• 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
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  • Shinobi: Art Of Vengeance Review - Ninja Master

    You spend years waiting for a new 2D action platformer starring ninjas to come along, and then two show up within a month of each other. Both Ninja Gaiden: Ragebound and Shinobi: Art of Vengeance revitalize their respective, long-dormant franchises by successfully harkening back to their roots. There are obvious similarities between the two games, but they're also wildly different. While Ragebound is deliberately old-school, Art of Vengeance feels more modern, paying homage to the past while dragging the absent series into the current gaming landscape.From its luscious hand-drawn art style to its deep, combo-laden action, developer Lizardcube has accomplished with Shinobi what it previously achieved with Wonder Boy and Streets of Rage. The Parisian studio knows how to resurrect Sega's past hits with remarkable aplomb, and Art of Vengeance is no different.Shinobi: Art of VengeanceEquipped with a katana in one hand and a sharpened batch of kunai in the other, Art of Vengeance reintroduces legendary protagonist Joe Musashi after an extended exile. As the game's title suggests, this is a story about Joe's quest for vengeance, as the opening moments see his village burned to the ground and his ninja clan turned to stone. ENE Corp, an evil paramilitary organisation led by the antagonistic Lord Ruse and his demonic minions, is behind the attack, setting in motion a straightforward tale that sees you hunt down Lord Ruse while disrupting his various operations.Continue Reading at GameSpot
    #shinobi #art #vengeance #review #ninja
    Shinobi: Art Of Vengeance Review - Ninja Master
    You spend years waiting for a new 2D action platformer starring ninjas to come along, and then two show up within a month of each other. Both Ninja Gaiden: Ragebound and Shinobi: Art of Vengeance revitalize their respective, long-dormant franchises by successfully harkening back to their roots. There are obvious similarities between the two games, but they're also wildly different. While Ragebound is deliberately old-school, Art of Vengeance feels more modern, paying homage to the past while dragging the absent series into the current gaming landscape.From its luscious hand-drawn art style to its deep, combo-laden action, developer Lizardcube has accomplished with Shinobi what it previously achieved with Wonder Boy and Streets of Rage. The Parisian studio knows how to resurrect Sega's past hits with remarkable aplomb, and Art of Vengeance is no different.Shinobi: Art of VengeanceEquipped with a katana in one hand and a sharpened batch of kunai in the other, Art of Vengeance reintroduces legendary protagonist Joe Musashi after an extended exile. As the game's title suggests, this is a story about Joe's quest for vengeance, as the opening moments see his village burned to the ground and his ninja clan turned to stone. ENE Corp, an evil paramilitary organisation led by the antagonistic Lord Ruse and his demonic minions, is behind the attack, setting in motion a straightforward tale that sees you hunt down Lord Ruse while disrupting his various operations.Continue Reading at GameSpot #shinobi #art #vengeance #review #ninja
    Shinobi: Art Of Vengeance Review - Ninja Master
    www.gamespot.com
    You spend years waiting for a new 2D action platformer starring ninjas to come along, and then two show up within a month of each other. Both Ninja Gaiden: Ragebound and Shinobi: Art of Vengeance revitalize their respective, long-dormant franchises by successfully harkening back to their roots. There are obvious similarities between the two games, but they're also wildly different. While Ragebound is deliberately old-school, Art of Vengeance feels more modern, paying homage to the past while dragging the absent series into the current gaming landscape.From its luscious hand-drawn art style to its deep, combo-laden action, developer Lizardcube has accomplished with Shinobi what it previously achieved with Wonder Boy and Streets of Rage. The Parisian studio knows how to resurrect Sega's past hits with remarkable aplomb, and Art of Vengeance is no different.Shinobi: Art of VengeanceEquipped with a katana in one hand and a sharpened batch of kunai in the other, Art of Vengeance reintroduces legendary protagonist Joe Musashi after an extended exile. As the game's title suggests, this is a story about Joe's quest for vengeance, as the opening moments see his village burned to the ground and his ninja clan turned to stone. ENE Corp, an evil paramilitary organisation led by the antagonistic Lord Ruse and his demonic minions, is behind the attack, setting in motion a straightforward tale that sees you hunt down Lord Ruse while disrupting his various operations.Continue Reading at GameSpot
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  • سلام يا جماعة!

    واش دركتوا عن نسب قبيلة هتيم بن ظفر الأوسية؟ هذا الموضوع يفتح باب للحديث عن تاريخنا وثقافتنا المليئة بالأصالة. هتيم، كاين فيهم الكثير من المعاني والقصص، وكيما يقولوا: "الجذور هي اللي تضمن الشجرة".

    في المقال، رح نكتشف شوية عن هذي القبيلة وكيف أثرت في الحضارة الأوسية. شخصياً، دايماً كنت مهتم بمعرفة جذور عائلتي وكانت ليها تأثير كبير على شخصيتي وثقافتي.

    خليكم معاي وندردشوا في التعليقات على هذي المواضيع! ما تنساوش، التاريخ هو جزء لا يتجزأ من هويتنا.

    https://www.djelfa.info/vb/showthread.php?t=2339236&goto=newpost
    #تاريخ #ثقافة #هتيم #الهوية #FamilyRoots
    سلام يا جماعة! 🌟 واش دركتوا عن نسب قبيلة هتيم بن ظفر الأوسية؟ هذا الموضوع يفتح باب للحديث عن تاريخنا وثقافتنا المليئة بالأصالة. هتيم، كاين فيهم الكثير من المعاني والقصص، وكيما يقولوا: "الجذور هي اللي تضمن الشجرة". 🌳 في المقال، رح نكتشف شوية عن هذي القبيلة وكيف أثرت في الحضارة الأوسية. شخصياً، دايماً كنت مهتم بمعرفة جذور عائلتي وكانت ليها تأثير كبير على شخصيتي وثقافتي. خليكم معاي وندردشوا في التعليقات على هذي المواضيع! ما تنساوش، التاريخ هو جزء لا يتجزأ من هويتنا. https://www.djelfa.info/vb/showthread.php?t=2339236&goto=newpost #تاريخ #ثقافة #هتيم #الهوية #FamilyRoots
    www.djelfa.info
    نسب قبيلة هتيم بن ظفر الأوسية هتيم بضم الهاء وفتح التاء باثنتين من فوقها ثم ياء معجمة باثنتين من...
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  • يا جماعة، سلام!

    اليوم حبيت نشارك معاكم موضوع يهمنا كامل، وهو "نسب قبيلة هتيم بن ظفر الأوسية القحطانية". بصراحة، الموضوع هذا مليح بزاف، لأنه يفتح لنا أبواب تاريخ عميق وثراء ثقافي. هتيم، هذي القبيلة عندها قصص وتاريخ يخلينا نفهم أكثر جذورنا ونسبنا!

    من خلال المقال، راح تكتشفوا كيف هتيم تشكلت عبر العصور وكيف لعبت دور كبير في تاريخ المنطقة. شخصياً، كانت لي تجربة مع جدتي لما كنا نحكيوا على الأنساب وكانت تحكي لي على القبائل القديمة، وكان عندي فضول نعرف تفاصيل أكثر.

    خليكم دايما متمسكين بجذوركم وتاريخكم، لأنه كلما عرفنا منين جينا، كلما فهمنا أكتر وين رايحين.

    https://www.djelfa.info/vb/showthread.php?t=2339237&goto=newpost
    #تاريخ #قبائل #الجزائر #Histoire #Roots
    يا جماعة، سلام! 🌟 اليوم حبيت نشارك معاكم موضوع يهمنا كامل، وهو "نسب قبيلة هتيم بن ظفر الأوسية القحطانية". بصراحة، الموضوع هذا مليح بزاف، لأنه يفتح لنا أبواب تاريخ عميق وثراء ثقافي. هتيم، هذي القبيلة عندها قصص وتاريخ يخلينا نفهم أكثر جذورنا ونسبنا! من خلال المقال، راح تكتشفوا كيف هتيم تشكلت عبر العصور وكيف لعبت دور كبير في تاريخ المنطقة. شخصياً، كانت لي تجربة مع جدتي لما كنا نحكيوا على الأنساب وكانت تحكي لي على القبائل القديمة، وكان عندي فضول نعرف تفاصيل أكثر. خليكم دايما متمسكين بجذوركم وتاريخكم، لأنه كلما عرفنا منين جينا، كلما فهمنا أكتر وين رايحين. https://www.djelfa.info/vb/showthread.php?t=2339237&goto=newpost #تاريخ #قبائل #الجزائر #Histoire #Roots
    www.djelfa.info
    نسب قبيلة هتيم بن ظفر الأوسية هتيم بضم الهاء وفتح التاء باثنتين من فوقها ثم ياء معجمة باثنتين من...
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  • PlayStation Plus Game Catalog for August: Mortal Kombat 1, Marvel’s Spider-Man, Sword of the Sea, Earth Defense Force 6 and more 

    As we’ve entered the 15th year of PlayStation Plus, we’ve got even more great content for members to look forward to.

    This month, unleash brutal finishers in the reimagined Mortal Kombat 1, swing through Marvel’s New York skyline as the iconic web-slinger in Marvel’s Spider-Man, or gear up to repel swarming alien forces in Earth Defense Force 6. All these titles and more are available in August’s PlayStation Plus Game Catalog lineup. That includes Sword of the Sea, which releases day one into Game Catalog. Meanwhile, Resident Evil 2 and Resident Evil 3: Nemesis bring retro survival horror to PlayStation Plus Premium. All titles will be available to play on August 19*. 

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    On the same day, Death Stranding 2: On the Beach will also be available as a Game Trial for PlayStation Plus Premium members. Enjoy up to 5 hours of gameplay with this time-limited trial, and if you decide to purchase the full game, your progress and trophies will carry over.

