5 Best Vulnerability Assessment Scanning Tools (May 2024)

Proactively identifying and addressing vulnerabilities is crucial to protecting an organization’s digital assets. Vulnerability assessment scanning tools play a vital role in this process by automating the discovery and prioritization of security weaknesses across networks, systems, and applications. These tools help organizations stay one step ahead…

A2Hosting Review – The Most Feature-packed Webhost Yet?

A2Hosting promises unbeatable speed but if there was only one thing I noticed about the host – it’s the sheer number of hosting plans and addon features that come with their packages. It’s simply mental! From individuals to business owners, enterprises to nonprofits, blogs to agencies,…

Here’s Your First Look At Joel And Ellie In Season 2 Of HBO’s The Last Of Us

Here’s Your First Look At Joel And Ellie In Season 2 Of HBO’s The Last Of Us

HBO/Max has released the first look at Pedro Pascal’s Joel and Bella Ramsey’s Ellie in Season 2 of The Last of Us, and the scenery looks familiar. As Season 2 shoots are underway, images from filming have begun to leak, but today’s images are the first official shots from the upcoming season, which is due out next year. 

Pascal’s Joel appears to be in the barn where a very important and intense scene between he and Ellie takes place, while Ellie appears to be inside a wintery location, likely somewhere in the game’s beginning where snow is abundant. 

Check out the first official look at Season 2 of The Last of Us for yourself below

Pascal and Ramsey are obviously returning cast members for the series, and they’ll be joined by various newcomers in the show next year. Booksmart’s Kaitlyn Dever will play Abby, while Young Mazino joins as Jesse. Manny, Mel, Nora, and Owen will be played by Danny Ramirez (The Falcon and the Winter SoldierTop Gun: Maverick), Ariela Barer (Runaways), Tati Gabrielle (Chilling Adventures of Sabrina), and Spencer Lord (Riverdale), respectively. 

We won’t spoil these characters’ roles in The Last of Us Part II, which is likely to match their roles in HBO’s The Last of Us Season 2, but if you know, you know. 

Fans of Naughty Dog’s Last of Us games eagerly await the second season of HBO’s The Last of Us. The first season debuted in January of last year, covering the events of the first game and its Left Behind DLC. HBO quickly confirmed the show would be getting a second season, which is set to premiere next year.

We loved the first season and can’t wait to see how it adapts The Last of Us Part II, which got the remaster treatment in January. It seems we aren’t alone either – The Last of Us’ premiere was HBO’s second-largest debut since 2010, and viewers stuck around for the entire season. 

The first season of The Last of Us has already won eight Emmy awards. For more, read Game Informer’s review of The Last of Us and then read Game Informer’s review of The Last of Us Part II


What do you think of Ramsey and Pascal’s looks as Ellie and Joel in Season 2? Let us know in the comments below!

UAE unveils new AI model to rival big tech giants

The UAE is making big waves by launching a new open-source generative AI model. This step, taken by a government-backed research institute, is turning heads and marking the UAE as a formidable player in the global AI race. In Abu Dhabi, the Technology Innovation Institute (TII) unveiled the Falcon 2…

5 key takeaways for CISOs, RSA Conference 2024 – CyberTalk

5 key takeaways for CISOs, RSA Conference 2024 – CyberTalk

EXECUTIVE SUMMARY:

Last week, over 40,000 business and cyber security leaders converged at the Moscone Center in San Francisco to attend the RSA Conference, one of the leading annual cyber security conferences and expositions worldwide, now in its 33rd year.

Across four days, presenters, exhibitors and attendees discussed a wide spectrum of topics, including groundbreaking cyber security innovation, new perspectives, and transformative cyber security solutions.

The theme of this year’s conference was “The Art of Possible,” reminding attendees that challenges can be overcome, especially as a collaborative community. If you missed the event, discover key takeaways below:

5 CISO takeaways: RSAC 2024

1. Artificial intelligence. More than 100 conference sessions grappled with the topic of AI. There was much discussion surrounding the use of AI within cyber security, both on the part of the ‘good guys’ and that of the ‘bad guys’. A number of CISOs expressed concerns pertaining to the risks around shadow AI, comparing it to shadow IT.

Experts also emphasized the need to distinguish generative AI from other types of AI. Panel discussions expanded on AI-focused conversations through discourse on large language models and the predictive benefits that such technologies bring to cyber security tooling.

2. Data governance. Alongside discussions on AI, data governance emerged as a prominent conference topic. While some conversations explored AI’s specific role in data governance, others zeroed in on the need to really know a given organization’s data and the need to develop data governance policies that align with frequently revised and updated compliance standards.

One cyber security executive deftly highlighted the data-oriented challenges that stem from biases associated with three different areas in a given company – the engineers who create data, the C-suite team, which uses the data, and the CISO, who controls data security.

Given biases in perspectives, true data governance continues to be trying. And such biases arguably degrade overall cyber security efforts.

