karlifetz

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karlifetz

karlifetz

@karlifetz

art i guess https://t.co/KBajSSWsOv

Germany Katılım Mart 2012
1.1K Takip Edilen3.3K Takipçiler
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tinysoul
tinysoul@tinysoulgame·
🦐🦆
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staycation
staycation@staycationtg·
In reality, you look at the first Destroyer, see the red visor, and instantly know it's over. He hits a boosted sprint at you with a shield to block damage. Then, he dashes mid-air, pumping you in the mouth with a Misriah as 3 auto-deployed shoulder-mounted missiles eradicate you
Marathon@MarathonTheGame

No flash, just fundamentals

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Contra
Contra@BoldfaceJames·
I didn't even know you could still make stuff that looked like this without having the hammer scene from casino reenacted on you
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Austin
Austin@Spiced_A·
@maywrence @ThatWeirdoeMel I imagine that having the artificial camcorder quality allowed them to save quite a bit on the VFX though, things don't need to look perfectly real since they'll get blurred anyway.
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assorted goods & sundries
assorted goods & sundries@maywrence·
These are the type of things you only notice as a vfx artist. They weren't allowed to shoot the scenes on camcorder, meaning they had to fully replace the mirror's reflection in this shot
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tippity
tippity@tippity·
video game industry the last week
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ASHA@asha_shar

This is an important email I sent today to all employees at XBOX: Team, We are beginning the most significant restructure in XBOX history. After careful consideration, I've made the difficult decision to reduce our team by approximately 3,200 throughout FY27. This will include approximately 1,600 role eliminations today, and in addition, four studios will leave XBOX to new management. I recognize that a year-long restructuring creates additional challenges. Unfortunately, it is not possible to make all the necessary changes in a single day, and I wanted to be direct about the scale. I know this is painful. These changes will directly affect people who have poured their creativity into building XBOX. Many joined us through acquisitions, while others were recruited here, or sought us out because they loved this industry and loved XBOX. Today's decisions do not reflect their talent or dedication. Our business today is not healthy. We are operating at margins that are 3–10x lower than comparable platform and publishing businesses. We entered Gen 9 with a smaller install base and a higher cost structure. To grow, we bet on Game Pass, multi-platform, and a broader portfolio of content. While those businesses have created meaningful value, they did not grow at the pace we expected. As that happened, our core business weakened, and we added more teams, more investment, and more time, hoping for a better outcome. And now the industry is facing the most severe hardware crisis in its history. We must reset XBOX. First, we will reset our content portfolio. Since 2018, we have aggressively expanded our studio portfolio while the number of games created each month across the industry now outpaces the last ten years combined. We now find ourselves competing not only with the largest publishers, but also with smaller independent studios. It is neither possible nor desirable to own every great independent studio. We have also learned that we are not the best home for every type of studio; in a typical year, we lost 64 cents for every dollar we invested. As we reset XBOX, we will help independent creators succeed by providing open development tools and audiences to realize their vision. Compulsion Games and Double Fine Productions will return to management and transition to independent studios with their IP, catalog, and runway for their next games. Ninja Theory and Undead Labs have entered terms to join new ownership with funding to complete and grow Senua and State of Decay 3. In France, Arkane’s management is beginning required consultation with its Works Council to review potential strategic options. We are also making reductions across other units, and in some cases, shifting investment to focus on higher priority projects. These changes vary in size across Activision, Bethesda/ZeniMax, Blizzard, King, Mojang, and XBOX Game Studios. None of our first party publicly announced games or projects are being cancelled as part of these reductions. In addition, Mojang and King will now report directly to me. These two studios have increasingly become platforms and are our largest by monthly active players. They bring critical geographic, demographic, and differentiation to XBOX. Second, we will reset our platform. We know that great technology gets better when it gets simpler, not bigger. Today, in some parts of the company, work passes through as many as 14 layers of management. Our platform teams are 40% larger than they were at the start of this generation, even as our player base and playtime have declined. That complexity has slowed decisions, blurred accountability, and made it harder to deliver for players. As we reset XBOX, we will simplify. We will reduce management layers to no more than 5, and where possible, 3. We will deliver success through a flatter organization that is built around makers (individual contributors focused on building), player-coaches (leaders who remain deeply involved in the work while developing their teams), and directly responsible individuals (DRIs) who own key decisions and outcomes. And we will streamline how we work across our tools, with a cleaner code base, shared services, and 50% reduced vendor spend. Third, we are resetting how we operate. As XBOX grew our headcount, we became more fragmented. Teams, studios, and functions often operate independently, and it became harder to work towards a shared goal, make the right tradeoffs, and get things done. For the first time, we are establishing a Chief Operating Officer with end-to-end P&L responsibility across content, hardware, platform, and services. Helen Chiang has been promoted to this role and will report directly to me. Over nearly two decades at XBOX, Helen has helped build some of our most important businesses, from XBOX Live to leading Mojang and the Minecraft franchise. She will bring our businesses together under one operating model, making sure we make clear investment decisions, learn from our successes and failures, and hold ourselves accountable for results. Thank you, Dave McCarthy, who is retiring after 17 years with XBOX. Dave has played a defining role in building the platform that millions of players rely on every day and has been a trusted partner through many of the biggest moments in XBOX's history. We wish him all the best. These changes are about a bigger future for XBOX, not a smaller one. The next decade of gaming will be larger, more global, and more creative than anything we've seen before. This year, we'll invest as much in XBOX as we ever have, but we'll invest with greater focus, greater discipline, and greater clarity, all in service of making XBOX where the world plays and creates. I want XBOX to be one of the few companies that entertains more than a billion people each day and gives everyone the opportunity to create and connect. I know we can achieve this goal. XBOX has many of the most beloved franchises in entertainment history, talented studios around the world, and we will return to growth in 2027. History is full of companies that mistake longevity for inevitability. We will not be one of them. Asha

