New MIT.nano equipment to accelerate innovation in “tough tech” sectors

A new set of advanced nanofabrication equipment will make MIT.nano one of the world’s most advanced research facilities in microelectronics and related technologies, unlocking new opportunities for experimentation and widening the path for promising inventions to become impactful new products.

The equipment, provided by Applied Materials, will significantly expand MIT.nano’s nanofabrication capabilities, making them compatible with wafers — thin, round slices of semiconductor material — up to 200 millimeters, or 8 inches, in diameter, a size widely used in industry. The new tools will allow researchers to prototype a vast array of new microelectronic devices using state-of-the-art materials and fabrication processes. At the same time, the 200-millimeter compatibility will support close collaboration with industry and enable innovations to be rapidly adopted by companies and mass produced.

MIT.nano’s leaders say the equipment, which will also be available to scientists outside of MIT, will dramatically enhance their facility’s capabilities, allowing experts in the region to more efficiently explore new approaches in “tough tech” sectors, including advanced electronics, next-generation batteries, renewable energies, optical computing, biological sensing, and a host of other areas — many likely yet to be imagined.

“The toolsets will provide an accelerative boost to our ability to launch new technologies that can then be given to the world at scale,” says MIT.nano Director Vladimir Bulović, who is also the Fariborz Maseeh Professor of Emerging Technology. “MIT.nano is committed to its expansive mission — to build a better world. We provide toolsets and capabilities that, in the hands of brilliant researchers, can effectively move the world forward.”

The announcement comes as part of an agreement between MIT and Applied Materials, Inc. that, together with a grant to MIT from the Northeast Microelectronics Coalition (NEMC) Hub, commits more than $40 million of estimated private and public investment to add advanced nano-fabrication equipment and capabilities at MIT.nano.

“We don’t believe there is another space in the United States that will offer the same kind of versatility, capability, and accessibility, with 8-inch toolsets integrated right next to more fundamental toolsets for research discoveries,” Bulović says. “It will create a seamless path to accelerate the pace of innovation.”

Pushing the boundaries of innovation

Applied Materials is the world’s largest supplier of equipment for manufacturing semiconductors, displays, and other advanced electronics. The company will provide at MIT.nano several state-of-the-art process tools capable of supporting 150- and 200-millimeter wafers and will enhance and upgrade an existing tool owned by MIT. In addition to assisting MIT.nano in the day-to-day operation and maintenance of the equipment, Applied Materials engineers will develop new process capabilities to benefit researchers and students from MIT and beyond.

“This investment will significantly accelerate the pace of innovation and discovery in microelectronics and microsystems,” says Tomás Palacios, director of MIT’s Microsystems Technology Laboratories and the Clarence J. Lebel Professor in Electrical Engineering. “It’s wonderful news for our community, wonderful news for the state, and, in my view, a tremendous step forward toward implementing the national vision for the future of innovation in microelectronics.”

Nanoscale research at universities is traditionally conducted on machines that are less compatible with industry, which makes academic innovations more difficult to turn into impactful, mass-produced products. Jorg Scholvin, associate director for MIT.nano’s shared fabrication facility, says the new machines, when combined with MIT.nano’s existing equipment, represent a step-change improvement in that area: Researchers will be able to take an industry-standard wafer and build their technology on top of it to prove to companies it works on existing devices, or to co-fabricate new ideas in close collaboration with industry partners.

“In the journey from an idea to a fully working device, the ability to begin on a small scale, figure out what you want to do, rapidly debug your designs, and then scale it up to an industry-scale wafer is critical,” Scholvin says. “It means a student can test out their idea on wafer-scale quickly and directly incorporate insights into their project so that their processes are scalable. Providing such proof-of-principle early on will accelerate the idea out of the academic environment, potentially reducing years of added effort. Other tools at MIT.nano can supplement work on the 200-millimeter wafer scale, but the higher throughput and higher precision of the Applied equipment will provide researchers with repeatability and accuracy that is unprecedented for academic research environments. Essentially what you have is a sharper, faster, more precise tool to do your work.”

Scholvin predicts the equipment will lead to exponential growth in research opportunities.

“I think a key benefit of these tools is they allow us to push the boundary of research in a variety of different ways that we can predict today,” Scholvin says. “But then there are also unpredictable benefits, which are hiding in the shadows waiting to be discovered by the creativity of the researchers at MIT. With each new application, more ideas and paths usually come to mind — so that over time, more and more opportunities are discovered.”

Because the equipment is available for use by people outside of the MIT community, including regional researchers, industry partners, nonprofit organizations, and local startups, they will also enable new collaborations.

“The tools themselves will be an incredible meeting place — a place that can, I think, transpose the best of our ideas in a much more effective way than before,” Bulović says. “I’m extremely excited about that.”

Palacios notes that while microelectronics is best known for work making transistors smaller to fit on microprocessors, it’s a vast field that enables virtually all the technology around us, from wireless communications and high-speed internet to energy management, personalized health care, and more.

He says he’s personally excited to use the new machines to do research around power electronics and semiconductors, including exploring promising new materials like gallium nitride, which could dramatically improve the efficiency of electronic devices.

