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NFT Gaming

Analyst Explains Why SOL’s Powerful Rally Should Not Be Ignored

by admin August 28, 2025



Solana’s SOL outperformed the broader crypto market on Wednesday, climbing 7.68% in 24 hours to trade at $208.24, according to CoinDesk Data. By comparison, the CoinDesk 20 Index (CD20) rose 2.89% and the total crypto market cap gained just 1.6% during the same period.

Analysts said Solana’s strong performance reflects a combination of technical momentum and structural demand.

Scott Melker, a trader known as the “Wolf of All Streets,” argued that Solana is now at a critical level against bitcoin. He said a breakout here could make SOL the “darling” of the next altcoin cycle. His chart showed SOL pressing into resistance against BTC, a pairing that often signals whether a token can outperform the broader market.

Another analyst, Lark Davis, was more direct, calling Solana the “catch-up trade” for investors who missed ether’s (ETH) breakout from $1,400 during the last cycle.

Davis cited three drivers: the rise of SOL-based treasury companies modeled on bitcoin accumulation firms, the prospect of a spot SOL ETF getting approved in the near future by the U.S. SEC and growing institutional interest. These factors could push billions of dollars into SOL, he noted.

However, Altcoin Sherpa, another widely followed analyst on X, cautioned against chasing the rally. He described SOL’s strength as unusual but advised traders to consider taking profits between $205 and $215 or waiting for more clarity before entering. His view reflects the risk that weekend or short-term rallies often retrace once liquidity normalizes.

Meanwhile, DeFi asset management firm Sentora added another perspective, noting that more than $820 million in SOL is already held in corporate treasuries. The number is worth noting as ETH treasury holdings stood at a similar level in April before expanding to nearly $20 billion. The firm said that the SOL corporate holding trajectory suggests the token could follow a similar path if adoption accelerates.

Adding to the positive sentiments of some analysts, Solana is also seeing institutional adoption grow. Earlier today, staking service provider Chorus One announced the launch of a new Solana validator in partnership with Delphi Consulting, part of Delphi Digital.

The firms said the move reflects a belief that institutions should contribute not just capital but also infrastructure to the networks they back. Chorus One described the validator as institutional-grade infrastructure, positioning it as part of Solana’s growing base of serious, long-term participants.

Technical Analysis Highlights

  • According to CoinDesk Research’s technical analysis data model, between Aug. 26 at 15:00 UTC and Aug. 27 at 14:00 UTC, SOL rose from $191.67 to $204.62, a 7% gain, with a trading range of $190.11–$205.65.
  • Heavy volume at $193.92 during the early rebound (986,571 tokens traded) established this level as strong support.
  • Resistance formed near $205.65, with repeated rejections around that corridor. Sustained price action above $202.00 suggests institutional buying.
  • In the final hour of trading, SOL dipped to $202.95 before surging to an intraday high of $205.84 on strong volume.
  • Key support is now near $202.82, while resistance is around $205.84. Bullish momentum points toward the $210.00 psychological barrier.



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August 28, 2025 0 comments
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Resident Evil 9: Requiem's director explains how in one crucial way, it is the "most extreme" title in the series yet
Game Reviews

Resident Evil 9: Requiem’s director explains how in one crucial way, it is the “most extreme” title in the series yet

by admin August 27, 2025


Resident Evil 9: Requiem’s director wants you to know that it may very well be the most extreme title in the series. But not in the way you might think. When he talks of extremities Kōshi Nakanishi isn’t talking about blood, guts, and gore – he’s talking about pacing. And your heart rate, for that matter.

For my money, Resident Evil 7: Biohazard is one of the finest-paced video games around. I’ve written about my admiration for the curve of RE7’s gameplay and narrative before. The way in which protagonist Ethan Winters claws his way from scared and alone to practically Rambo-esque in the finale with the ultimate transition masked by an action-packed flashback is fantastic. A lot of horror games feature this curve, but few manage it as deftly as RE7. It’s real chef’s kiss stuff. One of the chefs in question was Nakanishi, who directed RE7 and is back in the director’s chair for Requiem. So naturally, sitting down to talk about his new game, I ask him about pacing.