3. Zero-Trust losing the spotlight. In 2023, Zero-Trust dominated RSA Conference discussions. However, this year, while still a general conversation topic, the buzz around Zero-Trust appeared to have diminished. According to a handful of CISOs, many organizations are already well into their Zero-Trust journeys, which may explain the waning interest.

4. CISA announces Secure by Design program. The top cyber security agency in the U.S. reported that 68 of the world’s leading software manufacturers have signed a voluntary pledge to design products with security built in from the start.

CISA Director Jen Easterly expressed the necessity of Security by Design in the wake of widespread hacking campaigns operated by nation-state actors. “We can together achieve long-term security through fundamentally more secure software,” she stated.

The pledge says that within a year, all involved companies will increase the use of multi-factor authentication across products, reduce the use of default passwords, reduce the prevalence of entire classes of vulnerabilities, make efforts to increase the installation of patches by customers, and be more transparent and timely about common vulnerabilities, among other things.

5. Resilience building. Discussions emphasized that resilience isn’t achieved solely through technology, but rather by fostering collaboration across stakeholder groups. CISA’s Secure by Design program exemplifies the collaborative approach.

Further information

Other topics addressed during the conference included inheriting cyber security from past CISOs, how ransomware prevention has evolved, balancing innovation and security in the cloud, and of course, as noted previously, no one ran out of things to say about artificial intelligence.

For deep-dive insights into cloud-delivered, AI-powered security solutions, click here. To receive compelling cyber insights, groundbreaking research and emerging threat analyses each week, subscribe to the CyberTalk.org newsletter.

20+ Best Free Halftone Photoshop Brush Sets for Digital Artists

Halftone Photoshop brushes are typically used to create a dotted effect, reminiscent of old print media. They are useful for adding a vintage or comic book appearance to digital artwork, making them a popular choice for artists looking to add depth and texture to their work.

Halftone brushes can be used to create backgrounds, add shading, and greatly enhance illustrations. They are popular in comic book art, poster designs, and retro-style graphics. They can transform simple graphics into detailed and engaging visuals, making them valuable resources for artists looking to add a professional touch to their projects.

In this collection, you will find some of the best free halftone Photoshop brush packs currently available. They are perfect for digital designers at all skill levels and provide a range of options to suit various styles and requirements.

This set includes ten high-resolution halftone brushes, all perfect for creating unique digital art. You can also customize colors, sizes, and positions.

20+ Best Free Halftone Photoshop Brush Sets for Digital Artists

This free brush pack has been created to give your lettering a retro or vintage look and feel. Created by Ryan Hamrick, this halftone brush set is excellent for adding a subtle textures and a touch of shading to your typography.

Halftone Photoshop Brushes by Ryan Hamrick Free

This pack offers 12 grunge-style brushes ideal for graphic novels and distressed art. You will also get four high-resolution vintage paper textures.

Halftone Grunge Photoshop Brushes Free

This huge collection of free Photoshop brushes is perfect for anyone wanting to experiment with their digital art using different halftone effects. You can also use them in Gimp, Affinity Designer, and Procreate.

Halftone Brushes for Photoshop Free

This shadow-hatching pack contains over twenty halftone line brushes, plus a set of high-resolution vintage paper textures as a bonus. These brushes are perfect for projects that need a light vintage touch.

Halftone Lines Vintage Photoshop Brushes Free

This halftone brush set adds a light touch of age and distress to your digital artwork. There are seven free brushes in this pack, and you can use them for your commercial work.

Retro Halftone Photoshop Brushes Free

This pop-art-inspired set includes 18 square and dot brushes, all perfect for creating vintage comic books, retro artwork, or enhancing existing designs with a vintage flair.

Dots & Squares Halftone Photoshop Brushes Free

This free collection comes with fifteen high-resolution brushes, all ideal for creating detailed halftone effects. Each brush is over 2500 pixels, allowing for precise and impactful digital art.

2500px Halftone Photoshop Brushes Free

More Halftone Photoshop Brushes

These free brush sets were created using older versions of Photoshop but will still work in the latest versions. They are also not of as high a resolution as the brush packs above, but they are all still high-quality and worth your consideration.

How to Install Brushes in Photoshop

With these simple steps, you will be able to quickly download, install, and organize your halftone brushes in Photoshop, ensuring they’re always at your disposal for your design projects.

  • Download the Brush Pack: Choose and download the Photoshop brush pack you want to use and save the file to your computer.
  • Extract the Files: Locate the downloaded ZIP file, right-click it, and select Extract All to unzip it. Save the extracted files in a folder on your desktop.
  • Open Photoshop: Launch Photoshop on your computer.
  • Access the Brushes Panel: Go to Photoshop’s top menu, click Window, and then select Brushes from the dropdown menu to open the Brushes panel.
  • Import the Halftone Brushes: In the Brushes panel, click on the menu icon (three horizontal lines) in the top right corner. Select Import Brushes and navigate to the folder where you saved the extracted brush files. Select the .abr file and click Open to import the brushes.
  • Organize Your Brushes: Click the folder icon at the base of the Brushes panel to create a new brush group. Name the group (e.g., “New Halftone Brushes“) and drag the imported brushes into this folder. This helps keep your brushes organized and makes it easy to find them the next time you need them.

