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How external development became a critical layer in game development — Keywords CEO interview | The DeanBeat

If you look back a decade or more, the structure of the game business has changed. And one of the essential new kinds of companies in that structure is the layer of the game industry known as external development, or what used to be known as outsourcing. And the biggest company in that space is Keywords, which has 13,000 game developers across dozens of studios around the world. Bertran Bodson has been the CEO since taking over from Andrew Day in 2021. Bodson came aboard in the midst of the pandemic and dealt with the downturn and layoffs that hit games in the past 2.5 years. Since he has joined Keywords, there hasn’t been a “normal” year yet. But Bodson believes that Keywords and other external development companies have created a cushion of sorts for game makers, allowing them to operate ambitious game studios with perhaps no more than 50 people. Those studios can flex up or flex down the workforce, and they can use teams from Keywords from the very start of a project in what is known as co-development. When a studio hits its peak and then begins to wind down its team, it doesn’t always have to lay off people. Rather, Keywords can take people off one project and put them on another rising project — on the bet that not everybody finishes a game t the same time. This is a structural change in the game business that could make the ride easier for all. I talked to Bodson about the state of gaming in 2025, as he gets a view of so many companies and game projects across the industry. Keywords serves most of the top 25 game companies, and right now he sees a “massive shift to quality” and to partners they can trust for the long term. As an example, Keywords has six or seven stories working to provide content for Fortnite alone. And of the winners of The Game Awards last December, Keywords touched about 86% of the games. As for change, he said, “It won’t happen overnight. It’s going to happen at different speeds. But I think it’s fundamental.” One of the good things? Bodson sees a lot of “green shoots” rising in gaming that could replace the “doom and gloom” of the past 2.5 years. But that still could mean that 2025 will be a tough year, while real recovery could be more visible in 2026. Here’s an edited transcript of our interview. Bertran Bodson became CEO of Keywords in 2021. GamesBeat: Where do you stand in terms of number of employees and studios now? Bertran Bodson: We have about 13,000 people around the world in 26 countries. We have about 25 studios around our create division. We have three big divisions: create, globalize, and engage. Create is co-development, design, art. About 5,000 professionals in that space, creative technologists. Around 25 studios in four or five big regions around the world. Globalize is roughly another 5,000 people, and then Engage – which includes trailers, cinematics, in-game capture, and influencer marketing, all the way to paid engagement – is about 2,500 or 3,000 people. GamesBeat: Does that give you something close to 70 studios still, or is it more than that now? Bodson: We’ve quoted that (in the past), and there’s some truth to it, but really Globalize is under one brand. It’s really Keywords. When we started there were separate brands, but we’ve drawn that together into one single brand, Keywords. The point of Globalize is in testing and localization, to be able to be 20-30% more efficient than individual publishers or partners can be. That’s essentially one studio. We have different locations around the world. From a language point of view we cover about 30 languages. Engage has roughly 10 studios, plus player support, player engagement, which fully operates under the Keywords brand. So it’s less than that 70 figure that you might have heard, because we’ve brought quite a lot of things together into these divisions.  GamesBeat: What was it like when you first joined and were getting started in 2021? Bodson: An amazing company. That’s why I joined in the first place. An amazing culture. Their sense of collegiality, their sense of entrepreneurship. I’m a former entrepreneur myself. I love working with entrepreneurs. Many have put their soul into their studios, into what they’ve been doing for many years. It’s interesting. It’s big, but at the same time it feels small. We were 9,000 people at the time, roughly, so we’ve grown quite a bit since then, but it still feels very approachable. At GDC last week we all knew each other. We all interact on Teams all the time. We can reach out at any time. I pride myself on the way things can escalate very quickly across the organization, which is a bit of a tradeoff for entrepreneurs. I sit in the middle of the studios when I’m in London, where we have five marketing studios. There’s really that vibe of entrepreneurship, that vibe of moving fast.  At the same time, I like the fact that–when I started in 2021, we had nine service lines at the time. To be honest, one of the observations we got from clients was, “Who are you at Keywords?” It’s a variety of different services. That’s why we decided to look at, who are the key deciders? That’s why we moved back to create, globalize, and engage, which mapped the deciders on the production side, on the post-production side, and on the engagement side. It’s a reflection of that. We have games through and through. You can feel that wherever you go, that absolute passion for games. If you were in the office at a studio like Maverick–a lot of what they do is Pokemon. It’s all Pokemon everywhere. If you walk a few steps further to another studio you’d see a different atmosphere. But at the same time there’s a unity of platform that joins us together. The thing that was important to me early on was how we can make the best of each other. How do we build a partnership, a platform so that when a studio joins us, they fit not only on the balance sheet to grow themselves, but they can also benefit from joint projects, from access to bigger clients and bigger projects, more career mobility. My job is to make sure that we can be an enabler for many of the divisions, entities, service lines, or studios themselves. GamesBeat: The timing when you joined was interesting. It feels like you’ve never really had a normal environment. You joined in the middle of the pandemic, and then this post-pandemic funk that the industry has been in has lasted for two and a half years now. It’s not been what anyone would call a normal year for the game industry for some time. How do you deal with that sort of environment, one that’s not so predictable? Members of the Keywords Studios team. Bodson: When I joined in 2021, indeed, we were in the middle of a surge. I remember there was a month in December where I took something like 26 COVID tests to be able to fly and meet as many of our studios and teams around the world as possible. It was quite an experience from a personal point of view, but it was a great way to get on board. It was a great way to be welcomed by the teams. That being said, you’re right. There have been challenges. But the beauty of entrepreneurs, and also of the platform at the same time, is that there are also opportunities. As much as it feels challenging out there–it’s still a very difficult market, and we all know that. You just have to look at the number of layoffs across the industry more broadly. But we’re starting to see more green shoots. GDC was quite interesting for us. It seemed to me there was less attendance than there was last year, but the intent of the meetings was much stronger. Many developers are starting to look for content further down the line. The BD team had more than 300 meetings. Each of our studios had many more meetings, with real intent behind them. If you think about where we stand in this industry, we’ve reimagined the way we do games. Effectively publishers can think about their games–if you go back in time 10 years ago, there was no Keywords equivalent as such. There was a fragmented landscape. You had to do a lot of work yourself. You had no other choice. Now we’re starting to see many publishers and developers think about how to keep a core team, highly creative people in-house, but then also surround themselves with partners they can trust with the journey of getting a triple-A game out, whether it takes five, six, seven years. Some of the Microsoft studios, for example, have kept themselves to only 40 or 50 people while surrounding themselves with partners. We can coordinate several of our studios to make it incredibly easy for them. Many partners are starting to think about, “Do we really need to have a couple of thousand testers internally?” GamesBeat: How is that structural change in the game industry making things different? As you said, 10 years ago this layer really wasn’t there in a formal way. You guys have 13,000 people. I think Virtuos has 4,000. There’s this layer of thousands of developers doing co-development, external development, that wasn’t there before. You also mentioned that some of these studios can get by with maybe 50 people internally. Can you talk about how big a change that is and what it means? Bodson: It won’t happen overnight. It’s going to happen at different speeds. But I think it’s fundamental. My view is that there are two cycles happening right now. Part of it is the hangover from COVID, and part of it–there will always be a need for content. It’s a massive industry. I think we’re starting to see a turn of this cycle, and in media and entertainment as well by the way, which we also serve in part. But fundamentally I’m with you. There’s a structural shift. To some extent, the fact that the industry has gone through two very tough years has forced many to look at their business models. That’s how I go back to reimagining more. Reimagining the way they want to structure their teams. Reimagining what is a fixed cost business and what is a variable cost. Reimagining what is mission critical and core to them versus what is maybe less core and where partners like us could come in. There’s also another major shift I’m seeing, that I’m very close to. I spend about 30% of my time with our clients. We serve pretty much all of the top 25, and also a lot of newcomers. One big observation I’d make is that there is a massive move to quality and to partners they can trust for the long term. In a cycle like this there have been a lot of smaller players who have been struggling. Some are even on the edge of collapse after a bad cancellation or further delays. Many publishers have had enough. They need to have partners who they can trust to take on that journey, especially when they’re making changes associated with that. This is very real. It doesn’t change the fact that the magic happens at prod to prod. That’s really where it happens. But there’s a restructuring of the way that many of our partners are thinking about this. It may happen at a different speed, at a different pace, with different partners. But probably half of my discussions with clients are entirely around that topic right now. GamesBeat: It sounds like one thing that had to happen was some real trust between the external development companies and the core game companies. Embedding someone from your team into a project from the very start sounds like a tremendous risk for things like leaks. How do you manage that, or convince people that this can be done in a reliable and secure way? Bodson: You’re right that it’s all down to trust. When we bring teams on board, bring studios on board–it’s about culture, about quality and trust in the relationship with our clients. That’s all it is, fundamentally. When you look at a studio like High Voltage Software, like Hardsuit Labs, like Climax and so on, they’re incredibly embedded into the market. They’ve spent years, even before joining Keywords, on establishing trust production to production. Their consistency, the reputation of their founders. You can take Fortnite. We have six or seven studios working with Fortnite. Several of them started in 2017. They’ve been there since day one of Fortnite. You’re absolutely right. It’s all down to trust. We’re also making sure we have a platform behind them to help in terms of infosec, cybersecurity, leaks, and processes for that. It’s true that if you have a long tail of partners, you may be more vulnerable in that space. But the only way to build trust is to invest in this. We invest in systems, in HR systems, in making sure we have the right platforms to take that on. We invest in making sure that you can get the best of Keywords. If you’re a partner and you have your favorite studio, you want a very specific piece of co-dev, absolutely fine. There are some who decide they want to do something more transformational and they need more muscle. They may need UX, UI, backend engineering, around the clock. We have personal solution architects who can orchestrate those partnerships while having one single point of contact if you want it. Keywords has 13,000 employees making games. All those things are in the DNA of Keywords. We’ve been working on that over the years. Certainly there’s been a big push in the last three years to make sure we have all the right infrastructure to earn a seat at the table on those topics. Going back to your earlier point, there are more structural discussions happening at the board level across many of our top 25. We’re also spending a lot of time thinking about how we can have our proposition in the best possible shape to be helpful there. We’re willing to invest. We’re investing in change management. We’re investing in the interface to external development. We’re investing in those solution architects. How do we really guide you through it? We have discussions with C-suites where we’re talking about this. What kind of incentives do we put in place to be able to come into that? How do we time that? Which studios are the ones among–our partners have their own studios and their leadership as well. Which ones have had great experiences with co-dev? Which ones have had great experiences with what we do in testing and other areas? How do we effectively use that to go and win hearts and minds across dev companies more broadly? There’s a lot of us truly being a partner that happens on that journey. GamesBeat: How does it work to have a flexible workforce, where you can flex up and flex down based on where a project is that you’re working on for a customer? How do you try to reconcile that with the opposite, which is a cohesive team that likes working together and does well as a studio unto itself? Bodson: In globalize it’s much easier. We have a pool of 5,000 talents around the world in the right geographies. We have a couple of thousand people in Montreal, a thousand people in Poland, a decent presence in Mexico, and more in India and China. You can see that it’s much easier to manage the up and down there. Part of the service we offer is the ability to flex. That’s in the nature of what we do. The advantage of having scale is that you can scale when you have ups and downs. Hopefully not everything goes in a single direction. You have clients who have different needs, so you can start planning ahead. I’m spending a lot of time as well with some of our teams and studio heads to be in those rooms, so we can plan two or three years in advance. What is coming up for you? What are your big pain points? What’s your agenda? We have recently opened Keywords Consulting, which helps us advise them on the hard data around their own business so they can plan for the long term. Your question is also applicable to our clients. When you have a cancellation, how do you redirect your own resources? We help based on our own experiences with those elements. The tougher part is in co-development, what we call create. Cancellation can of course be painful. But think about a different situation. You’re a single studio and all your livelihood depends on two projects. All of a sudden you get 50 people facing a cancellation when you have 100 people in the studio. You’re facing an existential risk. Going back to culture and platform, we can absorb that much more easily. We plan. We’re able to take the long-term view. At the same time, we can help each other. We recently had a couple of cancellations. The studios had some overflow because they were at more than max capacity. They could help each other and support each other on the back of that. It’s down to culture and making the best of entrepreneurship and scale at the same time. GamesBeat: What are some of the trends you see, given that you have such a window on the entire