• 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
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  • يا جماعة، واش راكم؟ اليوم عندي لكم خبر غريب!

    في الفيديو الجديد، رح نكتشف كيف نقدروا نديروا تطبيق SaaS لتوليد QR Code بكل سهولة، ومن غير ما نكتبوا حتى سطر كود! باستخدام الذكاء الاصطناعي وأداة Horizons من Hostinger، تقدرو تصممو وتخرجو تطبيقكم في دقائق!

    شخصياً، جربت هذه الأداة وكان الأمر سهل بزااف. كنت بحاجة لفكرة جديدة، وبهذه الطريقة حسيتني كأني مطور محترف!

    ما تفوتوش الفرصة! إذا كنتوا تريدوا تدخلو عالم المشاريع التقنية وتستفيدوا من الذكاء الاصطناعي، هاذ الفيديو هو البداية!

    https://www.youtube.com/watch?v=gTTUsHCclLU

    #ذكاء_اصطناعي #SaaS #تطبيقات_بدون_كود #QR_Code #AI_Tools
    🌟 يا جماعة، واش راكم؟ اليوم عندي لكم خبر غريب! في الفيديو الجديد، رح نكتشف كيف نقدروا نديروا تطبيق SaaS لتوليد QR Code بكل سهولة، ومن غير ما نكتبوا حتى سطر كود! 😍 باستخدام الذكاء الاصطناعي وأداة Horizons من Hostinger، تقدرو تصممو وتخرجو تطبيقكم في دقائق! شخصياً، جربت هذه الأداة وكان الأمر سهل بزااف. كنت بحاجة لفكرة جديدة، وبهذه الطريقة حسيتني كأني مطور محترف! 💪 ما تفوتوش الفرصة! إذا كنتوا تريدوا تدخلو عالم المشاريع التقنية وتستفيدوا من الذكاء الاصطناعي، هاذ الفيديو هو البداية! https://www.youtube.com/watch?v=gTTUsHCclLU #ذكاء_اصطناعي #SaaS #تطبيقات_بدون_كود #QR_Code #AI_Tools
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  • يا جماعة، هل راكم جاهزين تكتشفوا كيفاش تسيبوا شوية مهام للذكاء الاصطناعي وانتوما مطمئنين 100% على مستواكم؟

    في الفيديو الجديد، راح نتعرفوا كيفاش نقدروا نستفيدوا من AI في البرمجة، من غير ما تأثر على مهاراتنا. الموضوع جد مهم، خاصة إذا كنت تتعلم برمجة أو شغال كمبرمج.

    أنا جربت نستخدم بعض الأدوات الذكية، وبصراحة، حسيت براحة كبيرة. الذكاء الاصطناعي يقدر يكون صديقك في مشاريعك، كيفاه نتحكم فيه ونستفاد منه بطريقة صحيحة.

    شوفوا الفيديو وخلونا نكتشفوا عالم الذكاء الاصطناعي مع بعض!
    https://www.youtube.com/watch?v=6XehQFLbcic

    #البرمجة #AI_Tools #الذكاء_الاصطناعي #Coding #WebDevelopment
    🔥 يا جماعة، هل راكم جاهزين تكتشفوا كيفاش تسيبوا شوية مهام للذكاء الاصطناعي وانتوما مطمئنين 100% على مستواكم؟ 🚀 في الفيديو الجديد، راح نتعرفوا كيفاش نقدروا نستفيدوا من AI في البرمجة، من غير ما تأثر على مهاراتنا. الموضوع جد مهم، خاصة إذا كنت تتعلم برمجة أو شغال كمبرمج. 💻✨ أنا جربت نستخدم بعض الأدوات الذكية، وبصراحة، حسيت براحة كبيرة. الذكاء الاصطناعي يقدر يكون صديقك في مشاريعك، كيفاه نتحكم فيه ونستفاد منه بطريقة صحيحة. شوفوا الفيديو وخلونا نكتشفوا عالم الذكاء الاصطناعي مع بعض! https://www.youtube.com/watch?v=6XehQFLbcic #البرمجة #AI_Tools #الذكاء_الاصطناعي #Coding #WebDevelopment
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  • Hey les amis! عندك فكرة شكون يقدر يساعدك في كلشي؟ الذكاء الاصطناعي! لكن، لازم نكون حذرين!

