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Ubisoft and Tencent form new subsidiary, Vantage Studios, to lead development for the Assassin’s Creed, Far Cry, Rainbow Six franchises
Game Updates

Ubisoft and Tencent form new subsidiary, Vantage Studios, to lead development for the Assassin’s Creed, Far Cry, Rainbow Six franchises

by admin October 4, 2025


The breakout game development business co-owned by Tencent and Ubisoft finally has a name: Vantage Studios. Eurogamer understands from a source that it’s starting operations today, and will be responsible for new games across many of Ubisoft’s biggest IPs, such as Far Cry, Rainbow Six Siege, and Assassin’s Creed.

Vantage Studios is composed of 2,300 employees across multiple Ubisoft game development teams, including those from Montreal Quebec, Sherbrooke, Saguenay, Sofia, and Barcelona. The studio will be run by the duo of Christophe Derennes and Charlie Guillemot.

Vantage Studios operate under a less centralised model compared to Ubisoft proper, with each development team having more ownership over its own respective project. This in theory would allow developers to be more fluid, and pivot according to industry changes and player expectations, per Eurogamer sources.

Check out Eurogamer’s video review of Assassin’s Creed Shadows here.Watch on YouTube

The formation of Vantage Studios comes as the climax of a tumultuous period for Ubisoft, which reportedly was considering this new venture with Tencent in January of this year following years of lacking performance. This new venture, which would bring many of Ubisoft’s biggest IPs under a new roof, was officially announced in March with Tencent taking a €1.16bn stake in the new business entity.

As for Tencent’s involvement, the Chinese company will have a 25 percent stake in Vantage Studios, and will act in an advisory role to the subsidiary’s leadership team. However, Guillemot and Derennes will retain control over both creative and business decisions. Ubisoft hopes this will allow its teams to have a better degree of creative freedom, per a source familiar with the subject.

How other studios, most notably Massive Entertainment, will operate going forward currently remains unlear. Eurogamer understands the publisher wants its devs to operate in a more decentralised way, with developers taking more ownership of the titles they’re working on – the company employs approximately 20,000 staff at the time of writing (per its site), and how the other ~17,000 staff will fit into this new vision remains to be seen.



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October 4, 2025 0 comments
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Splash Damage breaks away from Tencent
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Splash Damage breaks away from Tencent

by admin September 25, 2025


Splash Damage is now no longer owned by the Chinese video-game giant Tencent, having been acquired by private-equity investors.

The UK-based studio confirmed in a statement that it would continue to operate under its existing leadership team, but added that it would “not be providing further comment at this time.”

Splash Damage was formed in 2001, and rose to fame for its work on the Wolfenstein expansion Enemy Territory. The firm later worked with Microsoft as a support studio for various titles in the Gears of War franchise.

In 2016, Splash Damage was acquired by the Chinese poultry firm Leyou, which had previously bought a majority stake in Warframe developer Digital Extremes.

Then, in 2020, Tencent bought Leyou Technologies for around $1.3 billion, adding Splash Damage to its extensive portfolio of studios.

In 2021, in an interview with GamesIndustry.biz, Splash Damage CEO Richard Jolly was bullish about the studio’s prospects following the takeover.

“Looking ahead, we’ve got some very ambitious plans for our next decade that we had already started on before the acquisition,” he said. “Now, we’re able to accelerate those. As one of the founders of the studio, I can honestly say that this is the most excited I’ve ever been for where we’re headed.”

The following year, Splash Damage announced it was working on Transformers: Reactivate. Then in 2023, it revealed it was also working on an open-world survival game codenamed Project Astrid.

However, in January this year, Splash Damage announced that Transformers: Reactivate had been cancelled, putting a number of roles at the studio at risk of redundancy. No reason for the cancellation was given.

Yong-yi Zhu, VP and head of business operations, strategy, and compliance at Tencent Games, recently emphasised Tencent’s commitment to Western studios in an interview with GamesIndustry.biz.

“I will speak from the perspective of my division,” he said. “We have no plans at the moment to pull out. You may see a reduction in investment in certain places, and I think part of that is just the realities of the industry and the dynamics of the industry.”



