• How to Complete Champion's Road 2025 Quests in Fortnite

    Epic Games has been hosting the Champions Road event in Fortnite since the start of August, and it is live until September. The event is meant to celebrate the Fortnite Global Championship and incentivize players to engage in competitive play. During this event, several tournaments and cups have made a return, giving players another chance to earn free items that they might've missed.
    #how #complete #champion039s #road #quests
    How to Complete Champion's Road 2025 Quests in Fortnite
    Epic Games has been hosting the Champions Road event in Fortnite since the start of August, and it is live until September. The event is meant to celebrate the Fortnite Global Championship and incentivize players to engage in competitive play. During this event, several tournaments and cups have made a return, giving players another chance to earn free items that they might've missed. #how #complete #champion039s #road #quests
    How to Complete Champion's Road 2025 Quests in Fortnite
    gamerant.com
    Epic Games has been hosting the Champions Road event in Fortnite since the start of August, and it is live until September. The event is meant to celebrate the Fortnite Global Championship and incentivize players to engage in competitive play. During this event, several tournaments and cups have made a return, giving players another chance to earn free items that they might've missed.
    Like
    Love
    Wow
    Sad
    Angry
    1K
    · 2 Comments ·0 Shares
  • Ready Set Play promotion comes to PlayStation Store Aug 27

    PlayStation Store welcomes an all-new promotion, starting August 27. For a limited time*, Ready, Set, Play will offer a vast selection of games, including blockbuster franchises, acclaimed indies and standalone greats, at discount. The question then is, where do you start?

    We’re here to help you with the answer. Browse a selection of games on offer below, then when the promotion goes live, head to PlayStation Store to discover your regional discount.

    A Fisherman’s Tale 2

    A Plague Tale: Innocence

    Abyss Odyssey: Extended Dream Edition

    AC Mirage + Valhalla Bundle

    Actraiser Renaissance

    Ad Infinitum – Nightmare Edition

    AEW: Fight Forever – Ultimate Edition

    After the Fall

    After the FallAge of Empires II: Definitive Edition Premium Edition

    Age of Mythology: Retold

    Alan Wake 2 Deluxe Edition

    Alba: A Wildlife Adventure

    Alien: Isolation – The Collection

    Aliens: Dark Descent

    Alone in the Dark – Digital Deluxe Edition

    AO Tennis 2

    Arizona Sunshine® Remake

    Arkane Collection PS5

    Assassin’s Creed III Remastered

    Assassin’s Creed IV: Black Flag

    Assassin’s Creed Odyssey – Deluxe Edition

    Assassin’s Creed Odyssey – Gold Edition

    Assassin’s Creed Origins – Deluxe Edition

    Assassin’s Creed Origins – Season Pass

    Astria Ascending

    Atomic Heart – Premium Edition

    Atomic Heart – Standard Edition

    Attractio

    Avatar: Frontiers of Pandora Deluxe Edition

    Avatar: Frontiers of Pandora Gold Edition

    Away: Journey to the Unexpected

    Balatro

    Banishers: Ghosts of New Eden

    Barbie Project Friendship™

    Batman: Arkham VR

    Call of Duty: Advanced Warfare – Digital Pro EditionCall of Duty: Black Ops 4

    Call of Duty: Black Ops III – Zombies Chronicles Edition

    Call of Duty: Infinite Warfare – Digital Deluxe Edition

    Call of Duty: WWII – Digital Deluxe

    Call of Duty®: Modern Warfare®

    Capcom Collab Pack

    Captain Tsubasa: Rise of New Champions – Deluxe Edition

    Car Mechanic Simulator 2021 DLC MegaPack

    Caravan Sandwitch

    Cassiodora

    Children of Morta

    Children of Zodiarcs

    Chroma Squad

    Chronos: Before the Ashes

    Cobra Kai 2: Dojos Rising – Nemesis Edition

    College Football 26 Deluxe Edition

    Commandos 2 & Commandos 3 – Bundle Digital

    Commandos: Origins – Deluxe Edition

    CONSCRIPT

    CRISIS CORE –FINAL FANTASY VII– REUNION DIGITAL DELUXE EDITION

    Cult of the Lamb

    Cyberpunk 2077

    CYGNI: All Guns Blazing

    Dead Island 2 Main Game

    Dead Rising 4: Frank’s Big Package

    Dead Space

    Death Stranding Director’s Cut

    DEATHLOOPDeliver At All Costs

    Demon’s Souls

    Destiny 2: Year of Prophecy Edition

    Destroy All Humans!

    Devil May Cry 4 Special Edition

    Devil May Cry HD Collection

    Diablo® IV Vessel of Hatred Deluxe Edition

    Digital Deluxe Edition

    DiRT Rally 2.0: Game of the Year Edition

    Disciples: Liberation Digital Deluxe Edition

    Dishonored 2

    Dishonored®: Death of the Outsider™ – Deluxe Bundle

    Dissidia Final Fantasy NT – Digital Deluxe Edition

    Dissidia Final Fantasy NT – Season Pass

    DmC: Devil May Cry – Definitive Edition

    DMC5SE – Complete In-game Unlock Bundle

    Downward

    Dragon Age: Inquisition Deluxe Edition

    Dragon Ball FighterZ – FighterZ Pass

    Dragon Ball FighterZDragon Ball Xenoverse

    Dragon Ball Xenoverse 2Dragon Ball Z: Kakarot – Season Pass

    Dragonage: The Veilguard – Standard Edition

    Dragon’s Dogma 2_DeluxeEdition

    Dragon’s Dogma: Dark Arisen

    DreamWorks Dragons: Legends of The Nine Realms

    DREDGE

    DREDGE: Expansion Bundle

    Duke Nukem 3D: 20th Anniversary World Tour

    Dummy Title

    Dungeon Rushers

    Dungeons 4

    Dying Light – Essentials Edition

    Elypse

    Exoprimal Survival Pass Premium Tier Bundle

    Expeditions – Supreme Edition

    Expeditions: A MudRunner Game

    F1 25

    Fabledom

    Fade to Silence

    Fallout 4 – Season Pass Bundle Re-Launch

    Fallout 4: Game of the Year Edition

    Fallout 76

    Far Cry 3: Classic Edition

    Far Cry 4

    Far Cry 5 – Season Pass

    Far Cry New Dawn – Ultimate Edition

    Far Cry® 6 – Game of the Year Edition

    FAR CRY®6 Standard Edition

    Final Fantasy VII Remake

    FINAL FANTASY VII REMAKE & REBIRTH Twin Pack

    FINAL FANTASY VII REMAKE INTERGRADE

    Fist of the North Star: Lost Paradise

    For Honor – Year 8 Standard Edition

    Forspoken Digital Deluxe Edition

    Fort Solis

    FREEDOM WARS Remastered

    Funko Fusion – Mega Man Pack Bundle

    Gangs of Sherwood

    Garden Life: A Cozy Simulator

    Genesis Alpha One Deluxe Edition

    Get Even

    Ghost of a Tale

    Ghostrunner

    Ghostrunner 2

    Ghostrunner 2 Brutal Edition

    Ghostrunner PS5

    Ghosts ‘n Goblins Resurrection

    God of War III Remastered

    Godfall Ultimate Edition

    Gord – Deluxe Edition

    Gotham Knights

    Grand Theft Auto V: Premium Edition

    Gravel – Special Edition

    GRID LegendsGRID LegendsGris

    GTA Online + Single Player Unlock PS5

    GTA Trilogy PS4 & PS5 Digital Bundle

    Handball 17

    Hatsune Miku: Project DIVA Future Tone – Season Pass

    Hellsweeper VR – Deluxe Edition

    HITMAN World of Assassination – Upgrade Pack

    Homefront: The Revolution – Expansion Pass

    Hotel Renovator – Five Star Edition

    Hotel: A Resort Simulator

    House Builder

    House Builder Overtime

    Humankind Heritage Deluxe Edition

    Hunt: Showdown 1896 – Starter Edition

    Hunt: Showdown 1986 – Premium Edition

    Hunting Simulator 2 Elite Edition

    I Am Setsuna

    Ice Age: Scrat’s Nutty Adventure

    Immortals of Aveum – Deluxe Edition

    Indiana Jones and the Great Circle

    inFAMOUS First Light

    Infinity Strash: DRAGON QUEST The Adventure of Dai

    Infinity Strash: DRAGON QUEST The Adventure of Dai – Digital Deluxe Upgrade

    Injustice: Gods Among Us – Ultimate Edition

    Inscryption

    Instant Sports Winter Games

    Insurgency: Sandstorm

    Insurgency: Sandstorm – Gold Edition

    Insurgency: Sandstorm – Year 1 Pass

    It Takes Two PS4™ & PS5™

    Jeopardy!

    Jumanji: Wild Adventures

    Just Cause 3: XXL Edition

    Just Cause 4: Reloaded

    KCD 2 Main Game

    Kill The Bad Guy

    Kingdom Come: Deliverance – DLC Collection

    Kingdom Hearts HD 1.5 + 2.5 Remix

    KINGDOM HEARTS Melody of Memory

    Kingdoms of Amalur: Re-Reckoning

    Knack 2

    KOF XV Ultimate Edition

    L.A. Noire

    Legendary Fishing

    LEGO 2K Drive

    LEGO DC Super-Villains

    LEGO DC Super-Villains – Season Pass

    LEGO Marvel Super Heroes

    LEGO Marvel Super Heroes 2

    LEGO Marvel Super Heroes 2 – Season Pass

    LEGO Star Wars: The Force Awakens Deluxe Edition

    LEGO Star Wars: The Skywalker Saga – Galactic Edition

    LEGO The Incredibles

    LEGO® 2K Drive Standard Cross-Gen Edition

    Lethis – Path of Progress

    Life is Strange: Double Exposure

    Life is Strange: Double Exposure – Ultimate Edition

    Like a Dragon: Infinite Wealth PS4&PS5

    Like a Dragon: Infinite Wealth – Ultimate Edition

    Like a Dragon: Pirate Yakuza in Hawaii Deluxe Edition

    Lords of Exile

    Lost Eidolons – Standard

    Mafia Trilogy Bundle

    Mafia: Definitive Edition

    Mahjong

    Marvel’s Midnight Suns for PS4™

    Marvel’s Spider-Man – The City That Never Sleeps

    Mass Effect™ Legendary Edition

    Medieval Dynasty

    Mega Man Legacy Collection

    Mega Man Legacy Collection 2

    Mega Man X Legacy Collection

    Mega Man X Legacy Collection 2

    Mega Man Zero/ZX Legacy Collection

    Megaman Battle Network Legacy CollectionMerchant of the Skies

    Metal Wolf Chaos XD

    Metro 2033 Redux

    Metro Awakening

    Metro Awakening + Arizona Sunshine® 2

    Metro Exodus: Gold Edition

    Metro Saga Bundle

    Metro: Last Light Redux

    Middle-earth: Shadow of Mordor – Game of the Year Edition

    Middle-earth: Shadow of War – Definitive Edition

    Mindcop

    Minit

    Miraculous: Rise of the Sphinx

    Momonga Pinball Adventures

    Monopoly 2024

    Monster Energy Supercross: The Official Video Game 2

    Monster Energy Supercross: The Official Video Game 2 – Special Edition

    Monster High™ Skulltimate Secrets™

    Monster Jam Steel Titans

    Monster of the Deep: Final Fantasy XV

    Monster Truck Championship Rebel Hunter Edition

    Mortal Kombat 1

    Mortal Kombat 1: Definitive Edition Upgrade

    Mortal Kombat 11

    Mortal Kombat 11 Ultimate Add-On Bundle

    MotoGP 17

    Motorcycle Club

    Moving Out

    Moving Out + Moving Out 2 Bundle

    MudRunner – American Wilds Edition

    MXGP 2020 – The Official Motocross Videogame

    My Fantastic Ranch: Unicorn & Dragons

    My Friend Peppa Pig

    My Hero One’s Justice

    MY LITTLE PONY: A Maretime Bay Adventure

    Naruto Shippuden: Ultimate Ninja Storm 2

    Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst

    Naruto to Boruto: Shinobi Striker – Deluxe Edition

    Naruto: Ultimate Ninja Storm

    NBK Dungeon Master

    Need for Speed UnboundNeed for Speed™ Hot Pursuit Remastered

    Neon Abyss

    NeuroVoider

    New Tales from the Borderlands

    NFS Unbound – Complete Edition

    Ni no Kuni II: Revenant Kingdom

    Ni no Kuni II: Revenant Kingdom – Season Pass

    Nick Jr. Party Adventure

    Nickelodeon Kart Racers 3: Slime SpeedwayNioh

    No Man’s Sky PS4 & PS5

    Nobody Wants to Die

    Nocturnal

    Nova Strike

    OCTOPATH TRAVELER + OCTOPATH TRAVELER II Bundle

    Oh My Godheads

    OlliOlli World

    One Piece: Burning Blood

    One Piece: Grand Cruise

    One Piece: Pirate Warriors 4 – Deluxe Edition

    One Piece: World Seeker – Deluxe Edition

    Oninaki

    Out Of Space: Couch Edition

    OUTRIDERS PS4 & PS5

    Overcooked!