industry? Bodson: Quite a few. Top of the list to me, and it’s something we discussed with Matthew Ball quite a bit on the back of his report–I was talking to him last week a couple of times. It’s mainly trends around UGC, around trends, about mobile mini-games. Those are some key areas. But fundamentally, to me, at the top of the list is one that he didn’t really talk about, or talk about openly. We hear this more and more from our partners as well. It’s that fundamental shift across publishers. The structural shifts around moving fixed costs to variable costs. How do you equip yourself with partners? How do you make those partnerships work? That, to me, is the main one. Another one for me, we see newcomers coming to our space. We talk a lot about the doom and gloom at some moments, but the truth is, not only are there many green shoots, but there are some big winners as well in the space. We tend to forget the DLCs, the upgrades, the new seasons and so on. We don’t talk as much about those. There’s a lot of growth in the space. There are newcomers when you think about Mattel, about Hasbro, about Lego, about Disney. Each has put meaningful stakes into our space. They’re each looking at being more of an IP company. How can they keep it asset light, but find partners to go where the players are, where the communities are? As part of their digital strategy, or even as part of their broader strategy, games are a big part of it. They’re not going to create massive studios themselves. They’ll look for partners to drive them on their journey. Some companies are looking to build a bridge between east and west. Think about GCL, which just IPO’d recently on the NASDAQ. That’s a super interesting company, an incredible publisher. It’s amazing what they’re doing in the space. Look at Savvy and what Brian Ward and his team are doing. What they’ve done now with Niantic and Pokemon is very interesting. There’s much more to come. There’s a lot of growth opportunities right now, including markets that we tend to underestimate. GamesBeat: How does that come back to influence Keywords’ own individual strategy, your company strategy? Bodson: There are five areas of strategy that we tend to spend a lot of time on. One is how we go to market in that context. How do we organize ourselves to serve the needs of our clients? How do we equip ourselves to be able to handle our structured partnerships more broadly? How can we really serve? How can we be three steps away? How do we invest in those relationships? That’s number one. Number two, how do we improve on our own operating model? How can we keep adding scale? We just took on a lot of firepower with EQT coming on board. The goal is clearly to scale over the next five years, to keep building our platform more broadly. How can we be as efficient as possible? You’re only valuable based on the quality of what you have to offer and the efficiency of your systems. We’re doing a lot of work on that. You may have seen what we’re doing with AI solutions, what we’re doing with Project KARA. I have about 200 software developer-engineers building a tech stack on the post-production side to make sure that we can build the workflow. We believe that technology is a big part of it as well, in the hands of humans. That power is really key. The fourth one is we’re looking at some adjacency. We’re games through and through, but we have 5,000 creative artists. We’re probably the biggest partner on Unreal in the world. That lends itself nicely to virtual production, to animation. How do we play in those spaces? We’re a strong presence in Asia. We have about 3,000 people. They could be playing much bigger roles in those areas. We’re looking into that. The last piece is M&A. The majority of our growth is organic, about two-thirds of it, but there’s another third that comes through M&A. Those are the five elements, and making a partnership with our investors as well. They understand the business. They understand our space. There’s a genuine appetite to say–they almost pitched it to us. “Look at how we can help you accelerate along those five dimensions over the next five or six years.” GamesBeat: What would you say your pattern has been for M&A? What is it going to be like going forward? Bodson: M&A is a key pillar of what we do, but it was probably–it was essential in the early days to build the platform. Now we can do everything from soup to nuts – create, globalize, engage. Where we draw the line is owning the IP, so we can get to work with everyone in a very genuine, neutral way. Hopefully there’s also learning that comes from all those things that makes us more attractive as well. There’s also Keywords Consulting. In areas like globalize, we’ve largely built our stack. We’ve built an organization with amazing leadership at the top of globalize. We can scale organically quite naturally with that. On create, we’re always looking at the areas, especially in game dev, where there are some new specialties coming in, where there are real gaps in the market. As much as there have been lots of layoffs in the market, there are some areas where the best people get snapped up in no time. We tend to forget that. There’s expertise that is in super high demand, where there’s not enough in the market right now. There are still some geographies that we want to keep an eye on. That’s where M&A can help us complement. Members of the Keywords Audio team. When you think about us being a platform for the industry more broadly, there are a lot of smaller players who have been struggling, but that have some amazing qualities that are highly appreciated by partners. They’ve just found themselves in a tricky situation right now. We can generally help with that. But we’ll do it thoughtfully. The bar is probably highest, because we want to make sure that they have the right pipeline, the right quality level, and that the culture fit is right for us. But M&A will be an important part of our strategy for the next three, four, five years. GamesBeat: On this strategy for individuals, is external development more like the ground floor for how people can break into the industry? How do you view the opportunities that young people should focus on as they’re trying to break in? Bodson: We talk a lot about this internally. Depending on the area–there are some areas in localization where we’re a great platform to start in the industry. In three areas of the world we have academies. Lakshya is very well-known for their academy. Artists will come through the academy in the third year of their degree and then we offer a six-month internship with us. Many tend to stay with us. Some end up elsewhere in the industry, which is equally great for us. We help shape the industry more broadly. It’s a springboard for talent. That being said, to your point, many people actually come from the industry, who’ve been working at very big-name publishers. They come to us saying, “I don’t just want to work for five years on the same title, on one part of the problem, as one piece of a big machine. I want to have more autonomy. I want to work on more titles, on more complex challenges.” Maybe they want to work on something like KARA, what we’re doing with AI. Keywords offers that. It’s a place where you can have multiple experiences more quickly. You’re still working in a very entrepreneurial setting. We tend to attract a lot of seniors. Maybe a bit counterintuitive, but many seniors come later in their careers because they get to see a wider variety of work. One thing that we’re very proud of internally, if you look at the Game Awards in December of last year, I think 86% of the winners had a piece of Keywords inside them. That’s quite special. Look at the exposure you get when you work here. I do a session once a month with about 30 or 50 talents we have across the organization. There’s always a theme. Last month’s was more media and entertainment because we want to make sure they feel a part of it, because we talk about games so much. There are times where it’s people who have joined us in the last 18 months. What’s your first impression? This morning I was with a series of leaders who have been with us more than 10 years. There’s an appetite there for learning, for working on more, for mobility, for breaking the boundaries into different sides of the organization. That’s an opportunity as well. Frankly I think there’s even more we can do, certainly in the post-COVID world, to create more mobility around that. People tend to be attached to a studio, to an entity, but you can create many careers on those. It’s a long-winded way to say that we have our academies, we are a springboard, but for many it’s almost a high-level career to some extent, where you get a much bigger diversity of topics, of IP, of challenges, of problems that truly interest our type of people. GamesBeat: One thing I’ve been talking a lot about lately, after talking to a lot of people in the industry–a healthy game industry is going to have a few different components. Revenue growth, getting back to the growth that it saw for more than a decade. But the other components are–finding and accepting new technology. This could be AI, or this could be other things. And then creating job growth. Doing that all at the same time seems like a challenge for the industry. I don’t know if we’ll be able to do it, but that seems like the ideal way for the industry to grow. If we grow revenues, but jobs disappear because AI has eliminated them, that’s not a great scenario. I wonder if you think this is an ideal goal, or if it’s even possible. Bodson: I have very strong views on the topic of AI, but it’s somewhat separate between post-production and the creative side of things. If it’s used well, if we’re curious about it, if we lean into the space, if we stay three steps ahead, this is a massive opportunity for us. For creativity it’s a massive opportunity for us. I’m deeply convinced of that. Let me start on the creative side. It’s in our DNA to use technology. We’ve always been that way. We’re naturally curious about it. We’re always using technology for creativity, whether it’s from an engine point of view, whether it’s a proprietary engine–this is just another wave that’s moving incredibly fast. It’s almost all-consuming. It’s extra superpowers, frankly, in the hands of our teams. And by the way, we thrive on complexity as well. The reason we exist is because these things are complex. We don’t just have the capacity for imitation. To your point about trust, about coming in early on the project, there are many places where when we do it well, you don’t even know who it’s from, whether it’s the developer or the publisher or Keywords. It’s one team. But the more complexity there is, the more it means you can create experiences, the more you need help to be able to tackle that. To make it more concrete, we had a project that you covered at the time. I can talk about the genesis of that project. The idea was that when everything was moving so fast around ChatGPT, we locked ourselves in a room back in mid-2023. It was supposed to be a three-day focus on strategy. We said, “What if we only do half a day of strategy, and then take two and a half days to really focus on this tech and what it can do? Where is it scaling? What is the impact on jobs and so on?” Then one of our studios–back to entrepreneurship, they raised their hands and said, “What if we were to initiate a game with this?” The goal was never to launch a game, but to learn. What if we had a common sandbox, a common firmware, a common setup where we could go and learn together on this? We gave them the means to go for it. An interesting insight is that fairly quickly–at first we gave them three people to go ahead and have fun on the side. See what works. Report back. Before we knew it we had 30 people working on that sandbox one way or the other. The more complexity there was, the more humans we needed to be able to do it, to unlock the power of the engine. The idea was to really look at–eventually we moved them to another project. We did a readout at GDC last year. We moved them to what we called Project KARA, which you know very well. We did another readout this year. Members of the Keywords Globalize team. Eventually, to cut to the chase, we ended up mapping 500 partners across 2D, across 3D, across lighting, across levels, across backend engineering, across concept art, to map them out in a very systematic way. We looked at what works and what doesn’t work. We took one of our little games we’d worked on before, a game called Detonation Racing that we did in partnership with Apple at the time, and we really looked at, where does it work? Where does it not work? It wasn’t so much that the magic was–we ended up having seven studios involved in that. The audio team looked at it. How can we use that? The engineering team, how can they use this part? Can they test this? I get bombarded by partners all the time. Can we put them into the sandbox? It transformed the debate about whether AI is good or bad. Of course we absolutely want to do this responsibly. But it moved into a debate about, where does it work? Where does it not work? We ended up having our legal team involved as well. Where do we have traceability? If you don’t have traceability, don’t even think about it. Nobody with good sense would use that in production. What are the models that are built in a very transparent way? We used our BD team to map the ones that have a chance of being alive two or three years from now. But more important, our production teams and creative teams started to look at, where does this work? Where can it save some mundane work and time? The conclusion–it’s not done. With that game, we tried to create entire levels. Contrary to all the buzz you see online, we haven’t been able, at least in our case, to create new levels entirely. However, there are plenty of experiences we’ve been able to improve, plenty of tech-savviness that we’ve been able to bring on this. There are tasks in terms of lighting that we’re handling totally differently. Fundamentally, we’ve started to build seven or eight new workflows that we want to roll out across our studios. My dream would be to now embed in partners. If you’re 2K, if you’re Microsoft, come and play in our sandbox so we can learn together, so we can all be smarter about this. My main piece is, we have 5,000 people in create. How can we be three steps ahead of the industry? No judgment. We’re doing this very responsibly. We have a clear chart on ethical AI. But how can we be three steps ahead, so we can help the industry navigate this? How can we imagine the business model? How can we be a partner? How can we be tech-savvy around this? I didn’t have to push this at all. It was initiated by some of our studios. It’s the natural DNA of our teams to be curious about this. Keywords Studios announced AI solutions for game devs. The interesting piece now is we’re having discussions–we met with some big-name partners last week at GDC. We’ve had quite a few sessions over the last three months, where some of our partners were looking at–how can we help them learn from the processes we control? Not so much about what works and what doesn’t work, but more as a framework, as a methodology. How can we work on this together? To your point about structural transformation about the industry, we need trust. We need to be more hooked up. This is way more than just providing a service here and there. This is much more of a strategic partnership, strategic relationship that’s building up among all of us. I’m quite passionate that this will result in more creativity, better work, and better games. The industry is facing a conundrum right now. It’s too expensive to create a triple-A game. It’s way too complicated. The timelines are way too long, with far too much risk in terms of delays and unpredictability. How do you plan your marketing and publishing behind that? If we can foster all that, it’s an incredible force for good. We definitely want to play responsibly with the right leadership position in that space.  GamesBeat: For your stakeholders, have you signaled much of what you think about what 2025 is going to look like?  Bodson: I think it’s still going to be a tough year to navigate overall for many of our clients. Our job is to make sure we can organize ourselves so that we can help them. Partners, clients, publishers, developers–it’s going to be a fascinating time for us to build the Keywords of tomorrow on this. Hopefully we’ll play a part in shaping the industry as a force for good. My personal view is that I expect 2026 to be a very interesting year, where a lot of growth can come back into the industry.

