The action sci-fi world of Mass Effect is next on the docket to join the transmedia world of video game-to-television adaptations. According to a report from Variety, Amazon MGM is moving forward with a TV show based on the 2007 – 2021 game series.
The show will be penned by the writer of F9: The Fast Saga, Daniel Saga, which did not fare particularly well critically but made over $700 million at the box office. Mass Effect developer BioWare’s studio head Mike Gamble, who worked on two of the four mainline Mass Effect titles, will also be serving as an executive producer on the TV show alongside Hollywood’s ubiquitous executive producer Avi Arad.
Though the reporting does not indicate what a Mass Effect adaptation will be based on, it’s easy to assume that it will focus on the more popular original Mass Effect trilogy. Those three games told the stories of Commander Shepard uncovering the threat of the extraterrestrial reapers from deep space. The 2017 Mass Effect Andromeda was a critical and sales disappointment for publisher Electronic Arts, so it is unlikely to be consider creatively ripe for an adaptation.
This news comes on November 7th, which BioWare has enshrined as the yearly N7 Day, making reference to Commander Shepard’s N7 armor in the video games. While the announcement has not officially come from EA or Amazon, it does give fans something to celebrate this N7 Day.
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It is likely this adaptation deal is a direct result of Fallout‘s success, which is one of Amazon Prime’s biggest streaming successes in recent years. That adaptation, which intimately involved Bethesda Game Studios producer Todd Howard in its creation and execution, has been a big boost for the series. Mass Effect, with its space soap opera leanings and unique world, seems likely to be a logical successor to Fallout‘s 17 emmy nominations.
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Voice assistants have a reputation for finicky activation, such as responding to their prompts that are spoken in an ad. Apple may have a fix for that in the works. 9to5Mac spotted this element in the tvOS 18.2 beta. A part of code called AdBlocker appears to use the Shazam API to match audio captured by a device’s microphones against audio fingerprints downloaded from Apple. When there’s a match, the usual Siri trigger command is disabled. In theory, this means Apple could have devices not react to the “Hey Siri” prompt when it’s spoken as part of the company’s keynote presentations or TV advertisements.
The publication only found this feature in the current developer beta of tvOS, which it suggests means that HomePod smart speaker will be the first device to potentially ignore those “Hey Siri” commands. However, iOS 18.2 is also in developer beta and is bringing more Apple Intelligence features to Apple’s smartphones, as well as possibly integrating ChatGPT subscriptions with Siri.
Unity reported that its third-quarter revenues and adjusted profits beat expectations, with revenue falling 2% to $429 million.
For the quarter ended September 30, Unity‘s guidance was for revenues of $415 million to $420 million. Unity’s stock price initially went up in after-hours trading after the report came out, and then it fell again to $21.95 a share, down 1%.
The net loss for the quarter was $125 million, as compared to net loss of $125 million in the third quarter of 2023 and net loss of $126 million in the second quarter of this year. (However, as with many game companies, adjusted financials capture the company’s performance better).
On an adjusted basis, Unity reported its EBITDA (earnings before interest, taxes, depreciation and amortization) were a profit of $92 million, compared to guidance of $75 to $80 million. Adjusted EBITDA for the total company was $94 million in the same quarter last year (excluding customer credits of $37 million as described in a shareholder letter at the end of 2023).
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Third quarter Create Solutions (Unity’s game engine division) revenue from the strategic portfolio was $132 million, up 5% year-over-year, and up 2% quarter-over-quarter. The year-over-year increase was driven by a 12% growth in subscriptions revenue, as customers upgraded and renewed at increased prices.
The quarter-over-quarter increase was also driven primarily by subscription growth. Grow Solutions (Unity’s advertising division) revenue from the strategic portfolio in the third quarter was $298 million, down 5% year-over-year and up 1% quarter-over-quarter.
Revenue for the total company for the third quarter was $447 million, down 18% year-over-year driven by decreases in Grow Solutions revenue and the portfolio reset. During the third quarter, revenue from the non-strategic portfolio was $17 million, down 84% year-over-year as a result of our portfolio reset. Unity expects revenue from our non-strategic portfolio in the fourth quarter to continue to decline compared to the third quarter.
For the fourth quarter, Unity said it is guiding revenue for its strategic portfolio to $422 to $427 million. The company is guiding adjusted EBITDA to $79 to $84 million. This reflects caution on revenue recovery for the Grow business.