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September 25, 2025 0 comments
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Screenshot: Tencent
Game Reviews

Tencent Says Horizon Ripoff Lawsuit Monopolizes Genre

by admin September 19, 2025


Light of Motiram, Tencent’s upcoming survival game, is the subject of a lawsuit from Sony, who calls the game a “slavish clone” of its open-world RPG franchise Horizon. Looking at the two side-by-side, the comparison is pretty damning, it utilizes both the tribal, prehistoric aesthetic of Horizon, and the roaming mechanical animals that have become synonymous with Guerrilla Games’ series. Now that Sony has served papers, Tencent is arguing that the PlayStation company is trying to monopolize open-world genre conventions, and that Light of Motiram looks like dozens of other games, actually.

TheGamePost reports that Tencent has filed the motion to dismiss the lawsuit on the grounds that Sony is trying to use the power of the law to take a “well-trodden corner of popular culture and declare it [the company’s] domain.”

“Sony’s Complaint tellingly ignores these facts. Instead, it tries to transform ubiquitous genre ingredients into proprietary assets,” Tencent alleges. “By suing over an unreleased project that merely employs the same time-honored tropes embraced by scores of other games released both before and after Horizon—like Enslaved, The Legend of Zelda: Breath of the Wild, Far Cry: Primal, Far Cry: New Dawn, Outer Wilds, Biomutant, and many more—Sony seeks an impermissible monopoly on genre conventions.”

You can read more about the arguments Tencent makes in TheGamePost’s write-up, but the summary is that the company argues that Horizon isn’t as unique as Sony claims in the lawsuit. It even points to a statement made in NoClip’s Horizon documentary by Guerrilla art director Jan-Bart Van Beek indicating that the studio had its own reservations about the game’s originality, with Van Beek saying it seemed very similar in some ways to Ninja Theory’s 2010 action game Enslaved. Tencent also argues that the entire lawsuit is based on hypotheticals, as the game isn’t slated to launch until 2027, and thus might not look anything like Horizon by the time it launches. Tencent and Light of Motiram developer Polaris Quest scrubbed the game’s Steam page of images that featured a red-haired protagonist similar to Aloy from Horizon last month.



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September 19, 2025 0 comments
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Tencent responds to Sony lawsuit against "slavish" Horizon clone, stating its claims of originality are "startling"
Game Reviews

Tencent responds to Sony lawsuit against “slavish” Horizon clone, stating its claims of originality are “startling”

by admin September 19, 2025


Tencent has responded to Sony’s Horizon lawsuit, claiming its action adventure game Light of Motiram uses “time-honoured” genre tropes.

Back in July, Sony filed a lawsuit against Tencent claiming its newly-revealed game was a “slavish clone” of the Horizon games, owing to its red-headed heroine, post-apocalyptic world, and robotic enemies.

Tencent has now filed its response in a motion to dismiss, stating Sony “seeks an impermissible monopoly on genre conventions” (thanks The GamePost). It reads as something of an attack against Guerrilla’s games, stating Sony’s claims of Horizon’s originality are “startling”.

21 Horizon Forbidden West Advanced Tips – HORIZON FORBIDDEN WEST NEW PS5 GAMEPLAYWatch on YouTube

“Plaintiff Sony has sued a grab-bag of Tencent companies – and ten unnamed defendants – about the unreleased video game Light of Motiram, alleging that the game copies elements from Sony’s game Horizon Zero Dawn and its spinoffs,” said Tencent.

“At bottom, Sony’s effort is not aimed at fighting off piracy, plagiarism, or any genuine threat to intellectual property. It is an improper attempt to fence off a well-trodden corner of popular culture and declare it Sony’s exclusive domain.”

Sony previously claimed Horizon Zero Dawn was “like no fictional world created before [or] since”. In response, Tencent claimed this is “flatly contradicted” by Guerrilla itself, pointing to a behind-the-scenes documentary where art director Jan-Bart Van Beek admitted the game’s central premise has been done before – specifically in 2013 game Enslaved: Odyssey to the West.

“That claim is startling, because it is flatly contradicted by Sony’s own developers, not to mention the long history of video games featuring the same elements that Sony seeks to monopolise through this lawsuit,” said Tencent.

“Sony’s Complaint tellingly ignores these facts. Instead, it tries to transform ubiquitous genre ingredients into proprietary assets.”

It continued: “By suing over an unreleased project that merely employs the same time-honoured tropes embraced by scores of other games released both before and after Horizon – like Enslaved, The Legend of Zelda: Breath of the Wild, Far Cry: Primal, Far Cry: New Dawn, Outer Wilds, Biomutant, and many more – Sony seeks an impermissible monopoly on genre conventions.”

