Elevating Broadcast Excellence: PTZOptics Unveils Free NDI Upgrades fo – Videoguys

Elevating Broadcast Excellence: PTZOptics Unveils Free NDI Upgrades fo – Videoguys

In a groundbreaking move, PTZOptics, under the stewardship of Paul Richards, announces remarkable upgrades to its latest generation of PTZ cameras, the Move SE and Move 4K. These enhancements, including native NDI connectivity, mark a significant leap forward in the realm of broadcasting technology.

The Move SE and Move 4K cameras have been lauded across the globe, clinching five prestigious awards for Best PTZ Camera in their respective domains. Boasting cutting-edge features such as built-in auto-tracking and group-tracking capabilities, these cameras continually redefine industry standards with regular firmware releases.

In celebration of a decade of excellence, PTZOptics is set to host two customer appreciation events. The first event will take place at the highly anticipated 2024 NAB Show, followed by a virtual gathering on April 24th, 2024, accessible via the Zoom Events platform. These events promise an immersive experience, showcasing the latest advancements in PTZ camera technology and offering attendees a chance to engage with industry experts. As an added bonus, attendees will have the opportunity to participate in a giveaway featuring the PTZOptics Move SE and the NDI-compatible PTZ Joystick controller, the SuperJoy.

The latest firmware release for the Move 4K cameras introduces full NDI support, Presenter Lock™, and a plethora of innovative features tailored to elevate the broadcasting experience. Noteworthy features include Group-Tracking, Auto-Framing, Tracking Composition, Dynamic Zoom, and the seamless “Track Now” functionality designed to seamlessly transition from manual PTZ control to auto-tracking.

Understanding the significance of the Move SE and Move 4K cameras is crucial to appreciating their impact on the broadcasting landscape. Equipped with SONY image CMOS sensors, the Move Series delivers unparalleled video quality, setting new benchmarks in the industry. Moreover, the series offers continuous firmware updates throughout its five-year warranty period, driven by insights from the PTZOptics user community.

The integration of NDI HX into the Move SE unlocks a world of possibilities for broadcasters and streamers. With seamless integration into existing production setups, remote production capabilities, and cost-effective solutions, the Move SE empowers creators to realize their vision with ease.

Enter PTZOptics Hive—a game-changer in remote camera management. This revolutionary platform seamlessly integrates with the Move SE and Move 4K cameras, offering enhanced remote production capabilities, advanced collaboration tools, and sophisticated studio management features. With PTZOptics Hive, users can now manage their productions from anywhere in the world, fostering unparalleled creativity and efficiency.

As the digital media landscape continues to evolve, embracing technologies like NDI HX is paramount. The Move SE, with its latest upgrades, democratizes high-quality broadcasting, making it accessible to creators of all levels. Whether you’re a seasoned professional or a budding streamer, the Move SE offers the tools to elevate your productions and captivate audiences in an increasingly competitive landscape.

In conclusion, PTZOptics’ commitment to innovation and excellence shines through in the Move SE and Move 4K cameras. With the integration of NDI technology, PTZOptics is ushering in a new era of broadcasting, where creativity knows no bounds. Embrace the future of broadcast with PTZOptics and revolutionize your productions today.

Read the full article by Paul Richards from PTZOptics for NDI HERE


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Latest Modern Advances in Prompt Engineering: A Comprehensive Guide

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How Street Fighter 6 Was Shaped By A Social Media User’s Love For Ed

The final character of Street Fighter 6’s Year 1 DLC plans, Akuma, finally hit the game earlier this week. I had the chance to catch up with director Takayuki Nakayama about the importance of the Great Demon. However, in February, I sat down with Nakayama and producer Shuhei Matsumoto to discuss the addition of Ed to Street Fighter 6. During that conversation, Nakayama shared an intriguing anecdote about how important Ed was to the development of Street Fighter 6.

When the team sits down to decide on the characters, they think of balancing out the roster not only in style, but through the regions and countries the characters represent. However, the story of the game –in Street Fighter 6’s case, World Tour – also plays a big role.

“From an outsider’s perspective, when you see the characters themselves, you might think, ‘What’s the significance of them? What’s their connection?'” Nakayama says. “But as you play World Tour and Arcade mode, those become more evident and clear in some way.”

When Ed was initially announced as the third of four characters arriving via DLC during Year 1, some wondered about his significance to the broader Street Fighter 6 game. After all, he was merely a background character in Street Fighter IV before making his playable debut in Street Fighter V. But, according to Nakayama, Ed was actually one of the most important characters in terms of influencing the development of Street Fighter 6.

“From my perspective, Ed is actually a very important character in the series now,” Nakayama says. “He was actually the reason why we have Modern Controls in Street Fighter 6, because in Street Fighter V, that was the character we tested out with simplified commands for specials, and that eventually evolved, and we learned from implementing him in Street Fighter V, and we took those learnings to create Modern Controls in Street Fighter 6.” 

How Street Fighter 6 Was Shaped By A Social Media User’s Love For Ed

While Ed was instrumental in developing Modern Controls, a fan on social media’s love for him sent the development team down the path of developing Street Fighter 6’s most substantial mode.

“He’s also the reason why we have World Tour,” Nakayama says. “When we were working on Street Fighter V, and Ed was released, I was looking at my feed on social media, and I took note of someone who said they’re a really big fan of Ed, and they love how he looks, they love how he plays. ‘I feel like I could actually play a fighting game! It’s my first fighting game, and it’s so much fun!'”

