and your friends can enjoy the world that we have built together, whichever platform you play on. I can be contacted at [[email protected]] Fiona Sperry Three Fields Entertainment

Wreckreation 2

166,366 görüntüleme • 8 ay önce

The biggest threat to humanity and nobody has a clue. The U.N. out of all people are even sounding the alarm, and the sad part is, it's already here. Remote Neurotechnology is changing the future. First MK Ultra with our own government, drugs, torture, and sexual abuse, then, which first started out as a secret DARPA project has now reached the commercial sector and will be a standard feature in all upcoming technology, if it isn't already, without you even knowing about it. Why do you think they want smart cities so bad? You'll be hooked up to the "system" and they will know everything about you physically and mentally. Slowly, I've been introducing you to this technology that has been in development since the 1960s, which first started with Professor Delgado's mind control experiment with the raging bull, and electromagnetic remote mind controlled monkey experiments, to it's perfected versions in the 1980s, and now with the help of, RF, ELF, Bluetooth, 5G, electromagnetic radiation, Blue Light, Quantum computers and A.I., remote neural monitoring is here, and has been for some time. They're just publicly coming out now to talk about it. Some of our brightest minds from Harvard, Yale, MIT, and private military contractors have perfected this amazing but absolutely frightening technology. With what is disguised as new, fun, and amazing technology which does have positive benefits, nobody, of course is talking about the other side. The side that not only our intelligence agencies and hacking groups all around the world already have the capabilities of doing, but now Big Tech and advertisers and every other company will now have access to not only see and understand what you are thinking and seeing in your brain, but also capable of planting thoughts, images, and inducing emotions, and behaviors. Blue light technology which is located in every smartphone and computer monitor and T.V. screen also has the ability itself which can regulate dopamine levels, hence why you see the rise is addiction in the younger generations to their phones and other technologies etc. This also goes with tech being developed for "Pre-Crime" identification that the U.K. is already in development with, so you could be charged for thought crimes. Yes, this is real. Jobs will now be able to detect what your thinking about and if your paying attention to the task at hand or day dreaming. The most IMPORTANT thing I am trying to tell you, if you can read between the lines, is that you have to be aware of this technology for a very specific reason. Some of this tech is so sophisticated, and if you are not aware of it you could be tricked into thinking something is happening that really isn't or be induced to do something, or "WITNESS" something happening to you, when in reality it's really just technology. That's how realistic this tech can make you feel by inducing emotions, and behaviors, along with "sounds/voices." Folks, this is important and why Congress is already quietly writing legislation to protect people's privacy and human rights. Please educate yourself and understand that they've already been using this and logging everyone's thoughts and brain patterns to feed the A.I. so it's capable and operational without your knowing consent but quietly slipping in disclosures into most agreements you simply click away on apps you download or products and headphones/devices that you buy, and you don't even know it. Start paying attention to what your signing and why certain things pop up on your feed while you think about them and other strange happenings. There are no coincidences. You've been warned. Check out my Rumble videos for more information on this technology and get educated.

The SCIF

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Solon Lee (Producer at Kuro Games): Thank You for Playing My Game "Wuthering Waves: Exploring Game Creation Under Unreal Engine." Interview by Nvliu66 When you think of Unreal Engine, what comes to mind? A few days ago, at the Epic Games Shanghai office, I met the producers of Clair Obscur: Expedition 33 and Wuthering Waves. Both games are developed based on Unreal Engine, and they shared the stories behind their game creation. My biggest takeaway was that while a great game stems from a producer's emotional expression, its realization relies on the "escort" of technology. Let's return to the interview scene and listen once more to their unique insights on game development. Wuthering Waves and Unreal Engine Bill Clifford (VP and GM of Unreal Engine at Epic Games): With Wuthering Waves, they used many complex artistic techniques to present this anime style, and it's truly outstanding. They are among the first companies to create a role-playing game in an open world that is also cross-platform, which is another incredible feat. They introduced console-level graphics and combat systems while maintaining a consistent update frequency. Furthermore, as they adopt and integrate new Unreal Engine technologies into the game, the experience is continuously enhanced. It’s a truly inspiring success story. Solon Lee (Producer at Kuro Games): We have grown alongside the updates of the UE engine, including the release of UE5. Throughout the process, we’ve been able to learn from UE’s updates. When UE5 was released, it introduced many new technical features, especially ray tracing. Everyone currently praises the ray tracing effects in Wuthering Waves, which is actually due to the continuous updates of the engine. We found those highlights and ported them over to UE4.26. During this process, our engineers were learning the logic of the engine, following its updates, and developing an engineering mindset and a way of creating visual effects. So, my biggest personal takeaway is that choosing a top-tier engine doesn’t just make the game better; it makes us better in the process. "Punishing: Gray Raven" was developed on the Unity platform, while "Wuthering Waves" is based on Unreal. What was the reasoning behind this change at the time? Solon Lee: Psychologically, we don’t have a heavy dependence. We don't feel that just because we've used Unity, we must continue using it. We are a bit more pragmatic. When we were about to start Wuthering Waves, we clearly knew we wanted to make an open world. UE obviously offers more support for open worlds. We felt that "standing on the shoulders of giants" to make a game was definitely a more practical decision. At that time, we could also sense that most engineers in the industry had an aspiration toward UE. "Wuthering Waves" has been live for a year and a half. At this stage, could you use a short summary or a few words to introduce "Wuthering Waves" to the players? Solon Lee: Wuthering Waves is a game that strives to continuously create resonance with players. From the excitement and design of the action to the scriptwriting and performances, we strive to find "highlight segments" or moments in every version that can trigger internal resonance, touch the heart, or make players "scream" with excitement. This is actually a creative consensus our team has slowly formed over the past year. When we find that moment in a version and we ourselves "scream" for it, we feel that there is a high probability that when the version is released, it will be recognized by the users. Because the most important thing about a game is that it must be fun, as developers, we often think about what kind of game qualifies as "fun." What is a "Fun" Game? Solon Lee: One point I can think of right now is that the rules should be as simple as possible. As soon as you start, after two slashes or casting a skill, you should feel, "Wow, that was so cool! I want to do it again! Wow, so cool!" Specifically for action games, the "fun" is often hidden in very small granularities. For example, if you compare two different games where you are just running and jumping, the running in some games feels fun. Why? It might just be because the "grip" is better, the animation swing feels better, or it gives you a sense of gravity or momentum. Whether a point in a game is fun can be subjective. For me, there are a few games that have had a significant influence on my work. One is definitely NieR; when we were making Punishing: Gray Raven in the early days, we were very inspired by NieR. When Devil May Cry 5 came out, it gave us a lot of new inspiration for our combat system. Death Stranding is indeed one of my personal favorite games from recent years. When Elden Ring was released, it also gave us a very strong impression and touched us deeply. The project for Wuthering Waves started in the first half of 2020. At that time, there were very few open-world action games on the market because most action games back then were stage-based (linear/hub-based). All excellent action games required very tight level design. Later, Elden Ring came out, and experiencing it gave us strong resonance. We felt that action games definitely have potential in an open world, and we believe it should be that way. A Message to the Players Solon Lee: I am truly grateful that so many players like Wuthering Waves. It is because of everyone’s love whether it's encouragement or criticism that we are given a lot of motivation to maintain our continuous passion to make our game better. I believe the only way we can give back to the players who like Kuro and Wuthering Waves is by producing better and better versions and content, and making more and more great games. Happy New Year, and thank you for playing my game. translated by Xu #WutheringWaves #WuWa

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