Why Horizon Forbidden West: Burning Shores’ Hugs Are a Secret Technical Marvel

When Guerilla Games released the trailer for Burning Shores, the new expansion for Horizon Forbidden West, developers from other studios quickly took notice of a moment that might otherwise have gone unremarked upon:

“that hug at 0:45 is a technical flex like YOU HAVE NO IDEA,” wrote Strange Scaffold head Xalavier Nelson Jr. He was echoed in the replies by numerous other developers and fans, all of whom were struck by the realization of why we so rarely see two characters hugging one another in games. Turns out, it’s very, very hard for developers to make this happen while making it look normal and believable. And yet, Guerrilla has been making Aloy warmly hug her friends since Zero Dawn.

So how is Guerilla pulling off this technical feat? I spoke with Guerilla studio animation director Richard Oud, who admitted he was pleasantly surprised that anyone was noticing how impressive this was. Oud says that because Aloy is a hugger, Guerrilla’s gotten used to the extreme challenge required to get all these hugs to happen…and recently, it’s made some technical strides in the field of video game hugs.

WARNING: While this article’s text does not contain spoilers, the video content in this article shows cutscenes from the endings of Horizon: Forbidden West and the Burning Shores DLC. Watch at your own risk!

Solving for Hug

The challenges facing Guerilla – and other developers – begin with the motion capture [mocap] suits used to record motion and facial expressions, which have become a standard sight in the games industry. Mocap suits work through sensors dotted all over them, which software is able to follow and translate into recorded movement. But when two actors wearing mocap suits hug, their bodies are pressed against one another…and so are the sensors. This results in fully half of the sensors on each person simply vanishing from the view of the software.

Oud explains this means a human has to manually “solve” the movement data that’s been captured, meaning that the software has to know where a sensor should be at any given moment. In this case, they have to solve for every missing sensor over the entire time that the hug lasts. It’s a time-consuming task that Oud says machine learning may actually make faster in the future, but right now either has to be done by hand in-house or outsourced to another studio. Animators can’t touch the scene until this is done.

Once that’s taken care of, there’s a second problem: motion capture suits are basically just a fancy second skin, but the characters hugging in the game are generally wearing clothes.

“If you look at things like the armor, for example, that Aloy is using… all that kind of stuff is not to be taken into account with the motion capture,” he says. “So even with the solved data, you only have the base. So you still need to go in there and start addressing everything towards the fact that somebody’s actually reaching around a piece of armor, for example. So the whole animation after that point needs to be addressed so it doesn’t intersect with the cloth that that person is wearing that they’re hugging.”

If you’ve ever played the Horizon games, you can imagine this isn’t a simple task. Aloy and her friends all wear elaborate, detailed outfits, often with lots of decorations or other elements sticking out of them, and Aloy herself has multiple different outfits that all must be accounted for.

The Hair Tube Physics Problem

Even after that, the troubles aren’t over. Normally, as Oud mentioned, Horizon’s mocap actors wear head mounts to track their facial expressions and give the animators data to work from. But you can’t wear a giant head mount when you’re hugging, so animators have to fully animate the characters’ expressions by hand. Oud tells me that means all three different endings of Burning Shores were fully keyframe animated because of this.

Once the animators get their hands on the scene, still more problems arise. Oud explains that one problem is that scenes involving hugs actually need their animations to run at a higher frame rate, otherwise they end up looking ridiculous or wrong.

“You really want to feel that connection between people, and that means that we have to actually run those animations on a higher frame rate or a higher position rate, or else you will basically get a little bit of jitter,” Oud says. “[T]he engine actually interpolates between frames. Usually we actually animate at 30 frames per second, but we are running our game at 60 or 120 frames per second where those missing frames are usually just being calculated by the PlayStation in this case.

“And if we have too low of a refresh rate on it, things actually can start shaking, for example. And that basically means that it doesn’t look correct because then you still have a little bit of intersection or it doesn’t feel like they’re actually reaching and grabbing somebody steadily. So we actually have to up the compression on those types of animations to be super precise so we don’t have the jitter and they’re basically playing at their full maximum power that the machine can handle at that point.”

