• Bring Your MetaHumans to Life Using Houdini with the Latest UE5 Update

    Epic Games has announced exciting updates to its Unreal Engine's MetaHuman Creator. The latest release integrates it with SideFX Houdini, allowing you to combine the power of both toolsets and bring your MetaHuman characters to life using Houdini's fascinating effects.With the latest MetaHuman Character Rig HDA update and expanded grooming tools, you can easily bring your MetaHumans to Houdini and use the entire arsenal of its stunning procedural tools, adding complex animation and effects. The creators can import and assemble the head, body, and textures of MetaHuman characters created in Unreal Engine using MetaHuman Creator.Also, there's an update to Houdini's existing groom tools. You can now craft hairstyles that are compatible with MetaHuman Creator directly on your MetaHuman character, removing the need to switch back and forth with Unreal Engine. Please note that the MetaHuman Character Rig HDA requires Houdini 21.0 or later.Yesterday, we shared with you August's free learning content from Epic Games, which includes tutorials on animating MetaHumans, creating Blueprint-controlled particle effects, and uncovering the ways Epic Online Services can be used in your projects. Also, if you want to learn more about MetaHumans, check out Marlon R. Nunez's experiment on testing his Live Link from an iPhone in Unreal Engine:Learn more about the MetaHuman Character Rig HDA update here and don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
    #bring #your #metahumans #life #using
    Bring Your MetaHumans to Life Using Houdini with the Latest UE5 Update
    Epic Games has announced exciting updates to its Unreal Engine's MetaHuman Creator. The latest release integrates it with SideFX Houdini, allowing you to combine the power of both toolsets and bring your MetaHuman characters to life using Houdini's fascinating effects.With the latest MetaHuman Character Rig HDA update and expanded grooming tools, you can easily bring your MetaHumans to Houdini and use the entire arsenal of its stunning procedural tools, adding complex animation and effects. The creators can import and assemble the head, body, and textures of MetaHuman characters created in Unreal Engine using MetaHuman Creator.Also, there's an update to Houdini's existing groom tools. You can now craft hairstyles that are compatible with MetaHuman Creator directly on your MetaHuman character, removing the need to switch back and forth with Unreal Engine. Please note that the MetaHuman Character Rig HDA requires Houdini 21.0 or later.Yesterday, we shared with you August's free learning content from Epic Games, which includes tutorials on animating MetaHumans, creating Blueprint-controlled particle effects, and uncovering the ways Epic Online Services can be used in your projects. Also, if you want to learn more about MetaHumans, check out Marlon R. Nunez's experiment on testing his Live Link from an iPhone in Unreal Engine:Learn more about the MetaHuman Character Rig HDA update here and don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. #bring #your #metahumans #life #using
    Bring Your MetaHumans to Life Using Houdini with the Latest UE5 Update
    80.lv
    Epic Games has announced exciting updates to its Unreal Engine's MetaHuman Creator. The latest release integrates it with SideFX Houdini, allowing you to combine the power of both toolsets and bring your MetaHuman characters to life using Houdini's fascinating effects.With the latest MetaHuman Character Rig HDA update and expanded grooming tools, you can easily bring your MetaHumans to Houdini and use the entire arsenal of its stunning procedural tools, adding complex animation and effects. The creators can import and assemble the head, body, and textures of MetaHuman characters created in Unreal Engine using MetaHuman Creator.Also, there's an update to Houdini's existing groom tools. You can now craft hairstyles that are compatible with MetaHuman Creator directly on your MetaHuman character, removing the need to switch back and forth with Unreal Engine. Please note that the MetaHuman Character Rig HDA requires Houdini 21.0 or later.Yesterday, we shared with you August's free learning content from Epic Games, which includes tutorials on animating MetaHumans, creating Blueprint-controlled particle effects, and uncovering the ways Epic Online Services can be used in your projects. Also, if you want to learn more about MetaHumans, check out Marlon R. Nunez's experiment on testing his Live Link from an iPhone in Unreal Engine:Learn more about the MetaHuman Character Rig HDA update here and don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
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  • Developer Rec Room lays off 'about half' its staff

    Diego Argüello, Contributing Editor, News, GameDeveloper.comAugust 26, 20253 Min ReadImage via Rec RoomDeveloper Rec Room, the team behind the namesake user-generated contentdriven social game, has laid off "about half" its staff.Announced yesterday via the official site, CEO and co-founder Nick Fajt wrote that both he and CCO and co-founder Cameron Brown made the decision, which they called a "business necessity based on the financial trajectory of the company" that doesn't reflect on the individuals affected."This is not a reflection on the talent or dedication of those departing—we wish we could keep every one of them," reads the announcement. "I’m gonna say that again, to make it clear this isn’t just 'one of those things you say in a layoff message'. We TRULY wish we could keep every one of these people on the team. But we can't. This is a reflection of the tough reality we face as a business and the change needed to give Rec Room a chance to thrive in the years ahead."According to the post, the laid off workers will continue to be paid for the next three months, receive health benefits for the next six months, and have the option to keep their laptop or desktop computer. Rec Room didn't specify how many people were affected.'The writing on the wall became very clear'Back in December 2021, Rec Room raised million for its social platform, bringing the company's lifetime raised funds to around million. According to Brown, the team invested "heavily in creation tools across PC, VR, consoles, and mobile," but the reality "has been harsh." The CEO claims the mobile and console versions never got to the point where "those devices were good for building stuff." Some of the efforts to bridge the gap, including the Maker AI tool, frustrated the studio's "more impactful creators." Related:At the same time, the lower-powered devices still fostered "millions of pieces of content," which reportedly put a strain on the team that had to come up with procedures to review it all. "Making all this run across every device was a massive technical challenge and burden. While our most skilled creators optimized their content cleverly, most creators didn’t—couldn’t, really, because we didn’t provide them with the necessary tooling."Last month, Fajt announced that Rec Room hit a "record-breaking month" for UGC sales thanks to the creations from players, with creator token earnings from room and Watch store sales increasing 47 percent year-over-year."We deliberately started with a small group of creators as the Avatar Studio tool is still in the early stages," Fajt wrote at the time. "All of the early joiners helped us iron out the workflow and onboarding, providing feedback on how to improve our systems and processes. With creators already finding success, we’re ready to expand."Related:Today's announcement continues by saying that supporting the aforementioned scope stretched the team thin, and began to "dig a financial hole that was getting larger every day." The CEO says the studio has been stuck in an "uncomfortable middle ground" during the past few years, wondering whether to keep pushing the internal UGC vision while potentially increasing the frustration of players and the team, or scale back the vision by cutting the team in half."Both paths were painful," Brown wrote. "But ultimately we got to a point where it was clear that staying the course meant low growth, a high burn rate, and no clear path forward. In a word: Unsustainable. The writing on the wall became very clear."Looking forward, Brown says the team will focus on "empowering our very best creators" and "ensuring Rec Room is a great experience for our players.""For those leaving—you will always be part of the Rec Room story," Brown wrote as a closing note about the layoffs. "We thank you for everything, and wish you the best for your next chapter. For those staying—we know this sucks. We know this hurts. Thank you for pushing forward with us—we have hard work ahead, but with a new focus we believe strongly in the future we can build together."Related:Game Developer has reached out to Rec Room for clarification on the number of workers affected. about:Top StoriesLayoffs & Studio ClosuresAbout the AuthorDiego ArgüelloContributing Editor, News, GameDeveloper.comDiego Nicolás Argüello is a freelance journalist and critic from Argentina. Video games helped him to learn English, so now he covers them for places like The New York Times, NPR, Rolling Stone, and more. He also runs Into the Spine, a site dedicated to fostering and supporting new writers, and co-hosted Turnabout Breakdown, a podcast about the Ace Attorney series. He’s most likely playing a rhythm game as you read this.See more from Diego ArgüelloDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    #developer #rec #room #lays #off
    Developer Rec Room lays off 'about half' its staff
    Diego Argüello, Contributing Editor, News, GameDeveloper.comAugust 26, 20253 Min ReadImage via Rec RoomDeveloper Rec Room, the team behind the namesake user-generated contentdriven social game, has laid off "about half" its staff.Announced yesterday via the official site, CEO and co-founder Nick Fajt wrote that both he and CCO and co-founder Cameron Brown made the decision, which they called a "business necessity based on the financial trajectory of the company" that doesn't reflect on the individuals affected."This is not a reflection on the talent or dedication of those departing—we wish we could keep every one of them," reads the announcement. "I’m gonna say that again, to make it clear this isn’t just 'one of those things you say in a layoff message'. We TRULY wish we could keep every one of these people on the team. But we can't. This is a reflection of the tough reality we face as a business and the change needed to give Rec Room a chance to thrive in the years ahead."According to the post, the laid off workers will continue to be paid for the next three months, receive health benefits for the next six months, and have the option to keep their laptop or desktop computer. Rec Room didn't specify how many people were affected.'The writing on the wall became very clear'Back in December 2021, Rec Room raised million for its social platform, bringing the company's lifetime raised funds to around million. According to Brown, the team invested "heavily in creation tools across PC, VR, consoles, and mobile," but the reality "has been harsh." The CEO claims the mobile and console versions never got to the point where "those devices were good for building stuff." Some of the efforts to bridge the gap, including the Maker AI tool, frustrated the studio's "more impactful creators." Related:At the same time, the lower-powered devices still fostered "millions of pieces of content," which reportedly put a strain on the team that had to come up with procedures to review it all. "Making all this run across every device was a massive technical challenge and burden. While our most skilled creators optimized their content cleverly, most creators didn’t—couldn’t, really, because we didn’t provide them with the necessary tooling."Last month, Fajt announced that Rec Room hit a "record-breaking month" for UGC sales thanks to the creations from players, with creator token earnings from room and Watch store sales increasing 47 percent year-over-year."We deliberately started with a small group of creators as the Avatar Studio tool is still in the early stages," Fajt wrote at the time. "All of the early joiners helped us iron out the workflow and onboarding, providing feedback on how to improve our systems and processes. With creators already finding success, we’re ready to expand."Related:Today's announcement continues by saying that supporting the aforementioned scope stretched the team thin, and began to "dig a financial hole that was getting larger every day." The CEO says the studio has been stuck in an "uncomfortable middle ground" during the past few years, wondering whether to keep pushing the internal UGC vision while potentially increasing the frustration of players and the team, or scale back the vision by cutting the team in half."Both paths were painful," Brown wrote. "But ultimately we got to a point where it was clear that staying the course meant low growth, a high burn rate, and no clear path forward. In a word: Unsustainable. The writing on the wall became very clear."Looking forward, Brown says the team will focus on "empowering our very best creators" and "ensuring Rec Room is a great experience for our players.""For those leaving—you will always be part of the Rec Room story," Brown wrote as a closing note about the layoffs. "We thank you for everything, and wish you the best for your next chapter. For those staying—we know this sucks. We know this hurts. Thank you for pushing forward with us—we have hard work ahead, but with a new focus we believe strongly in the future we can build together."Related:Game Developer has reached out to Rec Room for clarification on the number of workers affected. about:Top StoriesLayoffs & Studio ClosuresAbout the AuthorDiego ArgüelloContributing Editor, News, GameDeveloper.comDiego Nicolás Argüello is a freelance journalist and critic from Argentina. Video games helped him to learn English, so now he covers them for places like The New York Times, NPR, Rolling Stone, and more. He also runs Into the Spine, a site dedicated to fostering and supporting new writers, and co-hosted Turnabout Breakdown, a podcast about the Ace Attorney series. He’s most likely playing a rhythm game as you read this.See more from Diego ArgüelloDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #developer #rec #room #lays #off
    Developer Rec Room lays off 'about half' its staff
    www.gamedeveloper.com
    Diego Argüello, Contributing Editor, News, GameDeveloper.comAugust 26, 20253 Min ReadImage via Rec RoomDeveloper Rec Room, the team behind the namesake user-generated content (UGC) driven social game, has laid off "about half" its staff.Announced yesterday via the official site, CEO and co-founder Nick Fajt wrote that both he and CCO and co-founder Cameron Brown made the decision, which they called a "business necessity based on the financial trajectory of the company" that doesn't reflect on the individuals affected."This is not a reflection on the talent or dedication of those departing—we wish we could keep every one of them," reads the announcement. "I’m gonna say that again, to make it clear this isn’t just 'one of those things you say in a layoff message'. We TRULY wish we could keep every one of these people on the team. But we can't. This is a reflection of the tough reality we face as a business and the change needed to give Rec Room a chance to thrive in the years ahead."According to the post, the laid off workers will continue to be paid for the next three months, receive health benefits for the next six months, and have the option to keep their laptop or desktop computer. Rec Room didn't specify how many people were affected.'The writing on the wall became very clear'Back in December 2021, Rec Room raised $145 million for its social platform, bringing the company's lifetime raised funds to around $294 million. According to Brown, the team invested "heavily in creation tools across PC, VR, consoles, and mobile," but the reality "has been harsh." The CEO claims the mobile and console versions never got to the point where "those devices were good for building stuff." Some of the efforts to bridge the gap, including the Maker AI tool, frustrated the studio's "more impactful creators." Related:At the same time, the lower-powered devices still fostered "millions of pieces of content," which reportedly put a strain on the team that had to come up with procedures to review it all. "Making all this run across every device was a massive technical challenge and burden. While our most skilled creators optimized their content cleverly, most creators didn’t—couldn’t, really, because we didn’t provide them with the necessary tooling."Last month, Fajt announced that Rec Room hit a "record-breaking month" for UGC sales thanks to the creations from players, with creator token earnings from room and Watch store sales increasing 47 percent year-over-year."We deliberately started with a small group of creators as the Avatar Studio tool is still in the early stages," Fajt wrote at the time. "All of the early joiners helped us iron out the workflow and onboarding, providing feedback on how to improve our systems and processes. With creators already finding success, we’re ready to expand."Related:Today's announcement continues by saying that supporting the aforementioned scope stretched the team thin, and began to "dig a financial hole that was getting larger every day." The CEO says the studio has been stuck in an "uncomfortable middle ground" during the past few years, wondering whether to keep pushing the internal UGC vision while potentially increasing the frustration of players and the team, or scale back the vision by cutting the team in half."Both paths were painful," Brown wrote. "But ultimately we got to a point where it was clear that staying the course meant low growth, a high burn rate, and no clear path forward. In a word: Unsustainable. The writing on the wall became very clear."Looking forward, Brown says the team will focus on "empowering our very best creators" and "ensuring Rec Room is a great experience for our players.""For those leaving—you will always be part of the Rec Room story," Brown wrote as a closing note about the layoffs. "We thank you for everything, and wish you the best for your next chapter. For those staying—we know this sucks. We know this hurts. Thank you for pushing forward with us—we have hard work ahead, but with a new focus we believe strongly in the future we can build together."Related:Game Developer has reached out to Rec Room for clarification on the number of workers affected.Read more about:Top StoriesLayoffs & Studio ClosuresAbout the AuthorDiego ArgüelloContributing Editor, News, GameDeveloper.comDiego Nicolás Argüello is a freelance journalist and critic from Argentina. Video games helped him to learn English, so now he covers them for places like The New York Times, NPR, Rolling Stone, and more. He also runs Into the Spine, a site dedicated to fostering and supporting new writers, and co-hosted Turnabout Breakdown, a podcast about the Ace Attorney series. He’s most likely playing a rhythm game as you read this.See more from Diego ArgüelloDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Overwatch 2 Battle Pass Season 18: All Skins, Emotes, And Rewards

