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Sony fires Ghost of Yotei artist, allegedly over Charlie Kirk joke
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Sony fires Ghost of Yotei artist, allegedly over Charlie Kirk joke

by admin September 18, 2025


A senior artist on Ghost of Yotei has been fired, reportedly following a joke they made about Charlie Kirk’s assassination.

As reported by Kotaku, Drew Harrison, a senior staff character lookdev and texture artist at Sucker Punch Productions, was allegedly fired less than 24 hours after making a joke on X regarding the assassination of conservative activist Charlie Kirk on September 10, 2025.

In a now-deleted series of tweets, Harrison, a ten-year veteran of Sucker Punch Productions, claimed that she had been subject to a harassment campaign that included multiple anonymous phone calls following the post, with X users, such as Mark “Grummz” Kern, calling for a boycott of Ghost of Yotei and for Harrison to be let go from the studio.

On September 12, Harrison reported on X that she’d been fired.

“If standing up against fascism is what cost me my dream job I held for 10 years, I would do it again 100x stronger,” Harrison wrote.

Sony confirmed in an email statement to Kotaku that it had parted ways with the artist.

“Drew Harrison is no longer an employee of Sucker Punch Productions,” a spokesperson from Sony Interactive Entertainment told the publication.

On September 16, 2025, Sucker Punch Productions posted a new Ghost of Yotei trailer on X, which has seen numerous replies calling for a boycott of the game and multiple users posting “RIP Charlie Kirk.”

Sony and Sucker Punch Productions are not the only game companies facing pressure to dismiss employees over posts regarding Charlie Kirk’s death.

Square Enix, Warhammer/Games Workshop, Bethesda, and Activision Blizzard are among others facing backlash from some on social media.

In response to a thread listing Activision Blizzard employees who have been “trashing Charlie Kirk,” X owner Elon Musk tagged Microsoft CEO Satya Nadella in a post on September 12, 2025, asking, “What’s going on here?”

Later that same day, Microsoft posted the following from its official X account:

“We’re aware of the views expressed by a small subset of our employees regarding recent events. We take matters like this very seriously, and we are currently reviewing each individual situation. Comments celebrating violence against anyone are unacceptable and do not align with our values.”

GamesIndustry.biz has contacted Sony for comment on this story.



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September 18, 2025 0 comments
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Rumi looks surprised at something behind her next to a giant tiger.
Game Reviews

KPop Demon Hunters Artist Weighs In On Why It’s So Successful

by admin August 30, 2025


KPop Demon Hunters is officially the most-streamed English movie in Netflix’s catalog. It is one of the most surprising success stories of the year. A completely original animated musical has captured the hearts and minds of audiences, all while Sony and Netflix were woefully unprepared for it to blow up the way it has. It debunks conjecture that people aren’t interested in original animated features, and now that it has, we can examine why projects by Pixar, once the  top dog in animation, haven’t hit the same way they used to. 

Elio, Pixar’s sci-fi pseudo-isekai film about an orphaned boy looking for family among aliens, had the company’s worst-ever box office debut back in June, and as Pixar’s original movies continue to flounder and fail to gain an audience while a sequel like Inside Out 2 can be one of the highest-grossing animated films of all time, the narrative increasingly becomes “people don’t want original stories or ones too specific to a certain lived experience.” Well, KPop Demon Hunters is a brand new story based in Korean mythology and is topping the charts for both movies and music, so that’s obviously not true. What’s the difference? Well, one KPop Demon Hunters artist has a theory.

Radford Sechrist is a story artist on KPop Demon Hunters, as well as the husband of director Maggie Kang. Sometimes he posts about art and animation on TikTok, and he had some insight as to why KPop Demon Hunters has been so successful while movies like Elio and even The Bad Guys 2, which had a pretty significant drop in box office after its opening weekend, are struggling. Sechrist says that even though a lot of animated movies are marketed as “all-ages,” only so many of them are truly aiming for adults as well as kids. He then goes on to argue that, in order for an animated film to become a big pop culture phenomenon, it has to target people in their 20s and up, and it will then naturally trickle down to children through platforms like YouTube and TikTok.

