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Treyarch says it uses AI "not to replace, but streamline" human-created art
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Treyarch says it uses AI “not to replace, but streamline” human-created art

by admin August 19, 2025


Treyarch is using AI to “streamline” human-created art, “not replace” it.

That’s according to associate creative director Miles Lesile, who told IGN that while the team does use AI, it’s utilized “as tools to help the team.”

“We live in a world now, where there are AI tools,” Leslie said. “I think our official statement we said last year, around Black Ops 6, is that everything that goes into the game is touched by the team a hundred percent. We have generative AI tools to help us, but none of that goes in-game.

“And then you’re going to say, ‘Yeah, but it has.’ I’ll say it has by accident. And that was never the intention,” Leslie added. “We’ve come out and been very clear that we use these as tools to help the team, but they do not replace any of the fantastic team members we have that are doing the final touches and building that content to put it in the game.

“So everything you play: human-created and touched. AI tools in the world we live in: it’s how do we streamline it? That’s really the goal. Not replace, but streamline.”

Activision Blizzard reportedly approved the use of generative AI tools including Midjourney and Stable Diffusion for producing concept art and marketing materials back in July 2024.



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August 19, 2025 0 comments
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Shinobi: Art Of Vengeance Is Getting Sega Guest DLC, Including Sonic's Eggman
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Shinobi: Art Of Vengeance Is Getting Sega Guest DLC, Including Sonic’s Eggman

by admin August 19, 2025



Shinobi: Art of Vengeance is due out later this month, and now Sega has announced a fun if surprising bit of DLC that’s coming “early 2026.” Dubbed the Sega Villains Stage, details are still pretty light on the DLC, but Sonic the Hedgehog’s Dr. Eggman is set to appear as a boss fight. Alongside that, protagonist Joe Musashi will have two other guest villains to take on, though they are yet to be revealed. If you’re picking up the digital deluxe edition of Shinobi: Art of Vengeance, you’ll automatically unlock it whenever the DLC does arrive next year.

Sega also announced that Young Dirty Bastard (YDB), i.e. the son of the late Ol’ Dirty Bastard from Wu-Tang Clan, is releasing a song called The Path Has Just Begun inspired by the Shinobi series. It’ll be released on streaming services this week, August 21, and you can expect a new trailer for the game on the same day.

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Now Playing: Shinobi: Art of Vengeance – Announcement Trailer

Shinobi: Art of Vengeance was teased back at The Game Awards in 2023 before getting a proper reveal earlier this year, bringing the series back to its roots with 2D action-platforming. It’s also the first new game in the series since 2011’s Shinobi 3D, a 3DS title that received average reviews at the time. This new Shinobi game comes as part of a broader move by Sega to bring back some of its legacy titles that haven’t received a new entry in many years, like Jet Set Radio and Crazy Taxi. A movie adaptation of the Shinobi series is also in the works.

You’ll be able to pick up Shinobi: Art of Vengeance on PS4, PS5, Xbox One, Xbox Series X|S, Nintendo Switch, and PC when it launches on August 29.



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August 19, 2025 0 comments
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Nintendo Museum in Japan is getting an art gallery extension
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Nintendo Museum in Japan is getting an art gallery extension

by admin June 25, 2025


The Nintendo Museum in Japan is set to receive an art gallery extension.

The art gallery will allow visitors to “explore a wide range of game artwork, including character illustrations and concept art”.

It’s set to open on 3rd September at the Nintendo Museum near Kyoto, which is built on the site of the company’s former hanafuda manufacturing plant that opened in 1969.

17 Hidden Nintendo References In The Nintendo MuseumWatch on YouTube

The art gallery is an intriguing prospect, which will no doubt have fans speculating as to what kind of never-before-seen artwork may be included. Perhaps some Miyamoto originals from when he designed Mario and Link? Or will this be a digital art display?

The Nintendo Museum opened on 2nd October last year, which includes exhibits showcasing the history of Nintendo’s games as well as fun minigames to try out. Then, in the gift shop, you can buy one of those giant controller cushions.