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“My approach is the same this time,” Nakanishi notes after some modest hand-waving of my interpretation of RE7’s pacing. Requiem protagonist Grace will start off quite defenceless and certainly terrified. Spoilers mean Nakanishi offers no specifics, but he promises that Grace’s situation will change as the game progresses – something he sees as integral to the DNA of the Resident Evil series in general.

“There’s really this graph of tension and release throughout the game, building up to a climax. That’s something that I think Resident Evil is really unique with among horror games. We don’t just scare you – we offer you a chance to release that tension by overcoming it all.”

That curve of tension and release, drawing the player to the edge of sanity and then plunging them into a metaphorical cold bath, is indeed what this series has always done best. In the old days, that might’ve taken the form of simply slamming shut a safe room door where Nemesis couldn’t reach you. It’s a more nuanced design philosophy now – but the principle is the same. This time, Nakanishi believes his team has stretched that curve to its greatest extreme yet.

What new terrors await in Requiem? | Image credit: Capcom

“We’re at the testing phase now in development as we gear up to the February release, and even as we play it internally, putting ourselves in the mindset of the players – I really feel that it’s going to be an incredible rollercoaster. They’re going to feel like that curve of tension to release is going to be… it’s perhaps the most extreme gap between those two axes. The points on that curve are going to be so far apart from each other that it’s going to be incredible.”

Much thought has gone into calibrating these extremes. In the first public Requiem demo we see the return of a Stalker-type enemy – a near invincible hulking beast that can only be fled. I was fine with that – but beneath the preview in which I gleefully articulated how the machinations of Nakanishi’s team had made me screech an expletive so loud it was heard by a colleague rooms away, one commenter sums up the potential pitfall of redeploying this design, asking: ‘This again?’

“It is a concern,” Nakanishi admits when I ask about potential player over-exposure and over-familiarity with the Stalker enemy mechanic. It has, after all, been used a lot by Capcom of late. RE7 had Jack Baker, the remakes had Nemesis and Mr. X, and Village’s Alcina Dimitrescu continued the trend. There’s an unnamed beast in Requiem that terrorizes poor Grace, pursuing her through the halls of a dilapidated hospital.

“It’s something we have to think about every time we have a new game with another stalker. We can’t have the players thinking ‘oh, there goes the stalker that I’ve come to expect’ – so this is something we’ve thought about in terms of approach.

“I think for this time… well, as usual, we’re pretty tight-lipped on the details at this stage. But… we want to give players a method to overcome the stalker enemy. What that entails is something that we’ll be getting into down the line, but I think that you’ll feel like you finally have a chance to turn the tables and deal with the stalker in a way that you haven’t been able to in past titles.”

Our preview of Resident Evil 9 Requiem.Watch on YouTube

There it is again, then: that ebb and flow. The terror, the tension, the release. Nakanishi describes this as Resident Evil’s signature, though the legibility of that signature undoubtedly varies from one game to the next. The original game has more tension; the action-heavier 4 is plainly more release-driven.

Part of the intent behind Requiem appears to be to draw both elements out further than before while also striking a more absolute balance. This, I would argue, makes it closer to the soft reboot seventh entry in the series – but in other ways its design could also be considered an answer to that game and some of its fran response.

“It’s possible that Resident Evil 7 almost went too far in the direction of completely betraying your expectations,” the director muses. “While it was a fresh start for the series, there’s always fans who say they wish it was more like the Resident Evil that they know and love.”

In this Requiem presents the opposite. Protagonist Grace Ashcroft is new, but her surname is a key clue: she is the daughter of Alyssa Ashcroft, last playable in a spin-off from two decades ago and probably only fully remembered by the most insatiable of lore nerds. In the demo, she wakes up in a side room of the Rhodes Hill Civic Care Center – a hospital connected to Racoon City, the classic series location we catch glimpses of in the trailers.

“The remakes featuring Raccoon City showed how much love there was for that setting. I had this feeling that as a sort of beloved starting point for the series, it’d be great to check in on it and see how it’s doing as a location,” Nakanishi explains.