Halftone Brush Packs FAQ

  • What are halftone brushes?

    They are resources used in digital design to create patterns of dots or lines. These patterns simulate different shades of color, adding texture and depth to digital artwork.

  • Why should I use halftone brushes?

    Halftone brushes can add a vintage or comic book style to your work. They can make flat graphics more interesting and give your projects a unique, textured look.

  • Can I use these halftone brushes for commercial projects?

    It depends on the license of each brush pack. Check the terms of use provided by the creator. Some brushes are free for personal use, while others may be used commercially.

  • Are halftone brushes compatible with other design software?

    These brushes have been created for Photoshop, but some may work with other design applications like GIMP or Procreate. Check the compatibility before downloading.

  • How can I improve my designs look better with halftone brushes?

    Use halftone brushes to add texture to flat areas of your design. Combine them with other design elements, like shapes and colors, to create more dynamic compositions.

  • Can I adjust the size of halftone brushes in Photoshop?

    , you can. Use the brush size slider in the Brushes panel (or press the bracket keys) to re-size the brush.


Related Topics

Hades Voice Actor Logan Cunningham On Finding His Voice, Favorite Performances, And The Characters That Influenced Him

During our trip to Supergiant Games for our Hades II cover story, we had a chance to speak with one of the studio’s original seven employees and its principal voice actor, Logan Cunningham. From providing the voice of Rucks in Bastion to Red’s titular Transistor to Hades himself, Cunningham has played a vital part of every Supergiant title. In this rare interview, we ask Logan how he entered the world of voice acting, how he joined Supergiant Games, and which characters are his favorites to play (and which he’d want to redo). 

Hades Voice Actor Logan Cunningham On Finding His Voice, Favorite Performances, And The Characters That Influenced Him

Game Informer: When did you first discover that you were good at creating or imitating voices?

Logan Cunningham: I don’t think there was ever a moment that I discovered that. I always did that. From when I was a kid, my brother and I, we would record stupid little… almost like our own little radio plays but based on Star Trek: The Next Generation, just with a cassette recorder. I don’t know; maybe it started there. The first time I think I realized I had a voice that people consider to be nice was in elementary school because my English teachers would always ask me to read from whatever book we were studying at the time. But I never set out to be a voice actor. [I] certainly [had] no formal training. There’s not really any formal training for voice acting that I think exists. Everybody falls backward into it, just like I did. From my understanding, from my experience with everyone, every voice actor that I meet, I ask them like, ‘Oh, how did you start?’ and it’s always the same story. ‘I did one, then I did another, a third one, and now 15 years later here I am’. And my case is a little different in that the way I got my first job was from knowing one of the people who started Supergiant Games and then also knowing [Supergiant composer] Darren Korb.

Did you have any go-to characters you liked to imitate? Or was there a character you concocted that became your primary voice?

I was pretty much weaned on Star Trek: The Next Generation, so I think even at, like, six I had a pretty good Patrick Stewart. But not really. I didn’t really focus on anybody in particular. If I encountered a voice that I liked, I would just sort of do it – not for anyone, just for me. Just on my own in the bathtub, which I still do.

The most sacred places to practice: the shower, the bathtub.

It’s where you’re at your most vulnerable. 

Yes, quite literally. When you first made your big leap into doing voice acting, as you mentioned, coming on with Supergiant, what was that initial conversation like?

It was literally my friend Amir [Rao], who I knew had left his job at Electronic Arts with his friend Gavin Simon, and they moved from LA back to San Jose, which is where we’re all from, Amir, me, and Darren, into his dad’s house and they started a startup; which was a game developer, which I don’t even think I knew that term at the time. All I knew was a friend of mine was making a video game. And they had gotten to the point where they wanted to try something with voice-over, and so now they needed an actor, and I was the actor that they happened to know personally. And they had no money, and so I was cheap. And I was roommates with Darren in New York at the time, who was already involved. He came on board maybe, like, December ’09? And then I recorded the first lines of Bastion [in] February; yeah it was Presidents Day weekend 2010. Yes, it really did just start with me doing a friend of favor.

When you look back on your first big role as a voice actor with Bastion, how did you feel about that performance at the time? And how do you feel about it now that you’ve had a chance to reflect on it over a decade later?

I was just trying to get through it. I had no idea what I was doing. None of us did. Darren and I certainly, that was our first time working on a video game in any capacity, but I just approached it as an actor. I just tried to keep the character consistent and give it as much life as I could. I had a lot of help from Greg [Kasavin] writing an amazing character and amazing story. Once we were working on Transistor, the Transistor performance is pretty much just me, but just kind of at a whisper. And with Rucks in Bastion, the narrator, what made a good take during those sessions was if the voice was right. And then in Transistor, what made a good take was if the performance was right.