Comparison of characters from Sony’s initial Complaint | Image credit: Sony

Tencent’s response also addressed a meeting at GDC in March 2024 where Tencent representatives pitched a licensed Horizon mobile game that Sony ultimately turned down. The Chinese company stated no executives or employees were at the meeting, so nothing at the meeting “is alleged to be an act of copyright or trademark infringement”.

What’s more, Tencent has claimed Sony is attempting to sue the wrong company, so wants the case thrown out on legal grounds.

While Sony’s lawsuit is against Tencent America, Proxima Beta U.S., and Tencent Holdings, Light of Motiram – according to Tencent’s response – is being developed and published by Polaris Quest / Aurora Studios, a developer operating under Tencent Technology (Shanghai) Co. Ltd, and Proxima Beta PTE Ltd, a company in Singapore “doing business as ‘Tencent Games’ and/or ‘Level Infinite'”.

“None of the served defendants develop and market the Light of Motiram video game that Sony alleges infringes its intellectual property in the Horizon franchise,” said Tencent. It stated Tencent Holdings Ltd. is simply a parent company and has no involvement in Light of Motiram.

“Sony’s threadbare, conclusory allegations improperly lump these Defendants together with the foreign companies alleged to be responsible for the core conduct at issue. Sony’s vague allegations against ‘Tencent’ or ‘Defendants’ generally cannot substantiate the claims it brings against Tencent America, Proxima Beta U.S., or Tencent Holdings specifically.”

Lastly, Light of Motiram won’t release until the end of 2027, meaning Sony’s lawsuit is built on what the game “might” look like before it’s even out, said Tencent.

Still, shortly after Sony began suing Tencent, Light of Motiram’s Steam page was quietly altered to remove, edit, and/or replace key art, as well as rewrite the description.



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September 19, 2025 0 comments
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Tencent accuses Sony of seeking a "monopoly on genre conventions" as it responds to Light of Motiram copyright lawsuit
Esports

Tencent accuses Sony of seeking a “monopoly on genre conventions” as it responds to Light of Motiram copyright lawsuit

by admin September 18, 2025


Tencent is disputing Sony’s claims that its upcoming game Light of Motiram is a “slavish clone” of its tentpole Horizon series, claiming the latter is not “fighting off piracy, plagiarism, or any genuine threat to intellectual property” but is instead attempting to “transform ubiquitous genre ingredients into proprietary assets.”

Back in July, Sony filed a copyright lawsuit against Tencent. In court papers filed at the time, Sony demanded a jury trial for copyright and trademark infringement and to prevent the “imminent” release of Tencent’s upcoming title, accusing it of “rip[ping] off” Horizon lead Aloy, “deliberatedly causing numerous game lovers to confuse Light of Motiram as the next game in the Horizon series with encountering Tencent’s promotional game play videos and social media accounts.” Shortly thereafter, Tencent made several changes to Light of Motiram’s Steam page and its promotional art.

Now, as spotted by The Game Post, Tencent claims Light of Motiram is merely making use of “time-honored” tropes that are outside “Sony’s exclusive domain,” calling Sony’s copyright claims “startling.”

“Plaintiff Sony has sued a grab-bag of Tencent companies – and ten unnamed defendants – about the unreleased video game Light of Motiram, alleging that the game copies elements from Sony’s game Horizon Zero Dawn and its spinoffs,” Tencent’s lawyers wrote.

“At bottom, Sony’s effort is not aimed at fighting off piracy, plagiarism, or any genuine threat to intellectual property. It is an improper attempt to fence off a well-trodden corner of popular culture and declare it Sony’s exclusive domain.”

The court papers further assert that Horizon Zero Dawn’s art director, Jan-Bart Van Beek, suggested in a documentary that the game’s premise was not original, and referenced 2013’s Enslaved: Odyssey to the West.

“Long before this lawsuit was filed, the developers of Horizon Zero Dawn publicly acknowledged that the very same game elements that, today, Sony claims to own exclusively, were in fact borrowed from an earlier game.