“So when it was time to plan what the ninth title would be, it felt like a good time. 30 years later, both in the series timeline and the real-world timeline. What’s happening in Raccoon City, what’s going on there? The timing was right.”

All Grace is lost. | Image credit: Capcom

It would be easy to see a decision to loop back to the past as a cynical play – but Capcom had no need to do such a thing. The Ethan Winters ‘duology’ of RE7 and Village was successful, even though it went to great pains to largely separate itself from the rest of the franchise. This perhaps drove Capcom’s decision to publicly show off some of its aborted experimentation of what the ninth Resident Evil game could be, including releasing footage of prototypes of a multiplayer co-op affair – in many ways, it is proof that Capcom is not just working from the book.

“We really wanted to get across to people how much we were challenging ourselves with this ninth mainline entry,” RE9 producer Masato Kumazawa says of the publisher’s surprising openness about cancelled versions of the game.

“We wanted to admit that we didn’t just arrive at the game that you see fully-formed – there was a period where we thought really hard about what the right way to go would be. Being honest about that, I think, showed that we really took seriously the responsibility of designing this game.

“It’s a constant point of discussion for us as a team. What is Resident Evil now? What should it be for the next game? What do the fans see it as? Revealing some of our thinking in that commentary video from earlier in the summer was just a way of us saying that, yes, we do look at what everybody is saying and it does have an impact on our process. Even if we ultimately decide the direction ourselves, it’s an input we pay attention to.”

Fan input has resulted in this path: a new-but-familiar protagonist, a return to beloved locations thirty years on, and a flick switch that takes you between the two distinct perspectives of modern Resident Evil – third or first-person, the choice is yours. To Nakanishi, returning to the past represents something fresh, especially after the detour of 7 and Village.

“We’ve had our different look at the series, and now going back to normal feels like a fresh new take,” he declares. “I think that in itself will be a refreshing surprise for players when they play the game, and hopefully they’ll see that this is staying a little closer to the idea of what they think that a Resident Evil game should be, keeping those hardcore fans happy.”

Wat’s all dis, den? | Image credit: Capcom

All of this lines up, I think, with the placement of Resident Evil 9: Requiem as an anniversary release. Coming full circle is the norm for milestone celebrations after all. March 22nd next year is the 30th anniversary of the franchise debut, under a month after Requiem’s release. Nakanishi corrects me on this, however.

“I actually kind of wish we could have released it a bit earlier than that,” Nakanishi laughs. As it happens, the anniversary status of Requiem is a happy accident.

“It was always going to be continuing the DNA of the series while trying to keep things fresh,” adds Kumazawa. “You want to have the things that the fans expect in a Resident Evil game, of course. So, yes, we just sort of landed on the anniversary over the course of the development period, but hopefully it still feels like a fitting tribute to where the series has come from.”



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August 27, 2025 0 comments
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Five-year ETH-USD chart on Coinbase showing a decisive break above the Nov. 2021 all-time high into price discovery
Crypto Trends

As ETH Soars, Analyst Explains Why Supply Shock Seems ‘Inevitable’

by admin August 24, 2025



Ether (ETH) pushed into uncharted territory Sunday, clearing $4,900 on Coinbase at 5:40 p.m. UTC and surpassing its prior record of $4,867 set on Nov. 8, 2021.

The five-year ETH-USD price chart from TradingView shows a clean, multi-year breakout: ETH has finally vaulted the 2021 high after a long consolidation, leaving no historical overhead levels to lean on.

This is what traders call price discovery — the market is printing new highs with only psychology and order flow to guide it rather than prior chart resistance.

Five-year ETH-USD Chart for Coinbase From TradingView

The 5-day view fills in the tape action. After a fast run from the mid-$4,700s, ETH pushed through $4,900 and reached an intraday high around $4,946.90. At the time of the chart snapshot — 6:48 p.m. UTC — the last price was about $4,941.57. That sequence signals buyers absorbed supply near the old ceiling and then forced a fresh high, a classic breakout pattern.