You really want to feel that connection between people, and that means that we have to run those animations on a higher frame rate.

Finally, there’s the gorgeous, flowing, red elephant in the room: Aloy’s hair.

Oud explains that in Horizon: Zero Dawn and Forbidden West, Guerrilla was working with a hair setup where the team essentially had eight different hair “poses” to accommodate the majority of Aloy’s moves and movement speeds. Her hair is made up of a bunch of “collision capsules,” which for non-animators you can imagine as a ton of tubes that would attract to one of the set poses, then release once the pose was done, making it look like fairly natural hair in motion.

But for Burning Shores, her hair got some upgrades. The team wanted to push Aloy’s hair further, but their ideas for doing so only came up near the end of the project, when much of the gameplay was done. However, because cinematics are normally done toward the end of a project, they were able to implement Aloy’s new hair features in cutscenes like a certain hug between Seyka and Aloy.

“The way Zero Dawn and Forbidden West were working was that collision, the collision of the hair was kind of locked, right?” Oud explains. “There was no way to actually override it unless we actually had an outfit change where that hair was posed into a new pose so it actually wasn’t intersecting with her armor.”

To solve this issue, Guerrilla introduced what Oud calls a “movable collider.” Oud explains it to me this way: if Aloy’s hair is made up of a bunch of small tubes, those tubes have a physics to them where if they come into contact with another tube, they just bounce off one another. But they aren’t movable in and of themselves. So the team introduced a new collision capsule that responds specifically to them, but is only available in the cinematic, and wrapped it around Seyka’s arm. The result was a hug where the hair appears to move naturally as the arm comes through it, rather than the arm sitting awkwardly on top or clipping weirdly through.

“So in this case, when Seyka reaches around and starts going through the hair right there, we actually animate a capsule like a movable collider,” he says. “We actually animate it at the same speed and the same position as the arm is actually going, which responds to the hair and it actually looks like her arm is moving away the hair to make room for the arm to hug around. I think that’s as simple as I can put it, hopefully.”

This change was made possible thanks to Jolt Physics, an open source physics engine that Guerrilla switched to for Forbidden West. Among its many other advantages, it allows there to be more objects with actual physics in a given scene, such as allowing for Aloy’s numerous hair strands.

“A static world is awesome, but once things actually start to move and actually have AI and they have reactions with a physics object, the more you have of that, the more calculation a computer application in this case needs to do, and the less you can basically put on screen at a certain point,” Oud says. “Which is also one of the reasons why we actually went for just PS5 only in this case. We were just able to put a lot more visual fidelity and a lot more objects on screen than we could have done with the PS4.”

Engineering Intimacy

Problems like the ones Oud describes impact not just hugs, but just about any kind of intimate interaction characters have. It’s one of the reasons why many games don’t often show the simple act of one character handing an object to another character: the rules, physics, and animations involved with getting a 3D object to detach from one character and attach to another, all while looking smooth and natural, is a “technical nightmare,” Oud says.

Kissing runs into similar problems as this and hugs, or basically any time two characters need to touch and then move in tandem in a way that feels like something normal people would do. It’s cheaper – financially, technically, and in terms of time – to not do these things at all, or to hide such interactions behind camera tricks or off-screen in the case of handing off items.

“But we’re a little bit more ambitious sometimes, you know what I mean? So that’s when we do one and see how far we can push those boundaries or how much we can actually have characters interact with each other, which is also the reason why we let Aloy hug so much maybe.”

Oud and I are both reminded of a similar discussion that cropped up in the gaming community over a year ago, where developers surprised many by explaining how difficult it was to do something as simple as make a door that opens and closes normally. Oud notes that things like hugs and doors are not just hard to animate generally, but grow even more challenging in the games space where players must also be able to pause the game, move the camera around, or do other things while the activity is taking place. “You have to get it right or else people just won’t believe it and won’t buy into it.”