    Season 18 of Overwatch 2 has arrived, bringing a new support hero named Wuyang, along with big updates to Stadium, and a new battle pass featuring streetwear skins. Season 18 will also see at least two new crossover events in Overwatch 2, the first of which is already live. Los Angeles Lakers' Luka Dončić is featured in the Play Like Luca event, which features tons of free loot boxes, special Stadium builds for Cassidy, and a special title you can earn, Sharpshooter 77. The next crossover has been announced, with Persona coming to Overwatch 2 later in Season 18.The new battle pass is primarily focused on Streetwear, with Lućio, Pharah, Tracer, and Kiriko all getting Streetwear skins. The battle pass also includes Watermelon Wrecking Ball and Gladiator: LXXVI Soldier 76. The base battle pass costs 1,000 Coins, and includes 80 tiers of rewards, with skins, emotes, player icons, and more. You can also pick up the Ultimate Battle Pass bundle from the store for which includes two exclusive skins--Lily Roadhog and Poolside Wuyang--the premium battle pass, 20 tier skips, and 2,000 Overwatch Coins.Season 18 also marks a few major changes coming to Stadium, Overwatch's MOBA-like competitive mode. This season marks the addition of quick play for Stadium, offering shorter matches without competitive ranking, and three new characters being added to the limited pool, Winston, Brigitte, and Pharah, with Tracer coming later in the season. Below you can see every item in the Overwatch 2 Season 18 battle pass.
    #overwatch #battle #pass #season #all
    Overwatch 2 Battle Pass Season 18: All Skins, Emotes, And Rewards
    Season 18 of Overwatch 2 has arrived, bringing a new support hero named Wuyang, along with big updates to Stadium, and a new battle pass featuring streetwear skins. Season 18 will also see at least two new crossover events in Overwatch 2, the first of which is already live. Los Angeles Lakers' Luka Dončić is featured in the Play Like Luca event, which features tons of free loot boxes, special Stadium builds for Cassidy, and a special title you can earn, Sharpshooter 77. The next crossover has been announced, with Persona coming to Overwatch 2 later in Season 18.The new battle pass is primarily focused on Streetwear, with Lućio, Pharah, Tracer, and Kiriko all getting Streetwear skins. The battle pass also includes Watermelon Wrecking Ball and Gladiator: LXXVI Soldier 76. The base battle pass costs 1,000 Coins, and includes 80 tiers of rewards, with skins, emotes, player icons, and more. You can also pick up the Ultimate Battle Pass bundle from the store for which includes two exclusive skins--Lily Roadhog and Poolside Wuyang--the premium battle pass, 20 tier skips, and 2,000 Overwatch Coins.Season 18 also marks a few major changes coming to Stadium, Overwatch's MOBA-like competitive mode. This season marks the addition of quick play for Stadium, offering shorter matches without competitive ranking, and three new characters being added to the limited pool, Winston, Brigitte, and Pharah, with Tracer coming later in the season. Below you can see every item in the Overwatch 2 Season 18 battle pass. #overwatch #battle #pass #season #all
    Overwatch 2 Battle Pass Season 18: All Skins, Emotes, And Rewards
    www.gamespot.com
    Season 18 of Overwatch 2 has arrived, bringing a new support hero named Wuyang, along with big updates to Stadium, and a new battle pass featuring streetwear skins. Season 18 will also see at least two new crossover events in Overwatch 2, the first of which is already live. Los Angeles Lakers' Luka Dončić is featured in the Play Like Luca event, which features tons of free loot boxes, special Stadium builds for Cassidy, and a special title you can earn, Sharpshooter 77. The next crossover has been announced, with Persona coming to Overwatch 2 later in Season 18.The new battle pass is primarily focused on Streetwear, with Lućio, Pharah, Tracer, and Kiriko all getting Streetwear skins. The battle pass also includes Watermelon Wrecking Ball and Gladiator: LXXVI Soldier 76. The base battle pass costs 1,000 Coins, $10, and includes 80 tiers of rewards, with skins, emotes, player icons, and more. You can also pick up the Ultimate Battle Pass bundle from the store for $40, which includes two exclusive skins--Lily Roadhog and Poolside Wuyang--the premium battle pass, 20 tier skips, and 2,000 Overwatch Coins ($20).Season 18 also marks a few major changes coming to Stadium, Overwatch's MOBA-like competitive mode. This season marks the addition of quick play for Stadium, offering shorter matches without competitive ranking, and three new characters being added to the limited pool, Winston, Brigitte, and Pharah, with Tracer coming later in the season. Below you can see every item in the Overwatch 2 Season 18 battle pass.
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  • EA and Full Circle Reveal September 16 Early Access Release Date for skate.

    August 26, 2025

    Get Ready to Explore San Vansterdam, an Ever-Evolving Skateboarding Sandbox, and Experience the Best Skateboarding Gameplay in the Franchise

    Watch the skate. Early Access Release Date Trailer HERE.
    REDWOOD CITY, Calif.----
    Today, Electronic Arts Inc.and Full Circle announced that skate., the next chapter of the award-winning skateboarding video game franchise, will launch into Early Access on September 16 for PlayStation® 5, Xbox Series X|S, PlayStation® 4, Xbox One, and PC via Steam, Epic Games Store and EA app. skate. is free-to-download, cross-platform,* and cross-progression,* making it as accessible as possible for both longtime skate. franchise fans, and newcomers alike.Set in the vibrant city of San Vansterdam, skate. is a multiplayer skateboarding destination offering a massive open world where players discover unique skate spots, land insane tricks and connect - or compete - with friends online. With four unique neighborhoods - Hedgemont, Gullcrest, Market Mile and Brickswich - each offering its own distinct vibe and challenges, the city is a huge playground for skaters. From parks and plazas to rooftops and massive ramps, every corner is packed with skateable spots, including the House of Rolling Reverence, a former church transformed into a trick haven for skaters.At the core of skate. is the restored and improved Flick-It System, brought back to life through the Frostbite™ Engine to deliver the best skateboarding experience we have ever offered. With unparalleled precision and control, Flick-It brings the magic of the franchise back to life for a new generation of players. skate. also“skate. is not just a return, it’s a complete evolution of the franchise that’s built to last," said Mike McCartney, Executive Producer of skate. “Our goal with skate. is to capture the freedom, creative expression and community of skateboarding, and share it with as many people as possible. From day one, our priority has been to honor the legacy of the franchise while pushing it into a bold new future - one built in partnership with our players.”In skate., players can discover new ways to explore and get vertical with new off-board controls, giving them total freedom to roam, climb and find epic new spots. Additional features like Quick Drop allow players to place ramps, rails, benches and more anywhere in the world to fine-tune their perfect spot. skate. offers players the ability to find their own fun with endless activities, including rotating world map challenges - such as Line Challenges, Own The Spot and Sessions - as well as high-energy Throwdowns with friends. The new Spectate mode lets players instantly find the action and use Spectaport to jump straight into any live session.Collaborative development with skate. fans and the community have always been a priority throughout our development process. Player feedback has been welcome all throughout playtesting and something Full Circle will continue to look at during the game’s Early Access period. During Early Access, players can expect to see new content every season, offering fresh challenges, cosmetics, music, world updates, and new events each season.“Community is the heart of skateboarding, and it’s the heart of skate.,” said Jeff Seamster, Head of Creative on skate. “From day one, we’ve aimed to create an open, welcoming space shaped by players. We’ve built this game alongside our community - listening, learning and evolving together. Whether you’re a seasoned skater or just dropped in, skate. is a place to express yourself, connect and grow. No gatekeepers, no barriers - just a city built for skating and a community that keeps it alive. Early Access is a huge milestone in that journey, and we’re hyped to keep growing San Vansterdam with our crew around the world.”skate. launches into Early Access on September 16 on PlayStation® 5, Xbox Series X|S, PlayStation® 4, Xbox One & PC via Steam, Epic Games Store and EA app. Stay tuned - there’s much more to come from skate.For more information on skate., visit: & restrictions apply. See for details.PRESS ASSETS ARE AVAILABLE AT EAPressPortal.comAbout Electronic ArtsElectronic Artsis a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission.