Five-day ETH-USD Chart for Coinbase From TradingView

Analyst Miles Deutsher summed up the leadership shift as “BTC is exhausted, ETH isn’t.” In plain English, he is flagging relative momentum: bitcoin’s rallies have stalled near recent highs while ether just broke into price discovery.

When a market says one asset is “exhausted,” it usually means upside attempts are fading, follow-through is weak, and sellers keep meeting pushes higher; “isn’t” means the opposite — stronger follow-through, fresh highs, and active dip-buying. Traders often rotate toward the asset showing higher relative strength when the other leader tires.

Crypto Rover focused on supply on exchanges. “Exchange reserves” refers to coins held in wallets controlled by centralized trading venues.

When those balances trend down, fewer coins are immediately available to sell. If demand rises as liquid supply thins, price can accelerate because buyers must bid higher to coax coins off-exchange back into circulation. That is the mechanic behind his “supply shock” phrasing — not a guarantee of straight-up prices, but a setup where scarcity can magnify moves once momentum starts.

Michaël van de Poppe offered a risk check. He highlighted the unusually large weekly candle and cautioned that weekend breakouts often retrace when liquidity normalizes early in the week.

The idea is simple: weekend order books can be thinner, so moves extend more easily; when fuller participation returns on Monday, prices sometimes retest the breakout area to confirm it as support before trending again. In practice, that means a pullback toward the breakout zone would not, by itself, negate the larger bullish break you see on the 5-year chart.



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August 24, 2025 0 comments
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The cast of Critical Role, campaign four.
Game Reviews

Critical Role Explains Shakeup, But Some Fans Aren’t Convinced

by admin August 22, 2025


Earlier this month, the actual play phenomenon Critical Role announced a pretty big shakeup for its upcoming fourth campaign. Matt Mercer, who had led each of the group’s previous stories as the game master, will instead take on a player role, and Dimension 20’s Brennan Lee Mulligan will step up to lead the next campaign in October. Now, we know what campaign four will entail, and it sounds much more complex than anything Critical Role has done before.

In a 17-minute presentation, Mulligan outlined his plans for the campaign, and it sounds pretty ambitious. Rather than being set in Exandria, the world where Critical Role’s first three stories took place, this season will see the players enter a new world. Mulligan is dividing the 13 cast members into three distinct groups: Soldiers, Schemers, and Seekers, with each tackling the new fantasy setting and story from a different angle. As such, not every cast member will be present for each episode as it jumps between different perspectives. The announcement didn’t confirm which cast members would be in each group, but it did solidify that Critical Role‘s founding members will all be returning. The full cast is as follows:

  • Laura Bailey
  • Luis Carazo
  • Robbie Daymond
  • Aabria Iyengar
  • Taliesin Jaffe
  • Ashley Johnson
  • Matthew Mercer
  • Whitney Moore
  • Liam O’Brien
  • Marisha Ray
  • Sam Riegel
  • Alex Ward
  • Travis Willingham

Now that it’s confirmed the founding members will return for campaign four, some of Critical Role’s fans are more optimistic about all the changes on the way, though others are still skeptical about the structure, given that the entire crew won’t be playing together. At least, not at first. It’s entirely possible the story goes in a direction that sees all these disparate groups end up together down the line, which sounds like it would make for a sick finale, but will likely not happen until years from now. The first episode is set to premiere on October 2.



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August 22, 2025 0 comments
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Guillermo del Toro Explains Why His Frankenstein's Monster Looks So Unique
Gaming Gear

Guillermo del Toro Explains Why His Frankenstein’s Monster Looks So Unique

by admin August 21, 2025


Clearly, we’re all very, very excited about Guillermo del Toro’s Frankenstein, which is coming to theaters on October 17 before arriving on Netflix on November 7. That’s because it’s del Toro, one of our most beloved filmmakers; his cast is incredible; and there has rarely been a better pairing of filmmaker and subject matter. One other thing has us hyped up too, and that’s Frankenstein’s monster. Del Toro loves a monster and, in a new interview, he talks about how he approached his monster differently, both visually and in his on-screen creation.