“Sony’s Complaint tellingly ignores these facts. Instead, it tries to transform ubiquitous genre ingredients into proprietary assets,” Tencent added. “By suing over an unreleased project that merely employs the same time-honored tropes embraced by scores of other games released both before and after Horizon — like Enslaved, The Legend of Zelda: Breath of the Wild, Far Cry: Primal, Far Cry: New Dawn, Outer Wilds, Biomutant, and many more — Sony seeks an impermissible monopoly on genre conventions.”

Tencent also dismissed Sony’s claims its representatives pitched a Horizon mobile game at GDC in 2024, and states Sony is suing the wrong companies as “none of the served defendants develop and market the Light of Motiram video game that Sony alleges infringes its intellectual property in the Horizon franchise.” It also claimed that it cannot be sued for a game that has a release window of Q4 2027 and not yet released.

For more on Tencent, check out our feature, Behind the scenes at Tencent.



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September 18, 2025 0 comments
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Tencent accuse Sony of trying "to fence off a well-trodden corner of popular culture" with their Horizon copyright lawsuit
Game Updates

Tencent accuse Sony of trying “to fence off a well-trodden corner of popular culture” with their Horizon copyright lawsuit

by admin September 18, 2025



This afternoon, a choice of two raging videogame lawsuits to report on. Firstly, a snippet from the on-going courtroom scrap between former Unknown Worlds executives and Krafton over the state of Subnautica 2’s development, in which the former accuse the latter of changing their story about why the executives were fired.

I’ve decided not to write that one up because it feels like we are entering the realm of potshots over minutiae, rather than learning anything genuinely new about Subnautica 2 or its creators, but if you’re interested, GamesIndustry.biz has your back. The parallel Tencent/Sony bust-up has the virtue of relative novelty. It gives me a whole different kind of headache. What’s going on with this one, then?


Well, last November Tencent announced that they would publish Light Of Motiram, a post-apocalyptic adventure featuring robot mammoths, archery, red-haired ladies, and scrapmetal tribal aesthetics. An ungenerous commenter might assert that it’s a “slavish clone” of Sony’s Horizon Zero Dawn and Horizon Forbidden West. That’s what Sony called it, anyway, when they announced in July this year that they were going to sue Tencent back to the Neo-Stone Age for copyright infringement.


In their California federal court filing, Sony alleged that Tencent had, in fact, approached them in 2024 and pitched a new Horizon game under license, even as development continued on Light of Motiram. As James noted in our write-up, the implication here is that Tencent were going to make their very own Horizon game regardless of whether Sony consented to brand it an official sequel or spin-off.


Sony sought to block Light Of Motiram’s release, arguing that it would cause “irreparable harm to SIE and the consuming public”, which is rather histrionic. I am picturing a solitary tear rolling down the face of a member of the Consuming Public as they plead with the storekeeper that they wanted the other 6/10 metal dinosaur game, not this one. Yes, it is I – the Horizon disliker. Still, I can’t deny that the games look rather similar, and it’s telling that Tencent have edited Light Of Motiram’s Steam page to remove some of the more obvious points of overlap with Horizon.


Tencent have now hit back against Sony’s accusations with even louder language. They contend that Sony are seeking “an impermissible monopoly on genre conventions”, and that Light Of Motiram ain’t even finished yet and as such, can’t be fairly assessed for what it invents or borrows. They also say that Sony are suing the wrong people.


As passed on by The Game Post, Tencent’s motion to dismiss the case comments that “at bottom, Sony’s effort is not aimed at fighting off piracy, plagiarism, or any genuine threat to intellectual property. It is an improper attempt to fence off a well-trodden corner of popular culture and declare it Sony’s exclusive domain.”


Tencent further argue that Sony’s claims for Horizon Zero Dawn’s originality have been “flatly contradicted” by developers Guerrilla, citing a behind-the-scenes doc in which art director Jan-Bart Van Beek compared the game to Ninja Theory’s 2013 action-adventure Enslaved: Odyssey to the West. They also make reference to “the long history of video games featuring the same elements that Sony seeks to monopolise through this lawsuit”.


They insist that Light Of Motiram “merely employs the same time-honoured tropes embraced by scores of other games released both before and after Horizon – like Enslaved, The Legend of Zelda: Breath of the Wild, Far Cry: Primal, Far Cry: New Dawn, Outer Wilds, Biomutant, and many more”. In summary, they accuse Sony of trying to “transform ubiquitous genre ingredients into proprietary assets.”


