j'arrive à faire tourner infamous second son sur mon pc en 4k natif avec une build de shadsps4 que j'ai peaufiné à l'aide de claude, j'ai envie de chialer. c'est un rêve qui se réalise.
j'ai fait ça en 24h
NIGHTBORNE is the first full test AI film I have made. It was made using Seedance 2.0.
I've been experimenting with AI for a couple of years, and it's now at the point where I want to tackle a full feature in this format. This is a 13-minute test start.
It was made with real concept artists, and features the faces and voices of 32 real people.
Barley Studios will be my new AI studio for creating my own films, the way Oats Studios was for traditional film and VFX. @Barleystudiosai
Full film in the reply.
This is an important email I sent today to all employees at XBOX:
Team,
We are beginning the most significant restructure in XBOX history. After careful consideration, I've made the difficult decision to reduce our team by approximately 3,200 throughout FY27. This will include approximately 1,600 role eliminations today, and in addition, four studios will leave XBOX to new management. I recognize that a year-long restructuring creates additional challenges. Unfortunately, it is not possible to make all the necessary changes in a single day, and I wanted to be direct about the scale.
I know this is painful. These changes will directly affect people who have poured their creativity into building XBOX. Many joined us through acquisitions, while others were recruited here, or sought us out because they loved this industry and loved XBOX. Today's decisions do not reflect their talent or dedication.
Our business today is not healthy. We are operating at margins that are 3–10x lower than comparable platform and publishing businesses. We entered Gen 9 with a smaller install base and a higher cost structure. To grow, we bet on Game Pass, multi-platform, and a broader portfolio of content. While those businesses have created meaningful value, they did not grow at the pace we expected. As that happened, our core business weakened, and we added more teams, more investment, and more time, hoping for a better outcome. And now the industry is facing the most severe hardware crisis in its history. We must reset XBOX.
First, we will reset our content portfolio.
Since 2018, we have aggressively expanded our studio portfolio while the number of games created each month across the industry now outpaces the last ten years combined. We now find ourselves competing not only with the largest publishers, but also with smaller independent studios. It is neither possible nor desirable to own every great independent studio. We have also learned that we are not the best home for every type of studio; in a typical year, we lost 64 cents for every dollar we invested. As we reset XBOX, we will help independent creators succeed by providing open development tools and audiences to realize their vision.
Compulsion Games and Double Fine Productions will return to management and transition to independent studios with their IP, catalog, and runway for their next games. Ninja Theory and Undead Labs have entered terms to join new ownership with funding to complete and grow Senua and State of Decay 3. In France, Arkane’s management is beginning required consultation with its Works Council to review potential strategic options.
We are also making reductions across other units, and in some cases, shifting investment to focus on higher priority projects. These changes vary in size across Activision, Bethesda/ZeniMax, Blizzard, King, Mojang, and XBOX Game Studios. None of our first party publicly announced games or projects are being cancelled as part of these reductions.
In addition, Mojang and King will now report directly to me. These two studios have increasingly become platforms and are our largest by monthly active players. They bring critical geographic, demographic, and differentiation to XBOX.
Second, we will reset our platform.
We know that great technology gets better when it gets simpler, not bigger. Today, in some parts of the company, work passes through as many as 14 layers of management. Our platform teams are 40% larger than they were at the start of this generation, even as our player base and playtime have declined. That complexity has slowed decisions, blurred accountability, and made it harder to deliver for players. As we reset XBOX, we will simplify.
We will reduce management layers to no more than 5, and where possible, 3. We will deliver success through a flatter organization that is built around makers (individual contributors focused on building), player-coaches (leaders who remain deeply involved in the work while developing their teams), and directly responsible individuals (DRIs) who own key decisions and outcomes. And we will streamline how we work across our tools, with a cleaner code base, shared services, and 50% reduced vendor spend.
Third, we are resetting how we operate.
As XBOX grew our headcount, we became more fragmented. Teams, studios, and functions often operate independently, and it became harder to work towards a shared goal, make the right tradeoffs, and get things done.
