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Google DeepMind AI Cracks Century-Old Fluid Mysteries, Pointing to New Era in Science

by admin September 20, 2025



In brief

  • DeepMind used physics-informed neural networks to find new solutions to Navier-Stokes equations.
  • The AI uncovered a new family of singularities, later proven mathematically correct.
  • The breakthrough could boost weather models, aerodynamics, and climate prediction accuracy.

For centuries, the complex mathematics describing the movement of liquids and gases—from the air rushing over an airplane’s wing to the turbulent currents of the ocean—have stumped the world’s most brilliant minds. These principles are governed by a notoriously difficult set of partial differential equations (or PDEs), known as the Navier-Stokes equations, which remain one of the seven unsolved “Millennium Prize Problems” in mathematics.

Now, researchers at Google’s AI lab, DeepMind, have demonstrated a novel approach that’s yielding fresh insights.

By training a type of AI known as a Graph Neural Network on complex fluid-flow simulations, the system was able to discover “surprising new solutions” to these century-old problems. The achievement “marks the first time a machine learning model has been used to discover new and verifiable solutions to a famous PDE,” according to the DeepMind team.



This is not just a matter of academic curiosity. A deeper understanding of fluid dynamics has profound real-world implications, impacting everything from aerodynamics and weather prediction to naval engineering and astrophysics, experts say.

The ability to more accurately model and predict fluid behavior could lead to the design of more fuel-efficient aircraft and cars, the development of more accurate climate and weather models, and new innovations across numerous scientific and industrial fields.

At the heart of the challenge are phenomena known as “singularities” or “blow-ups,” theoretical situations where quantities like velocity or pressure could become infinite. While seemingly abstract, these scenarios help scientists understand the fundamental limits of the equations. The DeepMind AI proved adept at identifying patterns in the data that led to the discovery of a new family of these mathematical blow-ups, Google said.

The AI’s findings were described as being “more than just a scientific curiosity,” and have since “been mathematically proven to be correct.” If true, it marks a significant step forward in how artificial intelligence can be applied to fundamental science. Rather than simply crunching numbers faster than a supercomputer, the AI acted as a creative partner, identifying subtle patterns that guided human mathematicians toward a verifiable discovery.

The process involved training the AI to spot connections and behaviors in fluid simulations that might be missed by human observers. According to Yongji Wang, the study’s first author and a postdoctoral researcher at NYU, “By embedding mathematical insights and achieving extreme precision, we transformed PINNs [Physics-Informed Neural Networks] into a discovery tool that finds elusive singularities.”

This collaborative approach—where AI provides insights and direction that are then rigorously proven by human experts—is being hailed as a potential new paradigm for scientific research. It suggests a future where AI systems work alongside scientists to tackle long-standing challenges in mathematics, physics, and engineering that have thus far been out of reach.

While the full solution to the Navier-Stokes equations remains a monumental challenge, this breakthrough demonstrates that artificial intelligence may be a key tool in finally cracking it.

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September 20, 2025 0 comments
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The 2025 Ig Nobel Prizes Celebrate the Joy of Offbeat Science
Product Reviews

The 2025 Ig Nobel Prizes Celebrate the Joy of Offbeat Science

by admin September 19, 2025


Like its theme, “digestion,” the 35th Ig Nobel prizes will make you laugh and think hard to digest the meaning of all the silly yet remarkable science.

The 2025 Nobel Prizes will be announced in early October. But if you’re like me, a science aficionado with an insatiable desire for ridiculous, intelligent research, yesterday’s parody of the prestigious prize may be of more interest. I am talking, of course, about the 35th Ig Nobel Prizes—an annual ceremony highlighting the weirdest research across all scientific disciplines.

As always, the 10 prizes were selected by the Annals of Improbable Research magazine and presented by “a gaggle of bemused Nobel laureates,” according to the magazine. Despite the event’s overall playful, humorous tone, there was no doubt that every winner conducted rigorous, remarkable research worthy of respect and appreciation. If you have the time, here’s the entire livestream of the ceremony on Improbable Research’s YouTube channel—I seriously recommend it; the event is a theatrical delight. 

But if not, don’t worry, I got you. Read on for some of our picks from the 35th First Annual (yes, that’s the right name) Ig Nobel Prize ceremony. You can also see the full list here.

Get a taste of this year’s winners

Let’s start with my personal favorite: the physics prize went to an Italian team who investigated the phase transition of Cacio e Pepe sauce when it clumps into an unappealing, goopy liquid. The remedy is to find the correct starch-to-cheese ratio, which the researchers report in a Physics of Fluids paper to be between 2 and 3 percent of the cheese mass. 

As per the theme, “digestion,” many of the prize winners were food-related. The chemistry prize was awarded to research that tested whether eating Teflon could increase food volume without increasing calories (They have a patent). The nutrition prize went to an international team that studied the pizza preferences of different lizard groups. Studying a baby’s experience with a mother that eats garlic won the pediatrics prize.

Other prizes were more loosely linked to the theme. The aviation prize went to a study that tested whether flying under the influence of alcohol could impair a bat’s ability to fly and echolocate (Short answer: yes). In other drinking research, the peace prize was awarded to a European team that demonstrated alcohol “sometimes improves a person’s ability to speak in a foreign language.”

Honoring great ideas

This year’s ceremony particularly honored the great ideas of those who passed away. William Bean posthumously won the literature prize for “persistently recording and analyzing the rate of growth of one of his fingernails over a period of 35 years.” Bennett, his son, received the award in his absence. 

The ceremony also started with a tribute to Tom Lehrer, a mathematician-turned-songwriter who composed the famous, quirky elements song played at the ceremony every year. Lehrer, an influential contributor to the Ig Nobel awards, died in late July this year.

The winners of this year’s Ig Nobel Prizes will now go on a “Face-to-Face” tour around the world to discuss their research and field any questions from a doubtful or excited audience. The full schedule can be found here. 