If you look back a decade or more, the structure of the game business has changed. And one of the essential new kinds of companies in that structure is the layer of the game industry known as external development, or what used to be known as outsourcing.

And the biggest company in that space is Keywords, which has 13,000 game developers across dozens of studios around the world. Bertran Bodson has been the CEO since taking over from Andrew Day in 2021. Bodson came aboard in the midst of the pandemic and dealt with the downturn and layoffs that hit games in the past 2.5 years. Since he has joined Keywords, there hasn’t been a “normal” year yet.

But Bodson believes that Keywords and other external development companies have created a cushion of sorts for game makers, allowing them to operate ambitious game studios with perhaps no more than 50 people. Those studios can flex up or flex down the workforce, and they can use teams from Keywords from the very start of a project in what is known as co-development. When a studio hits its peak and then begins to wind down its team, it doesn’t always have to lay off people. Rather, Keywords can take people off one project and put them on another rising project — on the bet that not everybody finishes a game t the same time. This is a structural change in the game business that could make the ride easier for all.

I talked to Bodson about the state of gaming in 2025, as he gets a view of so many companies and game projects across the industry. Keywords serves most of the top 25 game companies, and right now he sees a “massive shift to quality” and to partners they can trust for the long term. As an example, Keywords has six or seven stories working to provide content for Fortnite alone. And of the winners of The Game Awards last December, Keywords touched about 86% of the games.

As for change, he said, “It won’t happen overnight. It’s going to happen at different speeds. But I think it’s fundamental.” One of the good things? Bodson sees a lot of “green shoots” rising in gaming that could replace the “doom and gloom” of the past 2.5 years. But that still could mean that 2025 will be a tough year, while real recovery could be more visible in 2026.

Here’s an edited transcript of our interview.

Bertran Bodson became CEO of Keywords in 2021.

GamesBeat: Where do you stand in terms of number of employees and studios now?

Bertran Bodson: We have about 13,000 people around the world in 26 countries. We have about 25 studios around our create division. We have three big divisions: create, globalize, and engage. Create is co-development, design, art. About 5,000 professionals in that space, creative technologists. Around 25 studios in four or five big regions around the world. Globalize is roughly another 5,000 people, and then Engage – which includes trailers, cinematics, in-game capture, and influencer marketing, all the way to paid engagement – is about 2,500 or 3,000 people.

GamesBeat: Does that give you something close to 70 studios still, or is it more than that now?