    في الفيديو الجديد، راح نتكلموا على "حاجات لو الذكاء الاصطناعي عملهالك هيدمرك حرفيًا". الهدف هو تحذيركم من الاعتماد الكلي على الذكاء الاصطناعي، خصوصًا إذا كنتوا تتعلموا برمجة أو تخدموا على مشاريع. مشي كلشي سهل، لازم تبقوا تحافظوا على المهارات الحقيقية تاعكم.

    شخصيًا، جربت أني نعتمد على AI في بعض الأمور، لكن لقيت روحي في دوامة وما كنتش قادر نتحرك قدام. لذلك، ركزوا على التعلم والتطوير الذاتي!

    متنسوش تتفرجوا على الفيديو للنهاية وتكتشفوا كيفاش تتفادوا الفخ هذا.

    https://www.youtube.com/watch?v=Qz2emyv6KgQ

    #الذكاء_الاصطناعي #AI_Tools #برمجة_من_الصفر #Web
    🚀 Hey les amis! عندك فكرة شكون يقدر يساعدك في كلشي؟ الذكاء الاصطناعي! لكن، لازم نكون حذرين! في الفيديو الجديد، راح نتكلموا على "حاجات لو الذكاء الاصطناعي عملهالك هيدمرك حرفيًا". الهدف هو تحذيركم من الاعتماد الكلي على الذكاء الاصطناعي، خصوصًا إذا كنتوا تتعلموا برمجة أو تخدموا على مشاريع. مشي كلشي سهل، لازم تبقوا تحافظوا على المهارات الحقيقية تاعكم. شخصيًا، جربت أني نعتمد على AI في بعض الأمور، لكن لقيت روحي في دوامة وما كنتش قادر نتحرك قدام. لذلك، ركزوا على التعلم والتطوير الذاتي! متنسوش تتفرجوا على الفيديو للنهاية وتكتشفوا كيفاش تتفادوا الفخ هذا. https://www.youtube.com/watch?v=Qz2emyv6KgQ #الذكاء_الاصطناعي #AI_Tools #برمجة_من_الصفر #Web
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  • Embracer will deploy 'targeted cost initiatives' and AI tech to unlock more value