    Overcooked! All You Can Eat

    Overpass 2

    OVERPASS Deluxe Edition

    PAW Patrol Mighty Pups Adventure Bay

    Paw Patrol: Grand Prix

    Persona 3: Dancing in Moonlight

    Persona 4 Arena Ultimax

    Persona 5: Dancing in Starlight

    PGA TOUR 2K25

    PGA TOUR 2K25 Legend Edition

    Phoenix Wright: Ace Attorney Trilogy

    Pillars of Eternity: Complete Edition

    PJ Masks Power Heroes: Mighty Alliance

    Plants vs. Zombies: Garden Warfare 2

    Portal Knights: Legendary Edition

    Portkey Games Hogwarts Legacy

    Powerwash Simulator

    Pure Farming 2018 – Deluxe Edition

    Puyo Puyo Champions

    Puyo Puyo Tetris

    Puyo Puyo Tetris 2 PS4 & PS5

    Rabbids Invasion – Gold Edition

    Rabbids Party of Legends

    RAD

    RAGE 2: Deluxe Edition

    Railway Empire 2

    RAINBOW HIGH™: RUNWAY RUSH

    Rainbow Six Extraction Deluxe Edition

    Rainbow Six Extraction Standard Edition

    Ratchet & Clank: Rift Apart

    Rayman Legends

    Ready or Not

    Ready or Not: Digital Deluxe Edition

    Ready or Not: Mission Pass

    Recompile

    Red Dead Online

    Red Dead Redemption 2

    Red Dead Redemption 2: Story Mode

    Remnant: From the Ashes – Complete Edition

    Returnal Digital Deluxe Edition

    Ride 3

    RiMS Racing

    Risen

    Risen 3: Titan Lords – Enhanced Edition

    Risk of Rain

    Risk of Rain 2

    RoadCraft

    RoboCop: Rogue City

    Rogue Spirit

    Romancing SaGa -Minstrel Song- Remastered PS4 & PS5

    Ryan’s Rescue Squad

    SaGa Emerald Beyond PS5&PS4

    Saints Row

    SCARLET NEXUS Ultimate Edition

    Sea of Thieves: 2025 Premium Edition

    SERIAL CLEANERS

    Session – Year One Complete Edition

    Shape of the World

    Shattered: Tale of the Forgotten King

    Shin Megami Tensei III Nocturne HD Remaster

    Ship of Fools

    Sid Meier’s Civilization® VIISkabma – Snowfall

    Skull & Bones

    Skyrim Anniversary Edition + Fallout 4 G.O.T.Y Bundle

    Sniper Elite V2 Remastered

    Sniper Elite: Resistance Deluxe Edition

    SnowRunner – 2 Year Anniversary Edition

    Solitaire

    Sonic Forces

    Soulcalibur VI – Deluxe Edition

    Souldiers

    South of the Circle

    South Park: The Fractured but Whole

    South Park: The Fractured but Whole – Season Pass

    Spacebase Startopia – PS4 & PS5

    Spirit Mancer

    Spirit of the Island

    Splasher

    SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated

    SpongeBob SquarePants: The Cosmic Shake

    STAR OCEAN THE DIVINE FORCE

    Star Ocean: First Departure R

    Star Ocean: Integrity and Faithlessness – Digital Edition

    Star Trek Prodigy: Supernova

    Star Wars Battlefront II

    Star Wars Outlaws – Ultimate Edition

    STAR WARS™: Squadrons

    Stellar Blade Complete Edition

    Steredenn: Binary Stars

    Stray Blade

    Strider

    Strikers Edge

    Subnautica

    Sudden Strike 4: Complete Collection

    Suicide Squad: Kill the Justice League

    Super Bomberman R

    Sword Art Online: Lost Song

    SYNDUALITY:Echo of Ada

    Tales of Graces f Remastered

    Tales of Kenzera™: ZAU

    TEKKEN 8

    Tennis World Tour 2 Ace Edition

    Terra Memoria

    Test Drive Unlimited Solar Crown – Gold Edition

    Test Drive Unlimited Solar Crown – Silver Street Edition

    TH34R – Standard Edition Bundle

    That Time I Got Reincarnated as a Slime ISEKAI Chronicles

    That’s My Family: Family Fun Night

    The 7th Guest VR

    The Arkane Collection PS4

    The Crew: Motorfest Gold Edition Year 2

    The Dark Pictures Anthology: House of Ashes

    The DioField Chronicle PS4 & PS5

    The Disney Afternoon Collection

    The Dungeon of Naheulbeuk: The Amulet of Chaos

    The Elder Scrolls IV: Oblivion Remastered

    The Evil Within Season Pass

    The Inquisitor

    The Invincible

    The Jak and Daxter Collection

    The King of Fighters XIV

    THE KING OF FIGHTERS XV

    The Land Beneath Us

    The Last Campfire

    The Last Door: Complete Edition

    The Last Remnant Remastered

    The LEGO Movie Videogame

    The Order: 1886

    The Outlast Trials

    The Patrick Star Game

    The Quarry

    The Seven Deadly Sins: Knights of Britannia

    The Surge 2 – Premium Edition

    The Surge: Augmented Edition

    The Survivalists – Deluxe Edition

    The Talos Principle 2

    The Witcher 3: Wild Hunt

    The Wizards – Dark Times: Brotherhood

    THEATRHYTHM FINAL BAR LINE

    THEATRHYTHM FINAL BAR LINE Digital Deluxe Upgrade

    THEATRHYTHM FINAL BAR LINE Premium Digital Deluxe Edition

    TIEBREAK: Official game of the ATP and WTA

    TimeSplitters

    TimeSplitters 2

    Tiny Tina’s Wonderlands

    Tiny Tina’s Wonderlands: Chaotic Great Edition

    TMNT: Mutants Unleashed

    Tokyo Ghoul: re Call to Exist

    Tom Clancy’s Ghost Recon Breakpoint: Deluxe Edition 2021

    Tom Clancy’s Ghost Recon Breakpoint: Gold Edition

    Tom Clancy’s Ghost Recon: Wildlands – Season Pass

    TopSpin 2K25 – Cross-Gen Edition

    TopSpin 2K25 – Grand Slam Edition

    Tour de France 2025 – Deluxe Edition

    Train Life – A Railway Simulator PS4

    Train Life – A Railway Simulator PS5

    TRANSFORMERS: EARTHSPARK – Expedition

    Trepang2

    Trials of Mana

    Tribes of Midgard Digital Deluxe

    Trine 5

    Trivial Pursuit Live! 2

    Tropico 5

    Tropico 5 – Complete Collection Upgrade Pack

    Tropico 6 – Next Gen Edition

    TT Isle Of Man 3 – Racing Fan Edition

    TT Isle of Man: Ride on the Edge

    Type:Rider

    UFC® 5 PS5

    Umbrella Corps

    Umbrella Corps – Deluxe Edition

    Underworld Ascendant

    Unheard – Voices of Crime

    Unknown 9

    Uno – Standard Edition Cross-buy

    Unturned

    Valkyria Chronicles Remastered

    Vanguard – Cross-Gen Edition

    Vanguard – PS5 Cross-Gen Edition

    Vernal Edge

    Voice of Cards Trilogy + DLC set

    Voice of Cards: The Beast of Burden + DLC set

    Voice of Cards: The Isle Dragon Roars + DLC set

    V-Rally 4 – Ultimate Edition

    War Hospital

    Warhammer 40,000: Inquisitor – Martyr: Complete Collection

    Warhammer 40,000: Space Marine 2

    Warhammer Ultimate Pack: Hack and Slash

    Warhammer: Chaosbane

    Warhammer: Chaosbane Slayer Edition

    Welcome to ParadiZe – Zombot Edition

    Werewolf: The Apocalypse – Earthblood

    Werewolf: The Apocalypse – Earthblood Champion of Gaia

    Wild Hearts Karakuri Edition Bundle

    Wildshade: Unicorn Champions

    Wolfenstein: Resistance Bundle

    Wolfenstein: Youngblood – Deluxe Edition

    Worms Rumble PS4 & PS5

    WRC 2023WRC 9 FIA World Rally Championship PS4

    WRC 9 FIA World Rally Championship PS5

    WRC Generations – The FIA WRC Official Game

    Yakuza Complete Collection

    Yakuza: Like a Dragon Legendary Hero Edition

    Yakuza: Like a Dragon Legendary Hero Edition PS4 & PS5

    Yakuza: Like a Dragon PS4 & PS5

    Zombie Army Trilogy

    Zone of the Enders: The 2nd Runner – Mars

    *Ready Set Play promotion is live on PlayStation Store from Wednesday, August 27 at 00:00 AM PDT/BST/JST and finishes Wednesday September 10 at 11:59 PM PDT/BST/JST.
    #ready #set #play #promotion #comes
    Ready Set Play promotion comes to PlayStation Store Aug 27
    PlayStation Store welcomes an all-new promotion, starting August 27. For a limited time*, Ready, Set, Play will offer a vast selection of games, including blockbuster franchises, acclaimed indies and standalone greats, at discount. The question then is, where do you start? We’re here to help you with the answer. Browse a selection of games on offer below, then when the promotion goes live, head to PlayStation Store to discover your regional discount. A Fisherman’s Tale 2 A Plague Tale: Innocence Abyss Odyssey: Extended Dream Edition AC Mirage + Valhalla Bundle Actraiser Renaissance Ad Infinitum – Nightmare Edition AEW: Fight Forever – Ultimate Edition After the Fall After the FallAge of Empires II: Definitive Edition Premium Edition Age of Mythology: Retold Alan Wake 2 Deluxe Edition Alba: A Wildlife Adventure Alien: Isolation – The Collection Aliens: Dark Descent Alone in the Dark – Digital Deluxe Edition AO Tennis 2 Arizona Sunshine® Remake Arkane Collection PS5 Assassin’s Creed III Remastered Assassin’s Creed IV: Black Flag Assassin’s Creed Odyssey – Deluxe Edition Assassin’s Creed Odyssey – Gold Edition Assassin’s Creed Origins – Deluxe Edition Assassin’s Creed Origins – Season Pass Astria Ascending Atomic Heart – Premium Edition Atomic Heart – Standard Edition Attractio Avatar: Frontiers of Pandora Deluxe Edition Avatar: Frontiers of Pandora Gold Edition Away: Journey to the Unexpected Balatro Banishers: Ghosts of New Eden Barbie Project Friendship™ Batman: Arkham VR Call of Duty: Advanced Warfare – Digital Pro EditionCall of Duty: Black Ops 4 Call of Duty: Black Ops III – Zombies Chronicles Edition Call of Duty: Infinite Warfare – Digital Deluxe Edition Call of Duty: WWII – Digital Deluxe Call of Duty®: Modern Warfare® Capcom Collab Pack Captain Tsubasa: Rise of New Champions – Deluxe Edition Car Mechanic Simulator 2021 DLC MegaPack Caravan Sandwitch Cassiodora Children of Morta Children of Zodiarcs Chroma Squad Chronos: Before the Ashes Cobra Kai 2: Dojos Rising – Nemesis Edition College Football 26 Deluxe Edition Commandos 2 & Commandos 3 – Bundle Digital Commandos: Origins – Deluxe Edition CONSCRIPT CRISIS CORE –FINAL FANTASY VII– REUNION DIGITAL DELUXE EDITION Cult of the Lamb Cyberpunk 2077 CYGNI: All Guns Blazing Dead Island 2 Main Game Dead Rising 4: Frank’s Big Package Dead Space Death Stranding Director’s Cut DEATHLOOPDeliver At All Costs Demon’s Souls Destiny 2: Year of Prophecy Edition Destroy All Humans! Devil May Cry 4 Special Edition Devil May Cry HD Collection Diablo® IV Vessel of Hatred Deluxe Edition Digital Deluxe Edition DiRT Rally 2.0: Game of the Year Edition Disciples: Liberation Digital Deluxe Edition Dishonored 2 Dishonored®: Death of the Outsider™ – Deluxe Bundle Dissidia Final Fantasy NT – Digital Deluxe Edition Dissidia Final Fantasy NT – Season Pass DmC: Devil May Cry – Definitive Edition DMC5SE – Complete In-game Unlock Bundle Downward Dragon Age: Inquisition Deluxe Edition Dragon Ball FighterZ – FighterZ Pass Dragon Ball FighterZDragon Ball Xenoverse Dragon Ball Xenoverse 2Dragon Ball Z: Kakarot – Season Pass Dragonage: The Veilguard – Standard Edition Dragon’s Dogma 2_DeluxeEdition Dragon’s Dogma: Dark Arisen DreamWorks Dragons: Legends of The Nine Realms DREDGE DREDGE: Expansion Bundle Duke Nukem 3D: 20th Anniversary World Tour Dummy Title Dungeon Rushers Dungeons 4 Dying Light – Essentials Edition Elypse Exoprimal Survival Pass Premium Tier Bundle Expeditions – Supreme Edition Expeditions: A MudRunner Game F1 25 Fabledom Fade to Silence Fallout 4 – Season Pass Bundle Re-Launch Fallout 4: Game of the Year Edition Fallout 76 Far Cry 3: Classic Edition Far Cry 4 Far Cry 5 – Season Pass Far Cry New Dawn – Ultimate Edition Far Cry® 6 – Game of the Year Edition FAR CRY®6 Standard Edition Final Fantasy VII Remake FINAL FANTASY VII REMAKE & REBIRTH Twin Pack FINAL FANTASY VII REMAKE INTERGRADE Fist of the North Star: Lost Paradise For Honor – Year 8 Standard Edition Forspoken Digital Deluxe Edition Fort Solis FREEDOM WARS Remastered Funko Fusion – Mega Man Pack Bundle Gangs of Sherwood Garden Life: A Cozy Simulator Genesis Alpha One Deluxe Edition Get Even Ghost of a Tale Ghostrunner Ghostrunner 2 Ghostrunner 2 Brutal Edition Ghostrunner PS5 Ghosts ‘n Goblins Resurrection God of War III Remastered Godfall Ultimate Edition Gord – Deluxe Edition Gotham Knights Grand Theft Auto V: Premium Edition Gravel – Special Edition GRID LegendsGRID LegendsGris GTA Online + Single Player Unlock PS5 GTA Trilogy PS4 & PS5 Digital Bundle Handball 17 Hatsune Miku: Project DIVA Future Tone – Season Pass Hellsweeper VR – Deluxe Edition HITMAN World of Assassination – Upgrade Pack Homefront: The Revolution – Expansion Pass Hotel Renovator – Five Star Edition Hotel: A Resort Simulator House Builder House Builder Overtime Humankind Heritage Deluxe Edition Hunt: Showdown 1896 – Starter Edition Hunt: Showdown 1986 – Premium Edition Hunting Simulator 2 Elite Edition I Am Setsuna Ice Age: Scrat’s Nutty Adventure Immortals of Aveum – Deluxe Edition Indiana Jones and the Great Circle inFAMOUS First Light Infinity Strash: DRAGON QUEST The Adventure of Dai Infinity Strash: DRAGON QUEST The Adventure of Dai – Digital Deluxe Upgrade Injustice: Gods Among Us – Ultimate Edition Inscryption Instant Sports Winter Games Insurgency: Sandstorm Insurgency: Sandstorm – Gold Edition Insurgency: Sandstorm – Year 1 Pass It Takes Two PS4™ & PS5™ Jeopardy! Jumanji: Wild Adventures Just Cause 3: XXL Edition Just Cause 4: Reloaded KCD 2 Main Game Kill The Bad Guy Kingdom Come: Deliverance – DLC Collection Kingdom Hearts HD 1.5 + 2.5 Remix KINGDOM HEARTS Melody of Memory Kingdoms of Amalur: Re-Reckoning Knack 2 KOF XV Ultimate Edition L.A. Noire Legendary Fishing LEGO 2K Drive LEGO DC Super-Villains LEGO DC Super-Villains – Season Pass LEGO Marvel Super Heroes LEGO Marvel Super Heroes 2 LEGO Marvel Super Heroes 2 – Season Pass LEGO Star Wars: The Force Awakens Deluxe Edition LEGO Star Wars: The Skywalker Saga – Galactic Edition LEGO The Incredibles LEGO® 2K Drive Standard Cross-Gen Edition Lethis – Path of Progress Life is Strange: Double Exposure Life is Strange: Double Exposure – Ultimate Edition Like a Dragon: Infinite Wealth PS4&PS5 Like a Dragon: Infinite Wealth – Ultimate Edition Like a Dragon: Pirate Yakuza in Hawaii Deluxe Edition Lords of Exile Lost Eidolons – Standard Mafia Trilogy Bundle Mafia: Definitive Edition Mahjong Marvel’s Midnight Suns for PS4™ Marvel’s Spider-Man – The City That Never Sleeps Mass Effect™ Legendary Edition Medieval Dynasty Mega Man Legacy Collection Mega Man Legacy Collection 2 Mega Man X Legacy Collection Mega Man X Legacy Collection 2 Mega Man Zero/ZX Legacy Collection Megaman Battle Network Legacy CollectionMerchant of the Skies Metal Wolf Chaos XD Metro 2033 Redux Metro Awakening Metro Awakening + Arizona Sunshine® 2 Metro Exodus: Gold Edition Metro Saga Bundle Metro: Last Light Redux Middle-earth: Shadow of Mordor – Game of the Year Edition Middle-earth: Shadow of War – Definitive Edition Mindcop Minit Miraculous: Rise of the Sphinx Momonga Pinball Adventures Monopoly 2024 Monster Energy Supercross: The Official Video Game 2 Monster Energy Supercross: The Official Video Game 2 – Special Edition Monster High™ Skulltimate Secrets™ Monster Jam Steel Titans Monster of the Deep: Final Fantasy XV Monster Truck Championship Rebel Hunter Edition Mortal Kombat 1 Mortal Kombat 1: Definitive Edition Upgrade Mortal Kombat 11 Mortal Kombat 11 Ultimate Add-On Bundle MotoGP 17 Motorcycle Club Moving Out Moving Out + Moving Out 2 Bundle MudRunner – American Wilds Edition MXGP 2020 – The Official Motocross Videogame My Fantastic Ranch: Unicorn & Dragons My Friend Peppa Pig My Hero One’s Justice MY LITTLE PONY: A Maretime Bay Adventure Naruto Shippuden: Ultimate Ninja Storm 2 Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst Naruto to Boruto: Shinobi Striker – Deluxe Edition Naruto: Ultimate Ninja Storm NBK Dungeon Master Need for Speed UnboundNeed for Speed™ Hot Pursuit Remastered Neon Abyss NeuroVoider New Tales from the Borderlands NFS Unbound – Complete Edition Ni no Kuni II: Revenant Kingdom Ni no Kuni II: Revenant Kingdom – Season Pass Nick Jr. Party Adventure Nickelodeon Kart Racers 3: Slime SpeedwayNioh No Man’s Sky PS4 & PS5 Nobody Wants to Die Nocturnal Nova Strike OCTOPATH TRAVELER + OCTOPATH TRAVELER II Bundle Oh My Godheads OlliOlli World One Piece: Burning Blood One Piece: Grand Cruise One Piece: Pirate Warriors 4 – Deluxe Edition One Piece: World Seeker – Deluxe Edition Oninaki Out Of Space: Couch Edition OUTRIDERS PS4 & PS5 Overcooked! Overcooked! All You Can Eat Overpass 2 OVERPASS Deluxe Edition PAW Patrol Mighty Pups Adventure Bay Paw Patrol: Grand Prix Persona 3: Dancing in Moonlight Persona 4 Arena Ultimax Persona 5: Dancing in Starlight PGA TOUR 2K25 PGA TOUR 2K25 Legend Edition Phoenix Wright: Ace Attorney Trilogy Pillars of Eternity: Complete Edition PJ Masks Power Heroes: Mighty Alliance Plants vs. Zombies: Garden Warfare 2 Portal Knights: Legendary Edition Portkey Games Hogwarts Legacy Powerwash Simulator Pure Farming 2018 – Deluxe Edition Puyo Puyo Champions Puyo Puyo Tetris Puyo Puyo Tetris 2 PS4 & PS5 Rabbids Invasion – Gold Edition Rabbids Party of Legends RAD RAGE 2: Deluxe Edition Railway Empire 2 RAINBOW HIGH™: RUNWAY RUSH Rainbow Six Extraction Deluxe Edition Rainbow Six Extraction Standard Edition Ratchet & Clank: Rift Apart Rayman Legends Ready or Not Ready or Not: Digital Deluxe Edition Ready or Not: Mission Pass Recompile Red Dead Online Red Dead Redemption 2 Red Dead Redemption 2: Story Mode Remnant: From the Ashes – Complete Edition Returnal Digital Deluxe Edition Ride 3 RiMS Racing Risen Risen 3: Titan Lords – Enhanced Edition Risk of Rain Risk of Rain 2 RoadCraft RoboCop: Rogue City Rogue Spirit Romancing SaGa -Minstrel Song- Remastered PS4 & PS5 Ryan’s Rescue Squad SaGa Emerald Beyond PS5&PS4 Saints Row SCARLET NEXUS Ultimate Edition Sea of Thieves: 2025 Premium Edition SERIAL CLEANERS Session – Year One Complete Edition Shape of the World Shattered: Tale of the Forgotten King Shin Megami Tensei III Nocturne HD Remaster Ship of Fools Sid Meier’s Civilization® VIISkabma – Snowfall Skull & Bones Skyrim Anniversary Edition + Fallout 4 G.O.T.Y Bundle Sniper Elite V2 Remastered Sniper Elite: Resistance Deluxe Edition SnowRunner – 2 Year Anniversary Edition Solitaire Sonic Forces Soulcalibur VI – Deluxe Edition Souldiers South of the Circle South Park: The Fractured but Whole South Park: The Fractured but Whole – Season Pass Spacebase Startopia – PS4 & PS5 Spirit Mancer Spirit of the Island Splasher SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated SpongeBob SquarePants: The Cosmic Shake STAR OCEAN THE DIVINE FORCE Star Ocean: First Departure R Star Ocean: Integrity and Faithlessness – Digital Edition Star Trek Prodigy: Supernova Star Wars Battlefront II Star Wars Outlaws – Ultimate Edition STAR WARS™: Squadrons Stellar Blade Complete Edition Steredenn: Binary Stars Stray Blade Strider Strikers Edge Subnautica Sudden Strike 4: Complete Collection Suicide Squad: Kill the Justice League Super Bomberman R Sword Art Online: Lost Song SYNDUALITY:Echo of Ada Tales of Graces f Remastered Tales of Kenzera™: ZAU TEKKEN 8 Tennis World Tour 2 Ace Edition Terra Memoria Test Drive Unlimited Solar Crown – Gold Edition Test Drive Unlimited Solar Crown – Silver Street Edition TH34R – Standard Edition Bundle That Time I Got Reincarnated