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September 19, 2025 0 comments
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Until Dawn at 10: how Supermassive overcame Sony scepticism and used the science of fear to make a modern horror classic
Game Reviews

Until Dawn at 10: how Supermassive overcame Sony scepticism and used the science of fear to make a modern horror classic

by admin September 6, 2025


“There was a big thing where Sony didn’t like the game when we released it,” Until Dawn creative director Will Byles recalls. “They really hated it in fact, and pulled all the marketing. It was really frustrating.”

It wasn’t the reception Until Dawn studio Supermassive Games was anticipating after spending half a decade developing the now-beloved cinematic horror game, but any concerns Sony might have had were quickly forgotten. When Until Dawn launched in August 2015, it was a critical and commercial hit, scaring up a legion of fans and even winning a BAFTA. Ten years later, Until Dawn is now rightfully considered a modern horror classic, fondly remembered both as a bold experiment in storytelling and a hugely entertaining game in its own right – one that still holds its own today. And with its tenth anniversary now here, we sat down with Byles to discover how it all came to be.

1.

Byles’ career had already been an eventful one by the time he joined Supermassive Games in 2010. He’d started out as an artist before moving into theatre as an actor, director, and prop maker, and it was his skill in model making that eventually took him down a different path toward animation, initially under the guidance of Paddington and Wombles animator Barry Leith, then at famed Wallace and Gromit studio Aardman.

It was a journey that would lead to computer animation and, later, a stint at EA, where Byles – then serving as art director on Battlefield – began dreaming about what else games could be. “I could see a future inside gaming that was more than just hardcore design and much more about the aesthetics, the storytelling, the narrative and beauty of it,” says Byles. And then came developer Quantic Dreams’ Heavy Rain.

Until Dawn creative director Will Byles. | Image credit: Will Byles

“There wasn’t anything really like it out there,” Byles recalls. “Sony, quite bravely I think, went: let’s give that a go, [and] it came out and got a great reception.” It was a success Sony was keen to replicate, and so it approached Supermassive, then a second-party studio, with an idea. “They said to [co-founder Pete Samuels], ‘Can you make a game like this as well?’, and Pete said, ‘Not right now, but I know a man who can.'” And that was where Byles joined the story.

Supermassive’s first attempt at an interactive drama was, by Byles’ own admission, ambitious to the point of unworkable. “It was a non-UI [game] where everything you did was basically a choice all the way through. And it had a sort of adaptive way to deal with stuff; if you wanted to open a door, you could just walk up to it. But [there was] a modifier so if you held the stick forward, you’d basically kick it in… But when we built a prototype, you didn’t know those choices were happening, they just were happening all the time. So that invisibility became its own worst enemy… We pitched to [Sony] which they really liked, but they ultimately said, ‘Listen, it’s a bit too complex.'”

Meanwhile, another project within Sony was struggling to coalesce. “They’d already started making it in Sony’s London Studio and it had problems,” explains Byles. “[So Sony said], ‘Given you’re doing this kind of interactive story stuff, why don’t you have a look at that?'” And that was how Supermassive inherited the game that would eventually become Until Dawn. Known as Beyond, it was a first-person horror title designed for PlayStation 3’s Move motion controller that told the story of a masked killer terrorising a group of teenagers at a snowy ski lodge.

“The way you played it was with a flashlight [mapped to Move],” recalls Byles, “and you had a bunch of QTEs and stuff. There were some great things in it, some quite clever ideas, but it was very literal, and the story was a difficult sell… It was very dark. One of the girls had got pregnant by her boyfriend the year before and had an abortion because she’d spoken with some of her friends. And then this boyfriend had decided to kill everybody who was involved in it. So [Sony] gave us this and said, ‘Listen, please just rewrite this and do something with it because it’s not working [and] we’d really like to push this to another level.’ So I rewrote the whole thing.”

Until Dawn as it would eventually look five years later. | Image credit: Eurogamer/Supermassive Games

Supermassive’s work on Until Dawn, then still planned for PS3, began in 2011, with Byles drafting a 100-page story treatment charting the game’s journey – minus the branching narrative that would come to define it – from beginning to end. “If that works then that’s a starting point,” he explains. “But if it’s not an engaging story, you start again.” The essence of London Studio’s original idea, though, remained. “It was definitely not [a case of] throwing the baby out with the bath waters,” says Byles. “There were a few names we kept, the balance of eight teenagers, the teen horror… And I personally really like [the mountain] aesthetic. But we really pushed it to a very different level, to a self-aware sort of Scream style… where we started off as one thing, this teen slasher, but switched it around so that’s not the thing at all.”

Byles describes Supermassive’s vision for Until Dawn as a “deliberately pitched” teen horror. “Once it’s up and running,” he elaborates, “it starts to kind of unravel a little bit. A lot of it was designed to really foil your expectations, [so] we intentionally made all the characters very primary coloured to start off with, like a sort of teenager’s facade. [At that stage in life], your biggest worry really is about who you are; we wanted everyone to be at the pinnacle of self-actualisation with all their own little demons and [then, as their survival instincts kick in] start pulling bits away [until they’ve] become a more realistic, genuine person. There was a lot of that, trying to start it off from this position of not ridicule but certainly, ‘We know we’re not a serious horror film-stroke-game.'”

“It’s very difficult working with a publisher on subjective storylines, because everybody above a certain level has got feedback [and] you really do end up in a committee level of story writing where almost nothing from the original has stayed.”

For Byles, though, Until Dawn’s narrative – which gradually swaps classic slasher tropes for more cryptozoological concerns – wasn’t just about subverting audience’s expectations. “I was actually very deliberate in making sure there wasn’t a psycho hitting people,” he says. “A very lazy way of giving jeopardy is putting somebody who’s mentally ill into a position of killing people… I’ve had close relationships with people who’ve struggled with mental illness and I thought, ‘I’m not going to be part of something that’s perpetuating a level of stereotyping.’ [The character of Josh] is suffering badly from the trauma of losing his sisters and is reacting to it in a way that’s maybe not quite proportional, but he certainly isn’t murdering people.”