    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 14, 20253 Min ReadLogo via Embracer Group / Kingdom Come Deliverance screenshot via Warhorse StudiosEmbracer Group—which is in the process of splitting into three standalone companies following an era of mass layoffs, project cancellations, and divestments—has confirmed it will explore "targeted cost initiatives" and look to streamline processes with the help of AI technology during what CEO Phil Rogers described as a "transition year" for the Swedish conglomerate.Addressing investors in the company's latest fiscal report, Rogers said Embracer's performance during the first quarter of the current financial year was "quiet" and said the company must now focus on "operational and strategic execution" to position itself for long-term growth.Consolidated net sales decreased by 31 percent to SEK 3,355 millionduring Q1. Breaking that total down by operating segment, PC/Console Games decreased by 38 percent to SEK 1,641 million; Mobile Games decreased by 63 percent to SEK 520 million; and Entertainment & Services increased by 41 percent to SEK 1,193 million."As we move forward, we are taking a conservative approach for this current year, reflecting a measured view on the timing and performance of our PC/Console release schedule in addition to potential continued softness in our catalog following Q1," said Rogers, who officially stepped up as CEO on August 1, 2025, to allow outgoing chief exec Lars Wingefors to take on the mantle of executive chair. Related:"This year is a transition period as we lay the foundations of Fellowship Entertainment and focus on building a business led by key IP and empowered teams, in a structure enabling focus and operational discipline. It is paramount that we concentrate on the quality and long-term value of our releases rather than chasing short-term gains."What does that mean for Embracer employees? According to Rogers, the company will implement "targeted cost initiatives" relating to underperforming business. Those initiatives could potentially result in more divestments. Game Developer has reached out to Embracer to clarify whether those plans could potentially include layoffs.Embracer CEO believes AI will become an "increasingly supportive force"Rogers claims Embracer is facing a "pivotal moment" and must double down on its biggest franchises. He explained the company has increased capital allocation to its core IPs, which include The Lord of the Rings, Tomb Raider, Kingdom Come Deliverance, Metro, Dead Island, Darksiders, and Remnant. He believes those franchises represent "one of the most exciting IP portfolios in the industry" but said Embracer must now "sharpen" its focus. The company currently has nine triple-A titles slated for release, excluding projects being financed by external partners. Related:"As previously noted, one or a couple of these games will most likely slip into FY 2028/29, but we do see a clear increase in release cadence as compared to our average of just over 1 AAA game per year in the past five years," said Rogers, discussing that release slate. "We expect the increased released pipeline in combination with lower fixed costs will notably improve free cashflow FY 2026/27 onwards."As Embracer prepares to evolve into Fellowship Entertainment, Rogers said the company must significantly rewire its business to create a "powerhouse unit" within its PC and console division. According to Rogers, leveraging AI technologies will be  integral part of that process. His predecessor had already suggested that ignoring AI tools could lead to it being "outrun" by its competitors. "This comes through smarter collaboration, increased streamlining, shared services and with AI as an increasingly supportive force," Rogers continued. "These factors will be key to unlocking value and expanding margins." As the table below shows, Embracer has already significantly reduced its workforce following a number of layoffs and key divestments. Related:Its entire workforce totaled 7,228 peopleas of June 2025. That a notable decrease on the 13,712 workersit employed at the end of June 2024. The company currently has 116 video games in development—down on the 127 projects it had in the pipeline this time last year, but actually up on the 108 titles it showcased in March. about:Embracer GroupGenerative AI, Machine Learning, & LLMsTop StoriesAbout 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
    #embracer #will #deploy #039targeted #cost
    Embracer will deploy 'targeted cost initiatives' and AI tech to unlock more value
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 14, 20253 Min ReadLogo via Embracer Group / Kingdom Come Deliverance screenshot via Warhorse StudiosEmbracer Group—which is in the process of splitting into three standalone companies following an era of mass layoffs, project cancellations, and divestments—has confirmed it will explore "targeted cost initiatives" and look to streamline processes with the help of AI technology during what CEO Phil Rogers described as a "transition year" for the Swedish conglomerate.Addressing investors in the company's latest fiscal report, Rogers said Embracer's performance during the first quarter of the current financial year was "quiet" and said the company must now focus on "operational and strategic execution" to position itself for long-term growth.Consolidated net sales decreased by 31 percent to SEK 3,355 millionduring Q1. Breaking that total down by operating segment, PC/Console Games decreased by 38 percent to SEK 1,641 million; Mobile Games decreased by 63 percent to SEK 520 million; and Entertainment & Services increased by 41 percent to SEK 1,193 million."As we move forward, we are taking a conservative approach for this current year, reflecting a measured view on the timing and performance of our PC/Console release schedule in addition to potential continued softness in our catalog following Q1," said Rogers, who officially stepped up as CEO on August 1, 2025, to allow outgoing chief exec Lars Wingefors to take on the mantle of executive chair. Related:"This year is a transition period as we lay the foundations of Fellowship Entertainment and focus on building a business led by key IP and empowered teams, in a structure enabling focus and operational discipline. It is paramount that we concentrate on the quality and long-term value of our releases rather than chasing short-term gains."What does that mean for Embracer employees? According to Rogers, the company will implement "targeted cost initiatives" relating to underperforming business. Those initiatives could potentially result in more divestments. Game Developer has reached out to Embracer to clarify whether those plans could potentially include layoffs.Embracer CEO believes AI will become an "increasingly supportive force"Rogers claims Embracer is facing a "pivotal moment" and