But, he adds, Guerrilla finds such interactions – especially intimate ones, like hugs – important for the kinds of human stories they want to tell. After all, humans beings hug. Some hug often. It would feel strange for the studio’s characters to not be allowed to do that. He’s especially delighted when audiences – whether consisting of other developers or regular players – notice and call out when those interactions are done well. But, he adds, success is for players not to notice them at all. It’s supposed to feel natural.

“If we just bail out of those hugs or those intimate moments, the story just doesn’t come across,” Oud says. “So we have to find a way to actually do these things and still make sure the emotion and the connection is delivered to the player and they don’t really have to think about it. But as long as [the players] feel it, then I’m already blessed that we actually hit our target.”

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

Ubisoft Hit by More Layoffs in Customer Service and Elsewhere

Ubisoft has laid off 60 people from its North Carolina and Newcastle, UK offices. The cuts seemed to have impacted Ubisoft’s customer service department the most.

“Ubisoft’s Customer Relation Center team is evolving its organization to focus on where we can have a significant impact while remaining steadfast in our commitment to consistently support our players anywhere in the world.” the company said in a statement.

Ubisoft continued: “We estimate that, due to organizational changes, 60 team members from our offices in Cary, North Carolina in the US and Newcastle in the UK could be impacted.”

Several now former employees have already taken to Twitter to confirm that they’ve been laid off by the company. According to these employees, they were not given advance notice about the cuts.

This news comes after a report back in January where Ubisoft CEO Yves Guillemot addressed a company-wide Q&A about an upcoming restructuring. Guillemot’s comments during the Q&A also prompted a call for a strike at the company’s Paris studio.

The company has faced several hardships over the past few years. Ubisoft delayed Skull & Bones for the sixth time and canceled three unannounced games. Additionally, games like Mario + Rabbids: Sparks of Hope and Just Dance 2023 underperformed. Back in February, Ubisoft admitted that all of the delays and cancelations were necessary because the company was making too many games at once.

Ubisoft isn’t the only video game company that is currently going through layoffs. Others such as Unity, Private Division, Xbox Games Studios, and Riot Games all laid off employees this year.

George Yang is a freelance writer for IGN. He’s been writing about the industry since 2019 and has worked with other publications such as Insider, Kotaku, NPR, and Variety.

When not writing about video games, George is playing video games. What a surprise! You can follow him on Twitter @Yinyangfooey

Life Makeover, Where Your Only Limit Is Your Imagination

Becoming a fashion icon can be hard work. It takes time, creativity, and an eye for perfectly crafted outfit composition. Not to mention a sense of design to create the perfect home in which to wear your new fancy clothes. It can take years to curate the ideal wardrobe and house.

Unless you have Life Makeover, the new social simulation game from Famous Heart Limited. The game already has over 15 million followers from around the world and over 4 million players from Southeast Asia, America, and Europe who have already pre-registered to unlock early rewards. Many people are looking to express their unique sense of style in the digital space. Life Makeover has already reached the top spot in the iOS store in China, Japan, and Singapore, with English, Russian, Thai, Bahasa Indonesia, and Vietnamese localization. It has quickly become a cultural hit because of its customization options, home designs, and social elements, putting the freedom of limitless creativity in the player’s hands.

Available Now For Download

Life Makeover offers a level of customization that may be overwhelming at first glance. However, their user-friendly interface allows new players to jump in and quickly get the hang of things to get to the fun of creating their perfect looks. Players, or “dream makers” as the game calls them, can make their avatar and control factors like skin tone, body shape, facial structure, eye color & shape, to the point that you can customize your upper and lower eyelid separately and even customize the twinkle in your eyes. Adjust your makeup, the length of your legs, and the pout of your lips. Life Makeover can help you make it if you can dream it.