The canceled Runtime Fee price increase
In September, after months of listening to customers, partners, and the community, Unity rolled back one of the decisions that forced its previous CEO, John Riccitiello, to resign. Unity’s new CEO Matthew Bromberg announced the cancellation of the Runtime Fee and a reversion to the existing seat-based subscription model (and a traditional price increase) for all gaming customers. Bromberg spoke at our GamesBeat Next 2024 event in a fireside chat with me and our coverage is coming up.
“We focused on execution and discipline to drive more rapid product innovation and to restore the strong, authentic bond we have with our customers in our community. We’ve acted on those intentions over the course of the last 90 days in many different ways, and we’re feeling we impacted that positive momentum, both inside and outside the company,” Bromberg said in an analyst call.
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Bromberg added, “We started off with a cancelation of the runtime fee, a reversion to a subscription based model in introducing price increases that customers could understand. And all this has unblocked our renewals pipeline and reconnected us. We thought that with delivery of Unity 6, the best performing, most stable version of Unity we’ve ever shipped, Unity 6 marks a fundamental change in how we’re going to approach the development cycle going forward.”
The company introduced pricing increases, effective January 1, 2025, which will apply to all new and existing Unity Pro and Enterprise customers upon purchase, renewal, or upgrade. Since announcing these decisions, Unity said it has seen a positive trend in renewals and an increase in early adoption of Unity 6.
The future financial impact on our Create subscription revenues will be dependent on the timing of renewals and contract negotiations with our Enterprise customers but the company believes that, over time, these pricing changes will help to drive consistent revenue growth in the double digit range for the core subscription business.
In October, the company finally launched Unity 6, the most stable and best performing version of Unity. Unity 6 is designed to enable the creation of better games, built more quickly and more efficiently than ever before.
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Built, tested, and refined in production environments in partnership with developers, Unity 6 marks a shift in how Unity will approach the development cycle moving forward. The key will be in maintaining a better and more consistent feedback loop that will ensure Unity delivers tools that make a tangible difference for customers every day.
Some of the new features in Unity 6 include end-to-end multiplayer workflows that speed development of connected games; tools that enable developers to reach even more players by targeting mobile web; and with new graphics capabilities that move workloads from the CPU to the GPU, Unity has seen CPU computation time improvements of up to four times, dropping from from 40 milliseconds to 10 milliseconds per computation in internal stress tests.
Bringing cross-platform 3D visualization to market segments outside of gaming is a major focal point of the strategy, and remains the fastest growing segment of the subscription business. Unity is beginning to achieve global scale through partnerships with global system integrators (GSIs), distributors and value-added resellers (VARs) in every region.
New Unity customers in the quarter include Dutch airline KLM and Deutsche Bahn, the national railway company of Germany. KLM used Unity to build a VR cockpit training application. Deutsche Bahn used Unity to build guided customer experiences in AR to help passengers navigate transit changes, and created VR environments for staff training that include a fire safety training simulator for train operators and a railway interlocking system training.
The pace of product releases in the Grow business also accelerated, highlighted by efforts to increase the scale and quality of users acquired, fine tune automated ROAS campaigns on our ad networks, and build diversity and effectiveness of ad placements.
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Unity also continued to invest in the Ad Quality product, which gives publishers critical transparency into how the ads running inside their apps and games impact user engagement, and the tools to immediately shut off those that are having a negative impact. All of this work continues alongside the more fundamental data infrastructure and machine learning work being prepared for a 2025 launch.
Outlook
Unity is raising guidance for the full year due to better than expected performance in Q3, with full year revenue guidance for the strategic portfolio now at $1.703 billion to $1.708 billion compared to $1.68 billion to $1.69 billion previously. Adjusted EBITDA is expected to be $363 million to $368 million, compared to $340 million to $350 million previously.
In a statement, Bromberg said the entire gaming ecosystem functions better when Unity is delivering on its commitment to provide developers and publishers what they need to make and market great games.
“While we’re just at the beginning of our journey to transform the company, we’re energized by our progress and the response from our customers and the community,” he said. “The opportunity is clear, the market wants us to succeed, and we believe we have everything we need to deliver consistent, sustainable growth and profitability in the years ahead. As always, our deepest gratitude goes out to our customers, partners, employees, and investors for their unwavering support.”
Unity also hired Jarrod Yahes as the company’s new chief financial officer. Unity also recently hired Jim Payne as chief product officer for advertising and Alex Blum as senior vice president of corporate development. And Steve Collins, formerly of King, is the new CTO.
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Asked by an analyst about Unity five years from now, Bromberg said in the call, “We are really bullish on the long term value of Unity. We think we’re in a in a really unique spot, in a really big, vibrant business. The creation of 3D content and interactive entertainment is just going to grow. We believe that we’re in an amazing spot as a tools provider to fundamentally change how the next generation of content gets created…. If they can do it more efficiently and more effectively, they’re going to make more, and they’re going to innovate more, and we’re going to get growth.”