Except, the museum already feels somewhat like a gallery. As former Eurogamer managing editor Katharine Castle wrote when she visited last year, there’s a “dizzying amount of stuff to absorb” but Nintendo states up front it’s all “shared with little explanation”.

“Having spent nine hours wandering round the museum this week,” Katharine wrote, “it’s a concept that feels both refreshing, but also rich with missed opportunity. This isn’t a place that finally pulls back the curtain on Nintendo’s secret inner workings, nor is it the kind of exhibit that sheds new light on what you already know.”

The Art Gallery will open on Wednesday, September 3rd on the 2nd floor of the Nintendo Museum Exhibition Building. Visitors can explore a wide range of game artwork, including character illustrations and concept art.

— ニンテンドーミュージアム (@Museum_Nintendo) June 24, 2025

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I also luckily visited the museum last year on holiday and, while I had a great time reminiscing about past consoles and games, I didn’t feel I truly learned anything new about Nintendo as a company.

Still, the opportunity to potentially see some rare artwork is certainly a draw to visit the Nintendo Museum, though whether you’re able to visit remains luck of the draw for those applying for tickets.

As Nintendo Life reported, the museum was also updated back in April, to include a Switch 2 exhibit.

Ahead of the new console’s launch, we published a review of Nintendo’s other controversially expensive handheld – the Virtual Boy. And that’s something you can see for yourself at the museum.





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June 25, 2025 0 comments
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Jurassic World Evolution 3 Removes AI Art After Fans Yell A Lot
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Jurassic World Evolution 3 Removes AI Art After Fans Yell A Lot

by admin June 25, 2025



Image: Frontier / Universal

When Jurassic World Evolution 3 was announced earlier this month, many fans were disappointed to learn that Frontier Developments was planning to include AI-generated artwork in the park sim. Now, after some “feedback” from fans, the studio is backing down and removing the AI slop.

Disney+ Pulls The Abyss Over Controversial Rat Scene — Again

The upcoming Jurassic World Evolution 3 looks like a big step forward for the dinosaur park builder series, with the franchise finally adding baby dinos after fans had begged for them to be included for many years. As a big fan of the first two games, I was super excited about Evolution 3, and it launches in October, so I don’t even have to wait long to start building dinosaur parks filled with tourists for my hungry prehistoric animals to eat. Then I learned that the game would include AI-generated scientist portraits, as explained in a disclosure on Evolution 3‘s Steam page, and my excitement deflated quite a lot. Thankfully, that crap is now gone.

On June 24, Frontier Developments posted on the game’s official Steam forums that it was removing the AI slop. GameWatcher reached out to the studio for clarification and received this statement, further confirming the removal of the AI content and explaining that it was because of “some initial feedback.”

We have removed the use of generative AI for scientists portraits in Jurassic World Evolution 3 following some initial feedback. The team are continuing their diligent work on the game and are very much looking forward to launching on 21 October.

I’m guessing “feedback” here was the hundreds of fan messages and posts across the internet complaining about the AI art and threatening to not buy the game if it was left in Jurassic World Evolution 3.

As of June 24, there is no longer an AI art disclosure on the game’s Steam page. Hopefully, that means there isn’t any other AI-generated content buried in the dino park builder and I can enjoy building (and then screwing up) dozens of big Jurassic Parks of my very own when Evolution 3 launches on October 10 on PC, Xbox, and PS5.

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June 25, 2025 0 comments
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Jurassic World Evolution 3 is ditching its AI-generated art after "some initial feedback"
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Jurassic World Evolution 3 is ditching its AI-generated art after “some initial feedback”

by admin June 24, 2025


Jurassic World Evolution 3’s unveiling earlier this month drew some mixed responses; there was, for instance, ample excitement over the fact baby dinosaurs will finally be wandering all over the place come its arrival later this year, but less enthusiasm for Frontier Developments’ decision to whip the theme park sim’s scientist avatar art into existence using generative AI. But now, the studio has confirmed it’s reversing course on the latter after “some initial feedback”.