Hades

To jump ahead to Hades II, what new characters do you provide the voice for in the game?

I’m not going to say. I’ll let people guess and figure it out. Hades, I can confirm because he’s in the trailer.

How did it feel when you first heard Supergiant was doing its first sequel? How did it feel to be returning to a world for the first time instead of preparing for a whole new one?

Really happy and I wasn’t surprised at all. At all. Because we loved making that game so much. It was so clear, to me anyway, that we weren’t done with it. There was so much still left to do and explore and characters to meet and stories to tell. So I was thrilled.

I was excited, too, especially because I really enjoyed your work as Hades in the first game. Can you talk about the process of preparing for that role, what that looked like, and what you felt you needed to bring to that role to bring that character to life?

Just imagining not the worst dad possible, but a very difficult one who’s just a workaholic, is constantly busy and never has time for you, is really powerful, and has a really important job. And because of it, [he’s] miserable most, if not all, the time but is also still kind of a person and has a past and regrets and all those things that make a character interesting. But yeah, coming up with the voice was a lot of fun because it is basically just Tywin Lannister and Tim Curry as the Lord of Darkness in Legend, if you’ve ever seen that movie. So yeah, getting to play around with that.

Of all the characters you’ve voiced in your games, do you have any ones that stand out as your favorite or most cherished characters? Do you feel particularly close to them the way some actors do about a role or character that they’ve played?

Favorite is probably a tie between Rucks and Hades. Rucks because he was the first and my introduction to Supergiant; my foot in the door, if you like. Hades, because he was so much fun to do. It’s really fun to play someone who’s just, like, a bastard. He’s just like a s****y person. But what often comes to mind is the Transistor, actually. Like, if I have the opportunity to sort of do that one over, I might. Or I will at least heavily think about it. My kind of immediate reaction once I played the thing from start to finish was like, ‘Okay.’ I wasn’t quite sure I was playing that guy. I felt I was maybe playing somebody else.

Now that you’ve been doing this for so long, and you mentioned before not being formally trained, what were some of the on-the-job training lessons you’ve learned over the years to improve as a voice actor?

All kinds of vocal warm-ups. Whereas at the start, it might take me a couple of hours to get ready. Now I am pretty much good to go in 20 minutes to half an hour. I know how much time I need to spend with the script if I’m lucky enough to have the time to see the lines beforehand because very often, it’s just ‘Hey, who are we doing today? Achilles? Great, all right’. And it’s mostly in the recording session itself, I’ll get a chance to read the line, whatever the next line is that we have to do, I’ll get to read through it once or twice and then I just have to go for it. So, I guess I’ve gotten more efficient. But I think everyone at Supergiant, certainly all of us who worked on Bastion and we’re all still there, we’ve all gotten more professionalized, I guess.

I always wonder about this with voice actors because I find myself doing this. You mentioned before it’s fun to sort of do a voice when you’re alone, you’re around the house just doing a voice; do you ever find yourself doing that with any of the characters you’ve played in the past? Do you ever just go around the house and start talking as Hades randomly since you mentioned how much fun it is to occupy that role? Or do you sort of retire them once the project is over? 

I don’t really, but I will find myself doing, randomly at times, voices that inspired some of those characters. I still love just walking around my place just doing lines from Deadwood as Al Swearengen, which was a huge influence on Rucks. At the very least, it’s a nice vocal exercise. But it’s just kind of one of those silly, crazy things that actors do, and one of the reasons it’s good that I live alone.

Bastion

What advice would you give to someone who is interested in pursuing voice acting or to aspiring/young voice actors who want to improve?

Make sure you’re an actor, that you know how to act. Because it’s not just doing funny voices. I think it used to be that way years and years ago. It’s not anymore. Keep working, keep improving. Take classes, take every opportunity you have. If you know people who are making things, work with them. If you know a decent amount of those people who are making stuff, one of them might make it and remember you and take you along. That is absolutely what happened to me.

How would you compare your experience working on Hades II to previous games? Has this felt the most challenging or the most exciting? How do you feel about what is being asked of you for this game compared to what you’ve done before?

Not necessarily more challenge. It’s just different. What I will confirm, and I think this has been confirmed maybe in other places, there are a number of returning characters that I did in Hades in Hades II in addition to some new ones, which are the ones that I can’t talk about. So there might be a character of mine from the first one where Melinoë, the protagonist, might mention, ‘blah, blah, blah’ to ‘blah blah blah’ and that’ll inform the performance. There is a kind of melancholy that I’ve certainly felt with a lot of the characters that I’ve been doing in the sequel compared to the original, Hades 1, which hopefully adds interesting layers. I don’t know, we’ll see. We’re still working on it.

Is there a character you’ve played from the Supergiant Games that you most identify with on a personal level?

Is it weird to say Charon?

Why is that?