AI’s impact
Bromberg said AI will make a difference at Unity.
“We also talked last quarter about how we’re undertaking a fundamental rebuild of our machine learning stack and data infrastructure, and using AI to enhance the return on investment we’re able to deliver to our advertising customers. We’re happy to report great progress on that work, which is already in testing on live data, and we’re really encouraged by the early results we’re seeing,” he said.
He said game monetization will not be a winner take all market. But he noted that Unity will deliver unique insight into how to maximize the lifetime value of the gaming consumer.
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And Bromberg said, “Our vision for Unity is clear. We believe we have a critical role to play in helping drive the game industry forward to its next stage of growth. We’re the only company in the world capable of providing a platform to power the entire development cycle, from prototyping through life service management to user acquisition and monetization. This puts us in a position to be able to drive fundamental improvements to the economic calculus of making successful games on the production side, AI enhanced tools will speed the development process and enable greater innovation while in live operations, advertising and monetization will be able to provide insights that customers won’t be able to get anywhere else.”
On another AI question, Bromberg said, “We know that AI has a fundamental role to play with our customers in terms of making the process of building video games faster, easier and more engaging and innovative. So we are a platform and an assembly point for games and other applications. So, as and our extensibility is really our greatest strength, we feel perfectly positioned to help developers integrate these tools. Keep in mind that from our perspective, we’re agnostic as to where and how the 3D assets get created. We’re about being an assembly point providing close control the pipelines you need to build, helping your team collaborate to do that building, and then ultimately cross platform distribution through the runtime.”
He added, “The explosion of Gen AI, from our perspective, if it helps our customers, then we’re going to benefit from a seamless, integrated first party and third party AI functionality inside our editors, inside the editor, and we’re going to offer those that to customers. So we feel very good about that, and we’re not kind of fighting that at all.”
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Rivian’s R2 vehicles will be powered by batteries made domestically in the US by South Korea’s LG Energy Solution, the company announced in its third quarter earnings report.
Rivian first revealed the new batteries back in March when it announced the R2 as its more affordable electric SUV that would start at $45,000. (It also announced the sportier R3 vehicle.) The cell is called “4695” due to its diameter of 46 millimeters and height of 95 millimeters — larger than Tesla’s 4680 cells.
The battery packs that Rivian uses currently in its R1T and R1S vehicles are assembled at its Normal, Ill. factory using cells manufactured in South Korea by Samsung SDI. Now, the cells will be produced in the US to better comply with tax credit requirements outlined by the Inflation Reduction Act. In a letter to shareholders, Rivian said the cells would be manufactured during their first year at LG’s plant in Queen Creek, Az.
The next-gen battery pack will be lighter, less complex, and cheaper to produce than the current batteries, Rivian said. The company also expects a “meaningful reduction in dollar per kilowatt hour (kWh) at the pack level when compared to the R1 platform.” And because its larger than its R1 batteries, the new packs will contain fewer cells overall, which will make the manufacturing process more efficient. Rivian says it expects the assembly process to improve by 45 percent.
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Since the passage of the IRA, automakers have been scrambling to shift EV battery manufacturing to the US to comply with rules requiring domestic production in order to qualify for generous subsidies. And with Donald Trump coming back into office, they will need to work even faster in order to avoid harsh tariffs on imported goods that the incoming president has promised to enact.
Rivian has said the R2 will go into production during the first half of 2026. But with Trump also promising to eliminate Joe Biden’s EV subsidies, the question remains whether struggling EV-only companies like Rivian will be able to stay afloat amidst what’s expected to be a more uncertain market.
The two companies have agreed to embed Suki’s AI notetaker and administrative assistant into Zoom’s telehealth service. That means your doctor can focus on what you’re telling them without needing to split their attention by writing notes and possibly missing something you’ve said.
The Suki Platform already handles similar duties for almost a million healthcare clinicians in the U.S. but usually deploys for in-person appointments. The AI (with your permission) records your conversation with the doctor and then mines the transcript for important details and follow-up visit plans. After doctor approval and annotation, the notes are added to your electronic health record. Suki’s research shows that this kind of AI-based clinical notetaking can cut down the time doctors spend on paperwork by up to 70%, giving them more time and energy for actual care.
Zoom will augment its platform with Suki for appointments to do the same for telehealth visits. The only difference is that the AI will listen in during your Zoom call instead of from a recorder in the room with you and the doctor. That could be a big deal considering Zoom’s explosive growth in the healthcare industry during the COVID-19 pandemic lockdowns.