As regards Sony’s argument that Tencent wanted to make a Horizon game for them, and decided to proceed with their “slavish clone” despite not being given permission, Tencent’s court motion refers to a GDC meeting from March 2024 in which Tencent reps pitched a licensed Horizon mobile game. They claim that since no actual Tencent executives or employees were at the meeting, nothing at the meeting “is alleged to be an act of copyright or trademark infringement”.


As for the ‘suing the wrong people stuff’, Tencent’s motion notes that Sony’s lawsuit is against Tencent America, Proxima Beta U.S., and Tencent Holdings, whereas Light Of Motiram is being developed and published by Polaris Quest / Aurora Studios, who operate under Tencent Technology (Shanghai) Co. Ltd, and Proxima Beta PTE Ltd, a company in Singapore “doing business as ‘Tencent Games’ and/or ‘Level Infinite'”. Tencent’s lawyers are of the opinion that “Sony’s threadbare, conclusory allegations improperly lump these Defendants together with the foreign companies alleged to be responsible for the core conduct at issue.”


I’m no lawyer, despite belated efforts to educate myself, but the last two paragraphs read to me like Tencent are trying to get off on a technicality. I sympathise more with the line about Horizon not being as original as all that, and certain ideas being public property. Except that I’m pretty sure that if the roles were reversed and Light of Motiram had launched before Horizon: Zero Dawn, Tencent would have been yelling blue murder about breach of copyright.

The discussion of what Light Of Motiram – out 2027 – yoinks or doesn’t yoink from Horizon is kind of fun to follow, because it’s comparing ideas and aesthetics. In general, though, I default to the position that picking sides in a copyright spat between two billion dollar videogame publishers is like deciding which cybernetic T-Rex you most want to step on you.



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September 18, 2025 0 comments
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Behind the scenes at Tencent
Esports

Behind the scenes at Tencent

by admin September 18, 2025


Tencent is one of the largest video-game companies in the world. In addition to running various studios in China, it wholly or partly owns dozens of game companies across the globe, including Riot Games, Funcom, Sumo Group, Turtle Rock Studios, Techland, Supercell, Don’t Nod, Epic Games, and most recently Ubisoft.

But Tencent has also earned a reputation for being somewhat secretive. So having the chance to chat with Yong-yi Zhu, VP and head of business operations, strategy, and compliance at Tencent Games, is a rare opportunity.

Yong-yi Zhu, VP and head of business operations, strategy, and compliance at Tencent Games

Zhu says that Tencent is making an effort to be more open – noting that this interview is part of that effort. “I think there is a point now where we want people to better understand who Tencent are, what we’re doing, why we’re doing the things that we’re doing,” he explains.

Part of the reason for that is to attract talent to the company. “I think before, maybe it was a bit of a black box,” Zhu says. He himself says he “didn’t really have a good perspective” on what Tencent was actually like before he joined (previously, he was vice president of studio operations at Activision).

Tencent’s aggressive acquisition strategy over the past decade or so – against a backdrop of anti-China sentiment among US policymakers – has perhaps made some people in the West a little wary of the company. But Zhu notes the firm’s image is completely different on its home turf.

Zhu is American, although he’s from China originally, and he says his family have very positive associations with Tencent. “Not so much from the games perspective,” he clarifies, “but from everything that Tencent does to support their day-to-day lives, including WeChat and WeChat Pay, and things that I think 15, 20 years ago people would’ve thought would be crazy for those in China to have access to.”

However, he acknowledges that attitudes to Tencent might not be the same elsewhere. “I think the reason why people might be more wary is we are not very public,” he says. “We tend to keep to ourselves.” Tencent’s work is in the background, supporting studios, he says, rather than in a public-facing role.

“We put the developers and the talent first.”

A broad remit

Zhu is based in California, and he works with around 20 studios in Tencent’s portfolio, mostly based in Europe. His role involves things like board meetings, discussing budgets, and greenlighting development phases.

But the time zones are a killer. “I start the day very early, so six, seven o’clock in the morning,” he says, in order to talk with studios in Europe that are around eight hours ahead. “And then my entire team is in China and Singapore. So I work in the mornings, take a break at around lunchtime, early afternoon, and then start again around dinnertime all the way through late evening.”

“I talk to China every day,” he adds. “I talk to Europe most days.”