Bodson: We’ve quoted that (in the past), and there’s some truth to it, but really Globalize is under one brand. It’s really Keywords. When we started there were separate brands, but we’ve drawn that together into one single brand, Keywords. The point of Globalize is in testing and localization, to be able to be 20-30% more efficient than individual publishers or partners can be. That’s essentially one studio. We have different locations around the world. From a language point of view we cover about 30 languages. 

Engage has roughly 10 studios, plus player support, player engagement, which fully operates under the Keywords brand. So it’s less than that 70 figure that you might have heard, because we’ve brought quite a lot of things together into these divisions. 

GamesBeat: What was it like when you first joined and were getting started in 2021?

Bodson: An amazing company. That’s why I joined in the first place. An amazing culture. Their sense of collegiality, their sense of entrepreneurship. I’m a former entrepreneur myself. I love working with entrepreneurs. Many have put their soul into their studios, into what they’ve been doing for many years. It’s interesting. It’s big, but at the same time it feels small. We were 9,000 people at the time, roughly, so we’ve grown quite a bit since then, but it still feels very approachable. At GDC last week we all knew each other. We all interact on Teams all the time. We can reach out at any time. I pride myself on the way things can escalate very quickly across the organization, which is a bit of a tradeoff for entrepreneurs. I sit in the middle of the studios when I’m in London, where we have five marketing studios. There’s really that vibe of entrepreneurship, that vibe of moving fast. 

At the same time, I like the fact that–when I started in 2021, we had nine service lines at the time. To be honest, one of the observations we got from clients was, “Who are you at Keywords?” It’s a variety of different services. That’s why we decided to look at, who are the key deciders? That’s why we moved back to create, globalize, and engage, which mapped the deciders on the production side, on the post-production side, and on the engagement side. It’s a reflection of that.

We have games through and through. You can feel that wherever you go, that absolute passion for games. If you were in the office at a studio like Maverick–a lot of what they do is Pokemon. It’s all Pokemon everywhere. If you walk a few steps further to another studio you’d see a different atmosphere. But at the same time there’s a unity of platform that joins us together. The thing that was important to me early on was how we can make the best of each other. How do we build a partnership, a platform so that when a studio joins us, they fit not only on the balance sheet to grow themselves, but they can also benefit from joint projects, from access to bigger clients and bigger projects, more career mobility. My job is to make sure that we can be an enabler for many of the divisions, entities, service lines, or studios themselves.

GamesBeat: The timing when you joined was interesting. It feels like you’ve never really had a normal environment. You joined in the middle of the pandemic, and then this post-pandemic funk that the industry has been in has lasted for two and a half years now. It’s not been what anyone would call a normal year for the game industry for some time. How do you deal with that sort of environment, one that’s not so predictable?

Members of the Keywords Studios team.

Bodson: When I joined in 2021, indeed, we were in the middle of a surge. I remember there was a month in December where I took something like 26 COVID tests to be able to fly and meet as many of our studios and teams around the world as possible. It was quite an experience from a personal point of view, but it was a great way to get on board. It was a great way to be welcomed by the teams.

That being said, you’re right. There have been challenges. But the beauty of entrepreneurs, and also of the platform at the same time, is that there are also opportunities. As much as it feels challenging out there–it’s still a very difficult market, and we all know that. You just have to look at the number of layoffs across the industry more broadly. But we’re starting to see more green shoots. GDC was quite interesting for us. It seemed to me there was less attendance than there was last year, but the intent of the meetings was much stronger. Many developers are starting to look for content further down the line. The BD team had more than 300 meetings. Each of our studios had many more meetings, with real intent behind them.

If you think about where we stand in this industry, we’ve reimagined the way we do games. Effectively publishers can think about their games–if you go back in time 10 years ago, there was no Keywords equivalent as such. There was a fragmented landscape. You had to do a lot of work yourself. You had no other choice. Now we’re starting to see many publishers and developers think about how to keep a core team, highly creative people in-house, but then also surround themselves with partners they can trust with the journey of getting a triple-A game out, whether it takes five, six, seven years.

Some of the Microsoft studios, for example, have kept themselves to only 40 or 50 people while surrounding themselves with partners. We can coordinate several of our studios to make it incredibly easy for them. Many partners are starting to think about, “Do we really need to have a couple of thousand testers internally?”

GamesBeat: How is that structural change in the game industry making things different? As you said, 10 years ago this layer really wasn’t there in a formal way. You guys have 13,000 people. I think Virtuos has 4,000. There’s this layer of thousands of developers doing co-development, external development, that wasn’t there before. You also mentioned that some of these studios can get by with maybe 50 people internally. Can you talk about how big a change that is and what it means?

Bodson: It won’t happen overnight. It’s going to happen at different speeds. But I think it’s fundamental. My view is that there are two cycles happening right now. Part of it is the hangover from COVID, and part of it–there will always be a need for content. It’s a massive industry. I think we’re starting to see a turn of this cycle, and in media and entertainment as well by the way, which we also serve in part. But fundamentally I’m with you. There’s a structural shift.

To some extent, the fact that the industry has gone through two very tough years has forced many to look at their business models. That’s how I go back to reimagining more. Reimagining the way they want to structure their teams. Reimagining what is a fixed cost business and what is a variable cost. Reimagining what is mission critical and core to them versus what is maybe less core and where partners like us could come in.

There’s also another major shift I’m seeing, that I’m very close to. I spend about 30% of my time with our clients. We serve pretty much all of the top 25, and also a lot of newcomers. One big observation I’d make is that there is a massive move to quality and to partners they can trust for the long term. In a cycle like this there have been a lot of smaller players who have been struggling. Some are even on the edge of collapse after a bad cancellation or further delays.

Many publishers have had enough. They need to have partners who they can trust to take on that journey, especially when they’re making changes associated with that. This is very real. It doesn’t change the fact that the magic happens at prod to prod. That’s really where it happens. But there’s a restructuring of the way that many of our partners are thinking about this. It may happen at a different speed, at a different pace, with different partners. But probably half of my discussions with clients are entirely around that topic right now.

GamesBeat: It sounds like one thing that had to happen was some real trust between the external development companies and the core game companies. Embedding someone from your team into a project from the very start sounds like a tremendous risk for things like leaks. How do you manage that, or convince people that this can be done in a reliable and secure way?

Bodson: You’re right that it’s all down to trust. When we bring teams on board, bring studios on board–it’s about culture, about quality and trust in the relationship with our clients. That’s all it is, fundamentally. When you look at a studio like High Voltage Software, like Hardsuit Labs, like Climax and so on, they’re incredibly embedded into the market. They’ve spent years, even before joining Keywords, on establishing trust production to production. Their consistency, the reputation of their founders. You can take Fortnite. We have six or seven studios working with Fortnite. Several of them started in 2017. They’ve been there since day one of Fortnite. You’re absolutely right. It’s all down to trust.

We’re also making sure we have a platform behind them to help in terms of infosec, cybersecurity, leaks, and processes for that. It’s true that if you have a long tail of partners, you may be more vulnerable in that space. But the only way to build trust is to invest in this. We invest in systems, in HR systems, in making sure we have the right platforms to take that on. We invest in making sure that you can get the best of Keywords. If you’re a partner and you have your favorite studio, you want a very specific piece of co-dev, absolutely fine. There are some who decide they want to do something more transformational and they need more muscle. They may need UX, UI, backend engineering, around the clock. We have personal solution architects who can orchestrate those partnerships while having one single point of contact if you want it.

Keywords has 13,000 employees making games.

All those things are in the DNA of Keywords. We’ve been working on that over the years. Certainly there’s been a big push in the last three years to make sure we have all the right infrastructure to earn a seat at the table on those topics.

Going back to your earlier point, there are more structural discussions happening at the board level across many of our top 25. We’re also spending a lot of time thinking about how we can have our proposition in the best possible shape to be helpful there. We’re willing to invest. We’re investing in change management. We’re investing in the interface to external development. We’re investing in those solution architects. How do we really guide you through it?

We have discussions with C-suites where we’re talking about this. What kind of incentives do we put in place to be able to come into that? How do we time that? Which studios are the ones among–our partners have their own studios and their leadership as well. Which ones have had great experiences with co-dev? Which ones have had great experiences with what we do in testing and other areas? How do we effectively use that to go and win hearts and minds across dev companies more broadly? There’s a lot of us truly being a partner that happens on that journey.

GamesBeat: How does it work to have a flexible workforce, where you can flex up and flex down based on where a project is that you’re working on for a customer? How do you try to reconcile that with the opposite, which is a cohesive team that likes working together and does well as a studio unto itself?

Bodson: In globalize it’s much easier. We have a pool of 5,000 talents around the world in the right geographies. We have a couple of thousand people in Montreal, a thousand people in Poland, a decent presence in Mexico, and more in India and China. You can see that it’s much easier to manage the up and down there. Part of the service we offer is the ability to flex. That’s in the nature of what we do.

The advantage of having scale is that you can scale when you have ups and downs. Hopefully not everything goes in a single direction. You have clients who have different needs, so you can start planning ahead. I’m spending a lot of time as well with some of our teams and studio heads to be in those rooms, so we can plan two or three years in advance. What is coming up for you? What are your big pain points? What’s your agenda? We have recently opened Keywords Consulting, which helps us advise them on the hard data around their own business so they can plan for the long term. Your question is also applicable to our clients. When you have a cancellation, how do you redirect your own resources? We help based on our own experiences with those elements.