“With over almost 140,000 healthcare institutions globally using the Zoom platform, we feel a great responsibility to leverage the power of AI to drive employee productivity and enhance patient experiences,” Zoom chief product officer Smita Hashim said. “Working together with Suki to provide critical AI-generated clinical note functionality to Zoom Workplace for Clinicians will reduce documentation overhead for clinicians, allowing them to focus on patients.”
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AI Admin
Zoom’s interest in clinical AI assistance is not unique, of course. For instance, Microsoft recently debuted a new set of AI tools to handle administrative tasks for healthcare providers using the technology gained when it acquired Nuance. There’s also Amazon, which has brought its Bedrock AI-fueled tools like AWS HealthScribe to subsidiary One Medical. There are also plenty of smaller companies jockeying with Suki to provide clinical AI assistants, including Abridge and Notable.
That’s mostly in the background, though. Just know that when your doctor makes a lot of eye contact with you on your Zoom call, it doesn’t mean they have Netflix open in another window and they’re ignoring you. It actually means they’re paying more attention than they could before and will have help reminding them what you said if needed.
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“AI is changing the way we interact with the world. Everything from how we communicate to how we use technology to how care is delivered will evolve. Video will be a critical interface in the AI-driven world,” Suki CEO Punit Soni said. “We are thrilled to work with Zoom to develop new interaction models and AI that will advance our mission of making healthcare technology invisible and assistive so clinicians can focus on what’s most important: their patients.”
Krafton and PUBG Studios unveiled Project ARC today. It’s a spinoff of the popular game PlayerUnknown’s Battlegrounds, but trades in the third-person battle royale gameplay for that of a 5v5 top-down shooter.
Currently intended as a multiplayer-only title, Project ARC is trying to stand out by implementing realistic shooting mechanics into a top-down shooter. Things like target height, hit zones, destructible environments, and gun recoil matter in Project ARC when they typically don’t in top-down shooters. Players choose a character, each of which uses a unique weapon from PUBG and has a gadget like a Med Kit or Grenade Launcher. Right now, the only confirmed game modes are Team Deathmatch and Demolition, which has the same rules as the primary mode of games like Valorant or Spectre Divide, but swaps the bomb for a Decrypter hacking device.
Unlike The Callisto Protocol, which started as a PUBG spinoff, but developed into its own universe, Project ARC is a direct PUBG spinoff set in the same world as the battle royale. That connection will mainly be seen through weapons and gadgets like the Blue Zone Grenade and Folded Shield. When it comes to expanding PUBG as an IP, developers said in comments provided to Digital Trends that “PUBG Studios is currently working on several new projects, including Project ARC. As a small team, the ARC Team will continue to pursue swift and bold experimentation.” A team of less than 15 people is working on Project ARC.
Project ARC will be released into early access on PC in 2025. The developers will consider a console release after they add controller support, but don’t plan to bring the game to mobile. The developers are still deciding whether Project ARC will be a free-to-play or premium title.
Google has confirmed the general availability of Google Vids. The AI-powered platform allows users to quickly create videos with features such as automated storyboards, voiceovers, and media suggestions.
Google confirms general availability of Google Vids for paying Workspace users
Google has integrated Google Vids into its Workspace suite of apps. The AI-powered video creation tool was previously available only to Gemini for Google Workspace customers. Moving forward, several more Workspace subscription plans will include access to Google Vids.
According to the search giant, Google Vids is an AI-powered video creation app for work. The company assures it will help teams in customer service, learning and development, project ops, and marketing, “tell more engaging stories at work through video”.
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Specifically speaking, select editions of Google Workspace, including Business Standard and Plus, Enterprise tiers, and Education Plus, as well as Gemini add-on customers will have access to Google Vids.
How to use Google Vids?
Google Vids essentially combines multiple powers of Gemini to quickly create videos that businesses can use. With the “Help me create” feature, Gemini can generate an initial storyboard from a text prompt and a Google Drive document.
Users can quickly and effortlessly add animations, transitions, photo effects, and royalty-free stock content. If that’s not impressive enough, the platform offers AI-powered voiceovers with a selection of preset voices. Users can also record voiceover in their voices. Google Vids has a read-along teleprompter and Gemini AI rolling feature.
Currently, the main AI-powered features such as “Help me create” and the read-along teleprompter, are limited to English. However, the application is available in multiple languages, and Google has assured it will expand language support in the near future.
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All Google Vids features are reportedly available to paying Google Workspace customers until December 31, 2025. Google has indicated it may impose limits on some features starting next year. The company should start alerting businesses about the changes later this year.
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