Former Star Wars Jedi: Survivor Director Forms New Studio, Giant Skull, To Create Action-Adventure Game In Unreal Engine 5

Former Star Wars Jedi: Survivor director Stig Asmussen has revealed Giant Skull, a new triple-A studio developing action-adventure games. Prior to directing Survivor and its predecessor, Star Wars Jedi: Fallen Order, Asmussen worked as the director of God of War III and art director of God of War II at Sony Santa Monica.

He left Star Wars Jedi developer Respawn Entertainment in September. Giant Skull is headquartered in Los Angeles but will feature remote developers from around the world. 

Former Star Wars Jedi: Survivor Director Forms New Studio, Giant Skull, To Create Action-Adventure Game In Unreal Engine 5

“The Giant Skull studio culture is focused on creativity and curiosity,” Asmussen, who is CEO of the new studio, writes in a press release. “We have assembled a talented team renowned for immersive storytelling, heroic combat, and exhilarating traversal, and our goal is to craft a rich universe that players will want to lose themselves in for years to come.” 

According to the press release, Giant Skull is a triple-A studio dedicated to building “gameplay-driven, story immersive action-adventure games set in captivating worlds.” Considering Asmussen’s work on franchises like Star Wars Jedi and God of War, this sounds like he’s taking that experience to create a new intellectual property. 

Other developers at Giant Skull include chief technology officer Jon Carr, who was the technical director on Jedi Survivor, art director Patrick Murphy, whose resume includes art director on Fortnite and Valorant, lead producer Lauren McLemore, who was a lead producer on Fortnite, and designer director Jeff Magers, who previously handled design on Jedi Survivor and Fallen Order. Giant Skull’s animation director is Brian Campbell, who was a founding member of the Fortnite team at Epic Games and then an animation director there, and the studio’s chief operating and financial officer is Anthony Scott, who has experience running teams such as Rocksteady Studios. 

“Our values for the studio to translate into how we make our games and our relationship with players – autonomy, momentum, curiosity, and respect,” Scott writes in the press release. “We want players to join us on every step of this amazing journey, as we pave the way for our upcoming game. We’re creating something special and have been fortunate enough to assemble an incredible team of developers who are extremely passionate and experienced in creating genre-defining, third-person, action-adventure games.” 

Giant Skull is currently developing its first game in Unreal Engine 5 right now, and it will be a triple-A single-player-focused action-adventure game. 

Alongside today’s news, the studio’s website is now live here, and it features “an endless amount of possible commands” to input into its special terminal to unlock secrets and more. 

For more, read Game Informer’s Star Wars Jedi: Survivor review and then read Game Informer’s Star Wars Jedi: Fallen Order review after that. 


What do you hope to see from Giant Skull? Let us know in the comments below!

Starbreeze Studios CEO Out Less Than Six Months After Payday 3 Launch

Starbreeze Studios CEO Out Less Than Six Months After Payday 3 Launch

Starbreeze Studios CEO Tobias Sjögren is no longer with the studio and the Payday 3 developer is now recruiting for a new leader. This news comes from a recent notice to investors that explains board member Juergen Goeldner is taking over as interim CEO in the meantime, as reported by GameDeveloper

While Starbreeze’s messaging around Sjögren’s leave isn’t super clear – the team simply says it is bidding farewell to the former CEO – today’s news arrives after Payday 3 failed to meet expectations, according to GameDeveloper

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“On behalf of the board of directors, I would like to thank Tobias Sjögren for his achievements during the past three years,” board chairman Torgny Hellström writes in the notice to investors. “Tobias took over the helm of Starbreeze in a challenging phase of its journey and we wish him well in his future endeavors.”

Goeldner, the new interim CEO, adds, “Starbreeze has a strong history of developing and publishing games globally. After launching Payday 3, the company is well-positioned to leverage the strengths of the organization to monetize and develop the IP portfolio. I am looking forward to assuming an operative position and, together with the management, ensure the execution of this strategy.”