Fulfilling a mission

MIT.nano’s leaders say a key driver of commercialization will be startups, both from MIT and beyond.

“This is not only going to help the MIT research community innovate faster, it’s also going to enable a new wave of entrepreneurship,” Palacios says. “We’re reducing the barriers for students, faculty, and other entrepreneurs to be able to take innovation and get it to market. That fits nicely with MIT’s mission of making the world a better place through technology. I cannot wait to see the amazing new inventions that our colleagues and students will come out with.”

Bulović says the announcement aligns with the mission laid out by MIT’s leaders at MIT.nano’s inception.

“We have the space in MIT.nano to accommodate these tools, we have the capabilities inside MIT.nano to manage their operation, and as a shared and open facility, we have methodologies by which we can welcome anyone from the region to use the tools,” Bulović says. “That is the vision MIT laid out as we were designing MIT.nano, and this announcement helps to fulfill that vision.”

Cover Reveal – Apex Legends

Apex Legends is a game that has been growing and changing in continually exciting ways since its surprise launch in 2019.  Featuring a fully released game on our cover is atypical for Game Informer, but Apex Legends continues to enamor players daily, which is why we jumped at the opportunity to visit Respawn’s studio in Vancouver, Canada to dive deep into the game’s history, and look ahead to what’s coming next for the game on the horizon. As it readies to celebrate its five-year anniversary, Apex Legends is prepared to initiate some of its biggest changes yet, and we got a chance to speak with the team and play with its new modes and more.

To pull off this cover story, we decided to send in an expert: Jason Guisao. Jason is a former intern-turned-editor here at Game Informer, who also spent time at Bungie as a franchise editor, and is a devoted Apex Legends fan who has even played the game competitively at a Top 500 level. Jason, alongside video producer Alex Van Aken (a competitive Apex player and fan in his own right), visited Respawn in Vancouver to chat with the team, discuss its history, and go hands-on with what is changing for the game.

Alongside the Apex Legends cover story, you will also find a massive 26-page feature covering the 50 games and expansions we are most excited about in 2024 and beyond. It sets the stage for what we suspect will be another exciting year for video game releases. You can also read a big feature on the history of hip-hop in video games, the upcoming Fallout TV show adaptation, learn about Night School, the developer of Oxenfree and its sequel, read about Unicorn Overlord, and more. We also have reviews for Prince of Persia: The Lost Crown, Tekken 8, and much more!

Here’s a closer look at this month’s cover:

You can also try to nab a Game Informer Gold version of the issue. Limited to a numbered print run per issue, this premium version of Game Informer isn’t available for sale. Our Apex Legends Gold issue (seen below) features a completely different cover. To learn about places where you might be able to get a copy, check out our official Twitter, Facebook, TikTok, Instagram, BlueSky, and Threads accounts and stay tuned for more details in the coming weeks. Click here to read more about Game Informer Gold.

Print subscribers can expect their issues to arrive in the coming weeks. The digital edition will be available later this week, February 2, for PC/Mac, iOS, and Google Play. Print copies will be available for purchase in the coming weeks at GameStop.

Mario Vs. Donkey Kong Preview – Return Of The Kong – Game Informer

Even though Mario is now known as the most iconic face in gaming, in his first appearance, 1981’s Donkey Kong, he couldn’t even get his name in the title. That was corrected in 2004 with the release of Mario vs. Donkey Kong, a side-scrolling puzzle game designed to carry on the legacy of the classic arcade cabinet. Twenty years later, that outing has been reimagined for the Nintendo Switch, and Mario’s rivalry with Donkey Kong – as well as the gameplay – holds up surprisingly well.

After the local toy store runs out of Mario toys, Donkey Kong goes on a rampage at the toy factory, leaving with a sack full of toys and Mario in hot pursuit. As Mario, you’ll go through a series of levels with two parts. In the first section, you need to retrieve a key that unlocks the door Donkey Kong has snuck through. Then, you have to recover the toy he’s left behind. It’s a simple formula that the game relentlessly iterates on, creating fresh scenarios in every level to keep gameplay engaging.

In the four worlds I got the chance to go hands-on with, I was always delighted and surprised by the puzzle design. With only six stages in a world, there’s a huge amount of room for variety with that area’s gimmick. For example, Donkey Kong Jungle is full of ropes to climb, a la Donkey Kong Jr., but each stage introduces a new enemy, like rhinos you can ride on or monkeys with tails you can climb. Not every level is challenging, but they were all engaging, which is a far more difficult feat. Even when I put together the solution after a quick glance at the stage, it was always enjoyable to run, jump, and climb my way to the end thanks to the diversity and creativity of the design.

As someone who did not experience the original on Game Boy Advance, I was particularly surprised to learn just how much the platforming impacts gameplay. True to his brand, Mario has a lot of mobility, and between a pivot jump, a handstand, and a triple jump, I was able to make my way through levels in ways that almost seemed unintended, skipping sections with precise leaps. These moves never break the game, however, and the most challenging puzzles require more brainpower than dexterity, so it’s just an added touch for those who choose to engage with it. Regardless, it makes me feel smart, which is ultimately the goal of the puzzle genre.