Another storytelling rule the team adopted came not from movies but rather Byles’ frustration with Heavy Rain. “There’s a bit in the typewriter shop,” he explains, “where you’re playing as the detective and they murder somebody. It happens outside of you knowing it and from then on you don’t know you’re the murderer. And it really annoyed me… that wasn’t just a bit of misdirection, it was an absolute lie. That was being disingenuous. So we had a rule that no player character could know anything of pertinence the player didn’t know.”

Larry Fessenden and Graham Reznick promoting Until Dawn. | Image credit: Will Byles

With the narrative groundwork laid, Supermassive turned to renowned horror filmmakers Larry Fessenden and Graham Reznick to develop Until Dawn’s initial story outline into a full, and more genre-authentic, script. “It’s very difficult working with a publisher on subjective storylines,” Byles explains, “because everybody above a certain level has got feedback. And that ultimately makes things insanely difficult, even more so when it comes to script and dialogue, because you really do end up in a committee level of story writing where almost nothing from the original has stayed; you’ve ended up with this sanitized, bowdlerised version.”

“So, we made a point of going to find film writers, in a way to try and avoid those conversations over the scripts. We just said, ‘Listen, these people make horror films all the time… whatever they come up with, effectively that’s okayed. No one’s allowed to say it’s not unless it’s broken something, unless it’s breaking the law, or whatever. And then we can have a conversation.'” The hope, ultimately, was that the approach would result in a slightly more sophisticated script than those typically seen in video games at the time.

2.

With Until Dawn’s story pieces in place, Supermassive could start building them out into a game. And while its status as an interactive drama meant player choice was already a given, the team was keen to take things further. “We asked ourselves right at the very beginning really, what’s the important thing in a horror movie? And one of the big things is jeopardy. But in video games, you didn’t really have jeopardy because you could just start from where you left off… So we threw in a rule that everybody can live and everybody can die, [and that] you couldn’t go back… because otherwise death was basically just a failstate rather than a story element. We didn’t want any of that. We wanted [the story] to literally change as you went on.”

As Byles recalls, that immediately made choices more consequential, “because if I die and I’m playing Ashley, and I like Ashley… I’m going to be really, really upset… so that whole thing set up a level of consequence and tension we didn’t have [before].”

Until Dawn’s core cast of characters, and their respective performers. | Image credit: Will Byles

But arranging a story around characters who weren’t guaranteed to make it through to the closing credits brought its own complications, which Supermassive approached by developing a narrative structure Byles refers to as the “circles of destiny”. Essentially, this imagines the story as a wheel, with each character’s journey following its own ‘spoke’ from an outer starting place to a converging point in the centre.

“If one of them dies halfway through, the structure is still there,” Byles explains. “All these other spokes are still there. And as long as you meter those out… you can absolutely guarantee you’ll get to the end of the story with at least one or two of those characters just by writing it that way. But that doesn’t mean you haven’t got 50 deaths available up until that point.”

All of which left ample room for different player-driven permutations to Until Dawn’s story, but there were limits. “Ultimately, because you’ve got a finite budget,” says Byles, “the more branching you have, the less you can spend on any one particular branch. So it’s always going to impact the quality and the story. Stories can’t make themselves – they do need to be honed and engineered and worked out – so we had a rule… that if we came up with a really good idea and it was on a branch, the other branch had to be equally as good.”

As it happened, Supermassive’s aborted original attempt at developing an interactive drama for Sony had already taught the team a valuable lesson: that less is more. “We [originally] thought it would be more exciting to have this almost unlimited level of branching, and that’s really not the case,” Byles explains. “People want a really good story that you can control as you go through it… It turns out choices are much more about the appearance of the choice and the feeling you get when you make a choice than the choice itself.”

Byles points to developer Telltale Games’ celebrated The Walking Dead series – and its infamous “X will remember that” prompts – as a great example of this idea in action. “Often they didn’t make any difference,” he says, “but there was the awareness you had as a player like, ‘Shit, that feels like I’ve done something, but I don’t know that I want them to remember that'”. Similarly, Until Dawn’s Butterfly Effect alerts, which would appear in response to certain choices, were designed to imbue player decisions with a sense of weight and tension. “Just going to players, ‘Listen, that’s a thing now’, honestly made such a difference, [creating] that level of expectation and understanding of how consequential things were.”

Some choices are more impactful than others. | Image credit: Eurogamer/Supermassive Games

Not that every choice moment in Until Dawn was equally consequential. “Things happen from all of them,” Byles explains. “It’s just how much happens. I’m loath to say they didn’t [all] matter, but I’m also very aware that [some of them are] cursory. The number of actual Butterfly choices that really made a difference – whether people lived or died because of them – I think was nine in the entire game.”

As the team discovered, though, even choices that appeared minor on paper could weigh heavily on players’ minds. “There’s a funny thing,” says Byles. “As well as the… actual outcome [of a choice], there’s another outcome which we didn’t know about at first but that we now utilise a lot, which is the contextual outcome.”

“If you have a conversation with somebody who has just told you they hate you,” he elaborates, “every part of the conversation that follows is a different conversation regardless. It might be the exact same words and it might be performed in the exact same way, but fundamentally it’s a different conversation because you feel differently about it.”


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Among Until Dawn’s myriad choices, there was one branching path the team assumed only a few players would be foolhardy enough to follow – an assumption that proved almost comically wrong once the game hit shelves. In Chapter 9, shortly after learning Wendigos can mimic voices, Ashley hears her missing friend Jessica calling – and players are given the choice to either stick with the group or splinter off to investigate.