“Ever since I started drawing the creature in the late ’70s and early ’80s, I knew I didn’t want symmetric scars and I didn’t want sutures or clamps,” del Toro said to Variety. “What I thought was very interesting was to make him like a jigsaw puzzle. I wanted him to look beautiful, like a newborn thing, because a lot of times, Frankenstein steps into the frame and he looks like an accident victim. But Victor is as much an artist as he is a surgeon, so the cuts had to make aesthetic sense. I always thought about him as made of alabaster. I never understood something about the other versions: why does Victor use so many pieces from so many bodies? Why doesn’t he just resurrect a guy who had a heart attack? And the answer for me was, what if the bodies come from a battlefield? Then he needs to find a way to bring the corpses together in a harmonious way.”

What does that all mean? We aren’t quite sure, but it sounds absolutely fascinating. Equally fascinating is del Toro talking about his choice to actually show Dr. Frankenstein make the creature. “Almost nobody shows the creation of the monster,” he said. “Everybody shows thunder, and the monster is already put together. And I thought, if you are following a rock star, you want to shoot the concert. So instead of making it horrible that he is putting all these things together from bodies, I made it into a waltz. I made it into a joyous fun, sort of crazy concert. He’s running around the lab, putting this body together, grabbing this part and placing it together here or there.”

Look, if the image of Oscar Isaac in posh Victorian-era clothes dancing around a lab creating an alabaster monster out of dead bodies doesn’t do it for you, why are you reading this website?

Frankenstein will have “the biggest theatrical release that Netflix gives its films,” according to del Toro, starting on October 17. It’ll be in theaters for at least three weeks and, eventually, will even get a physical media release. But, for most people, they’ll see it on Netflix starting November 7. Read more from the filmmaker about his love of the source material, his alternate plans for the movie, and more over at Variety.

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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August 21, 2025 0 comments
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Roblox unveils new head of parental advocacy position "to support families navigating digital safety"
Esports

“It’s really that simple.” Roblox explains its new IP licensing system

by admin August 19, 2025


You’re no doubt aware that Roblox is a pretty big deal in the games industry. But you’d be forgiven for underestimating just how big.

“At our developer conference last year, we announced this fairly ambitious goal of

getting 10% of the global gaming content revenue flowing through the Roblox ecosystem,” says Greg Hartrell, senior director of product management at Roblox.

“We think we are in striking distance of doing this over the next few years.”

Roblox has grand plans to “enable the creation of anything, anywhere, by anyone,” he says, and a crucial ingredient of that plan is to allow users to make experiences based on various different intellectual properties (IPs).

Hence why Roblox has introduced a new, streamlined licensing platform that will allow outside firms to easily integrate their IPs into the Roblox system.

“Right now, we’re onboarding a select set of IP holders as we are learning about the product and how our community is reacting,” says Hartrell. The inaugural line up of IP holders includes Sega, Lionsgate, Netflix, and the Japanese manga publisher Kodansha, each offering a small number of properties for use within Roblox.

Anyone who wishes to add their IP has to go through an onboarding process, in which Roblox verifies that the company owns the IP and ascertains the scope of their copyright. Then, the firm defines a license for the use of the IP on the platform.

“The tools allow you to effectively take a template, standard licence, and customise it in a few simple ways,” says Hartrell, “setting a revenue share rate, setting content standards, and then defining some eligibility criteria. It’s really that simple.”

“The way that revenue share works with licences is you can set it anywhere from zero to 95%,” he adds. “You need not monetize. If you do monetize, the revenue share comes from the creator’s gross of proceeds after platform fees.”

Starting line-up

There’s a curious mix of IPs on offer in this first tranche. Some are pretty huge: Stranger Things and Squid Game are the jewels in the crown of Netflix, for example. But there’s the sense that other companies have been reluctant to roll out the big guns right away.

Lionsgate, for example, is offering Twilight, Now You See Me, and Divergent, but noticeably not John Wick. And Sega has Like A Dragon in its line-up, but Sonic is nowhere to be found.