as a Slime ISEKAI Chronicles That’s My Family: Family Fun Night The 7th Guest VR The Arkane Collection PS4 The Crew: Motorfest Gold Edition Year 2 The Dark Pictures Anthology: House of Ashes The DioField Chronicle PS4 & PS5 The Disney Afternoon Collection The Dungeon of Naheulbeuk: The Amulet of Chaos The Elder Scrolls IV: Oblivion Remastered The Evil Within Season Pass The Inquisitor The Invincible The Jak and Daxter Collection The King of Fighters XIV THE KING OF FIGHTERS XV The Land Beneath Us The Last Campfire The Last Door: Complete Edition The Last Remnant Remastered The LEGO Movie Videogame The Order: 1886 The Outlast Trials The Patrick Star Game The Quarry The Seven Deadly Sins: Knights of Britannia The Surge 2 – Premium Edition The Surge: Augmented Edition The Survivalists – Deluxe Edition The Talos Principle 2 The Witcher 3: Wild Hunt The Wizards – Dark Times: Brotherhood THEATRHYTHM FINAL BAR LINE THEATRHYTHM FINAL BAR LINE Digital Deluxe Upgrade THEATRHYTHM FINAL BAR LINE Premium Digital Deluxe Edition TIEBREAK: Official game of the ATP and WTA TimeSplitters TimeSplitters 2 Tiny Tina’s Wonderlands Tiny Tina’s Wonderlands: Chaotic Great Edition TMNT: Mutants Unleashed Tokyo Ghoul: re Call to Exist Tom Clancy’s Ghost Recon Breakpoint: Deluxe Edition 2021 Tom Clancy’s Ghost Recon Breakpoint: Gold Edition Tom Clancy’s Ghost Recon: Wildlands – Season Pass TopSpin 2K25 – Cross-Gen Edition TopSpin 2K25 – Grand Slam Edition Tour de France 2025 – Deluxe Edition Train Life – A Railway Simulator PS4 Train Life – A Railway Simulator PS5 TRANSFORMERS: EARTHSPARK – Expedition Trepang2 Trials of Mana Tribes of Midgard Digital Deluxe Trine 5 Trivial Pursuit Live! 2 Tropico 5 Tropico 5 – Complete Collection Upgrade Pack Tropico 6 – Next Gen Edition TT Isle Of Man 3 – Racing Fan Edition TT Isle of Man: Ride on the Edge Type:Rider UFC® 5 PS5 Umbrella Corps Umbrella Corps – Deluxe Edition Underworld Ascendant Unheard – Voices of Crime Unknown 9 Uno – Standard Edition Cross-buy Unturned Valkyria Chronicles Remastered Vanguard – Cross-Gen Edition Vanguard – PS5 Cross-Gen Edition Vernal Edge Voice of Cards Trilogy + DLC set Voice of Cards: The Beast of Burden + DLC set Voice of Cards: The Isle Dragon Roars + DLC set V-Rally 4 – Ultimate Edition War Hospital Warhammer 40,000: Inquisitor – Martyr: Complete Collection Warhammer 40,000: Space Marine 2 Warhammer Ultimate Pack: Hack and Slash Warhammer: Chaosbane Warhammer: Chaosbane Slayer Edition Welcome to ParadiZe – Zombot Edition Werewolf: The Apocalypse – Earthblood Werewolf: The Apocalypse – Earthblood Champion of Gaia Wild Hearts Karakuri Edition Bundle Wildshade: Unicorn Champions Wolfenstein: Resistance Bundle Wolfenstein: Youngblood – Deluxe Edition Worms Rumble PS4 & PS5 WRC 2023WRC 9 FIA World Rally Championship PS4 WRC 9 FIA World Rally Championship PS5 WRC Generations – The FIA WRC Official Game Yakuza Complete Collection Yakuza: Like a Dragon Legendary Hero Edition Yakuza: Like a Dragon Legendary Hero Edition PS4 & PS5 Yakuza: Like a Dragon PS4 & PS5 Zombie Army Trilogy Zone of the Enders: The 2nd Runner – Mars *Ready Set Play promotion is live on PlayStation Store from Wednesday, August 27 at 00:00 AM PDT/BST/JST and finishes Wednesday September 10 at 11:59 PM PDT/BST/JST. #ready #set #play #promotion #comes
    Ready Set Play promotion comes to PlayStation Store Aug 27
    blog.playstation.com
    PlayStation Store welcomes an all-new promotion, starting August 27. For a limited time*, Ready, Set, Play will offer a vast selection of games, including blockbuster franchises, acclaimed indies and standalone greats, at discount. The question then is, where do you start? We’re here to help you with the answer. Browse a selection of games on offer below, then when the promotion goes live, head to PlayStation Store to discover your regional discount. A Fisherman’s Tale 2 A Plague Tale: Innocence Abyss Odyssey: Extended Dream Edition AC Mirage + Valhalla Bundle Actraiser Renaissance Ad Infinitum – Nightmare Edition AEW: Fight Forever – Ultimate Edition After the Fall After the Fall (PSVR2 standard edition) Age of Empires II: Definitive Edition Premium Edition Age of Mythology: Retold Alan Wake 2 Deluxe Edition Alba: A Wildlife Adventure Alien: Isolation – The Collection Aliens: Dark Descent Alone in the Dark – Digital Deluxe Edition AO Tennis 2 Arizona Sunshine® Remake Arkane Collection PS5 Assassin’s Creed III Remastered Assassin’s Creed IV: Black Flag Assassin’s Creed Odyssey – Deluxe Edition Assassin’s Creed Odyssey – Gold Edition Assassin’s Creed Origins – Deluxe Edition Assassin’s Creed Origins – Season Pass Astria Ascending Atomic Heart – Premium Edition Atomic Heart – Standard Edition Attractio Avatar: Frontiers of Pandora Deluxe Edition Avatar: Frontiers of Pandora Gold Edition Away: Journey to the Unexpected Balatro Banishers: Ghosts of New Eden Barbie Project Friendship™ Batman: Arkham VR Call of Duty: Advanced Warfare – Digital Pro Edition (Day Zero) Call of Duty: Black Ops 4 Call of Duty: Black Ops III – Zombies Chronicles Edition Call of Duty: Infinite Warfare – Digital Deluxe Edition Call of Duty: WWII – Digital Deluxe Call of Duty®: Modern Warfare® Capcom Collab Pack Captain Tsubasa: Rise of New Champions – Deluxe Edition Car Mechanic Simulator 2021 DLC MegaPack Caravan Sandwitch Cassiodora Children of Morta Children of Zodiarcs Chroma Squad Chronos: Before the Ashes Cobra Kai 2: Dojos Rising – Nemesis Edition College Football 26 Deluxe Edition Commandos 2 & Commandos 3 – Bundle Digital Commandos: Origins – Deluxe Edition CONSCRIPT CRISIS CORE –FINAL FANTASY VII– REUNION DIGITAL DELUXE EDITION Cult of the Lamb Cyberpunk 2077 CYGNI: All Guns Blazing Dead Island 2 Main Game Dead Rising 4: Frank’s Big Package Dead Space Death Stranding Director’s Cut DEATHLOOP (GAME) Deliver At All Costs Demon’s Souls Destiny 2: Year of Prophecy Edition Destroy All Humans! Devil May Cry 4 Special Edition Devil May Cry HD Collection Diablo® IV Vessel of Hatred Deluxe Edition Digital Deluxe Edition DiRT Rally 2.0: Game of the Year Edition Disciples: Liberation Digital Deluxe Edition Dishonored 2 Dishonored®: Death of the Outsider™ – Deluxe Bundle Dissidia Final Fantasy NT – Digital Deluxe Edition Dissidia Final Fantasy NT – Season Pass DmC: Devil May Cry – Definitive Edition DMC5SE – Complete In-game Unlock Bundle Downward Dragon Age: Inquisition Deluxe Edition Dragon Ball FighterZ – FighterZ Pass Dragon Ball FighterZ (PS4 product) Dragon Ball Xenoverse Dragon Ball Xenoverse 2 (NEW Full Game PRODUCT) Dragon Ball Z: Kakarot – Season Pass Dragonage: The Veilguard – Standard Edition Dragon’s Dogma 2_DeluxeEdition Dragon’s Dogma: Dark Arisen DreamWorks Dragons: Legends of The Nine Realms DREDGE DREDGE: Expansion Bundle Duke Nukem 3D: 20th Anniversary World Tour Dummy Title Dungeon Rushers Dungeons 4 Dying Light – Essentials Edition Elypse Exoprimal Survival Pass Premium Tier Bundle Expeditions – Supreme Edition Expeditions: A MudRunner Game F1 25 Fabledom Fade to Silence Fallout 4 – Season Pass Bundle Re-Launch Fallout 4: Game of the Year Edition Fallout 76 Far Cry 3: Classic Edition Far Cry 4 Far Cry 5 – Season Pass Far Cry New Dawn – Ultimate Edition Far Cry® 6 – Game of the Year Edition FAR CRY®6 Standard Edition Final Fantasy VII Remake FINAL FANTASY VII REMAKE & REBIRTH Twin Pack FINAL FANTASY VII REMAKE INTERGRADE Fist of the North Star: Lost Paradise For Honor – Year 8 Standard Edition Forspoken Digital Deluxe Edition Fort Solis FREEDOM WARS Remastered Funko Fusion – Mega Man Pack Bundle Gangs of Sherwood Garden Life: A Cozy Simulator Genesis Alpha One Deluxe Edition Get Even Ghost of a Tale Ghostrunner Ghostrunner 2 Ghostrunner 2 Brutal Edition Ghostrunner PS5 Ghosts ‘n Goblins Resurrection God of War III Remastered Godfall Ultimate Edition Gord – Deluxe Edition Gotham Knights Grand Theft Auto V: Premium Edition Gravel – Special Edition GRID Legends (PS4) GRID Legends (PS5) Gris GTA Online + Single Player Unlock PS5 GTA Trilogy PS4 & PS5 Digital Bundle Handball 17 Hatsune Miku: Project DIVA Future Tone – Season Pass Hellsweeper VR – Deluxe Edition HITMAN World of Assassination – Upgrade Pack Homefront: The Revolution – Expansion Pass Hotel Renovator – Five Star Edition Hotel: A Resort Simulator House Builder House Builder Overtime Humankind Heritage Deluxe Edition Hunt: Showdown 1896 – Starter Edition Hunt: Showdown 1986 – Premium Edition Hunting Simulator 2 Elite Edition I Am Setsuna Ice Age: Scrat’s Nutty Adventure Immortals of Aveum – Deluxe Edition Indiana Jones and the Great Circle inFAMOUS First Light Infinity Strash: DRAGON QUEST The Adventure of Dai Infinity Strash: DRAGON QUEST The Adventure of Dai – Digital Deluxe Upgrade Injustice: Gods Among Us – Ultimate Edition Inscryption Instant Sports Winter Games Insurgency: Sandstorm Insurgency: Sandstorm – Gold Edition Insurgency: Sandstorm – Year 1 Pass It Takes Two PS4™ & PS5™ Jeopardy! Jumanji: Wild Adventures Just Cause 3: XXL Edition Just Cause 4: Reloaded KCD 2 Main Game Kill The Bad Guy Kingdom Come: Deliverance – DLC Collection Kingdom Hearts HD 1.5 + 2.5 Remix KINGDOM HEARTS Melody of Memory Kingdoms of Amalur: Re-Reckoning Knack 2 KOF XV Ultimate Edition L.A. Noire Legendary Fishing LEGO 2K Drive LEGO DC Super-Villains LEGO DC Super-Villains – Season Pass LEGO Marvel Super Heroes LEGO Marvel Super Heroes 2 LEGO Marvel Super Heroes 2 – Season Pass LEGO Star Wars: The Force Awakens Deluxe Edition LEGO Star Wars: The Skywalker Saga – Galactic Edition LEGO The Incredibles LEGO® 2K Drive Standard Cross-Gen Edition Lethis – Path of Progress Life is Strange: Double Exposure Life is Strange: Double Exposure – Ultimate Edition Like a Dragon: Infinite Wealth PS4&PS5 Like a Dragon: Infinite Wealth – Ultimate Edition Like a Dragon: Pirate Yakuza in Hawaii Deluxe Edition Lords of Exile Lost Eidolons – Standard Mafia Trilogy Bundle Mafia: Definitive Edition Mahjong Marvel’s Midnight Suns for PS4™ Marvel’s Spider-Man – The City That Never Sleeps Mass Effect™ Legendary Edition Medieval Dynasty Mega Man Legacy Collection Mega Man Legacy Collection 2 Mega Man X Legacy Collection Mega Man X Legacy Collection 2 Mega Man Zero/ZX Legacy Collection Megaman Battle Network Legacy Collection (Main Game Digital Bundle) Merchant of the Skies Metal Wolf Chaos XD Metro 2033 Redux Metro Awakening Metro Awakening + Arizona Sunshine® 2 Metro Exodus: Gold Edition Metro Saga Bundle Metro: Last Light Redux Middle-earth: Shadow of Mordor – Game of the Year Edition Middle-earth: Shadow of War – Definitive Edition Mindcop Minit Miraculous: Rise of the Sphinx Momonga Pinball Adventures Monopoly 2024 Monster Energy Supercross: The Official Video Game 2 Monster Energy Supercross: The Official Video Game 2 – Special Edition Monster High™ Skulltimate Secrets™ Monster Jam Steel Titans Monster of the Deep: Final Fantasy XV Monster Truck Championship Rebel Hunter Edition Mortal Kombat 1 Mortal Kombat 1: Definitive Edition Upgrade Mortal Kombat 11 Mortal Kombat 11 Ultimate Add-On Bundle MotoGP 17 Motorcycle Club Moving Out Moving Out + Moving Out 2 Bundle MudRunner – American Wilds Edition MXGP 2020 – The Official Motocross Videogame My Fantastic Ranch: Unicorn & Dragons My Friend Peppa Pig My Hero One’s Justice MY LITTLE PONY: A Maretime Bay Adventure Naruto Shippuden: Ultimate Ninja Storm 2 Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst Naruto to Boruto: Shinobi Striker – Deluxe Edition Naruto: Ultimate Ninja Storm NBK Dungeon Master Need for Speed Unbound (PS5) Need for Speed™ Hot Pursuit Remastered Neon Abyss NeuroVoider New Tales from the Borderlands NFS Unbound – Complete Edition Ni no Kuni II: Revenant Kingdom Ni no Kuni II: Revenant Kingdom – Season Pass Nick Jr. Party Adventure Nickelodeon Kart Racers 3: Slime Speedway (BASE GAME) Nioh No Man’s Sky PS4 & PS5 Nobody Wants to Die Nocturnal Nova Strike OCTOPATH TRAVELER + OCTOPATH TRAVELER II Bundle Oh My Godheads OlliOlli World One Piece: Burning Blood One Piece: Grand Cruise One Piece: Pirate Warriors 4 – Deluxe Edition One Piece: World Seeker – Deluxe Edition Oninaki Out Of Space: Couch Edition OUTRIDERS PS4 & PS5 Overcooked! Overcooked! All You Can Eat Overpass 2 OVERPASS Deluxe Edition PAW Patrol Mighty Pups Save Adventure Bay Paw Patrol: Grand Prix Persona 3: Dancing in Moonlight Persona 4 Arena Ultimax Persona 5: Dancing in Starlight PGA TOUR 2K25 PGA TOUR 2K25 Legend Edition Phoenix Wright: Ace Attorney Trilogy Pillars of Eternity: Complete Edition PJ Masks Power Heroes: Mighty Alliance Plants vs. Zombies: Garden Warfare 2 Portal Knights: Legendary Edition Portkey Games Hogwarts Legacy Powerwash Simulator Pure Farming 2018 – Deluxe Edition Puyo Puyo Champions Puyo Puyo Tetris Puyo Puyo Tetris 2 PS4 & PS5 Rabbids Invasion – Gold Edition Rabbids Party of Legends RAD RAGE 2: Deluxe Edition Railway Empire 2 RAINBOW HIGH™: RUNWAY RUSH Rainbow Six Extraction Deluxe Edition Rainbow Six Extraction Standard Edition Ratchet & Clank: Rift Apart Rayman Legends Ready or Not Ready or Not: Digital Deluxe Edition Ready or Not: Mission Pass Recompile Red Dead Online Red Dead Redemption 2 Red Dead Redemption 2: Story Mode Remnant: From the Ashes – Complete Edition Returnal Digital Deluxe Edition Ride 3 RiMS Racing Risen Risen 3: Titan Lords – Enhanced Edition Risk of Rain Risk of Rain 2 RoadCraft RoboCop: Rogue City Rogue Spirit Romancing SaGa -Minstrel Song- Remastered PS4 & PS5 Ryan’s Rescue Squad SaGa Emerald Beyond PS5&PS4 Saints Row SCARLET NEXUS Ultimate Edition Sea of Thieves: 2025 Premium Edition SERIAL CLEANERS Session – Year One Complete Edition Shape of the World Shattered: Tale of the Forgotten King Shin Megami Tensei III Nocturne HD Remaster Ship of Fools Sid Meier’s Civilization® VII (Cross Gen Edition) Skabma – Snowfall Skull & Bones Skyrim Anniversary Edition + Fallout 4 G.O.T.Y Bundle Sniper Elite V2 Remastered Sniper Elite: Resistance Deluxe Edition SnowRunner – 2 Year Anniversary Edition Solitaire Sonic Forces Soulcalibur VI – Deluxe Edition Souldiers South of the Circle South Park: The Fractured but Whole South Park: The Fractured but Whole – Season Pass Spacebase Startopia – PS4 & PS5 Spirit Mancer Spirit of the Island Splasher SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated SpongeBob SquarePants: The Cosmic Shake STAR OCEAN THE DIVINE FORCE Star Ocean: First Departure R Star Ocean: Integrity and Faithlessness – Digital Edition Star Trek Prodigy: Supernova Star Wars Battlefront II Star Wars Outlaws – Ultimate Edition STAR WARS™: Squadrons Stellar Blade Complete Edition Steredenn: Binary Stars Stray Blade Strider Strikers Edge Subnautica Sudden Strike 4: Complete Collection Suicide Squad: Kill the Justice League Super Bomberman R Sword Art Online: Lost Song SYNDUALITY:Echo of Ada Tales of Graces f Remastered Tales of Kenzera™: ZAU TEKKEN 8 Tennis World Tour 2 Ace Edition Terra Memoria Test Drive Unlimited Solar Crown – Gold Edition Test Drive Unlimited Solar Crown – Silver Street Edition TH34R – Standard Edition Bundle That Time I Got Reincarnated as a Slime ISEKAI Chronicles That’s My Family: Family Fun Night The 7th Guest VR The Arkane Collection PS4 The Crew: Motorfest Gold Edition Year 2 The Dark Pictures Anthology: House of Ashes The DioField Chronicle PS4 & PS5 The Disney Afternoon Collection The Dungeon of Naheulbeuk: The Amulet of Chaos The Elder Scrolls IV: Oblivion Remastered The Evil Within Season Pass The Inquisitor The Invincible The Jak and Daxter Collection The King of Fighters XIV THE KING OF FIGHTERS XV The Land Beneath Us The Last Campfire The Last Door: Complete Edition The Last Remnant Remastered The LEGO Movie Videogame The Order: 1886 The Outlast Trials The Patrick Star Game The Quarry The Seven Deadly Sins: Knights of Britannia The Surge 2 – Premium Edition The Surge: Augmented Edition The Survivalists – Deluxe Edition The Talos Principle 2 The Witcher 3: Wild Hunt The Wizards – Dark Times: Brotherhood THEATRHYTHM FINAL BAR LINE THEATRHYTHM FINAL BAR LINE Digital Deluxe Upgrade THEATRHYTHM FINAL BAR LINE Premium Digital Deluxe Edition TIEBREAK: Official game of the ATP and WTA TimeSplitters TimeSplitters 2 Tiny Tina’s Wonderlands Tiny Tina’s Wonderlands: Chaotic Great Edition TMNT: Mutants Unleashed Tokyo Ghoul: re Call to Exist Tom Clancy’s Ghost Recon Breakpoint: Deluxe Edition 2021 Tom Clancy’s Ghost Recon Breakpoint: Gold Edition Tom Clancy’s Ghost Recon: Wildlands – Season Pass TopSpin 2K25 – Cross-Gen Edition TopSpin 2K25 – Grand Slam Edition Tour de France 2025 – Deluxe Edition Train Life – A Railway Simulator PS4 Train Life – A Railway Simulator PS5 TRANSFORMERS: EARTHSPARK – Expedition Trepang2 Trials of Mana Tribes of Midgard Digital Deluxe Trine 5 Trivial Pursuit Live! 2 Tropico 5 Tropico 5 – Complete Collection Upgrade Pack Tropico 6 – Next Gen Edition TT Isle Of Man 3 – Racing Fan Edition TT Isle of Man: Ride on the Edge Type:Rider UFC® 5 PS5 Umbrella Corps Umbrella Corps – Deluxe Edition Underworld Ascendant Unheard – Voices of Crime Unknown 9 Uno – Standard Edition Cross-buy Unturned Valkyria Chronicles Remastered Vanguard – Cross-Gen Edition Vanguard – PS5 Cross-Gen Edition Vernal Edge Voice of Cards Trilogy + DLC set Voice of Cards: The Beast of Burden + DLC set Voice of Cards: The Isle Dragon Roars + DLC set V-Rally 4 – Ultimate Edition War Hospital Warhammer 40,000: Inquisitor – Martyr: Complete Collection Warhammer 40,000: Space Marine 2 Warhammer Ultimate Pack: Hack and Slash Warhammer: Chaosbane Warhammer: Chaosbane Slayer Edition Welcome to ParadiZe – Zombot Edition Werewolf: The Apocalypse – Earthblood Werewolf: The Apocalypse – Earthblood Champion of Gaia Wild Hearts Karakuri Edition Bundle Wildshade: Unicorn Champions Wolfenstein: Resistance Bundle Wolfenstein: Youngblood – Deluxe Edition Worms Rumble PS4 & PS5 WRC 2023 (PS5) WRC 9 FIA World Rally Championship PS4 WRC 9 FIA World Rally Championship PS5 WRC Generations – The FIA WRC Official Game Yakuza Complete Collection Yakuza: Like a Dragon Legendary Hero Edition Yakuza: Like a Dragon Legendary Hero Edition PS4 & PS5 Yakuza: Like a Dragon PS4 & PS5 Zombie Army Trilogy Zone of the Enders: The 2nd Runner – Mars *Ready Set Play promotion is live on PlayStation Store from Wednesday, August 27 at 00:00 AM PDT/BST/JST and finishes Wednesday September 10 at 11:59 PM PDT/BST/JST.
    Like
    Love
    Wow
    Sad
    Angry
    1K
    · 2 Comments ·0 Shares
  • 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:
    Like
    Love
    Wow
    Sad
    Angry
    628
    · 2 Comments ·0 Shares
  • 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.
    Like
    Love
    Wow
    Sad
    Angry
    679
    · 2 Comments ·0 Shares
  • Fur Grooming Techniques For Realistic Stitch In Blender