But with so many different studios under his remit, how is he able to keep up with everything? He says it typically comes down to prioritising different studios according to launch timings. “Like, Dying Light: The Beast is going to be really high on my priority list right now,” he says, referencing Techland’s just-launched survival horror game.

“The other thing is we have teams that work directly with the studios on a more regular basis, so they kind of understand [their challenges]. For me, I’m very central. I look across everyone, and so there’s no way for me to kind of understand the nuances of what’s happening at every studio.”

Inevitably, the bigger or higher priority games tend to get the lion’s share of his attention. “So probably across two, three months, maybe a quarter, we kind of look at everybody, but a disproportionate percentage of my time will be focused on the bigger ones with more potential, or the immediate ones that are kind of coming up.”

Tencent majority owns Clash Royale maker Supercell

We ask whether there’s any kind of pattern in Tencent’s diverse acquisitions, which in Europe include everything from the mobile developers Miniclip and Supercell to the co-dev specialist Sumo Group to the Dune: Awakening creator Funcom.

“When I first came here, I was like, ‘Whoa, this is a big group of really random stuff’,” admits Zhu. But if there’s a link, he says, it’s that they’re all good developers. “It’s people that have been in their craft for a long time that are passionate about reaching new audiences, building new experiences, doing somewhat risky stuff that they’ve never done before.”

Western commitment

Earlier this year, Tencent’s Chinese competitor NetEase conducted layoffs at a US support studio for the smash hit Marvel Rivals and closed down the Austin-based T-Minus Zero Entertainment, leading to fears that NetEase is scaling back its interests in Western studios.

What about Tencent? Does it intend to maintain its Western presence?

“I will speak from the perspective of my division,” replies Zhu. “We have no plans at the moment to pull out. You may see a reduction in investment in certain places, and I think part of that is just the realities of the industry and the dynamics of the industry.”

He thinks that in the future, the key will be developing new IP, gameplay, and audiences – but fostering that kind of innovation will take time and judicious investment.

“If you’re doing a sequel, it’s relatively predictable what the development timeline is, what the innovation timeline is,” he says. But when a project is “more unknown,” when “we don’t know if there’s fun yet, we don’t know if the technology works yet,” he thinks Tencent has to ensure its investment level is smaller.

“One of the mistakes the industry has made in the past was investing too quickly”

Yong-yi Zhu, Tencent Games

“I think Tencent in the past has been more about taking a game that from a publishing standpoint really works and really amplifying that. As we’re doing more and more bespoke development for the West, it’s going to take a bit more time, and so that sometimes means keeping the core dev team smaller.

“Part of it is to control cost, but part of it’s also to be a bit more nimble, have more iteration, try things faster, see what works, see what doesn’t. And then once we get to a stage where, hey, everything is clicking, we have all the boxes checked, then we can really amplify.

“So it’s more about being more disciplined across our different phases of development, less so about just overall pullback, if that makes sense.”

He continues: “I think maybe one of the mistakes the industry has made in the past was […] investing too quickly, going too big, letting teams get too large. People have a vision, but until you perfect that vision and know exactly what you’re doing from today to the end of the project, you still need to be a little bit cautious.”

We’re interested in what level of control Tencent exerts over its many wholly or majority owned Western studios. Is Tencent involved in day-to-day operation, or are studios given free rein?

Zhu says the studios are “mostly autonomous.” He adds that he can’t speak for Riot Games, because he doesn’t work with them directly, but he gives the example of the UK-based Sumo Group, which comes under his remit.

“We help them set strategic direction,” he says, “whether it’s in budgeting or it’s in their slate or it’s in […] providing information on [the] market and trends and things like that.”

Funcom released Dune: Awakening in, appropriately enough, June | Image credit: Funcom

He gives another example of how Tencent worked with Funcom for the launch of Dune: Awakening. “They have their own internal expertise, they published games in the past, they have a development team, but at the same time, they have never launched a game of this scale. So we had our tech teams go and visit Funcom and sit there and work with them on backend technology, on servers and things like that, to make sure everything was stable. And also we can help them scale in that regard.

“And then on publishing, they had expertise in certain geographies, and for us, we had expertise in others, so we partnered together to figure out how we reach more of an audience across the world.”

China ascendent

Right now, we’re at an interesting point in the games industry where Chinese developers are very much on the rise, thanks to mega hits like Black Myth: Wukong and Genshin Impact. The announcement of a Black Myth sequel stole the show at Gamescom Opening Night Live, and the upcoming China-developed titles Where Winds Meet and Blood Message look set to be huge hits.