Designing your avatar is just the beginning. After customizing your virtual avatar, it’s time to switch gears and choose what to wear. Players are put into full designer mode, able to craft their wardrobe looks down to each piece’s styles, colors, patterns, and materials! Thousands of items are currently available in game, from casual looks to elaborate gowns worthy of a photo shoot at the Met Gala; the latest fashion looks and vintage couture pieces are at your fingertips. You could even use the customization options to create the outfit you’re wearing right now! Re-create your favorite celebrity looks from the Met Gala or an iconic look from your favorite tv show. The use of Unreal Engine 4 means that the materials and clothing look precisely as they do in real life.

From Fashion Week Icon to Home Makeover

The creativity doesn’t end with your wardrobe. After all, the game is called Life Makeover. Players are able to create their dream homes from the ground up, choosing the perfect floor plan and decorating it as they see fit. Furnish every corner of your home, and insert lighting fixtures and conversation pieces as you like. What will your dream home look like? How will you create the perfect getaway and hosting space?

Once your home is ready, it’s time to invite your friends or players you’ve met in the neighborhood over and throw a house party to show off your creation. Host a tea party, combine the home and fashion elements, and host a themed costume party. It’s up to you. The game’s social aspect is just as crucial as the various design elements. It’s not just about customizing but also about interacting with others in this vibrant world that the team at Famous Heart Limited has created. Life Makeover is a blank canvas for you to paint your perfect picture with all the tools the game gives you.

What Will Your Story Be?

As if a fashion simulator, a custom home design game, and a social online multiplayer game where you can have your friends over for photoshoots weren’t enough, Life Makeover also offers a story mode. Yes, a story mode where players can become detectives to uncover the mystery of the main story and even experience some of the stories behind specifically unique costumes.

More than four million people have signed up for Life Makeover to get their hands on rewards and begin their journey from day one. You can download the game now and invite your friends!

If you get five friends to join you, you’ll get a few bonus customization items as a reward. There is also an ongoing SNS event with free outfits in-game and a luck draw on their Facebook page to win an iPhone and CHANEL lipsticks! So get your vision boards and lookbooks ready and check out Life Makeover on the Play Store and App Store!

The Lamplighters League Blends Stealth, XCOM Combat, and a Ritzy 1930’s Aesthetic

After Mario + Rabbids Sparks of Hope and Marvel’s Midnight Suns last year, I’m champing at the bit for more of the fantastic and challenging turn-based tactics that not enough games offer. So when I recently went hands-on with Shadowrun developer Hairbrained Schemes’ The Lamplighters League, it was like stepping into a warm bath. The alternate-history 1930’s setting evokes an Indiana Jones-like adventurer’s charm filled with fedoras and tommy guns, and that felt like the perfect backdrop for the mix of diabolical stealth and strategic combat I overwhelmingly enjoyed in this admittedly small taste.

The Lamplighters League’s killer feature is how it blends realtime stealth hijinks with turn-based combat in the same vein as XCOM. Before fists and lead start flying, characters can move freely to gather recon, collect items, and take out enemies undetected, but once I was inevitably spotted, the action switched to the cover-based tactical combat you’d find in the likes of Gears Tactics. The advantage of this hybrid model is that I was allowed to sneak around, feeling like a roguish ne’er-do-well as I scouted ahead and set myself up for success in the upcoming bout. Then, by the time the turn-based shenanigans began, I was armed with the knowledge and tools I needed to win the day.

Another advantage of Lamplighters League’s realtime/turn-based hybrid model is that, because I was returned to infiltration mode after each fight, it gave me a chance to catch my breath before the next section, which meant levels were longer than your typical tactics game. It’s always bothered me that the levels in tactics games are far too short, and just when I’m getting into it I suddenly find myself back at base, customizing my squad to prepare for the next mission. By stringing together what amounts to a bunch of mini XCOM levels together with stealth sequences in between, I was able to enjoy missions for longer and spend less time looking at menus.

The Lamplighters League’s killer feature is how it blends realtime stealth hijinks with turn-based combat in the same vein as XCOM.