    IntroductionHi everyone! My name is Oleh Yakushev, and I'm a 3D Artist from Ukraine. My journey into 3D began just three years ago, when I was working as a mobile phone salesperson at a shopping mall. In 2022, during one slow day at work, I noticed a colleague learning Python. We started talking about life goals. I told him I wanted to switch careers, to do something creative, but programming wasn't really my thing.He asked me a simple question: "Well, what do you actually enjoy doing?"I said, "Video games. I love video games. But I don't have time to learn how to make them, I've got a job, a family, and a kid."Then he hit me with something that really shifted my whole perspective."Oleh, do you play games on your PlayStation?"I said, "Of course."He replied, "Then why not take the time you spend playing and use it to learn how to make games?"That moment flipped a switch in my mind. I realized that I did have time, it was just a matter of how I used it. If I really wanted to learn, I could find a way. At the time, I didn't even own a computer. But where there's a will, there's a way: I borrowed my sister's laptop for a month and started following beginner 3D tutorials on YouTube. Every night after work, once my family went to sleep, I'd sit in the kitchen and study. I stayed up until 2 or 3 AM, learning Blender basics. Then I'd sleep for a few hours before waking up at 6 AM to go back to work. That's how I spent my first few months in 3D, studying every single night.3D completely took over my life. During lunch breaks, I watched 3D videos, on the bus, I scrolled through 3D TikToks, at home, I took 3D courses, and the word "3D" just became a constant in my vocabulary.After a few months of learning the basics, I started building my portfolio, which looks pretty funny to me now. But at the time, it was a real sign of how committed I was. Eventually, someone reached out to me through Behance, offering my first freelance opportunity. And thatэs how my journey began, from mall clerk to 3D artist. It's been a tough road, full of burnout, doubts, and late nights... but also full of curiosity, growth, and hope. And I wouldn't trade it for anything.The Stitch ProjectI've loved Stitch since I was a kid. I used to watch the cartoons, play the video games, and he always felt like such a warm, funny, chill, and at the same time, strong character. So once I reached a certain level in 3D, I decided to recreate Stitch.Back then, my skills only allowed me to make him in a stylized cartoonish style, no fur, no complex detailing, no advanced texturing, I just didn't have the experience. Surprisingly, the result turned out pretty decent. Even now, I sometimes get comments that my old Stitch still looks quite cute. Though honestly, I wouldn't say that myself anymore. Two years have passed since I made that first Stitch, it was back in 2023. And in 2025, I decided it was time to challenge myself.At that point, I had just completed an intense grooming course. Grooming always intimidated me, it felt really complex. I avoided it on commercial projects, made a few failed attempts for my portfolio, and overall tried to steer clear of any tasks where grooming was required. But eventually, I found the strength to face it.I pushed myself to learn how to make great fur, and I did. I finally understood how the grooming system works, grasped the logic, the tools, and the workflow. And after finishing the course, I wanted to lock in all that knowledge by creating a full personal project from scratch.So my goal was to make a character from the ground up, where the final stage would be grooming. And without thinking too long, I chose Stitch.First, because I truly love the character. Second, I wanted to clearly see my own progress over the past two years. Third, I needed to put my new skills to the test and find out whether my training had really paid off.ModelingI had a few ideas for how to approach the base mesh for this project. First, to model everything completely from scratch, starting with a sphere. Second, to reuse my old Stitch model and upgrade it.But then an idea struck me: why not test how well AI could handle a base mesh? I gathered some references and tried generating a base mesh using AI, uploading Stitch visuals as a guide. As you can see from the screenshot, the result was far from usable. So I basically ended up doing everything from scratch anyway.So, I went back to basics: digging through ArtStation and Pinterest, collecting references. Since over the last two years, I had not only learned grooming but also completely changed my overall approach to character creation, it was important for me to make a more detailed model, even if much of it would be hidden under fur.The first Stitch was sculpted in Blender, with all the limitations that come with sculpting in it. But since then, I've leveled up significantly and switched to more advanced tools. So this second version of Stitch was born in ZBrush. By the time I started working on this Stitch, ZBrush had already become my second main workspace. I've used it to deliver tons of commercial projects, I work in it almost daily, and most of my portfolio was created using this tool. I found some great reference images showing Stitch's body structure. Among them were official movie references and a stunning high-poly model created by Juan Hernández, a version of Stitch without fur. That model became my primary reference for sculpting.Truth is, Stitch's base form is quite simple, so blocking out the shape didn't take too long. When blocking, I use Blender in combination with ZBrush:I work with primary forms in ZBrushThen check proportions in BlenderFix mistakes, tweak volumes, and refine the silhouetteSince Stitch's shape isn't overly complex, I broke him down into three main sculpting parts:The body: arms, legs, head, and earsThe nose, eyes, and mouth cavityWhile planning the sculpt, I already knew I'd be rigging Stitch, both body and facial rig. So I started sculpting with his mouth open.While studying various references, I noticed something interesting. Stitch from promotional posters, Stitch from the movie, and Stitch as recreated by different artists on ArtStation all look very different from one another. What surprised me the most was how different the promo version of Stitch is compared to the one in the actual movie. They are essentially two separate models:Different proportionsDifferent shapesDifferent texturesEven different fur and overall designThis presented a creative challenge, I had to develop my own take on Stitch's design. Sometimes I liked the way the teeth were done in one version, in another, the eye placement, in another, the fur shape, or the claw design on hands and feet.At first, considering that Stitch is completely covered in fur from head to toe, sculpting his underlying anatomy seemed pointless. I kept asking myself: "Why sculpt muscles and skin detail if everything will be hidden under fur anyway?"But eventually, I found a few solid answers for myself. First, having a defined muscle structure actually makes the fur grooming process easier. That's because fur often follows the flow of muscle lines, so having those muscles helps guide fur direction more accurately across the character's body.Second, it's great anatomy practice, and practice is never a waste. So, I found a solid anatomical reference of Stitch with clearly visible muscle groups and tried to recreate that structure as closely as possible in my own sculpt.In the end, I had to develop a full visual concept by combining elements from multiple versions of Stitch. Through careful reference work and constantly switching between Blender and ZBrush, I gradually, but intentionally, built up the body and overall look of our favorite fluffy alien.Topology & UVsThroughout the sculpting process, I spent quite a bit of time thinking about topology. I was looking for the most balanced solution between quality and production time. Normally, I do manual retopology for my characters, but this time, I knew it would take too much time, and honestly, I didn't have that luxury.So I decided to generate the topology using ZBrush's tools. I split the model into separate parts using Polygroups, assigning individual groups for the ears, the head, the torso, the arms, the legs, and each of Stitch's fingers.With the Polygroups in place, I used ZRemesher with Keep Groups enabled and smoothing on group borders. This gave me a clean and optimized mesh that was perfect for UV unwrapping.Of course, this kind of auto-retopology isn't a full substitute for manual work, but it saved me a huge amount of time, and the quality was still high enough for what I needed. However, there was one tricky issue. Although Stitch looks symmetrical at first glance, his ears are actually asymmetrical. The right ear has a scar on the top, while the left has a scar on the bottomBecause of that, I couldn't just mirror one side in ZBrush without losing those unique features. Here's what I ended up doing: I created a symmetrical model with the right ear, then another symmetrical model with the left ear. I brought both into Blender, detached the left ear from one model, and attached it to the body of the other one. This way, I got a clean, symmetrical base mesh with asymmetrical ears, preserving both topology and detail. And thanks to the clean polygroup-based layout, I was able to unwrap the UVs with nice, even seams and clean islands.When it came to UV mapping, I divided Stitch into two UDIM tiles:The first UDIM includes the head with ears, torso, arms, and legs.The second UDIM contains all the additional parts: teeth, tongue, gums, claws, and noseSince the nose is one of the most important details, I allocated the largest space to it, which helped me to better capture its intricate details.As for the eyes, I used procedural eyes, so there was no need to assign UV space or create a separate UDIM for texturing them. To achieve this, I used the Tiny Eye add-on by tinynocky for Blender, which allows full control over procedural eyes and their parameters.This approach gave me high-quality eyes with customizable elements tailored exactly to my needs. As a result of all these steps, Stitch ended up with a symmetrical, optimized mesh, asymmetrical ears, and the body split across two UDIMs, one for the main body and one for the additional parts.TexturingWhen planning Stitch's texturing, I understood that the main body texture would be fairly simple, with much of the visual detail enhanced by the fur. However, there were some areas that required much more attention than the rest of the body. The textures for Stitch can be roughly divided into several main parts:The base body, which includes the primary color of his fur, along with additional shading like a lighter tone on the frontand a darker tone on the back and napeThe nose and ears, these zones, demanded separate focusAt the initial texturing/blocking stage, the ears looked too cartoony, which didn’t fit the style I wanted. So, I decided to push them towards a more realistic look. This involved removing bright colors, adding more variation in the roughness map, introducing variation in the base color, and making the ears visually more natural, layered, and textured on the surface. By combining smart materials and masks, I achieved the effect of "living" ears, slightly dirty and looking as natural as possible.The nose was a separate story. It occupies a significant part of the face and thus draws a lot of attention. While studying references, I noticed that the shape and texture of the nose vary a lot between different artists. Initially, I made it dog-like, with some wear and tear around the nostrils and base.For a long time, I thought this version was acceptable. But during test renders, I realized the nose needed improvement. So I reworked its texturing, aiming to make it more detailed. I divided the nose texture into four main layers:Base detail: Baked from the high-poly model. Over this, I applied a smart skin material that added characteristic bumps.Lighter layer: Applied via a mask using the AO channel. This darkened the crevices and brightened the bumps, creating a multi-layered effect.Organic detail: In animal references, I noticed slight redness in the nose area. I created another AO-masked layer with reddish capillaries visible through the bumps, adding depth and realism.Softness: To make the nose visually softer, like in references, I added a fill layer with only height enabled, used a paper texture as grayscale, and applied a blurred mask. This created subtle dents and wrinkles that softened the look.All textures were created in 4K resolution to achieve maximum detail. After finishing the main texturing stage, I add an Ambient Occlusion map on the final texture layer, activating only the Color channel, setting the blend mode to Multiply, and reducing opacity to about 35%. This adds volume and greatly improves the overall perception of the model.That covers the texturing of Stitch’s body. I also created a separate texture for the fur. This was simpler, I disabled unnecessary layers like ears and eyelids, and left only the base ones corresponding to the body’s color tones.During grooming, I also created textures for the fur's clamps and roughness. In Substance 3D Painter, I additionally painted masks for better fur detail.FurAnd finally, I moved on to the part that was most important to me, the very reason I started this project in the first place. Fur. This entire process was essentially a test of my fur grooming skills. After overcoming self-doubt, I trusted the process and relied on everything I had learned so far. Before diving into the grooming itself, I made sure to gather strong references. I searched for the highest quality and most inspiring examples I could find and analyzed them thoroughly. My goal was to clearly understand the direction of fur growth, its density and volume, the intensity of roughness, and the strength of clumping in different areas of Stitch's body.To create the fur, I used Blender and its Hair Particle System. The overall approach is similar to sculpting a high-detail model: work from broad strokes to finer details. So, the first step was blocking out the main flow and placement of the hair strands.At this point, I ran into a challenge: symmetry. Since the model was purposefully asymmetrical, the fur couldn't be mirrored cleanly. To solve this, I created a base fur blocking using Hair Guides with just two segments. After that, I split the fur into separate parts. I duplicated the main Particle System and created individual hair systems for each area where needed.In total, I broke Stitch's body into key sections: head, left ear, right ear, front torso, back torso, arms, hands, upper and lower legs, toes, and additional detailing layers. The final fur setup included 25 separate particle systems.To control fur growth, I used Weight Paint to fine-tune the influence on each body part individually. This separation gave me much more precision and allowed full control over every parameter of the fur on a per-section basis.The most challenging aspect of working with fur is staying patient and focused. Detail is absolutely critical because the overall picture is built entirely from tiny, subtle elements. Once the base layer was complete, I moved on to refining the fur based on my references.The most complex areas turned out to be the front of the torso and the face. When working on the torso, my goal was to create a smooth gradient, from thick, clumped fur on the chest to shorter, softer fur on the stomach.Step by step, I adjusted the transitions, directions, clumps, and volumes to achieve that look. Additionally, I used the fur itself to subtly enhance Stitch's silhouette, making his overall shape feel sharper, more expressive, and visually engaging.During fur development, I used texture maps to control the intensity of the Roughness and Clump parameters. This gave me a high degree of flexibility, textures drove these attributes across the entire model. In areas where stronger clumping or roughness was needed, I used brighter values; in zones requiring a softer look, darker values. This approach allowed for fine-tuned micro-level control of the fur shader and helped achieve a highly realistic appearance in renders.The face required special attention: the fur had to be neat, evenly distributed, and still visually appealing. The biggest challenge here was working around the eye area. Even with properly adjusted Weight Paint, interpolation sometimes caused strands to creep into the eyes.I spent a lot of time cleaning up this region to get an optimal result. I also had to revisit certain patches that looked bald, even though interpolation and weight painting were set correctly, because the fur didn't render properly there. These areas needed manual fixing.As part of the detailing stage, I also increased the number of segments in the Hair Guides.While the blocking phase only used two segments, I went up to three, and in some cases even five, for more complex regions. This gave me much more control over fur shape and flow.The tiniest details really matter, so I added extra fur layers with thinner, more chaotic strands extending slightly beyond the main silhouette. These micro-layers significantly improved the texture depth and boosted the overall realism.Aside from the grooming itself, I paid special attention to the fur material setup, as the shader plays a critical role in the final visual quality of the render. It's not enough to simply plug a color texture into a Principled BSDF node and call it done.I built a more complex shader, giving me precise control over various attributes. For example, I implemented subtle color variation across individual strands, along with darkening near the roots and a gradual brightening toward the tips. This helped add visual depth and made the fur look significantly more natural and lifelike.Working on the fur took up nearly half of the total time I spent on the entire model. And I'm genuinely happy with the result, this stage confirmed that the training I've gone through was solid and that I’m heading in the right direction with my artistic development.Rigging, Posing & SceneOnce I finished working on the fur, I rendered several 4K test shots from different angles to make sure every detail looked the way I intended. When I was fully satisfied with the results, it was time to move on to rigging.I divided the rigging process into three main parts:Body rig, for posing and positioning the characterFacial rig, for expressions and emotionsEar rig, for dynamic ear controlRigging isn't something I consider my strongest skill, but as a 3D generalist, I had to dive into many technical aspects of it. For the ears, I set up a relatively simple system with several bones connected using inverse kinematics. This gave me flexible and intuitive control during posing and allowed for the addition of dynamic movement in animation.For facial rigging, I used the FaceIt add-on, which generates a complete facial control system for mouth, eyes, and tongue. It sped up the process significantly and gave me more precision. For the body, I used the ActorCore Rig by NVIDIA, then converted it to Rigify, which gave me a familiar interface and flexible control over poses.Posing is one of my favorite stages, it's when the character really comes to life. As usual, it started with gathering references. Honestly, it was hard to pick the final poses, Stitch is so expressive and full of personality that I wanted to try hundreds of them. But I focused on those that best conveyed the spirit and mood of the character. Some poses I reworked to fit my style rather than copying directly. For example, in the pose where Stitch licks his nose, I added drool and a bit of "green slime" for comedic effect. To capture motion, I tilted his head back and made the ears fly upward, creating a vivid, emotional snapshot.Just like in sculpting or grooming, minor details make a big difference in posing. Examples include: a slight asymmetry in the facial expression, a raised corner of the mouth, one eye squinting a little more than the other, and ears set at slightly different angles.These are subtle things that might not be noticed immediately, but they’re the key to making the character feel alive and believable.For each pose, I created a separate scene and collection in Blender, including the character, specific lighting setup, and a simple background or environment. This made it easy to return to any scene later, to adjust lighting, reposition the character, or tweak the background.In one of the renders, which I used as the cover image, Stitch is holding a little frog.I want to clearly note that the 3D model of the frog is not mine, full credit goes to the original author of the asset.At first, I wanted to build a full environment around Stitch, to create a scene that would feel like a frame from a film. But after carefully evaluating my skills and priorities, I decided that a weak environment would only detract from the strength of the character. So I opted for a simple, neutral backdrop, designed to keep all the focus on Stitch himself.Rendering, Lighting & Post-ProcessingWhen the character is complete, posed expressively, and integrated into the scene, there's one final step: lighting. Lighting isn't just a technical element of the scene — it’s a full-fledged stage of the 3D pipeline. It doesn't just illuminate; it paints. Proper lighting can highlight the personality of the character, emphasize forms, and create atmosphere.For all my renders, I rely on the classic three-point lighting setup: Key Light, Fill Light, and Rim Light.While this setup is well-known, it remains highly effective. When done thoughtfully, with the right intensity, direction, and color temperature, it creates a strong light-shadow composition that brings the model to life. In addition to the three main lights, I also use an HDRI map, but with very low intensity, around 0.3, just enough to subtly enrich the ambient light without overpowering the scene.Once everything is set, it's time to hit Render and wait for the result. Due to hardware limitations, I wasn’t able to produce full animated shots with fur. Rendering a single 4K image with fur took over an hour, so I limited myself to a 360° turnaround and several static renders.I don't spend too much time on post-processing, just basic refinements in Photoshop. Slight enhancement of the composition, gentle shadow adjustments, color balance tweaks, and adding a logo. Everything is done subtly, nothing overprocessed. The goal is simply to support and enhance what’s already there.Final ThoughtsThis project has been an incredible experience. Although it was my second time creating Stitch, this time the process felt completely different at every stage. And honestly, it wasn't easy.But that was exactly the point: to challenge myself. To reimagine something familiar, to try things I'd never done before, and to walk the full journey from start to finish. The fur, the heart of this project, was especially meaningful to me. It’s what started it all. I poured a lot into this model: time, effort, emotion, and even doubts. But at the same time, I brought all my knowledge, skills, and experience into it.This work became a mirror of my progress from 2023 to 2025. I can clearly see how far I've come, and that gives me the motivation to keep going. Every hour of learning and practice paid off, the results speak for themselves. This model was created for my portfolio. I don't plan to use it commercially, unless, of course, a studio actually wants to license it for a new filmIt's been a long road: challenging, sometimes exhausting, but above all inspiring and exciting. I know there's still a lot to learn. Many things to study, improve, and polish to perfection. But I'm already on that path, and I'm not stopping.Oleh Yakushev, 3D Character ArtistInterview conducted by Gloria Levine
    #fur #grooming #techniques #realistic #stitch
    Fur Grooming Techniques For Realistic Stitch In Blender
    IntroductionHi everyone! My name is Oleh Yakushev, and I'm a 3D Artist from Ukraine. My journey into 3D began just three years ago, when I was working as a mobile phone salesperson at a shopping mall. In 2022, during one slow day at work, I noticed a colleague learning Python. We started talking about life goals. I told him I wanted to switch careers, to do something creative, but programming wasn't really my thing.He asked me a simple question: "Well, what do you actually enjoy doing?"I said, "Video games. I love video games. But I don't have time to learn how to make them, I've got a job, a family, and a kid."Then he hit me with something that really shifted my whole perspective."Oleh, do you play games on your PlayStation?"I said, "Of course."He replied, "Then why not take the time you spend playing and use it to learn how to make games?"That moment flipped a switch in my mind. I realized that I did have time, it was just a matter of how I used it. If I really wanted to learn, I could find a way. At the time, I didn't even own a computer. But where there's a will, there's a way: I borrowed my sister's laptop for a month and started following beginner 3D tutorials on YouTube. Every night after work, once my family went to sleep, I'd sit in the kitchen and study. I stayed up until 2 or 3 AM, learning Blender basics. Then I'd sleep for a few hours before waking up at 6 AM to go back to work. That's how I spent my first few months in 3D, studying every single night.3D completely took over my life. During lunch breaks, I watched 3D videos, on the bus, I scrolled through 3D TikToks, at home, I took 3D courses, and the word "3D" just became a constant in my vocabulary.After a few months of learning the basics, I started building my portfolio, which looks pretty funny to me now. But at the time, it was a real sign of how committed I was. Eventually, someone reached out to me through Behance, offering my first freelance opportunity. And thatэs how my journey began, from mall clerk to 3D artist. It's been a tough road, full of burnout, doubts, and late nights... but also full of curiosity, growth, and hope. And I wouldn't trade it for anything.The Stitch ProjectI've loved Stitch since I was a kid. I used to watch the cartoons, play the video games, and he always felt like such a warm, funny, chill, and at the same time, strong character. So once I reached a certain level in 3D, I decided to recreate Stitch.Back then, my skills only allowed me to make him in a stylized cartoonish style, no fur, no complex detailing, no advanced texturing, I just didn't have the experience. Surprisingly, the result turned out pretty decent. Even now, I sometimes get comments that my old Stitch still looks quite cute. Though honestly, I wouldn't say that myself anymore. Two years have passed since I made that first Stitch, it was back in 2023. And in 2025, I decided it was time to challenge myself.At that point, I had just completed an intense grooming course. Grooming always intimidated me, it felt really complex. I avoided it on commercial projects, made a few failed attempts for my portfolio, and overall tried to steer clear of any tasks where grooming was required. But eventually, I found the strength to face it.I pushed myself to learn how to make great fur, and I did. I finally understood how the grooming system works, grasped the logic, the tools, and the workflow. And after finishing the course, I wanted to lock in all that knowledge by creating a full personal project from scratch.So my goal was to make a character from the ground up, where the final stage would be grooming. And without thinking too long, I chose Stitch.First, because I truly love the character. Second, I wanted to clearly see my own progress over the past two years. Third, I needed to put my new skills to the test and find out whether my training had really paid off.ModelingI had a few ideas for how to approach the base mesh for this project. First, to model everything completely from scratch, starting with a sphere. Second, to reuse my old Stitch model and upgrade it.But then an idea struck me: why not test how well AI could handle a base mesh? I gathered some references and tried generating a base mesh using AI, uploading Stitch visuals as a guide. As you can see from the screenshot, the result was far from usable. So I basically ended up doing everything from scratch anyway.So, I went back to basics: digging through ArtStation and Pinterest, collecting references. Since over the last two years, I had not only learned grooming but also completely changed my overall approach to character creation, it was important for me to make a more detailed model, even if much of it would be hidden under fur.The first Stitch was sculpted in Blender, with all the limitations that come with sculpting in it. But since then, I've leveled up significantly and switched to more advanced tools. So this second version of Stitch was born in ZBrush. By the time I started working on this Stitch, ZBrush had already become my second main workspace. I've used it to deliver tons of commercial projects, I work in it almost daily, and most of my portfolio was created using this tool. I found some great reference images showing Stitch's body structure. Among them were official movie references and a stunning high-poly model created by Juan Hernández, a version of Stitch without fur. That model became my primary reference for sculpting.Truth is, Stitch's base form is quite simple, so blocking out the shape didn't take too long. When blocking, I use Blender in combination with ZBrush:I work with primary forms in ZBrushThen check proportions in BlenderFix mistakes, tweak volumes, and refine the silhouetteSince Stitch's shape isn't overly complex, I broke him down into three main sculpting parts:The body: arms, legs, head, and earsThe nose, eyes, and mouth cavityWhile planning the sculpt, I already knew I'd be rigging Stitch, both body and facial rig. So I started sculpting with his mouth open.While studying various references, I noticed something interesting. Stitch from promotional posters, Stitch from the movie, and Stitch as recreated by different artists on ArtStation all look very different from one another. What surprised me the most was how different the promo version of Stitch is compared to the one in the actual movie. They are essentially two separate models:Different proportionsDifferent shapesDifferent texturesEven different fur and overall designThis presented a creative challenge, I had to develop my own take on Stitch's design. Sometimes I liked the way the teeth were done in one version, in another, the eye placement, in another, the fur shape, or the claw design on hands and feet.At first, considering that Stitch is completely covered in fur from head to toe, sculpting his underlying anatomy seemed pointless. I kept asking myself: "Why sculpt muscles and skin detail if everything will be hidden under fur anyway?"But eventually, I found a few solid answers for myself. First, having a defined muscle structure actually makes the fur grooming process easier. That's because fur often follows the flow of muscle lines, so having those muscles helps guide fur direction more accurately across the character's body.Second, it's great anatomy practice, and practice is never a waste. So, I found a solid anatomical reference of Stitch with clearly visible muscle groups and tried to recreate that structure as closely as possible in my own sculpt.In the end, I had to develop a full visual concept by combining elements from multiple versions of Stitch. Through careful reference work and constantly switching between Blender and ZBrush, I gradually, but intentionally, built up the body and overall look of our favorite fluffy alien.Topology & UVsThroughout the sculpting process, I spent quite a bit of time thinking about topology. I was looking for the most balanced solution between quality and production time. Normally, I do manual retopology for my characters, but this time, I knew it would take too much time, and honestly, I didn't have that luxury.So I decided to generate the topology using ZBrush's tools. I split the model into separate parts using Polygroups, assigning individual groups for the ears, the head, the torso, the arms, the legs, and each of Stitch's fingers.With the Polygroups in place, I used ZRemesher with Keep Groups enabled and smoothing on group borders. This gave me a clean and optimized mesh that was perfect for UV unwrapping.Of course, this kind of auto-retopology isn't a full substitute for manual work, but it saved me a huge amount of time, and the quality was still high enough for what I needed. However, there was one tricky issue. Although Stitch looks symmetrical at first glance, his ears are actually asymmetrical. The right ear has a scar on the top, while the left has a scar on the bottomBecause of that, I couldn't just mirror one side in ZBrush without losing those unique features. Here's what I ended up doing: I created a symmetrical model with the right ear, then another symmetrical model with the left ear. I brought both into Blender, detached the left ear from one model, and attached it to the body of the other one. This way, I got a clean, symmetrical base mesh with asymmetrical ears, preserving both topology and detail. And thanks to the clean polygroup-based layout, I was able to unwrap the UVs with nice, even seams and clean islands.When it came to UV mapping, I divided Stitch into two UDIM tiles:The first UDIM includes the head with ears, torso, arms, and legs.The second UDIM contains all the additional parts: teeth, tongue, gums, claws, and noseSince the nose is one of the most important details, I allocated the largest space to it, which helped me to better capture its intricate details.As for the eyes, I used procedural eyes, so there was no need to assign UV space or create a separate UDIM for texturing them. To achieve this, I used the Tiny Eye add-on by tinynocky for Blender, which allows full control over procedural eyes and their parameters.This approach gave me high-quality eyes with customizable elements tailored exactly to my needs. As a result of all these steps, Stitch ended up with a symmetrical, optimized mesh, asymmetrical ears, and the body split across two UDIMs, one for the main body and one for the additional parts.TexturingWhen planning Stitch's texturing, I understood that the main body texture would be fairly simple, with much of the visual detail enhanced by the fur. However, there were some areas that required much more attention than the rest of the body. The textures for Stitch can be roughly divided into several main parts:The base body, which includes the primary color of his fur, along with additional shading like a lighter tone on the frontand a darker tone on the back and napeThe nose and ears, these zones, demanded separate focusAt the initial texturing/blocking stage, the ears looked too cartoony, which didn’t fit the style I wanted. So, I decided to push them towards a more realistic look. This involved removing bright colors, adding more variation in the roughness map, introducing variation in the base color, and making the ears visually more natural, layered, and textured on the surface. By combining smart materials and masks, I achieved the effect of "living" ears, slightly dirty and looking as natural as possible.The nose was a separate story. It occupies a significant part of the face and thus draws a lot of attention. While studying references, I noticed that the shape and texture of the nose vary a lot between different artists. Initially, I made it dog-like, with some wear and tear around the nostrils and base.For a long time, I thought this version was acceptable. But during test renders, I realized the nose needed improvement. So I reworked its texturing, aiming to make it more detailed. I divided the nose texture into four main layers:Base detail: Baked from the high-poly model. Over this, I applied a smart skin material that added characteristic bumps.Lighter layer: Applied via a mask using the AO channel. This darkened the crevices and brightened the bumps, creating a multi-layered effect.Organic detail: In animal references, I noticed slight redness