    PlayStation Plus Extra and Premium | Game Catalog

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    Mortal Kombat 1 | PS5

    Following the thrilling climax of Mortal Kombat 11, the all-powerful Fire God Liu Kang has created a New Era in the hope of bringing peace to Earthrealm and beyond. Through the series’ most cinematic story mode yet, you’ll be reintroduced to a cast of legendary warriors as you’ve never seen them before. Expect twists on classic friendships and rivalries, as well as new backstories that will change everything you think you know about your favorite Kombatants. Discover a host of new offline and online game modes as you master a revitalized fighting system that boasts bone-crunching Fatal Blows, defensive Breakers and the most creatively vicious Fatalities yet.

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    Marvel’s Spider-Man | PS5, PS4

    Sony Interactive Entertainment, Insomniac Games, and Marvel have teamed up to create an authentic Spider-Man adventure. This isn’t the Spider-Man you’ve met or ever seen before. This is an experienced Peter Parker who’s more masterful at fighting big crime in Marvel’s New York. At the same time, he’s struggling to balance his chaotic personal life and career while the fate of millions of New Yorkers rests upon his shoulders.

    Marvel’s Spider-Man Remastered will be available to PS5 players, and Marvel’s Spider-Man: Game of the Year Edition available to PS4 players to download. In relevant markets, PS4 players can stream Marvel’s Spider-Man. 

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    Sword of the Sea | PS5

    Surf across magnificent waves of sand and glistening waters on an epic quest to restore a lost ocean in Sword of the Sea. From the visionary artist behind ABZÛ, The Pathless, and Journey – Sword of the Sea is an atmospheric surfing adventure with high-speed Hoversword movement inspired by skateboarding and snowboarding. Carve your way forward on the ancient and powerful Hoversword, which moves like a snowboard, skateboard, and surfboard all in one. Build momentum to reach top speed and catch big air off the crests of giant waves. Pull off radical flips, spins, and grab tricks with ease as you shred halfpipes, ramps, and wall rides. It’s the perfect balance of exhilarating action and fluid, meditative movement.

    View and download image

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    Earth Defense Force 6 | PS5, PS4

    Set three years after the events of the previous entry, Earth Defense Force 6 unfolds in a decimated world on the brink of collapse, where humanity’s population has been nearly wiped out. Take on the role of an Earth Defense Force soldier in this explosive third-person shooter and battle towering alien threats, alone or in co-op. Stand your ground with courage and wisdom. 

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    Unicorn Overlord | PS5, PS4

    From the masterminds that brought 13 Sentinels: Aegis Rim, Odin Sphere, and Dragon’s Crown, ATLUS x Vanillaware presents the rebirth of tactical fantasy RPG. Fight against fate and embark on a royal adventure to regain your reign alongside trustworthy allies. Unicorn Overlord combines the timeless tactical RPG genre with overworld exploration and innovative battle system for a unique epic fantasy experience in the iconic Vanillaware style.

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    Atelier Ryza 3 Alchemist of the End & the Secret Key | PS5, PS4

    The final summer, the final secret… Ryza’s final adventure is about to begin! The story begins when a group of islands called Kark Isles appear near Ryza’s—the protagonist’s—hometown. Seeing this as a threat to their home, Ryza and her friends investigate the isles and discover ruins with a huge gate. Just as Ryza approaches the gate, a strange voice echoes in her head, telling her to reach the Code of the Universe. What is it that lies beyond the gate, and what does the “Code of the Universe” mean? In hopes of finding a way to save their home, Ryza and her friends set off on a great adventure that revolves around a Key and the roots of alchemy.

    View and download image

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    close
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    Indika | PS5

    Indika is a third-person, story-driven game set in a strange world where religious visions clash with harsh reality. It tells the story of a young nun who sets off on a journey of self-discovery with the most unusual, horn-headed companion by her side. On the outside, Indika seems to be a typical nun attempting to adjust to a difficult and monotonous monastery life. Humble and innocent in her appearance, do not be deceived as this young girl has also made a highly unlikely acquaintance—as she speaks with the devil himself. Indika’s unusual connection with the Evil One leads her on an errand beyond the safe walls of the monastery. The world she discovers can only be described as a wild combination of comedy and tragedy straight out of the novels by Dostoyevski and Bulhakov.

    View and download image

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    close
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    Harold Halibut | PS5

    Harold Halibut is a handmade narrative game about friendship and life on a city-sized spaceship submerged in an alien ocean. It’s been 250 years since your home – an ark-like spaceship – fled an Earth on the verge of cold war to find a habitable planet to preserve the human race. You are Harold, a young lab assistant for the ship’s lead scientist, Jeanne Mareaux. While most of the ship’s inhabitants have reconciled themselves to a life lived aboard the sunken ship, Mareaux still works tirelessly to find a way for the ship to leave the planet and find a new, dryer home.

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    Coral Island | PS5

    It’s time to leave big-city life in Pokyo behind and start a new chapter of your life on Coral Island! Be who you want and create the idyllic farm of your dreams, where you’ll tend crops, nurture animals, and build a bond with the natural world around you. Help revitalize the nearby town and its surrounding coral reefs, and forge relationships with a vibrant community of more than 70 fellow people who call Coral Island home. Farm. Decorate. Craft. Explore. Relax. Your future—and the future of Coral Island—is what you make of it.

    PlayStation Plus Premium

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    Resident Evil 2 | PS5, PS4Two months after the terrifying Mansion Incident, two people made their way to Raccoon City. Leon S. Kennedy, a newly-assigned officer in the Raccoon Police Department, and Claire Redfield, who has been trying to track down her missing brother. Little do they know of what nightmares Raccoon City has in store for them… Experience Resident Evil 2, first released on the original PlayStation, enhanced with up-rendering, rewind, quick save, and custom video filters.

    View and download image

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    Resident Evil 3: Nemesis | PS5, PS4A little over a month and a half after the Mansion Incident, another nightmare unfolds at almost the same time as Resident Evil 2 as Raccoon City faces destruction due to the threat of the ‘T-virus’. You take on the role of former S.T.A.R.S. member Jill Valentine as she attempts to escape the devastated city while investigating the mystery behind the Umbrella Corporation. Witness the climax of the Raccoon City story with your own eyes. Experience Resident Evil 3 Nemesis, first released on the original PlayStation, enhanced with up-rendering, rewind, quick save, and custom video filters.