Zhu thinks there’s the opportunity for cross-pollination between East and West. “One of the things we [talk] a lot about internally is ‘how do we pair up Chinese developers with our Western developers?'” he says.

“I think Western creatives have a very strong point of view on […] what the gameplay looks like, what the innovation is. But then the Chinese dev teams can either bring more horsepower or more innovation, more understanding of Asian markets as a whole.

“How do we pair up Chinese developers with our Western developers?”

Yong-yi Zhu, Tencent Games

“It’s symbiotic in that sense. […] Together you’re going to create a culturally more relevant game across the globe.”

Zhu says Tencent doesn’t have anything it can share publicly at the moment, but it’s in the process of spinning up some Chinese support teams, with the idea of tying Tencent’s Western and Chinese arms together more closely.

“There’s certainly challenges,” Zhu says, “whether it be language, or time zone, or cultural differences.” But his role is partly about breaking down the barriers between the two sides. “I think more and more we need people to be able to bridge that gap.”

Zhu also sees big opportunities for growth in China, particularly on Steam. “I was recently at a talk where we were talking about why the Chinese population on Steam has grown so much,” he says.

“Part of that was during COVID, people were required to have computers and laptops for education, and so suddenly all these people had access to a gaming platform. So for us, it’s like, ‘Okay, there’s an opportunity there, how do we reach that audience?'”

Honor of Kings launched worldwide in 2024

But he sees opportunities for growth everywhere, pointing to the success of new IPs like Blue Prince, Balatro, and Clair Obscur: Expedition 33. And he thinks that it’s not necessarily about tailoring games to an Eastern or Western audience, noting the success in the West of games focused on China-centric themes, like Honor of Kings and Black Myth: Wukong. Equally, the European-centric Kingdom Come: Deliverance 2 has a large player base in China.

“I look at it more as audiences of gamers rather than any specific geography. Obviously some geographies are more tailored to certain types of games, but I think for me it’s more about gameplay first over everything else. So we look a lot at what genres have growth potential as the first cut rather than geography or other things as the first cut.”

Live service

Some of Tencent’s biggest titles, like League of Legends, are centred around live service. But given the recent souring of attitudes towards live service following the failure of big new titles like Concord, what is Tencent’s current approach to the sector?

Zhu acknowledges that the “holy grail” of a lot of games is to be “evergreen if not necessarily live service,” but he says that the strategy depends on whether the studio has the necessary experience behind it.

“Some studios may be ready for that big step into live-service games and developing evergreen games because […] they’re experts in their craft and in their genre.”

He gives the example of From Software, saying the studio had to develop its craft over several games before taking on the huge open world of Elden Ring, which he thinks would have been nowhere near as successful had it been their initial effort.

“We don’t only green light games-as-a-service games”

Yong-yi Zhu, Tencent Games

“But because they had the understanding of the genre and of the player base to know what works with people [and] what doesn’t work, […] it has become a success.

“And so for us, it’s about crafting that journey for all of our studios. We don’t only green light games-as-a-service games: we have a mix.

“Some games, we feel like studios are ready to go really big and to build something that lives forever. […] Other studios, we feel like, hey, it’s still on the path to building that muscle.”

He adds that it also comes down to genre. “Take a look at [the] shooter space, right? Very crowded, very red ocean, and unless we have a dev team that is absolutely perfect for that market, I don’t think we would green light a shooter, because we feel like it’s too difficult.

“Now, other areas, other genres where we feel like it’s not as mature, the market’s not as big as we might expect it to be, or there’s not enough innovation or not enough perfection on gameplay, that’s where we would focus.”

AI and the PC future

Finally, we ask how Zhu thinks the games industry will evolve over the next five years.

“The biggest [trend] that everyone talks about is AI and its integration into game development,” he says. “There’s a lot of negative perspectives on AI. I think for me, it’s enabling developers to build better worlds and more interesting worlds in an efficient way.”

In this respect, he thinks it might be useful in the very early stages of game development, when a small, core team is working on defining the project. “I think with AI, you’re able to do more art exploration, even if you don’t have an army of artists.”

He adds that it’s also useful for things like code review, “where you can have the AI check whether your code’s going to break the game,” and notes that in the future, it might even be useful from a design perspective – cautioning that “I don’t know if we’re there yet.”