The tougher part is in co-development, what we call create. Cancellation can of course be painful. But think about a different situation. You’re a single studio and all your livelihood depends on two projects. All of a sudden you get 50 people facing a cancellation when you have 100 people in the studio. You’re facing an existential risk. Going back to culture and platform, we can absorb that much more easily. We plan. We’re able to take the long-term view. At the same time, we can help each other. We recently had a couple of cancellations. The studios had some overflow because they were at more than max capacity. They could help each other and support each other on the back of that. It’s down to culture and making the best of entrepreneurship and scale at the same time.

GamesBeat: What are some of the trends you see, given that you have such a window on the entire industry?

Bodson: Quite a few. Top of the list to me, and it’s something we discussed with Matthew Ball quite a bit on the back of his report–I was talking to him last week a couple of times. It’s mainly trends around UGC, around trends, about mobile mini-games. Those are some key areas. But fundamentally, to me, at the top of the list is one that he didn’t really talk about, or talk about openly. We hear this more and more from our partners as well. It’s that fundamental shift across publishers. The structural shifts around moving fixed costs to variable costs. How do you equip yourself with partners? How do you make those partnerships work? That, to me, is the main one.

Another one for me, we see newcomers coming to our space. We talk a lot about the doom and gloom at some moments, but the truth is, not only are there many green shoots, but there are some big winners as well in the space. We tend to forget the DLCs, the upgrades, the new seasons and so on. We don’t talk as much about those. There’s a lot of growth in the space. There are newcomers when you think about Mattel, about Hasbro, about Lego, about Disney. Each has put meaningful stakes into our space. They’re each looking at being more of an IP company. How can they keep it asset light, but find partners to go where the players are, where the communities are? As part of their digital strategy, or even as part of their broader strategy, games are a big part of it. They’re not going to create massive studios themselves. They’ll look for partners to drive them on their journey.

Some companies are looking to build a bridge between east and west. Think about GCL, which just IPO’d recently on the NASDAQ. That’s a super interesting company, an incredible publisher. It’s amazing what they’re doing in the space. Look at Savvy and what Brian Ward and his team are doing. What they’ve done now with Niantic and Pokemon is very interesting. There’s much more to come. There’s a lot of growth opportunities right now, including markets that we tend to underestimate.

GamesBeat: How does that come back to influence Keywords’ own individual strategy, your company strategy?

Bodson: There are five areas of strategy that we tend to spend a lot of time on. One is how we go to market in that context. How do we organize ourselves to serve the needs of our clients? How do we equip ourselves to be able to handle our structured partnerships more broadly? How can we really serve? How can we be three steps away? How do we invest in those relationships? That’s number one.

Number two, how do we improve on our own operating model? How can we keep adding scale? We just took on a lot of firepower with EQT coming on board. The goal is clearly to scale over the next five years, to keep building our platform more broadly. How can we be as efficient as possible? You’re only valuable based on the quality of what you have to offer and the efficiency of your systems. We’re doing a lot of work on that. You may have seen what we’re doing with AI solutions, what we’re doing with Project KARA. I have about 200 software developer-engineers building a tech stack on the post-production side to make sure that we can build the workflow. We believe that technology is a big part of it as well, in the hands of humans. That power is really key.

The fourth one is we’re looking at some adjacency. We’re games through and through, but we have 5,000 creative artists. We’re probably the biggest partner on Unreal in the world. That lends itself nicely to virtual production, to animation. How do we play in those spaces? We’re a strong presence in Asia. We have about 3,000 people. They could be playing much bigger roles in those areas. We’re looking into that. The last piece is M&A. The majority of our growth is organic, about two-thirds of it, but there’s another third that comes through M&A.

Those are the five elements, and making a partnership with our investors as well. They understand the business. They understand our space. There’s a genuine appetite to say–they almost pitched it to us. “Look at how we can help you accelerate along those five dimensions over the next five or six years.”

GamesBeat: What would you say your pattern has been for M&A? What is it going to be like going forward?

Bodson: M&A is a key pillar of what we do, but it was probably–it was essential in the early days to build the platform. Now we can do everything from soup to nuts – create, globalize, engage. Where we draw the line is owning the IP, so we can get to work with everyone in a very genuine, neutral way. Hopefully there’s also learning that comes from all those things that makes us more attractive as well. There’s also Keywords Consulting.

In areas like globalize, we’ve largely built our stack. We’ve built an organization with amazing leadership at the top of globalize. We can scale organically quite naturally with that. On create, we’re always looking at the areas, especially in game dev, where there are some new specialties coming in, where there are real gaps in the market. As much as there have been lots of layoffs in the market, there are some areas where the best people get snapped up in no time. We tend to forget that. There’s expertise that is in super high demand, where there’s not enough in the market right now. There are still some geographies that we want to keep an eye on. That’s where M&A can help us complement.

Members of the Keywords Audio team.

When you think about us being a platform for the industry more broadly, there are a lot of smaller players who have been struggling, but that have some amazing qualities that are highly appreciated by partners. They’ve just found themselves in a tricky situation right now. We can generally help with that. But we’ll do it thoughtfully. The bar is probably highest, because we want to make sure that they have the right pipeline, the right quality level, and that the culture fit is right for us. But M&A will be an important part of our strategy for the next three, four, five years.

GamesBeat: On this strategy for individuals, is external development more like the ground floor for how people can break into the industry? How do you view the opportunities that young people should focus on as they’re trying to break in?

Bodson: We talk a lot about this internally. Depending on the area–there are some areas in localization where we’re a great platform to start in the industry. In three areas of the world we have academies. Lakshya is very well-known for their academy. Artists will come through the academy in the third year of their degree and then we offer a six-month internship with us. Many tend to stay with us. Some end up elsewhere in the industry, which is equally great for us. We help shape the industry more broadly. It’s a springboard for talent.

That being said, to your point, many people actually come from the industry, who’ve been working at very big-name publishers. They come to us saying, “I don’t just want to work for five years on the same title, on one part of the problem, as one piece of a big machine. I want to have more autonomy. I want to work on more titles, on more complex challenges.” Maybe they want to work on something like KARA, what we’re doing with AI. Keywords offers that. It’s a place where you can have multiple experiences more quickly. You’re still working in a very entrepreneurial setting. We tend to attract a lot of seniors. Maybe a bit counterintuitive, but many seniors come later in their careers because they get to see a wider variety of work.

One thing that we’re very proud of internally, if you look at the Game Awards in December of last year, I think 86% of the winners had a piece of Keywords inside them. That’s quite special. Look at the exposure you get when you work here. I do a session once a month with about 30 or 50 talents we have across the organization. There’s always a theme. Last month’s was more media and entertainment because we want to make sure they feel a part of it, because we talk about games so much. There are times where it’s people who have joined us in the last 18 months. What’s your first impression?

This morning I was with a series of leaders who have been with us more than 10 years. There’s an appetite there for learning, for working on more, for mobility, for breaking the boundaries into different sides of the organization. That’s an opportunity as well. Frankly I think there’s even more we can do, certainly in the post-COVID world, to create more mobility around that. People tend to be attached to a studio, to an entity, but you can create many careers on those. It’s a long-winded way to say that we have our academies, we are a springboard, but for many it’s almost a high-level career to some extent, where you get a much bigger diversity of topics, of IP, of challenges, of problems that truly interest our type of people.

GamesBeat: One thing I’ve been talking a lot about lately, after talking to a lot of people in the industry–a healthy game industry is going to have a few different components. Revenue growth, getting back to the growth that it saw for more than a decade. But the other components are–finding and accepting new technology. This could be AI, or this could be other things. And then creating job growth. Doing that all at the same time seems like a challenge for the industry. I don’t know if we’ll be able to do it, but that seems like the ideal way for the industry to grow. If we grow revenues, but jobs disappear because AI has eliminated them, that’s not a great scenario. I wonder if you think this is an ideal goal, or if it’s even possible.

Bodson: I have very strong views on the topic of AI, but it’s somewhat separate between post-production and the creative side of things. If it’s used well, if we’re curious about it, if we lean into the space, if we stay three steps ahead, this is a massive opportunity for us. For creativity it’s a massive opportunity for us. I’m deeply convinced of that.

Let me start on the creative side. It’s in our DNA to use technology. We’ve always been that way. We’re naturally curious about it. We’re always using technology for creativity, whether it’s from an engine point of view, whether it’s a proprietary engine–this is just another wave that’s moving incredibly fast. It’s almost all-consuming. It’s extra superpowers, frankly, in the hands of our teams. And by the way, we thrive on complexity as well. The reason we exist is because these things are complex. We don’t just have the capacity for imitation. To your point about trust, about coming in early on the project, there are many places where when we do it well, you don’t even know who it’s from, whether it’s the developer or the publisher or Keywords. It’s one team. But the more complexity there is, the more it means you can create experiences, the more you need help to be able to tackle that.