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Drexis Animations
Drexis Animations@Drexis_Anim·
For the Marathon fans, near the end of Season 1 I made images featuring the new Arachne faction skins. They didn't end up being used, so they are my gift to you. These are 4k :) artstation.com/artwork/lE1qKO
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Cyberpunk: Edgerunners
Cyberpunk: Edgerunners@edgerunners·
From corpo towers to the chrome-forged edge. 🦾 [CREW UPDATE] // +1 EDGERUNNER // TALIA YANG █ [FEED INITIALIZING]█ FALL 2026
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Dima Goryainov
Dima Goryainov@d_goryainov·
Designs for Reusable Memorial Markers.....an exercise in subtle dread.
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Cyberpunk: Edgerunners
Cyberpunk: Edgerunners@edgerunners·
Heavy is a crown. Heavier is the chrome. 👑 [CREW UPDATE] // +1 EDGERUNNER // WEAK KINGSLEY
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Riloe
Riloe@RiloeGaming·
An actual generational dump of inspirational scifi design just hit the internet with a magnitude very rarely seen
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Kamby
Kamby@kambyyy·
Marathon- Perimeter Relay design by Dima Goryainov 🍊 I love the amount of foliage around the place. Kinda sad they couldn't recreate it in-engine. Still, amazing work. artstation.com/artwork/8BQJnE
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Prime 1 Studio SHINJUKU GALLERY SHOP
Prime 1 Studio SHINJUKU GALLERY SHOP@Nextlevel_Tokyo·
\運命に選ばれるのは誰だ――/ ショップ限定のプレゼントキャンペーン開催🎉 作品を象徴するアートワークを立体化した ライフスケールマスターライン 『ベルセルク』から 「神の手」を抽選で1名様にプレゼント🎁 【応募方法】 ① 本アカウントをフォロー ② このポストをリポスト 【応募期間】 2026年6月16日(火)~6月28日(日)23:59 深紅のベヘリットを掌中に収める、 圧倒的な存在感をあなたのコレクションに👍 たくさんのご応募をお待ちしています。 #ベルセルク #プライム1スタジオ #P1S_SGS
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emmet (Comms Open)
emmet (Comms Open)@CourtneyEmmet·
Alabasta Saga
emmet (Comms Open) tweet mediaemmet (Comms Open) tweet mediaemmet (Comms Open) tweet mediaemmet (Comms Open) tweet media
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karlifetz
karlifetz@karlifetz·
@henningsanden I always create a project, dont open it and just copy the relevant content of the “content” folder over to my existing project and then immediately delete that new project folder. Painful that some projects/envs are setup like this but oh well.
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Henning Sanden
Henning Sanden@henningsanden·
In Ue5 whats the best way to load files from FAB into UE? I have the launcher and quixel installed already, both logged in. I want to import this into an existing project
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Toxa
Toxa@Toxa_FGR·
WIP done some details on monster part of her head Concept by Viktor Titov #digitalartㅤㅤㅤㅤ #artistofx
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Keith Rankin
Keith Rankin@keithrankin0_0·
new work for the Kpop group @aespa_official ! showing IRL in Korea at their Complæxity exhibition this is the villain of their lore Black Mamba
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