    Jino Talens
    Integrated Comms Director
    jtalens@ea.com
    Source: Electronic Arts Inc.

    Multimedia Files:
    #full #circle #reveal #september #early
    EA and Full Circle Reveal September 16 Early Access Release Date for skate.
    August 26, 2025 Get Ready to Explore San Vansterdam, an Ever-Evolving Skateboarding Sandbox, and Experience the Best Skateboarding Gameplay in the Franchise Watch the skate. Early Access Release Date Trailer HERE. REDWOOD CITY, Calif.---- Today, Electronic Arts Inc.and Full Circle announced that skate., the next chapter of the award-winning skateboarding video game franchise, will launch into Early Access on September 16 for PlayStation® 5, Xbox Series X|S, PlayStation® 4, Xbox One, and PC via Steam, Epic Games Store and EA app. skate. is free-to-download, cross-platform,* and cross-progression,* making it as accessible as possible for both longtime skate. franchise fans, and newcomers alike.Set in the vibrant city of San Vansterdam, skate. is a multiplayer skateboarding destination offering a massive open world where players discover unique skate spots, land insane tricks and connect - or compete - with friends online. With four unique neighborhoods - Hedgemont, Gullcrest, Market Mile and Brickswich - each offering its own distinct vibe and challenges, the city is a huge playground for skaters. From parks and plazas to rooftops and massive ramps, every corner is packed with skateable spots, including the House of Rolling Reverence, a former church transformed into a trick haven for skaters.At the core of skate. is the restored and improved Flick-It System, brought back to life through the Frostbite™ Engine to deliver the best skateboarding experience we have ever offered. With unparalleled precision and control, Flick-It brings the magic of the franchise back to life for a new generation of players. skate. also“skate. is not just a return, it’s a complete evolution of the franchise that’s built to last," said Mike McCartney, Executive Producer of skate. “Our goal with skate. is to capture the freedom, creative expression and community of skateboarding, and share it with as many people as possible. From day one, our priority has been to honor the legacy of the franchise while pushing it into a bold new future - one built in partnership with our players.”In skate., players can discover new ways to explore and get vertical with new off-board controls, giving them total freedom to roam, climb and find epic new spots. Additional features like Quick Drop allow players to place ramps, rails, benches and more anywhere in the world to fine-tune their perfect spot. skate. offers players the ability to find their own fun with endless activities, including rotating world map challenges - such as Line Challenges, Own The Spot and Sessions - as well as high-energy Throwdowns with friends. The new Spectate mode lets players instantly find the action and use Spectaport to jump straight into any live session.Collaborative development with skate. fans and the community have always been a priority throughout our development process. Player feedback has been welcome all throughout playtesting and something Full Circle will continue to look at during the game’s Early Access period. During Early Access, players can expect to see new content every season, offering fresh challenges, cosmetics, music, world updates, and new events each season.“Community is the heart of skateboarding, and it’s the heart of skate.,” said Jeff Seamster, Head of Creative on skate. “From day one, we’ve aimed to create an open, welcoming space shaped by players. We’ve built this game alongside our community - listening, learning and evolving together. Whether you’re a seasoned skater or just dropped in, skate. is a place to express yourself, connect and grow. No gatekeepers, no barriers - just a city built for skating and a community that keeps it alive. Early Access is a huge milestone in that journey, and we’re hyped to keep growing San Vansterdam with our crew around the world.”skate. launches into Early Access on September 16 on PlayStation® 5, Xbox Series X|S, PlayStation® 4, Xbox One & PC via Steam, Epic Games Store and EA app. Stay tuned - there’s much more to come from skate.For more information on skate., visit: & restrictions apply. See for details.PRESS ASSETS ARE AVAILABLE AT EAPressPortal.comAbout Electronic ArtsElectronic Artsis a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission. Jino Talens Integrated Comms Director jtalens@ea.com Source: Electronic Arts Inc. Multimedia Files: #full #circle #reveal #september #early
    EA and Full Circle Reveal September 16 Early Access Release Date for skate.
    news.ea.com
    August 26, 2025 Get Ready to Explore San Vansterdam, an Ever-Evolving Skateboarding Sandbox, and Experience the Best Skateboarding Gameplay in the Franchise Watch the skate. Early Access Release Date Trailer HERE. REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Today, Electronic Arts Inc. (NASDAQ: EA) and Full Circle announced that skate., the next chapter of the award-winning skateboarding video game franchise, will launch into Early Access on September 16 for PlayStation® 5, Xbox Series X|S, PlayStation® 4, Xbox One, and PC via Steam, Epic Games Store and EA app. skate. is free-to-download, cross-platform,* and cross-progression,* making it as accessible as possible for both longtime skate. franchise fans, and newcomers alike.Set in the vibrant city of San Vansterdam, skate. is a multiplayer skateboarding destination offering a massive open world where players discover unique skate spots, land insane tricks and connect - or compete - with friends online. With four unique neighborhoods - Hedgemont, Gullcrest, Market Mile and Brickswich - each offering its own distinct vibe and challenges, the city is a huge playground for skaters. From parks and plazas to rooftops and massive ramps, every corner is packed with skateable spots, including the House of Rolling Reverence, a former church transformed into a trick haven for skaters.At the core of skate. is the restored and improved Flick-It System, brought back to life through the Frostbite™ Engine to deliver the best skateboarding experience we have ever offered. With unparalleled precision and control, Flick-It brings the magic of the franchise back to life for a new generation of players. skate. also“skate. is not just a return, it’s a complete evolution of the franchise that’s built to last," said Mike McCartney, Executive Producer of skate. “Our goal with skate. is to capture the freedom, creative expression and community of skateboarding, and share it with as many people as possible. From day one, our priority has been to honor the legacy of the franchise while pushing it into a bold new future - one built in partnership with our players.”In skate., players can discover new ways to explore and get vertical with new off-board controls, giving them total freedom to roam, climb and find epic new spots. Additional features like Quick Drop allow players to place ramps, rails, benches and more anywhere in the world to fine-tune their perfect spot. skate. offers players the ability to find their own fun with endless activities, including rotating world map challenges - such as Line Challenges, Own The Spot and Sessions - as well as high-energy Throwdowns with friends. The new Spectate mode lets players instantly find the action and use Spectaport to jump straight into any live session.Collaborative development with skate. fans and the community have always been a priority throughout our development process. Player feedback has been welcome all throughout playtesting and something Full Circle will continue to look at during the game’s Early Access period. During Early Access, players can expect to see new content every season, offering fresh challenges, cosmetics, music, world updates, and new events each season.“Community is the heart of skateboarding, and it’s the heart of skate.,” said Jeff Seamster, Head of Creative on skate. “From day one, we’ve aimed to create an open, welcoming space shaped by players. We’ve built this game alongside our community - listening, learning and evolving together. Whether you’re a seasoned skater or just dropped in, skate. is a place to express yourself, connect and grow. No gatekeepers, no barriers - just a city built for skating and a community that keeps it alive. Early Access is a huge milestone in that journey, and we’re hyped to keep growing San Vansterdam with our crew around the world.”skate. launches into Early Access on September 16 on PlayStation® 5, Xbox Series X|S, PlayStation® 4, Xbox One & PC via Steam, Epic Games Store and EA app. Stay tuned - there’s much more to come from skate.For more information on skate., visit: https://www.ea.com/games/skate/skate.*Conditions & restrictions apply. See https://go.ea.com/skate-cross-play for details.PRESS ASSETS ARE AVAILABLE AT EAPressPortal.comAbout Electronic ArtsElectronic Arts (NASDAQ: EA) is a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately $7.5 billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission. Jino Talens Integrated Comms Director jtalens@ea.com Source: Electronic Arts Inc. Multimedia Files:
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  • Lumines Arise launches Nov 11, PS5 demo available now

    Since we first announced Lumines Arise during the State of Play in June, we’ve been inundated with the same question from fans: When will the demo be available?! And the answer is…right now! You can play the limited-time Lumines Arise Demo on PlayStation 5 now through September 3 and try out three single-player stages and help us network test the all-new multiplayer Burst Battle mode.

    We also have a release date for the full game—November 11, 2025. Pre-orders start today—go to the PS Store page for that and to download the demo.

    Lumines for all

    Never played a Lumines game before? Or forgot how it works? Or never “got it” in the first place? Good news: Arise is incredibly easy for anyone to get into, thanks to an excellent interactive tutorial that walks you through everything, step-by-step.The Demo only features one difficulty, but you’ll also find robust options to fit every play style under “Accessibility” in the Options menu. Want to just groove to the music and not worry about time pressure, or a “Game Over” when you top out? Try the “No Stress Lumines” options for that! Want to strip away the visual flourishes to focus more on the gameplay? There’s options for that! Or playing on your PlayStation Portal and want to zoom in to get the most out of your portable screen real estate? There’s options for that, too!

    Play Video

    An all-new multiplayer experience

    Burst Battle represents a complete reinvention of multiplayer Lumines, borrowing from the competitive-puzzle-game greats, but adding a twist all its own.

    Now, both players have an entire playfield to themselves and can send garbage blocks to attack their opponent. You generate these attacks by clearing 2×2Squares, or by triggering the all-new Burst mechanic. The bigger the Burst, the larger the deluge your opponent will face! Meanwhile, garbage blocks can pile up on the sides, shrinking the available playfield—only matching blocks adjacent to garbage will clear it out. This ebb and flow can get super tense and really fun, I hope you try it out!

    The Demo features a taste of Burst Battle via matchmaking, but the full version of the game will offer friend / CPU matches, custom matches, and local play. And you’ll get to select your favorite stage music / block-visuals that you unlocked in the single-player Journey mode to use in multiplayer; it’s kind of like having your own theme song as you head into battle!

    Everyone’s here—including Astro Bot?

    Starting today, you can pre-order the Standard or Digital Deluxe Edition of Lumines Arise on PlayStation Store. And as mentioned above, PS Plus members get a 10% discount on the pre-order.

    The Digital Deluxe Editionincludes the full game and four exclusive Loomii in-game avatars. You can customize your Loomii in-game to match your personality, and the set in the Digital Deluxe Edition includes skins based on Tetris Effect: Connected, Rez Infinite, Humanity, and, what’s this—Astro Bot is appearing as a guest as well! A big thank you to our friends at Team Asobi for making this crossover possible. The image above is just a preview—the final look of these avatars will be revealed soon.

    Also, because it wouldn’t be Lumines Arise news without some new music, a new single from the soundtrack has been released. Hydelic’s hypnotically thumping anthem “Dreamland” is the sonic backdrop of the Chameleon Groove stage from the Demo, and is available now on Bandcamp with a release soon on your favorite streaming services. We know that after you play the demo, you’ll want to add this to your favorite daily playlist.