Word Frontier would be relying on generative AI to create its boffins first emerged via Jurassic World Evolution 3’s Steam page, which, alongside the game’s modest system requirements, included the AI disclosure statement – as mandated by Valve – that “Scientists’ avatars” would be created using the controversial technology. This, seemingly, referred to the face portraits accompanying employable staff – rather than key characters – throughout the game.


Some fans have dismissed concerns around the use of generative AI by pointing out that scientist avatars are a fairly minor element of Jurassic World Evolution 3, and there’ve also been suggestions the game’s 2021 predecessor made similar use of the technology – albeit before Steam’s mandatory disclosure rule came into play. But the pushback among the community has been significant enough that Frontier has taken note and ditched its AI usage.

Jurassic World Evolution 3 announcement trailer.Watch on YouTube


It shared the news on the game’s Steam forum, but a longer statement was provided to Game Watcher. “We have removed the use of generative AI for scientists portraits in Jurassic World Evolution 3 following some initial feedback,” Frontier wrote. “The team are continuing their diligent work on the game and are very much looking forward to launching on 21st October.”


Frontier, of course, is far from the only developer to have dabbled with generative AI, and far from the only one to face criticism for doing so. Activision was accused of creating “AI slop” by Call of Duty fans after AI-generated art was used in promotional material for the billion dollar franchise, including a Santa zombie crafted with so little artistic regard, apparently nobody at Activision noticed it had six fingers. Microsoft also recently drew criticism after releasing an AI generated playable (in the loosest sense of the word) demo “inspired” by Quake 2.


For all the controversy, though, it’s clear AI is changing game development forever, and numerous companies, including Ubisoft and Take-Two, have discussed exploring generative AI “tools”. Nintendo’s Doug Bowser recently addressed the technology too, acknowledging its potential to “enhance productivity”, while adding, “There’s always, always going to be a human touch, and a human engagement in how we develop and build our games.”



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June 24, 2025 0 comments
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Batman: Arkham Knight's cancelled follow-up resurfaces in previously unseen concept art
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Batman: Arkham Knight’s cancelled follow-up resurfaces in previously unseen concept art

by admin June 23, 2025



Previously unseen concept art purportedly showing character designs from Warner Bros. Games Montreal’s cancelled Batman: Arkham Knight follow-up Project Sabbath has surfaced online, showing further glimpses of a beardy Bruce Wayne, Damian Wayne, and more.


Whispers of Project Sabbath’s existence first emerged back in 2016, with Batman: Arkham Oranges developer Warner Bros. Games Montreal said to be at the helm. Along the way, however, Project Sabbath was ditched in favour of what would ultimately become the rather middling Gotham Knights, and much of what we know about the cancelled game has been gleaned through various bits of concept art that’ve emerged over the years.


In 2019, for instance, concept art from Project Sabbath – which would supposedly see Bruce Wayne’s son Damian donning the famous cowl and cape – popped up on 4chan, showing off various elements including an older Bruce Wayne, a rundown Gotham City, Gorilla Grodd, and more. All that was accompanied by claims the game would have used Middle-earth: Shadow of Mordor’s acclaimed Nemesis System. Additional concept art then emerged two years later, offering closer looks at both Bruce and Damien.


And now, yet more Project Sabbath concept art has emerged, this time from character artist Rodrigue Pralier, who worked at Warner Bros. Games Montreal circa 2014/2015. Although the Artstation page originally featuring the concepts has now been removed, the images have been saved for posterity on social media, revealing a further look at Damian Wayne and his beardy pa Bruce, alongside Killer Croc, The Huntress, and more.

New concept art from WB Games Montréal’s cancelled 2015 Damian Wayne game “Project Sabbath” has surfaced, shared by character artist Rodrigue Pralier. The pieces clearly show Damian, an older Bruce, Killer Croc, and Huntress.