“Within a horror context, you stick with the others,” laughs Byles. “Of course that’s what you do. We thought, ‘No one’s going [to investigate]’, but we’ll put it in there anyway.” Supermassive even offered the option to rejoin the group shortly after, assuming players would soon regret their earlier decision. And finally, for those who’d pushed ahead regardless and suddenly found themselves dealing with a violently banging trapdoor, it implemented one last opportunity to turn back and avoid a messy end. “We thought by that stage maybe one out of a thousand would open that trap door,” recollects Byles. “It was 50/50. It was extraordinary!”

3.

While Until Dawn’s choice and consequence system provided a unique way to manipulate tension, its teen slasher trappings meant Byles – a life-long horror fan – and Supermassive could also delve deep into more traditional cinematic scares. “For years I wanted to make the scariest thing there is,” explains Byles, “and I did a lot of research on horror and fear; why some horror films work and some don’t; what goes on physiologically and emotionally. And it’s such an interesting area of creativity because fear is such an atavistic emotion [and] there’s a whole thing about managing that within a narrative.”

Fear can be manipulated through mood, through suggestion, and through other means – but the horror movie staple is, perhaps, the classic jump scare. “It’s really easy to make a loud noise and a big flash of a face, and you literally could scare anyone doing that,” explains Byles. “And Until Dawn has its fair share of jump scares – maybe a little too many for my liking; it’s a [method that’s a] bit cheap and it’s a bit obvious and after a while it becomes quite boring.”

“It’s really easy to make a loud noise and a big flash of a face, and you literally could scare anyone doing that [but it’s a] bit cheap and it’s a bit obvious and after a while it becomes quite boring.”

“There’s a thing about fear… where you can’t be frightened for very long,” he continues. “Eyes dilate and all kinds of things happen to your vascular system, your nervous system. Your breathing changes and you go into a fight-or-flight response state, but that can only last a little while… because your adrenaline starts to drop; your body gets tired and wears itself out… So if you try to keep people frightened for 90 minutes [in a movie] or 10 hours in a game, you’ll fail 100 percent. What absolutely works is if you do that then let it fall away; add in levity, a bit of a love story, it doesn’t really matter as long as it’s not horror or frightening. Manipulating that is good fun to try and do, but I’d have a few arguments about that because ultimately it’s a subjective art form.”

In an effort to ensure its scares were hitting the mark, Supermassive eventually turned to science. “Galvanic Skin Response testing measures the electricity conduction in your skin,” Byles explains, “and the wetter it is the more conductive it is. They put a load of electrodes on your hands, and I think a couple on your head. As you play, an alarm sounds if you go into that arousal state of fear… You can literally watch it in real-time; a player will be walking down a corridor and a noise will happen, then suddenly the little graph peaks. And if you go into a really big scare, it goes off the charts. So it’s a really good way of saying, ‘Okay, it’s not subjective, it’s objectively scary amongst this cross-section of people.'”

Motion controls were also used to heighten tension. | Image credit: Eurogamer/Supermassive Games

As Byles recollects, there was one scare the team was particularly proud of, involving Chris, Ashley, and a locked basement door. “We purposely got it to a stage where it’s very, very tense, and [as Ashley opens the door] we stuck in an over-the-shoulder perspective and put players back in control… Only once they’d started moving forward did the actual ghost come out and scream in their face. It got everybody, but it took ages to design it in a way that made sure that [response] happened each time. It was definitely one of the more technical ones.”

Throw in the occasional splash of gore to complement the tension and scares (“Gross had to be the smallest [part of the mix],” says Byles, “otherwise it starts to become gratuitous and loses strength; it just becomes comedy”), and Until Dawn’s horror language had been defined.

Mike and Jessica’s long walk up the mountain. | Image credit: Eurogamer/Supermassive Games

To pull these disparate elements into a cohesive experience, Supermassive homed in on several key mechanics its designers could deploy between cinematic sequences: a choice for players to make, an action scene, or exploration scenes to give the story some breathing room. “It would be, ‘Okay, we’ve got the story, now where should we start putting these things?'”, Byles explains. And over time, the team established a structural rhythm that was intended to keep a balance between its interactive and non-interactive elements, and to ensure players remained engaged. “We tried to keep each [cinematic] sequence less than a minute long,” explains Byles, “less than a page basically, and if you got to two pages, you’d probably pushed it too far.”

As Byles recalls, some of Until Dawn’s more deliberately languid pacing initially proved contentious during development. “There was a lot of resistance to that,” he says, “especially chapter three, when Jessica and Mike are wandering up to the lodge; it takes around 25 minutes and almost bugger-all happens on that entire journey… Ultimately it’s just them having a chat… but we looked at other games like Life is Strange, and whilst it’s not horror, it’s very much about relationships and that’s more powerful than you think. Having access to that within horror became really a big deal. If you don’t care about the people, then you can have as much horror as you like. It doesn’t matter.”

A saucy – but not too saucy! – moment. | Image credit: Eurogamer/Supermassive Games

As for that other classic teen slasher staple, sex, Supermassive moved cautiously. “There’s a lot of underlying innuendo [in Until Dawn],” explains Byles, “and there’s obviously the scene where Jessica and Mike can both get down to their underwear… but we were very aware of the level of exploitative sexism that can happen inside these kinds of stories [even though that’s] part of the point of them, certainly back in the 80s. So we didn’t want to be puritanical about it, but we also didn’t want to be gross – it was a fine line.”

4.

Supermassive’s initial PS3 version of Until Dawn featured many core elements carried over from London Studio’s earlier Beyond – the first-person camera, for instance, and a control system built around pointing a Move-powered flashlight. But the release of PlayStation 4 in 2013 gave Sony and Supermassive an opportunity to take Until Dawn’s horror further, and that started with a shift to a third-person camera – something the team had already been tentatively exploring.

“There was a really annoying thing about being in first-person,” Byles recalls. “Having your light source going down the same axis as your viewpoint means you just get flat lighting; you get no side lighting, no rim lighting, no back lighting, and there’s no beauty to it. Every time we went to a cutscene, it was like, ‘My god this looks so much better’. The snow and the woods and the moonlight and the characters, it all looked great. So when Sony said, “Listen, let’s do this for PS4,” we went, “Okay, [but] we need to do it in third-person,” and they said yes.”