Goeldner has 40 years of experience in the games industry, including several executive positions, according to the notice. His last executive position was as CEO of Focus Home Interactive. He has been a member of Starbreeze’s board of directors since last year. Starbreeze has initiated a recruitment process for a permanent CEO. 

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Payday 3 hit PlayStation 5, Xbox Series X/S, and PC on September 21. We enjoyed the game around launch, giving it an 8 out of 10 in the Game Informer Payday 3 review. More than 3 million people played Payday 3 in its first month, but the game still failed to meet the expectations of the studio. 

[Source: GameDeveloper]


Are you still playing Payday 3? Let us know in the comments below!

Boosting student engagement and workforce development in microelectronics

Boosting student engagement and workforce development in microelectronics

The Northeast Microelectronics Internship Program (NMIP), an initiative of MIT’s Microsystems Technology Laboratories (MTL) to connect first- and second-year college students to careers in semiconductor and microelectronics industries, recently received a $75,000 grant to expand its reach and impact. The funding is part of $9.2 million in grants awarded by the Northeast Microelectronics Coalition (NEMC) Hub to boost technology advancement, workforce development, education, and student engagement across the Northeast Region.

NMIP was founded by Tomás Palacios, the Clarence J. LeBel Professor of Electrical Engineering at MIT, and director of MTL. The grant, he says, will help address a significant barrier limiting the number of students who pursue careers in critical technological fields.

“Undergraduate students are key for the future of our nation’s microelectronics workforce. They directly fill important roles that require technical fluency or move on to advanced degrees,” says Palacios. “But these students have repeatedly shared with us that the lack of internships in their first few semesters in college is the main reason why many move to industries with a more established tradition of hiring undergraduate students in their early years. This program connects students and industry partners to fix this issue.”

The NMIP funding was announced on Jan. 30 during an event featuring Massachusetts Governor Maura Healey, Lt. Governor Kim Driscoll, and Economic Development Secretary Yvonne Hao, as well as leaders from the U.S. Department of Defense and the director of Microelectronics Commons at NSTXL, the National Security Technology Accelerator. The grant to support NMIP is part of $1.5 million in new workforce development grants aimed at spurring the microelectronics and semiconductor industry across the Northeast Region. The new awards are the first investments made by the NEMC Hub, a division of the Massachusetts Technology Collaborative, that is overseeing investments made by the federal CHIPS and Science Act following the formal establishment of the NEMC Hub in September 2023.

“We are very excited for the recognition the program is receiving. It is growing quickly and the support will help us further dive into our mission to connect talented students to the broader microelectronics ecosystem while integrating our values of curiosity, openness, excellence, respect, and community,” says Preetha Kingsview, who manages the program. “This grant will help us connect to the broader community convened by NEMC Hub in close collaboration with MassTech. We are very excited for what this support will help NMIP achieve.”

The funds provided by the NEMC Microelectronics Commons Hub will help expand the program more broadly across the Northeast, to support students and grow the pool of skilled workers for the microelectronics sector regionally. After receiving 300 applications in the first two years, the program received 296 applications in 2024 from students interested in summer internships, and is working with more than 25 industry partners across the Northeast. These NMIP students not only participate in industry-focused summer internships, but are also exposed to the broader microelectronics ecosystem through bi-weekly field trips to microelectronics companies in the region.

“The expansion of the program across the Northeast, and potentially nationwide, will extend the impact of this program to reach more students and benefit more microelectronics companies across the region,” says Christine Nolan, acting NEMC Hub program director.Through hands-on training opportunities we are able to showcase the amazing jobs that exist in this sector and to strengthen the pipeline of talented workers to support the mission of the NEMC Hub and the national CHIPs investments.”  

Sheila Wescott says her company, MACOM, a Lowell-based developer of semiconductor devices and components, is keenly interested in sourcing intern candidates from NMIP. “We already have a success story from this program,” she says. “One of our interns completed two summer programs with us and is continuing part time in the fall — and we anticipate him joining MACOM full time after graduation.”