    *PlayStation Plus Game Catalog and PlayStation Plus Premium/Deluxe lineups and individual title release dates may differ by region. Please check PlayStation Store on release day. 
    #playstation #plus #game #catalog #august
    PlayStation Plus Game Catalog for August: Mortal Kombat 1, Marvel’s Spider-Man, Sword of the Sea, Earth Defense Force 6 and more 
    As we’ve entered the 15th year of PlayStation Plus, we’ve got even more great content for members to look forward to. This month, unleash brutal finishers in the reimagined Mortal Kombat 1, swing through Marvel’s New York skyline as the iconic web-slinger in Marvel’s Spider-Man, or gear up to repel swarming alien forces in Earth Defense Force 6. All these titles and more are available in August’s PlayStation Plus Game Catalog lineup. That includes Sword of the Sea, which releases day one into Game Catalog. Meanwhile, Resident Evil 2 and Resident Evil 3: Nemesis bring retro survival horror to PlayStation Plus Premium. All titles will be available to play on August 19*.  View and download image Download the image close Close Download this image On the same day, Death Stranding 2: On the Beach will also be available as a Game Trial for PlayStation Plus Premium members. Enjoy up to 5 hours of gameplay with this time-limited trial, and if you decide to purchase the full game, your progress and trophies will carry over. PlayStation Plus Extra and Premium | Game Catalog View and download image Download the image close Close Download this image Mortal Kombat 1 | PS5 Following the thrilling climax of Mortal Kombat 11, the all-powerful Fire God Liu Kang has created a New Era in the hope of bringing peace to Earthrealm and beyond. Through the series’ most cinematic story mode yet, you’ll be reintroduced to a cast of legendary warriors as you’ve never seen them before. Expect twists on classic friendships and rivalries, as well as new backstories that will change everything you think you know about your favorite Kombatants. Discover a host of new offline and online game modes as you master a revitalized fighting system that boasts bone-crunching Fatal Blows, defensive Breakers and the most creatively vicious Fatalities yet. View and download image Download the image close Close Download this image Marvel’s Spider-Man | PS5, PS4 Sony Interactive Entertainment, Insomniac Games, and Marvel have teamed up to create an authentic Spider-Man adventure. This isn’t the Spider-Man you’ve met or ever seen before. This is an experienced Peter Parker who’s more masterful at fighting big crime in Marvel’s New York. At the same time, he’s struggling to balance his chaotic personal life and career while the fate of millions of New Yorkers rests upon his shoulders. Marvel’s Spider-Man Remastered will be available to PS5 players, and Marvel’s Spider-Man: Game of the Year Edition available to PS4 players to download. In relevant markets, PS4 players can stream Marvel’s Spider-Man.  View and download image Download the image close Close Download this image Sword of the Sea | PS5 Surf across magnificent waves of sand and glistening waters on an epic quest to restore a lost ocean in Sword of the Sea. From the visionary artist behind ABZÛ, The Pathless, and Journey – Sword of the Sea is an atmospheric surfing adventure with high-speed Hoversword movement inspired by skateboarding and snowboarding. Carve your way forward on the ancient and powerful Hoversword, which moves like a snowboard, skateboard, and surfboard all in one. Build momentum to reach top speed and catch big air off the crests of giant waves. Pull off radical flips, spins, and grab tricks with ease as you shred halfpipes, ramps, and wall rides. It’s the perfect balance of exhilarating action and fluid, meditative movement. View and download image Download the image close Close Download this image Earth Defense Force 6 | PS5, PS4 Set three years after the events of the previous entry, Earth Defense Force 6 unfolds in a decimated world on the brink of collapse, where humanity’s population has been nearly wiped out. Take on the role of an Earth Defense Force soldier in this explosive third-person shooter and battle towering alien threats, alone or in co-op. Stand your ground with courage and wisdom.  View and download image Download the image close Close Download this image Unicorn Overlord | PS5, PS4 From the masterminds that brought 13 Sentinels: Aegis Rim, Odin Sphere, and Dragon’s Crown, ATLUS x Vanillaware presents the rebirth of tactical fantasy RPG. Fight against fate and embark on a royal adventure to regain your reign alongside trustworthy allies. Unicorn Overlord combines the timeless tactical RPG genre with overworld exploration and innovative battle system for a unique epic fantasy experience in the iconic Vanillaware style. View and download image Download the image close Close Download this image Atelier Ryza 3 Alchemist of the End & the Secret Key | PS5, PS4 The final summer, the final secret… Ryza’s final adventure is about to begin! The story begins when a group of islands called Kark Isles appear near Ryza’s—the protagonist’s—hometown. Seeing this as a threat to their home, Ryza and her friends investigate the isles and discover ruins with a huge gate. Just as Ryza approaches the gate, a strange voice echoes in her head, telling her to reach the Code of the Universe. What is it that lies beyond the gate, and what does the “Code of the Universe” mean? In hopes of finding a way to save their home, Ryza and her friends set off on a great adventure that revolves around a Key and the roots of alchemy. View and download image Download the image close Close Download this image Indika | PS5 Indika is a third-person, story-driven game set in a strange world where religious visions clash with harsh reality. It tells the story of a young nun who sets off on a journey of self-discovery with the most unusual, horn-headed companion by her side. On the outside, Indika seems to be a typical nun attempting to adjust to a difficult and monotonous monastery life. Humble and innocent in her appearance, do not be deceived as this young girl has also made a highly unlikely acquaintance—as she speaks with the devil himself. Indika’s unusual connection with the Evil One leads her on an errand beyond the safe walls of the monastery. The world she discovers can only be described as a wild combination of comedy and tragedy straight out of the novels by Dostoyevski and Bulhakov. View and download image Download the image close Close Download this image Harold Halibut | PS5 Harold Halibut is a handmade narrative game about friendship and life on a city-sized spaceship submerged in an alien ocean. It’s been 250 years since your home – an ark-like spaceship – fled an Earth on the verge of cold war to find a habitable planet to preserve the human race. You are Harold, a young lab assistant for the ship’s lead scientist, Jeanne Mareaux. While most of the ship’s inhabitants have reconciled themselves to a life lived aboard the sunken ship, Mareaux still works tirelessly to find a way for the ship to leave the planet and find a new, dryer home. View and download image Download the image close Close Download this image Coral Island | PS5 It’s time to leave big-city life in Pokyo behind and start a new chapter of your life on Coral Island! Be who you want and create the idyllic farm of your dreams, where you’ll tend crops, nurture animals, and build a bond with the natural world around you. Help revitalize the nearby town and its surrounding coral reefs, and forge relationships with a vibrant community of more than 70 fellow people who call Coral Island home. Farm. Decorate. Craft. Explore. Relax. Your future—and the future of Coral Island—is what you make of it. PlayStation Plus Premium View and download image Download the image close Close Download this image Resident Evil 2 | PS5, PS4Two months after the terrifying Mansion Incident, two people made their way to Raccoon City. Leon S. Kennedy, a newly-assigned officer in the Raccoon Police Department, and Claire Redfield, who has been trying to track down her missing brother. Little do they know of what nightmares Raccoon City has in store for them… Experience Resident Evil 2, first released on the original PlayStation, enhanced with up-rendering, rewind, quick save, and custom video filters. View and download image Download the image close Close Download this image Resident Evil 3: Nemesis | PS5, PS4A little over a month and a half after the Mansion Incident, another nightmare unfolds at almost the same time as Resident Evil 2 as Raccoon City faces destruction due to the threat of the ‘T-virus’. You take on the role of former S.T.A.R.S. member Jill Valentine as she attempts to escape the devastated city while investigating the mystery behind the Umbrella Corporation. Witness the climax of the Raccoon City story with your own eyes. Experience Resident Evil 3 Nemesis, first released on the original PlayStation, enhanced with up-rendering, rewind, quick save, and custom video filters. *PlayStation Plus Game Catalog and PlayStation Plus Premium/Deluxe lineups and individual title release dates may differ by region. Please check PlayStation Store on release day.  #playstation #plus #game #catalog #august
    PlayStation Plus Game Catalog for August: Mortal Kombat 1, Marvel’s Spider-Man, Sword of the Sea, Earth Defense Force 6 and more 
    blog.playstation.com
    As we’ve entered the 15th year of PlayStation Plus, we’ve got even more great content for members to look forward to. This month, unleash brutal finishers in the reimagined Mortal Kombat 1, swing through Marvel’s New York skyline as the iconic web-slinger in Marvel’s Spider-Man, or gear up to repel swarming alien forces in Earth Defense Force 6. All these titles and more are available in August’s PlayStation Plus Game Catalog lineup. That includes Sword of the Sea, which releases day one into Game Catalog. Meanwhile, Resident Evil 2 and Resident Evil 3: Nemesis bring retro survival horror to PlayStation Plus Premium. All titles will be available to play on August 19*.  View and download image Download the image close Close Download this image On the same day, Death Stranding 2: On the Beach will also be available as a Game Trial for PlayStation Plus Premium members. Enjoy up to 5 hours of gameplay with this time-limited trial, and if you decide to purchase the full game, your progress and trophies will carry over. PlayStation Plus Extra and Premium | Game Catalog View and download image Download the image close Close Download this image Mortal Kombat 1 | PS5 Following the thrilling climax of Mortal Kombat 11, the all-powerful Fire God Liu Kang has created a New Era in the hope of bringing peace to Earthrealm and beyond. Through the series’ most cinematic story mode yet, you’ll be reintroduced to a cast of legendary warriors as you’ve never seen them before. Expect twists on classic friendships and rivalries, as well as new backstories that will change everything you think you know about your favorite Kombatants. Discover a host of new offline and online game modes as you master a revitalized fighting system that boasts bone-crunching Fatal Blows, defensive Breakers and the most creatively vicious Fatalities yet. View and download image Download the image close Close Download this image Marvel’s Spider-Man | PS5, PS4 Sony Interactive Entertainment, Insomniac Games, and Marvel have teamed up to create an authentic Spider-Man adventure. This isn’t the Spider-Man you’ve met or ever seen before. This is an experienced Peter Parker who’s more masterful at fighting big crime in Marvel’s New York. At the same time, he’s struggling to balance his chaotic personal life and career while the fate of millions of New Yorkers rests upon his shoulders. Marvel’s Spider-Man Remastered will be available to PS5 players, and Marvel’s Spider-Man: Game of the Year Edition available to PS4 players to download. In relevant markets, PS4 players can stream Marvel’s Spider-Man (base game).  View and download image Download the image close Close Download this image Sword of the Sea | PS5 Surf across magnificent waves of sand and glistening waters on an epic quest to restore a lost ocean in Sword of the Sea. From the visionary artist behind ABZÛ, The Pathless, and Journey – Sword of the Sea is an atmospheric surfing adventure with high-speed Hoversword movement inspired by skateboarding and snowboarding. Carve your way forward on the ancient and powerful Hoversword, which moves like a snowboard, skateboard, and surfboard all in one. Build momentum to reach top speed and catch big air off the crests of giant waves. Pull off radical flips, spins, and grab tricks with ease as you shred halfpipes, ramps, and wall rides. It’s the perfect balance of exhilarating action and fluid, meditative movement. View and download image Download the image close Close Download this image Earth Defense Force 6 | PS5, PS4 Set three years after the events of the previous entry, Earth Defense Force 6 unfolds in a decimated world on the brink of collapse, where humanity’s population has been nearly wiped out. Take on the role of an Earth Defense Force soldier in this explosive third-person shooter and battle towering alien threats, alone or in co-op. Stand your ground with courage and wisdom.  View and download image Download the image close Close Download this image Unicorn Overlord | PS5, PS4 From the masterminds that brought 13 Sentinels: Aegis Rim, Odin Sphere, and Dragon’s Crown, ATLUS x Vanillaware presents the rebirth of tactical fantasy RPG. Fight against fate and embark on a royal adventure to regain your reign alongside trustworthy allies. Unicorn Overlord combines the timeless tactical RPG genre with overworld exploration and innovative battle system for a unique epic fantasy experience in the iconic Vanillaware style. View and download image Download the image close Close Download this image Atelier Ryza 3 Alchemist of the End & the Secret Key | PS5, PS4 The final summer, the final secret… Ryza’s final adventure is about to begin! The story begins when a group of islands called Kark Isles appear near Ryza’s—the protagonist’s—hometown. Seeing this as a threat to their home, Ryza and her friends investigate the isles and discover ruins with a huge gate. Just as Ryza approaches the gate, a strange voice echoes in her head, telling her to reach the Code of the Universe. What is it that lies beyond the gate, and what does the “Code of the Universe” mean? In hopes of finding a way to save their home, Ryza and her friends set off on a great adventure that revolves around a Key and the roots of alchemy. View and download image Download the image close Close Download this image Indika | PS5 Indika is a third-person, story-driven game set in a strange world where religious visions clash with harsh reality. It tells the story of a young nun who sets off on a journey of self-discovery with the most unusual, horn-headed companion by her side. On the outside, Indika seems to be a typical nun attempting to adjust to a difficult and monotonous monastery life. Humble and innocent in her appearance, do not be deceived as this young girl has also made a highly unlikely acquaintance—as she speaks with the devil himself. Indika’s unusual connection with the Evil One leads her on an errand beyond the safe walls of the monastery. The world she discovers can only be described as a wild combination of comedy and tragedy straight out of the novels by Dostoyevski and Bulhakov. View and download image Download the image close Close Download this image Harold Halibut | PS5 Harold Halibut is a handmade narrative game about friendship and life on a city-sized spaceship submerged in an alien ocean. It’s been 250 years since your home – an ark-like spaceship – fled an Earth on the verge of cold war to find a habitable planet to preserve the human race. You are Harold, a young lab assistant for the ship’s lead scientist, Jeanne Mareaux. While most of the ship’s inhabitants have reconciled themselves to a life lived aboard the sunken ship, Mareaux still works tirelessly to find a way for the ship to leave the planet and find a new, dryer home. View and download image Download the image close Close Download this image Coral Island | PS5 It’s time to leave big-city life in Pokyo behind and start a new chapter of your life on Coral Island! Be who you want and create the idyllic farm of your dreams, where you’ll tend crops, nurture animals, and build a bond with the natural world around you. Help revitalize the nearby town and its surrounding coral reefs, and forge relationships with a vibrant community of more than 70 fellow people who call Coral Island home. Farm. Decorate. Craft. Explore. Relax. Your future—and the future of Coral Island—is what you make of it. PlayStation Plus Premium View and download image Download the image close Close Download this image Resident Evil 2 | PS5, PS4 (PS) Two months after the terrifying Mansion Incident, two people made their way to Raccoon City. Leon S. Kennedy, a newly-assigned officer in the Raccoon Police Department, and Claire Redfield, who has been trying to track down her missing brother. Little do they know of what nightmares Raccoon City has in store for them… Experience Resident Evil 2, first released on the original PlayStation, enhanced with up-rendering, rewind, quick save, and custom video filters. View and download image Download the image close Close Download this image Resident Evil 3: Nemesis | PS5, PS4 (PS) A little over a month and a half after the Mansion Incident, another nightmare unfolds at almost the same time as Resident Evil 2 as Raccoon City faces destruction due to the threat of the ‘T-virus’. You take on the role of former S.T.A.R.S. member Jill Valentine as she attempts to escape the devastated city while investigating the mystery behind the Umbrella Corporation. Witness the climax of the Raccoon City story with your own eyes. Experience Resident Evil 3 Nemesis, first released on the original PlayStation, enhanced with up-rendering, rewind, quick save, and custom video filters. *PlayStation Plus Game Catalog and PlayStation Plus Premium/Deluxe lineups and individual title release dates may differ by region. Please check PlayStation Store on release day. 
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  • EA SPORTS™ NHL® 26 Elevates Authenticity With NHL EDGE Partnership and ICE-Q 2.0 Integration