    A quick note for PS VR2 owners: unfortunately VR mode couldn’t make it in time for this demo, but we can confirm it will be available at launch on November 11! Thank you for all your passion and excitement for VR, and in this case, for your patience.We hope you’ll check out the Demo, tell us what you think, and get ready for the launch of the full game on November 11.
    #lumines #arise #launches #nov #ps5
    Lumines Arise launches Nov 11, PS5 demo available now
    Since we first announced Lumines Arise during the State of Play in June, we’ve been inundated with the same question from fans: When will the demo be available?! And the answer is…right now! You can play the limited-time Lumines Arise Demo on PlayStation 5 now through September 3 and try out three single-player stages and help us network test the all-new multiplayer Burst Battle mode. We also have a release date for the full game—November 11, 2025. Pre-orders start today—go to the PS Store page for that and to download the demo. Lumines for all Never played a Lumines game before? Or forgot how it works? Or never “got it” in the first place? Good news: Arise is incredibly easy for anyone to get into, thanks to an excellent interactive tutorial that walks you through everything, step-by-step.The Demo only features one difficulty, but you’ll also find robust options to fit every play style under “Accessibility” in the Options menu. Want to just groove to the music and not worry about time pressure, or a “Game Over” when you top out? Try the “No Stress Lumines” options for that! Want to strip away the visual flourishes to focus more on the gameplay? There’s options for that! Or playing on your PlayStation Portal and want to zoom in to get the most out of your portable screen real estate? There’s options for that, too! Play Video An all-new multiplayer experience Burst Battle represents a complete reinvention of multiplayer Lumines, borrowing from the competitive-puzzle-game greats, but adding a twist all its own. Now, both players have an entire playfield to themselves and can send garbage blocks to attack their opponent. You generate these attacks by clearing 2×2Squares, or by triggering the all-new Burst mechanic. The bigger the Burst, the larger the deluge your opponent will face! Meanwhile, garbage blocks can pile up on the sides, shrinking the available playfield—only matching blocks adjacent to garbage will clear it out. This ebb and flow can get super tense and really fun, I hope you try it out! The Demo features a taste of Burst Battle via matchmaking, but the full version of the game will offer friend / CPU matches, custom matches, and local play. And you’ll get to select your favorite stage music / block-visuals that you unlocked in the single-player Journey mode to use in multiplayer; it’s kind of like having your own theme song as you head into battle! Everyone’s here—including Astro Bot? Starting today, you can pre-order the Standard or Digital Deluxe Edition of Lumines Arise on PlayStation Store. And as mentioned above, PS Plus members get a 10% discount on the pre-order. The Digital Deluxe Editionincludes the full game and four exclusive Loomii in-game avatars. You can customize your Loomii in-game to match your personality, and the set in the Digital Deluxe Edition includes skins based on Tetris Effect: Connected, Rez Infinite, Humanity, and, what’s this—Astro Bot is appearing as a guest as well! A big thank you to our friends at Team Asobi for making this crossover possible. The image above is just a preview—the final look of these avatars will be revealed soon. Also, because it wouldn’t be Lumines Arise news without some new music, a new single from the soundtrack has been released. Hydelic’s hypnotically thumping anthem “Dreamland” is the sonic backdrop of the Chameleon Groove stage from the Demo, and is available now on Bandcamp with a release soon on your favorite streaming services. We know that after you play the demo, you’ll want to add this to your favorite daily playlist. A quick note for PS VR2 owners: unfortunately VR mode couldn’t make it in time for this demo, but we can confirm it will be available at launch on November 11! Thank you for all your passion and excitement for VR, and in this case, for your patience.We hope you’ll check out the Demo, tell us what you think, and get ready for the launch of the full game on November 11. #lumines #arise #launches #nov #ps5
    Lumines Arise launches Nov 11, PS5 demo available now
    blog.playstation.com
    Since we first announced Lumines Arise during the State of Play in June, we’ve been inundated with the same question from fans: When will the demo be available?! And the answer is…right now! You can play the limited-time Lumines Arise Demo on PlayStation 5 now through September 3 and try out three single-player stages and help us network test the all-new multiplayer Burst Battle mode. We also have a release date for the full game—November 11, 2025. Pre-orders start today (and include a 10% discount for PS Plus subscribers!)—go to the PS Store page for that and to download the demo. Lumines for all Never played a Lumines game before? Or forgot how it works? Or never “got it” in the first place? Good news: Arise is incredibly easy for anyone to get into, thanks to an excellent interactive tutorial that walks you through everything, step-by-step. (And even old pros won’t wanna miss the intro to new mechanics like Burst!) The Demo only features one difficulty (Easy – the final game will have four different levels), but you’ll also find robust options to fit every play style under “Accessibility” in the Options menu. Want to just groove to the music and not worry about time pressure, or a “Game Over” when you top out? Try the “No Stress Lumines” options for that! Want to strip away the visual flourishes to focus more on the gameplay? There’s options for that! Or playing on your PlayStation Portal and want to zoom in to get the most out of your portable screen real estate? There’s options for that, too! Play Video An all-new multiplayer experience Burst Battle represents a complete reinvention of multiplayer Lumines, borrowing from the competitive-puzzle-game greats, but adding a twist all its own. Now, both players have an entire playfield to themselves and can send garbage blocks to attack their opponent. You generate these attacks by clearing 2×2 (or larger) Squares, or by triggering the all-new Burst mechanic (where you have a few Timeline passes to build a single color match as large as possible). The bigger the Burst, the larger the deluge your opponent will face! Meanwhile, garbage blocks can pile up on the sides, shrinking the available playfield—only matching blocks adjacent to garbage will clear it out. This ebb and flow can get super tense and really fun, I hope you try it out! The Demo features a taste of Burst Battle via matchmaking, but the full version of the game will offer friend / CPU matches, custom matches, and local play. And you’ll get to select your favorite stage music / block-visuals that you unlocked in the single-player Journey mode to use in multiplayer; it’s kind of like having your own theme song as you head into battle! Everyone’s here—including Astro Bot? Starting today, you can pre-order the Standard or Digital Deluxe Edition of Lumines Arise on PlayStation Store. And as mentioned above, PS Plus members get a 10% discount on the pre-order. The Digital Deluxe Edition (also available as an upgrade to the Standard Edition) includes the full game and four exclusive Loomii in-game avatars. You can customize your Loomii in-game to match your personality, and the set in the Digital Deluxe Edition includes skins based on Tetris Effect: Connected, Rez Infinite, Humanity, and, what’s this—Astro Bot is appearing as a guest as well! A big thank you to our friends at Team Asobi for making this crossover possible. The image above is just a preview—the final look of these avatars will be revealed soon. Also, because it wouldn’t be Lumines Arise news without some new music, a new single from the soundtrack has been released. Hydelic’s hypnotically thumping anthem “Dreamland” is the sonic backdrop of the Chameleon Groove stage from the Demo, and is available now on Bandcamp with a release soon on your favorite streaming services. We know that after you play the demo, you’ll want to add this to your favorite daily playlist. A quick note for PS VR2 owners: unfortunately VR mode couldn’t make it in time for this demo, but we can confirm it will be available at launch on November 11! Thank you for all your passion and excitement for VR, and in this case, for your patience. (And maybe you’ll get a glimpse of Arise in VR somewhere sometime before launch after all…?) We hope you’ll check out the Demo, tell us what you think, and get ready for the launch of the full game on November 11.
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  • NVIDIA Jetson Thor Unlocks Real-Time Reasoning for General Robotics and Physical AI

    Robots around the world are about to get a lot smarter as physical AI developers plug in NVIDIA Jetson Thor modules — new robotics computers that can serve as the brains for robotic systems across research and industry.
    Robots demand rich sensor data and low-latency AI processing. Running real-time robotic applications requires significant AI compute and memory to handle concurrent data streams from multiple sensors. Jetson Thor, now in general availability, delivers 7.5x more AI compute, 3.1x more CPU performance and 2x more memory than its predecessor, the NVIDIA Jetson Orin, to make this possible on device.
    This performance leap will enable roboticists to process high-speed sensor data and perform visual reasoning at the edge — workflows that were previously too slow to run in dynamic real-world environments. This opens new possibilities for multimodal AI applications such as humanoid robotics.

    Agility Robotics, a leader in humanoid robotics, has integrated NVIDIA Jetson into the fifth generation of its robot, Digit — and plans to adopt Jetson Thor as the onboard compute platform for the sixth generation of Digit. This transition will enhance Digit’s real-time perception and decision-making capabilities, supporting increasingly complex AI skills and behaviors. Digit is commercially deployed and performs logistics tasks such as stacking, loading and palletizing in warehouse and manufacturing environments.
    “The powerful edge processing offered by Jetson Thor will take Digit to the next level — enhancing its real-time responsiveness and expanding its abilities to a broader, more complex set of skills,” said Peggy Johnson, CEO of Agility Robotics. “With Jetson Thor, we can deliver the latest physical AI advancements to optimize operations across our customers’ warehouses and factories.”
    Boston Dynamics — which has been building some of the industry’s most advanced robots for over 30 years — is integrating Jetson Thor into its humanoid robot Atlas, enabling Atlas to harness formerly server-level compute, AI workload acceleration, high-bandwidth data processing and significant memory on device.
    Beyond humanoids, Jetson Thor will accelerate various robotic applications — such as surgical assistants, smart tractors, delivery robots, industrial manipulators and visual AI agents — with real-time inference on device for larger, more complex AI models.
    A Giant Leap for Real-Time Robot Reasoning
    Jetson Thor is built for generative reasoning models. It enables the next generation of physical AI agents — powered by large transformer models, vision language models and vision language action models — to run in real time at the edge while minimizing cloud dependency.
    Optimized with the Jetson software stack to enable the low latency and high performance required in real-world applications, Jetson Thor supports all popular generative AI frameworks and AI reasoning models with unmatched real-time performance. These include Cosmos Reason, DeepSeek, Llama, Gemini and Qwen models, as well as domain-specific models for robotics like Isaac GR00T N1.5, enabling any developer to easily experiment and run inference locally.
    NVIDIA Jetson Thor opens new capabilities for real-time reasoning with multi-sensor input. Further performance improvement is expected with FP4 and speculative decoding optimization.
    With NVIDIA CUDA ecosystem support through its lifecycle, Jetson Thor is expected to deliver even better throughput and faster responses with future software releases.
    Jetson Thor modules also run the full NVIDIA AI software stack to accelerate virtually every physical AI workflow with platforms including NVIDIA Isaac for robotics, NVIDIA Metropolis for video analytics AI agents and NVIDIA Holoscan for sensor processing.
    With these software tools, developers can easily build and deploy applications, such as visual AI agents that can analyze live camera streams to monitor worker safety, humanoid robots capable of manipulation tasks in unstructured environments and smart operating rooms that guide surgeons based on data from multi-camera streams.
    Jetson Thor Set to Advance Research Innovation 
    Research labs at Stanford University, Carnegie Mellon University and the University of Zurich are tapping Jetson Thor to push the boundaries of perception, planning and navigation models for a host of potential applications.
    At Carnegie Mellon’s Robotics Institute, a research team uses NVIDIA Jetson to power autonomous robots that can navigate complex, unstructured environments to conduct medical triage as well as search and rescue.
    “We can only do as much as the compute available allows,” said Sebastian Scherer, an associate research professor at the university and head of the AirLab. “Years ago, there was a big disconnect between computer vision and robotics because computer vision workloads were too slow for real-time decision-making — but now, models and computing have gotten fast enough so robots can handle much more nuanced tasks.”
    Scherer anticipates that by upgrading from his team’s existing NVIDIA Jetson AGX Orin systems to Jetson AGX Thor developer kit, they’ll improve the performance of AI models including their award-winning MAC-VO model for robot perception at the edge, boost their sensor-fusion capabilities and be able to experiment with robot fleets.
    Wield the Strength of Jetson Thor
    The Jetson Thor family includes a developer kit and production modules. The developer kit includes a Jetson T5000 module, a reference carrier board with abundant connectivity, an active heatsink with a fan and a power supply.
    NVIDIA Jetson AGX Thor Developer Kit
    The Jetson ecosystem supports a variety of application requirements, high-speed industrial automation protocols and sensor interfaces, accelerating time to market for enterprise developers. Hardware partners including Advantech, Aetina, ConnectTech, MiiVii and TZTEK are building production-ready Jetson Thor systems with flexible I/O and custom configurations in various form factors.
    Sensor and Actuator companies including Analog Devices, Inc., e-con Systems,  Infineon, Leopard Imaging, RealSense and Sensing are using NVIDIA Holoscan Sensor Bridge — a platform that simplifies sensor fusion and data streaming — to connect sensor data from cameras, radar, lidar and more directly to GPU memory on Jetson Thor with ultralow latency.
    Thousands of software companies can now elevate their traditional vision AI and robotics applications with multi-AI agent workflows running on Jetson Thor. Leading adopters include Openzeka, Rebotnix, Solomon and Vaidio.
    More than 2 million developers use NVIDIA technologies to accelerate robotics workflows. Get started with Jetson Thor by reading the NVIDIA Technical Blog and watching the developer kit walkthrough.