in the nose area. I created another AO-masked layer with reddish capillaries visible through the bumps, adding depth and realism.Softness: To make the nose visually softer, like in references, I added a fill layer with only height enabled, used a paper texture as grayscale, and applied a blurred mask. This created subtle dents and wrinkles that softened the look.All textures were created in 4K resolution to achieve maximum detail. After finishing the main texturing stage, I add an Ambient Occlusion map on the final texture layer, activating only the Color channel, setting the blend mode to Multiply, and reducing opacity to about 35%. This adds volume and greatly improves the overall perception of the model.That covers the texturing of Stitch’s body. I also created a separate texture for the fur. This was simpler, I disabled unnecessary layers like ears and eyelids, and left only the base ones corresponding to the body’s color tones.During grooming, I also created textures for the fur's clamps and roughness. In Substance 3D Painter, I additionally painted masks for better fur detail.FurAnd finally, I moved on to the part that was most important to me, the very reason I started this project in the first place. Fur. This entire process was essentially a test of my fur grooming skills. After overcoming self-doubt, I trusted the process and relied on everything I had learned so far. Before diving into the grooming itself, I made sure to gather strong references. I searched for the highest quality and most inspiring examples I could find and analyzed them thoroughly. My goal was to clearly understand the direction of fur growth, its density and volume, the intensity of roughness, and the strength of clumping in different areas of Stitch's body.To create the fur, I used Blender and its Hair Particle System. The overall approach is similar to sculpting a high-detail model: work from broad strokes to finer details. So, the first step was blocking out the main flow and placement of the hair strands.At this point, I ran into a challenge: symmetry. Since the model was purposefully asymmetrical, the fur couldn't be mirrored cleanly. To solve this, I created a base fur blocking using Hair Guides with just two segments. After that, I split the fur into separate parts. I duplicated the main Particle System and created individual hair systems for each area where needed.In total, I broke Stitch's body into key sections: head, left ear, right ear, front torso, back torso, arms, hands, upper and lower legs, toes, and additional detailing layers. The final fur setup included 25 separate particle systems.To control fur growth, I used Weight Paint to fine-tune the influence on each body part individually. This separation gave me much more precision and allowed full control over every parameter of the fur on a per-section basis.The most challenging aspect of working with fur is staying patient and focused. Detail is absolutely critical because the overall picture is built entirely from tiny, subtle elements. Once the base layer was complete, I moved on to refining the fur based on my references.The most complex areas turned out to be the front of the torso and the face. When working on the torso, my goal was to create a smooth gradient, from thick, clumped fur on the chest to shorter, softer fur on the stomach.Step by step, I adjusted the transitions, directions, clumps, and volumes to achieve that look. Additionally, I used the fur itself to subtly enhance Stitch's silhouette, making his overall shape feel sharper, more expressive, and visually engaging.During fur development, I used texture maps to control the intensity of the Roughness and Clump parameters. This gave me a high degree of flexibility, textures drove these attributes across the entire model. In areas where stronger clumping or roughness was needed, I used brighter values; in zones requiring a softer look, darker values. This approach allowed for fine-tuned micro-level control of the fur shader and helped achieve a highly realistic appearance in renders.The face required special attention: the fur had to be neat, evenly distributed, and still visually appealing. The biggest challenge here was working around the eye area. Even with properly adjusted Weight Paint, interpolation sometimes caused strands to creep into the eyes.I spent a lot of time cleaning up this region to get an optimal result. I also had to revisit certain patches that looked bald, even though interpolation and weight painting were set correctly, because the fur didn't render properly there. These areas needed manual fixing.As part of the detailing stage, I also increased the number of segments in the Hair Guides.While the blocking phase only used two segments, I went up to three, and in some cases even five, for more complex regions. This gave me much more control over fur shape and flow.The tiniest details really matter, so I added extra fur layers with thinner, more chaotic strands extending slightly beyond the main silhouette. These micro-layers significantly improved the texture depth and boosted the overall realism.Aside from the grooming itself, I paid special attention to the fur material setup, as the shader plays a critical role in the final visual quality of the render. It's not enough to simply plug a color texture into a Principled BSDF node and call it done.I built a more complex shader, giving me precise control over various attributes. For example, I implemented subtle color variation across individual strands, along with darkening near the roots and a gradual brightening toward the tips. This helped add visual depth and made the fur look significantly more natural and lifelike.Working on the fur took up nearly half of the total time I spent on the entire model. And I'm genuinely happy with the result, this stage confirmed that the training I've gone through was solid and that I’m heading in the right direction with my artistic development.Rigging, Posing & SceneOnce I finished working on the fur, I rendered several 4K test shots from different angles to make sure every detail looked the way I intended. When I was fully satisfied with the results, it was time to move on to rigging.I divided the rigging process into three main parts:Body rig, for posing and positioning the characterFacial rig, for expressions and emotionsEar rig, for dynamic ear controlRigging isn't something I consider my strongest skill, but as a 3D generalist, I had to dive into many technical aspects of it. For the ears, I set up a relatively simple system with several bones connected using inverse kinematics. This gave me flexible and intuitive control during posing and allowed for the addition of dynamic movement in animation.For facial rigging, I used the FaceIt add-on, which generates a complete facial control system for mouth, eyes, and tongue. It sped up the process significantly and gave me more precision. For the body, I used the ActorCore Rig by NVIDIA, then converted it to Rigify, which gave me a familiar interface and flexible control over poses.Posing is one of my favorite stages, it's when the character really comes to life. As usual, it started with gathering references. Honestly, it was hard to pick the final poses, Stitch is so expressive and full of personality that I wanted to try hundreds of them. But I focused on those that best conveyed the spirit and mood of the character. Some poses I reworked to fit my style rather than copying directly. For example, in the pose where Stitch licks his nose, I added drool and a bit of "green slime" for comedic effect. To capture motion, I tilted his head back and made the ears fly upward, creating a vivid, emotional snapshot.Just like in sculpting or grooming, minor details make a big difference in posing. Examples include: a slight asymmetry in the facial expression, a raised corner of the mouth, one eye squinting a little more than the other, and ears set at slightly different angles.These are subtle things that might not be noticed immediately, but they’re the key to making the character feel alive and believable.For each pose, I created a separate scene and collection in Blender, including the character, specific lighting setup, and a simple background or environment. This made it easy to return to any scene later, to adjust lighting, reposition the character, or tweak the background.In one of the renders, which I used as the cover image, Stitch is holding a little frog.I want to clearly note that the 3D model of the frog is not mine, full credit goes to the original author of the asset.At first, I wanted to build a full environment around Stitch, to create a scene that would feel like a frame from a film. But after carefully evaluating my skills and priorities, I decided that a weak environment would only detract from the strength of the character. So I opted for a simple, neutral backdrop, designed to keep all the focus on Stitch himself.Rendering, Lighting & Post-ProcessingWhen the character is complete, posed expressively, and integrated into the scene, there's one final step: lighting. Lighting isn't just a technical element of the scene — it’s a full-fledged stage of the 3D pipeline. It doesn't just illuminate; it paints. Proper lighting can highlight the personality of the character, emphasize forms, and create atmosphere.For all my renders, I rely on the classic three-point lighting setup: Key Light, Fill Light, and Rim Light.While this setup is well-known, it remains highly effective. When done thoughtfully, with the right intensity, direction, and color temperature, it creates a strong light-shadow composition that brings the model to life. In addition to the three main lights, I also use an HDRI map, but with very low intensity, around 0.3, just enough to subtly enrich the ambient light without overpowering the scene.Once everything is set, it's time to hit Render and wait for the result. Due to hardware limitations, I wasn’t able to produce full animated shots with fur. Rendering a single 4K image with fur took over an hour, so I limited myself to a 360° turnaround and several static renders.I don't spend too much time on post-processing, just basic refinements in Photoshop. Slight enhancement of the composition, gentle shadow adjustments, color balance tweaks, and adding a logo. Everything is done subtly, nothing overprocessed. The goal is simply to support and enhance what’s already there.Final ThoughtsThis project has been an incredible experience. Although it was my second time creating Stitch, this time the process felt completely different at every stage. And honestly, it wasn't easy.But that was exactly the point: to challenge myself. To reimagine something familiar, to try things I'd never done before, and to walk the full journey from start to finish. The fur, the heart of this project, was especially meaningful to me. It’s what started it all. I poured a lot into this model: time, effort, emotion, and even doubts. But at the same time, I brought all my knowledge, skills, and experience into it.This work became a mirror of my progress from 2023 to 2025. I can clearly see how far I've come, and that gives me the motivation to keep going. Every hour of learning and practice paid off, the results speak for themselves. This model was created for my portfolio. I don't plan to use it commercially, unless, of course, a studio actually wants to license it for a new filmIt's been a long road: challenging, sometimes exhausting, but above all inspiring and exciting. I know there's still a lot to learn. Many things to study, improve, and polish to perfection. But I'm already on that path, and I'm not stopping.Oleh Yakushev, 3D Character ArtistInterview conducted by Gloria Levine #fur #grooming #techniques #realistic #stitch
    Fur Grooming Techniques For Realistic Stitch In Blender
    80.lv
    IntroductionHi everyone! My name is Oleh Yakushev, and I'm a 3D Artist from Ukraine. My journey into 3D began just three years ago, when I was working as a mobile phone salesperson at a shopping mall. In 2022, during one slow day at work, I noticed a colleague learning Python. We started talking about life goals. I told him I wanted to switch careers, to do something creative, but programming wasn't really my thing.He asked me a simple question: "Well, what do you actually enjoy doing?"I said, "Video games. I love video games. But I don't have time to learn how to make them, I've got a job, a family, and a kid."Then he hit me with something that really shifted my whole perspective."Oleh, do you play games on your PlayStation?"I said, "Of course."He replied, "Then why not take the time you spend playing and use it to learn how to make games?"That moment flipped a switch in my mind. I realized that I did have time, it was just a matter of how I used it. If I really wanted to learn, I could find a way. At the time, I didn't even own a computer. But where there's a will, there's a way: I borrowed my sister's laptop for a month and started following beginner 3D tutorials on YouTube. Every night after work, once my family went to sleep, I'd sit in the kitchen and study. I stayed up until 2 or 3 AM, learning Blender basics. Then I'd sleep for a few hours before waking up at 6 AM to go back to work. That's how I spent my first few months in 3D, studying every single night.3D completely took over my life. During lunch breaks, I watched 3D videos, on the bus, I scrolled through 3D TikToks, at home, I took 3D courses, and the word "3D" just became a constant in my vocabulary.After a few months of learning the basics, I started building my portfolio, which looks pretty funny to me now. But at the time, it was a real sign of how committed I was. Eventually, someone reached out to me through Behance, offering my first freelance opportunity. And thatэs how my journey began, from mall clerk to 3D artist. It's been a tough road, full of burnout, doubts, and late nights... but also full of curiosity, growth, and hope. And I wouldn't trade it for anything.The Stitch ProjectI've loved Stitch since I was a kid. I used to watch the cartoons, play the video games, and he always felt like such a warm, funny, chill, and at the same time, strong character. So once I reached a certain level in 3D, I decided to recreate Stitch.Back then, my skills only allowed me to make him in a stylized cartoonish style, no fur, no complex detailing, no advanced texturing, I just didn't have the experience. Surprisingly, the result turned out pretty decent. Even now, I sometimes get comments that my old Stitch still looks quite cute. Though honestly, I wouldn't say that myself anymore. Two years have passed since I made that first Stitch, it was back in 2023. And in 2025, I decided it was time to challenge myself.At that point, I had just completed an intense grooming course. Grooming always intimidated me, it felt really complex. I avoided it on commercial projects, made a few failed attempts for my portfolio, and overall tried to steer clear of any tasks where grooming was required. But eventually, I found the strength to face it.I pushed myself to learn how to make great fur, and I did. I finally understood how the grooming system works, grasped the logic, the tools, and the workflow. And after finishing the course, I wanted to lock in all that knowledge by creating a full personal project from scratch.So my goal was to make a character from the ground up, where the final stage would be grooming. And without thinking too long, I chose Stitch.First, because I truly love the character. Second, I wanted to clearly see my own progress over the past two years. Third, I needed to put my new skills to the test and find out whether my training had really paid off.ModelingI had a few ideas for how to approach the base mesh for this project. First, to model everything completely from scratch, starting with a sphere. Second, to reuse my old Stitch model and upgrade it.But then an idea struck me: why not test how well AI could handle a base mesh? I gathered some references and tried generating a base mesh using AI, uploading Stitch visuals as a guide. As you can see from the screenshot, the result was far from usable. So I basically ended up doing everything from scratch anyway.So, I went back to basics: digging through ArtStation and Pinterest, collecting references. Since over the last two years, I had not only learned grooming but also completely changed my overall approach to character creation, it was important for me to make a more detailed model, even if much of it would be hidden under fur.The first Stitch was sculpted in Blender, with all the limitations that come with sculpting in it. But since then, I've leveled up significantly and switched to more advanced tools. So this second version of Stitch was born in ZBrush. By the time I started working on this Stitch, ZBrush had already become my second main workspace. I've used it to deliver tons of commercial projects, I work in it almost daily, and most of my portfolio was created using this tool. I found some great reference images showing Stitch's body structure. Among them were official movie references and a stunning high-poly model created by Juan Hernández, a version of Stitch without fur. That model became my primary reference for sculpting.Truth is, Stitch's base form is quite simple, so blocking out the shape didn't take too long. When blocking, I use Blender in combination with ZBrush:I work with primary forms in ZBrushThen check proportions in BlenderFix mistakes, tweak volumes, and refine the silhouetteSince Stitch's shape isn't overly complex, I broke him down into three main sculpting parts:The body: arms, legs, head, and earsThe nose, eyes, and mouth cavityWhile planning the sculpt, I already knew I'd be rigging Stitch, both body and facial rig. So I started sculpting with his mouth open (to later close it and have more flexibility when it comes to rigging and deformation).While studying various references, I noticed something interesting. Stitch from promotional posters, Stitch from the movie, and Stitch as recreated by different artists on ArtStation all look very different from one another. What surprised me the most was how different the promo version of Stitch is compared to the one in the actual movie. They are essentially two separate models:Different proportionsDifferent shapesDifferent texturesEven different fur and overall designThis presented a creative challenge, I had to develop my own take on Stitch's design. Sometimes I liked the way the teeth were done in one version, in another, the eye placement, in another, the fur shape, or the claw design on hands and feet.At first, considering that Stitch is completely covered in fur from head to toe, sculpting his underlying anatomy seemed pointless. I kept asking myself: "Why sculpt muscles and skin detail if everything will be hidden under fur anyway?"But eventually, I found a few solid answers for myself. First, having a defined muscle structure actually makes the fur grooming process easier. That's because fur often follows the flow of muscle lines, so having those muscles helps guide fur direction more accurately across the character's body.Second, it's great anatomy practice, and practice is never a waste. So, I found a solid anatomical reference of Stitch with clearly visible muscle groups and tried to recreate that structure as closely as possible in my own sculpt.In the end, I had to develop a full visual concept by combining elements from multiple versions of Stitch. Through careful reference work and constantly switching between Blender and ZBrush, I gradually, but intentionally, built up the body and overall look of our favorite fluffy alien.Topology & UVsThroughout the sculpting process, I spent quite a bit of time thinking about topology. I was looking for the most balanced solution between quality and production time. Normally, I do manual retopology for my characters, but this time, I knew it would take too much time, and honestly, I didn't have that luxury.So I decided to generate the topology using ZBrush's tools. I split the model into separate parts using Polygroups, assigning individual groups for the ears, the head, the torso, the arms, the legs, and each of Stitch's fingers.With the Polygroups in place, I used ZRemesher with Keep Groups enabled and smoothing on group borders. This gave me a clean and optimized mesh that was perfect for UV unwrapping.Of course, this kind of auto-retopology isn't a full substitute for manual work, but it saved me a huge amount of time, and the quality was still high enough for what I needed. However, there was one tricky issue. Although Stitch looks symmetrical at first glance, his ears are actually asymmetrical. The right ear has a scar on the top, while the left has a scar on the bottomBecause of that, I couldn't just mirror one side in ZBrush without losing those unique features. Here's what I ended up doing: I created a symmetrical model with the right ear, then another symmetrical model with the left ear. I brought both into Blender, detached the left ear from one model, and attached it to the body of the other one. This way, I got a clean, symmetrical base mesh with asymmetrical ears, preserving both topology and detail. And thanks to the clean polygroup-based layout, I was able to unwrap the UVs with nice, even seams and clean islands.When it came to UV mapping, I divided Stitch into two UDIM tiles:The first UDIM includes the head with ears, torso, arms, and legs.The second UDIM contains all the additional parts: teeth, tongue, gums, claws, and nose (For the claws, I used overlapping UVs to preserve texel density for the other parts)Since the nose is one of the most important details, I allocated the largest space to it, which helped me to better capture its intricate details.As for the eyes, I used procedural eyes, so there was no need to assign UV space or create a separate UDIM for texturing them. To achieve this, I used the Tiny Eye add-on by tinynocky for Blender, which allows full control over procedural eyes and their parameters.This approach gave me high-quality eyes with customizable elements tailored exactly to my needs. As a result of all these steps, Stitch ended up with a symmetrical, optimized mesh, asymmetrical ears, and the body split across two UDIMs, one for the main body and one for the additional parts.TexturingWhen planning Stitch's texturing, I understood that the main body texture would be fairly simple, with much of the visual detail enhanced by the fur. However, there were some areas that required much more attention than the rest of the body. The textures for Stitch can be roughly divided into several main parts:The base body, which includes the primary color of his fur, along with additional shading like a lighter tone on the front (belly) and a darker tone on the back and napeThe nose and ears, these zones, demanded separate focusAt the initial texturing/blocking stage, the ears looked too cartoony, which didn’t fit the style I wanted. So, I decided to push them towards a more realistic look. This involved removing bright colors, adding more variation in the roughness map, introducing variation in the base color, and making the ears visually more natural, layered, and textured on the surface. By combining smart materials and masks, I achieved the effect of "living" ears, slightly dirty and looking as natural as possible.The nose was a separate story. It occupies a significant part of the face and thus draws a lot of attention. While studying references, I noticed that the shape and texture of the nose vary a lot between different artists. Initially, I made it dog-like, with some wear and tear around the nostrils and base.For a long time, I thought this version was acceptable. But during test renders, I realized the nose needed improvement. So I reworked its texturing, aiming to make it more detailed. I divided the nose texture into four main layers:Base detail: Baked from the high-poly model. Over this, I applied a smart skin material that added characteristic bumps.Lighter layer: Applied via a mask using the AO channel. This darkened the crevices and brightened the bumps, creating a multi-layered effect.Organic detail (capillaries): In animal references, I noticed slight redness in the nose area. I created another AO-masked layer with reddish capillaries visible through the bumps, adding depth and realism.Softness: To make the nose visually softer, like in references, I added a fill layer with only height enabled, used a paper texture as grayscale, and applied a blurred mask. This created subtle dents and wrinkles that softened the look.All textures were created in 4K resolution to achieve maximum detail. After finishing the main texturing stage, I add an Ambient Occlusion map on the final texture layer, activating only the Color channel, setting the blend mode to Multiply, and reducing opacity to about 35%. This adds volume and greatly improves the overall perception of the model.That covers the texturing of Stitch’s body. I also created a separate texture for the fur. This was simpler, I disabled unnecessary layers like ears and eyelids, and left only the base ones corresponding to the body’s color tones.During grooming (which I'll cover in detail later), I also created textures for the fur's clamps and roughness. In Substance 3D Painter, I additionally painted masks for better fur detail.FurAnd finally, I moved on to the part that was most important to me, the very reason I started this project in the first place. Fur. This entire process was essentially a test of my fur grooming skills. After overcoming self-doubt, I trusted the process and relied on everything I had learned so far. Before diving into the grooming itself, I made sure to gather strong references. I searched for the highest quality and most inspiring examples I could find and analyzed them thoroughly. My goal was to clearly understand the direction of fur growth, its density and volume, the intensity of roughness, and the strength of clumping in different areas of Stitch's body.To create the fur, I used Blender and its Hair Particle System. The overall approach is similar to sculpting a high-detail model: work from broad strokes to finer details. So, the first step was blocking out the main flow and placement of the hair strands.At this point, I ran into a challenge: symmetry. Since the model was purposefully asymmetrical (because of the ears and skin folds), the fur couldn't be mirrored cleanly. To solve this, I created a base fur blocking using Hair Guides with just two segments. After that, I split the fur into separate parts. I duplicated the main Particle System and created individual hair systems for each area where needed.In total, I broke Stitch's body into key sections: head, left ear, right ear, front torso, back torso, arms, hands, upper and lower legs, toes, and additional detailing layers. The final fur setup included 25 separate particle systems.To control fur growth, I used Weight Paint to fine-tune the influence on each body part individually. This separation gave me much more precision and allowed full control over every parameter of the fur on a per-section basis.The most challenging aspect of working with fur is staying patient and focused. Detail is absolutely critical because the overall picture is built entirely from tiny, subtle elements. Once the base layer was complete, I moved on to refining the fur based on my references.The most complex areas turned out to be the front of the torso and the face. When working on the torso, my goal was to create a smooth gradient, from thick, clumped fur on the chest to shorter, softer fur on the stomach.Step by step, I adjusted the transitions, directions, clumps, and volumes to achieve that look. Additionally, I used the fur itself to subtly enhance Stitch's silhouette, making his overall shape feel sharper, more expressive, and visually engaging.During fur development, I used texture maps to control the intensity of the Roughness and Clump parameters. This gave me a high degree of flexibility, textures drove these attributes across the entire model. In areas where stronger clumping or roughness was needed, I used brighter values; in zones requiring a softer look, darker values. This approach allowed for fine-tuned micro-level control of the fur shader and helped achieve a highly realistic appearance in renders.The face required special attention: the fur had to be neat, evenly distributed, and still visually appealing. The biggest challenge here was working around the eye area. Even with properly adjusted Weight Paint, interpolation sometimes caused strands to creep into the eyes.I spent a lot of time cleaning up this region to get an optimal result. I also had to revisit certain patches that looked bald, even though interpolation and weight painting were set correctly, because the fur didn't render properly there. These areas needed manual fixing.As part of the detailing stage, I also increased the number of segments in the Hair Guides.While the blocking phase only used two segments, I went up to three, and in some cases even five, for more complex regions. This gave me much more control over fur shape and flow.The tiniest details really matter, so I added extra fur layers with thinner, more chaotic strands extending slightly beyond the main silhouette. These micro-layers significantly improved the texture depth and boosted the overall realism.Aside from the grooming itself, I paid special attention to the fur material setup, as the shader plays a critical role in the final visual quality of the render. It's not enough to simply plug a color texture into a Principled BSDF node and call it done.I built a more complex shader, giving me precise control over various attributes. For example, I implemented subtle color variation across individual strands, along with darkening near the roots and a gradual brightening toward the tips. This helped add visual depth and made the fur look significantly more natural and lifelike.Working on the fur took up nearly half of the total time I spent on the entire model. And I'm genuinely happy with the result, this stage confirmed that the training I've gone through was solid and that I’m heading in the right direction with my artistic development.Rigging, Posing & SceneOnce I finished working on the fur, I rendered several 4K test shots from different angles to make sure every detail looked the way I intended. When I was fully satisfied with the results, it was time to move on to rigging.I divided the rigging process into three main parts:Body rig, for posing and positioning the characterFacial rig, for expressions and emotionsEar rig, for dynamic ear controlRigging isn't something I consider my strongest skill, but as a 3D generalist, I had to dive into many technical aspects of it. For the ears, I set up a relatively simple system with several bones connected using inverse kinematics (IK). This gave me flexible and intuitive control during posing and allowed for the addition of dynamic movement in animation.For facial rigging, I used the FaceIt add-on, which generates a complete facial control system for mouth, eyes, and tongue. It sped up the process significantly and gave me more precision. For the body, I used the ActorCore Rig by NVIDIA, then converted it to Rigify, which gave me a familiar interface and flexible control over poses.Posing is one of my favorite stages, it's when the character really comes to life. As usual, it started with gathering references. Honestly, it was hard to pick the final poses, Stitch is so expressive and full of personality that I wanted to try hundreds of them. But I focused on those that best conveyed the spirit and mood of the character. Some poses I reworked to fit my style rather than copying directly. For example, in the pose where Stitch licks his nose, I added drool and a bit of "green slime" for comedic effect. To capture motion, I tilted his head back and made the ears fly upward, creating a vivid, emotional snapshot.Just like in sculpting or grooming, minor details make a big difference in posing. Examples include: a slight asymmetry in the facial expression, a raised corner of the mouth, one eye squinting a little more than the other, and ears set at slightly different angles.These are subtle things that might not be noticed immediately, but they’re the key to making the character feel alive and believable.For each pose, I created a separate scene and collection in Blender, including the character, specific lighting setup, and a simple background or environment. This made it easy to return to any scene later, to adjust lighting, reposition the character, or tweak the background.In one of the renders, which I used as the cover image, Stitch is holding a little frog.I want to clearly note that the 3D model of the frog is not mine, full credit goes to the original author of the asset.At first, I wanted to build a full environment around Stitch, to create a scene that would feel like a frame from a film. But after carefully evaluating my skills and priorities, I decided that a weak environment would only detract from the strength of the character. So I opted for a simple, neutral backdrop, designed to keep all the focus on Stitch himself.Rendering, Lighting & Post-ProcessingWhen the character is complete, posed expressively, and integrated into the scene, there's one final step: lighting. Lighting isn't just a technical element of the scene — it’s a full-fledged stage of the 3D pipeline. It doesn't just illuminate; it paints. Proper lighting can highlight the personality of the character, emphasize forms, and create atmosphere.For all my renders, I rely on the classic three-point lighting setup: Key Light, Fill Light, and Rim Light.While this setup is well-known, it remains highly effective. When done thoughtfully, with the right intensity, direction, and color temperature, it creates a strong light-shadow composition that brings the model to life. In addition to the three main lights, I also use an HDRI map, but with very low intensity, around 0.3, just enough to subtly enrich the ambient light without overpowering the scene.Once everything is set, it's time to hit Render and wait for the result. Due to hardware limitations, I wasn’t able to produce full animated shots with fur. Rendering a single 4K image with fur took over an hour, so I limited myself to a 360° turnaround and several static renders.I don't spend too much time on post-processing, just basic refinements in Photoshop. Slight enhancement of the composition, gentle shadow adjustments, color balance tweaks, and adding a logo. Everything is done subtly, nothing overprocessed. The goal is simply to support and enhance what’s already there.Final ThoughtsThis project has been an incredible experience. Although it was my second time creating Stitch (the first was back in 2023), this time the process felt completely different at every stage. And honestly, it wasn't easy.But that was exactly the point: to challenge myself. To reimagine something familiar, to try things I'd never done before, and to walk the full journey from start to finish. The fur, the heart of this project, was especially meaningful to me. It’s what started it all. I poured a lot into this model: time, effort, emotion, and even doubts. But at the same time, I brought all my knowledge, skills, and experience into it.This work became a mirror of my progress from 2023 to 2025. I can clearly see how far I've come, and that gives me the motivation to keep going. Every hour of learning and practice paid off, the results speak for themselves. This model was created for my portfolio. I don't plan to use it commercially, unless, of course, a studio actually wants to license it for a new film (in that case, I'd be more than happy!)It's been a long road: challenging, sometimes exhausting, but above all inspiring and exciting. I know there's still a lot to learn. Many things to study, improve, and polish to perfection. But I'm already on that path, and I'm not stopping.Oleh Yakushev, 3D Character ArtistInterview conducted by Gloria Levine
    Like
    Love
    Wow
    Sad
    Angry
    574
    · 2 Comments ·0 Shares
  • Revealing 4 Middle East and North Africa (MENA) Hero Project games coming to PlayStation