The tactics combat itself is about what you’d expect from genre peers, where moving from cover to cover, using special abilities, and sweating at the odds you have of landing a hit when attacking is the name of the game. A number of distinct heroes are available to rotate in and out of your party. Ingrid is a close-quarters bruiser who can kick enemies to the ground, causing them to skip their next turn, while Eddie carries two pistols and excels at controlling the battlefield from mid-range with a hail of gunfire. Meanwhile, Lateef, who is quite squishy and much more useful during the infiltration stage, can place a decoy on the battlefield to distract his attackers.

During infiltration mode, all characters switch over to a different set of skills than the ones used in combat. Lateef, who struggles in combat, suddenly becomes the MVP with the best sneaking skills and an ability that lets him knock enemies out silently before battle begins, sometimes avoiding it altogether. Meanwhile, Ingrid can punch through walls and help take out enemies not-so-silently before combat begins, and Eddie can lockpick doors and use shock mines to lure unsuspecting enemies into traps. While infiltration mode mostly serves as a break between combat sections where you’re healing up and doing recon, there’s some genuinely interesting stuff you can do during these intermissions as well, and it’s definitely satisfying to skip a combat section by setting off a particularly clever series of traps or stealth tactics to give you an edge in later parts of the level.

The charming art style and 1930’s setting is also a welcome change, as it’s something I haven’t seen in the tactics genre before. There’s just something about playing as a dolled-up femme fatale, sneaking through alleys as I prepared to get the jump on some gun-toting goons that feels very right. Unfortunately, I wasn’t able to get a very good impression of the characters beyond their basic introductions, since I only had access to the first two levels, but if it manages to nail the story, The Lamplighters League could be something very special.

Guardians of the Galaxy is Now 70% Off and Steam Deck Verified

If you’ve come away from Guardians of the Galaxy Volume 3 and you’re looking for even more time with the beloved heroes, then look no further than the 2021 game. Marvel’s Guardians of the Galaxy (2021) is a certified underrated gem, and well worth your time and money. It’s not connected to the MCU, but it’s still got some of the best video game writing and voice work of the current (and even the last) generation.

GotG is the perfect companion piece to the new movie if you’re looking for even more action, laughs, and emotional vulnerability from your favorite space-based heroes. Not only that, but that game is now 100% Verified on Steam Deck, so you can rest assured it’ll run perfectly on the magnificent PC gaming handheld.

To top it all off, it’s even 70% off at the moment on Steam, PlayStation, and Xbox, making this one of the absolute finest deals you could pick up in 2023. Guardians was even on Game Pass for a decent chunk of time, but for now, it is resting nicely in the libraries of anyone with a PS Plus Extra membership. We’ll leave some handy links below if you want to pick it up, or you could even check out our full Guardians of the Galaxy merch and gift guide, or our full 8/10 review of the game as well.

Robert Anderson is a deals expert and Commerce Editor for IGN. You can follow him @robertliam21 on Twitter.

Fall Guys Getting Creative Mode and Other New Features Today

Epic Games has announced a creative mode for Fall Guys that lets players build and create their own competitive stages.

Available today, May 10, the mode promises to bring “a comprehensive and full-featured level editor” that puts the developers’ tools into the hands of the players. Fans can sample other players’ creations in a dedicated mode but the most-loved levels will often be included in the main Fall Guys show selector too.

Other changes are coming to the game in the Creative Construction update too, including the Season Pass changing to the Fame Pass. Epic Games this change will bring “more regular and better value content drops” thanks to the new system, as each season now contains multiple consecutive Fame Passes lasting four to seven weeks each. The first Fame Pass will be available from May 10 to June 12.

Fame Passes consist of 40 rewards and still include both a free and paid progression path, with each one seemingly revolving around a certain entertainment franchise collaboration. Hello Kitty is the first Fame Pass star, and a special costume will unlock immediately for all players who purchase the pass.

In our 8/10 review of the game, IGN said: “A collection of exciting minigames and a burst of every colour under the rainbow makes Fall Guys a consistent delight.”