However, because of Street Fighter V’s limited mode offerings, even after years of post-launch development, it inspired Nakayama to create a new experience for players such as this social media user. “Street Fighter V doesn’t have a large-scope, single-player mode like World Tour,” he says. “And so they didn’t like seeing Ed get bodied by other players. And because he or she loved him so much, I felt the responsibility of creating a new mode that shines the different characters in this master spotlight and doesn’t show them really getting hurt too much by other masters and characters. That was one of the big reasons we decided to make World Tour for 6.”

Street Fighter 6 arrived on PlayStation 5, Xbox Series X/S, PlayStation 4, and PC on June 2, 2023. To learn why we consider it one of the best modern Street Fighter games, read our review here. For more on the making of Street Fighter 6, read our full cover story here. To read our history of the Street Fighter franchise in the lead-up to 6, head here.

Brain Drain: A.I. And Indies

Introduction

I woke up this morning and put on a white Hanes t-shirt mass-produced by a machine able to produce clothing at a rate no human ever could. But shirts like this used to be made by humans. While making coffee, I ask Siri on my iPhone what the weather will be like today and what my day’s schedule looks like, and a few seconds later, an artificial intelligence-powered voice gives me the answers I’m looking for. After sitting down at my work computer to write this, I opened Spotify and checked out my Discover Weekly playlist, hyper-curated to my tastes based on the other music I’ve listened to over the past week.

On Instagram, my ads feel uncannily targeted to me, and on X (formerly Twitter), I see a new batch of posters for Amazon’s upcoming Fallout streaming series called out for using A.I. None of this is possible without machine learning, which is what powers A.I. in other, more automated interactions some people use in their life and work, be it the chatbot ChatGPT, image creator Midjourney, or something else. But, as things like Siri, targeted ads, and curated playlists on Spotify settle A.I. into our lives in such a way we might not realize, there’s a war brewing between humans and A.I. (and the people developing it and advocating for it) in the games industry.

Brain Drain: A.I. And Indies

Caves of Qud uses Markov chains, a type of generative A.I., as a tool for statistical prediction

“We’ve elevated as a species – we have the idea of creative art as personal expression,” Brian Bucklew, co-creator of the popular sci-fi roguelike Caves of Qud, tells me. “Generative A.I. is extremely transgressive because it’s not only displacing jobs, it’s displacing humans from a space where we’ve decided, ‘This is about personal expression.’ We’re looking at it and saying, ‘Can [A.I.] be good art if there’s fundamentally no expression underlying it?’ Nobody has an answer to that. [A.I. in creative spaces like art] is totally new, and I don’t think we’ve reckoned with that at all.”

A.I. in Independent Spaces

A.I. in Independent Spaces

Bucklew is one of the many independent developers – solo and within studios outside the triple-A publishing machine – I spoke to about A.I. and its use and effect on game development. Bucklew’s Caves of Qud has been in development for more than 15 years. He says he’s watched functions and jobs previously held by humans get replaced by automation and A.I. throughout his career. Even things he used to code by hand are now automated in game development engines like Unreal. He also says Caves of Qud is in a sub-genre that explicitly uses generative systems.

“These aren’t [language learning models (LLMs)]; this is not Midjourney,” he says when I ask if he uses A.I. in the game’s development. “This is not some of the new attentional-based A.I. that is getting a lot of the press right now, but this is absolutely machine-based generative systems. So the answer is no if you’re asking if we use LLMs to generate code, but the answer is yes, we use, for example, Markov chains [generative A.I. that uses current events to analyze the predictability and production of subsequent events] to generate books. And these really aren’t that different except, again, in scope.”

He says LLMs and Markov Chains are different but that both are statistical predictors; the latter is more primitive than the former, however. In either use case, he says good results come from hand authoring on top of the generative use of A.I. Javi Giménez, the CEO of Moonlighter and Cataclismo developer Digital Sun, agrees, noting there is no top-down mandate at the studio to use A.I. but that various developers there use it as a tool alongside their creative output.

Cataclismo

“What has happened naturally is that some people at the studio – sometimes it’s artists, sometimes it’s programmers, sometimes it’s designers – use some of the tools for specific tasks,” Giménez tells me. “Some artists, for example, might be using it to create compositions based on images they already created to explore things fast. [What] I see is that professionals on the team are adopting A.I. as something that empowers them […] and that’s something happening naturally.”

Guillaume Mezino, founder and developer at Kipwak Studio, which is working on a 3D wizard school sim called Wizdom Academy, says he first made the use of generative A.I. programs like Midjourney mandatory. Instead of using Google Images to search for references to creatures for players to encounter, developers at Kipwak used Midjourney.

“I said to all my team members, ‘Try to use it as best you can in every way you can and let’s see where we can go from that,” he says. “After a few days, it was the best decision ever. The artists saw it as a good ally to help them make decisions and open their minds to new possibilities.”

Wizdom Academy

Of course, it’s important to note there’s an inherent relationship between Mezino, the studio’s founder, and the employees there that might prevent said employees from saying otherwise. After all, he mandated A.I. to begin with. Would these developers want to use A.I. of their own volition? Anecdotally, within the wider games industry, I’d say no.

When I ask Mezino about A.I. replacing jobs at the studio now or in the future, he says most of the work A.I. does for Kipwak is work that a human would never have done. For example, he says Wizdom Academy features a lot of artwork. “If I had to pay humans, if I had to pay people to do 150-plus artworks, we would have never been able to do it,” he says. Instead, someone at the studio used A.I. to create those artworks. I ask if Wizdom Academy would exist without A.I. He says it would – just not as fast or as good. There’d be less art, fewer conversations (also powered by A.I.) to have with teachers at the school, and overall, “We would have gone for something way simpler, so less appealing, and I don’t think anyone wants that.” But that begets another question: Do people want the version of this game that uses A.I.?