    To get hands-on experience with Jetson Thor, sign up to participate in upcoming hackathons with Seeed Studio and LeRobot by Hugging Face.
    The NVIDIA Jetson AGX Thor developer kit is available now starting at NVIDIA Jetson T5000 modules are available starting at for 1,000 units. Buy now from authorized NVIDIA partners.
    NVIDIA today also announced that the NVIDIA DRIVE AGX Thor developer kit, which provides a platform for developing autonomous vehicles and mobility solutions, is available for preorder. Deliveries are slated to start in September.
    #nvidia #jetson #thor #unlocks #realtime
    NVIDIA Jetson Thor Unlocks Real-Time Reasoning for General Robotics and Physical AI
    Robots around the world are about to get a lot smarter as physical AI developers plug in NVIDIA Jetson Thor modules — new robotics computers that can serve as the brains for robotic systems across research and industry. Robots demand rich sensor data and low-latency AI processing. Running real-time robotic applications requires significant AI compute and memory to handle concurrent data streams from multiple sensors. Jetson Thor, now in general availability, delivers 7.5x more AI compute, 3.1x more CPU performance and 2x more memory than its predecessor, the NVIDIA Jetson Orin, to make this possible on device. This performance leap will enable roboticists to process high-speed sensor data and perform visual reasoning at the edge — workflows that were previously too slow to run in dynamic real-world environments. This opens new possibilities for multimodal AI applications such as humanoid robotics. Agility Robotics, a leader in humanoid robotics, has integrated NVIDIA Jetson into the fifth generation of its robot, Digit — and plans to adopt Jetson Thor as the onboard compute platform for the sixth generation of Digit. This transition will enhance Digit’s real-time perception and decision-making capabilities, supporting increasingly complex AI skills and behaviors. Digit is commercially deployed and performs logistics tasks such as stacking, loading and palletizing in warehouse and manufacturing environments. “The powerful edge processing offered by Jetson Thor will take Digit to the next level — enhancing its real-time responsiveness and expanding its abilities to a broader, more complex set of skills,” said Peggy Johnson, CEO of Agility Robotics. “With Jetson Thor, we can deliver the latest physical AI advancements to optimize operations across our customers’ warehouses and factories.” Boston Dynamics — which has been building some of the industry’s most advanced robots for over 30 years — is integrating Jetson Thor into its humanoid robot Atlas, enabling Atlas to harness formerly server-level compute, AI workload acceleration, high-bandwidth data processing and significant memory on device. Beyond humanoids, Jetson Thor will accelerate various robotic applications — such as surgical assistants, smart tractors, delivery robots, industrial manipulators and visual AI agents — with real-time inference on device for larger, more complex AI models. A Giant Leap for Real-Time Robot Reasoning Jetson Thor is built for generative reasoning models. It enables the next generation of physical AI agents — powered by large transformer models, vision language models and vision language action models — to run in real time at the edge while minimizing cloud dependency. Optimized with the Jetson software stack to enable the low latency and high performance required in real-world applications, Jetson Thor supports all popular generative AI frameworks and AI reasoning models with unmatched real-time performance. These include Cosmos Reason, DeepSeek, Llama, Gemini and Qwen models, as well as domain-specific models for robotics like Isaac GR00T N1.5, enabling any developer to easily experiment and run inference locally. NVIDIA Jetson Thor opens new capabilities for real-time reasoning with multi-sensor input. Further performance improvement is expected with FP4 and speculative decoding optimization. With NVIDIA CUDA ecosystem support through its lifecycle, Jetson Thor is expected to deliver even better throughput and faster responses with future software releases. Jetson Thor modules also run the full NVIDIA AI software stack to accelerate virtually every physical AI workflow with platforms including NVIDIA Isaac for robotics, NVIDIA Metropolis for video analytics AI agents and NVIDIA Holoscan for sensor processing. With these software tools, developers can easily build and deploy applications, such as visual AI agents that can analyze live camera streams to monitor worker safety, humanoid robots capable of manipulation tasks in unstructured environments and smart operating rooms that guide surgeons based on data from multi-camera streams. Jetson Thor Set to Advance Research Innovation  Research labs at Stanford University, Carnegie Mellon University and the University of Zurich are tapping Jetson Thor to push the boundaries of perception, planning and navigation models for a host of potential applications. At Carnegie Mellon’s Robotics Institute, a research team uses NVIDIA Jetson to power autonomous robots that can navigate complex, unstructured environments to conduct medical triage as well as search and rescue. “We can only do as much as the compute available allows,” said Sebastian Scherer, an associate research professor at the university and head of the AirLab. “Years ago, there was a big disconnect between computer vision and robotics because computer vision workloads were too slow for real-time decision-making — but now, models and computing have gotten fast enough so robots can handle much more nuanced tasks.” Scherer anticipates that by upgrading from his team’s existing NVIDIA Jetson AGX Orin systems to Jetson AGX Thor developer kit, they’ll improve the performance of AI models including their award-winning MAC-VO model for robot perception at the edge, boost their sensor-fusion capabilities and be able to experiment with robot fleets. Wield the Strength of Jetson Thor The Jetson Thor family includes a developer kit and production modules. The developer kit includes a Jetson T5000 module, a reference carrier board with abundant connectivity, an active heatsink with a fan and a power supply. NVIDIA Jetson AGX Thor Developer Kit The Jetson ecosystem supports a variety of application requirements, high-speed industrial automation protocols and sensor interfaces, accelerating time to market for enterprise developers. Hardware partners including Advantech, Aetina, ConnectTech, MiiVii and TZTEK are building production-ready Jetson Thor systems with flexible I/O and custom configurations in various form factors. Sensor and Actuator companies including Analog Devices, Inc., e-con Systems,  Infineon, Leopard Imaging, RealSense and Sensing are using NVIDIA Holoscan Sensor Bridge — a platform that simplifies sensor fusion and data streaming — to connect sensor data from cameras, radar, lidar and more directly to GPU memory on Jetson Thor with ultralow latency. Thousands of software companies can now elevate their traditional vision AI and robotics applications with multi-AI agent workflows running on Jetson Thor. Leading adopters include Openzeka, Rebotnix, Solomon and Vaidio. More than 2 million developers use NVIDIA technologies to accelerate robotics workflows. Get started with Jetson Thor by reading the NVIDIA Technical Blog and watching the developer kit walkthrough. To get hands-on experience with Jetson Thor, sign up to participate in upcoming hackathons with Seeed Studio and LeRobot by Hugging Face. The NVIDIA Jetson AGX Thor developer kit is available now starting at NVIDIA Jetson T5000 modules are available starting at for 1,000 units. Buy now from authorized NVIDIA partners. NVIDIA today also announced that the NVIDIA DRIVE AGX Thor developer kit, which provides a platform for developing autonomous vehicles and mobility solutions, is available for preorder. Deliveries are slated to start in September. #nvidia #jetson #thor #unlocks #realtime
    NVIDIA Jetson Thor Unlocks Real-Time Reasoning for General Robotics and Physical AI
    blogs.nvidia.com
    Robots around the world are about to get a lot smarter as physical AI developers plug in NVIDIA Jetson Thor modules — new robotics computers that can serve as the brains for robotic systems across research and industry. Robots demand rich sensor data and low-latency AI processing. Running real-time robotic applications requires significant AI compute and memory to handle concurrent data streams from multiple sensors. Jetson Thor, now in general availability, delivers 7.5x more AI compute, 3.1x more CPU performance and 2x more memory than its predecessor, the NVIDIA Jetson Orin, to make this possible on device. This performance leap will enable roboticists to process high-speed sensor data and perform visual reasoning at the edge — workflows that were previously too slow to run in dynamic real-world environments. This opens new possibilities for multimodal AI applications such as humanoid robotics. Agility Robotics, a leader in humanoid robotics, has integrated NVIDIA Jetson into the fifth generation of its robot, Digit — and plans to adopt Jetson Thor as the onboard compute platform for the sixth generation of Digit. This transition will enhance Digit’s real-time perception and decision-making capabilities, supporting increasingly complex AI skills and behaviors. Digit is commercially deployed and performs logistics tasks such as stacking, loading and palletizing in warehouse and manufacturing environments. “The powerful edge processing offered by Jetson Thor will take Digit to the next level — enhancing its real-time responsiveness and expanding its abilities to a broader, more complex set of skills,” said Peggy Johnson, CEO of Agility Robotics. “With Jetson Thor, we can deliver the latest physical AI advancements to optimize operations across our customers’ warehouses and factories.” Boston Dynamics — which has been building some of the industry’s most advanced robots for over 30 years — is integrating Jetson Thor into its humanoid robot Atlas, enabling Atlas to harness formerly server-level compute, AI workload acceleration, high-bandwidth data processing and significant memory on device. Beyond humanoids, Jetson Thor will accelerate various robotic applications — such as surgical assistants, smart tractors, delivery robots, industrial manipulators and visual AI agents — with real-time inference on device for larger, more complex AI models. A Giant Leap for Real-Time Robot Reasoning Jetson Thor is built for generative reasoning models. It enables the next generation of physical AI agents — powered by large transformer models, vision language models and vision language action models — to run in real time at the edge while minimizing cloud dependency. Optimized with the Jetson software stack to enable the low latency and high performance required in real-world applications, Jetson Thor supports all popular generative AI frameworks and AI reasoning models with unmatched real-time performance. These include Cosmos Reason, DeepSeek, Llama, Gemini and Qwen models, as well as domain-specific models for robotics like Isaac GR00T N1.5, enabling any developer to easily experiment and run inference locally. NVIDIA Jetson Thor opens new capabilities for real-time reasoning with multi-sensor input. Further performance improvement is expected with FP4 and speculative decoding optimization. With NVIDIA CUDA ecosystem support through its lifecycle, Jetson Thor is expected to deliver even better throughput and faster responses with future software releases. Jetson Thor modules also run the full NVIDIA AI software stack to accelerate virtually every physical AI workflow with platforms including NVIDIA Isaac for robotics, NVIDIA Metropolis for video analytics AI agents and NVIDIA Holoscan for sensor processing. With these software tools, developers can easily build and deploy applications, such as visual AI agents that can analyze live camera streams to monitor worker safety, humanoid robots capable of manipulation tasks in unstructured environments and smart operating rooms that guide surgeons based on data from multi-camera streams. Jetson Thor Set to Advance Research Innovation  Research labs at Stanford University, Carnegie Mellon University and the University of Zurich are tapping Jetson Thor to push the boundaries of perception, planning and navigation models for a host of potential applications. At Carnegie Mellon’s Robotics Institute, a research team uses NVIDIA Jetson to power autonomous robots that can navigate complex, unstructured environments to conduct medical triage as well as search and rescue. “We can only do as much as the compute available allows,” said Sebastian Scherer, an associate research professor at the university and head of the AirLab. “Years ago, there was a big disconnect between computer vision and robotics because computer vision workloads were too slow for real-time decision-making — but now, models and computing have gotten fast enough so robots can handle much more nuanced tasks.” Scherer anticipates that by upgrading from his team’s existing NVIDIA Jetson AGX Orin systems to Jetson AGX Thor developer kit, they’ll improve the performance of AI models including their award-winning MAC-VO model for robot perception at the edge, boost their sensor-fusion capabilities and be able to experiment with robot fleets. Wield the Strength of Jetson Thor The Jetson Thor family includes a developer kit and production modules. The developer kit includes a Jetson T5000 module, a reference carrier board with abundant connectivity, an active heatsink with a fan and a power supply. NVIDIA Jetson AGX Thor Developer Kit The Jetson ecosystem supports a variety of application requirements, high-speed industrial automation protocols and sensor interfaces, accelerating time to market for enterprise developers. Hardware partners including Advantech, Aetina, ConnectTech, MiiVii and TZTEK are building production-ready Jetson Thor systems with flexible I/O and custom configurations in various form factors. Sensor and Actuator companies including Analog Devices, Inc. (ADI), e-con Systems,  Infineon, Leopard Imaging, RealSense and Sensing are using NVIDIA Holoscan Sensor Bridge — a platform that simplifies sensor fusion and data streaming — to connect sensor data from cameras, radar, lidar and more directly to GPU memory on Jetson Thor with ultralow latency. Thousands of software companies can now elevate their traditional vision AI and robotics applications with multi-AI agent workflows running on Jetson Thor. Leading adopters include Openzeka, Rebotnix, Solomon and Vaidio. More than 2 million developers use NVIDIA technologies to accelerate robotics workflows. Get started with Jetson Thor by reading the NVIDIA Technical Blog and watching the developer kit walkthrough. To get hands-on experience with Jetson Thor, sign up to participate in upcoming hackathons with Seeed Studio and LeRobot by Hugging Face. The NVIDIA Jetson AGX Thor developer kit is available now starting at $3,499. NVIDIA Jetson T5000 modules are available starting at $2,999 for 1,000 units. Buy now from authorized NVIDIA partners. NVIDIA today also announced that the NVIDIA DRIVE AGX Thor developer kit, which provides a platform for developing autonomous vehicles and mobility solutions, is available for preorder. Deliveries are slated to start in September.
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  • BioShock 4 layoffs, more Unknown Worlds drama, and your Gamescom highlights - Patch Notes #19