Ryan Dinsdale is an IGN freelancer and acting UK news editor. He’ll talk about The Witcher all day.

Dragon Age: Dreadwolf Seemingly Isn’t Launching This Year

EA’s latest earnings report contains no mention of BioWare’s upcoming RPG Dragon Age: Dreadwolf in its list of upcoming games, suggesting the next entry in the beloved franchise won’t release until April 2024 at the earliest.

As reported by Eurogamer, EA’s latest earnings report included a schedule of previously announced games that are slated to release in the 2023/24 financial year, which runs until the end of March 2024. The list featured a range of upcoming titles including The Lord of the Rings: Heroes of Middle Earth, Immortals of Aveum, and Madden 24, but contained no mention of Dragon Age: Dreadwolf.

EA’s omission suggests that BioWare’s highly anticipated RPG won’t be released until April 2024 at the earliest. Officially revealed back in December 2018, Dragon Age: Dreadwolf is set to be the fourth entry in the fantasy series.

The game has yet to be given an official release window. However, BioWare revealed in October 2022 that an alpha version of the game was now playable from start to finish, giving fans hope that a release might not be too far away.

Further evidence that BioWare was ramping up for the release of Dreadwolf came with the January 2023 release of Dark Horse Comic’s prequel miniseries, Dragon Age: The Missing. Written by George Mann and illustrated by Kieran McKeown, Dragon Age: The Missing helps set the scene for the upcoming game while following protagonists Varric Tethras and Lace Harding’s descent into the blight-infected Deep Roads beneath Marnas Pell.

January also saw Dragon Age: Dreadwolf’s production director Mac Walters step away from the project, and BioWare as a whole after spending almost two decades with the developer. Walters had previously worked on the second and third entries in the Mass Effect series, along with the most recent title Mass Effect: Andromeda, and EA’s ill-fated sci-fi RPG Anthem.

Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans. Follow him on Twitter @BeardConGamer

Forget Spider-Man Collabs, a Japanese Restaurant Is Now Selling Yu-Gi-Oh’s Horrific Monster Burger

A Japanese restaurant is offering a Hungry Burger as part of a special Yu-Gi-Oh collaboration menu, and it looks like it’s the type of burger that could bite back.

In commemoration of the 25th anniversary of the Yu-Gi-Oh OCG, Coco’s restaurant will be serving up a dish inspired by the ritual monster Hungry Burger from May 16. The horrific hamburger looks mouth-watering, layered up in a bun with lettuce, tomato, and teeth-shaped cheese.

As reported by Siliconera, other items on Coco’s Yu-Gi-Oh collaboration menu include a Galactica Oblivion Parfait, a Seventh Road Magician Curry, and a Blue Eyes White Dragon Parfait. The dishes will be available in two waves from May 16 through June 5 and June 6 through June 26.

Those purchasing from the limited-time menu will also receive a card from the OCG or from Duel Rush at random with their order. There are 14 cards up for grabs altogether, and different ones will be available across the two waves of Coco’s Yu-Gi-Oh collaboration this month and next.

During the first wave, there is the chance for customers to pick up the Dark Magician, E Hero Neos, Stardust Dragon, Sevens Road Magician, Multistrike Dragon Dragias, and Prima Guitarna of the Colorful Light.

The second wave will offer even more variation with Number 39: Utopia, Odd-Eyes Pendulum Dragon, Firewall Dragon, Galactica Oblivion, Jointech Rex, Blue-Tooth Burst Dragon and two of Coco’s original cards via Steam-Knight Hamburke and Cocosh the Spellcaster of Happiness.

It is a growing trend to use food to connect fans to their favorite worlds and characters. Burger King recently pulled the mask off its Spider-Man: Across the Spider-Verse collab featuring a red and black Whopper, and Wendy’s pushed science too far with its Pickle Rick Frosty last year.

Adele Ankers-Range is a freelance entertainment writer for IGN. Follow her on Twitter.