Wizdom Academy

Even though Giménez’s studio uses A.I. in its processes, he still feels there’s a legitimate concern about where A.I. gets its information from. He believes more substantial intellectual property and copyright legislation is necessary to protect human creatives. He doesn’t know the catch-all solution, though. Mezino says his team only gives A.I. work that people at the studio have created by hand.

“We are not comfortable with the idea of work being used to train A.I., work that was not paid for by companies,” Mezino says. “We do what we can and for us, it means we always have to give it what we do first – to give it our job, our work, and we ask it to do something with it, and we take it back and work on it again. That’s the best we can do.”

Mezino, like Giménez, wants to see stronger legislative protections placed on how A.I. is used to protect original artists.

Wizdom Academy

A.I. and Ethics

A.I. and Ethics

Hilary Mason, machine learning expert and CEO of A.I. entertainment start-up Hidden Door, agrees. She wrote a book, Data Driven, with the Obama administration’s chief data scientist, DJ Patil. It centers on this topic and the questions and methods those interested in using A.I. should adopt to do so ethically.

She’s not immediately concerned with A.I., adopting the mindset that humans are still in control. But 20 years from now, she understands why communities are worried. “It’s not unreasonable to imagine a future in which you can describe a movie you want […] and there wouldn’t be technical limitations in the way of it being created for you right there,” she says. “And it might actually be great. How do we, today, set up the foundation so that when we have that capability, we will value human energy and creativity?”

Hilary Mason, machine learning expert and CEO of Hidden Door, an A.I. entertainment startup, in a video for Wired

She says there are activists and communities big and small, loud and quiet, working to make this happen. But she also admits it’s impossible to know what A.I. and the surrounding conversation looks like 20 years from now. For her part, Hidden Door strictly licenses the properties and IPs it uses to bring A.I.-created D&D campaigns to users. Not ready to share specifics, Mason says Hidden Door is partnering with a number of fiction authors to make these campaigns happen. She envisions a world where someone could watch a new Star Wars movie and immediately go home and whip up a D&D campaign set within the movie’s world, laws, and physics using Hidden Door and its A.I. dungeon master. And it would do so ethically thanks to licensing agreements that ensure the right people get compensated and share Hidden Door’s revenue.

Of course, Star Wars might be a pie-in-the-sky property, but Mason is excited about some of the book authors already on board.

Bridging the Gap

Bridging the Gap

For someone like Cameron Keywood, founder, director, and solo developer at DragonCog Interactive, A.I. was the only way to turn his vision of a game into something people can play, he says. “I have used it in development, but that was from a budgetary point of view because I’m a start-up studio, and artists, while they do good quality work, are quite expensive for the work I am doing, which is a visual novel,” Keywood tells me of his upcoming sci-fi game, Baskerville, that reimagines 1902’s The Hound of the Baskervilles. “I needed 30 backgrounds and 18 characters, and that would have cost a lot. For projects like that, I think it’s okay.”

Keywood says he questions where A.I. gets its learnings from, and while he appreciates that A.I. has allowed him to create a game he can’t otherwise make, he’d prefer to hire an artist. But financially, it’s not possible for him. He ponders using A.I. to create something like Baskerville that could earn enough money for a future project where he hires artists to create the art. Ultimately, he hopes A.I. remains the assist tool he feels it is today, but he could see it going a more disruptive route that ends with humans losing jobs.

Matt Wyble, COO of Marvel Snap developer Second Dinner, positions A.I. in a similar vein. “[A.I.] is unlocking our ability to make experiences that we couldn’t have made before,” he tells me via email. “It’s not replacing team members but rather, empowering our small but mighty team to create like they never have before.” Wyble’s coworker and Second Dinner vice president of A.I., Data, and Security Xiaoyang Yang likens A.I. tools in the workplace to building a “mech suit” for developers.

Baskerville solo developer Cameron Keywood used A.I. as an assist tool for background art in the visual novel

“Imagine A.I. as this ally that can play Marvel Snap across countless scenarios, mimicking players of varying skill levels using decks of different archetypes,” Yang writes to me via email. “Overnight, the A.I. tool analyzes all the games played and generates insights on game balance, spotlighting overpowered elements or underutilized strategies, which is invaluable for designers. With this new ‘Mech Suit,’ designers no longer had to release a game, knowing it might have balance issues, relying on player data post-launch to make adjustments, which often led to suboptimal player experiences. Now, designers in this mech suit can significantly reduce these instances by identifying and addressing balance issues even before the game hits the market.

“It’s a protective, rather than reactive, approach to game balance, ensuring players get a more polished experience from day one.”

Baskerville solo developer Cameron Keywood used A.I. as an assist tool for background art in the visual novel

When asked how A.I. could disrupt creativity within game development, Yang says it’s crucial to remember that the human element is at the heart of every game. He posits that games without a human’s touch don’t have fantasy, achievement, emotion, storytelling, and connection.

“It’s like what [Apple co-founder Steve Jobs] said about computers being the bicycle of the human mind,” Yang says. “In today’s context, A.I. is the e-bike of human creativity in game development. It empowers designers to explore wild new ideas, pushing the boundaries of what’s possible in game design.”