    Hello and welcome to a new edition of Patch Notes, our friendlynews roundup. This is editor-in-chief Danielle Riendeau subbing in for senior news editor Chris Kerr, who has been boots on the ground at Gamescom this week, reporting from the show floor and generally getting down to business. It's been a busy week at Gamescom and far beyond, so without further ado, here are a few of the stories that have made the biggest splash in the last few days.2K is 'reducing the size' of BioShock 4 developer Cloud ChamberVia Jason Schreier on Bluesky/Game Developer // Bloomberg's Jason Schreier dropped the news on Bluesky this week, reporting on layoffs at Cloud Chamber, 2K's studio tasked with the next BioShock game. The news came a couple of weeks after Schreier's own report that a build of the game failed a publisher review, and employees were reportedly fearing for their jobs in the aftermath. A memo listing the layoffs also announced that Rod Fergusson would take over as Cloud Chamber's studio head, a strange mirror to the time he came in towards the end of the last BioShock's development to get it over the line.Update: Microsoft shuts down questions about layoffs and Israel ties at Gamescom 2025Via Game Developer // In the original story, your usual Patch Notes author attempted to ask a developer what it was like to work with Microsoft during a turbulent time, but the company's spokespeople quashed the question. Eventually, Microsoft offered more of a comment, which you can read in the updated story.Related:Unknown Worlds files lawsuit against ousted founders for allegedly downloading over 170,000 confidential filesVia Game Developer // The Unknown Worlds/Krafton saga has heated up once again, now with the conglomerate filing suit against the former team leaders, saying Cleveland, McGuire, and Gill downloaded "substantial volumes" of undisclosed confidential company information as they left. It's an increasingly complicated tale, broken down step-by-step here in the story.Frost Giant CEO Tim Morten says layoffs are possible after Stormgate underperformsVia Game Developer // Reporting from Gamescom, Chris Kerr highlights a very candid conversation with Frost Giant's Tim Morten, acknowledging that its RTS Stormgate "underperformed" and the team might need to contract as a result. Has Tides of Tomorrow cracked the narrative multiplayer formula?Via Game Developer // In this feature from Tuesday, our senior editor Bryant Francis interviewed the team at Digixarton the creation of their upcoming Tides of Tomorrow and its promising take on narrative multiplayer.Related:
    #bioshock #layoffs #more #unknown #worlds
    BioShock 4 layoffs, more Unknown Worlds drama, and your Gamescom highlights - Patch Notes #19
    Hello and welcome to a new edition of Patch Notes, our friendlynews roundup. This is editor-in-chief Danielle Riendeau subbing in for senior news editor Chris Kerr, who has been boots on the ground at Gamescom this week, reporting from the show floor and generally getting down to business. It's been a busy week at Gamescom and far beyond, so without further ado, here are a few of the stories that have made the biggest splash in the last few days.2K is 'reducing the size' of BioShock 4 developer Cloud ChamberVia Jason Schreier on Bluesky/Game Developer // Bloomberg's Jason Schreier dropped the news on Bluesky this week, reporting on layoffs at Cloud Chamber, 2K's studio tasked with the next BioShock game. The news came a couple of weeks after Schreier's own report that a build of the game failed a publisher review, and employees were reportedly fearing for their jobs in the aftermath. A memo listing the layoffs also announced that Rod Fergusson would take over as Cloud Chamber's studio head, a strange mirror to the time he came in towards the end of the last BioShock's development to get it over the line.Update: Microsoft shuts down questions about layoffs and Israel ties at Gamescom 2025Via Game Developer // In the original story, your usual Patch Notes author attempted to ask a developer what it was like to work with Microsoft during a turbulent time, but the company's spokespeople quashed the question. Eventually, Microsoft offered more of a comment, which you can read in the updated story.Related:Unknown Worlds files lawsuit against ousted founders for allegedly downloading over 170,000 confidential filesVia Game Developer // The Unknown Worlds/Krafton saga has heated up once again, now with the conglomerate filing suit against the former team leaders, saying Cleveland, McGuire, and Gill downloaded "substantial volumes" of undisclosed confidential company information as they left. It's an increasingly complicated tale, broken down step-by-step here in the story.Frost Giant CEO Tim Morten says layoffs are possible after Stormgate underperformsVia Game Developer // Reporting from Gamescom, Chris Kerr highlights a very candid conversation with Frost Giant's Tim Morten, acknowledging that its RTS Stormgate "underperformed" and the team might need to contract as a result. Has Tides of Tomorrow cracked the narrative multiplayer formula?Via Game Developer // In this feature from Tuesday, our senior editor Bryant Francis interviewed the team at Digixarton the creation of their upcoming Tides of Tomorrow and its promising take on narrative multiplayer.Related: #bioshock #layoffs #more #unknown #worlds
    BioShock 4 layoffs, more Unknown Worlds drama, and your Gamescom highlights - Patch Notes #19
    www.gamedeveloper.com
    Hello and welcome to a new edition of Patch Notes, our friendly (and weekly) news roundup. This is editor-in-chief Danielle Riendeau subbing in for senior news editor Chris Kerr, who has been boots on the ground at Gamescom this week, reporting from the show floor and generally getting down to business. It's been a busy week at Gamescom and far beyond, so without further ado, here are a few of the stories that have made the biggest splash in the last few days.2K is 'reducing the size' of BioShock 4 developer Cloud ChamberVia Jason Schreier on Bluesky/Game Developer // Bloomberg's Jason Schreier dropped the news on Bluesky this week, reporting on layoffs at Cloud Chamber, 2K's studio tasked with the next BioShock game. The news came a couple of weeks after Schreier's own report that a build of the game failed a publisher review, and employees were reportedly fearing for their jobs in the aftermath. A memo listing the layoffs also announced that Rod Fergusson would take over as Cloud Chamber's studio head, a strange mirror to the time he came in towards the end of the last BioShock's development to get it over the line.Update: Microsoft shuts down questions about layoffs and Israel ties at Gamescom 2025Via Game Developer // In the original story, your usual Patch Notes author attempted to ask a developer what it was like to work with Microsoft during a turbulent time (given the company's recent mass layoffs, and controversy around its ties to the IDF's military surveillance agency), but the company's spokespeople quashed the question. Eventually, Microsoft offered more of a comment, which you can read in the updated story.Related:Unknown Worlds files lawsuit against ousted founders for allegedly downloading over 170,000 confidential filesVia Game Developer // The Unknown Worlds/Krafton saga has heated up once again, now with the conglomerate filing suit against the former team leaders, saying Cleveland, McGuire, and Gill downloaded "substantial volumes" of undisclosed confidential company information as they left. It's an increasingly complicated tale, broken down step-by-step here in the story.Frost Giant CEO Tim Morten says layoffs are possible after Stormgate underperformsVia Game Developer // Reporting from Gamescom, Chris Kerr highlights a very candid conversation with Frost Giant's Tim Morten, acknowledging that its RTS Stormgate "underperformed" and the team might need to contract as a result. Has Tides of Tomorrow cracked the narrative multiplayer formula?Via Game Developer // In this feature from Tuesday, our senior editor Bryant Francis interviewed the team at Digixart (creators of Road 96) on the creation of their upcoming Tides of Tomorrow and its promising take on narrative multiplayer.Related:
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  • Arkane dev calls out Microsoft for silence over open letter protesting IDF ties