He’s someone who doesn’t say words and generally would like to be left alone, I think [laughs]. I can imagine running a store just like, ‘Ah, get what you want, get out.’ I identify with that.

Transistor

What is the thing that you’re most proud of with Hades II, both in regards to what you’re bringing to it as an actor and what the game is doing to build upon the first game? What are you most excited about for players to experience?

I won’t be able to speak to my own work on it until it’s done. All I know is just I’m working on it, I’m doing it. Darren, who’s my director, is happy with what I’m doing. I seem to be delivering what he’s asking. Greg seems to be satisfied as well. It’s feeling good. It’s sounding good to me. I’m just happy that [Hades II] is happening, that it exists, and that it is already as good as it is. And that people are beginning to discover that on a larger scale. 

Hades was such a massive success for the studio. As someone who was there from the humble beginnings, how have you personally internalized Hades’ overwhelming success?

I get recognized occasionally on the street for Hades, which is very strange. And that’s largely I think due to the NoClip stuff that we did. In support of Hades once 1.0 came out, we did some videos for Twitter, for YouTube, and, obviously, through NoClip, quite a few of our faces got out there in a way that they hadn’t before. Pre-Hades, the sort of public faces of Supergiant, the recognizable faces, were basically Greg and Amir. And Darren, on occasion. But now it’s me at the bar that I go to all the time, and some, like, 23-year-old kid coming up to me like, ‘Sir, are you are you…? And I’m like, ‘Yeah, yeah, I am’. And it blows his mind, and in my head, I’m like, ‘Yeah, I’m him. Somebody’s got to be. It’s me, yes. Thank you for playing, nice to meet you, good to see you.’ So that’s been an alteration or an accommodation I’ve had to make my life since release. Obviously, winning the BAFTA was huge. I was much more excited for all the other people who won BAFTAs. Greg and Jen [Zee] in particular, who I feel have gone unrecognized for their amazing work for far too long. 

How has it felt seeing Supergiant’s growth from what it was in the beginning to where it is now?

We just have more resources now. Certainly, from my perspective, from my role there, I’m privy to this; we have access to a much higher, I don’t know if caliber is the right word, but we are able to at least get in contact with and have conversations with and possibly even cast actors that we wouldn’t have been able to get 100 feet in front of, or even 100 miles, even five years ago. And now, that seems to be something within our reach and is within reach, and I’m excited for people to discover that as well.

But at its heart, we’re the same. We’re the same people. Amir and Darren and me, we still make each other laugh with the same jokes that we made each other laugh at when we were 17 or whatever. We still share, whenever we do get together, horror stories, war stories from making Bastion. From Transistor, how terrified we all were making that one. The kind of wild child that is Pyre and how we didn’t learn really how to describe that game until it was out.  But we’re kind of like a shark: we don’t really stop. We don’t take too many breaks. We just move on. We finish something once we’re happy with it, and then we let it out.

We’re in a better place now than we were. Hades was our first experience with our Early Access, and that worked out really well for us. And we’re doing the same with this one. We were pretty still early on with Hades, and we knew that Early Access was something we were going to do, I remember talking to Amir about it and him just saying ‘Yeah, this is the game we’ve made so far that I’m least worried about’. Because of Early Access, anything that’s wrong with the game, we’ll just fix it before we ship it. So we’re not gonna have to wait three years until we ship a completed thing to figure out if people like it or not. Or even know what it is or how to describe it.


Hades II is available now in Early Access on Steam and the Epic Games Store. Be sure to visit our cover story hub for more exclusive features and videos about the game. 

Hades Voice Actor Logan Cunningham On Finding His Voice, His Favorite Performances, And The Characters That Influenced Him

During our trip to Supergiant Games for our Hades II cover story, we had a chance to speak with one of the studio’s original seven employees and its principal voice actor, Logan Cunningham. From providing the voice of Rucks in Bastion to Red’s titular Transistor to Hades himself, Cunningham has played a vital part of every Supergiant title. In this rare interview, we ask Logan how he entered the world of voice acting, how he joined Supergiant Games, and which characters are his favorites to play (and which he’d want to redo). 

Hades Voice Actor Logan Cunningham On Finding His Voice, Favorite Performances, And The Characters That Influenced Him

Game Informer: When did you first discover that you were good at creating or imitating voices?

Logan Cunningham: I don’t think there was ever a moment that I discovered that. I always did that. From when I was a kid, my brother and I, we would record stupid little… almost like our own little radio plays but based on Star Trek: The Next Generation, just with a cassette recorder. I don’t know; maybe it started there. The first time I think I realized I had a voice that people consider to be nice was in elementary school because my English teachers would always ask me to read from whatever book we were studying at the time. But I never set out to be a voice actor. [I] certainly [had] no formal training. There’s not really any formal training for voice acting that I think exists. Everybody falls backward into it, just like I did. From my understanding, from my experience with everyone, every voice actor that I meet, I ask them like, ‘Oh, how did you start?’ and it’s always the same story. ‘I did one, then I did another, a third one, and now 15 years later here I am’. And my case is a little different in that the way I got my first job was from knowing one of the people who started Supergiant Games and then also knowing [Supergiant composer] Darren Korb.