    August 11, 2025

    Advanced League-Backed Positional Data Now Drives Hockey’s Most Lifelike Experience Off The Ice; NHL EDGE Brings Advanced Analytics to Chel
    REDWOOD CITY, Calif.----
    Electronic Arts Inc.today announced a groundbreaking new partnership with the National Hockey League to integrate official NHL EDGE data directly into EA SPORTS™ NHL® 26, marking a new era for authenticity in sports gaming and entertainment. This collaboration brings the same advanced analytics used by NHL teams into the hands of players and fans, powering the all-new ICE-Q 2.0 gameplay system for the most realistic hockey gameplay ever.Electronic Arts presents new partnership with the National Hockey League to integrate official NHL EDGE data directly into EA SPORTS™ NHL® 26For the first time in franchise history, real-world Puck and Player Tracking data - captured by infrared technology and arena cameras across all 32 NHL rinks - is seamlessly woven into the fabric of NHL 26. The NHL EDGE system tracks millions of data points, from skating acceleration and top speed to shot power, shot location and save types, all of which now inform on-ice behavior in NHL 26. ICE Q 2.0 powered by NHL EDGE ensures the in-game action mirrors the intensity and individuality of the NHL’s best.With ICE-Q 2.0 players will notice significant differentiation between superstar athletes. Real NHL data directly influences player attributes and personal tendencies like skating speed, shot power, signature playstyles, and even goalie reactions, elevating the experience with authentic intensity and strategic depth. This unique integration allows every player to live their NHL dream - moving, thinking, and playing just like their favorite athletes."The energy from the NHL is electric, with its diehard fans and the talent and physicality of the athletes. It's our job to translate that energy from the ice to the screen and make it as realistic as possible," said Cam Weber, President, EA SPORTS. "By harnessing the very same data points the NHL uses to inform all sorts of game-time strategies, EA SPORTS is doubling down on innovations and partnerships to make the most true-to-life reflection of hockey possible."“The partnership with EA SPORTS and NHL EDGE is about more than just numbers, it’s about bringing the soul of our game to life for a new generation,” said Brian Jennings, NHL Chief Branding Officer and Senior Executive Vice President. “We’ve spent years developing our best-in-class Puck and Player Tracking system to help grow the game and create new fan experiences. By placing league-grade analytics in the hands of every fan, we’re deepening the connection between the real NHL and Chel, and setting a new standard for sports gaming immersion.”Developed by EA Vancouver and EA Bucharest, EA SPORTS NHL will be available on September 12, 2025 on PlayStation®5 and Xbox Series X|S. Players who pre-order the Deluxe Edition will receive up to seven days early access and a host of in-game items and rewards. EA Play members can play like superstars with EA SPORTS™ NHL 26 in the EA Play** 10-hour early access trial starting September 5th, 2025. Members also score perks, including 3,000 WOC Coins and Season Pass XP Multiplier Tokens, as well as receive 10% off EA digital content including pre-orders, game downloads, NHL Points, and DLC. For more information on EA Play please visit keep up-to-date with the latest game news and information, visit and follow our social channels.PRESS ASSETS ARE AVAILABLE AT EAPressPortal.com*Conditions and restrictions apply. See ea.com/games/nhl/nhl-26/game-disclaimers for details.** Conditions, limitations and exclusions apply. See EA Play Terms for details.About 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 recognised 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.© 2024 Electronic Arts Inc. Electronic Arts, EA SPORTS, Frostbite, and the EA SPORTS and Frostbite logos are trademarks of Electronic Arts Inc.About the NHLThe National Hockey League, founded in 1917, consists of 32 Member Clubs. Each team roster reflects the League’s international makeup with players from more than 20 countries represented, all vying for the most cherished and historic trophy in professional sports – the Stanley Cup®. Every year, the NHL entertains more than 670 million fans in-arena and through its partners on national television and radio; more than 191 million followers - league, team and player accounts combined - across Facebook, Twitter, Instagram, Snapchat, TikTok, and YouTube; and more than 100 million fans online at NHL.com. The League broadcasts games in more than 160 countries and territories through its rightsholders including ESPN, WBD Sports and NHL Network in the U.S.; Sportsnet and TVA Sports in Canada; Viaplay in the Nordics, Baltics, Poland and the UK; MTV3 in Finland; Nova in Czech Republic and Slovakia; Sky Sports and ProSieben in Germany; MySports in Switzerland; and CCTV5+ in China; and reaches fans worldwide with games available to stream in every country. Fans are engaged across the League’s digital assets on mobile devices via the free NHL® App; across nine social media platforms; on SiriusXM NHL Network Radio™; and on NHL.com, available in eight languages and featuring unprecedented access to player and team statistics as well as every regular-season and playoff game box score dating back to the League’s inception, powered by SAP. NHL Productions develops compelling original programming featuring unprecedented access to players, coaches and League and team personnel for distribution across the NHL’s social and digital platforms.The NHL is committed to building healthy and vibrant communities using the sport of hockey to celebrate fans of every race, color, religion, national origin, gender identity, age, sexual orientation, and socio-economic status. The NHL’s Hockey Is For Everyone® initiative reinforces that the official policy of the sport is one of inclusion on the ice, in locker rooms, boardrooms and stands. The NHL is expanding access and opportunity for people of all backgrounds and abilities to play hockey, fostering more inclusive environments and growing the game through a greater diversity of participants. To date, the NHL has invested more than million in youth hockey and grassroots programs, with a commitment to invest an additional million for diversity and inclusion programs over the next year.NHL and the NHL Shield are registered trademarks of the National Hockey League. NHL and NHL team marks are the property of the NHL and its teams. © 2025 NHL. All Rights Reserved.About the National Hockey League Players’ AssociationThe National Hockey League Players’ Association, established in 1967, is a labour organization whose members are the players in the National Hockey League. The NHLPA works on behalf of the players in varied disciplines such as labour relations, product licensing, marketing, international hockey and community relations, all in furtherance of its efforts to promote its members and the game of hockey. In 1999, the NHLPA Goals & Dreams fund was launched as a way for the players to give something back to the game they love. Over the past 25 years, tens of thousands of deserving children in 44 countries have benefited from the players' donations of hockey equipment. NHLPA Goals & Dreams has donated more than million to grassroots hockey programs, making it the largest program of its kind. For more information on the NHLPA, please visit www.nhlpa.com.NHLPA, National Hockey League Players’ Association and the NHLPA logo are registered trademarks of the NHLPA and are used under license. © NHLPA. All Rights Reserved.

    Natalia Lombardi
    Global Public Relations ManagerSource: Electronic Arts Inc.