Ultimately, he sees a future where progress in A.I. is not merely about leveraging technology for efficiency tasks like coding but also about embracing it as a tool and partner in the creative process. Of course, that line, the separation between a tool or partner and the loss of a job, grows thinner by the day. And in a world where executives continue to squeeze pennies on the dollar out of everything in game development, it’s not hard to see the day when leaders cross that line in the name of cost-cutting.

Kohlrabi Starship solo developer Katja Wolff opted not to use A.I. art or audio

Solo developer Katja Wolff of WolKa Studio, which is developing sci-fi farming sim Kohlrabi Starship, has primarily opted not to use A.I., even if she understands why someone in a position similar to hers might.

“I tried a lot of A.I. tools, but in the end, I decided not to use it beyond sometimes brainstorming,” Wolff tells me. “So basically, it’s zero A.I. art, zero A.I. audio, but sometimes I use ChatGPT for brainstorming in the English language because it’s not my mother tongue.”

As for why ChatGPT is as far as she’s gone with using A.I., she simply wasn’t impressed with the options for A.I. art and audio development, noting that programs like Midjourney can’t create the homogenized visual style one might want in their game. She thinks it’s a matter of time before these programs catch up, though. And as A.I.-powered technology grows more competent, she hopes legislators will work harder to protect creatives. She likes Steam’s approach: requiring developers to indicate A.I. usage on the game’s page but only after the developer proves the game doesn’t use copyright-protected data.

Kohlrabi Starship

Like Wolff’s use of ChatGPT, RoboSquad Revolution developer Zollpa utilizes the program to streamline the studio’s organization. CEO Aaron Jacobson says Zollpa uses ChatGPT to organize notes after meetings, something that might take hours to do by hand but is done in minutes by A.I. “It’s something that we probably would pay a secretary a full salary to do for us and [ChatGPT] is just able to do that, and in a very short period of time with just a few clicks of a button.”

That’s one secretary job lost to A.I. at Zollpa.

Kohlrabi Starship

He says it uses ChatGPT to brainstorm new character classes, weapons, and names for the robotic characters in RoboSquad Revolution, which began as a blockchain idea that uses NFTs before sentiment around that technology soured (and funding money largely disappeared in that sector) and the team scrapped the idea. Jacobson says that technology might be integrated into the game one day.

Jacobson says Zollpa built RoboSquad Revolution narratively on the premise of A.I. Twenty years from now, A.I. robots have taken over and are “walking versions of Siri or something like that,” that you control with third-person shooter gameplay. Jacobson says that despite using ChatGPT to brainstorm ideas that make their way into the game, “the development of the characters in the game is absolutely 100 percent created by humans,” except for the voices; those are created by A.I., which Jacobson justifies narratively by explaining the robots in-game are powered by A.I.

Looking 20 years into the future of our real world, Zollpa marketing and brand specialist Richard Henne thinks the game development landscape will be a lot more competitive because of A.I.

Robosquad Revolution’s robot characters are voiced by A.I.

“I imagine that bigger companies who are squeezing for over-the-top profits are going to try to use this for everything from character models to generative levels, which again is already happening, to voice – all that stuff, I’m sure is going to be attempted to be fully replaced,” Henne tells me during the same conversation he and Jacobson explain the robots in their game are voiced by A.I. “My hope is that companies do not fall for that. But if we’re actually talking 20 years from now, I do think it’s probably going to be a lot more of a competitive landscape, there will likely be layoffs, there will likely be protests and social movements, and I would be very surprised if this doesn’t happen.”

But like Mason, Giménez, and everyone else I speak to, Jacobson and Henne want to see stronger legislation created to help regulate A.I., a technology that, by all accounts of those I talk to, is one where Pandora’s Box has been opened. Unfortunately or fortunately, it’s here to stay, depending on where you fall in this conversation.

The Problem on the Horizon

The Problem on the Horizon

Bucklew feels the issue at the heart of the A.I. discourse, the rightful concern that people will lose jobs to the technology, strikes at a problem with society itself: We do not protect those affected. He says using copyrighted content to train A.I. models is unethical and should not be allowed – you should have to compensate users. “The other side of it, which is just using automated systems to replace human labor, that to me – whether or not that’s ethical – we’ve decided as a society that’s what we do, right?”

The shirt I put on this morning was once a product created by human hands until the Industrial Revolution in the 19th century turned it into a more automated process. People lost their jobs. But time advanced, and jobs were created around the new emerging markets, jobs that hopefully the jobless picked up. Bucklew says the same happened with car manufacturing, construction, and many other workforce sectors. With proper transition management, he thinks these massive changes in how society works can be smoother.

Cataclismo developer Digital Sun does not mandate use of A.I., but various individual developers use it as a tool to bolster their output

“I think we’re in the middle of a [transition] now, and so it’s extremely painful for a particular alignment of laborers who are visual artists, musicians, or voice actors,” he adds. “And they don’t have a job to go to, and we don’t have any kind of safety net in society to say, ‘Well, you’re going to be fine. We’re going to allow you to move to this new constellation of labor,’ but nothing’s going to stop this constellation of labor. [The] cynical business lines of force are going to force that new constellation of labor because everyone else will simply not be able to do business on a competitive level without it.”

Cynically, Bucklew is not confident the cat can be put back into the bag, though. And he’s not confident we’re adequately prepared for the A.I. transition we’re barreling toward. He ponders whether we should focus more on what happens afterward when people lose their jobs rather than what’s happening today.