“NMIP is an excellent platform to engage students with a diverse background and promote microelectronics technology,” says Bin Lu, CTO and co-founder of Finwave Semiconductor.  “Finwave has benefited from engaging with the young engineers who are passionate about working with electronics and cutting-edge semiconductor technology. We are committed to continuing to work with NMIP.”

TopSpin 2K25 Preview – Stepping Back Onto The Court – Game Informer

In the early 2000s, tennis video games were everywhere. Whether you were talking mass-appeal titles like Virtua Tennis and Mario Tennis or more niche, lower-budget games like Smash Court Tennis Pro Tournament and Hard Hitter Tennis, the market was absolutely flooded with choices. One of the most beloved of this era was 2003’s Top Spin, which started as an Xbox exclusive before making the leap to PS2 and PC in subsequent years. Since that inaugural game, Top Spin has seen three more numbered entries, all receiving high review scores.

Unfortunately, like each of the aforementioned tennis series from the early 2000s – save for Mario Tennis – the Top Spin franchise has been dormant for over a decade. Thankfully, the series is finally poised to step up to the baseline once again with TopSpin 2K25. During a recent trip to Indian Wells, California, I had the chance to learn more about this first title in the franchise in more than 13 years. 

TopSpin 2K25 Preview – Stepping Back Onto The Court – Game Informer

As with all sports, tennis has evolved since the last Top Spin game, and developer Hangar 13 is focusing on the idea of “bridging the gap” between the legends of yesteryear and the young guns of tomorrow. As such, the standard edition box art features two of the greatest ever to do it, Serena Williams and Roger Federer, while the deluxe edition includes some of the younger stars like Frances Tiafoe, Iga Świątek, and Carlos Alcaraz. But that philosophy also carries forward into the development team’s approach to the gameplay.

“Mostly, it’s become more physical,” game director Remi Ercolani says. “Rallies are really intense and longer. Players hit really, really hard. So that’s something we tried to transcribe with the updates we did to the gameplay. We started with the same core gameplay and core animations as Top Spin 4, then we added new animations, and we rebalanced a little bit, like the flow of the rallies; hitting hard shots can be more powerful than they were in Top Spin 4. But there’s also a chance of errors if you mistime it.”

To help balance the newly tuned shot types, this fifth entry introduces a timing meter on every shot. To this point, the series has provided feedback on whether you timed it too early or late, but now, you know exactly what happened. In my hands-on session, it took me a few matches to get the hang of the timing meter – I was incredibly distracted by it at first – but once I got used to it, it felt like second nature and went a long way to making sure I was fully informed on when I should make contact with an incoming ball. TopSpin 2K25 also adjusts to have fewer unforced errors occur and makes it easier to hit winners during rallies.

TopSpin 2K25

For those unfamiliar with the game of tennis or just want to familiarize themselves with the series following a 13-year break, TopSpin 2K25 includes TopSpin Academy, which features voiceover by the legendary player John McEnroe. Here, you learn the basics of tennis, can take more advanced lessons, and even learn how to play in different play styles, meaning you can develop your skills as a baseline offense player or a serve-and-volley savant. Perhaps most impressive is how McEnroe’s instruction reacts to your play in real time; on one occasion, I was taking too many shots from “no man’s land” (the space between the baseline and the service box). Even though that’s not what the lesson I was playing was focused on, he still corrected me.

TopSpin 2K25 features more than 24 tennis players to choose from, each with their own signature animations and play styles. Across several matches during my hands-on session, I could truly feel the difference between the various players. “For the look of the players, a lot of them, we scanned them, so we have the 3D data for their face, and we model them based on that data,” Ercolani says. “For the attributes, we watch a lot of tennis, so we try to understand, based on how the game works, the impact of each attribute. We know how Federer plays that his forehand is better than his backhand, so we tried to get the values where we think it makes sense and best represents their real playing styles.” 