    An anonymous Arkane developer is alleging that Microsoft—the studio's parent company—has yet to issue any response to an August 12 open letter signed by workers calling for an end to its alleged relationship with the Israeli military. That relationship was uncovered by news outlets The Guardian, +972 Magazine, and Local Call in a joint investigation that alleged the Israeli spy agency Unit 8200 has used Microsoft's Azure cloud platform to surveil phone calls made by Palestinians in Gaza and the West Bank.The Israeli Defense Forceshave reportedly used information from those calls to coordinate airstrikes and "shape operations" of military forces in both regions. Arkane employees unionized under Syndicat des Travailleureuses du Jeu Vidéojoined other Microsoft employees in protesting these contracts—but the only answer they've received is silence.This information comes from Stephen Totilo at Game File, who spoke with an anonymous Arkane developer who went by the pseudonym "Manon." "No one has responded directly to our open letter, neither Microsoft, nor Bethesda, nor Arkane leadership," Manon told Game File. He said that the only acknowledgement came after the subject was brought up on the studio's internal chat system. "Arkane leadership invited everyone to be considerate when expressing their opinion, to maintain a peaceful exchange on the subject. They did not address the letter itself and remained neutral."Related:That silence has persisted over the past 10 days. Manon said that Microsoft was given a few hours' advance notice that workers were going public with their concerns. Despite that extra time, it's issued no internal response.Xbox has kept quiet on Microsoft's military contractsOn April 15, Microsoft announced it was undertaking a "formal review" of its contracts with the IDF. But even as more game developers join the ranks of employees protesting its role in the Gaza invasion, Xbox Game Studios has stayed strictly silent on the matter. The company only replied to our repeated quests for comment after Game Developer senior news editor Chris Kerr raised the topic during during our interview with Grounded 2 game director Chris Parker and Eidos Montreal creative director Justin Vazquez at Gamescom this week.During that conversation, PR representatives did not allow Vazquez and Parker to answer the question, later referring us back to Microsoft's April 15 blog.Said representatives also discouraged questions about Microsoft's decision to lay off over 9,000 employees on July 2, many of them employees of Xbox Game Studios subsidiaries like King and Zenimax. These layoffs also impacted the timing of the open letter published by the STJV workers at Arkane. Manon told Game File that the group was concerned the letter would be "muted" by the layoff news.Related:"Since then, it has been very difficult to find the correct timing, knowing that the situation in Gaza was deteriorating rapidly."Game Developer has reached out to Microsoft for comment on this story and will issue an update after the company responds.
    #arkane #dev #calls #out #microsoft
    Arkane dev calls out Microsoft for silence over open letter protesting IDF ties
    An anonymous Arkane developer is alleging that Microsoft—the studio's parent company—has yet to issue any response to an August 12 open letter signed by workers calling for an end to its alleged relationship with the Israeli military. That relationship was uncovered by news outlets The Guardian, +972 Magazine, and Local Call in a joint investigation that alleged the Israeli spy agency Unit 8200 has used Microsoft's Azure cloud platform to surveil phone calls made by Palestinians in Gaza and the West Bank.The Israeli Defense Forceshave reportedly used information from those calls to coordinate airstrikes and "shape operations" of military forces in both regions. Arkane employees unionized under Syndicat des Travailleureuses du Jeu Vidéojoined other Microsoft employees in protesting these contracts—but the only answer they've received is silence.This information comes from Stephen Totilo at Game File, who spoke with an anonymous Arkane developer who went by the pseudonym "Manon." "No one has responded directly to our open letter, neither Microsoft, nor Bethesda, nor Arkane leadership," Manon told Game File. He said that the only acknowledgement came after the subject was brought up on the studio's internal chat system. "Arkane leadership invited everyone to be considerate when expressing their opinion, to maintain a peaceful exchange on the subject. They did not address the letter itself and remained neutral."Related:That silence has persisted over the past 10 days. Manon said that Microsoft was given a few hours' advance notice that workers were going public with their concerns. Despite that extra time, it's issued no internal response.Xbox has kept quiet on Microsoft's military contractsOn April 15, Microsoft announced it was undertaking a "formal review" of its contracts with the IDF. But even as more game developers join the ranks of employees protesting its role in the Gaza invasion, Xbox Game Studios has stayed strictly silent on the matter. The company only replied to our repeated quests for comment after Game Developer senior news editor Chris Kerr raised the topic during during our interview with Grounded 2 game director Chris Parker and Eidos Montreal creative director Justin Vazquez at Gamescom this week.During that conversation, PR representatives did not allow Vazquez and Parker to answer the question, later referring us back to Microsoft's April 15 blog.Said representatives also discouraged questions about Microsoft's decision to lay off over 9,000 employees on July 2, many of them employees of Xbox Game Studios subsidiaries like King and Zenimax. These layoffs also impacted the timing of the open letter published by the STJV workers at Arkane. Manon told Game File that the group was concerned the letter would be "muted" by the layoff news.Related:"Since then, it has been very difficult to find the correct timing, knowing that the situation in Gaza was deteriorating rapidly."Game Developer has reached out to Microsoft for comment on this story and will issue an update after the company responds. #arkane #dev #calls #out #microsoft
    Arkane dev calls out Microsoft for silence over open letter protesting IDF ties
    www.gamedeveloper.com
    An anonymous Arkane developer is alleging that Microsoft—the studio's parent company—has yet to issue any response to an August 12 open letter signed by workers calling for an end to its alleged relationship with the Israeli military. That relationship was uncovered by news outlets The Guardian, +972 Magazine, and Local Call in a joint investigation that alleged the Israeli spy agency Unit 8200 has used Microsoft's Azure cloud platform to surveil phone calls made by Palestinians in Gaza and the West Bank.The Israeli Defense Forces (IDF) have reportedly used information from those calls to coordinate airstrikes and "shape operations" of military forces in both regions. Arkane employees unionized under Syndicat des Travailleureuses du Jeu Vidéo (STJV) joined other Microsoft employees in protesting these contracts—but the only answer they've received is silence.This information comes from Stephen Totilo at Game File, who spoke with an anonymous Arkane developer who went by the pseudonym "Manon." "No one has responded directly to our open letter, neither Microsoft, nor Bethesda, nor Arkane leadership," Manon told Game File. He said that the only acknowledgement came after the subject was brought up on the studio's internal chat system. "Arkane leadership invited everyone to be considerate when expressing their opinion, to maintain a peaceful exchange on the subject. They did not address the letter itself and remained neutral."Related:That silence has persisted over the past 10 days. Manon said that Microsoft was given a few hours' advance notice that workers were going public with their concerns. Despite that extra time, it's issued no internal response.Xbox has kept quiet on Microsoft's military contractsOn April 15, Microsoft announced it was undertaking a "formal review" of its contracts with the IDF. But even as more game developers join the ranks of employees protesting its role in the Gaza invasion, Xbox Game Studios has stayed strictly silent on the matter. The company only replied to our repeated quests for comment after Game Developer senior news editor Chris Kerr raised the topic during during our interview with Grounded 2 game director Chris Parker and Eidos Montreal creative director Justin Vazquez at Gamescom this week.During that conversation, PR representatives did not allow Vazquez and Parker to answer the question, later referring us back to Microsoft's April 15 blog.Said representatives also discouraged questions about Microsoft's decision to lay off over 9,000 employees on July 2, many of them employees of Xbox Game Studios subsidiaries like King and Zenimax. These layoffs also impacted the timing of the open letter published by the STJV workers at Arkane. Manon told Game File that the group was concerned the letter would be "muted" by the layoff news.Related:"Since then, it has been very difficult to find the correct timing, knowing that the situation in Gaza was deteriorating rapidly."Game Developer has reached out to Microsoft for comment on this story and will issue an update after the company responds.
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  • Winners of the Showcase Competition

    1st place — Feixiang LongThis work is a secondary design inspired by Toothwu's original artwork, infused with numerous personal touches.2nd place — BaiTong LIAttic Studio is an interior Unreal Engine environment, inspired by the Resident Evil series.3rd place — Ouanes BilalThe main character of Grendizer: The Feast of the Wolves.Portfolio review with José VegaJose Vega is the founder and Senior Concept Artist of Worldbuilders Workshop, working mainly in the video games and film industry. Some of his clients include: Hirez Studios, Replicas, Shy the Sun, Wizards of the Coast, Cryptozoic Entertainment, Blur Entertainment, and others.The exact date of the Live Event will be announced soon. Stay tuned!A huge congratulations to our winners and heartfelt thanks to all the amazing creators who took part! Your talent keeps our community inspired and energized. Want to explore more outstanding projects? Join us on Discord and stay tuned for the next 80 Level challenge!
    #winners #showcase #competition
    Winners of the Showcase Competition
    1st place — Feixiang LongThis work is a secondary design inspired by Toothwu's original artwork, infused with numerous personal touches.2nd place — BaiTong LIAttic Studio is an interior Unreal Engine environment, inspired by the Resident Evil series.3rd place — Ouanes BilalThe main character of Grendizer: The Feast of the Wolves.Portfolio review with José VegaJose Vega is the founder and Senior Concept Artist of Worldbuilders Workshop, working mainly in the video games and film industry. Some of his clients include: Hirez Studios, Replicas, Shy the Sun, Wizards of the Coast, Cryptozoic Entertainment, Blur Entertainment, and others.The exact date of the Live Event will be announced soon. Stay tuned!A huge congratulations to our winners and heartfelt thanks to all the amazing creators who took part! Your talent keeps our community inspired and energized. Want to explore more outstanding projects? Join us on Discord and stay tuned for the next 80 Level challenge! #winners #showcase #competition
    Winners of the Showcase Competition
    80.lv
    1st place — Feixiang LongThis work is a secondary design inspired by Toothwu's original artwork, infused with numerous personal touches.2nd place — BaiTong LIAttic Studio is an interior Unreal Engine environment, inspired by the Resident Evil series.3rd place — Ouanes BilalThe main character of Grendizer: The Feast of the Wolves.Portfolio review with José VegaJose Vega is the founder and Senior Concept Artist of Worldbuilders Workshop, working mainly in the video games and film industry. Some of his clients include: Hirez Studios, Replicas, Shy the Sun, Wizards of the Coast, Cryptozoic Entertainment, Blur Entertainment, and others.The exact date of the Live Event will be announced soon. Stay tuned!A huge congratulations to our winners and heartfelt thanks to all the amazing creators who took part! Your talent keeps our community inspired and energized. Want to explore more outstanding projects? Join us on Discord and stay tuned for the next 80 Level challenge!
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  • Battlefield 6's Movement Changes Are "Not Drastic," Says Dev

    If you've been using the jump button a little too often in the Battlefield 6 beta, then you're going to notice some changes upon launch. DICE has announced that there's now a penalty for making consecutive jumps that lowers the jump height. Momentum carried from a slide into a jump has also been tweaked to reduce its speed. Nevertheless, Battlefield 6 principal game designer Florian "DRUNKKZ3" Le Bihan wants players to know that the movement changes "are not drastic.""Movement is also getting more responsive in general in places that have felt a bit clunky before. so there is a lot more that is getting quality improvementspolish in this same area," wrote Le Bihan on X. "Adding diminishing returns to jumping is what we're actually doing, an initial slide or an initial jumps will not be affected. We're still trying to retain depth to movement with some skill curve to it, just making sure it doesn't become insane."The Battlefield 6 devs also recently defended the changes to Rush mode in the beta, including smaller lobbies of 24 players for 12v12 matches. According to the programing team, Rush mode doesn't work as well with more than 24 players at a time.Continue Reading at GameSpot
    #battlefield #6039s #movement #changes #are
    Battlefield 6's Movement Changes Are "Not Drastic," Says Dev
    If you've been using the jump button a little too often in the Battlefield 6 beta, then you're going to notice some changes upon launch. DICE has announced that there's now a penalty for making consecutive jumps that lowers the jump height. Momentum carried from a slide into a jump has also been tweaked to reduce its speed. Nevertheless, Battlefield 6 principal game designer Florian "DRUNKKZ3" Le Bihan wants players to know that the movement changes "are not drastic.""Movement is also getting more responsive in general in places that have felt a bit clunky before. so there is a lot more that is getting quality improvementspolish in this same area," wrote Le Bihan on X. "Adding diminishing returns to jumping is what we're actually doing, an initial slide or an initial jumps will not be affected. We're still trying to retain depth to movement with some skill curve to it, just making sure it doesn't become insane."The Battlefield 6 devs also recently defended the changes to Rush mode in the beta, including smaller lobbies of 24 players for 12v12 matches. According to the programing team, Rush mode doesn't work as well with more than 24 players at a time.Continue Reading at GameSpot #battlefield #6039s #movement #changes #are
    Battlefield 6's Movement Changes Are "Not Drastic," Says Dev
    www.gamespot.com
    If you've been using the jump button a little too often in the Battlefield 6 beta, then you're going to notice some changes upon launch. DICE has announced that there's now a penalty for making consecutive jumps that lowers the jump height. Momentum carried from a slide into a jump has also been tweaked to reduce its speed. Nevertheless, Battlefield 6 principal game designer Florian "DRUNKKZ3" Le Bihan wants players to know that the movement changes "are not drastic.""Movement is also getting more responsive in general in places that have felt a bit clunky before. so there is a lot more that is getting quality improvements [and] polish in this same area," wrote Le Bihan on X. "Adding diminishing returns to jumping is what we're actually doing, an initial slide or an initial jumps will not be affected. We're still trying to retain depth to movement with some skill curve to it, just making sure it doesn't become insane."The Battlefield 6 devs also recently defended the changes to Rush mode in the beta, including smaller lobbies of 24 players for 12v12 matches. According to the programing team, Rush mode doesn't work as well with more than 24 players at a time.Continue Reading at GameSpot
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  • واش راكم يا جماعة؟ اليوم حبيت نشارك معاكم خبر جديد من Bread Financial!

    في 21 أوت، الشركة أعلنت على انتهاء العروض النقدية الخاصة بها، واللي كانت جالسة تديرها منذ 24 جويلية. يعني، الناس لي قدّمت على السندات، كيما 9.750% Senior Notes و8.375% Fixed-Rate Reset Subordinated Notes، لازم يعرفوا أن العملية كملت. شوية تفاصيل لكن تكون مهمة للناس اللي تتبع السوق المالي.

    شخصياً، دايمًا نحب نتابع الأحداث هاذي، لأنها تعطيك نظرة على كيفاش ممكن الأسواق تتغير من يوم ليوم. كيما حولنا للبيزنس، المهم تكون ديما مُطلع على الجديد!