Caves of Qud

“To the extent that we allow capital to drive these systems, I don’t think there’s any route where all the labor that can be replaced by automated systems isn’t replaced by automated systems, and the questions we’re going to have to be asking in 5 or 10 years are ones that just seem bizarre to us,” he says. “[That’s] obviously disastrous for the way society’s stood up right now, where you should have a job and pay your bills with the money you earn.

“I think that alignment is failing quickly and will fail more quickly than we can figure out how to get people into new jobs. And so, we have a real problem over the next 50 years as these systems continue to take off.


This article originally appeared in Issue 365 of Game Informer.

Revolutionizing Mobile Filmmaking: Introducing the Atomos Ninja Phone – Videoguys

Revolutionizing Mobile Filmmaking: Introducing the Atomos Ninja Phone – Videoguys

Discover the groundbreaking collaboration between Atomos and Apple, unlocking unparalleled possibilities in mobile filmmaking. In this exclusive interview with Atomos CEO Jeromy Young, Streaming Media delves into the game-changing features of the Atomos Ninja Phone unveiled at NAB 2024. From transforming your iPhone 15 Pro or Pro Max into a 1600-nit, 10-bit HDR OLED monitor-recorder to seamlessly integrating with professional HDMI cameras, this innovation sets a new standard in versatility and performance.

Key Features: Explore how the Atomos Ninja Phone harnesses ProRes technology and leverages the iPhone’s capabilities to deliver stunning visuals with a 2,000,000:1 contrast ratio and 460 PPI. Learn how the specialized case ensures secure mounting and protection of your device while enabling effortless connectivity for HDMI and audio inputs. Discover the real-time monitoring functions, including peaking and flipping, offered by the Ninja Phone’s OLED display.

Recording and Streaming Capabilities: Unlock the power of ProRes and H.265 recording directly to your iPhone’s storage, supporting up to three hours of ProRes HQ 4:2:2 video. Dive into the seamless streaming capabilities, allowing you to broadcast live to platforms like YouTube, Instagram, and iCloud. Learn how the Ninja Phone supports NDI|HX 3 for seamless integration into NDI workflows, expanding your creative possibilities.

Conclusion: Join the revolution in mobile filmmaking with the Atomos Ninja Phone, unlocking the full potential of your iPhone and professional cameras. Embrace unparalleled versatility, performance, and convenience in one groundbreaking device. Stay ahead of the curve and elevate your creative vision with Atomos.

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The Exuberance of Being Night School Studio

Adam Douglas has a ghastly secret. He shared the recipe for a Cuban dish – the Arroz con Pollo – in an in-game radio station in Oxenfree II: Lost Signals, and it’s one that he describes as “very controversial.” The trick, according to Douglas, a senior writer at Night School Studio, is to use boneless, skinless chicken thighs for the dish instead of bone-in, skin-on thighs and drumsticks.

“My family’s from Cuba,” says Douglas. “It was my mom’s recipe that I have transformed into my recipe. And so, the version in the game is my version, which in the Cuban community is a very controversial version, and I stand by it. I still haven’t told my mom about any of this, by the way. I’m genuinely afraid of telling her this.”

In between chuckles, Douglas’ colleague Sara Hebert, the publishing and marketing lead at Night School, promises to send a copy of this story to his mother.

The Exuberance of Being Night School Studio

Afterparty

Charming Chatter, Flawed Heroes

In some ways, this closeness feels like an influence on the games Night School is known for, which often feature relatable, ordinary characters banding together in otherworldly, extraordinary circumstances. Oxenfree stars a teenager, Alex, embarking on a weekend trip with a group of friends to a local island, only to accidentally unleash a series of paranormal events. Its sequel is about a much older and stoic adult named Riley, who navigates similar supernatural happenings with her coworker, Jacob. Then there’s Afterparty, in which college best buds Milo and Lola drink their way out of Hell. These adventures feature conversations taking place organically; dialogue is the crux of the game rather than an auxiliary feature to nudge the plot along.

Oxenfree

This is the very DNA of Night School: a vision founders Krankel and Adam Hines hoped to realize from the very start.

“I’ve been talking to Adam for years about wanting to start something […] at that time, you had Telltale Games, which were cutscene focused, and then sometimes [you] walk around and solve some puzzles, and then on the other end of the spectrum, I think Last Of Us had just come out maybe a year or two earlier, and that was the apex of what narrative and action gameplay could be together,” says Krankel. “But we’re looking right in the middle and going like, ‘There’s no games out there that don’t have cutscenes, but yet have lots of stories that work really well.’”

Night School’s most acclaimed feature is its dialogue tree system, which mimics the cadence of real-life chatter. Words are exchanged even as characters wander about their environments, and any lulls in conversations become meaningful; as Riley in Oxenfree II, for instance, you can even choose to ignore Jacob’s attempts at small talk and simply not respond if it’s proving too incessant. Conversations, too, can be interrupted when new distractions are introduced – spotting a new clue or pointing out a familiar landmark – causing them to diverge in different directions. At times, the focus on dialogue almost feels like a bold decision, which places incredible faith in the charisma of the games’ characters. After all, a deathly boring or unlikable cast may well be a death knell for the game.

Oxenfree II

Fortunately for many Night School games, their cast lacks a certain air of pretension – a quality plaguing many video game heroes today. Douglas attributes this to the flaws deliberately written into Night School protagonists.