Check them out here: artstation.com/artwork/2Bn8yA

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— Batman Arkham Videos (@arkhamvideos.bsky.social) June 22, 2025 at 2:21 PM
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Gotham Knights – the title WB Games Montreal switched its attention to after ditching Project Sabbath – did, of course, fail to generate much enthusiasm among critics and fans, and it was followed in 2024 by Arkham Knight studio Rocksteady’s Suicide: Kill the Justice League. That proved to be another Batman-adjacent flop in a year that also saw Harry Potter: Quidditch Champions underperform and the limp return of Warner’s now-cancelled MultiVersus.


At the start of this year – following several rounds of layoffs across its studios – Warner Bros. Games boss David Haddad departed the company. Just a month later Warner Bros. announced it was cancelling Monolith Productions’ long-in-the-works Wonder Woman game, closing the studio, and shutting down Player First Games and Warner Bros. Games San Diego too. Since then, it’s announced a drastic shift in leadership that’ll see it refocusing on several core brands, including Mortal Kombat, Harry Potter, DC, and Game of Thrones.



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June 23, 2025 0 comments
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Ubisoft's Fawzi Mesmar on the art of generating original ideas, as well as optimising your own creativity
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Ubisoft’s Fawzi Mesmar on the art of generating original ideas, as well as optimising your own creativity

by admin June 20, 2025


How many people came up with the idea to launch a Squid Game video game after the Korean TV show broke Netflix records in 2021? The answer, with one glance at the cursed depths of mobile game stores, was plenty.

In his ‘Demystifying Creativity’ talk at this year’s Nordic Game conference, Ubisoft’s Fawzi Mesmar – who’s been creative director of the long-gestating Beyond Good & Evil 2 at Ubisoft since October 2024 – uses a Squid Game video game as an example of an ‘inevitable’ idea. He mentions a friend who watched the show, came up with the idea to adapt it into a game, then realised he’d been beaten to the punch by a ton of unconvincing-looking Squid Game ripoffs.

By ‘inevitable’ idea, Mesmar means that anyone could’ve come up with it. Millions of people watched Squid Game, and its video game-like premise of a hundred people risking their lives in a series of deadly games to win a cash prize offers obvious potential.

Originality is not exactly the same as creativity, Mesmar cautions in his talk. An idea isn’t valuable just because it’s original – waterproof teabags is one deliberately funny example Mesmar gives of an original idea that has no value – and context determines the value of an idea.

Self-imposed restraints

To illustrate this, Mesmar offers up the well-known example of the original Silent Hill on PlayStation with its use of fog and the radio. A solution to the limitations of how many objects could be displayed at once to the player, both elements would then become trademarks of the series.

Silent Hill on the original PlayStation

Creativity comes from restraint – this is an evergreen idea, and those restraints can be technical, financial, or something logistical like the size of a development team.

These restraints are often self-imposed by design, too, to stimulate the quality of the resulting ideas. A haiku, Mesmar says, is an example of a self-imposed, rigid structure that has yielded hundreds of years of great poetry. Games have plenty of similar examples, Mesmar points out.

2018’s God of War, which presents its story of Kratos and son Atreus all in one ‘shot’ with no visible loading screens, is an example of a self-imposed restraint that elevates the experience. It also prompted problem solving by the developers that enhanced the game’s character: long conversations between father and son in boats or on elevators, for example, are partly there to hide loading screens, but are among the game’s most memorable storytelling techniques.

Creative thinking

Mesmar’s formula for measuring creativity essentially asks the question, ‘how did you come up with this idea?’ The answer to this question involves dissecting which components of the idea can be attributed to your life journey, cultural background, or particular perspective, and which might be shared with others who consume the same pop culture influences or perceive the world in the same way.

Mesmar calls this process Creative Sobriety, which he expounds upon in his book, Demystifying Creativity. The origins of the book came from his own experiences as a developer and teacher.

