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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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Department of Energy Overhauls Policy for College and University Research, Saving $405 Million Annually for American Taxpayers

WASHINGTON– The Department of Energy (DOE) today announced a new policy action aimed at halting inefficient spending by colleges and universities while continuing to expand American innovation and scientific research. In a new policy memorandum shared with grant recipients at colleges and universities, DOE announced that it will limit financial support of “indirect costs” of DOE research funding to 15%. This action is projected to generate over $405 million in annual cost savings for the American people, delivering on President Trump’s commitment to bring greater transparency and efficiency to federal government spending. “The purpose of Department of Energy funding to colleges and universities is to support scientific research – not foot the bill for administrative costs and facility upgrades,” U.S. Secretary of Energy Chris Wright said. “With President Trump’s leadership, we are ensuring every dollar of taxpayer funding is being used efficiently to support research and innovation – saving millions for the American people.” Through its grant programs, the Department provides over $2.5 billion annually to more than 300 colleges and universities to support Department-sanctioned research. A portion of the funding goes to “indirect costs”, which include both facilities and administration costs. According to DOE data, the average rate of indirect costs incurred by grant recipients at colleges and universities is more than 30%, a significantly higher rate than other for profit, non-profit and state and local government grant awardees. Limiting these costs to a standard rate of 15% will help improve efficiency, reduce costs and ensure proper stewardship of American taxpayer dollars. Full memorandum is available here: POLICY FLASH DATE: April 11, 2025 SUBJECT: Adjusting Department of Energy Grant Policy for Institutions of Higher Education (IHE)  BACKGROUND: Pursuant to 5 U.S.C. 553(a)(2), the Department of Energy (“Department”) is updating its policy with respect to Department grants awarded to institutions

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TC Energy Rules Out Sale of Canadian Mainline Pipeline

TC Energy Corp. Chief Executive Officer Francois Poirier ruled out selling the Canadian Mainline natural gas pipeline — which stretches across most of the country — as the trade war with the US pushes energy security up Canadian politicians’ priority list. President Donald Trump’s tariffs and repeated taunts about annexing Canada have highlighted the country’s vulnerability in relying on a crude pipeline that crosses through the US to supply oil for the eastern provinces’ refineries. Both of the main political parties seeking power in this month’s election have discussed the need to reduce reliance on the pipeline that goes through the Midwest.  The Mainline stretches more than 14,000 kilometers (8,700 miles) from energy-producing Alberta to major population centers in Ontario and Quebec while remaining entirely within Canada’s borders. TC Energy had once proposed converting the line from natural gas to oil before the project, known as Energy East, was abandoned amid opposition, primarily in Quebec.  TC Energy last year split off its oil pipelines into a separate company and is now focused on natural gas transportation and power generation, making the Mainline one of its marquee assets. That makes converting or selling the pipeline something the company won’t consider, Poirier said. “We have a very large group of natural gas shippers with whom we have contractual obligations to deliver natural gas for, in some cases, many more decades,” Poirier said in an interview Thursday in Toronto. “Given that all of our capacity is contracted, legally speaking, we wouldn’t be able to consider a conversion of some of our existing infrastructure to oil service.”   WHAT DO YOU THINK? Generated by readers, the comments included herein do not reflect the views and opinions of Rigzone. All comments are subject to editorial review. Off-topic, inappropriate or insulting comments will be removed. MORE FROM THIS

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Oil Rebounds but Weekly Losses Continue

Oil rebounded on Friday, but still notched its second straight weekly decline as the escalating trade war between the world’s two largest economies drove wild volatility. West Texas Intermediate futures advanced 2.4% to settle at $61.50 a barrel after China raised its tariffs on all US goods to 125%, but said it will pay no attention to further hikes from Washington. Equities rebounded as a selloff in longer-term Treasuries abated, helping buoy the commodity later in the session. The conflict between China and the US has triggered frantic selloffs in stocks, bonds and commodities on concerns the dispute will reduce global growth. The US Energy Information Administration has slashed its forecasts for crude demand this year by almost 500,000 barrels a day, and oil market gauges further along the futures curve are pointing to an oversupply. Oil has retreated about 14% in April, also hurt by an OPEC+ decision to bring back output more quickly than expected. The US levies include a punitive 145% charge on imports from China, which has retaliated with its own tariffs as ties between the two superpowers come under immense strain. US Energy Secretary Chris Wright said on Bloomberg Television on Friday that the market’s recent selloff is overblown, as the US will ultimately have a stronger economy under President Donald Trump. He added that he expects to see higher volumes of US crude and natural gas liquids produced under the current president. Oil’s retreat has led to declines in associated products, with US gasoline futures dropping almost 3% this week. “High-level economic uncertainty is challenging for a macro-sensitive commodity such as oil, and we expect prices will remain under pressure,” BMI, a unit of Fitch Solutions, said in a note. In addition, “we currently factor in a continued, gradual unwinding of the OPEC+ production