“[Riley from Oxenfree II] has made mistakes as we all have,” he says. “She’s endeavoring to do better, as some of us try to do, and some of us don’t. And in some ways, she succeeds, and [in] some ways, she really doesn’t. And I think keeping that in mind, that life is complicated, it can be messy, it very rarely goes the way that you think it is. It is part of what made her, in my opinion, just so relatable and so human.”

Night School co-founders Adam Hines (left), Sean Krankel (right), and Oxenfree II game director Bryant Cannon (middle) at Summer Game Fest Play Days 2023

But for all its successes with spearheading deeply authentic conversations, Krankel seems reluctant to peg Night School games as predominantly dialogue-driven stories, admitting this trajectory may change for the studio’s future games.

“Story is critical, and even talking is critical, but the idea of wall-to-wall, highly verbose gameplay that you see in Afterparty or Oxenfree and Oxenfree II, I think we’re pretty malleable on that,” he says.

Scrappy Beginnings

As with many indie developers, Night School hails from humble beginnings, with the team working on the first Oxenfree out of Krankel’s kitchen. Krankel was previously co-workers with Cannon at Disney, as well as Oxenfree environment artist Heather Gross, while Hines (Krankel’s cousin) was fresh out of Telltale Games. In 2016, Oxenfree was released to critical acclaim. This was quickly followed by a Mr. Robot mobile game, Robot:1.51exfiltrati0n, inspired by the popular television thriller, and the one game Krankel reckons is Hines’ crowning achievement at Night School (the game has since been delisted from both Android and iOS app stores). It was also around this time that Telltale acquired the rights to make a Stranger Things game, with Night School contracted to develop a companion game. Telltale’s unexpected shuttering, however, meant Night School was unable to bring the game to fruition.

Night School was understandably reticent about that episode, but Krankel lets in that the game was “semi-far along” in development, and was going to be closely tied to Telltale’s Stranger Things in some capacity. “The gist of it, that I’ll say, is just that they were making a big Stranger Things game and reached out to us about making a small one that could talk to the big one. And it was really cool. It was really interesting how the two games might have talked to each other […] in a very compelling way.”

Robot:1.51exfiltrati0n

This Stranger Things companion game was built upon Robot:1.51exfiltrati0n, which unveiled its events through the discovery of a discarded burner phone, alongside text messages and conversations playing out in real time.

In a way, this was another attempt by Night School to explore different ways of fleshing out dialogues – a vision that felt quintessentially Night School. “That was a foundation that we’ve never wanted to fully leave behind, but we haven’t done anything with that general design for years,” says Krankel. “It’s something now that we’re in the early stages of exploring […] but the Stranger Things game that we were working on used that and took it a lot further.”

Next Stop Nowhere

Netflix and The Cloud

Perhaps to Netflix, Night School’s storytelling ethos is complimentary to its cloud gaming ambitions. Having dabbled with interactive storytelling with Black Mirror: Bandersnatch, the streaming giant eventually acquired the studio in 2021, with Night School being the first developer included under Netflix’s growing roster of companies. Night School’s portfolio seems particularly suited to cloud gaming for now, given the lack of twitchy mechanics and a heavy emphasis on narrative rather than the adrenaline-fuelled bombast of other games. At the moment, Oxenfree remains one of two games that are part of Netflix’s beta test on making games playable on select television models, PCs, and Mac.

“Netflix is a story company. Netflix tells stories. They entertain the world with different types of stories,” Krankel says. “We’re a story company; we just happen to make playable ones. And so, the conversation turned into less of a ‘Hey, we’d like to license your game,’ and more like, ‘Hey, would you like to do more stuff just for us? Would you like to keep using your general ethos in our bigger environment?’ And that felt pretty good.”

Night School co-foudners Sean Krankel (left) and Adam Hines (right) filming for a behind the scenes video in Los Angeles

Acquisitions are usually met with some amount of trepidation, but as hackneyed as this may sound, those we spoke to at Night School agree it hasn’t changed the studio in ways that aren’t true to its identity. Instead, any changes stem from just being part of a bigger organization now.

“I have an answer that sounds facetious, but it’s not. It’s just that I’m in a lot more meetings now. That is not because of the Netflix acquisition,” says Rohrmann. “That’s just the nature of working for a larger organization. But yeah, other than that, I’m still making music the way I did before, so I’m super happy about that.”

Cannon agrees. “I think it’s changed, but not necessarily because of Netflix. It’s just because we’ve grown and we’ve had to adapt to having more people at the studio, having a lot more different personalities at the studio and egos at the studio. And it’s just new, it’s something that a lot of studios have faced before. We’ve definitely had growing pains there, but it’s also enabled us to do things that are in the future going to be that much bigger and more exciting for our players.”

The Night School Studios team

Changing Tides

That said, Netflix’s cloud gaming efforts are still in its nascent stages. It hasn’t been long since the demise of Google’s cloud gaming experiment Stadia, but Night School seems largely optimistic about the deal. The acquisition has given the studio more resources and the means to refine its games. Take, for instance, how Oxenfree II was released in 32 languages – a feat that Krankel says would not have been possible without Netflix.

“Before, we were a tiny California company that, if we could scrounge up enough money to get localization funds, we would start putting the game out in other places, and we didn’t even know if our localizations were that good, to be totally honest, because we were a small studio working with outsourcing teams. And now we’re like, ‘We can put our s**t everywhere, and we should do it, and we should do it right,’” says Krankel. He even points out the studio might very well be working on its dream game at the moment, with Cannon at the helm as its game director.