Mesmar worked as VP of editorial on Mario + Rabbids: Sparks of Hope at Ubisoft

“I’ve been teaching game design and universities and schools for quite some time,” Mesmar tells GamesIndustry.biz. “I’ve also been leading game design teams in various places around the world [for] quite some time as well. And I started to see patterns in how people come up with ideas. I’ve witnessed some teams or students get so excited about an idea that they’d want to quit their job and pursue that idea the next day.”

Mesmar says, though, that some of these ideas would’ve already come up two or three times in the same week, suggesting they weren’t as unique as first assumed.

“I started to see patterns in how people come up with ideas”

Fawzi Mesmar, Ubisoft

“So I started thinking to myself, why is that keeps on happening? It can’t be a coincidence. There must be a pattern in how our brains function, or how those classes are structured, or something. There must be a reason for why and how we come up with ideas to begin with. And then I became – [as] some of my friends put it – slightly obsessed with creativity, [with] the notion of, ‘how do we even come up with ideas?'”

That’s when Mesmar started looking into the process in more detail.

“I thought to myself, if we’re able to understand that, then that will help us arrive better at originality. So I started to [make] a lot more observations on the topic, read a lot more on the topic, and [did] some thought experiments with my students or my teams. And I wanted to record all of these observations and studies and research into this book that I just released.”

I had that idea

The goal of Creative Sobriety, then, is to intellectually improve your odds to get to statistically less likely ideas. Passing this kind of thinking down to students, in formative stages of becoming game developers, was a “big part” of why Mesmar wrote the book.

“I don’t know a single game developer, myself included, that at some point [hasn’t seen] a game come out, and said, ‘I had that idea’. Then, they get upset – ‘I should have done this idea, [but] better’, and all of that.”

“But now that I understand how that works, and I can actually go, ‘of course, you would have had that idea, because it’s an idea that many people would have had’. This is why for the students, I’ve managed to teach them to inject themselves a lot more into the ideas that they [generate]. So, not just to create based on what we see, but also to create also based on how we see the world; our own interpretation of things, our own thoughts and feelings about things as well.”

Mesmar is now working on Beyond Good & Evil 2

It’s not massively scientific – but that’s actually what’s stimulating about the principles of Creative Sobriety. Anyone working in any creative field will parse Mesmar’s notions of what makes something original, and what doesn’t. And everyone has a distinctive set of life experiences to draw upon, whether they realise it or not.

Mesmar says part of understanding the originality of your ideas is breaking down why you find them interesting to begin with.

“Creative sobriety is for you to become more aware of who you are as a person,” Mesmar says. “It’s a practice of self-awareness. What are my views and thoughts [about] the world? Why is this thing interesting to me? What part of my life journey was triggered or impacted by a particular input, and what caused me to be able to react to that?”

Creators aren’t powerless to expand the pool of influences they draw upon, too, of course.

“What I’m advocating for is a combination of life experiences and being able to think more about things from your own angle; [being able to] feel or articulate your feelings about certain things, and creating, let’s say, a web of association. That then gives you a complex web that is completely unique to yourself, that will generate ideas that are more likely to be completely unique to yourself.”

Mix and match

Not every successful game idea is an original idea – and sometimes a combination of several existing ideas is original. Last year’s game-of-the-year contender Balatro, for example, is a combination of familiar game concepts, but the execution is totally distinctive.

We ask Mesmar if he thinks an inevitable idea is ever the right one. “So ‘right’ is a very interesting question, because it’s right to whom? The ‘inevitable’ idea is a direct level of association. If I say colour, [and] you say pink – that’s a correct answer. But the likelihood of someone else thinking of this is quite high.”

Before joining Ubisoft, Mesmar worked on Battlefield 2042 at EA | Image credit: EA

Again, context is key – the colour pink might be the solution to the situation at hand.

“It’s not necessarily me saying that inevitable ideas are bad ideas. In fact, those ideas are too good, to the point that it’s inevitable that someone else would think of them. Within the context of answering the problem, those ideas are the right ones.”

The difference comes when your goal is strictly about originality, according to Mesmar.