must double down on its biggest franchises. He explained the company has increased capital allocation to its core IPs, which include The Lord of the Rings, Tomb Raider, Kingdom Come Deliverance, Metro, Dead Island, Darksiders, and Remnant. He believes those franchises represent "one of the most exciting IP portfolios in the industry" but said Embracer must now "sharpen" its focus. The company currently has nine triple-A titles slated for release, excluding projects being financed by external partners. Related:"As previously noted, one or a couple of these games will most likely slip into FY 2028/29, but we do see a clear increase in release cadence as compared to our average of just over 1 AAA game per year in the past five years," said Rogers, discussing that release slate. "We expect the increased released pipeline in combination with lower fixed costs will notably improve free cashflow FY 2026/27 onwards."As Embracer prepares to evolve into Fellowship Entertainment, Rogers said the company must significantly rewire its business to create a "powerhouse unit" within its PC and console division. According to Rogers, leveraging AI technologies will be  integral part of that process. His predecessor had already suggested that ignoring AI tools could lead to it being "outrun" by its competitors. "This comes through smarter collaboration, increased streamlining, shared services and with AI as an increasingly supportive force," Rogers continued. "These factors will be key to unlocking value and expanding margins." As the table below shows, Embracer has already significantly reduced its workforce following a number of layoffs and key divestments. Related:Its entire workforce totaled 7,228 peopleas of June 2025. That a notable decrease on the 13,712 workersit employed at the end of June 2024. The company currently has 116 video games in development—down on the 127 projects it had in the pipeline this time last year, but actually up on the 108 titles it showcased in March. about:Embracer GroupGenerative AI, Machine Learning, & LLMsTop StoriesAbout 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 #embracer #will #deploy #039targeted #cost
    Embracer will deploy 'targeted cost initiatives' and AI tech to unlock more value
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    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 14, 20253 Min ReadLogo via Embracer Group / Kingdom Come Deliverance screenshot via Warhorse StudiosEmbracer Group—which is in the process of splitting into three standalone companies following an era of mass layoffs, project cancellations, and divestments—has confirmed it will explore "targeted cost initiatives" and look to streamline processes with the help of AI technology during what CEO Phil Rogers described as a "transition year" for the Swedish conglomerate.Addressing investors in the company's latest fiscal report, Rogers said Embracer's performance during the first quarter of the current financial year was "quiet" and said the company must now focus on "operational and strategic execution" to position itself for long-term growth.Consolidated net sales decreased by 31 percent to SEK 3,355 million ($350.5 million) during Q1. Breaking that total down by operating segment, PC/Console Games decreased by 38 percent to SEK 1,641 million; Mobile Games decreased by 63 percent to SEK 520 million; and Entertainment & Services increased by 41 percent to SEK 1,193 million."As we move forward, we are taking a conservative approach for this current year, reflecting a measured view on the timing and performance of our PC/Console release schedule in addition to potential continued softness in our catalog following Q1," said Rogers, who officially stepped up as CEO on August 1, 2025, to allow outgoing chief exec Lars Wingefors to take on the mantle of executive chair. Related:"This year is a transition period as we lay the foundations of Fellowship Entertainment and focus on building a business led by key IP and empowered teams, in a structure enabling focus and operational discipline. It is paramount that we concentrate on the quality and long-term value of our releases rather than chasing short-term gains."What does that mean for Embracer employees? According to Rogers, the company will implement "targeted cost initiatives" relating to underperforming business. Those initiatives could potentially result in more divestments. Game Developer has reached out to Embracer to clarify whether those plans could potentially include layoffs.Embracer CEO believes AI will become an "increasingly supportive force"Rogers claims Embracer is facing a "pivotal moment" and must double down on its biggest franchises. He explained the company has increased capital allocation to its core IPs, which include The Lord of the Rings, Tomb Raider, Kingdom Come Deliverance, Metro, Dead Island, Darksiders, and Remnant. He believes those franchises represent "one of the most exciting IP portfolios in the industry" but said Embracer must now "sharpen" its focus. The company currently has nine triple-A titles slated for release, excluding projects being financed by external partners. Related:"As previously noted, one or a couple of these games will most likely slip into FY 2028/29, but we do see a clear increase in release cadence as compared to our average of just over 1 AAA game per year in the past five years," said Rogers, discussing that release slate. "We expect the increased released pipeline in combination with lower fixed costs will notably improve free cashflow FY 2026/27 onwards."As Embracer prepares to evolve into Fellowship Entertainment, Rogers said the company must significantly rewire its business to create a "powerhouse unit" within its PC and console division. According to Rogers, leveraging AI technologies will be  integral part of that process. His predecessor had already suggested that ignoring AI tools could lead to it being "outrun" by its competitors. "This comes through smarter collaboration, increased streamlining, shared services and with AI as an increasingly supportive force," Rogers continued. "These factors will be key to unlocking value and expanding margins." As the table below shows, Embracer has already significantly reduced its workforce following a number of layoffs and key divestments. Related:Its entire workforce totaled 7,228 people (including 5,452 game developers) as of June 2025. That a notable decrease on the 13,712 workers (and 10,713 game developers) it employed at the end of June 2024. The company currently has 116 video games in development—down on the 127 projects it had in the pipeline this time last year, but actually up on the 108 titles it showcased in March.Read more about:Embracer GroupGenerative AI, Machine Learning, & LLMsTop StoriesAbout 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
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