    Over the past year, we’ve had the privilege of connecting with talented game developers from across the Middle East and North Africathrough the PlayStation MENA Hero Project. This initiative was launched with a simple goal: to identify and support original voices and empower creators from emerging regions to tell their stories through games.

    Today, we’re thrilled to announce the first cohort of titles supported under the MENA Hero Project, each one a unique reflection of the creativity, and spirit of developers in the region.

    The First Cohort of MENA Hero Project Games

    Red Bandits | Developer: Team Agenda | Country: Saudi Arabia

    Red Bandits is a fast-paced robbery action game set in a hyper-capitalist age where one company rules the world through complete monopoly. In this world, a newly formed thieves organization known as the Red Bandits, emerges to challenge the system and spark a rebellion. You play as Stutt, a seasoned old thief with a stuttering condition and a mysterious past he can’t fully remember.

    Break into the company’s fortified floors, take down the powerful board of directors, and bring back a de-monopolized world order. With a dynamic cover system, evolving heists, and a vibrant comrades’ hideout, Red Bandits blends fast, stylish action with a deeply personal story of rebellion.

    Robbing its way to PS5 and PC.

    Enci’s Solution | Developer: Dark Emerald | Country: United Arab Emirates

    Exiled by humans centuries ago, the Aeons are confined to the desolate underground. Their village is safe, but beyond the gates, danger lurks at every corner, and not everyone can be trusted. No one has left the village before, except for Ji’we.

    Inspired by techno-dystopian aesthetics, Enci’s Solution is a hand-painted, 2.5D narrative platformer following the story of Ji’we, a young Aeon venturing out into the unknown in an attempt to save his dearest friend. Stumbling upon Enci, a lost encyclopedic robot who finds himself far from home, the two form an unusual bond and set out together to the surface of planet Regalia. 

    Play through 40+ levels with increasing difficulty and explore uncharted territories. Find collectibles and uncover the secrets they carry about the world and its odd inhabitants. Keep an eye out for hidden levels and challenge yourself to think outside the box.

    Will you find your solution on PS5 and PC?

    Play Video

    The Perfect Run | Developer: Lanterns Studios | Country: Tunisia

    the world or blow it up yourself, one loop at a time! The Perfect Run is an action-adventure RPG game where the player controls Quicksave, a time-traveling hero caught in an epic struggle between supervillain gangs, marketed superheroes, and a powerful mega corporation for the control of the city of New Rome.

    With three days to decide the city’s fate, the player can go back in time to decide their perfect ending… if they have the skill to do so! Interact with NPCs and unlock new dialogue options thanks to information collected in earlier loops, join a faction in one route and fight them the next, bend time itself in epic battle against superpowered bosses, collect the best upgrades before the reset, and unlock the city’s secrets in this memorable superhero adventure.

    Find the perfect run on PS5 and PC.

    A Cat’s Manor | Developer: Happiest Dark Corner | Country: Bahrain

    You awaken trapped in a house infested with spiders and inhabited by an eccentric family. At the end of your tail, you discover a crudely stitched hand. With no memory of who you are or how you got here, you let curiosity guide you forward.

    A Cat’s Manor is an atmospheric adventure that blends puzzles, combat, crafting, and rhythm-based music challenges. Use your wits to escape the manor. Investigate your surroundings, solve puzzles, fight your way through deadly encounters, or outsmart your foes and avoid trouble.

    Inspect, observe, listen, and feel your surroundings for clues and cues, immersing yourself with 3D audio and PS5 DualSense controller features. Uncover the secrets of the manor and unravel what the family is hiding.

    Creeping its way to PS5 and PC near you. 

    About the MENA Hero Project

    The MENA Hero Project is the newest chapter in SIE’s global Hero Project family, joining India and China in our mission to discover and nurture the next generation of original game creators. We believe that great games can come from anywhere. Through the MENA Hero Project, we’re committed to unlocking the region’s creative potential, supporting locally inspired experiences with the power to captivate players around the world.
    #revealing #middle #east #north #africa
    Revealing 4 Middle East and North Africa (MENA) Hero Project games coming to PlayStation
    Over the past year, we’ve had the privilege of connecting with talented game developers from across the Middle East and North Africathrough the PlayStation MENA Hero Project. This initiative was launched with a simple goal: to identify and support original voices and empower creators from emerging regions to tell their stories through games. Today, we’re thrilled to announce the first cohort of titles supported under the MENA Hero Project, each one a unique reflection of the creativity, and spirit of developers in the region. The First Cohort of MENA Hero Project Games Red Bandits | Developer: Team Agenda | Country: Saudi Arabia Red Bandits is a fast-paced robbery action game set in a hyper-capitalist age where one company rules the world through complete monopoly. In this world, a newly formed thieves organization known as the Red Bandits, emerges to challenge the system and spark a rebellion. You play as Stutt, a seasoned old thief with a stuttering condition and a mysterious past he can’t fully remember. Break into the company’s fortified floors, take down the powerful board of directors, and bring back a de-monopolized world order. With a dynamic cover system, evolving heists, and a vibrant comrades’ hideout, Red Bandits blends fast, stylish action with a deeply personal story of rebellion. Robbing its way to PS5 and PC. Enci’s Solution | Developer: Dark Emerald | Country: United Arab Emirates Exiled by humans centuries ago, the Aeons are confined to the desolate underground. Their village is safe, but beyond the gates, danger lurks at every corner, and not everyone can be trusted. No one has left the village before, except for Ji’we. Inspired by techno-dystopian aesthetics, Enci’s Solution is a hand-painted, 2.5D narrative platformer following the story of Ji’we, a young Aeon venturing out into the unknown in an attempt to save his dearest friend. Stumbling upon Enci, a lost encyclopedic robot who finds himself far from home, the two form an unusual bond and set out together to the surface of planet Regalia.  Play through 40+ levels with increasing difficulty and explore uncharted territories. Find collectibles and uncover the secrets they carry about the world and its odd inhabitants. Keep an eye out for hidden levels and challenge yourself to think outside the box. Will you find your solution on PS5 and PC? Play Video The Perfect Run | Developer: Lanterns Studios | Country: Tunisia the world or blow it up yourself, one loop at a time! The Perfect Run is an action-adventure RPG game where the player controls Quicksave, a time-traveling hero caught in an epic struggle between supervillain gangs, marketed superheroes, and a powerful mega corporation for the control of the city of New Rome. With three days to decide the city’s fate, the player can go back in time to decide their perfect ending… if they have the skill to do so! Interact with NPCs and unlock new dialogue options thanks to information collected in earlier loops, join a faction in one route and fight them the next, bend time itself in epic battle against superpowered bosses, collect the best upgrades before the reset, and unlock the city’s secrets in this memorable superhero adventure. Find the perfect run on PS5 and PC. A Cat’s Manor | Developer: Happiest Dark Corner | Country: Bahrain You awaken trapped in a house infested with spiders and inhabited by an eccentric family. At the end of your tail, you discover a crudely stitched hand. With no memory of who you are or how you got here, you let curiosity guide you forward. A Cat’s Manor is an atmospheric adventure that blends puzzles, combat, crafting, and rhythm-based music challenges. Use your wits to escape the manor. Investigate your surroundings, solve puzzles, fight your way through deadly encounters, or outsmart your foes and avoid trouble. Inspect, observe, listen, and feel your surroundings for clues and cues, immersing yourself with 3D audio and PS5 DualSense controller features. Uncover the secrets of the manor and unravel what the family is hiding. Creeping its way to PS5 and PC near you.  About the MENA Hero Project The MENA Hero Project is the newest chapter in SIE’s global Hero Project family, joining India and China in our mission to discover and nurture the next generation of original game creators. We believe that great games can come from anywhere. Through the MENA Hero Project, we’re committed to unlocking the region’s creative potential, supporting locally inspired experiences with the power to captivate players around the world. #revealing #middle #east #north #africa
    Revealing 4 Middle East and North Africa (MENA) Hero Project games coming to PlayStation
    blog.playstation.com
    Over the past year, we’ve had the privilege of connecting with talented game developers from across the Middle East and North Africa (MENA) through the PlayStation MENA Hero Project. This initiative was launched with a simple goal: to identify and support original voices and empower creators from emerging regions to tell their stories through games. Today, we’re thrilled to announce the first cohort of titles supported under the MENA Hero Project, each one a unique reflection of the creativity, and spirit of developers in the region. The First Cohort of MENA Hero Project Games Red Bandits | Developer: Team Agenda | Country: Saudi Arabia Red Bandits is a fast-paced robbery action game set in a hyper-capitalist age where one company rules the world through complete monopoly. In this world, a newly formed thieves organization known as the Red Bandits, emerges to challenge the system and spark a rebellion. You play as Stutt, a seasoned old thief with a stuttering condition and a mysterious past he can’t fully remember. Break into the company’s fortified floors, take down the powerful board of directors, and bring back a de-monopolized world order. With a dynamic cover system, evolving heists, and a vibrant comrades’ hideout, Red Bandits blends fast, stylish action with a deeply personal story of rebellion. Robbing its way to PS5 and PC. Enci’s Solution | Developer: Dark Emerald | Country: United Arab Emirates Exiled by humans centuries ago, the Aeons are confined to the desolate underground. Their village is safe, but beyond the gates, danger lurks at every corner, and not everyone can be trusted. No one has left the village before, except for Ji’we. Inspired by techno-dystopian aesthetics, Enci’s Solution is a hand-painted, 2.5D narrative platformer following the story of Ji’we, a young Aeon venturing out into the unknown in an attempt to save his dearest friend. Stumbling upon Enci, a lost encyclopedic robot who finds himself far from home, the two form an unusual bond and set out together to the surface of planet Regalia.  Play through 40+ levels with increasing difficulty and explore uncharted territories. Find collectibles and uncover the secrets they carry about the world and its odd inhabitants. Keep an eye out for hidden levels and challenge yourself to think outside the box. Will you find your solution on PS5 and PC? Play Video The Perfect Run | Developer: Lanterns Studios | Country: Tunisia Save the world or blow it up yourself, one loop at a time! The Perfect Run is an action-adventure RPG game where the player controls Quicksave, a time-traveling hero caught in an epic struggle between supervillain gangs, marketed superheroes, and a powerful mega corporation for the control of the city of New Rome. With three days to decide the city’s fate, the player can go back in time to decide their perfect ending… if they have the skill to do so! Interact with NPCs and unlock new dialogue options thanks to information collected in earlier loops, join a faction in one route and fight them the next, bend time itself in epic battle against superpowered bosses, collect the best upgrades before the reset, and unlock the city’s secrets in this memorable superhero adventure. Find the perfect run on PS5 and PC. A Cat’s Manor | Developer: Happiest Dark Corner | Country: Bahrain You awaken trapped in a house infested with spiders and inhabited by an eccentric family. At the end of your tail, you discover a crudely stitched hand. With no memory of who you are or how you got here, you let curiosity guide you forward. A Cat’s Manor is an atmospheric adventure that blends puzzles, combat, crafting, and rhythm-based music challenges. Use your wits to escape the manor. Investigate your surroundings, solve puzzles, fight your way through deadly encounters, or outsmart your foes and avoid trouble. Inspect, observe, listen, and feel your surroundings for clues and cues, immersing yourself with 3D audio and PS5 DualSense controller features. Uncover the secrets of the manor and unravel what the family is hiding. Creeping its way to PS5 and PC near you.  About the MENA Hero Project The MENA Hero Project is the newest chapter in SIE’s global Hero Project family, joining India and China in our mission to discover and nurture the next generation of original game creators. We believe that great games can come from anywhere. Through the MENA Hero Project, we’re committed to unlocking the region’s creative potential, supporting locally inspired experiences with the power to captivate players around the world.
    Like
    Love
    Wow
    Sad
    Angry
    974
    · 2 Comments ·0 Shares
  • Tencent claims its new AI tool will reduce art production timeframes from days to minutes