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Viking CCS pipeline wins planning consent

A pipeline that will be used to transport carbon to be buried in a depleted North Sea gas field has been awarded planning consent. An application for the Viking CCS pipeline submitted by energy firm Harbour Energy was granted official development consent by the Secretary of State for Energy Security and Net Zero. The 34-mile (55km) pipeline between Immingham and the Theddlethorpe gas terminal on the Lincolnshire coast is a key plank in the project, which is one of the UK’s so-called “track 2” CCS projects awaiting further support from government. The other is Acorn at Peterhead. Its backers have estimated the project could unlock £7 billion of investment across the Humber region by 2035, with 10,000 jobs during construction and £4bn in economic value forecast by the end of the decade. The consent marks some progress as concern grows that delays to CCS plans may risk the UK failing to meet net zero targets. Harbour had initially envisaged making a final investment on the Viking scheme decision last year. The North Sea producer has since focused on developing oil and gas production internationally following its $11.2bn acquisition of Wintershall Dea. It has also since withdrawn from another UK CCS project. The UK’s track 1 CCS projects including HyNet in the North West of England and the East Coast Cluster in Teesside were backed with £21.7 billion in government support over 10 years. The onshore, buried pipeline will transport CO₂ captured from the industrial cluster at Immingham on the first stage of its journey out to the Viking reservoirs via an existing 75-mile (120km) pipeline, the Lincolnshire offshore gas gathering system (LOGGS),  with plans for a further new 13-mile (20km) spur line. The Viking fields could store up to 300m tonnes of CO₂, with the system handling up to 10m

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Trump targets state climate laws in latest executive order

President Donald Trump issued an executive order (EO) Apr. 8 tasking Atty. Gen. Pam Bondi to ensure states and cities follow federal climate and energy laws, not their own, more aggressive energy rules and climate standards. “Burdensome and ideologically motivated state policies “threaten American energy dominance and our economic and national security,” the order reads. The EO directs Bondi to remove “illegitimate impediments” to develop, site, produce, invest in, or use US energy resources. Trump ordered states to focus on eliminating barriers related to domestic oil, natural gas, coal, hydropower, geothermal, biofuel, critical mineral, and nuclear resources. Trump told Bondi to target state laws imposing carbon taxes and fees and those mentioning terms like “environmental justice” and “greenhouse gas emissions.”  The order requires Bondi to identify and stop enforcement of state laws she determines illegal based on the EO, and to submit a report within 60 days outlining steps taken and to recommend further executive or legislative action. Trump called out 3 states: California for its “radical” cap-and-trade program, in place since 2012; and Vermont and New York’s superfund policies that Trump called climate change ‘extortion laws’ that require fossil fuel companies to pay for past contributions to greenhouse gas emissions.   “The federal government cannot unilaterally strip states’ independent constitutional authority,” said New York Gov. Kathy Hochul and New Mexico Gov. Michelle Lujan Grisham, co-chairs of the US Climate Alliance. “We are a nation of states — and laws — and we will not be deterred. We will keep advancing solutions to the climate crisis that safeguard Americans’ fundamental right to clean air and water, create good-paying jobs, grow the clean energy economy, and make our future healthier and safer.” The US Climate Alliance is a bipartisan coalition of 24 governors committed to a net-zero future through state-led, high-impact

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EIA reduces global oil demand projections on tariff uncertainties