Baseline players like Andre Agassi and Serena Williams kept me running back and forth during long rallies, while the serve-and-volley play style of John McEnroe gave me fits until I solved the puzzle of how to counter him. This is particularly true when I played as Frances Tiafoe against John McEnroe in a tense three-set match on hard difficulty, though that ultimately ended up being the most fun I had in my hours playing, especially since I was able to take home the win. In this early stage, I can’t even imagine how tricky the newly added Legend difficulty will be, but I plan on making that setting my home once I have more time with the game. I also loved playing in a mixed doubles match, which reactivated the positioning part of my brain that has remained dormant since my days playing tennis in high school and college.

TopSpin 2K25

Outside of TopSpin Academy and Exhibition, players can build a player from the ground up in MyPlayer. While this mode was not available in the demo build, the developers gave me an idea of what to expect from the create-a-player. Players can experiment with in-depth customization options, including hair, individual facial features, body type, accessories, animations, and even grunt types.

The developers also shared that Season Passes will play a part in this, but I’m hopeful that if those Season Passes do, in fact, involve microtransactions, the monetization in career mode will stop there. However, with 2K’s aggressive use of them in the NBA 2K series’ MyPlayer, as well as the mention of VC, the primary driver of NBA 2K’s microtransactions, as a “MyPlayer Boost” bonus for the deluxe edition of TopSpin 2K25, I worry that this hope is misplaced. 

Regardless of those monetization anxieties, I had a blast with my time playing TopSpin 2K25. The game looks good in motion and feels even better during those long rallies. Those eager to play a new tennis game don’t have long to wait. TopSpin 2K25 arrives on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, and PC on April 26.

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Terminid Bug Spawn Rates Nerfed On Harder Difficulties In New Helldivers 2 Patch

Terminid Bug Spawn Rates Nerfed On Harder Difficulties In New Helldivers 2 Patch

Developer Arrowhead Game Studios is releasing a new patch for Helldivers 2 today that nerfs the spawn rate of heavily armored Terminid bug enemies like Chargers and Bile Titans alongside some other changes that should make fighting these enemies, especially on harder difficulties, easier. Set to go live today on PlayStation 5 and PC, Patch 1.000.102 follows a patch from last week that introduced fire tornadoes, meteor showers, weapon buffs, and more to the shooter. 

“Good day citizens of Super Earth,” the patch notes read. “A new patch to aid you in your efforts is coming in. May Super Earth give you courage. Today’s patch is dealing with the spawn rate of heavily armored Terminid enemies as well as the possible play against them. It also contains some fixes to U.I. elements and crash fixes.” 

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In terms of Terminid nerfs and fixes, Arrowhead says the spawn rate of heavily armored targets on higher difficulties has been a “big discussion point online and internally.” The studio says the intent of the challenge was for groups to have to bring some form of anti-tank capability, but admits not to the degree now needed. 

“To that end, we have reduced the spawn rate of Chargers and Bile Titans on difficulties 7 and up,” the team says in the patch notes. “In addition, we have reduced the risk of spawn spikes of Chargers and Bile Titans.”

It’s important to note that today’s patch does not affect the difficulty of these Terminid bugs – just the spawn rate. Arrowhead says to expect other enemy types to appear in greater numbers instead. However, the patch notes say Arrowhead is lowering the health of the Charger’s head, making it easier to target that weak point with something like a Recoilless Rifle or EAT-17, which will instantly kill a charger. 

Elsewhere in the patch, the Electronic Countermeasures stratagem has been confirmed as removed – it was actually removed in a past last week but patch notes didn’t mention it – so it can be reworked. Here are some other fixes in today’s balance update: 

  • Fixed missing text on several HUD / UI elements.
  • Fixed several subtitle / VO mismatches in the news videos.
  • Fixed various crashes that occurred mid-gameplay and when deploying to missions.

For more information on things like known issues within the game, head to the full patch notes here. After that, catch up on all the changes introduced to Helldivers 2 in last week’s patch, and then read up on the latest Warbond coming to the game. Be sure to read Game Informer’s Helldivers 2 review, too, to find out why we love the game so much. 


Are you happy with the changes coming in today’s Helldivers 2 patch? Let us know in the comments below!