To make it more concrete, we had a project that you covered at the time. I can talk about the genesis of that project. The idea was that when everything was moving so fast around ChatGPT, we locked ourselves in a room back in mid-2023. It was supposed to be a three-day focus on strategy. We said, “What if we only do half a day of strategy, and then take two and a half days to really focus on this tech and what it can do? Where is it scaling? What is the impact on jobs and so on?” Then one of our studios–back to entrepreneurship, they raised their hands and said, “What if we were to initiate a game with this?” The goal was never to launch a game, but to learn. What if we had a common sandbox, a common firmware, a common setup where we could go and learn together on this?

We gave them the means to go for it. An interesting insight is that fairly quickly–at first we gave them three people to go ahead and have fun on the side. See what works. Report back. Before we knew it we had 30 people working on that sandbox one way or the other. The more complexity there was, the more humans we needed to be able to do it, to unlock the power of the engine. The idea was to really look at–eventually we moved them to another project. We did a readout at GDC last year. We moved them to what we called Project KARA, which you know very well. We did another readout this year.

Members of the Keywords Globalize team.

Eventually, to cut to the chase, we ended up mapping 500 partners across 2D, across 3D, across lighting, across levels, across backend engineering, across concept art, to map them out in a very systematic way. We looked at what works and what doesn’t work. We took one of our little games we’d worked on before, a game called Detonation Racing that we did in partnership with Apple at the time, and we really looked at, where does it work? Where does it not work? It wasn’t so much that the magic was–we ended up having seven studios involved in that. The audio team looked at it. How can we use that? The engineering team, how can they use this part? Can they test this? I get bombarded by partners all the time. Can we put them into the sandbox?

It transformed the debate about whether AI is good or bad. Of course we absolutely want to do this responsibly. But it moved into a debate about, where does it work? Where does it not work? We ended up having our legal team involved as well. Where do we have traceability? If you don’t have traceability, don’t even think about it. Nobody with good sense would use that in production. What are the models that are built in a very transparent way? We used our BD team to map the ones that have a chance of being alive two or three years from now. But more important, our production teams and creative teams started to look at, where does this work? Where can it save some mundane work and time?

The conclusion–it’s not done. With that game, we tried to create entire levels. Contrary to all the buzz you see online, we haven’t been able, at least in our case, to create new levels entirely. However, there are plenty of experiences we’ve been able to improve, plenty of tech-savviness that we’ve been able to bring on this. There are tasks in terms of lighting that we’re handling totally differently. Fundamentally, we’ve started to build seven or eight new workflows that we want to roll out across our studios. My dream would be to now embed in partners. If you’re 2K, if you’re Microsoft, come and play in our sandbox so we can learn together, so we can all be smarter about this.

My main piece is, we have 5,000 people in create. How can we be three steps ahead of the industry? No judgment. We’re doing this very responsibly. We have a clear chart on ethical AI. But how can we be three steps ahead, so we can help the industry navigate this? How can we imagine the business model? How can we be a partner? How can we be tech-savvy around this? I didn’t have to push this at all. It was initiated by some of our studios. It’s the natural DNA of our teams to be curious about this.

Keywords Studios is announcing AI solutions for game devs.
Keywords Studios announced AI solutions for game devs.

The interesting piece now is we’re having discussions–we met with some big-name partners last week at GDC. We’ve had quite a few sessions over the last three months, where some of our partners were looking at–how can we help them learn from the processes we control? Not so much about what works and what doesn’t work, but more as a framework, as a methodology. How can we work on this together? To your point about structural transformation about the industry, we need trust. We need to be more hooked up. This is way more than just providing a service here and there. This is much more of a strategic partnership, strategic relationship that’s building up among all of us.

I’m quite passionate that this will result in more creativity, better work, and better games. The industry is facing a conundrum right now. It’s too expensive to create a triple-A game. It’s way too complicated. The timelines are way too long, with far too much risk in terms of delays and unpredictability. How do you plan your marketing and publishing behind that? If we can foster all that, it’s an incredible force for good. We definitely want to play responsibly with the right leadership position in that space. 

GamesBeat: For your stakeholders, have you signaled much of what you think about what 2025 is going to look like? 

Bodson: I think it’s still going to be a tough year to navigate overall for many of our clients. Our job is to make sure we can organize ourselves so that we can help them. Partners, clients, publishers, developers–it’s going to be a fascinating time for us to build the Keywords of tomorrow on this. Hopefully we’ll play a part in shaping the industry as a force for good. My personal view is that I expect 2026 to be a very interesting year, where a lot of growth can come back into the industry.

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Abu Dhabi National Oil Co. and Swiss commodities trading firm Gunvor are among companies that have been shortlisted to buy Shell Plc’s downstream assets in South Africa, according to people familiar with the matter.  The two companies are strong contenders for the assets that are valued at about $1 billion, said the people, who asked not to be identified as the information is private. Previous potential bidders including Trafigura’s Puma Energy, Sasol Ltd. and South Africa’s PetroSA are no longer in the running, two of the people said.  “While Adnoc Distribution regularly reviews opportunities for domestic and international growth, we don’t comment on market speculation,” Adnoc’s fuel retail unit said. Shell, Gunvor, Trafigura and Sasol declined to comment. PetroSA did not immediately reply to a request for comment. Shell has been looking to offload the assets, which include about 600 fuel stations and trading operations in Africa’s biggest economy, as part of a broader strategy to focus on regions and businesses that offer higher returns. The assets are attractive for trading firms since they ensure demand for fuels that they can then supply. Adnoc and other Middle East oil companies such as Saudi Aramco have been expanding their trading arms as they look to break into new markets.   Shell is working with adviser Rothschild & Co and a winner could be announced in the coming weeks, the people said. Talks are continuing and there’s no certainty there will be a final sale, they said. Saudi Aramco has also been involved in the process, but it wasn’t immediately clear if it was still in the running, the people said. Aramco declined to comment. A deal would give the buyer about 10% of South Africa’s fuel stations. The market in the country has changed significantly in recent years with trader Glencore Plc acquiring

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ICYMI: Trump Administration Adds Two DOE Critical Minerals Projects to Federal Permitting Dashboard

ICYMI— The Federal Permitting Improvement Steering Council (Permitting Council) today announced increased transparency and accountability for the federal permitting of two Department of Energy (DOE) critical minerals projects. The projects — Michigan Potash and the South West Arkansas Project — are part of the first wave of critical minerals projects added to the Permitting Dashboard in response to President Trump’s Executive Order, Immediate Measures to Increase American Mineral Production. Once completed, both DOE-supported projects will help meet President Trump’s commitment to bolster domestic production of America’s vast mineral resources, support more American jobs and reduce reliance on foreign supply chains. The Michigan Potash Project, supported by DOE’s Loan Programs Office, is projected to produce the largest American-based source of high-quality potash fertilizer and food-grade salt using mechanical vapor recompression technology and geothermal heat from subsurface brine. Once completed, this project will reduce reliance on potash imports, support American farmers, improve food security, and create 200 permanent and 400 construction sector jobs. DOE announced a conditional commitment for a loan guarantee of up to $1.26 billion to Michigan Potash in January 2025. The South West Arkansas Project, under DOE’s Office of Manufacturing and Energy Supply Chains, supports the construction of a world-class Direct Lithium Extraction facility that will produce battery-grade lithium carbonate from lithium-rich brine in North America. Once completed, this project will help secure the domestic lithium supply chain and is expected to create roughly 100 direct long-term jobs and 300 construction sector jobs. These additions to the Federal Permitting Dashboard reflect the Administration’s commitment to strengthen domestic supply chains for critical minerals and materials, reduce dependence on foreign sources, and advance President Trump’s bold agenda for American energy dominance through a more secure, affordable, and reliable U.S. energy system. The Department looks forward to working with federal partners, project

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EVOL: Courting wood, grid zombies and Easter wake loss

This week, Wood provided updates on Sidara’s proposed £250 million takeover, NESO declared war on zombies in the grid queue, and Equinor and Orsted warned of the impacts of wake loss. Aberdeen-headquartered Wood received a non-binding takeover bid from Dubai-based rival Sidara worth £250m, a significant drop-off compared to last year’s £1.5 billion bid. Our reporters discuss this, Wood’s shares being suspended and the impacts of yet another Scottish company being bought over by international competitors. Next up, the UK’s National Energy System Operator (NESO) unveiled plans to get rid of ‘zombies’ from the grid queue in a collaboration with regulator Ofgem. This could see up to 360GW of projects on the current queue have their contracts downgraded because they are not ready. What does this mean, and is it a result of too much dithering from the UK? Finally, European energy giants Equinor and Orsted have said offshore wind revenues could take a £363m hit due to other projects getting in the way of their turbines. Although those in the Tour de France peloton don’t mind the frontrunner taking the brunt of the wind resistance, turbine operators do. Does the industry need to share its survey results so that everyone can benefit from the North Sea breeze? Listen to Energy Voice Out Loud on your podcast platform of choice.