“I think the issue is that kids only watch shows where they’re seeing people talking about it on YouTube, and the people talking about it on YouTube are in their 20s,” Sechrist says. “So if you’re developing a movie, you kind of have to think about people in their 20s first before the kids will even hear of the movie. So things like anime, Stranger Things, you have to sort of shoot for that age of demographic and you have to get people in their 20s excited so they’re talking about it. Then the kids will see that, and as long as you don’t put anything in the movie that’s too much for a kid—but let’s be honest, there’s like 5-year-olds watching Stranger Things.”

Sechrist points out that some of the most notable exceptions to this are in animation targeting pre-school children, or in shows like Bluey, which are aimed at children but engage in enough adult themes that parents gladly watch the show alongside their kids. Anecdotally, when I went to see KPop Demon Hunters for its singalong screenings, the kid to adult ratio in the crowds wasn’t exactly lopsided. I went with a group of adults, and we weren’t the only childless party at those screenings. My friend even joked that she forgot the movie was “for kids” until we arrived at the theater because its fandom has transcended age. That speaks to the truth of Sechrist’s theory that KPop Demon Hunters’ adult appeal, which it establishes through adult themes, quality animation, and music you’d actually listen to outside of the movie, has helped it break past the “kids movie” bubble that movies like Elio may be stuck in. He says that he would encourage Pixar, Disney, Dreamworks, and anyone else working on an animated property to consider if something is reaching the 20s-and-up demographic, or if they want it to be so specific in its younger audience that it never escapes those trappings.

Pixar’s box office trajectory has become a big topic in conversations about the state of animation writ large, but some nuance is lost when you ignore that several of Pixar’s movies have been released on Disney+ alongside a limited theatrical release in the years since the covid-19 pandemic. In any case, Pixar’s upcoming projects are pretty sequel heavy, with Toy Story 5, Incredibles 3, and Coco 2 all in the works. The studio’s next movie, an Avatar-like story called Hoppers, is coming to theaters on March 6.



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August 30, 2025 0 comments
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Ben Mauro, concept artist and author/illustrator of HUXLEY
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Ben Mauro, concept artist and author/illustrator of HUXLEY

by admin August 28, 2025


Though you may not have realized it, I can almost guarantee you’ve seen Ben Mauro’s work before. He’s a concept artist for video games and film, his work ranging from Neil Blomkamp’s Chappie to the Halo series. Though he still frequently takes on jobs in the industry, his passion at the moment is focused on his personal project, a graphic novel called HUXLEY. The book is the first in an ambitious planned series that continues with a prequel arriving this fall, and has already been set up with an impressive 3D trailer. 

HUXLEY takes us to Planet Fury-7, a desolate hellscape packed with killer robots and struggling humans. We follow a couple of wayward warriors as they escort a broken-down bot they found, hoping to get a pretty penny for it. Along the way, they discover that they’re in possession of something far more powerful than they could’ve anticipated. The graphic novel is gorgeous and full of beautifully intricate character designs, one of Mauro’s specialties. I was able to sit down with Ben at Fan Expo Toronto this past weekend to dive into his creative process.

What other mediums do you think Huxley would fit well into?

I think the original graphic novel could be really cool as a TV show or a game. The next book coming out, The Oracle, could work amazingly as a game or a film as well. I could see it working in a lot of different ways. And, if we ever officially get something like that, I’ll be happy to share as much as possible.

What was the process like adapting your graphic novel into a full 3D trailer? 

Since I worked in games and film for so long – working on Spider-Man and stuff – I’m used to doing that as a job for other people. I had a lot of the foundation of how to do that already. I found a small team of only seven people or so; it’s very small. We worked on that for about a year, before the book was done. With the graphic novel, I didn’t have a lot of time to detail things, so it was fun to work with a character artist/sculptor to really design and detail the final forms that I had in my mind. 