    Multimedia Files:
    #sports #nhl #elevates #authenticity #with
    EA SPORTS™ NHL® 26 Elevates Authenticity With NHL EDGE Partnership and ICE-Q 2.0 Integration
    August 11, 2025 Advanced League-Backed Positional Data Now Drives Hockey’s Most Lifelike Experience Off The Ice; NHL EDGE Brings Advanced Analytics to Chel REDWOOD CITY, Calif.---- Electronic Arts Inc.today announced a groundbreaking new partnership with the National Hockey League to integrate official NHL EDGE data directly into EA SPORTS™ NHL® 26, marking a new era for authenticity in sports gaming and entertainment. This collaboration brings the same advanced analytics used by NHL teams into the hands of players and fans, powering the all-new ICE-Q 2.0 gameplay system for the most realistic hockey gameplay ever.Electronic Arts presents new partnership with the National Hockey League to integrate official NHL EDGE data directly into EA SPORTS™ NHL® 26For the first time in franchise history, real-world Puck and Player Tracking data - captured by infrared technology and arena cameras across all 32 NHL rinks - is seamlessly woven into the fabric of NHL 26. The NHL EDGE system tracks millions of data points, from skating acceleration and top speed to shot power, shot location and save types, all of which now inform on-ice behavior in NHL 26. ICE Q 2.0 powered by NHL EDGE ensures the in-game action mirrors the intensity and individuality of the NHL’s best.With ICE-Q 2.0 players will notice significant differentiation between superstar athletes. Real NHL data directly influences player attributes and personal tendencies like skating speed, shot power, signature playstyles, and even goalie reactions, elevating the experience with authentic intensity and strategic depth. This unique integration allows every player to live their NHL dream - moving, thinking, and playing just like their favorite athletes."The energy from the NHL is electric, with its diehard fans and the talent and physicality of the athletes. It's our job to translate that energy from the ice to the screen and make it as realistic as possible," said Cam Weber, President, EA SPORTS. "By harnessing the very same data points the NHL uses to inform all sorts of game-time strategies, EA SPORTS is doubling down on innovations and partnerships to make the most true-to-life reflection of hockey possible."“The partnership with EA SPORTS and NHL EDGE is about more than just numbers, it’s about bringing the soul of our game to life for a new generation,” said Brian Jennings, NHL Chief Branding Officer and Senior Executive Vice President. “We’ve spent years developing our best-in-class Puck and Player Tracking system to help grow the game and create new fan experiences. By placing league-grade analytics in the hands of every fan, we’re deepening the connection between the real NHL and Chel, and setting a new standard for sports gaming immersion.”Developed by EA Vancouver and EA Bucharest, EA SPORTS NHL will be available on September 12, 2025 on PlayStation®5 and Xbox Series X|S. Players who pre-order the Deluxe Edition will receive up to seven days early access and a host of in-game items and rewards. EA Play members can play like superstars with EA SPORTS™ NHL 26 in the EA Play** 10-hour early access trial starting September 5th, 2025. Members also score perks, including 3,000 WOC Coins and Season Pass XP Multiplier Tokens, as well as receive 10% off EA digital content including pre-orders, game downloads, NHL Points, and DLC. For more information on EA Play please visit keep up-to-date with the latest game news and information, visit and follow our social channels.PRESS ASSETS ARE AVAILABLE AT EAPressPortal.com*Conditions and restrictions apply. See ea.com/games/nhl/nhl-26/game-disclaimers for details.** Conditions, limitations and exclusions apply. See EA Play Terms for details.About 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 recognised 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.© 2024 Electronic Arts Inc. Electronic Arts, EA SPORTS, Frostbite, and the EA SPORTS and Frostbite logos are trademarks of Electronic Arts Inc.About the NHLThe National Hockey League, founded in 1917, consists of 32 Member Clubs. Each team roster reflects the League’s international makeup with players from more than 20 countries represented, all vying for the most cherished and historic trophy in professional sports – the Stanley Cup®. Every year, the NHL entertains more than 670 million fans in-arena and through its partners on national television and radio; more than 191 million followers - league, team and player accounts combined - across Facebook, Twitter, Instagram, Snapchat, TikTok, and YouTube; and more than 100 million fans online at NHL.com. The League broadcasts games in more than 160 countries and territories through its rightsholders including ESPN, WBD Sports and NHL Network in the U.S.; Sportsnet and TVA Sports in Canada; Viaplay in the Nordics, Baltics, Poland and the UK; MTV3 in Finland; Nova in Czech Republic and Slovakia; Sky Sports and ProSieben in Germany; MySports in Switzerland; and CCTV5+ in China; and reaches fans worldwide with games available to stream in every country. Fans are engaged across the League’s digital assets on mobile devices via the free NHL® App; across nine social media platforms; on SiriusXM NHL Network Radio™; and on NHL.com, available in eight languages and featuring unprecedented access to player and team statistics as well as every regular-season and playoff game box score dating back to the League’s inception, powered by SAP. NHL Productions develops compelling original programming featuring unprecedented access to players, coaches and League and team personnel for distribution across the NHL’s social and digital platforms.The NHL is committed to building healthy and vibrant communities using the sport of hockey to celebrate fans of every race, color, religion, national origin, gender identity, age, sexual orientation, and socio-economic status. The NHL’s Hockey Is For Everyone® initiative reinforces that the official policy of the sport is one of inclusion on the ice, in locker rooms, boardrooms and stands. The NHL is expanding access and opportunity for people of all backgrounds and abilities to play hockey, fostering more inclusive environments and growing the game through a greater diversity of participants. To date, the NHL has invested more than million in youth hockey and grassroots programs, with a commitment to invest an additional million for diversity and inclusion programs over the next year.NHL and the NHL Shield are registered trademarks of the National Hockey League. NHL and NHL team marks are the property of the NHL and its teams. © 2025 NHL. All Rights Reserved.About the National Hockey League Players’ AssociationThe National Hockey League Players’ Association, established in 1967, is a labour organization whose members are the players in the National Hockey League. The NHLPA works on behalf of the players in varied disciplines such as labour relations, product licensing, marketing, international hockey and community relations, all in furtherance of its efforts to promote its members and the game of hockey. In 1999, the NHLPA Goals & Dreams fund was launched as a way for the players to give something back to the game they love. Over the past 25 years, tens of thousands of deserving children in 44 countries have benefited from the players' donations of hockey equipment. NHLPA Goals & Dreams has donated more than million to grassroots hockey programs, making it the largest program of its kind. For more information on the NHLPA, please visit www.nhlpa.com.NHLPA, National Hockey League Players’ Association and the NHLPA logo are registered trademarks of the NHLPA and are used under license. © NHLPA. All Rights Reserved. Natalia Lombardi Global Public Relations ManagerSource: Electronic Arts Inc. Multimedia Files: #sports #nhl #elevates #authenticity #with
    EA SPORTS™ NHL® 26 Elevates Authenticity With NHL EDGE Partnership and ICE-Q 2.0 Integration
    news.ea.com
    August 11, 2025 Advanced League-Backed Positional Data Now Drives Hockey’s Most Lifelike Experience Off The Ice; NHL EDGE Brings Advanced Analytics to Chel REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Electronic Arts Inc. (NASDAQ: EA) today announced a groundbreaking new partnership with the National Hockey League to integrate official NHL EDGE data directly into EA SPORTS™ NHL® 26, marking a new era for authenticity in sports gaming and entertainment. This collaboration brings the same advanced analytics used by NHL teams into the hands of players and fans, powering the all-new ICE-Q 2.0 gameplay system for the most realistic hockey gameplay ever.Electronic Arts presents new partnership with the National Hockey League to integrate official NHL EDGE data directly into EA SPORTS™ NHL® 26For the first time in franchise history, real-world Puck and Player Tracking data - captured by infrared technology and arena cameras across all 32 NHL rinks - is seamlessly woven into the fabric of NHL 26. The NHL EDGE system tracks millions of data points, from skating acceleration and top speed to shot power, shot location and save types, all of which now inform on-ice behavior in NHL 26. ICE Q 2.0 powered by NHL EDGE ensures the in-game action mirrors the intensity and individuality of the NHL’s best.With ICE-Q 2.0 players will notice significant differentiation between superstar athletes. Real NHL data directly influences player attributes and personal tendencies like skating speed, shot power, signature playstyles, and even goalie reactions, elevating the experience with authentic intensity and strategic depth. This unique integration allows every player to live their NHL dream - moving, thinking, and playing just like their favorite athletes."The energy from the NHL is electric, with its diehard fans and the talent and physicality of the athletes. It's our job to translate that energy from the ice to the screen and make it as realistic as possible," said Cam Weber, President, EA SPORTS. "By harnessing the very same data points the NHL uses to inform all sorts of game-time strategies, EA SPORTS is doubling down on innovations and partnerships to make the most true-to-life reflection of hockey possible."“The partnership with EA SPORTS and NHL EDGE is about more than just numbers, it’s about bringing the soul of our game to life for a new generation,” said Brian Jennings, NHL Chief Branding Officer and Senior Executive Vice President. “We’ve spent years developing our best-in-class Puck and Player Tracking system to help grow the game and create new fan experiences. By placing league-grade analytics in the hands of every fan, we’re deepening the connection between the real NHL and Chel, and setting a new standard for sports gaming immersion.”Developed by EA Vancouver and EA Bucharest, EA SPORTS NHL will be available on September 12, 2025 on PlayStation®5 and Xbox Series X|S. Players who pre-order the Deluxe Edition will receive up to seven days early access and a host of in-game items and rewards. EA Play members can play like superstars with EA SPORTS™ NHL 26 in the EA Play** 10-hour early access trial starting September 5th, 2025. Members also score perks, including 3,000 WOC Coins and Season Pass XP Multiplier Tokens, as well as receive 10% off EA digital content including pre-orders, game downloads, NHL Points, and DLC. For more information on EA Play please visit https://www.ea.com/ea-play.To keep up-to-date with the latest game news and information, visit https://www.ea.com/games/nhl/nhl-26 and follow our social channels.PRESS ASSETS ARE AVAILABLE AT EAPressPortal.com*Conditions and restrictions apply. See ea.com/games/nhl/nhl-26/game-disclaimers for details.** Conditions, limitations and exclusions apply. See EA Play Terms for details.About 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 recognised 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.© 2024 Electronic Arts Inc. Electronic Arts, EA SPORTS, Frostbite, and the EA SPORTS and Frostbite logos are trademarks of Electronic Arts Inc.About the NHLThe National Hockey League (NHL®), founded in 1917, consists of 32 Member Clubs. Each team roster reflects the League’s international makeup with players from more than 20 countries represented, all vying for the most cherished and historic trophy in professional sports – the Stanley Cup®. Every year, the NHL entertains more than 670 million fans in-arena and through its partners on national television and radio; more than 191 million followers - league, team and player accounts combined - across Facebook, Twitter, Instagram, Snapchat, TikTok, and YouTube; and more than 100 million fans online at NHL.com. The League broadcasts games in more than 160 countries and territories through its rightsholders including ESPN, WBD Sports and NHL Network in the U.S.; Sportsnet and TVA Sports in Canada; Viaplay in the Nordics, Baltics, Poland and the UK; MTV3 in Finland; Nova in Czech Republic and Slovakia; Sky Sports and ProSieben in Germany; MySports in Switzerland; and CCTV5+ in China; and reaches fans worldwide with games available to stream in every country. Fans are engaged across the League’s digital assets on mobile devices via the free NHL® App; across nine social media platforms; on SiriusXM NHL Network Radio™; and on NHL.com, available in eight languages and featuring unprecedented access to player and team statistics as well as every regular-season and playoff game box score dating back to the League’s inception, powered by SAP. NHL Productions develops compelling original programming featuring unprecedented access to players, coaches and League and team personnel for distribution across the NHL’s social and digital platforms.The NHL is committed to building healthy and vibrant communities using the sport of hockey to celebrate fans of every race, color, religion, national origin, gender identity, age, sexual orientation, and socio-economic status. The NHL’s Hockey Is For Everyone® initiative reinforces that the official policy of the sport is one of inclusion on the ice, in locker rooms, boardrooms and stands. The NHL is expanding access and opportunity for people of all backgrounds and abilities to play hockey, fostering more inclusive environments and growing the game through a greater diversity of participants. To date, the NHL has invested more than $100 million in youth hockey and grassroots programs, with a commitment to invest an additional $5 million for diversity and inclusion programs over the next year.NHL and the NHL Shield are registered trademarks of the National Hockey League. NHL and NHL team marks are the property of the NHL and its teams. © 2025 NHL. All Rights Reserved.About the National Hockey League Players’ AssociationThe National Hockey League Players’ Association, established in 1967, is a labour organization whose members are the players in the National Hockey League. The NHLPA works on behalf of the players in varied disciplines such as labour relations, product licensing, marketing, international hockey and community relations, all in furtherance of its efforts to promote its members and the game of hockey. In 1999, the NHLPA Goals & Dreams fund was launched as a way for the players to give something back to the game they love. Over the past 25 years, tens of thousands of deserving children in 44 countries have benefited from the players' donations of hockey equipment. NHLPA Goals & Dreams has donated more than $26 million to grassroots hockey programs, making it the largest program of its kind. For more information on the NHLPA, please visit www.nhlpa.com.NHLPA, National Hockey League Players’ Association and the NHLPA logo are registered trademarks of the NHLPA and are used under license. © NHLPA. All Rights Reserved. Natalia Lombardi Global Public Relations Manager [email protected] Source: Electronic Arts Inc. Multimedia Files:
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  • (For Southeast Asia) PlayStation Plus Game Catalog for August: Mortal Kombat 1, Marvel’s Spider-Man, Sword of the Sea, Earth Defense Force 6 and more