    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20252 Min ReadImage via Tencent Tencent debuted a new AI creation tool called VISVISE at Gamescom 2025 that it claims will accelerate video game art production by automating repetitive tasks. The Chinese conglomerate billed VISVISE as an end-to-end AI game creation suit that will "dramatically cut down game art design time from days or even months, down to minutes." "With capabilities spanning animation and modeling to the creation of intelligent NPCs, or managing digital assets, VISVISE provides game developers and designers with a complete AIGC-powered toolset to accelerate workflows," it added. Tencent said the tool will specifically allow developers to rapidly skin and animate characters in a matter of minutes—a process it claims usually takes up to three-and-a-half days. In addition, the company claimed skeletal animations can be produced in just 10 seconds with VISVISE. Tencent said that process usually takes between three and seven days. "This results in an eightfold improvement in character skinning throughput and transforms animation into a fully automated process of 'keyframe generation + intelligent in-betweening,'" it continued. Tencent claims it doesn't want VISVISE to replace 'human ingenuity'Tencent Games VISVISE expert Zijiao Zeng delivered a keynote at Devcomand shared more details on VISVISE's two key core technologies: VISVISE GoSkinning and VISVISE MotionBlink. Related:GoSkinning works by leveraging a universal AI model to automatically adapt to different skeletal structures. Tencent told Game Developer the tool is based on an AI model developed in-house. The company explained GoSkinning achieves around 85 percent automation and uses a two-step process of bone chain prediction and weight refinement, while its proprietary 'Skirt AI' addresses "complex garment deformation issues." MotionBlink, meanwhile, uses a self-regressive diffusion architecture to rapidly generate keyframes combined with pre-trained CVAE and contrastive learning to produce smooth motion transitions that Tencent claims will rival optimal motion capture and eliminate common issues such as foot sliding and jitter. VISVISE tools have already been integrated into the development of over 90 titles, including PUBG Mobile. Addressing the widespread concerns surrounding AI technology and automation, Tencent said it doesn't envision a future in which VISVIE replaces workers and instead explained it views the technology as a "supporting tool." "VISVISE is designed to automate repetitive tasks with human oversight, enabling creative teams to focus on core artistic and design elements that define a great game," a Tencent spokesperson told Game Developer. "Human ingenuity, intuition and connection continue to be pillars of our industry's success, and the keys to developing engaging, emotionally resonant games. With AI, we hope to accelerate creativity, building a collaborative environment where we can continue to create, play and sell quality games."Related:Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:GamescomAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    #tencent #claims #its #new #tool
    Tencent claims its new AI tool will reduce art production timeframes from days to minutes
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20252 Min ReadImage via Tencent Tencent debuted a new AI creation tool called VISVISE at Gamescom 2025 that it claims will accelerate video game art production by automating repetitive tasks. The Chinese conglomerate billed VISVISE as an end-to-end AI game creation suit that will "dramatically cut down game art design time from days or even months, down to minutes." "With capabilities spanning animation and modeling to the creation of intelligent NPCs, or managing digital assets, VISVISE provides game developers and designers with a complete AIGC-powered toolset to accelerate workflows," it added. Tencent said the tool will specifically allow developers to rapidly skin and animate characters in a matter of minutes—a process it claims usually takes up to three-and-a-half days. In addition, the company claimed skeletal animations can be produced in just 10 seconds with VISVISE. Tencent said that process usually takes between three and seven days. "This results in an eightfold improvement in character skinning throughput and transforms animation into a fully automated process of 'keyframe generation + intelligent in-betweening,'" it continued. Tencent claims it doesn't want VISVISE to replace 'human ingenuity'Tencent Games VISVISE expert Zijiao Zeng delivered a keynote at Devcomand shared more details on VISVISE's two key core technologies: VISVISE GoSkinning and VISVISE MotionBlink. Related:GoSkinning works by leveraging a universal AI model to automatically adapt to different skeletal structures. Tencent told Game Developer the tool is based on an AI model developed in-house. The company explained GoSkinning achieves around 85 percent automation and uses a two-step process of bone chain prediction and weight refinement, while its proprietary 'Skirt AI' addresses "complex garment deformation issues." MotionBlink, meanwhile, uses a self-regressive diffusion architecture to rapidly generate keyframes combined with pre-trained CVAE and contrastive learning to produce smooth motion transitions that Tencent claims will rival optimal motion capture and eliminate common issues such as foot sliding and jitter. VISVISE tools have already been integrated into the development of over 90 titles, including PUBG Mobile. Addressing the widespread concerns surrounding AI technology and automation, Tencent said it doesn't envision a future in which VISVIE replaces workers and instead explained it views the technology as a "supporting tool." "VISVISE is designed to automate repetitive tasks with human oversight, enabling creative teams to focus on core artistic and design elements that define a great game," a Tencent spokesperson told Game Developer. "Human ingenuity, intuition and connection continue to be pillars of our industry's success, and the keys to developing engaging, emotionally resonant games. With AI, we hope to accelerate creativity, building a collaborative environment where we can continue to create, play and sell quality games."Related:Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:GamescomAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #tencent #claims #its #new #tool
    Tencent claims its new AI tool will reduce art production timeframes from days to minutes
    www.gamedeveloper.com
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20252 Min ReadImage via Tencent Tencent debuted a new AI creation tool called VISVISE at Gamescom 2025 that it claims will accelerate video game art production by automating repetitive tasks. The Chinese conglomerate billed VISVISE as an end-to-end AI game creation suit that will "dramatically cut down game art design time from days or even months, down to minutes." "With capabilities spanning animation and modeling to the creation of intelligent NPCs, or managing digital assets, VISVISE provides game developers and designers with a complete AIGC-powered toolset to accelerate workflows," it added. Tencent said the tool will specifically allow developers to rapidly skin and animate characters in a matter of minutes—a process it claims usually takes up to three-and-a-half days. In addition, the company claimed skeletal animations can be produced in just 10 seconds with VISVISE. Tencent said that process usually takes between three and seven days. "This results in an eightfold improvement in character skinning throughput and transforms animation into a fully automated process of 'keyframe generation + intelligent in-betweening,'" it continued. Tencent claims it doesn't want VISVISE to replace 'human ingenuity'Tencent Games VISVISE expert Zijiao Zeng delivered a keynote at Devcom (soon to be rebranded as Gamescom Dev) and shared more details on VISVISE's two key core technologies: VISVISE GoSkinning and VISVISE MotionBlink. Related:GoSkinning works by leveraging a universal AI model to automatically adapt to different skeletal structures. Tencent told Game Developer the tool is based on an AI model developed in-house. The company explained GoSkinning achieves around 85 percent automation and uses a two-step process of bone chain prediction and weight refinement, while its proprietary 'Skirt AI' addresses "complex garment deformation issues." MotionBlink, meanwhile, uses a self-regressive diffusion architecture to rapidly generate keyframes combined with pre-trained CVAE and contrastive learning to produce smooth motion transitions that Tencent claims will rival optimal motion capture and eliminate common issues such as foot sliding and jitter. VISVISE tools have already been integrated into the development of over 90 titles, including PUBG Mobile. Addressing the widespread concerns surrounding AI technology and automation, Tencent said it doesn't envision a future in which VISVIE replaces workers and instead explained it views the technology as a "supporting tool." "VISVISE is designed to automate repetitive tasks with human oversight, enabling creative teams to focus on core artistic and design elements that define a great game," a Tencent spokesperson told Game Developer. "Human ingenuity, intuition and connection continue to be pillars of our industry's success, and the keys to developing engaging, emotionally resonant games. With AI, we hope to accelerate creativity, building a collaborative environment where we can continue to create, play and sell quality games."Related:Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation.Read more about:GamescomAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    Like
    Love
    Wow
    Sad
    Angry
    943
    · 2 Comments ·0 Shares
  • Evil Empire tells devs to avoid early access unless their project is 90 percent complete

    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20254 Min ReadVia Evil Empire/UbisoftThe Rogue Prince of Persia developer Evil Empire doesn't believe it's worth entering early access in the current climate unless your project is at least 90 percent complete. Speaking to Game Developer at Gamescom 2025, studio marketing manager Matthew Houghton and art director Dylan Eurlings shared their thoughts on the state of contemporary early access campaigns and suggested the system is becoming increasingly risky. You might recognize Evil Empire as the studio that has spent years helping Dead Cells developer Motion Twin expand the franchise with DLC and free updates. Since May 2024, however, the studio has also been shepherding The Rogue Prince of Persia through an Steam Early Access campaign that culminated in an official launch on August 20.Yet, due to a variety of factors including shifting player expectations, the team had to tweak their pre-release strategy in a bid to lure in players. As a result, the studio has become more wary of early access in general. "To be honest, the way I see it now is that unless you're coming into early access with a 90 percent complete game, don't do it. Because players, they don't see it as early access, they see it a game to play," says Houghton. He adds that players are entitled to express their views because they're often paying money to play early access titles, but he feels that sifting viewpoint means consumers are less willing to follow games on an early access journey that will often result in significant changes. Related:Eurlings echoes that point and suggests that a perceived lack of polish and content can now be a "huge issue" during early access campaigns. He explains that Evil Empire was even forced to rethink their original roadmap after the earliest versions of Rogue Prince of Persia failed to meet internal expectations."Initially we wanted to do quick updates. Very fast. In the end, we took a bit more time to ensure that each update would be a bit more chunky," he adds, noting that pivot resulted in a steady cadence of monthly updates that each packed a fair bit of clout. That shift came after the team conceded that early access numbers "weren't great." Houghton explains the project initially attracted just under 1,000 peak concurrent users. After they flipped the script, the title started to pull in around 4,000 CCU. "That's why we wanted to prioritize chunky content—there would be an impact every time," says Houghton, before acknowledging the title still hadn't quite met the team's CCU expectations even after that switch-up. Related:"Of course you listen to the feedback and take the ideas, but you have to feed them through a filter."It underlines the risks that come with early access, and Houghton specifically wonders whether some developers who can't hit that 90 percent completion benchmark before launching into early access might instead be better off conducting beta tests through Steam instead. If you're curious as to where Rogue Prince of Persia was when it entered Early Access, Houghton suggests the project was roughly 60 percent complete. Eurlings, was slightly more conservative, and claimed it was more like 50 percent. We suggested they meet in the middle. "Steam has evolved now. You can do beta tests and playtests through Steam. I think that's become more like Early Access. People aren't paying for it and your project might be a bit jankybut that's okay because they're still going to give feedback and it's not going to be a disaster if it's not great yet," continues Houghton. When asked whether Evil Empire would consider revisiting Early Access in the future, Houghton isn't so certain."I don't know. I'm going to be honest. I've been put off by it, because especially now people are so used to games coming out and then doing live ops for three, four, and five years—so why go with early access and have to deal with the stigma that's around it? I think I would do playtests and then just release," he explains. Related:Houghton adds that teams who are still convinced early access is right for them must have complete conviction in their creative vision—otherwise they might risk being derailed. "Of course you listen to the feedback and take the ideas, but you have to feed them through a filter, otherwise you'll have too many cooks.You'll have people who are super enthusiastic who think you can't do anything wrong, and then you get the people who are just super negative and people who are just throwing ideas at you that you know won't work in the game." It's a situation that can feel overwhelming, with Houghton explaining that Rogue Prince of Persia's game director found the onslaught "too much" at times. "You have to stick to your vision," says Houghton. "Listen, but just cherry pickcarefully."Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:GamescomTop StoriesInterviewsAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    #evil #empire #tells #devs #avoid
    Evil Empire tells devs to avoid early access unless their project is 90 percent complete
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20254 Min ReadVia Evil Empire/UbisoftThe Rogue Prince of Persia developer Evil Empire doesn't believe it's worth entering early access in the current climate unless your project is at least 90 percent complete. Speaking to Game Developer at Gamescom 2025, studio marketing manager Matthew Houghton and art director Dylan Eurlings shared their thoughts on the state of contemporary early access campaigns and suggested the system is becoming increasingly risky. You might recognize Evil Empire as the studio that has spent years helping Dead Cells developer Motion Twin expand the franchise with DLC and free updates. Since May 2024, however, the studio has also been shepherding The Rogue Prince of Persia through an Steam Early Access campaign that culminated in an official launch on August 20.Yet, due to a variety of factors including shifting player expectations, the team had to tweak their pre-release strategy in a bid to lure in players. As a result, the studio has become more wary of early access in general. "To be honest, the way I see it now is that unless you're coming into early access with a 90 percent complete game, don't do it. Because players, they don't see it as early access, they see it a game to play," says Houghton. He adds that players are entitled to express their views because they're often paying money to play early access titles, but he feels that sifting viewpoint means consumers are less willing to follow games on an early access journey that will often result in significant changes. Related:Eurlings echoes that point and suggests that a perceived lack of polish and content can now be a "huge issue" during early access campaigns. He explains that Evil Empire was even forced to rethink their original roadmap after the earliest versions of Rogue Prince of Persia failed to meet internal expectations."Initially we wanted to do quick updates. Very fast. In the end, we took a bit more time to ensure that each update would be a bit more chunky," he adds, noting that pivot resulted in a steady cadence of monthly updates that each packed a fair bit of clout. That shift came after the team conceded that early access numbers "weren't great." Houghton explains the project initially attracted just under 1,000 peak concurrent users. After they flipped the script, the title started to pull in around 4,000 CCU. "That's why we wanted to prioritize chunky content—there would be an impact every time," says Houghton, before acknowledging the title still hadn't quite met the team's CCU expectations even after that switch-up. Related:"Of course you listen to the feedback and take the ideas, but you have to feed them through a filter."It underlines the risks that come with early access, and Houghton specifically wonders whether some developers who can't hit that 90 percent completion benchmark before launching into early access might instead be better off conducting beta tests through Steam instead. If you're curious as to where Rogue Prince of Persia was when it entered Early Access, Houghton suggests the project was roughly 60 percent complete. Eurlings, was slightly more conservative, and claimed it was more like 50 percent. We suggested they meet in the middle. "Steam has evolved now. You can do beta tests and playtests through Steam. I think that's become more like Early Access. People aren't paying for it and your project might be a bit jankybut that's okay because they're still going to give feedback and it's not going to be a disaster if it's not great yet," continues Houghton. When asked whether Evil Empire would consider revisiting Early Access in the future, Houghton isn't so certain."I don't know. I'm going to be honest. I've been put off by it, because especially now people are so used to games coming out and then doing live ops for three, four, and five years—so why go with early access and have to deal with the stigma that's around it? I think I would do playtests and then just release," he explains. Related:Houghton adds that teams who are still convinced early access is right for them must have complete conviction in their creative vision—otherwise they might risk being derailed. "Of course you listen to the feedback and take the ideas, but you have to feed them through a filter, otherwise you'll have too many cooks.You'll have people who are super enthusiastic who think you can't do anything wrong, and then you get the people who are just super negative and people who are just throwing ideas at you that you know won't work in the game." It's a situation that can feel overwhelming, with Houghton explaining that Rogue Prince of Persia's game director found the onslaught "too much" at times. "You have to stick to your vision," says Houghton. "Listen, but just cherry pickcarefully."Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:GamescomTop StoriesInterviewsAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #evil #empire #tells #devs #avoid
    Evil Empire tells devs to avoid early access unless their project is 90 percent complete
    www.gamedeveloper.com
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20254 Min ReadVia Evil Empire/UbisoftThe Rogue Prince of Persia developer Evil Empire doesn't believe it's worth entering early access in the current climate unless your project is at least 90 percent complete. Speaking to Game Developer at Gamescom 2025, studio marketing manager Matthew Houghton and art director Dylan Eurlings shared their thoughts on the state of contemporary early access campaigns and suggested the system is becoming increasingly risky. You might recognize Evil Empire as the studio that has spent years helping Dead Cells developer Motion Twin expand the franchise with DLC and free updates. Since May 2024, however, the studio has also been shepherding The Rogue Prince of Persia through an Steam Early Access campaign that culminated in an official launch on August 20.Yet, due to a variety of factors including shifting player expectations, the team had to tweak their pre-release strategy in a bid to lure in players. As a result, the studio has become more wary of early access in general. "To be honest, the way I see it now is that unless you're coming into early access with a 90 percent complete game, don't do it. Because players, they don't see it as early access, they see it a game to play," says Houghton. He adds that players are entitled to express their views because they're often paying money to play early access titles, but he feels that sifting viewpoint means consumers are less willing to follow games on an early access journey that will often result in significant changes. Related:Eurlings echoes that point and suggests that a perceived lack of polish and content can now be a "huge issue" during early access campaigns. He explains that Evil Empire was even forced to rethink their original roadmap after the earliest versions of Rogue Prince of Persia failed to meet internal expectations."Initially we wanted to do quick updates. Very fast. In the end, we took a bit more time to ensure that each update would be a bit more chunky," he adds, noting that pivot resulted in a steady cadence of monthly updates that each packed a fair bit of clout. That shift came after the team conceded that early access numbers "weren't great." Houghton explains the project initially attracted just under 1,000 peak concurrent users (CCU). After they flipped the script, the title started to pull in around 4,000 CCU. "That's why we wanted to prioritize chunky content—there would be an impact every time," says Houghton, before acknowledging the title still hadn't quite met the team's CCU expectations even after that switch-up. Related:"Of course you listen to the feedback and take the ideas [on board], but you have to feed them through a filter."It underlines the risks that come with early access, and Houghton specifically wonders whether some developers who can't hit that 90 percent completion benchmark before launching into early access might instead be better off conducting beta tests through Steam instead. If you're curious as to where Rogue Prince of Persia was when it entered Early Access, Houghton suggests the project was roughly 60 percent complete. Eurlings, was slightly more conservative, and claimed it was more like 50 percent. We suggested they meet in the middle. "Steam has evolved now. You can do beta tests and playtests through Steam. I think that's become more like Early Access. People aren't paying for it and your project might be a bit janky [...] but that's okay because they're still going to give feedback and it's not going to be a disaster if it's not great yet," continues Houghton. When asked whether Evil Empire would consider revisiting Early Access in the future, Houghton isn't so certain."I don't know. I'm going to be honest. I've been put off by it, because especially now people are so used to games coming out and then doing live ops for three, four, and five years—so why go with early access and have to deal with the stigma that's around it? I think I would do playtests and then just release," he explains. Related:Houghton adds that teams who are still convinced early access is right for them must have complete conviction in their creative vision—otherwise they might risk being derailed. "Of course you listen to the feedback and take the ideas [on board], but you have to feed them through a filter, otherwise you'll have too many cooks. [...] You'll have people who are super enthusiastic who think you can't do anything wrong, and then you get the people who are just super negative and people who are just throwing ideas at you that you know won't work in the game." It's a situation that can feel overwhelming, with Houghton explaining that Rogue Prince of Persia's game director found the onslaught "too much" at times. "You have to stick to your vision," says Houghton. "Listen, but just cherry pick [your feedback] carefully."Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation.Read more about:GamescomTop StoriesInterviewsAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    Like
    Love
    Wow
    Sad
    Angry
    457
    · 2 Comments ·0 Shares
  • Create A Bear Quest In DDV - Disney Dreamlight Valley

    Create a Bear is triggered after you complete Joy's final quest, Dream a Little Dream, since both emotions are connected in Disney Dreamlight Valley. During this quest, the ruler will work out their emotions with Sadness and reveal a hidden memory that was long forgotten.
    #create #bear #quest #ddv #disney
    Create A Bear Quest In DDV - Disney Dreamlight Valley
    Create a Bear is triggered after you complete Joy's final quest, Dream a Little Dream, since both emotions are connected in Disney Dreamlight Valley. During this quest, the ruler will work out their emotions with Sadness and reveal a hidden memory that was long forgotten. #create #bear #quest #ddv #disney
    Create A Bear Quest In DDV - Disney Dreamlight Valley
    gamerant.com
    Create a Bear is triggered after you complete Joy's final quest, Dream a Little Dream, since both emotions are connected in Disney Dreamlight Valley. During this quest, the ruler will work out their emotions with Sadness and reveal a hidden memory that was long forgotten.
    Like
    Love
    Wow
    Sad
    Angry
    548
    · 2 Comments ·0 Shares
  • All The Gamescom Awards 2025 Winners