“Within the context of arriving at originality, those ideas are not enough, is what I’m advocating for. The context of arriving at originality means that we need to come up with an answer that is less likely for someone else to think of. Therefore, within that context, that is not the right answer, but if it was to just answer the question, they’re absolutely the right answer. And that distinction is at the heart of Creative Sobriety that I’m talking about.”

“We need to come up with an answer that is less likely for someone else to think of”

Fawzi Mesmar, Ubisoft

All this talk of ‘creative sobriety’ might sound like something cultish, but Mesmar’s understanding of how creators think is thought-provoking, and his ideas are explained so cleanly that they stick in the memory. His talk comes highly recommended, if originality is the goal on any project. It highlights the limitations of a person or team’s capacity to come up with ideas, but also spotlights hidden strengths, too.

“For me, when I do a talk, or when I do a lecture, or even when I work with someone, it’s always a lot more fruitful if I take you with me on that journey,” Mesmar says. “If I just come in and give you the summary, I can summarise the talk in five minutes. But the takeaways on their own, without taking [you] on the journey, [would] be met with reactions like, ‘I agree’ or ‘disagree’ or ‘what a wild claim, where did that come from?'”

“There are all kinds of ways to challenge it, which is valuable. But if I take you away on the journey with the reasoning that I’ve had, you’re more likely to believe in what I have to say.”

This interview has been edited and condensed for clarity. GamesIndustry.biz was a media partner for Nordic Game 2025, with travel and accommodation paid for by the organisers.



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June 20, 2025 0 comments
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The Veilguard Gets A Massive Concept Art Drop

by admin June 14, 2025


When a game is in the works as long as Dragon Age: The Veilguard was, it’s bound to have a ton of unused assets and concept art. Developers like BioWare go through so many artistic iterations of a game within normal development cycles, so you can imagine how many more a game like The Veilguard had when it was rebooted twice and in development for a decade. The cool thing is that when we do get a concept art drop, we get an in-depth look at what could have been, or in this case, we get some pretty rad art of characters we already know and love, which we can use as phone wallpapers or possibly print out to display as decoration.

Volta Studio, a company that makes concept art for games and movies, recently updated its ArtStation account with several pieces from its work on The Veilguard. If you’ve played the game or read its art book, a fair bit of this will be familiar to you. However, there’s one set I want to draw attention to, and it’s the character posters Volta worked on for each party member, as well as for Varric, the player’s dwarven peepaw, and the elven trickster god Solas.

A lot of The Veilguard’s marketing campaign focused on the party above all else. The characters you befriend and woo are typically the draw of BioWare’s games, so it makes sense that the studio would want to spotlight them as much as possible in trailers, podcasts, and promotional art. At some point, this included some incredible character art for the team that is maybe some of the best art we’ve ever had of the group. Each piece captures a particular character’s personality, aesthetics, and story in one clean shot.

To call out a few favorites, I really love the Solas, Davrin, and Emmrich pieces. The cool blue tones on Solas give him an air of god-like power, and his dread wolf namesakes appear alongside him as loyal pets. He wasn’t intimidating when he debuted in 2014’s Inquisition, but he sure is here. Davrin is my Veilguard boo, but I promise I’m not being biased giving him a shoutout here. He and our griffon son Assan look fucking sick here, with the beast perched on the Warden’s back and defending him with his wing. That being said, I think the Emmrich piece is my favorite. Seeing the mage surrounded by adoring skeletons, including one that lovingly caresses his face, captures both his love of necromancy and his gentle romantic side. Click through to see all nine.

All this concept art is cool to look back on, but it does bring to mind the sad state of BioWare after publisher EA gutted the studio following The Veilguard’s disappointing sales. Those that remain are currently working on the fifth Mass Effect game.



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June 14, 2025 0 comments
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You'll Eat Up All This Eye-Popping 'Jaws' Art Work
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You’ll Eat Up All This Eye-Popping ‘Jaws’ Art Work

by admin June 11, 2025


With all the awesome art you’re about to see for Steven Spielberg’s masterpiece Jaws, the Sheriff Brody in your life will only be thinking one thing. “You’re gonna need a bigger wallet.” Later this month, Coda, along with Universal, Amblin, and PopCore, is opening a fully licensed art exhibit celebrating the 50th anniversary of Jaws and io9 has an early look at some of the incredible work in the show.