    As we’ve entered the 15th year of PlayStation Plus, we’ve got even more great content for members to look forward to.

    This month, unleash brutal finishers in the reimagined Mortal Kombat 1, swing through Marvel’s New York skyline as the iconic web-slinger in Marvel’s Spider-Man, or gear up to repel swarming alien forces in Earth Defense Force 6. All these titles and more are available in August’s PlayStation Plus Game Catalog lineup. That includes Sword of the Sea, which releases day one into Game Catalog. Meanwhile, Resident Evil 2 and Resident Evil 3 bring retro survival horror to PlayStation Plus Deluxe. All titles will be available to play on August 19*. 

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    On the same day, Death Stranding 2: On the Beach will also be available as a Game Trials for PlayStation Plus Deluxe members. Enjoy up to 5 hours of gameplay with this time-limited trial, and if you decide to purchase the full game, your progress and trophies will carry over.

    PlayStation Plus Extra and Deluxe | Game Catalog

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    Mortal Kombat 1 | PS5

    Following the thrilling climax of Mortal Kombat 11, the all-powerful Fire God Liu Kang has created a New Era in the hope of bringing peace to Earthrealm and beyond. Through the series’ most cinematic story mode yet, you’ll be reintroduced to a cast of legendary warriors as you’ve never seen them before. Expect twists on classic friendships and rivalries, as well as new backstories that will change everything you think you know about your favourite Kombatants. Discover a host of new offline and online game modes as you master a revitalised fighting system that boasts bone-crunching Fatal Blows, defensive Breakers and the most creatively vicious Fatalities yet.

    *Mortal Kombat 1 is releasing in Singapore August 13 and on August 19 in other Southeast Asia markets.

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    Marvel’s Spider-Man | PS5, PS4

    Sony Interactive Entertainment, Insomniac Games, and Marvel have teamed up to create an authentic Spider-Man adventure. This isn’t the Spider-Man you’ve met or ever seen before. This is an experienced Peter Parker who’s more masterful at fighting big crime in Marvel’s New York. At the same time, he’s struggling to balance his chaotic personal life and career while the fate of millions of New Yorkers rests upon his shoulders.

    Marvel’s Spider-Man Remastered will be available to PS5 players, and Marvel’s Spider-Man: Game of the Year Edition available to PS4 players. 

    *Marvel’s Spider-Man is releasing worldwide August 19.

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    Sword of the Sea | PS5

    Surf across magnificent waves of sand and glistening waters on an epic quest to restore a lost ocean in Sword of the Sea. From the visionary artist behind ABZÛ, The Pathless, and Journey – Sword of the Sea is an atmospheric surfing adventure with high-speed Hoversword movement inspired by skateboarding and snowboarding. Carve your way forward on the ancient and powerful Hoversword, which moves like a snowboard, skateboard, and surfboard all in one. Build momentum to reach top speed and catch big air off the crests of giant waves. Pull off radical flips, spins, and grab tricks with ease as you shred halfpipes, ramps, and wall rides. It’s the perfect balance of exhilarating action and fluid, meditative movement.

    *Sword of the Sea is releasing worldwide August 19.

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    Earth Defense Force 6 | PS5, PS4

    Set three years after the events of the previous entry, Earth Defense Force 6 unfolds in a decimated world on the brink of collapse, where humanity’s population has been nearly wiped out. Take on the role of an Earth Defense Force soldier in this explosive third-person shooter and battle towering alien threats, alone or in co-op. Stand your ground with courage and wisdom.

    *Earth Defense Force 6 is releasing in Singapore August 26 and on August 19 in other Southeast Asia markets.

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    Unicorn Overlord | PS5, PS4

    From the masterminds that brought 13 Sentinels: Aegis Rim, Odin Sphere, and Dragon’s Crown, ATLUS x Vanillaware presents the rebirth of tactical fantasy RPG. Fight against fate and embark on a royal adventure to regain your reign alongside trustworthy allies. Unicorn Overlord combines the timeless tactical RPG genre with overworld exploration and innovative battle system for a unique epic fantasy experience in the iconic Vanillaware style.

    *Unicorn Overlord is releasing worldwide August 19.

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    Atelier Ryza 3 Alchemist of the End & the Secret Key | PS5, PS4

    The final summer, the final secret… Ryza’s final adventure is about to begin! The story begins when a group of islands called Kark Isles appear near Ryza’s—the protagonist’s—hometown. Seeing this as a threat to their home, Ryza and her friends investigate the isles and discover ruins with a huge gate. Just as Ryza approaches the gate, a strange voice echoes in her head, telling her to reach the Code of the Universe. What is it that lies beyond the gate, and what does the “Code of the Universe” mean? In hopes of finding a way to save their home, Ryza and her friends set off on a great adventure that revolves around a Key and the roots of alchemy.

    *Atelier Ryza 3 Alchemist of the End & the Secret Key is releasing in Singapore September 9 and on August 19 in other Southeast Asia markets.

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    Indika | PS5

    Indika is a third-person, story-driven game set in a strange world where religious visions clash with harsh reality. It tells the story of a young nun who sets off on a journey of self-discovery with the most unusual, horn-headed companion by her side. On the outside, Indika seems to be a typical nun attempting to adjust to a difficult and monotonous monastery life. Humble and innocent in her appearance, do not be deceived as this young girl has also made a highly unlikely acquaintance—as she speaks with the devil himself. Indika’s unusual connection with the Evil One leads her on an errand beyond the safe walls of the monastery. The world she discovers can only be described as a wild combination of comedy and tragedy straight out of the novels by Dostoyevski and Bulhakov.

    *Indika is releasing in Singapore September 9 and on August 19 in other Southeast Asia markets.

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    Harold Halibut | PS5

    Harold Halibut is a handmade narrative game about friendship and life on a city-sized spaceship submerged in an alien ocean. It’s been 250 years since your home – an ark-like spaceship – fled an Earth on the verge of cold war to find a habitable planet to preserve the human race. You are Harold, a young lab assistant for the ship’s lead scientist, Jeanne Mareaux. While most of the ship’s inhabitants have reconciled themselves to a life lived aboard the sunken ship, Mareaux still works tirelessly to find a way for the ship to leave the planet and find a new, dryer home.