For the first time, we are establishing a Chief Operating Officer with end-to-end P&L responsibility across content, hardware, platform, and services. Helen Chiang has been promoted to this role and will report directly to me. Over nearly two decades at XBOX, Helen has helped build some of our most important businesses, from XBOX Live to leading Mojang and the Minecraft franchise. She will bring our businesses together under one operating model, making sure we make clear investment decisions, learn from our successes and failures, and hold ourselves accountable for results.
Thank you, Dave McCarthy, who is retiring after 17 years with XBOX. Dave has played a defining role in building the platform that millions of players rely on every day and has been a trusted partner through many of the biggest moments in XBOX's history. We wish him all the best.
These changes are about a bigger future for XBOX, not a smaller one. The next decade of gaming will be larger, more global, and more creative than anything we've seen before. This year, we'll invest as much in XBOX as we ever have, but we'll invest with greater focus, greater discipline, and greater clarity, all in service of making XBOX where the world plays and creates.
I want XBOX to be one of the few companies that entertains more than a billion people each day and gives everyone the opportunity to create and connect. I know we can achieve this goal. XBOX has many of the most beloved franchises in entertainment history, talented studios around the world, and we will return to growth in 2027.
History is full of companies that mistake longevity for inevitability. We will not be one of them.
Asha
i just generated an image in the style of a Monet painting using AI
please describe, in as much detail as possible, what makes this inferior to a real Monet painting
Decima Engine + artisti di Kojima Production, videogioco compatibile con console e PC attuali – VS – #DLSS5 di NVIDIA in esclusiva, compatibile solo con le schede grafiche della serie RTX 50.
Decima Engine + artisti di Kojima Production, videogioco compatibile con console e PC attuali – VS – #DLSS5 di NVIDIA in esclusiva, compatibile solo con le schede grafiche della serie RTX 50.
Thanks to the dedication of developers and publishers, we are launching https://t.co/aJNdgrvsHW.
To raise awareness on censorship in gaming, 13 games are now available for free for 48h as a part of stand for creative freedom and preservation.
We believe that if a game is legal and responsibly made, players should be able to enjoy it today – and decades from now.
It’s our statement: when games are delisted today because of discomfort, reviving them tomorrow becomes exponentially harder.
Visit https://t.co/aJNdgrvsHW to learn more.
I think a genuinely 90 Metacritic turn-based Final Fantasy with an excellent original story & characters could pull 9-15 million in sales. You can make the combat system more dynamic (as has been done). That said, desire to build must lay with the developers themselves.
Dipendenza, corruzione, manipolazione, guerra coi "bastoni"...? Se ha gestito bene la cosa, senza farsi prendere troppo la mano dal suo delirio creativo, ci sono le basi per un altro metaforico capolavoro nella storia dei #videogiochi.
Il maestro #HideoKojima non poteva fare altro che ribaltare la prospettiva in #DeathStranding2: il primo si chiudeva perfettamente. Quando il mondo umano è disconnesso e isolato, cerca connessioni. Quando riesce a connettersi in modo efficiente, quali sono le conseguenze?
The Metacritic ecosystem encourages devs to make safe boring games.
As long as a game is polished at launch, you’re guaranteed a 80%, no matter how boring the game might be.
Meanwhile Stalker2 gets a 73 because it’s a bit rough on the edges at launch.
Unfair, misleading..
@JezCorden Hi-Fi RUSH was a break out hit for us and our players in all key measurements and expectations. We couldn’t be happier with what the team at Tango Gameworks delivered with this surprise release.
“Coding” was never the source of value, and people shouldn’t get overly attached to it. Problem solving is the core skill. The discipline and precision demanded by traditional programming will remain valuable transferable attributes, but they won’t be a barrier to entry.
Many times over the years I have thought about a great programmer I knew that loved assembly language to the point of not wanting to move to C. I have to fight some similar feelings of my own around using existing massive codebases and inefficient languages, but I push through.
I had somewhat resigned myself to the fact that I might be missing out on the “final abstraction”, where you realize that managing people is more powerful than any personal tool. I just don’t like it, and I can live with the limitations that puts on me.
I suspect that I will enjoy managing AIs more, even if they wind up being better programmers than I am.