Like A Dragon

Hartrell is quick to defend the choices. “Twilight, I don’t believe, has been offered as a game licence ever in its history,” he says.

“It would be fair to say that, yeah, [Sega is] starting with Like A Dragon, but I think it’s deliberate in the sense that they have a hypothesis that Roblox has a lot of battleground games and a lot of action RPGs, and […] it’s fit for purpose for the IPs.”

“We are obviously talking with these IP holders. They’re eager to add more IPs, and I think it’s more a function of logistics and where it’s easiest to, let’s say, start, versus being reluctant.”

The more adult nature of some of the initial IPs might come as a surprise considering how young the Roblox audience tends to skew. But Hartrell notes that they can be adapted to meet Roblox’s community standards, giving the example of Squid Game (“quite a mature IP”) being adjusted to fit a broader audience.

At this point, the watching PR jumps in to point out that the majority of Roblox users are over 13, and that brands can set age restrictions as part of their licensing – for example, only allowing age 13+ games to be made using certain IPs.

“IP holders are always in control here, so they can set their eligibility standards and decide what ultimately gets a licence,” agrees Hartrell.

UGC playground

But the thing about Roblox – and all games based around user-generated content (UGC) – is that there’s only so much control anyone can have about what users ultimately decide to make.

For companies more used to strictly controlled branding guidelines, the thought of letting people do as they will with their most precious IPs might be alarming. So what happens if players start using a company’s IP in ways that are deemed inappropriate?

“There’s a number of layers there,” says Hartrell. For a start, Roblox has its own content standards, prohibiting things like excessive violence and sexual content across the board, and IP holders can set the maturity rating for their IP. But they can also use a tool to scan for uses of their IP on Roblox and issue takedown notices for anything that crosses a line.

“Not all IP holders want to adopt that posture,” says Hartrell. “So another alternative here with the licensing tool is to say, hey, if you’re using my IP, I’m willing to offer you a licence, but then you additionally need to conform to my content standards.”

Creators would then agree to these additional content standards when they receive a licence.

“And I guess the last tool that we give IP builders is for every active licence that they have, they have the means to provide basically a change request, if you will. And from there, the platform facilitates contacting the creator, explaining what kind of change is needed to conform with the standards, and the creator gets some reasonable amount of time to make those changes.

“Any creator that doesn’t comply with that risks losing the licence, and the content could eventually be taken down.”

But isn’t this all a lot of additional work for IP holders, having to monitor and moderate the use of their IP on Roblox?

“I think it’s a fair question,” says Hartrell, although he says that many of the things IP holders might be concerned with would also tend to violate Roblox’s own content standards, and as such would be picked up anyway via a combination of AI scanning and human moderation.

But there might still be a small number of things IP holders are concerned about, he says. “For example, if you have a movie, [or] a TV IP, using the likenesses of real-world actors can be prohibited.” In that case, a creator might need to be asked to remove the likeness to be compliant.

Shopping for IP

From the Roblox user’s point of view, they can now simply browse through the license catalogue and pick something that interests them for their project. Then it’s a case of reading through the terms of the license, including the revenue share and eligibility criteria, and then accepting them.

After that, the license manager gets a notification that there’s a new applicant, and they have a chance to review the project by playing the applicant’s game or reading the description that the applicant provided of what the experience will be.

“At that moment in time, they can approve or reject it,” says Hartrell. “On approval, you get the licence immediately.”

“The only nuance there is we do allow for a creator to propose deferring monetization,” he adds – this is for cases in which the IP hasn’t yet been incorporated into the user’s experience.

“Once you approve a licence, everything’s automated in terms of collecting revenue share”

Greg Hartrell, Roblox

Compared with the usual methods of acquiring IP rights, it’s incredibly streamlined. Hartrell notes that it would typically take months to negotiate an IP deal, but with Roblox’s new system, users can access an IP within days, and sometimes within hours.

“The streamlined process of applying really just simplifies it for a creator, so you don’t need a whole lot of business knowledge to be able to use really incredible IP.”

But then there’s that question again – how much work will this involve for IP holders, especially given Roblox’s vast audience? Will they be inundated with applications?