    *Harold Halibut is releasing in Singapore September 9 and on August 19 in other Southeast Asia markets.

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    Coral Island | PS5

    It’s time to leave big-city life in Pokyo behind and start a new chapter of your life on Coral Island! Be who you want and create the idyllic farm of your dreams, where you’ll tend crops, nurture animals, and build a bond with the natural world around you. Help revitalize the nearby town and its surrounding coral reefs, and forge relationships with a vibrant community of more than 70 fellow people who call Coral Island home. Farm. Decorate. Craft. Explore. Relax. Your future—and the future of Coral Island—is what you make of it.

    *Coral Island is releasing in Singapore August 26 and on August 19 in other Southeast Asia markets.

    PlayStation Plus Deluxe

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    Resident Evil 2 | PS5, PS4Two months after the terrifying Mansion Incident, two people made their way to Raccoon City. Leon S. Kennedy, a newly-assigned officer in the Raccoon Police Department, and Claire Redfield, who has been trying to track down her missing brother. Little do they know of what nightmares Raccoon City has in store for them… Experience Resident Evil 2, first released on the original PlayStation, enhanced with up-rendering, rewind, quick save, and custom video filters.

    *Resident Evil 2 is releasing worldwide August 19.

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    Resident Evil 3 | PS5, PS4A little over a month and a half after the Mansion Incident, another nightmare unfolds at almost the same time as Resident Evil 2 as Raccoon City faces destruction due to the threat of the ‘T-virus’. You take on the role of former S.T.A.R.S. member Jill Valentine as she attempts to escape the devastated city while investigating the mystery behind the Umbrella Corporation. Witness the climax of the Raccoon City story with your own eyes. Experience Resident Evil 3 Nemesis, first released on the original PlayStation, enhanced with up-rendering, rewind, quick save, and custom video filters.

    *Resident Evil 3 is releasing worldwide August 19.