“The hard thing was making sure the player wasn’t lost inside that,” explains Byles, “keeping them oriented in the right way… it’s harder than a follow-cam first-person. Way harder. But there’s something potentially very scary about [a cinematic camera]; if I can frame what you can see, I can organise a scare or organise a level of tension just based on that.” Byles points to a carefully framed moment during Until Dawn’s seance scene, one of the few times a genuine ghost appears on-screen. “Beth is just standing in the background and almost no one sees it because we made a point of getting no one to see it.”

When you know you know… | Image credit: Eurogamer/Supermassive Games

The jump to PS4 would also, albeit more indirectly, herald the birth of one of Until Dawn’s most iconic elements: the unsettling psychotherapist Dr. Hill.

As Byles remembers it, the Hill scenes – where he addresses players directly in first-person, forcing them to make choices relating to their deepest fears – were not in the original PS3 design plan. “We went out to Gamescom in 2014 and we were really aware that the whole choice thing was very divisive,” Byles explains. “People were like, ‘What do you mean by choice? What’s going on with this? You’re not really branching.’ And there was a lot of scepticism around how it would pay off, whether it would make a difference. And the interface, that was a big deal… At the time, as far as I remember, the PS4 still allowed you to use the funny little triangle at the front as a Move controller, so you could make a choice with a joystick or without a joystick.”

Crowds gather to play Until Dawn at Gamescom. | Image credit: Will Byles

With all this in mind, Supermassive built a questionnaire-like level Gamescom attendees would need to complete before delving into Until Dawn’s demo proper. “It was about showing them how to make a choice,” Byles explains, “almost like a tutorial.” And to add a bit of thematic flavour, the team included choices such as whether players were more afraid of spiders or zombies. “[They] made no difference to the game whatsoever,” Byles notes, “but everyone [who tried the demo] thought they did; they thought it was going to slightly adapt their game, to make it more zombie-based if they’d chosen zombies. So, we came home with that feedback and it was like, ‘My god, this is interesting.'”

As it happened, the team had already been contemplating introducing a storytelling element that would enable it to address players directly – specifically to establish the idea that while past events couldn’t be changed in Until Dawn, its choice mechanics made it possible to influence what happens in the future. “And we thought, ‘Okay, this is quite an interesting format; we could tie it into Josh and his mental illness'”, says Byles.

“So it was at that point we decided to kind of fake a first-person perspective where, for a narrative reason, you were talking to a psychiatrist as yourself effectively, and within that you’d be asked a series of questions that would make changes in the game. So you might be attacked with a needle instead of gas if you said you were afraid of needles, or if you say you’re fond of zombies, Dr. Hill literally starts to rot, and he’s almost become a zombie by the end of the game. They were relatively cosmetic, but they were enough.”

Dr. Hill was a relatively late addition to Until Dawn. | Image credit: Eurogamer/Supermassive Games

The shift to PS4’s more powerful hardware also brought Byles closer to fulfilling another ambition. “I’m probably ultimately a frustrated filmmaker,” he explains. “I wanted to make Until Dawn as close to a film as we could get it.” And PlayStation 4’s increased oomph, in combination with Horizon developer Guerrilla Games’ Decima engine, gave the team at Supermassive the space to pursue a more cinematic ideal. “There was a lot of stuff that we could do that we wouldn’t normally have done before,” says Byles. “So, snow was very good, we got a lot of the new shaders that were suddenly able to be developed.”

“There’s a thing you learn in filmmaking very early on which is that you almost always stick a fog machine into a set before filming anything to give it depth,” he continues. “So, making sure everything in Until Dawn had that on a filmic level – the snow, the amount of dust particles – was huge for believability… and just the way we lit it too; even environments that perhaps aren’t the best looking can look amazing if they’re lit in the right way.” Supermassive even went as far as to give each character their own invisible lighting rig, orientated against the camera norms. This essentially functioned as a portable three-point illumination set-up, helping overcome environmental lighting limitations and enhance Until Dawn’s cinematic feel.

One of Until Dawn’s most ambitious elements, though, was its animation. “I decided I wanted to try and push [things] once we went to PS4,” says Byles. “So we talked to these guys called 3lateral in Serbia who’d been [developing techniques that] meant we could do ridiculously good facial animation for the time. Unbelievable facial animation that was as close to a film as possible… it’s 10 years old [now but] it still knocks the socks off a bunch of stuff today.”

Peter Stormare, Wolfie the dog, and a body performer during motion capture. | Image credit: Will Byles

To facilitate that process, Supermassive hired a mostly new cast when Until Dawn moved to PS4, keeping only a handful of actors – including Brett Dalton as Michael and Noah Fleiss as Christopher – from the PS3 version. These were complemented by new additions including Rami Malek as Joshua and Hayden Panettiere as Samantha – who was a well-known face at the time thanks to her role as the cheerleader in hit TV show Heroes. “We pushed for the names,” recalls Bayles, “[Sony] didn’t want names at all… but there was also a budget limit. Peter Stormare [who played Dr. Hill] was really expensive, so we could get him for a day, but we needed some of the people for a lot longer than that.”

“I think as a rule our industry is a little brutal with actors. I think we see them as commodities, and I’ve seen shoots where actors are treated quite perfunctorily.”

Calling on his past experience in theatre, Byles directed Until Dawn’s cast himself. Recording sessions initially took place in LA in 2014, the core group of actors working through 40-50 pages of complex branching script each day. However, practical considerations meant the shoot was limited to capturing facial animation, while body capture happened later in the UK’s Pinewood Studios. These latter sessions utilised different performers, replicating the filmed moves of the original cast. “I now do everything together,” notes Byles, “because it kind of works out better, but in those days it was such a massive ask.”