Did you have any go-to characters you liked to imitate? Or was there a character you concocted that became your primary voice?

I was pretty much weaned on Star Trek: The Next Generation, so I think even at, like, six I had a pretty good Patrick Stewart. But not really. I didn’t really focus on anybody in particular. If I encountered a voice that I liked, I would just sort of do it – not for anyone, just for me. Just on my own in the bathtub, which I still do.

The most sacred places to practice: the shower, the bathtub.

It’s where you’re at your most vulnerable. 

Yes, quite literally. When you first made your big leap into doing voice acting, as you mentioned, coming on with Supergiant, what was that initial conversation like?

It was literally my friend Amir [Rao], who I knew had left his job at Electronic Arts with his friend Gavin Simon, and they moved from LA back to San Jose, which is where we’re all from, Amir, me, and Darren, into his dad’s house and they started a startup; which was a game developer, which I don’t even think I knew that term at the time. All I knew was a friend of mine was making a video game. And they had gotten to the point where they wanted to try something with voice-over, and so now they needed an actor, and I was the actor that they happened to know personally. And they had no money, and so I was cheap. And I was roommates with Darren in New York at the time, who was already involved. He came on board maybe, like, December ’09? And then I recorded the first lines of Bastion [in] February; yeah it was Presidents Day weekend 2010. Yes, it really did just start with me doing a friend of favor.

When you look back on your first big role as a voice actor with Bastion, how did you feel about that performance at the time? And how do you feel about it now that you’ve had a chance to reflect on it over a decade later?

I was just trying to get through it. I had no idea what I was doing. None of us did. Darren and I certainly, that was our first time working on a video game in any capacity, but I just approached it as an actor. I just tried to keep the character consistent and give it as much life as I could. I had a lot of help from Greg [Kasavin] writing an amazing character and amazing story. Once we were working on Transistor, the Transistor performance is pretty much just me, but just kind of at a whisper. And with Rucks in Bastion, the narrator, what made a good take during those sessions was if the voice was right. And then in Transistor, what made a good take was if the performance was right.

Hades

To jump ahead to Hades II, what new characters do you provide the voice for in the game?

I’m not going to say. I’ll let people guess and figure it out. Hades, I can confirm because he’s in the trailer.

How did it feel when you first heard Supergiant was doing its first sequel? How did it feel to be returning to a world for the first time instead of preparing for a whole new one?

Really happy and I wasn’t surprised at all. At all. Because we loved making that game so much. It was so clear, to me anyway, that we weren’t done with it. There was so much still left to do and explore and characters to meet and stories to tell. So I was thrilled.

I was excited, too, especially because I really enjoyed your work as Hades in the first game. Can you talk about the process of preparing for that role, what that looked like, and what you felt you needed to bring to that role to bring that character to life?

Just imagining not the worst dad possible, but a very difficult one who’s just a workaholic, is constantly busy and never has time for you, is really powerful, and has a really important job. And because of it, [he’s] miserable most, if not all, the time but is also still kind of a person and has a past and regrets and all those things that make a character interesting. But yeah, coming up with the voice was a lot of fun because it is basically just Tywin Lannister and Tim Curry as the Lord of Darkness in Legend, if you’ve ever seen that movie. So yeah, getting to play around with that.

Of all the characters you’ve voiced in your games, do you have any ones that stand out as your favorite or most cherished characters? Do you feel particularly close to them the way some actors do about a role or character that they’ve played?

Favorite is probably a tie between Rucks and Hades. Rucks because he was the first and my introduction to Supergiant; my foot in the door, if you like. Hades, because he was so much fun to do. It’s really fun to play someone who’s just, like, a bastard. He’s just like a s****y person. But what often comes to mind is the Transistor, actually. Like, if I have the opportunity to sort of do that one over, I might. Or I will at least heavily think about it. My kind of immediate reaction once I played the thing from start to finish was like, ‘Okay.’ I wasn’t quite sure I was playing that guy. I felt I was maybe playing somebody else.

Now that you’ve been doing this for so long, and you mentioned before not being formally trained, what were some of the on-the-job training lessons you’ve learned over the years to improve as a voice actor?

All kinds of vocal warm-ups. Whereas at the start, it might take me a couple of hours to get ready. Now I am pretty much good to go in 20 minutes to half an hour. I know how much time I need to spend with the script if I’m lucky enough to have the time to see the lines beforehand because very often, it’s just ‘Hey, who are we doing today? Achilles? Great, all right’. And it’s mostly in the recording session itself, I’ll get a chance to read the line, whatever the next line is that we have to do, I’ll get to read through it once or twice and then I just have to go for it. So, I guess I’ve gotten more efficient. But I think everyone at Supergiant, certainly all of us who worked on Bastion and we’re all still there, we’ve all gotten more professionalized, I guess.