“With AI, you’re able to do more art exploration”

Yong-yi Zhu, Tencent Games

“Once we get into [the] production phase, it has other benefits of being able to help us iterate faster, create more content, [and] not be as reliant on large teams to be able to execute on things.” All in all, he sees AI as being about “doing more with smaller teams at the early phase and then increasing the quality bar once we get into true production.”

Rather than replacing jobs, he thinks it’s a case of utilising people who are “well-versed in leveraging AI” to raise the quality bar, giving the example of a developer using AI to quickly iterate an open-world map to find the “coolest gameplay pattern.”

He stresses that developers need to keep up to date with the AI tools being introduced (Tencent, for example, has recently debuted an AI creation tool called VISVISE), and emphasises that they shouldn’t be “blind to the technology that’s going to come and support us. It’s like [if developers] didn’t know how to use Macs or Maya, they’d be way behind. If they’re like, ‘No, I only draw art on paper and pencil’, or something like that. Same thing.”

Outside of AI, he thinks a key focus will be creating games that run on lower-spec devices. Partly that’s about reaching growing audiences in places like Southeast Asia, or the LATAM and MENA regions.

He gives an example: “Call of Duty Mobile is very much focused on high-end devices, and for us, PUBG Mobile is very much focused on low end devices,” he says, noting the focus should be: “How do we get this game in the hands of as many people as we can?”

PUBG Mobile is designed to work on lower-spec devices

Likewise, as the PC audience gets bigger, he thinks that “we need to worry a lot about min spec […], so that people around the world can have access to our games.”

However, he acknowledges that this goal will depend on the title. “The PC folks are always super focused on a million frame rate and things like that. And that may be right for some games, where they’re really highlighting the cutting edge of technology.”

Overall, Zhu thinks we might see the future tipping away from consoles and towards mobile and PC, noting that the latter is already favoured by many of Tencent’s developers owing to its speed and flexibility when it comes to things like patches.

“I think one of the biggest benefits of consoles in the past was it was an affordable way for people to have access to gaming,” he says.

“Now, we have more and more affordable mechanisms – whether it’s my mobile phone, whether it’s my PC – and as PC prices continue to come down and developers focus on min-spec PCs, and if consoles continue to get more and more expensive […], they will certainly start to compete with one another.”



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September 18, 2025 0 comments
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Product Reviews

Abxylute will sell an absurd 3D handheld from Intel and Tencent Games for “under $1,700”

by admin August 23, 2025


As the handheld PC boom has taken off, companies have tried to push the boundaries of the Steam Deck form factor Valve helped popularize. Lenovo tried detachable controllers. Acer is trying an 11-inch screen. And Abxylute is apparently combining them both (and then some) into the Abxylute 3D One, which The Verge reports features an 11-inch, glasses-free 3D display and detachable controllers, all for “under $1,700.”

The Abxylute 3D One is based on a hardware prototype co-developed by Intel and Tencent that the companies demoed at CES 2025. The prototype, dubbed the “Sunday Dragon 3D One,” featured a display that used eye-tracking to achieve its 3D effect. The version Abxylute is selling seems to be offering more or less the same features, with an Intel Lunar Lake chip, 32GB of LPDDR5X RAM, an 120Hz display and a built-in kickstand.

The Abxylute 3D One’s controllers can detach like Joy-Cons, which leaves it looking like a chunky Surface Pro.

(Abxylute)

“Abxylute claims the product’s specifically optimized to deliver 3D for 50 of the top Steam games,” The Verge writes, though it can also be used for more than gaming if you’re desperate. The Abxylute 3D One will include software for converting 2D photos and video to 3D, and a detachable keyboard accessory complete with a trackpad.

No part of what Abxylute is offering here seems particularly practical, but if you like 3D and are into the company’s maximalist approach, you could be getting a deal. Acer’s 11-inch handheld, the Acer Nitro Blaze 11, starts at $1,100. A 3D laptop like the ASUS ProArt Studiobook 16 starts at $2,000. The Abxylute 3D One could approximate the features of both for a fairly reasonable price in the middle.

That might not make up for the fact that it seems too heavy to hold for more than 30 minutes at a time, but you can put that to the test yourself when the Abxylute 3D One goes on sale in “late September or early October.”



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August 23, 2025 0 comments
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