Byles also believes his experience helped tease out performances that weren’t necessarily typical of games at the time. “Being an actor on stage is really scary,” he explains. “Being an actor in a motion studio is really scary. People don’t get how scary it is… You’re in a white box room studio; you’re in a leotard covered in dots; so unless you’re in good shape, if you’re anything other than buff, they’re not flattering. You’ve got a helmet screwed tightly to your head which can give you a headache and you’ve got to give a performance. It’s a hostile environment… and I think as a rule our industry is a little brutal with actors. I think we see them as commodities, and I’ve seen shoots where actors are treated quite perfunctorily.

Byles directing Rami Malek during motion capture sessions. | Image credit: Will Byles

“What happens on a game shoot is a bunch of different directors turn up; there’s a performance director, there’s the creative director, there’s the audio director, there’s often the art director, and at the end of every take there’s a discussion and a bunch of feedback given by people who don’t really know how to direct actors. It’s really soul destroying for actors if they’re engaged in the part to be told, ‘Can you do it like this?’ Getting a good performance out of an actor is mostly allowing them to give a good performance as opposed to confining an actor to a very specific set of parameters you’ve decided you want.

“So, for instance, the big performance Rami Malik gave where he’s being dragged to be tied up, which is an extraordinary performance, was me just telling him what was going on beforehand and him just going for it. There are games out there that absolutely do it nicely,” adds Byles, “but the majority don’t… so that had never really been done in that way before and it allowed a subtlety of performance.”

Tying all this together, of course, was sound. To complement audio director Barney Pratt’s work, Supermassive turned to Jason Graves – who was working with Larry Fessenden’s Glass Eye film company at the time – to compose Until Dawn’s score. “He’s a great horror musician,” says Byles, “and if you listen to any of his other work, it’s really evocative. We were very much against going down the big orchestral route because… we’d strayed into mythology – the whole kind of indigenous population level of mythology – so we didn’t feel like we wanted to overly westernise it. We didn’t want to exploit it either. There was a definite conscious decision not to make it [sound] old-school Hollywood and in a way make it more like an indie film.”

5.

Eventually – two studios, two consoles, three versions, and half a decade of development later – Until Dawn was ready for release in 2015. But what should have been a celebratory time for the team at Supermassive was, as Byles recollects, hampered by a last-minute loss of confidence at Sony. “There was a big thing where Sony didn’t like the game when we released it,” he says. “They really hated it in fact, and pulled all the marketing… It was really frustrating.”

Byles blames Sony’s sudden change of heart on a mock review of Until Dawn the company had commissioned about three months before its launch. “The person who did the mock review hated interactive narratives and said, ‘This is a 50 at best’,” explains Byles. “And on the basis of one person’s review, [Sony] just went, ‘Let’s pull the marketing’… I’d written Until Dawn 2. They killed that. It was unbelievable. They thought it was going to go out to die a death.”

“On the basis of one person’s review, [Sony] just went, ‘Let’s pull the marketing’… I’d written Until Dawn 2. They killed that. It was unbelievable. They thought it was going to go out to die a death.”

Sony’s lack of marketing didn’t go unnoticed by the public, either. Speaking to Eurogamer shortly after Until Dawn’s release, Sony Computer Entertainment’s then-president of worldwide studios, Shuhei Yoshida, addressed the situation, claiming the company had decided to focus on “big third-party titles like Destiny” in the run up to Christmas and “didn’t see the need to push Until Dawn that much from the platform marketing standpoint”.

Any fears around Until Dawn’s potential proved unfounded. It launched to a positive critical and commercial reception in August 2015, and would go on to be named Best PlayStation Game of the Year at the Golden Joysticks, even winning a BAFTA for Best Original Property in 2016. “When it did come out and suddenly got a good reaction,” Byles recalls, “lots of people [at Sony] came steaming in saying they deliberately did a stealth launch… It was frustrating.” Even Yoshida later admitted to Eurogamer, “I think everybody was caught by surprise by the positive reaction.”

Until Dawn was enough of a success that Sony later resurrected the series for a PSVR prequel, The Inpatient, as well as a non-canonical PSVR arcade shooter spin-off, Rush of Blood. And while Byles never got to revive his original Until Dawn 2 idea, he teases it was planned to feature the Nixie, a water spirit found in Germanic folklore, as its monster.

Supermassive onstage for Until Dawn’s win at the BAFTA Games Awards 2016. | Image credit: BAFTA

As of early 2022, Until Dawn on PS4 had officially surpassed 4m sales, and the public’s ongoing affection for the series has been significant enough to help buoy it toward a revival. Last year saw Until Dawn get the remake treatment on PS5 and PC, courtesy of developer Ballistic Moon, and it received a movie adaptation – one reimagining the game’s core branching story elements as a time loop narrative – earlier this year. There’ve even been persistent rumours, spurred on by the remake’s new endings, that an Until Dawn 2 is in development at Sony’s Firesprite Studio. Supermassive, too, has capitalised on Until Dawn’s success, launching its similarly styled The Dark Pictures Anthology series, and Byles’ own summer camp horror The Quarry.

As to why Until Dawn has endured, Byles – who departed Supermassive in 2022 to found Dial M for Monkey – has a few thoughts. “I look back on it really fondly, and every time I either play it or see it, I’m always amazed at how good it still looks. It’s interesting because I’m working with the literal cutting edge of facial technology at the moment and it’s scary good, but there was a charm to the stuff in Until Dawn that we’re still having a hard time getting.

“I think it was Sony’s most completed game that year, and the number of people who played it not just once but more than once, 10 times, was extraordinary.”

“I think maybe [that’s] partly due to the brewing process. It did take five years to make, even though we made it twice, so there was a degree of maturity in some of the ideas… It was such an effort to make it and such a struggle to put everything new we did in it, and there [were things that] just hadn’t been done before. I think a big part, too, is that it doesn’t take itself seriously… we very purposely went, ‘This is just a bit of fun, come along for the ride’… but done in a really honest way. There’s a kind of truth to it, I think, and we never ever pretended it wasn’t anything but what it was.”