I always wonder about this with voice actors because I find myself doing this. You mentioned before it’s fun to sort of do a voice when you’re alone, you’re around the house just doing a voice; do you ever find yourself doing that with any of the characters you’ve played in the past? Do you ever just go around the house and start talking as Hades randomly since you mentioned how much fun it is to occupy that role? Or do you sort of retire them once the project is over? 

I don’t really, but I will find myself doing, randomly at times, voices that inspired some of those characters. I still love just walking around my place just doing lines from Deadwood as Al Swearengen, which was a huge influence on Rucks. At the very least, it’s a nice vocal exercise. But it’s just kind of one of those silly, crazy things that actors do, and one of the reasons it’s good that I live alone.

Bastion

What advice would you give to someone who is interested in pursuing voice acting or to aspiring/young voice actors who want to improve?

Make sure you’re an actor, that you know how to act. Because it’s not just doing funny voices. I think it used to be that way years and years ago. It’s not anymore. Keep working, keep improving. Take classes, take every opportunity you have. If you know people who are making things, work with them. If you know a decent amount of those people who are making stuff, one of them might make it and remember you and take you along. That is absolutely what happened to me.

How would you compare your experience working on Hades II to previous games? Has this felt the most challenging or the most exciting? How do you feel about what is being asked of you for this game compared to what you’ve done before?

Not necessarily more challenge. It’s just different. What I will confirm, and I think this has been confirmed maybe in other places, there are a number of returning characters that I did in Hades in Hades II in addition to some new ones, which are the ones that I can’t talk about. So there might be a character of mine from the first one where Melinoë, the protagonist, might mention, ‘blah, blah, blah’ to ‘blah blah blah’ and that’ll inform the performance. There is a kind of melancholy that I’ve certainly felt with a lot of the characters that I’ve been doing in the sequel compared to the original, Hades 1, which hopefully adds interesting layers. I don’t know, we’ll see. We’re still working on it.

Is there a character you’ve played from the Supergiant Games that you most identify with on a personal level?

Is it weird to say Charon?

Why is that?

He’s someone who doesn’t say words and generally would like to be left alone, I think [laughs]. I can imagine running a store just like, ‘Ah, get what you want, get out.’ I identify with that.

Transistor

What is the thing that you’re most proud of with Hades II, both in regards to what you’re bringing to it as an actor and what the game is doing to build upon the first game? What are you most excited about for players to experience?

I won’t be able to speak to my own work on it until it’s done. All I know is just I’m working on it, I’m doing it. Darren, who’s my director, is happy with what I’m doing. I seem to be delivering what he’s asking. Greg seems to be satisfied as well. It’s feeling good. It’s sounding good to me. I’m just happy that [Hades II] is happening, that it exists, and that it is already as good as it is. And that people are beginning to discover that on a larger scale. 

Hades was such a massive success for the studio. As someone who was there from the humble beginnings, how have you personally internalized Hades’ overwhelming success?

I get recognized occasionally on the street for Hades, which is very strange. And that’s largely I think due to the NoClip stuff that we did. In support of Hades once 1.0 came out, we did some videos for Twitter, for YouTube, and, obviously, through NoClip, quite a few of our faces got out there in a way that they hadn’t before. Pre-Hades, the sort of public faces of Supergiant, the recognizable faces, were basically Greg and Amir. And Darren, on occasion. But now it’s me at the bar that I go to all the time, and some, like, 23-year-old kid coming up to me like, ‘Sir, are you are you…? And I’m like, ‘Yeah, yeah, I am’. And it blows his mind, and in my head, I’m like, ‘Yeah, I’m him. Somebody’s got to be. It’s me, yes. Thank you for playing, nice to meet you, good to see you.’ So that’s been an alteration or an accommodation I’ve had to make my life since release. Obviously, winning the BAFTA was huge. I was much more excited for all the other people who won BAFTAs. Greg and Jen [Zee] in particular, who I feel have gone unrecognized for their amazing work for far too long. 

How has it felt seeing Supergiant’s growth from what it was in the beginning to where it is now?

We just have more resources now. Certainly, from my perspective, from my role there, I’m privy to this; we have access to a much higher, I don’t know if caliber is the right word, but we are able to at least get in contact with and have conversations with and possibly even cast actors that we wouldn’t have been able to get 100 feet in front of, or even 100 miles, even five years ago. And now, that seems to be something within our reach and is within reach, and I’m excited for people to discover that as well.

But at its heart, we’re the same. We’re the same people. Amir and Darren and me, we still make each other laugh with the same jokes that we made each other laugh at when we were 17 or whatever. We still share, whenever we do get together, horror stories, war stories from making Bastion. From Transistor, how terrified we all were making that one. The kind of wild child that is Pyre and how we didn’t learn really how to describe that game until it was out.  But we’re kind of like a shark: we don’t really stop. We don’t take too many breaks. We just move on. We finish something once we’re happy with it, and then we let it out.