Complete with lots of original art as well as screenprinted, limited edition movie posters, the exhibit opens June 28 at the Art Alliance of Monmouth County in Red Bank, New Jersey, and will remain on display there through July 13. So, yes, there’s a good chance the gallery will be open for the 4th of July. You can get more specifics here, and below we’ve got a bunch of images from the show. Click on each for the details.

Also, in addition to those pieces, we’re excited to exclusively debut this piece by io9 favorite Jason Edmiston. It’ll be available as an original painting as well as a print. You can’t keep this one down with three barrels.

Jason Edmiston’s Quint painting takes a trip to the beach.

Besides the artists above, you can expect to see work by the likes of Sam Wolfe Connelly, Sachin Teng, Sonny Day, Josh Keyes, Danielle Murray, Adam Lister, Neil M Perry, Greg “Craola” Simkins, Geoff Trapp, and Tyler Stout to name a few.

And, yes, there will be much, much more Jaws on the way this summer. There’s that upcoming documentary, a live concert at the Hollywood Bowl, lots of wild new merch at Universal Studios, plus Universal and Amblin have some very exciting things planned later this year, which have yet to be announced. Keep it locked here for more Jaws and over at CodaCurates for news on when any leftovers not sold at the opening will make it online.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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June 11, 2025 0 comments
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Game Maker's Sketchbook is selling art from Indiana Jones, Marvel Rivals and more for good causes
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Game Maker’s Sketchbook is selling art from Indiana Jones, Marvel Rivals and more for good causes

by admin June 8, 2025


Game Maker’s Sketchbook has announced its official 2025 selection of video game art for sale, with all proceeds from print purchases benefiting the non-profit organisations the Academy of Interactive Arts and Sciences Foundation and Day of the Devs.

This year’s pieces are taken from games like Indiana Jones and the Great Circle, Marvel Rivals, Sorry We’re Closed, The Midnight Walk, Black Mirror: Thronglets, IKUMA – The Frozen Compass, and Riven.

Developers were invited to submit their work for selection, with the finalists broken down into the categories Character Art, Curiosities, Environment Art, Iconography, Impact, and Storyboard.

Sales of work from the games mentioned above benefit the AIAS Foundation directly, while a portion of proceeds from a spectacular original game character mash-up piece by artist Nimit Malavia specifically goes to Day of the Devs, which just hosted its latest showcase of top-tier indie games on June 6.

Celebrating the variety of incredible art produced across the industry, Game Maker’s Sketchbook is an initiative by the AIAS Foundation, iam8bit, and PR agency fortyseven communications.

This represents the fourth year the initiative has been running. The selected pieces are currently being displayed in a gallery at Summer Game Fest’s Play Days event.

Find the pieces for sale here, and a selection of highlights in the gallery below. The prints will be available to purchase until July 7.



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June 8, 2025 0 comments
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    August 22, 2025
  • Apple’s MacBook Air M4 drops to a record-low price

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  • Best Crypto to Buy as Allianz Says Bitcoin is ‘Credible Store of Value’

    August 22, 2025
  • HBAR Tests Critical Level of Support at $0.23 After Failed Bounce

    August 22, 2025
  • ASRock B850 Livemixer WiFi motherboard review: a budget playground for content creators

    August 22, 2025

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Welcome to Laughinghyena.io, your ultimate destination for the latest in blockchain gaming and gaming products. We’re passionate about the future of gaming, where decentralized technology empowers players to own, trade, and thrive in virtual worlds.

Recent Posts

  • Pay rises, AI regulation, and layoff protection: what Activision Blizzard’s newly unionised employees want from Microsoft

    August 22, 2025
  • Apple’s MacBook Air M4 drops to a record-low price

    August 22, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

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