As our conversation comes to a close, Byles shares one last anecdote. “I [went] to do a talk at Middlesbrough University,” he recollects. “I think it was relatively soon after we’d released Until Dawn and I was still very bruised by the negativity that had gone on around it. I went up and there was just love for the game; I was astounded.” And the people that loved Until Dawn seemingly really loved it. “I think it was Sony’s most completed game that year,” he says, “and the number of people who played it not just once but more than once, 10 times, was extraordinary… We started seeing Until Dawn cosplay, tattoos, and I couldn’t believe we’d done something that even on a tiny level had become part of a zeitgeist in a way. And weirdly, as the years go by, it becomes even more so.”



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September 6, 2025 0 comments
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AI agents are science fiction not yet ready for primetime
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AI agents are science fiction not yet ready for primetime

by admin September 1, 2025


This is The Stepback, a weekly newsletter breaking down one essential story from the tech world. For more on all things AI, follow Hayden Field. The Stepback arrives in our subscribers’ inboxes at 8AM ET. Opt in for The Stepback here.

It all started with J.A.R.V.I.S. Yes, that J.A.R.V.I.S. The one from the Marvel movies.

Well, maybe it didn’t start with Iron Man’s AI assistant, but the fictional system definitely helped the concept of an AI agent along. Whenever I’ve interviewed AI industry folks about agentic AI, they often point to J.A.R.V.I.S. as an example of the ideal AI tool in many ways — one that knows what you need done before you even ask, can analyze and find insights in large swaths of data, and can offer strategic advice or run point on certain aspects of your business. People sometimes disagree on the exact definition of an AI agent, but at its core, it’s a step beyond chatbots in that it’s a system that can perform multistep, complex tasks on your behalf without constantly needing back-and-forth communication with you. It essentially makes its own to-do list of subtasks it needs to complete in order to get to your preferred end goal. That fantasy is closer to being a reality in many ways, but when it comes to actual usefulness for the everyday user, there are a lot of things that don’t work — and maybe will never work.

The term “AI agent” has been around for a long time, but it especially started trending in the tech industry in 2023. That was the year of the concept of AI agents; the term was on everyone’s lips as people tried to suss out the idea and how to make it a reality, but you didn’t see many successful use cases. The next year, 2024, was the year of deployment — people were really putting the code out into the field and seeing what it could do. (The answer, at the time, was… not much. And filled with a bunch of error messages.)

I can pinpoint the hype around AI agents becoming widespread to one specific announcement: In February 2024, Klarna, a fintech company, said that after one month, its AI assistant (powered by OpenAI’s tech) had successfully done the work of 700 full-time customer service agents and automated two-thirds of the company’s customer service chats. For months, those statistics came up in almost every AI industry conversation I had.

The hype never died down, and in the following months, every Big Tech CEO seemed to harp on the term in every earnings call. Executives at Amazon, Meta, Google, Microsoft, and a whole host of other companies began to talk about their commitment to building useful and successful AI agents — and tried to put their money where their mouths are to make it happen.

The vision was that one day, an AI agent could do everything from book your travel to generate visuals for your business presentations. The ideal tool could even, say, find a good time and place to hang out with a bunch of your friends that works with all of your calendars, food preferences, and dietary restrictions — and then book the dinner reservation and create a calendar event for everyone.

Now let’s talk about the “AI coding” of it all: For years, AI coding has been carrying the agentic AI industry. If you asked anyone about real-life, successful, not-annoying use cases for AI agents happening right now and not conceptually in a not-too-distant future, they’d point to AI coding — and that was pretty much the only concrete thing they could point to. Many engineers use AI agents for coding, and they’re seen as objectively pretty good. Good enough, in fact, that at Microsoft and Google, up to 30 percent of the code is now being written by AI agents. And for startups like OpenAI and Anthropic, which burn through cash at high rates, one of their biggest revenue generators is AI coding tools for enterprise clients.

So until recently, AI coding has been the main real-life use case of AI agents, but obviously, that’s not pandering to the everyday consumer. The vision, remember, was always a jack-of-all-trades sort of AI agent for the “everyman.” And we’re not quite there yet — but in 2025, we’ve gotten closer than we’ve ever been before.

Last October, Anthropic kicked things off by introducing “Computer Use,” a tool that allowed Claude to use a computer like a human might — browsing, searching, accessing different platforms, and completing complex tasks on a user’s behalf. The general consensus was that the tool was a step forward for technology, but reviews said that in practice, it left a lot to be desired. Fast-forward to January 2025, and OpenAI released Operator, its version of the same thing, and billed it as a tool for filling out forms, ordering groceries, booking travel, and creating memes. Once again, in practice, many users agreed that the tool was buggy, slow, and not always efficient. But again, it was a significant step. The next month, OpenAI released Deep Research, an agentic AI tool that could compile long research reports on any topic for a user, and that spun things forward, too. Some people said the research reports were more impressive in length than content, but others were seriously impressed. And then in July, OpenAI combined Deep Research and Operator into one AI agent product: ChatGPT Agent. Was it better than most consumer-facing agentic AI tools that came before? Absolutely. Was it still tough to make work successfully in practice? Absolutely.

So there’s a long way to go to reach that vision of an ideal AI agent, but at the same time, we’re technically closer than we’ve ever been before. That’s why tech companies are putting more and more money into agentic AI, by way of investing in additional compute, research and development, or talent. Google recently hired Windsurf’s CEO, cofounder, and some R&D team members, specifically to help Google push its AI agent projects forward. And companies like Anthropic and OpenAI are racing each other up the ladder, rung by rung, to introduce incremental features to put these agents in the hands of consumers. (Anthropic, for instance, just announced a Chrome extension for Claude that allows it to work in your browser.)

So really, what happens next is that we’ll see AI coding continue to improve (and, unfortunately, potentially replace the jobs of many entry-level software engineers). We’ll also see the consumer-facing agent products improve, likely slowly but surely. And we’ll see agents used increasingly for enterprise and government applications, especially since Anthropic, OpenAI, and xAI have all debuted government-specific AI platforms in recent months.