    فكروا في هاذ الأمور، يمكن يكون عندكم فرصة جديدة قريب.

    https://www.globenewswire.com/news-release/2025/08/22/3137784/0/en/Bread-Financial-Announces-Expiration-and-Results-of-Its-Previously-Announced-Cash-Tender-Offers.html
    #أسواق_مالية #BreadFinancial #Investments #
    🤔 واش راكم يا جماعة؟ اليوم حبيت نشارك معاكم خبر جديد من Bread Financial! في 21 أوت، الشركة أعلنت على انتهاء العروض النقدية الخاصة بها، واللي كانت جالسة تديرها منذ 24 جويلية. يعني، الناس لي قدّمت على السندات، كيما 9.750% Senior Notes و8.375% Fixed-Rate Reset Subordinated Notes، لازم يعرفوا أن العملية كملت. شوية تفاصيل لكن تكون مهمة للناس اللي تتبع السوق المالي. شخصياً، دايمًا نحب نتابع الأحداث هاذي، لأنها تعطيك نظرة على كيفاش ممكن الأسواق تتغير من يوم ليوم. كيما حولنا للبيزنس، المهم تكون ديما مُطلع على الجديد! فكروا في هاذ الأمور، يمكن يكون عندكم فرصة جديدة قريب. https://www.globenewswire.com/news-release/2025/08/22/3137784/0/en/Bread-Financial-Announces-Expiration-and-Results-of-Its-Previously-Announced-Cash-Tender-Offers.html #أسواق_مالية #BreadFinancial #Investments #
    www.globenewswire.com
    COLUMBUS, Ohio, Aug. 22, 2025 (GLOBE NEWSWIRE) -- Bread Financial Holdings, Inc. (NYSE: BFH) (“Bread Financial” or the “Company”) announced that its previously announced cash tender offers (the “Tender Offers”) described in the Offer to Purchase, d
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  • RIKEN, Japan’s Leading Science Institute, Taps Fujitsu and NVIDIA for Next Flagship Supercomputer

    Japan is once again building a landmark high-performance computing system — not simply by chasing speed, but by rethinking how technology can best serve the nation’s most urgent scientific needs.
    At the FugakuNEXT International Initiative Launch Ceremony held in Tokyo on Aug. 22, leaders from RIKEN, Japan’s top research institute, announced the start of an international collaboration with Fujitsu and NVIDIA to co-design FugakuNEXT, the successor to the world-renowned supercomputer, Fugaku.
    Awarded early in the process, the contract enables the partners to work side by side in shaping the system’s architecture to address Japan’s most critical research priorities — from earth systems modeling and disaster resilience to drug discovery and advanced manufacturing.
    More than an upgrade, the effort will highlight Japan’s embrace of modern AI and showcase Japanese innovations that can be harnessed by researchers and enterprises across the globe.
    The ceremony featured remarks from the initiative’s leaders, RIKEN President Makoto Gonokami and Satoshi Matsuoka, director of the RIKEN Center for Computational Science and one of Japan’s most respected high-performance computing architects.
    Fujitsu Chief Technology Officer Vivek Mahajan attended, emphasizing the company’s role in advancing Japan’s computing capabilities.
    Ian Buck, vice president of hyperscale and high-performance computing at NVIDIA, attended in person as well to discuss the collaborative design approach and how the resulting platform will serve as a foundation for innovation well into the next decade.
    Momentum has been building. When NVIDIA founder and CEO Jensen Huang touched down in Tokyo last year, he called on Japan to seize the moment — to put NVIDIA’s latest technologies to work building its own AI, on its own soil, with its own infrastructure.
    FugakuNEXT answers that call, drawing on NVIDIA’s whole software stack —  from NVIDIA CUDA-X libraries such as NVIDIA cuQuantum for quantum simulation, RAPIDS for data science, NVIDIA TensorRT for high-performance inference and NVIDIA NeMo for large language model development, to other domain-specific software development kits tailored for science and industry.
    Innovations pioneered on FugakuNEXT could become blueprints for the world.
    What’s Inside
    FugakuNEXT will be a hybrid AI-HPC system, combining simulation and AI workloads.
    It will feature FUJITSU-MONAKA-X CPUs, which can be paired with NVIDIA technologies using NVLink Fusion, new silicon enabling high-bandwidth connections between Fujitsu’s CPUs and NVIDIA’s architecture.
    The system will be built for speed, scale and efficiency.
    What It Will Do
    FugakuNEXT will support a wide range of applications — such as automating hypothesis generation, code creation and experiment simulation.

    Scientific research: Accelerating simulations with surrogate models and physics-informed neural networks.
    Manufacturing: Using AI to learn from simulations to generate efficient and aesthetically pleasing designs faster than ever before.
    Earth systems modeling: aiding disaster preparedness and prediction for earthquakes and severe weather, and more.

    RIKEN, Fujitsu and NVIDIA will collaborate on software developments, including tools for mixed-precision computing, continuous benchmarking, and performance optimization.
    FugakuNEXT isn’t just a technical upgrade — it’s a strategic investment in Japan’s future.
    Backed by Japan’s MEXT, it will serve universities, government agencies, and industry partners nationwide.
    It marks the start of a new era in Japanese supercomputing — one built on sovereign infrastructure, global collaboration, and a commitment to scientific leadership.
    Image courtesy of RIKEN
    #riken #japans #leading #science #institute
    RIKEN, Japan’s Leading Science Institute, Taps Fujitsu and NVIDIA for Next Flagship Supercomputer
    Japan is once again building a landmark high-performance computing system — not simply by chasing speed, but by rethinking how technology can best serve the nation’s most urgent scientific needs. At the FugakuNEXT International Initiative Launch Ceremony held in Tokyo on Aug. 22, leaders from RIKEN, Japan’s top research institute, announced the start of an international collaboration with Fujitsu and NVIDIA to co-design FugakuNEXT, the successor to the world-renowned supercomputer, Fugaku. Awarded early in the process, the contract enables the partners to work side by side in shaping the system’s architecture to address Japan’s most critical research priorities — from earth systems modeling and disaster resilience to drug discovery and advanced manufacturing. More than an upgrade, the effort will highlight Japan’s embrace of modern AI and showcase Japanese innovations that can be harnessed by researchers and enterprises across the globe. The ceremony featured remarks from the initiative’s leaders, RIKEN President Makoto Gonokami and Satoshi Matsuoka, director of the RIKEN Center for Computational Science and one of Japan’s most respected high-performance computing architects. Fujitsu Chief Technology Officer Vivek Mahajan attended, emphasizing the company’s role in advancing Japan’s computing capabilities. Ian Buck, vice president of hyperscale and high-performance computing at NVIDIA, attended in person as well to discuss the collaborative design approach and how the resulting platform will serve as a foundation for innovation well into the next decade. Momentum has been building. When NVIDIA founder and CEO Jensen Huang touched down in Tokyo last year, he called on Japan to seize the moment — to put NVIDIA’s latest technologies to work building its own AI, on its own soil, with its own infrastructure. FugakuNEXT answers that call, drawing on NVIDIA’s whole software stack —  from NVIDIA CUDA-X libraries such as NVIDIA cuQuantum for quantum simulation, RAPIDS for data science, NVIDIA TensorRT for high-performance inference and NVIDIA NeMo for large language model development, to other domain-specific software development kits tailored for science and industry. Innovations pioneered on FugakuNEXT could become blueprints for the world. What’s Inside FugakuNEXT will be a hybrid AI-HPC system, combining simulation and AI workloads. It will feature FUJITSU-MONAKA-X CPUs, which can be paired with NVIDIA technologies using NVLink Fusion, new silicon enabling high-bandwidth connections between Fujitsu’s CPUs and NVIDIA’s architecture. The system will be built for speed, scale and efficiency. What It Will Do FugakuNEXT will support a wide range of applications — such as automating hypothesis generation, code creation and experiment simulation. Scientific research: Accelerating simulations with surrogate models and physics-informed neural networks. Manufacturing: Using AI to learn from simulations to generate efficient and aesthetically pleasing designs faster than ever before. Earth systems modeling: aiding disaster preparedness and prediction for earthquakes and severe weather, and more. RIKEN, Fujitsu and NVIDIA will collaborate on software developments, including tools for mixed-precision computing, continuous benchmarking, and performance optimization. FugakuNEXT isn’t just a technical upgrade — it’s a strategic investment in Japan’s future. Backed by Japan’s MEXT, it will serve universities, government agencies, and industry partners nationwide. It marks the start of a new era in Japanese supercomputing — one built on sovereign infrastructure, global collaboration, and a commitment to scientific leadership. Image courtesy of RIKEN #riken #japans #leading #science #institute
    RIKEN, Japan’s Leading Science Institute, Taps Fujitsu and NVIDIA for Next Flagship Supercomputer
    blogs.nvidia.com
    Japan is once again building a landmark high-performance computing system — not simply by chasing speed, but by rethinking how technology can best serve the nation’s most urgent scientific needs. At the FugakuNEXT International Initiative Launch Ceremony held in Tokyo on Aug. 22, leaders from RIKEN, Japan’s top research institute, announced the start of an international collaboration with Fujitsu and NVIDIA to co-design FugakuNEXT, the successor to the world-renowned supercomputer, Fugaku. Awarded early in the process, the contract enables the partners to work side by side in shaping the system’s architecture to address Japan’s most critical research priorities — from earth systems modeling and disaster resilience to drug discovery and advanced manufacturing. More than an upgrade, the effort will highlight Japan’s embrace of modern AI and showcase Japanese innovations that can be harnessed by researchers and enterprises across the globe. The ceremony featured remarks from the initiative’s leaders, RIKEN President Makoto Gonokami and Satoshi Matsuoka, director of the RIKEN Center for Computational Science and one of Japan’s most respected high-performance computing architects. Fujitsu Chief Technology Officer Vivek Mahajan attended, emphasizing the company’s role in advancing Japan’s computing capabilities. Ian Buck, vice president of hyperscale and high-performance computing at NVIDIA, attended in person as well to discuss the collaborative design approach and how the resulting platform will serve as a foundation for innovation well into the next decade. Momentum has been building. When NVIDIA founder and CEO Jensen Huang touched down in Tokyo last year, he called on Japan to seize the moment — to put NVIDIA’s latest technologies to work building its own AI, on its own soil, with its own infrastructure. FugakuNEXT answers that call, drawing on NVIDIA’s whole software stack —  from NVIDIA CUDA-X libraries such as NVIDIA cuQuantum for quantum simulation, RAPIDS for data science, NVIDIA TensorRT for high-performance inference and NVIDIA NeMo for large language model development, to other domain-specific software development kits tailored for science and industry. Innovations pioneered on FugakuNEXT could become blueprints for the world. What’s Inside FugakuNEXT will be a hybrid AI-HPC system, combining simulation and AI workloads. It will feature FUJITSU-MONAKA-X CPUs, which can be paired with NVIDIA technologies using NVLink Fusion, new silicon enabling high-bandwidth connections between Fujitsu’s CPUs and NVIDIA’s architecture. The system will be built for speed, scale and efficiency. What It Will Do FugakuNEXT will support a wide range of applications — such as automating hypothesis generation, code creation and experiment simulation. Scientific research: Accelerating simulations with surrogate models and physics-informed neural networks. Manufacturing: Using AI to learn from simulations to generate efficient and aesthetically pleasing designs faster than ever before. Earth systems modeling: aiding disaster preparedness and prediction for earthquakes and severe weather, and more. RIKEN, Fujitsu and NVIDIA will collaborate on software developments, including tools for mixed-precision computing, continuous benchmarking, and performance optimization. FugakuNEXT isn’t just a technical upgrade — it’s a strategic investment in Japan’s future. Backed by Japan’s MEXT (Ministry of Education, Culture, Sports, Science and Technology), it will serve universities, government agencies, and industry partners nationwide. It marks the start of a new era in Japanese supercomputing — one built on sovereign infrastructure, global collaboration, and a commitment to scientific leadership. Image courtesy of RIKEN
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