    Gamescom 2025 is wrapping up this weekend, but the winners of the annual Gamescom Awards have already been named. This year's biggest winner was Resident Evil Requiem, which took home four awards, including Best Sony PlayStation Game.There were some surprises along the way--including the winner of the inaugural Best Nintendo Switch 2 Game--and there were surprise winners among the indie titles like Windup's Hela, which won two awards against stiff competition from more established games like Donkey Kong Bananza.To be considered for Gamescom Awards, publishers pay to nominate their games in one or more categories. However, the actual awards are chosen by a jury that evaluates each title across multiple criteria, including graphics, gameplay, and innovation.This year's Gamescom opening night had a number of new announcements and trailers, and there may be more to come in the show's remaining two days.For now, we've put together a complete list of the 2025 Gamescom Awards with all categories and nominees. The winners are listed in bold. Best VisualsBorderlands 4 - Gearbox Software / 2KBye Sweet Carole – Little SewingMachine / Maximum EntertainmentCrimson Desert – Pearl AbyssMIO: Memories In Orbit – Douze Dixièmes / Focus EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best AudioCairn – The Game BakersLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentPhantom Blade Zero – S-GameWINNER: Resident Evil Requiem – Capcom EntertainmentRockbeasts – Lichthund / Team17 Best GameplayWINNER: Donkey Kong Bananza – NintendoHela – Windup / Knights PeakMario Kart World – NintendoPVKK – Bippinbits / Kepler InteractiveResident Evil Requiem – Capcom Entertainment Most EntertainingDispatch – AdHoc StudioDonkey Kong Bananza – NintendoGrounded 2 – Obsidian Entertainment / Xbox Game StudiosWINNER: Hela – Windup / Knights PeakMario Kart World – Nintendo Most EpicCrimson Desert – Pearl AbyssDune: Awakening – FuncomWINNER: Resident Evil Requiem – Capcom EntertainmentSuper Meat Boy 3D – Sluggerfly, Team Meat / HeadupWarhammer 40,000: Space Marine 2 – Saber Interactive / Focus Entertainment Most WholesomeWINNER: Hela – Windup / Knights PeakIs This Seat Taken? – Poti Poti Studio / Wholesome Games PresentsStar Birds – Toukana InteractiveTiny Bookshop – neoludic games / Skystone Games, 2P GamesWinter Burrow – Pine Creek Games / Noodlecake Games for ImpactCairn – The Game BakersForever Skies – Far From HomeHollow Home – Twigames / GalaktusMonowave – Studio BBBWINNER: Tiny Bookshop – neoludic games / Skystone Games, 2P Games Best Microsoft Xbox GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssWINNER: Grounded 2 – Obsidian Entertainment / Xbox Game StudiosLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentNinja Gaiden 4 – PlatinumGames, Team Ninja / Xbox Game Studios Best PC GameWINNER: Anno 117: Pax Romana – Ubisoft Mainz / UbisoftBorderlands 4 – Gearbox Software / 2KPVKK – Bippinbits / Kepler InteractiveTowa and the Guardians of the Sacred Tree – Brownies inc. / Bandai Namco EntertainmentWorld of Warcraft – Blizzard Entertainment / Activision Blizzard Best Sony PlayStation GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssCronos: The New Dawn – Bloober TeamPragmata – Capcom EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best Nintendo Switch 2 GameDonkey Kong Bananza – NintendoWINNER: Mario Kart World – NintendoMetroid Prime 4: Beyond – NintendoTowa and the Guardians of the Sacred Tree – Brownies Inc. / Bandai Namco EntertainmentWinter Burrow – Pine Creek Games / Noodlecake Best Mobile GameArknights: Endfield – Hypergryph / GryphlineDungeon Clawler – Stray Fawn / Stray Fawn Publishing, PlayworksGenshin Impact – HoYoverseWINNER: Love and Deepspace – Papergames / Infold GamesServant of the Lake – Rusty Lake
    #all #gamescom #awards #winners
    All The Gamescom Awards 2025 Winners
    Gamescom 2025 is wrapping up this weekend, but the winners of the annual Gamescom Awards have already been named. This year's biggest winner was Resident Evil Requiem, which took home four awards, including Best Sony PlayStation Game.There were some surprises along the way--including the winner of the inaugural Best Nintendo Switch 2 Game--and there were surprise winners among the indie titles like Windup's Hela, which won two awards against stiff competition from more established games like Donkey Kong Bananza.To be considered for Gamescom Awards, publishers pay to nominate their games in one or more categories. However, the actual awards are chosen by a jury that evaluates each title across multiple criteria, including graphics, gameplay, and innovation.This year's Gamescom opening night had a number of new announcements and trailers, and there may be more to come in the show's remaining two days.For now, we've put together a complete list of the 2025 Gamescom Awards with all categories and nominees. The winners are listed in bold. Best VisualsBorderlands 4 - Gearbox Software / 2KBye Sweet Carole – Little SewingMachine / Maximum EntertainmentCrimson Desert – Pearl AbyssMIO: Memories In Orbit – Douze Dixièmes / Focus EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best AudioCairn – The Game BakersLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentPhantom Blade Zero – S-GameWINNER: Resident Evil Requiem – Capcom EntertainmentRockbeasts – Lichthund / Team17 Best GameplayWINNER: Donkey Kong Bananza – NintendoHela – Windup / Knights PeakMario Kart World – NintendoPVKK – Bippinbits / Kepler InteractiveResident Evil Requiem – Capcom Entertainment Most EntertainingDispatch – AdHoc StudioDonkey Kong Bananza – NintendoGrounded 2 – Obsidian Entertainment / Xbox Game StudiosWINNER: Hela – Windup / Knights PeakMario Kart World – Nintendo Most EpicCrimson Desert – Pearl AbyssDune: Awakening – FuncomWINNER: Resident Evil Requiem – Capcom EntertainmentSuper Meat Boy 3D – Sluggerfly, Team Meat / HeadupWarhammer 40,000: Space Marine 2 – Saber Interactive / Focus Entertainment Most WholesomeWINNER: Hela – Windup / Knights PeakIs This Seat Taken? – Poti Poti Studio / Wholesome Games PresentsStar Birds – Toukana InteractiveTiny Bookshop – neoludic games / Skystone Games, 2P GamesWinter Burrow – Pine Creek Games / Noodlecake Games for ImpactCairn – The Game BakersForever Skies – Far From HomeHollow Home – Twigames / GalaktusMonowave – Studio BBBWINNER: Tiny Bookshop – neoludic games / Skystone Games, 2P Games Best Microsoft Xbox GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssWINNER: Grounded 2 – Obsidian Entertainment / Xbox Game StudiosLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentNinja Gaiden 4 – PlatinumGames, Team Ninja / Xbox Game Studios Best PC GameWINNER: Anno 117: Pax Romana – Ubisoft Mainz / UbisoftBorderlands 4 – Gearbox Software / 2KPVKK – Bippinbits / Kepler InteractiveTowa and the Guardians of the Sacred Tree – Brownies inc. / Bandai Namco EntertainmentWorld of Warcraft – Blizzard Entertainment / Activision Blizzard Best Sony PlayStation GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssCronos: The New Dawn – Bloober TeamPragmata – Capcom EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best Nintendo Switch 2 GameDonkey Kong Bananza – NintendoWINNER: Mario Kart World – NintendoMetroid Prime 4: Beyond – NintendoTowa and the Guardians of the Sacred Tree – Brownies Inc. / Bandai Namco EntertainmentWinter Burrow – Pine Creek Games / Noodlecake Best Mobile GameArknights: Endfield – Hypergryph / GryphlineDungeon Clawler – Stray Fawn / Stray Fawn Publishing, PlayworksGenshin Impact – HoYoverseWINNER: Love and Deepspace – Papergames / Infold GamesServant of the Lake – Rusty Lake #all #gamescom #awards #winners
    All The Gamescom Awards 2025 Winners
    www.gamespot.com
    Gamescom 2025 is wrapping up this weekend, but the winners of the annual Gamescom Awards have already been named. This year's biggest winner was Resident Evil Requiem, which took home four awards, including Best Sony PlayStation Game.There were some surprises along the way--including the winner of the inaugural Best Nintendo Switch 2 Game--and there were surprise winners among the indie titles like Windup's Hela, which won two awards against stiff competition from more established games like Donkey Kong Bananza.To be considered for Gamescom Awards, publishers pay to nominate their games in one or more categories. However, the actual awards are chosen by a jury that evaluates each title across multiple criteria, including graphics, gameplay, and innovation.This year's Gamescom opening night had a number of new announcements and trailers, and there may be more to come in the show's remaining two days.For now, we've put together a complete list of the 2025 Gamescom Awards with all categories and nominees. The winners are listed in bold. Best VisualsBorderlands 4 - Gearbox Software / 2KBye Sweet Carole – Little SewingMachine / Maximum EntertainmentCrimson Desert – Pearl AbyssMIO: Memories In Orbit – Douze Dixièmes / Focus EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best AudioCairn – The Game BakersLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentPhantom Blade Zero – S-GameWINNER: Resident Evil Requiem – Capcom EntertainmentRockbeasts – Lichthund / Team17 Best GameplayWINNER: Donkey Kong Bananza – NintendoHela – Windup / Knights PeakMario Kart World – NintendoPVKK – Bippinbits / Kepler InteractiveResident Evil Requiem – Capcom Entertainment Most EntertainingDispatch – AdHoc StudioDonkey Kong Bananza – NintendoGrounded 2 – Obsidian Entertainment / Xbox Game StudiosWINNER: Hela – Windup / Knights PeakMario Kart World – Nintendo Most EpicCrimson Desert – Pearl AbyssDune: Awakening – FuncomWINNER: Resident Evil Requiem – Capcom EntertainmentSuper Meat Boy 3D – Sluggerfly, Team Meat / HeadupWarhammer 40,000: Space Marine 2 – Saber Interactive / Focus Entertainment Most WholesomeWINNER: Hela – Windup / Knights PeakIs This Seat Taken? – Poti Poti Studio / Wholesome Games PresentsStar Birds – Toukana InteractiveTiny Bookshop – neoludic games / Skystone Games, 2P GamesWinter Burrow – Pine Creek Games / Noodlecake Games for ImpactCairn – The Game BakersForever Skies – Far From HomeHollow Home – Twigames / GalaktusMonowave – Studio BBBWINNER: Tiny Bookshop – neoludic games / Skystone Games, 2P Games Best Microsoft Xbox GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssWINNER: Grounded 2 – Obsidian Entertainment / Xbox Game StudiosLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentNinja Gaiden 4 – PlatinumGames, Team Ninja / Xbox Game Studios Best PC GameWINNER: Anno 117: Pax Romana – Ubisoft Mainz / UbisoftBorderlands 4 – Gearbox Software / 2KPVKK – Bippinbits / Kepler InteractiveTowa and the Guardians of the Sacred Tree – Brownies inc. / Bandai Namco EntertainmentWorld of Warcraft – Blizzard Entertainment / Activision Blizzard Best Sony PlayStation GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssCronos: The New Dawn – Bloober TeamPragmata – Capcom EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best Nintendo Switch 2 GameDonkey Kong Bananza – NintendoWINNER: Mario Kart World – NintendoMetroid Prime 4: Beyond – NintendoTowa and the Guardians of the Sacred Tree – Brownies Inc. / Bandai Namco EntertainmentWinter Burrow – Pine Creek Games / Noodlecake Best Mobile GameArknights: Endfield – Hypergryph / GryphlineDungeon Clawler – Stray Fawn / Stray Fawn Publishing, PlayworksGenshin Impact – HoYoverseWINNER: Love and Deepspace – Papergames / Infold GamesServant of the Lake – Rusty Lake
    Like
    Love
    Wow
    Sad
    Angry
    471
    · 2 Comments ·0 Shares
  • Joseph Jegede’s Journey into Environment Art & Approach to the Emperia x 80 Level Contest

    IntroductionHello, I am Joseph Jegede, born in Nigeria, lived and studied in London, which is also where I started my career as a games developer. Before my game dev career, I was making websites and graphic designs as a hobby but felt an urge to make static images animated and respond to user input. I studied Computer Science at London Metropolitan University for my bachelor’s degree.I worked at Tivola Publishing GmbH, where we developed:Wildshade: Unicorn ChampionsConsole Trailer: YouTubeWildshade Fantasy Horse RacesiOS: App StoreAndroid: Google PlayThis project was initially developed for mobile platforms and was later ported to consoles, which recently launched.I also worked on a personal mobile game project:Shooty GunRelease Date: May 17, 2024PlayBecoming an Environment ArtistWith the release of Unreal Engine 5, the ease of creating and sculpting terrain, then using blueprints to quickly add responsive grass, dirt, and rock materials to my levels, made environment art very enticing and accessible for me. Being a programmer, I often felt the urge to explore more aspects of game development, since the barrier of entry has been completely shattered.I wouldn’t consider myself a full-blown artist just yet. I first learned Blender to build some basic 3D models. We can call it “programmer art” – just enough to get a prototype playable.The main challenges were that most 3D software required subscriptions, which wasn't ideal for someone just learning without commercial intent. Free trials helped at first, but I eventually ran out of emails to renew them. Blender was difficult to grasp initially, but I got through it with the help of countless YouTube tutorials.Whenever I wanted to build a model for a prototype, I would find a tutorial making something similar and follow along.On YouTube, I watched and subscribed to Stylized Station. I also browsed ArtStation regularly for references and inspiration for the types of levels I wanted to build.Environment art was a natural next step in my game dev journey. While I could program gameplay and other systems, I lacked the ability to build engaging levels to make my games feel polished. In the kinds of games I want to create, players will spend most of their time exploring environments. They need to look good and contain landmarks that resonate with the player.My main sources of inspiration are games I’ve played. Sometimes I want to recreate the worlds I've explored. I often return to ArtStation for inspiration and references.Deep Dive Into Art-To-Experience Contest's SubmissionThe project I submitted was originally made for the 80 Level x Emperia contest. Most of the assets were provided as part of the contest.The main character was created in Blender, and the enemy model was a variant of the main character with some minor changes and costume modifications. Animations were sourced from Mixamo and imported into Unreal Engine 5. Texturing and painting were done in Adobe Substance 3D Painter, and materials were created in UE5 from exported textures.Before creating the scene in UE5, I gathered references from ArtStation and Google Images. These were used to sculpt a terrain heightmap. Once the level’s starting point and boss area were defined, I added bamboo trees and planned walkable paths around the map.I created models in Blender and exported them to Substance 3D Painter. Using the Auto UV Unwrap tool, I prepared the models for texturing. Once painted, I exported the textures and applied them to the models in UE5. This workflow was smooth and efficient.In UE5, I converted any assets for level placement into foliage types. This allowed for both random distribution and precise placement using the foliage painter tool, which sped up design significantly.UE5 lighting looked great out-of-the-box. I adjusted the directional light, fog, and shadows to craft a forest atmosphere using the built-in day/night system.I was able to use Emperia's Creator Tools plug-in to set up my scene. The great thing about the tutorial is that it's interactive - as I complete the steps in the UE5 editor, the tutorial window updates and reassures me that I’ve completed the task correctly. This made the setup process easier and faster. Setting up panoramas was also simple - pretty much drag and drop.Advice For BeginnersOne major issue is the rise of AI tools that generate environment art. These tools may discourage beginners who fear they can’t compete. If people stop learning because they think AI will always outperform them, the industry may suffer a creativity drought.My advice to beginners:Choose a game engine you’re comfortable with – Unreal Engine, Unity, etc.Make your idea exist first, polish later. Use free assets from online stores to prototype.Focus on creating game levels with available resources. The important part is getting your world out of your head and into a playable form.Share your work with a community when you're happy with it.Have fun creating your environment – if you enjoy it, others likely will too.Joseph Jegede, Game DeveloperInterview conducted by Theodore McKenzie
    #joseph #jegedes #journey #into #environment
    Joseph Jegede’s Journey into Environment Art & Approach to the Emperia x 80 Level Contest
    IntroductionHello, I am Joseph Jegede, born in Nigeria, lived and studied in London, which is also where I started my career as a games developer. Before my game dev career, I was making websites and graphic designs as a hobby but felt an urge to make static images animated and respond to user input. I studied Computer Science at London Metropolitan University for my bachelor’s degree.I worked at Tivola Publishing GmbH, where we developed:Wildshade: Unicorn ChampionsConsole Trailer: YouTubeWildshade Fantasy Horse RacesiOS: App StoreAndroid: Google PlayThis project was initially developed for mobile platforms and was later ported to consoles, which recently launched.I also worked on a personal mobile game project:Shooty GunRelease Date: May 17, 2024PlayBecoming an Environment ArtistWith the release of Unreal Engine 5, the ease of creating and sculpting terrain, then using blueprints to quickly add responsive grass, dirt, and rock materials to my levels, made environment art very enticing and accessible for me. Being a programmer, I often felt the urge to explore more aspects of game development, since the barrier of entry has been completely shattered.I wouldn’t consider myself a full-blown artist just yet. I first learned Blender to build some basic 3D models. We can call it “programmer art” – just enough to get a prototype playable.The main challenges were that most 3D software required subscriptions, which wasn't ideal for someone just learning without commercial intent. Free trials helped at first, but I eventually ran out of emails to renew them. Blender was difficult to grasp initially, but I got through it with the help of countless YouTube tutorials.Whenever I wanted to build a model for a prototype, I would find a tutorial making something similar and follow along.On YouTube, I watched and subscribed to Stylized Station. I also browsed ArtStation regularly for references and inspiration for the types of levels I wanted to build.Environment art was a natural next step in my game dev journey. While I could program gameplay and other systems, I lacked the ability to build engaging levels to make my games feel polished. In the kinds of games I want to create, players will spend most of their time exploring environments. They need to look good and contain landmarks that resonate with the player.My main sources of inspiration are games I’ve played. Sometimes I want to recreate the worlds I've explored. I often return to ArtStation for inspiration and references.Deep Dive Into Art-To-Experience Contest's SubmissionThe project I submitted was originally made for the 80 Level x Emperia contest. Most of the assets were provided as part of the contest.The main character was created in Blender, and the enemy model was a variant of the main character with some minor changes and costume modifications. Animations were sourced from Mixamo and imported into Unreal Engine 5. Texturing and painting were done in Adobe Substance 3D Painter, and materials were created in UE5 from exported textures.Before creating the scene in UE5, I gathered references from ArtStation and Google Images. These were used to sculpt a terrain heightmap. Once the level’s starting point and boss area were defined, I added bamboo trees and planned walkable paths around the map.I created models in Blender and exported them to Substance 3D Painter. Using the Auto UV Unwrap tool, I prepared the models for texturing. Once painted, I exported the textures and applied them to the models in UE5. This workflow was smooth and efficient.In UE5, I converted any assets for level placement into foliage types. This allowed for both random distribution and precise placement using the foliage painter tool, which sped up design significantly.UE5 lighting looked great out-of-the-box. I adjusted the directional light, fog, and shadows to craft a forest atmosphere using the built-in day/night system.I was able to use Emperia's Creator Tools plug-in to set up my scene. The great thing about the tutorial is that it's interactive - as I complete the steps in the UE5 editor, the tutorial window updates and reassures me that I’ve completed the task correctly. This made the setup process easier and faster. Setting up panoramas was also simple - pretty much drag and drop.Advice For BeginnersOne major issue is the rise of AI tools that generate environment art. These tools may discourage beginners who fear they can’t compete. If people stop learning because they think AI will always outperform them, the industry may suffer a creativity drought.My advice to beginners:Choose a game engine you’re comfortable with – Unreal Engine, Unity, etc.Make your idea exist first, polish later. Use free assets from online stores to prototype.Focus on creating game levels with available resources. The important part is getting your world out of your head and into a playable form.Share your work with a community when you're happy with it.Have fun creating your environment – if you enjoy it, others likely will too.Joseph Jegede, Game DeveloperInterview conducted by Theodore McKenzie #joseph #jegedes #journey #into #environment
    Joseph Jegede’s Journey into Environment Art & Approach to the Emperia x 80 Level Contest
    80.lv
    IntroductionHello, I am Joseph Jegede, born in Nigeria, lived and studied in London, which is also where I started my career as a games developer. Before my game dev career, I was making websites and graphic designs as a hobby but felt an urge to make static images animated and respond to user input. I studied Computer Science at London Metropolitan University for my bachelor’s degree.I worked at Tivola Publishing GmbH, where we developed:Wildshade: Unicorn Champions (PlayStation, Xbox, Nintendo Switch)Console Trailer: YouTubeWildshade Fantasy Horse Races (iOS, Android)iOS: App StoreAndroid: Google PlayThis project was initially developed for mobile platforms and was later ported to consoles, which recently launched.I also worked on a personal mobile game project:Shooty GunRelease Date: May 17, 2024PlayBecoming an Environment ArtistWith the release of Unreal Engine 5, the ease of creating and sculpting terrain, then using blueprints to quickly add responsive grass, dirt, and rock materials to my levels, made environment art very enticing and accessible for me. Being a programmer, I often felt the urge to explore more aspects of game development, since the barrier of entry has been completely shattered.I wouldn’t consider myself a full-blown artist just yet. I first learned Blender to build some basic 3D models. We can call it “programmer art” – just enough to get a prototype playable.The main challenges were that most 3D software required subscriptions, which wasn't ideal for someone just learning without commercial intent. Free trials helped at first, but I eventually ran out of emails to renew them. Blender was difficult to grasp initially, but I got through it with the help of countless YouTube tutorials.Whenever I wanted to build a model for a prototype, I would find a tutorial making something similar and follow along.On YouTube, I watched and subscribed to Stylized Station. I also browsed ArtStation regularly for references and inspiration for the types of levels I wanted to build.Environment art was a natural next step in my game dev journey. While I could program gameplay and other systems, I lacked the ability to build engaging levels to make my games feel polished. In the kinds of games I want to create, players will spend most of their time exploring environments. They need to look good and contain landmarks that resonate with the player.My main sources of inspiration are games I’ve played. Sometimes I want to recreate the worlds I've explored. I often return to ArtStation for inspiration and references.Deep Dive Into Art-To-Experience Contest's SubmissionThe project I submitted was originally made for the 80 Level x Emperia contest. Most of the assets were provided as part of the contest.The main character was created in Blender, and the enemy model was a variant of the main character with some minor changes and costume modifications. Animations were sourced from Mixamo and imported into Unreal Engine 5. Texturing and painting were done in Adobe Substance 3D Painter, and materials were created in UE5 from exported textures.Before creating the scene in UE5, I gathered references from ArtStation and Google Images. These were used to sculpt a terrain heightmap. Once the level’s starting point and boss area were defined, I added bamboo trees and planned walkable paths around the map.I created models in Blender and exported them to Substance 3D Painter. Using the Auto UV Unwrap tool, I prepared the models for texturing. Once painted, I exported the textures and applied them to the models in UE5. This workflow was smooth and efficient.In UE5, I converted any assets for level placement into foliage types. This allowed for both random distribution and precise placement using the foliage painter tool, which sped up design significantly.UE5 lighting looked great out-of-the-box. I adjusted the directional light, fog, and shadows to craft a forest atmosphere using the built-in day/night system.I was able to use Emperia's Creator Tools plug-in to set up my scene. The great thing about the tutorial is that it's interactive - as I complete the steps in the UE5 editor, the tutorial window updates and reassures me that I’ve completed the task correctly. This made the setup process easier and faster. Setting up panoramas was also simple - pretty much drag and drop.Advice For BeginnersOne major issue is the rise of AI tools that generate environment art. These tools may discourage beginners who fear they can’t compete. If people stop learning because they think AI will always outperform them, the industry may suffer a creativity drought.My advice to beginners:Choose a game engine you’re comfortable with – Unreal Engine, Unity, etc.Make your idea exist first, polish later. Use free assets from online stores to prototype.Focus on creating game levels with available resources. The important part is getting your world out of your head and into a playable form.Share your work with a community when you're happy with it.Have fun creating your environment – if you enjoy it, others likely will too.Joseph Jegede, Game DeveloperInterview conducted by Theodore McKenzie
    Like
    Love
    Wow
    Sad
    Angry
    199
    · 2 Comments ·0 Shares
  • يا جماعة، واش راكم؟

    سمعتوا بلي ADNOC و الجمعية تاعها راهم محتاجين 4 أسابيع إضافية باش يكملوا عملية الاستحواذ على شركة سانتوس بـ 18.7 مليار دولار! موضوع كبير، صح؟

    الحكاية هي أنهم باغين يضمنوا أن جميع التفاصيل تكون مضبوطة قبل ما يقفلو الصفقة. و الله، هذي العمليات الكبيرة تخليني نفكر في كيفاش الأمور تقدر تبدل في غمضة عين! تقدر اليوم تكون مشغول، وغدوة تلقى نفسك في صفقة خيالية.

    المهم، خليونا نراقبوا كيفاش يخرجوا من هذ القصة. في انتظار النتائج، نحب نسمع آراءكم!

    https://forbesmiddleeast.com/industry/energy/adnoc-led-consortium-needs-4-more-weeks-to-complete-$187b-takeover-of-santos

    #استثمار #اقتصاد #ADNOC #Santos #صفقات
    يا جماعة، واش راكم؟ 😄 سمعتوا بلي ADNOC و الجمعية تاعها راهم محتاجين 4 أسابيع إضافية باش يكملوا عملية الاستحواذ على شركة سانتوس بـ 18.7 مليار دولار! موضوع كبير، صح؟🌍💰 الحكاية هي أنهم باغين يضمنوا أن جميع التفاصيل تكون مضبوطة قبل ما يقفلو الصفقة. و الله، هذي العمليات الكبيرة تخليني نفكر في كيفاش الأمور تقدر تبدل في غمضة عين! تقدر اليوم تكون مشغول، وغدوة تلقى نفسك في صفقة خيالية. المهم، خليونا نراقبوا كيفاش يخرجوا من هذ القصة. في انتظار النتائج، نحب نسمع آراءكم! https://forbesmiddleeast.com/industry/energy/adnoc-led-consortium-needs-4-more-weeks-to-complete-$187b-takeover-of-santos #استثمار #اقتصاد #ADNOC #Santos #صفقات
    forbesmiddleeast.com
    ADNOC-Led Consortium Needs 4 More Weeks To Complete $18.7B Takeover Of Santos
    1 Comments ·0 Shares
More Results
ollo https://www.ollo.ws