Overall, expect to see more false starts, starts and stops, and mergers and acquisitions as the AI agent competition picks up (and the hype bubble continues to balloon). One question we’ll all have to ask ourselves as the months go on: What do we actually want a conceptual “AI agent” to be able to do for us? Do we want them to replace just the logistics or also the more personal, human aspects of life (i.e., helping write a wedding toast or a note for a flower delivery)? And how good are they at helping with the logistics vs. the personal stuff? (Answer for that last one: not very good at the moment.)

  • Besides the astronomical environmental cost of AI — especially for large models, which are the ones powering AI agent efforts — there’s an elephant in the room. And that’s the idea that “smarter AI that can do anything for you” isn’t always good, especially when people want to use it to do… bad things. Things like creating chemical, biological, radiological, and nuclear (CBRN) weapons. Top AI companies say they’re increasingly worried about the risks of that. (Of course, they’re not worried enough to stop building.)
  • Let’s talk about the regulation of it all. A lot of people have fears about the implications of AI, but many aren’t fully aware of the potential dangers posed by uber-helpful, aiming-to-please AI agents in the hands of bad actors, both stateside and abroad (think: “vibe-hacking,” romance scams, and more). AI companies say they’re ahead of the risk with the voluntary safeguards they’ve implemented. But many others say this may be a case for an external gut-check.

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September 1, 2025 0 comments
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Game Science reveal Black Myth: Zhong Kui, a new action-RPG that aims to catch Wukong players "off guard"
Game Updates

Game Science reveal Black Myth: Zhong Kui, a new action-RPG that aims to catch Wukong players “off guard”

by admin August 20, 2025


Black Myth: Wukong developers Game Science have revealed Black Myth: Zhong Kui, another single-player action-RPG steeped in Chinese mythology. It casts you as a ghost-hunting god who wanders between hell and Earth. Here’s a CG short from Gamescom’s Open Night Live 2025, which shows the fearsomely bearded Zhong Kui himself riding an extravagantly sized tiger.

Watch on YouTube

In a Q&A on the official site, the developers call the game a “tentative first step – to build more distinct game experiences, to challenge ourselves with bolder features, and to bring fresh ideas to our world and narrative design”. They want Wukong players to feel “right at home” while “catching them off guard in the best way”. That said, for now the new game remains “little more than an empty folder”, with no release date and little sense in the CG trailer of how Zhong Kui fights, compared to Wukong. I’m guessing that tiger is a useful ally, though.

We quite liked the original Black Myth, with bygone reviews editor Ed Thorn (RPS in peace) calling it “a refreshing adventure after Elden Ring’s knotty DLC”. We were less keen on the mildly draconian PR messages to certain streamers, cautioning them to avoid “feminist propaganda”, “politics” and discussion of the Chinese games industry.

These gamergatory memos followed a lengthy report from IGN about alleged workplace sexism at Game Science. The devs refused to say anything to Ed about this when he asked at a preview event. If we’re invited to preview Zhong Kui, we’ll give it another shot.

Check out our Gamescom 2025 event hub for all the PC game announcements and preview coverage from Cologne.



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August 20, 2025 0 comments
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Gaming Gear

Zhong Kui is the next title from Game Science Studio

by admin August 20, 2025


Game Science Studio isn’t resting on its laurels after the success of Black Myth: Wukong. The developer teased a follow-up project as the closer to Gamescom’s Opening Night Live showcase with a brief but beautifully detailed glimpse at Black Myth: Zhong Kui.

There’s no date attached to the cinematic teaser, and that’s because the game is still very much a work in progress. According to the FAQ entry about a possible release window, the team says “Well, to be honest—even Yocar himself has absolutely no idea” when it’ll be ready. But the same page does confirm that the plan is for Zhong Kui to launch on both PC and “all mainstream console platforms” whenever it is done.

From the title and the previous Black Myth game, this new project will once again be drawing inspiration from Chinese mythology. Legends around Zhong Kui dub him a conqueror of ghosts and evil spirits, so perhaps there will be some supernatural vibes in this entry to the emerging game series. Pretty much the only other thing we know besides the name and character is that Black Myth: Zhong Kui will once again be a single-player ARPG and it will be “following the same business model as before.”



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August 20, 2025 0 comments
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New Black Myth game announced by Game Science, following Wukong success
Game Updates

New Black Myth game announced by Game Science, following Wukong success

by admin August 19, 2025



Black Myth: Wukong studio Game Science has revealed it’s working on the next game in the series.


Black Myth: Zhong Kui will be an all-new follow-up, focused on the titular ghost-catching god who wanders between hell and earth. Like Wukong, it will be another single-player action-RPG rooted in Chinese folklore.


A brief teaser trailer was shown at Gamescom Opening Night Live, showing a couple of men hiding from a parade of mythical characters, including Zhong Kui himself riding a giant tiger.

Game Science’s New Title | Black Myth: Zhong Kui – Teaser Trailer (English Dub)Watch on YouTube


So why not release a Wukong sequel? Game Science explained over on the new game’s website.


“Upon completing the journey with the Destined One, we now aspire to take a tentative first step – to build more distinct game experiences, to challenge ourselves with bolder features, and to bring fresh ideas to our world and narrative design,” reads a Q&A.


“Zhong Kui came as a natural choice born of that aspiration and other contributing factors. We are confident that, in this new project, we can make refreshing changes, create new things, while taking a hard look at our past flaws and regrets. And to all friends who love Black Myth: Wukong: the westward journey won’t end here.”


There’s no release date yet, but it’s planned for PC and “mainstream console platforms”.


Wukong was a huge success for Game Science, selling 10m copies in just three days after its release last year. It’s considered China’s first AAA release and has paved the way for a whole string of Chinese-made action-RPGs on the way.

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



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August 19, 2025 0 comments
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