An example of dialogue localization in Oxenfree

“I’d say when we were working out of Sean’s kitchen, we never ever thought that we’d be here 10 years later. As big as we are, to me, it did not seem possible,” says Cannon with a wistful smile. “And so, when I think about how much we’ve grown and how much more ability we have to make a big impact on the industry and players, it’s helpful for me to think back to those days and think of that beginner’s mindset we had, that was like, ‘We don’t know what we’re doing, but we’re so passionate about this. We care about it deeply.’ And thinking about how much that mattered to me, and how much if I were to describe to [Bryant from] 10 years ago what would come of this, he’d be very, very happy. It’s pretty incredible, and I don’t want to forget those early days.”


This article originally appeared in Issue 363 of Game Informer.

Frostpunk 2 Preview – Breaking The Ice – Game Informer

The 2018 release of Frostpunk delivered a unique twist on the city-builder genre, putting you in control of a band of humans trying to survive the new ice age. Players assumed the role of The Captain as they built up their small colony of workers to a flourishing city in the post-apocalypse. Along the way, players needed to make hard decisions, like restricting food, enforcing strict authoritarian laws, putting children to work, or worse. Frostpunk 2 picks up the story 30 years later and, in the process, looks to improve nearly every aspect of the well-liked simulator.

Three decades have passed since the events of Frostpunk. The group has been roaming the frozen desert for years, but in the face of another whiteout, they return to the old machine, hoping to use its heat to survive. This is where my gameplay session begins. The old dreadnought is in pieces beneath the ice, so I have my work cut out for me in the weeks leading up to the whiteout. I must first break through the ice to reach an oil tank wagon, construct an extraction district to retrieve its oil, and then use it to ignite the furnace.

Frostpunk 2 Preview – Breaking The Ice – Game Informer

Frostpunk 2’s city operates off output – the resources you produce by districts, buildings, and workers – and demand – the food, shelter, goods, materials, and heat your people need. To satisfy the shelter and heat requirement, I build housing districts next to the furnace. Then, I frostbreak on an area with fertile soil and grow food on the patches. We’ll need a lot of food to survive the whiteout, so I build a food stockpile storehouse.

Unfortunately, 6 of my 1,350 people come down with an illness and are unable to work, hampering our ability to output food. Illnesses rise and fall based on factors like food supply, heat, and shelter availability. People can also get injured, which additionally prevents them from working. Still, at this juncture, it’s nothing to worry about, as I still have the vast majority of my population able to work. As the weeks roll on, it doesn’t look like I’ll be able to reach my goal, so Finan, a 42-year-old gardener in my group, speaks up, suggesting we work emergency shifts or tighten our belts by restricting rations to catch up to our forecast.

Frostpunk 2

I don’t want to restrict rations just yet, but I do authorize emergency shifts. However, the furnace is struggling, and I’m starting to run out of oil, resulting in 30 of my people dying from the cold. Morale and trust in my leadership falls. I start to work on extracting another oil tank, but it’s becoming increasingly obvious I won’t stockpile enough food in time, so I finally restrict rations. I’m also falling behind on construction materials, so I start working to extract building materials from under the ice, but I run into a problem: I don’t have enough workers.

This constant dance of prioritization and keeping several plates spinning is when Frostpunk and, by extension, Frostpunk 2 really shine. The feeling of sand slipping through your fingers, not knowing if you should loosen or tighten your grip, but you know you need to decide quickly or face losing it all. That’s what Frostpunk and its sequel deliver in spades.

Here’s how I know things are getting dire: Another citizen approaches me – a 62-year-old seamstress – and offers the senior citizens to sacrifice themselves so that the group’s youth can continue to live. I hope it doesn’t come to that, but thankfully, I have some more tricks up my sleeve. I construct additional Food Districts and storehouses and immediately order emergency shifts. It will come down the wire, and I feel the tension in my body rising. 

Frostpunk 2

Then, the moment arrives: the decision point. The group is worried we won’t have enough food to survive the coming storm, so they present two options: We can let our seniors leave the group and walk out into the desert, reducing the number of mouths to feed without sacrificing our workforce or our city’s future, or we can slaughter a nearby seal colony. I don’t want to do either, so I keep going down the same path, just crossing my fingers I’m doing the right thing. That might as well be the mantra of Frostpunk 2: hope that you’re doing the right thing.

Disease is spreading, limiting the workforce, and the whiteout is approaching. With less than a week to go, we hit our food goal, but at what cost? Trust has dropped dramatically, and disease is running rampant following months of emergency shifts. That tense stretch was nothing more than the tutorial, but it appropriately captures the essence of Frostpunk 2. 

Frostpunk 2

I’m then taken to the primary setting of Frostpunk 2, New London. The old Captain is dead, and the city is weak. Overpopulation has run rampant, food is low, and coal is running out. You step into the role of the Steward in charge of leading New London back to prosperity. Thankfully, this first year is warmer than expected (but this is Frostpunk, so it’s still an icy mess). I need to use that to get the city back on track.

As The Captain weakened, the city became more divided, bringing maintenance to a grinding halt. I have my work cut out for me. With a city population of more than 4,200 people, I work on addressing basic needs like food, shelter, and heat. In New London, three factions have emerged, each with their own agendas, desires, and projects. Among them is The Stalwarts, a group that resulted in a binary choice I made during the tutorial. The memberships of these groups will fluctuate, and you must balance your allegiances to them, playing the game of politics as you work to improve day-to-day life.