Hollow Knight: Silksong: Team Cherry Provides Release Date Update

Team Cherry has announced that Hollow Knight: Silksong has been delayed past the first half of 2023 and that more details will come as the game nears its release date.

Over on Twitter, Team Cherry’s marketing and publishing lead Matthew Griffin said: “We had planned to release in the 1st half of 2023, but development is still continuing. We’re excited by how the game is shaping up, and it’s gotten quite big, so we want to take the time to make the game as good as we can.”

He continued: “Expect more details from us once we get closer to release.”

Hollow Knight: Silksong was first revealed back in February 2019 and was later confirmed to release sometime in the first half of 2023. However, it looks like that won’t be the case anymore. The game was initially only announced for a PC and Nintendo Switch release, but has since included Xbox and PlayStation. It will also be on Xbox Game Pass the day it launches.

As the sequel to 2017’s critically acclaimed Hollow Knight, fans have been looking forward patiently for Silksong. In IGN’s Hollow Knight review, we said: “The world of Hallownest is compelling and rich, full of story that’s left for you to discover on your own, and built with branching paths that offer an absurd amount of choice in how you go about discovering it. With such a high density of secrets to find and fun, challenging enemies to face, it’s worth spending every moment you can in Hollow Knight.”

George Yang is a freelance writer for IGN. He’s been writing about the industry since 2019 and has worked with other publications such as Insider, Kotaku, NPR, and Variety.

When not writing about video games, George is playing video games. What a surprise! You can follow him on Twitter @Yinyangfooey

EA CEO: Video Games Will Be ‘One of the Greatest Beneficiaries’ of AI

Amidst a recent new wave of interest in AI technology, a number of gaming companies have lately been addressing what this means for them and their businesses. Count EA among them now, as CEO Andrew Wilson and COO Laura Miele addressed the future of games, AI, and EA on the company’s Q4 earnings call.

Addressing a question about AI, Wilson began by saying that the games industry would probably be “one of the greatest beneficiaries of AI.” He described AI as an “augment” to EA’s teams, as well as a way to allow players to create content within EA’s worlds.

However, he also addressed some fears about AI in…not the most reassuring way.

“The fear of displacement of the workforce is something we read a lot about and we talk a lot about,” Wilson said. “And as we think about every revolution over the course of time from the agricultural revolution to the industrial revolution and on, there has been displacement of the workforce in the near term, and then meaningful increases in workforce opportunities over the longer term. Our hope is that AI represents the same opportunity, and we’re working very closely inside of our company to ensure that our people benefit in that way and actually facilitate them to do more things.”

Wilson also addressed other concerns, noting that issues around ownership of AI output were not a concern for EA given its 40+ years of internal data and owned content an AI could conceivably learn from. He also remarked on concerns about bad actors using AI, promising that EA would work with others across the industry as well as governments and regulators to make laws around AI to protect consumers.

At this point, Wilson tossed to Miele who reiterated a number of Wilson’s points, adding that EA’s partnerships similarly put the company in a strong position for training AI thanks to data from third-parties like La Liga.

Then, Miele mused on the numerous possibilities for AI use in live service games.

“So in game development you would imagine the velocity of content, creative iteration is going to be advantaged greatly by having really smart content tools. Andrew mentioned creator content, lifelike animation, realtime text-to-speech for players and what that will mean for them and the experiences they have. As we think about live game support at scale there’s going to be some really great imagery detection, issue detection, economic modeling that we’re going to be able to apply as we continue to grow these connected ecosystems. So we’re pretty opstimistic and excited and inspired about this new wave of AI.”

EA executives also talked about the possibility of Apex Legends content crossovers in the future, and Andrew Wilson said the potential acquisition of Activision Blizzard by Microsoft is “not really material” to EA. For more on the subject of AI, IGN recently held an AI Week of articles and video content all about the nascent technology.

Rebekah Valentine is a senior reporter for IGN. You can find her on Twitter @duckvalentine.