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Trump administration moves to curb energy regulation; BLM nominee stands down

The Trump administration issued two policy directives Apr. 10 to curb energy regulations, the same day the president’s choice to lead the Bureau of Land Management (BLM) pulled her nomination.  Kathleen Sgamma, former head of Western Energy Alliance (WEA), an oil and gas trade association, withdrew her nomination after a memo was leaked on X that included critical remarks following the Jan. 6, 2021, attack on the US Capitol. In the memo to WEA executives, Sgamma said she was “disgusted” by Trump “spreading misinformation” on Jan. 6 and “dishonoring the vote of the people.” The Senate was to conduct a confirmation hearing Apr. 10.  Prior to her withdrawal, industry had praised the choice of Sgamma to head the agency that determines the rules for oil and gas operations on federal lands.  Deregulation On the deregulation front, the Interior Department said it would no longer require BLM to prepare environmental impact statements (EIS) for about 3,244 oil and gas leases in seven western states. The move comes in response to two executive orders by President Donald Trump in January to increase US oil and gas production “by reducing regulatory barriers for oil and gas companies” and expediting development permits, Interior noted (OGJ Online, Jan. 21, 2025). Under the policy, BLM would no longer have to prepare an EIS for oil and gas leasing decisions on about 3.5 million acres across Colorado, New Mexico, North Dakota, South Dakota, Utah, and Wyoming.  BLM currently manages over 23 million acres of federal land leased for oil and gas development.  The agency said it will look for ways to comply with the National Environmental Policy Act (NEPA), a 1970 law that requires federal agencies to assess the potential environmental impacts of their proposed actions.  In recent years, courts have increasingly delayed lease sales and projects,

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Viva Energy’s ULSG project at Geelong refinery to startup by yearend

In its 2024 annual report, Viva Energy confirmed it will complete the project at a final cost of $350 million (Aus.), $200 million of which is dedicated to Australian procurement and construction contracts mostly awarded to businesses in the Geelong region. The budget increase follows the federal government’s December 2023 announcement that fuel quality and noxious vehicle emissions standards would come into effect from December 2025 to ensure Australia’s fuel quality aligns more closely with international standards. In compliance with the regulatory timeline, Viva Energy confirmed expanding the ULSG project to certify that—in addition to all of Geelong’s ULSG conforms to 10 ppm sulfur content—aromatics limits of the refinery’s RON95 mid-grade gasoline production conforms to the pending legislation’s stricter requirement of less than 35%. Both the ULSG and aromatics upgrades are part of Viva Energy’s ongoing transformation of the Geelong refinery into a modern energy hub that supports Australia’s energy security while also playing an important role its energy transition, the operator said. Future refining plans In its 2024 annual report, Viva Energy said it was continuing to explore options to replace crude oil with biogenic and waste feedstocks at the Geelong refinery, with potential biofeedstock and waste processing projects for the site slated for development throughout 2025. After confirming in its 2024 half-year results presentation undertaking of engineering design for infrastructure to store and co-process biogenic feedstocks at Geelong, Viva Energy said in its latest annual report that, by yearend 2024, it had completed a first investment in infrastructure to support co-processing at Geelong involving the injection of used cooking oil and soft-plastics pyrolysis oil into processing activities to produce recycled polyproylene and biopolymers. Additionally, the operator said work remained under way on the scope and phasing of co-processing biofeedstocks at the refinery to produce renewable diesel, with the

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Trump FTC could revisit final conditions of two recent oil mergers

The companies petitioned the new FTC to set aside its consent orders barring Hess chief executive officer John B. Hess from Chevron’s board and Pioneer chief executive officer Scott Sheffield from Exxon’s board or offering any advisory services to the company. In a rare move, the FTC on Apr. 11 said it would seek public comments on the petition for 30 days, until May 12, after which it “will vote to determine how to resolve” the issue. A deeply divided FTC granted final approval for Exxon Mobil Corp.’s $64.5 billion purchase of Pioneer Natural Resources and Chevron Corp.’s $53 billion acquisition of Hess Corp. on Jan. 17, 2025, 3 days before Trump’s inauguration.  

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The Rise of AI Factories: Transforming Intelligence at Scale

AI Factories Redefine Infrastructure The architecture of AI factories reflects a paradigm shift that mirrors the evolution of the industrial age itself—from manual processes to automation, and now to autonomous intelligence. Nvidia’s framing of these systems as “factories” isn’t just branding; it’s a conceptual leap that positions AI infrastructure as the new production line. GPUs are the engines, data is the raw material, and the output isn’t a physical product, but predictive power at unprecedented scale. In this vision, compute capacity becomes a strategic asset, and the ability to iterate faster on AI models becomes a competitive differentiator, not just a technical milestone. This evolution also introduces a new calculus for data center investment. The cost-per-token of inference—how efficiently a system can produce usable AI output—emerges as a critical KPI, replacing traditional metrics like PUE or rack density as primary indicators of performance. That changes the game for developers, operators, and regulators alike. Just as cloud computing shifted the industry’s center of gravity over the past decade, the rise of AI factories is likely to redraw the map again—favoring locations with not only robust power and cooling, but with access to clean energy, proximity to data-rich ecosystems, and incentives that align with national digital strategies. The Economics of AI: Scaling Laws and Compute Demand At the heart of the AI factory model is a requirement for a deep understanding of the scaling laws that govern AI economics. Initially, the emphasis in AI revolved around pretraining large models, requiring massive amounts of compute, expert labor, and curated data. Over five years, pretraining compute needs have increased by a factor of 50 million. However, once a foundational model is trained, the downstream potential multiplies exponentially, while the compute required to utilize a fully trained model for standard inference is significantly less than

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Google’s AI-Powered Grid Revolution: How Data Centers Are Reshaping the U.S. Power Landscape

Google Unveils Groundbreaking AI Partnership with PJM and Tapestry to Reinvent the U.S. Power Grid In a move that underscores the growing intersection between digital infrastructure and energy resilience, Google has announced a major new initiative to modernize the U.S. electric grid using artificial intelligence. The company is partnering with PJM Interconnection—the largest grid operator in North America—and Tapestry, an Alphabet moonshot backed by Google Cloud and DeepMind, to develop AI tools aimed at transforming how new power sources are brought online. The initiative, detailed in a blog post by Alphabet and Google President Ruth Porat, represents one of Google’s most ambitious energy collaborations to date. It seeks to address mounting challenges facing grid operators, particularly the explosive backlog of energy generation projects that await interconnection in a power system unprepared for 21st-century demands. “This is our biggest step yet to use AI for building a stronger, more resilient electricity system,” Porat wrote. Tapping AI to Tackle an Interconnection Crisis The timing is critical. The U.S. energy grid is facing a historic inflection point. According to the Lawrence Berkeley National Laboratory, more than 2,600 gigawatts (GW) of generation and storage projects were waiting in interconnection queues at the end of 2023—more than double the total installed capacity of the entire U.S. grid. Meanwhile, the Federal Energy Regulatory Commission (FERC) has revised its five-year demand forecast, now projecting U.S. peak load to rise by 128 GW before 2030—more than triple the previous estimate. Grid operators like PJM are straining to process a surge in interconnection requests, which have skyrocketed from a few dozen to thousands annually. This wave of applications has exposed the limits of legacy systems and planning tools. Enter AI. Tapestry’s role is to develop and deploy AI models that can intelligently manage and streamline the complex process of

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Podcast: Vaire Computing Bets on Reversible Logic for ‘Near Zero Energy’ AI Data Centers

The AI revolution is charging ahead—but powering it shouldn’t cost us the planet. That tension lies at the heart of Vaire Computing’s bold proposition: rethinking the very logic that underpins silicon to make chips radically more energy efficient. Speaking on the Data Center Frontier Show podcast, Vaire CEO Rodolfo Rossini laid out a compelling case for why the next era of compute won’t just be about scaling transistors—but reinventing the way they work. “Moore’s Law is coming to an end, at least for classical CMOS,” Rossini said. “There are a number of potential architectures out there—quantum and photonics are the most well known. Our bet is that the future will look a lot like existing CMOS, but the logic will look very, very, very different.” That bet is reversible computing—a largely untapped architecture that promises major gains in energy efficiency by recovering energy lost during computation. A Forgotten Frontier Unlike conventional chips that discard energy with each logic operation, reversible chips can theoretically recycle that energy. The concept, Rossini explained, isn’t new—but it’s long been overlooked. “The tech is really old. I mean really old,” Rossini said. “The seeds of this technology were actually at the very beginning of the industrial revolution.” Drawing on the work of 19th-century mechanical engineers like Sadi Carnot and later insights from John von Neumann, the theoretical underpinnings of reversible computing stretch back decades. A pivotal 1961 paper formally connected reversibility to energy efficiency in computing. But progress stalled—until now. “Nothing really happened until a team of MIT students built the first chip in the 1990s,” Rossini noted. “But they were trying to build a CPU, which is a world of pain. There’s a reason why I don’t think there’s been a startup trying to build CPUs for a very, very long time.” AI, the

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Pennsylvania’s Homer City Energy Campus: A Brownfield Transformed for Data Center Innovation