Frostpunk 2

That’s right. It’s not just about building a city and allocating workers: Frostpunk 2 requires you to secure enough votes to not only stay in power but also pass laws that you propose using the game’s intricate system. For instance, at one moment, I’m low on money, so I propose an economics law where the citizens must volunteer their free time unless they purchase an exemption, which raises funds for the city, allowing me to fund more projects. It’s not the most popular option, but I secured enough support to push it through. If your projections look less confident ahead of the vote, you can try to negotiate with the various groups in New London to try and appease them to vote for your proposal.

City-builders can be extremely hit or miss for me, but when they hit, they hit hard. With so many systems stacked on top of each other, including what appears to be an incredible laws system, Frostpunk 2 not only has me circling July 25 on my calendar, but it has me eagerly re-downloading the original Frostpunk to satisfy the small taste my hands-on session provided me. Frostpunk 2 arrives on PC on July 25, then PS5 and Xbox Series X/S at a later date.

How WordPress Democratizes Publishing & Fuels an Economy

It seems like an odd mix on the surface. On one hand, WordPress is a content management system (CMS) that aims to democratize publishing.

It’s right there in the mission statement. That harkens back to its roots as a blogging platform. We install the software and push our content out into the world.

On the other hand, WordPress has become a tool to make money. Freelancers, agencies, and DIY users can build commercial websites with it. Developers create themes and plugins as part of an ecosystem.

Just so we’re clear: A corporation can use WordPress to bolster its billion-dollar portfolio. Just as a teenager can publish their thoughts.

Perhaps this sounds like two mutually exclusive ventures. However, they’ve coexisted for over 20 years.

That’s the juxtaposition of free, open-source software. So far, WordPress has handled it as well as anyone.

How has the project done it? And what potential risks could derail the balance? Let’s attempt to make sense of it all!

A Foundation for the Web

WordPress project co-founder Matt Mullenweg has said he wants the software to be the “operating system for the open web.” It’s one way to marry commercialization with democratization.

It makes sense for content creators and site builders. The software serves as a foundational piece. It’s free, widely supported, and extensible. Take it and build whatever you want.

This idea borrows from operating systems like Linux, MacOS, and Windows. They lay the foundation for a variety of use cases. An enterprise IT department depends on an OS. So does a student or small business.

Free software lowers the barrier to entry. Sure, there’s a cost associated with hosting a website. However, you’re not stuck with a particular host. WordPress is open-source. It can be hosted just about anywhere – even on a local machine.

This allows for a multitude of possibilities. One can publish, make money, or both. Those interested in web development can learn the software’s inner workings.

Expand it, change it, or use it as-is. That’s the flexibility of WordPress.

How WordPress Democratizes Publishing & Fuels an Economy

The Challenge of a Diverse User Base

As a project, WordPress has adeptly walked a tightrope. It has provided an opportunity for people around the world. It has also created an economy based on its ecosystem and custom development potential.

Maintaining balance is a challenge – and a great responsibility. The software must remain an attractive option for both camps.

Bloggers and small organizations depend on WordPress for low-or-no-cost flexibility. Developers, freelancers, and agencies want a powerful tool to fuel their growth.

That’s why some features spark debate. Take the Block Editor, for example.

Theme and plugin developers were concerned about this shift toward block-based content. How would it impact their products? Would they be rendered useless? Or require a complete overhaul?

Everyday users also had concerns. Would a new editing experience make it harder to publish blog posts? How large is the learning curve? Would it leave their existing website in the dust?

User perception also plays a role. Some may see a feature as favoring one side or the other. Sometimes, commercial and individual interests diverge.

That places project leadership in a tough spot. You can’t please everyone. But serving a diverse user base is part of the job.

WordPress has catered to a diverse user base for over 20 years

Keeping the Coexistence for Years to Come

So, how can WordPress continue to provide the best solution for both worlds? It will take a concerted effort. And things seem to be off to a good start.

Recent years have seen a focus on ease of use. In addition, tools like the Site Editor aim to make a default WordPress install more powerful. Plans for a redesigned admin interface are also in the works.

These are all positive steps. A more user-friendly WordPress opens the door to attracting more users. Novices will be able to get started more quickly.

There are also opportunities for those with a commercial agenda. Commercial block themes have yet to take off. But block-based plugins have. There is plenty of space for growth in these areas.

What could go wrong? There are a few potential trouble spots.

A change in project leadership could push WordPress in a more commercial direction. A new regime could theoretically focus on features that primarily benefit corporate users.

The composition of WordPress project teams could also have an influence. Yes, some contributors are volunteers. However, sponsored contributors are only increasing their role in how things work.

One or more sponsor companies may gain an outsized say in the future. What if a future WordPress version integrated something akin to Google’s AMP? This nominally open-sourced technology caused a stir. This sort of move could harm the software’s reputation.

That’s just an example – however unlikely. The point is that maintaining balance requires stewardship. It’s an important part of the project’s future success.

Stewardship will help WordPress continue to serve a wide array of users

It’s Possible to Do Good and Make Money

As a market leader, WordPress is in a unique position. It’s not a commercial product. However, we can use it for commercial purposes.

The software can also give an online voice to just about anyone. It’s a tool that facilitates free speech – even if a person’s circumstances can get in the way.

And, unlike large companies, the WordPress project isn’t beholden to anyone. For example, it doesn’t have to bend to the will of an oppressive regime to access its people. There’s no profit or shareholders to worry about.

Let’s hope it stays that way. We’re living in a world where costs are rising – as are barriers. WordPress bucks this trend as free software.

All you need is a copy of WordPress and an idea. What’s next is up to you.

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