I love that most shots in the trailer look like they’re taken right from the graphic novel itself.

Really cool, but we expanded, too. There’s one full page shot of the canyon, but in the trailer, you’re zooming and going right through it. Very cool to see how the team interpreted some of the panels into a cinematic shot. 

Do you have any other super secret projects you’re working on other than Huxley, or is it just Huxley all the way? 

I still work in the industry, so I am working on something unannounced that I can’t talk about…I’m always kind of doing a bit of both. During most of HUXLEY’s production, I was still working on Halo during the day, and then it was HUXLEY at night. I find I need that balance; I like having the structure of a day job because it keeps my routine and my deadlines very sharp. I’m actually much more productive working on HUXLEY when I have this structure.

Considering the themes of Huxley, what are your thoughts on AI currently?

I think we’re all just trying to see how it goes. I don’t know if I have a big opinion; I prefer to project thousands of years in the future on what might happen. I wrote The Oracle a few years ago, but we’re already on the brink of some of the things I talk about happening, things that we’re probably going to experience in our lives. I think science fiction is a great playground of speculation, of where we might go with all these things integrated into our lives, what might happen, what might not happen.

In your documentary, you talk about your wife and how she’s helped you, and that she works in the industry as well. How would you say you guys have inspired each other in your work? 

For HUXLEY, I didn’t wanna post anything online when I worked on it because I didn’t want any outside influence. So she was the only person I would have as a source of checks and balances. Like, “does this make sense?” Sometimes she would suggest things, and I’d say, well, that’s a different thing, that’s a different comic book. The tone she was suggesting was too playful or comical. But it was good to have a second pair of eyes to ask, “does this sequence of pictures make sense? Are you confused that this is too much of a jump in time?” 

It was great to have her support when I basically had to ask – are you okay if we’re still living in this little apartment for another couple of years? – when I wanted to put our extra resources towards the trailer for HUXLEY. She was okay with that. So it was good to have a supportive significant other. 

Have you guys ever worked on a project together?

We did work on some Call of Duty games in the past, but on different teams. I was doing weapons but she was doing costumes and character designs. 

What would you say guides the story of HUXLEY more, your art or your words?

The art comes first. The art was all done first, almost like pure visual storytelling. I thought, if there were no words, could you still enjoy this book? The words and the dialogue were last. Then, once I was happy with the art and how it reads, I basically had to turn the art off and ask, can I just read this and it still makes sense? Because the reality of graphic novels is that after a few pages, a lot of the audience almost stops looking at the art and just starts reading. It’s a harsh thing to accept as an artist because you spend so much time with art. Those people are just like, oh, what happens next? What does this character do? And they aren’t looking at the art as much, even though you want them to. 

In terms of the projects you’ve worked on in film and video games, how hands on are the filmmakers or developers? Are you in constant conversation with them?

Each director and each job is different; some are super hands-on. Some just wanna let the artist do their thing. Neil [Blomkamp] was more hands-on, though sometimes things get complicated when working with different companies. I think most of the time, though, I try to be more direct. On Valerian [and the City of a Thousand Planets], I was working directly with Luc Besson, and that was super awesome. He was always super excited, like, “oh, this is really cool, try this, what about that?” That’s always the most exciting; working directly with the people. It’s usually the most fulfilling.

Are there any filmmakers you would like to work with specifically that you haven’t worked with yet? 

I mean, I love James Cameron. I love Ridley Scott, so it would always be an honour to work with him. Or Steven Spielberg. Or Denis Villeneuve. Christopher Nolan, of course, would be amazing. Huge fan of all those guys.

Is there any IP specifically that you feel like you could put your mark on in a really interesting way? 

HUXLEY! I mean, I feel like I’ve worked on a lot of the bigger ones that I’ve wanted to. So for now, I really wanna make my thing next. 

Thanks for taking the time, I’m looking forward to The Oracle!

Thank you!

This interview has been edited for brevity and clarity. 


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