The Switch version of the game includes modern graphics and music (shout-out to the saxophones in World 1), but Nintendo has added new content as well. There are two new worlds, Slippery Summit and Merry Mini-Land, bringing the total from six to eight. It also includes a casual mode, which eliminates the timer and adds checkpoints to the level, so when Mario dies, he just bubbles back to the flag instead of resetting the whole level. The beauty of this mode is that it doesn’t diminish the challenge of the puzzle, just the challenge of the platforming, which could certainly trip some people up. This is especially true with later, longer levels, where I could see the value of casual mode if someone doesn’t want to re-do the same section over and over after dying. The game also includes a co-op mode, adding a playable Toad for anyone who needs extra help or wants to share the experience with a friend.

Going into this preview, Mario vs. Donkey Kong was admittedly not a huge blip on my radar, but after playing a few worlds myself, I’m very excited to see the full game’s release. With thoughtful, unique puzzles, added levels, and accessible casual and co-op modes, this 2004 title feels brand new.

Super Nintendo World Comes To Florida In Universal’s New ‘Epic Universe’ Theme Park Next Year

Universal opened Super Nintendo World, the first Nintendo/Mario-themed theme park, in Universal Studios Japan in Osaka in 2021. The first Super Nintendo World in the U.S. opened at Universal Studios Hollywood last year in California, with word that a Super Nintendo World was in development at Universal’s Orlando, Florida, complex, which contains Universal Studios, Islands of Adventure, and the water park, Volcano Bay.

Today, Nintendo announced that Super Nintendo World will open next year as part of Epic Universe, Universal’s third non-water theme park in Orlando. 

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Universal says Epic Universe will contain five immersive worlds, and one of them is Super Nintendo World. The other four parks are Celestial Park, The Wizarding World of Harry Potter – Ministry of Magic, How to Train Your Dragon’s Isle of Berk, and Dark Universe. The How to Train Your Dragon, Super Nintendo World, and Harry Potter lands are self-explanatory, but Celestial Park will be a celestial-themed entrance area to Epic Universe and Dark Universe will be themed around Universal’s classic monsters, like Frankenstein and more.

Nintendo didn’t share much about what to expect at Florida’s Super Nintendo World, but given the extra space Universal has in Orlando, fans are expecting the Mario Kart AR experience and the Yoshi’s Adventure dark ride already in Japan. Universal Studios Hollywood does not feature Yoshi’s Adventure. Universal Studios Japan is also developing a Donkey Kong-themed rollercoaster, set to open up this spring, and aerial drone footage of Epic Universe’s development shows that ride is coming to Florida, too. 

Here’s a look at some concept art of Super Nintendo World at Epic Universe

Here’s what Nintendo has to say about its upcoming land in Epic Universe: 

Universal’s Epic Universe opens up to guests in 2025. 

While waiting to learn more about the park, check out Game Informer’s photo tour of Japan’s Super Nintendo World, and then read about the upcoming Donkey Kong Country expansion coming to Universal Studios Japan. 


Are you excited for Super Nintendo World to open in Florida next year? Let us know in the comments below!

Former Volition Developers Form New Studio, Shapeshifter Games

Embracer Group shut down longtime Saints Row developer Volition Games last year as part of a larger purge of its studios after a planned $2 billion deal with Saudi Arabia-backed Savvy Games Group fell through in 2023. Just yesterday, Embracer Group canceled a Deus Ex game in development at Eidos-Montréal and laid off 97 people at the studio. Now, a group of former Volition Games veteran developers have formed a new studio called Shapeshifter Games, as first reported by TechRaptor

“Shapeshifter is a new co-development studio that was started by pulling together a group of experienced developers from Volition,” a post on the studio’s LinkedIn page reads. “We are focused on AAA game development. One of the goals of the company is to create a more sustainable environment for developers to do their best work. 

Shapeshifter Games Volition New Studio Veterans Embracer

“We’re already hard at work with a top publisher on their next great IP and looking to grow. Shapeshifter is always searching for talented developers to help us grow. Please reach out; we would love to hear from you.” 

While that post remains secretive on the “top publisher” Shapeshifter Games is working with, one developer at the studio, former Ascendant Studios principal lighting artist, AJ Nelson, might have let slip that it’s Xbox. Under the experience section of Nelson’s LinkedIn page, it says “co-developing on an Xbox Games Studio project.” 

Shapeshifter Games is headquartered in Champaign, Illinois, and led by studio head Matt Madigan. Former Volition Games principal producer, Rob Luftus, is Shapeshifter Games’ studio director, while former Volition Games franchise creative director, Brian Traficante, is this new studio’s creative director. 

TechRaptor notes that Shapeshifter Games says the studio specializes in open world games, Unreal Engine 5, console development, and co-development. 

While last year was plagued with layoffs, with 2024 unfortunately following suit, it’s nice to see some developers from the now-closed Volition Games create a new studio to start fresh at. 

[Source: TechRaptor]


What kind of game do you hope Shapeshifter Games makes first? Let us know in the comments below!