The redevelopment of the Homer City Generating Station in Pennsylvania represents an important transformation from a decommissioned coal-fired power plant to a state-of-the-art natural gas-powered data center campus, showing the creative reuse of a large brownfield site and the creation of what can be a significant location in power generation and the digital future. The redevelopment will address the growing energy demands of artificial intelligence and high-performance computing technologies, while also contributing to Pennsylvania’s digital advancement, in an area not known as a hotbed of technical prowess. Brownfield Development Established in 1969, the original generating station was a 2-gigawatt coal-fired power plant located near Homer City, Indiana County, Pennsylvania. The site was formerly the largest coal-burning power plant in the state, and known for its 1,217-foot chimney, the tallest in the United States. In April 2023, the owners announced its closure due to competition from cheaper natural gas and the rising costs of environmental compliance. The plant was officially decommissioned on July 1, 2023, and its demolition, including the iconic chimney, was completed by March 22, 2025. ​ The redevelopment project, led by Homer City Redevelopment (HCR) in partnership with Kiewit Power Constructors Co., plans to transform the 3,200-acre site into the Homer City Energy Campus, via construction of a 4.5-gigawatt natural gas-fired power plant, making it the largest of its kind in the United States. Gas Turbines This plant will utilize seven high-efficiency, hydrogen-enabled 7HA.02 gas turbines supplied by GE Vernova, with deliveries expected to begin in 2026. ​The GE Vernova gas turbine has been seeing significant interest in the power generation market as new power plants have been moving to the planning stage. The GE Vernova 7HA.02 is a high-efficiency, hydrogen-enabled gas turbine designed for advanced power generation applications. As part of GE Vernova’s HA product line, it

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Dell data center modernization gear targets AI, HPC workloads

The update starts with new PowerEdge R470, R570, R670 and R770 servers featuring Intel Xeon 6 with P-cores processors in single- and dual-socket configurations designed to handle high-performance computing, virtualization, analytics and artificial intelligence inferencing. Dell said they save up to half of the energy costs of previous server generations while supporting up to 50% more cores per processors and 67% better performance. With the R770, up to 80% of space can be saved and a 42U rack. They feature the Dell Modular Hardware System architecture, which is based on Open Compute Project standards. The controller system also received a significant update, with improvements to Dell OpenManage and Integrated Dell Remote Access Controller providing real-time monitoring, while the Dell PowerEdge RAID Controller for PCIe Gen 5 hardware reduces write latency up to 33-fold.

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Intel sells off majority stake in its FPGA business

Altera will continue offering field-programmable gate array (FPGA) products across a wide range of use cases, including automotive, communications, data centers, embedded systems, industrial, and aerospace.  “People were a bit surprised at Intel’s sale of the majority stake in Altera, but they shouldn’t have been. Lip-Bu indicated that shoring up Intel’s balance sheet was important,” said Jim McGregor, chief analyst with Tirias Research. The Altera has been in the works for a while and is a relic of past mistakes by Intel to try to acquire its way into AI, whether it was through FPGAs or other accelerators like Habana or Nervana, note Anshel Sag, principal analyst with Moor Insight and Research. “Ultimately, the 50% haircut on the valuation of Altera is unfortunate, but again is a demonstration of Intel’s past mistakes. I do believe that finishing the process of spinning it out does give Intel back some capital and narrows the company’s focus,” he said. So where did it go wrong? It wasn’t with FPGAs because AMD is making a good run of it with its Xilinx acquisition. The fault, analysts say, lies with Intel, which has a terrible track record when it comes to acquisitions. “Altera could have been a great asset to Intel, just as Xilinx has become a valuable asset to AMD. However, like most of its acquisitions, Intel did not manage Altera well,” said McGregor.

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Microsoft will invest $80B in AI data centers in fiscal 2025

And Microsoft isn’t the only one that is ramping up its investments into AI-enabled data centers. Rival cloud service providers are all investing in either upgrading or opening new data centers to capture a larger chunk of business from developers and users of large language models (LLMs).  In a report published in October 2024, Bloomberg Intelligence estimated that demand for generative AI would push Microsoft, AWS, Google, Oracle, Meta, and Apple would between them devote $200 billion to capex in 2025, up from $110 billion in 2023. Microsoft is one of the biggest spenders, followed closely by Google and AWS, Bloomberg Intelligence said. Its estimate of Microsoft’s capital spending on AI, at $62.4 billion for calendar 2025, is lower than Smith’s claim that the company will invest $80 billion in the fiscal year to June 30, 2025. Both figures, though, are way higher than Microsoft’s 2020 capital expenditure of “just” $17.6 billion. The majority of the increased spending is tied to cloud services and the expansion of AI infrastructure needed to provide compute capacity for OpenAI workloads. Separately, last October Amazon CEO Andy Jassy said his company planned total capex spend of $75 billion in 2024 and even more in 2025, with much of it going to AWS, its cloud computing division.

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John Deere unveils more autonomous farm machines to address skill labor shortage

Join our daily and weekly newsletters for the latest updates and exclusive content on industry-leading AI coverage. Learn More Self-driving tractors might be the path to self-driving cars. John Deere has revealed a new line of autonomous machines and tech across agriculture, construction and commercial landscaping. The Moline, Illinois-based John Deere has been in business for 187 years, yet it’s been a regular as a non-tech company showing off technology at the big tech trade show in Las Vegas and is back at CES 2025 with more autonomous tractors and other vehicles. This is not something we usually cover, but John Deere has a lot of data that is interesting in the big picture of tech. The message from the company is that there aren’t enough skilled farm laborers to do the work that its customers need. It’s been a challenge for most of the last two decades, said Jahmy Hindman, CTO at John Deere, in a briefing. Much of the tech will come this fall and after that. He noted that the average farmer in the U.S. is over 58 and works 12 to 18 hours a day to grow food for us. And he said the American Farm Bureau Federation estimates there are roughly 2.4 million farm jobs that need to be filled annually; and the agricultural work force continues to shrink. (This is my hint to the anti-immigration crowd). John Deere’s autonomous 9RX Tractor. Farmers can oversee it using an app. While each of these industries experiences their own set of challenges, a commonality across all is skilled labor availability. In construction, about 80% percent of contractors struggle to find skilled labor. And in commercial landscaping, 86% of landscaping business owners can’t find labor to fill open positions, he said. “They have to figure out how to do

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2025 playbook for enterprise AI success, from agents to evals

Join our daily and weekly newsletters for the latest updates and exclusive content on industry-leading AI coverage. Learn More 2025 is poised to be a pivotal year for enterprise AI. The past year has seen rapid innovation, and this year will see the same. This has made it more critical than ever to revisit your AI strategy to stay competitive and create value for your customers. From scaling AI agents to optimizing costs, here are the five critical areas enterprises should prioritize for their AI strategy this year. 1. Agents: the next generation of automation AI agents are no longer theoretical. In 2025, they’re indispensable tools for enterprises looking to streamline operations and enhance customer interactions. Unlike traditional software, agents powered by large language models (LLMs) can make nuanced decisions, navigate complex multi-step tasks, and integrate seamlessly with tools and APIs. At the start of 2024, agents were not ready for prime time, making frustrating mistakes like hallucinating URLs. They started getting better as frontier large language models themselves improved. “Let me put it this way,” said Sam Witteveen, cofounder of Red Dragon, a company that develops agents for companies, and that recently reviewed the 48 agents it built last year. “Interestingly, the ones that we built at the start of the year, a lot of those worked way better at the end of the year just because the models got better.” Witteveen shared this in the video podcast we filmed to discuss these five big trends in detail. Models are getting better and hallucinating less, and they’re also being trained to do agentic tasks. Another feature that the model providers are researching is a way to use the LLM as a judge, and as models get cheaper (something we’ll cover below), companies can use three or more models to

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OpenAI’s red teaming innovations define new essentials for security leaders in the AI era

Join our daily and weekly newsletters for the latest updates and exclusive content on industry-leading AI coverage. Learn More OpenAI has taken a more aggressive approach to red teaming than its AI competitors, demonstrating its security teams’ advanced capabilities in two areas: multi-step reinforcement and external red teaming. OpenAI recently released two papers that set a new competitive standard for improving the quality, reliability and safety of AI models in these two techniques and more. The first paper, “OpenAI’s Approach to External Red Teaming for AI Models and Systems,” reports that specialized teams outside the company have proven effective in uncovering vulnerabilities that might otherwise have made it into a released model because in-house testing techniques may have missed them. In the second paper, “Diverse and Effective Red Teaming with Auto-Generated Rewards and Multi-Step Reinforcement Learning,” OpenAI introduces an automated framework that relies on iterative reinforcement learning to generate a broad spectrum of novel, wide-ranging attacks. Going all-in on red teaming pays practical, competitive dividends It’s encouraging to see competitive intensity in red teaming growing among AI companies. When Anthropic released its AI red team guidelines in June of last year, it joined AI providers including Google, Microsoft, Nvidia, OpenAI, and even the U.S.’s National Institute of Standards and Technology (NIST), which all had released red teaming frameworks. Investing heavily in red teaming yields tangible benefits for security leaders in any organization. OpenAI’s paper on external red teaming provides a detailed analysis of how the company strives to create specialized external teams that include cybersecurity and subject matter experts. The goal is to see if knowledgeable external teams can defeat models’ security perimeters and find gaps in their security, biases and controls that prompt-based testing couldn’t find. What makes OpenAI’s recent papers noteworthy is how well they define using human-in-the-middle

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