    *PlayStation Plus Game Catalog and PlayStation Plus Deluxe lineups and individual title release dates may differ by region. Please check PlayStation Store on release day. 
    #southeast #asia #playstation #plus #game
    (For Southeast Asia) PlayStation Plus Game Catalog for August: Mortal Kombat 1, Marvel’s Spider-Man, Sword of the Sea, Earth Defense Force 6 and more
    As we’ve entered the 15th year of PlayStation Plus, we’ve got even more great content for members to look forward to. This month, unleash brutal finishers in the reimagined Mortal Kombat 1, swing through Marvel’s New York skyline as the iconic web-slinger in Marvel’s Spider-Man, or gear up to repel swarming alien forces in Earth Defense Force 6. All these titles and more are available in August’s PlayStation Plus Game Catalog lineup. That includes Sword of the Sea, which releases day one into Game Catalog. Meanwhile, Resident Evil 2 and Resident Evil 3 bring retro survival horror to PlayStation Plus Deluxe. All titles will be available to play on August 19*.  View and download image Download the image close Close Download this image On the same day, Death Stranding 2: On the Beach will also be available as a Game Trials for PlayStation Plus Deluxe members. Enjoy up to 5 hours of gameplay with this time-limited trial, and if you decide to purchase the full game, your progress and trophies will carry over. PlayStation Plus Extra and Deluxe | Game Catalog View and download image Download the image close Close Download this image Mortal Kombat 1 | PS5 Following the thrilling climax of Mortal Kombat 11, the all-powerful Fire God Liu Kang has created a New Era in the hope of bringing peace to Earthrealm and beyond. Through the series’ most cinematic story mode yet, you’ll be reintroduced to a cast of legendary warriors as you’ve never seen them before. Expect twists on classic friendships and rivalries, as well as new backstories that will change everything you think you know about your favourite Kombatants. Discover a host of new offline and online game modes as you master a revitalised fighting system that boasts bone-crunching Fatal Blows, defensive Breakers and the most creatively vicious Fatalities yet. *Mortal Kombat 1 is releasing in Singapore August 13 and on August 19 in other Southeast Asia markets. View and download image Download the image close Close Download this image Marvel’s Spider-Man | PS5, PS4 Sony Interactive Entertainment, Insomniac Games, and Marvel have teamed up to create an authentic Spider-Man adventure. This isn’t the Spider-Man you’ve met or ever seen before. This is an experienced Peter Parker who’s more masterful at fighting big crime in Marvel’s New York. At the same time, he’s struggling to balance his chaotic personal life and career while the fate of millions of New Yorkers rests upon his shoulders. Marvel’s Spider-Man Remastered will be available to PS5 players, and Marvel’s Spider-Man: Game of the Year Edition available to PS4 players.  *Marvel’s Spider-Man is releasing worldwide August 19. View and download image Download the image close Close Download this image Sword of the Sea | PS5 Surf across magnificent waves of sand and glistening waters on an epic quest to restore a lost ocean in Sword of the Sea. From the visionary artist behind ABZÛ, The Pathless, and Journey – Sword of the Sea is an atmospheric surfing adventure with high-speed Hoversword movement inspired by skateboarding and snowboarding. Carve your way forward on the ancient and powerful Hoversword, which moves like a snowboard, skateboard, and surfboard all in one. Build momentum to reach top speed and catch big air off the crests of giant waves. Pull off radical flips, spins, and grab tricks with ease as you shred halfpipes, ramps, and wall rides. It’s the perfect balance of exhilarating action and fluid, meditative movement. *Sword of the Sea is releasing worldwide August 19. View and download image Download the image close Close Download this image Earth Defense Force 6 | PS5, PS4 Set three years after the events of the previous entry, Earth Defense Force 6 unfolds in a decimated world on the brink of collapse, where humanity’s population has been nearly wiped out. Take on the role of an Earth Defense Force soldier in this explosive third-person shooter and battle towering alien threats, alone or in co-op. Stand your ground with courage and wisdom. *Earth Defense Force 6 is releasing in Singapore August 26 and on August 19 in other Southeast Asia markets. View and download image Download the image close Close Download this image Unicorn Overlord | PS5, PS4 From the masterminds that brought 13 Sentinels: Aegis Rim, Odin Sphere, and Dragon’s Crown, ATLUS x Vanillaware presents the rebirth of tactical fantasy RPG. Fight against fate and embark on a royal adventure to regain your reign alongside trustworthy allies. Unicorn Overlord combines the timeless tactical RPG genre with overworld exploration and innovative battle system for a unique epic fantasy experience in the iconic Vanillaware style. *Unicorn Overlord is releasing worldwide August 19. View and download image Download the image close Close Download this image Atelier Ryza 3 Alchemist of the End & the Secret Key | PS5, PS4 The final summer, the final secret… Ryza’s final adventure is about to begin! The story begins when a group of islands called Kark Isles appear near Ryza’s—the protagonist’s—hometown. Seeing this as a threat to their home, Ryza and her friends investigate the isles and discover ruins with a huge gate. Just as Ryza approaches the gate, a strange voice echoes in her head, telling her to reach the Code of the Universe. What is it that lies beyond the gate, and what does the “Code of the Universe” mean? In hopes of finding a way to save their home, Ryza and her friends set off on a great adventure that revolves around a Key and the roots of alchemy. *Atelier Ryza 3 Alchemist of the End & the Secret Key is releasing in Singapore September 9 and on August 19 in other Southeast Asia markets. View and download image Download the image close Close Download this image Indika | PS5 Indika is a third-person, story-driven game set in a strange world where religious visions clash with harsh reality. It tells the story of a young nun who sets off on a journey of self-discovery with the most unusual, horn-headed companion by her side. On the outside, Indika seems to be a typical nun attempting to adjust to a difficult and monotonous monastery life. Humble and innocent in her appearance, do not be deceived as this young girl has also made a highly unlikely acquaintance—as she speaks with the devil himself. Indika’s unusual connection with the Evil One leads her on an errand beyond the safe walls of the monastery. The world she discovers can only be described as a wild combination of comedy and tragedy straight out of the novels by Dostoyevski and Bulhakov. *Indika is releasing in Singapore September 9 and on August 19 in other Southeast Asia markets. View and download image Download the image close Close Download this image Harold Halibut | PS5 Harold Halibut is a handmade narrative game about friendship and life on a city-sized spaceship submerged in an alien ocean. It’s been 250 years since your home – an ark-like spaceship – fled an Earth on the verge of cold war to find a habitable planet to preserve the human race. You are Harold, a young lab assistant for the ship’s lead scientist, Jeanne Mareaux. While most of the ship’s inhabitants have reconciled themselves to a life lived aboard the sunken ship, Mareaux still works tirelessly to find a way for the ship to leave the planet and find a new, dryer home. *Harold Halibut is releasing in Singapore September 9 and on August 19 in other Southeast Asia markets. View and download image Download the image close Close Download this image Coral Island | PS5 It’s time to leave big-city life in Pokyo behind and start a new chapter of your life on Coral Island! Be who you want and create the idyllic farm of your dreams, where you’ll tend crops, nurture animals, and build a bond with the natural world around you. Help revitalize the nearby town and its surrounding coral reefs, and forge relationships with a vibrant community of more than 70 fellow people who call Coral Island home. Farm. Decorate. Craft. Explore. Relax. Your future—and the future of Coral Island—is what you make of it. *Coral Island is releasing in Singapore August 26 and on August 19 in other Southeast Asia markets. PlayStation Plus Deluxe View and download image Download the image close Close Download this image Resident Evil 2 | PS5, PS4Two months after the terrifying Mansion Incident, two people made their way to Raccoon City. Leon S. Kennedy, a newly-assigned officer in the Raccoon Police Department, and Claire Redfield, who has been trying to track down her missing brother. Little do they know of what nightmares Raccoon City has in store for them… Experience Resident Evil 2, first released on the original PlayStation, enhanced with up-rendering, rewind, quick save, and custom video filters. *Resident Evil 2 is releasing worldwide August 19. View and download image Download the image close Close Download this image Resident Evil 3 | PS5, PS4A little over a month and a half after the Mansion Incident, another nightmare unfolds at almost the same time as Resident Evil 2 as Raccoon City faces destruction due to the threat of the ‘T-virus’. You take on the role of former S.T.A.R.S. member Jill Valentine as she attempts to escape the devastated city while investigating the mystery behind the Umbrella Corporation. Witness the climax of the Raccoon City story with your own eyes. Experience Resident Evil 3 Nemesis, first released on the original PlayStation, enhanced with up-rendering, rewind, quick save, and custom video filters. *Resident Evil 3 is releasing worldwide August 19. *PlayStation Plus Game Catalog and PlayStation Plus Deluxe lineups and individual title release dates may differ by region. Please check PlayStation Store on release day.  #southeast #asia #playstation #plus #game
    (For Southeast Asia) PlayStation Plus Game Catalog for August: Mortal Kombat 1, Marvel’s Spider-Man, Sword of the Sea, Earth Defense Force 6 and more
    blog.playstation.com
    As we’ve entered the 15th year of PlayStation Plus, we’ve got even more great content for members to look forward to. This month, unleash brutal finishers in the reimagined Mortal Kombat 1, swing through Marvel’s New York skyline as the iconic web-slinger in Marvel’s Spider-Man, or gear up to repel swarming alien forces in Earth Defense Force 6. All these titles and more are available in August’s PlayStation Plus Game Catalog lineup. That includes Sword of the Sea, which releases day one into Game Catalog. Meanwhile, Resident Evil 2 and Resident Evil 3 bring retro survival horror to PlayStation Plus Deluxe. All titles will be available to play on August 19*.  View and download image Download the image close Close Download this image On the same day, Death Stranding 2: On the Beach will also be available as a Game Trials for PlayStation Plus Deluxe members. Enjoy up to 5 hours of gameplay with this time-limited trial, and if you decide to purchase the full game, your progress and trophies will carry over. PlayStation Plus Extra and Deluxe | Game Catalog View and download image Download the image close Close Download this image Mortal Kombat 1 | PS5 Following the thrilling climax of Mortal Kombat 11, the all-powerful Fire God Liu Kang has created a New Era in the hope of bringing peace to Earthrealm and beyond. Through the series’ most cinematic story mode yet, you’ll be reintroduced to a cast of legendary warriors as you’ve never seen them before. Expect twists on classic friendships and rivalries, as well as new backstories that will change everything you think you know about your favourite Kombatants. Discover a host of new offline and online game modes as you master a revitalised fighting system that boasts bone-crunching Fatal Blows, defensive Breakers and the most creatively vicious Fatalities yet. *Mortal Kombat 1 is releasing in Singapore August 13 and on August 19 in other Southeast Asia markets. View and download image Download the image close Close Download this image Marvel’s Spider-Man | PS5, PS4 Sony Interactive Entertainment, Insomniac Games, and Marvel have teamed up to create an authentic Spider-Man adventure. This isn’t the Spider-Man you’ve met or ever seen before. This is an experienced Peter Parker who’s more masterful at fighting big crime in Marvel’s New York. At the same time, he’s struggling to balance his chaotic personal life and career while the fate of millions of New Yorkers rests upon his shoulders. Marvel’s Spider-Man Remastered will be available to PS5 players, and Marvel’s Spider-Man: Game of the Year Edition available to PS4 players.  *Marvel’s Spider-Man is releasing worldwide August 19. View and download image Download the image close Close Download this image Sword of the Sea | PS5 Surf across magnificent waves of sand and glistening waters on an epic quest to restore a lost ocean in Sword of the Sea. From the visionary artist behind ABZÛ, The Pathless, and Journey – Sword of the Sea is an atmospheric surfing adventure with high-speed Hoversword movement inspired by skateboarding and snowboarding. Carve your way forward on the ancient and powerful Hoversword, which moves like a snowboard, skateboard, and surfboard all in one. Build momentum to reach top speed and catch big air off the crests of giant waves. Pull off radical flips, spins, and grab tricks with ease as you shred halfpipes, ramps, and wall rides. It’s the perfect balance of exhilarating action and fluid, meditative movement. *Sword of the Sea is releasing worldwide August 19. View and download image Download the image close Close Download this image Earth Defense Force 6 | PS5, PS4 Set three years after the events of the previous entry, Earth Defense Force 6 unfolds in a decimated world on the brink of collapse, where humanity’s population has been nearly wiped out. Take on the role of an Earth Defense Force soldier in this explosive third-person shooter and battle towering alien threats, alone or in co-op. Stand your ground with courage and wisdom. *Earth Defense Force 6 is releasing in Singapore August 26 and on August 19 in other Southeast Asia markets. View and download image Download the image close Close Download this image Unicorn Overlord | PS5, PS4 From the masterminds that brought 13 Sentinels: Aegis Rim, Odin Sphere, and Dragon’s Crown, ATLUS x Vanillaware presents the rebirth of tactical fantasy RPG. Fight against fate and embark on a royal adventure to regain your reign alongside trustworthy allies. Unicorn Overlord combines the timeless tactical RPG genre with overworld exploration and innovative battle system for a unique epic fantasy experience in the iconic Vanillaware style. *Unicorn Overlord is releasing worldwide August 19. View and download image Download the image close Close Download this image Atelier Ryza 3 Alchemist of the End & the Secret Key | PS5, PS4 The final summer, the final secret… Ryza’s final adventure is about to begin! The story begins when a group of islands called Kark Isles appear near Ryza’s—the protagonist’s—hometown. Seeing this as a threat to their home, Ryza and her friends investigate the isles and discover ruins with a huge gate. Just as Ryza approaches the gate, a strange voice echoes in her head, telling her to reach the Code of the Universe. What is it that lies beyond the gate, and what does the “Code of the Universe” mean? In hopes of finding a way to save their home, Ryza and her friends set off on a great adventure that revolves around a Key and the roots of alchemy. *Atelier Ryza 3 Alchemist of the End & the Secret Key is releasing in Singapore September 9 and on August 19 in other Southeast Asia markets. View and download image Download the image close Close Download this image Indika | PS5 Indika is a third-person, story-driven game set in a strange world where religious visions clash with harsh reality. It tells the story of a young nun who sets off on a journey of self-discovery with the most unusual, horn-headed companion by her side. On the outside, Indika seems to be a typical nun attempting to adjust to a difficult and monotonous monastery life. Humble and innocent in her appearance, do not be deceived as this young girl has also made a highly unlikely acquaintance—as she speaks with the devil himself. Indika’s unusual connection with the Evil One leads her on an errand beyond the safe walls of the monastery. The world she discovers can only be described as a wild combination of comedy and tragedy straight out of the novels by Dostoyevski and Bulhakov. *Indika is releasing in Singapore September 9 and on August 19 in other Southeast Asia markets. View and download image Download the image close Close Download this image Harold Halibut | PS5 Harold Halibut is a handmade narrative game about friendship and life on a city-sized spaceship submerged in an alien ocean. It’s been 250 years since your home – an ark-like spaceship – fled an Earth on the verge of cold war to find a habitable planet to preserve the human race. You are Harold, a young lab assistant for the ship’s lead scientist, Jeanne Mareaux. While most of the ship’s inhabitants have reconciled themselves to a life lived aboard the sunken ship, Mareaux still works tirelessly to find a way for the ship to leave the planet and find a new, dryer home. *Harold Halibut is releasing in Singapore September 9 and on August 19 in other Southeast Asia markets. View and download image Download the image close Close Download this image Coral Island | PS5 It’s time to leave big-city life in Pokyo behind and start a new chapter of your life on Coral Island! Be who you want and create the idyllic farm of your dreams, where you’ll tend crops, nurture animals, and build a bond with the natural world around you. Help revitalize the nearby town and its surrounding coral reefs, and forge relationships with a vibrant community of more than 70 fellow people who call Coral Island home. Farm. Decorate. Craft. Explore. Relax. Your future—and the future of Coral Island—is what you make of it. *Coral Island is releasing in Singapore August 26 and on August 19 in other Southeast Asia markets. PlayStation Plus Deluxe View and download image Download the image close Close Download this image Resident Evil 2 | PS5, PS4 (PS) Two months after the terrifying Mansion Incident, two people made their way to Raccoon City. Leon S. Kennedy, a newly-assigned officer in the Raccoon Police Department, and Claire Redfield, who has been trying to track down her missing brother. Little do they know of what nightmares Raccoon City has in store for them… Experience Resident Evil 2, first released on the original PlayStation, enhanced with up-rendering, rewind, quick save, and custom video filters. *Resident Evil 2 is releasing worldwide August 19. View and download image Download the image close Close Download this image Resident Evil 3 | PS5, PS4 (PS) A little over a month and a half after the Mansion Incident, another nightmare unfolds at almost the same time as Resident Evil 2 as Raccoon City faces destruction due to the threat of the ‘T-virus’. You take on the role of former S.T.A.R.S. member Jill Valentine as she attempts to escape the devastated city while investigating the mystery behind the Umbrella Corporation. Witness the climax of the Raccoon City story with your own eyes. Experience Resident Evil 3 Nemesis, first released on the original PlayStation, enhanced with up-rendering, rewind, quick save, and custom video filters. *Resident Evil 3 is releasing worldwide August 19. *PlayStation Plus Game Catalog and PlayStation Plus Deluxe lineups and individual title release dates may differ by region. Please check PlayStation Store on release day. 
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