We’re in a better place now than we were. Hades was our first experience with our Early Access, and that worked out really well for us. And we’re doing the same with this one. We were pretty still early on with Hades, and we knew that Early Access was something we were going to do, I remember talking to Amir about it and him just saying ‘Yeah, this is the game we’ve made so far that I’m least worried about’. Because of Early Access, anything that’s wrong with the game, we’ll just fix it before we ship it. So we’re not gonna have to wait three years until we ship a completed thing to figure out if people like it or not. Or even know what it is or how to describe it.


Hades II is available now in Early Access on Steam and the Epic Games Store. Be sure to visit our cover story hub for more exclusive features and videos about the game. 

Tomb Raider TV Series Written By Fleabag’s Phoebe Waller-Bridge Ordered By Amazon Prime Video

Amazon has ordered a new Tomb Raider TV series to production, and it will be written and produced by Fleabag star and writer Phoebe Waller-Bridge, who also starred in last year’s Indiana Jones and the Dial of Destiny. Like Amazon’s Fallout series, this Tomb Raider show will premiere exclusively on Prime Video to more than 240 countries and territories around the world. 

This series order arrives as part of a larger deal between Amazon MGM Studios and Tomb Raider reboot developer Crystal Dynamics, which is currently working on a new Tomb Raider game in Unreal Engine 5. In December of 2022, we learned Amazon Games will publish that in-development Tomb Raider game, which Amazon describes as a “single-player, narrative-driven adventure that will add a new chapter to Lara Croft’s story in the Tomb Raider series.” 

Tomb Raider TV Series Written By Fleabag’s Phoebe Waller-Bridge Ordered By Amazon Prime Video

Phoebe Waller-Bridge as Helena Shaw in Indiana Jones and the Dial of Destiny

“With great IP, the possibilities are endless,” Amazon Games vice president Christoph Hartmann writes in a press release. “The richness and depth of the fiction allows the Tomb Raider series from Prime Video and the video game from Amazon Games to tell separate stories about Lara Croft’s adventures. We’re honored that Crystal Dynamics has entrusted Amazon with this iconic franchise, and we’re looking forward to seeing where this collaboration takes us.” 

This is the second upcoming TV adaptation to star the iconic treasure hunter. Netflix’s animated series Tomb Raider: The Legend of Lara Croft, starring Haley Atwell, is set to premiere sometime this year. That particular show is set within the continuity of Crystal Dynamic’s reboot trilogy, taking place after the events of Shadow of the Tomb Raider. 

If you’re curious about Crystal Dynamics’ recent Tomb Raider reboot, you can pick up Tomb Raider: Game of the Year Edition on PC via GOG for free if you’re an Amazon Prime member throughout May. For more, read Game Informer’s thoughts on the most recent Tomb Raider game in our Shadow of the Tomb Raider review

Atomos Ninja Phone: Turn Your iPhone into a Monitor / ProRes Recorder – Videoguys

Atomos Ninja Phone: Turn Your iPhone into a Monitor / ProRes Recorder – Videoguys

In his PetaPixel blog post, Jaron Schneider introduces Atomos’s latest innovation, the Ninja Phone, designed to enhance iPhone 15 Pro and Pro Max devices for professional video recording. Atomos recently unveiled the Ninja Phone, a revolutionary 10-bit video co-processor enabling filmmakers to monitor and record professional HDMI camera footage directly on their iPhone 15 Pro and Pro Max smartphones. This innovative device merges Atomos’s ProRes encoding expertise with Apple’s cutting-edge hardware, notably the iPhone’s OLED display, to deliver exceptional video quality in a portable package.

The Ninja Phone encodes HDMI signals from cameras to ProRes or H.265 formats at 10-bit quality, ideal for HDR applications. This content is then transmitted to the iPhone via USB-C, leveraging the phone’s powerful A17 chip for decoding and display. Atomos emphasizes the Ninja Phone’s superiority over traditional camera screens, boasting features like a 2,000,000:1 contrast ratio, Dolby Vision, HDR10, and HLG support, as well as 11 stops of dynamic range and a peak brightness of 1,600 nits.

Key to the system is the Atomos Ninja Phone app, which integrates seamlessly with the iPhone, offering control and coordination between the devices. The app adapts effortlessly to portrait or landscape shooting modes, catering to social media creators. Additionally, the Ninja Phone supports external accessories like wireless microphones via a built-in USB-C hub.

Despite its impressive capabilities, the Ninja Phone is limited to recording at 1080p Full HD to optimize latency and data rates. This trade-off ensures optimal performance for professional workflows, including camera-to-cloud operations and live streaming via the iPhone’s 5G and Wi-Fi 6E connectivity.

Atomos’s Ninja Phone represents a groundbreaking advancement for content creators seeking professional-grade monitoring and recording capabilities on their smartphones, underscoring the convergence of filmmaking and mobile technology.

Read the full blog post by Jaron Schneider for PetaPixel HERE