Hartrell is confident that Roblox’s tools will quickly flag any time-wasting applications for license managers. “There’s immediate data where they know that they can reject certain experiences,” he says.

“Once you approve a licence, everything’s automated in terms of collecting revenue share, communicating to the creator what the expectations are. And then, over time, we’re going to do even more.”

He notes that currently, Roblox uses an AI system to search for and flag the use of an IP in an experience. But in the future, he thinks that AI technology might be able to describe how an IP is being used, and “maybe even comment on how it conforms with your content standard.”

Do it yourself

In terms of what kinds of official assets creators receive access to after signing up to use an IP, the answer is… none.

“No assets are provided or required to be used,” confirms Hartrell. “But on Roblox, that ends up being a feature, in the sense that […] our creators are somewhat unbounded on how they can create.”

He likes to think of it as maximum creative expression. “That said, I think there’s a future where we can imagine providing a library of, let’s say, pre-approved assets, things that the IP holders are excited for creators to use. And I think I can imagine us supporting that sometime in the near future.”

The elephant in the room amid this discussion is that Roblox is already awash with creators using IP in a decidedly unofficial fashion, whether it’s for making, say, One Piece-adjacent brawlers or homages to their favourite TV series.

Image credit: Roblox

Now that Roblox is offering creators access to official IPs, does that mean they will have to police unofficial IP use more strictly?

Hartrell responds by saying that Roblox has to support IP holders according to whatever stance they want to take. He says they typically adopt one of three postures.

One is insisting that their IP cannot be used on Roblox at all. “We have IP holders who are like that,” says Hartrell. “They routinely look at the ecosystem, and they report content that’s […] infringing on their content, and we take it down immediately.”

The second is IP holders who have licensed their IP for specific use in certain Roblox experiences, but take a dim view of it being used elsewhere. Other companies, however, take a much more relaxed approach.

“Some IP holders, believe it or not, they don’t want to take down the content. They do want to call attention to the official content, but they’re very comfortable with fan-created or homage-based content. And I think this is where the licence manager comes in.”

Now, such companies can licence their IP at scale and “allow a thriving community of fan created content,” he says.

“I think Squid Game is probably the best example of that, where there’s just a wealth of different Squid Game inspired content that Netflix sees on the platform. And they’re pretty satisfied with the fan engagement.”

“Eventually, we want to be able to say that any eligible IP holder can sign up”

Greg Hartrell, Roblox

Going forward, the idea is to get a lot more companies involved beyond the initial four that have signed up to the license manager program.

“We’re thinking about how we scale,” says Hartrell. “Working with these initial set of partners [can] help us understand how we further streamline the workflow, understand how the creator community reacts, really working out the kinks, if you will.

“Eventually, we want to be able to say that any eligible IP holder can sign up, but it’ll be some time before we decide that.”

For now, the license manager is restricted to those select companies that Roblox approaches.

“We want to work with folks who understand the vision and are willing to say, ‘Yeah, there is a future where licenced IP on a UGC platform is a different type of licence, versus the historical game licensing models that we’ve seen over the last 30-40 years.”



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August 19, 2025 0 comments
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  • Broken Sword sequel gets Reforged treatment after last year’s “reimagining”, out next year

Recent Posts

  • Little Nightmares 3 Review – Recurring Dreams

    October 8, 2025
  • Little Nightmares III Review – A Familiar Dream

    October 8, 2025
  • Clair Obscur: Expedition 33 will receive new update with “a bit of whee and a bit of whoo”, as studio celebrates new sales milestone

    October 8, 2025
  • LEGO’s Final Prime Day Generosity, Star Wars Ahsoka Ghost and Phantom II Spaceship Hits Lowest Price

    October 8, 2025
  • Broken Sword sequel gets Reforged treatment after last year’s “reimagining”, out next year

    October 8, 2025

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About me

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

  • Little Nightmares 3 Review – Recurring Dreams

    October 8, 2025
  • Little Nightmares III Review – A Familiar Dream

    October 8, 2025

Newsletter

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

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