In its April issue Short-Term Energy Outlook (STEO), the US Energy Information Administration (EIA) lowered its projections for global oil demand growth. The agency now expects global consumption to rise by 0.9 million b/d in 2025 and by 1.0 million b/d in 2026 — downward revisions of 0.4 million b/d and 0.1 million b/d, respectively, from last month’s forecast. These estimates, which are based on economic projections from Oxford Economics completed before the latest tariff actions, are clouded by heightened uncertainty around global GDP growth. Oil prices tumbled during the first week of April amid escalating trade tensions and shifts in oil production policy. On Apr. 2, President Donald J. Trump signed an Executive Order imposing 10% tariffs on imports from all countries, with even higher rates on selected nations. Just 2 days later, China retaliated with a 34% tariff on US imports. Meanwhile, OPEC+ announced on Apr. 3 that some member countries would bring forward planned production increases from July to May. The rapid series of announcements triggered significant market volatility. By Apr. 7, Brent crude oil spot prices had plummeted 14% to $66/bbl. EIA expects continued volatility in crude oil and commodity prices as global markets digest the implications of the evolving trade landscape. “Our reduction in liquid fuels demand growth compared with last STEO is concentrated in Asia as a result of US tariffs. Despite that uncertainty, we continue to see non-OECD Asia as the primary driver of global oil demand growth in the forecast. We expect India will increase its consumption of liquid fuels by 0.3 million b/d in both 2025 and 2026, compared with an increase of 0.2 million in 2024, driven by rising demand for transportation fuels. We forecast China’s liquid fuels consumption will grow by 0.2 million b/d in both 2025 and 2026,

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U.S. Advances AI Data Center Push with RFI for Infrastructure on DOE Lands

ORNL is also the home of the Center for Artificial Intelligence Security Research (CAISER), which Edmon Begoli, CAISER founding director, described as being in place to build the security necessary by defining a new field of AI research targeted at fighting future AI security risks. Also, at the end of 2024, Google partner Kairos Power started construction of their Hermes demonstration SMR in Oak Ridge. Hermes is a high-temperature gas-cooled reactor (HTGR) that uses triso-fueled pebbles and a molten fluoride salt coolant (specifically Flibe, a mix of lithium fluoride and beryllium fluoride). This demonstration reactor is expected to be online by 2027, with a production level system becoming available in the 2030 timeframe. Also located in a remote area of Oak Ridge is the Tennessee Valley Clinch River project, where the TVA announced a signed agreement with GE-Hitachi to plan and license a BWRX-300 small modular reactor (SMR). On Integrating AI and Energy Production The foregoing are just examples of ongoing projects at the sites named by the DOE’s RFI. Presuming that additional industry power, utility, and data center providers get on board with these locations, any of the 16 could be the future home of AI data centers and on-site power generation. The RFI marks a pivotal step in the U.S. government’s strategy to solidify its global dominance in AI development and energy innovation. By leveraging the vast resources and infrastructure of its national labs and research sites, the DOE is positioning the country to meet the enormous power and security demands of next-generation AI technologies. The selected locations, already home to critical energy research and cutting-edge supercomputing, present a compelling opportunity for industry stakeholders to collaborate on building integrated, sustainable AI data centers with dedicated energy production capabilities. With projects like Oak Ridge’s pioneering SMRs and advanced AI security

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Generac Sharpens Focus on Data Center Power with Scalable Diesel and Natural Gas Generators

In a digital economy defined by constant uptime and explosive compute demand, power reliability is more than a design criterion—it’s a strategic imperative. In response to such demand, Generac Power Systems, a company long associated with residential backup and industrial emergency power, is making an assertive move into the heart of the digital infrastructure sector with a new portfolio of high-capacity generators engineered for the data center market. Unveiled this week, Generac’s new lineup includes five generators ranging from 2.25 MW to 3.25 MW. These units are available in both diesel and natural gas configurations, and form part of a broader suite of multi-asset energy systems tailored to hyperscale, colocation, enterprise, and edge environments. The product introductions expand Generac’s commercial and industrial capabilities, building on decades of experience with mission-critical power in hospitals, telecom, and manufacturing, now optimized for the scale and complexity of modern data centers. “Coupled with our expertise in designing generators specific to a wide variety of industries and uses, this new line of generators is designed to meet the most rigorous standards for performance, packaging, and after-treatment specific to the data center market,” said Ricardo Navarro, SVP & GM, Global Telecom and Data Centers, Generac. Engineering for the Demands of Digital Infrastructure Each of the five new generators is designed for seamless integration into complex energy ecosystems. Generac is emphasizing modularity, emissions compliance, and high-ambient operability as central to the offering, reflecting a deep understanding of the real-world challenges facing data center operators today. The systems are built around the Baudouin M55 engine platform, which is engineered for fast transient response and high operating temperatures—key for data center loads that swing sharply under AI and cloud workloads. The M55’s high-pressure common rail fuel system supports low NOx emissions and Tier 4 readiness, aligning with the most

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CoolIT and Accelsius Push Data Center Liquid Cooling Limits Amid Soaring Rack Densities

The CHx1500’s construction reflects CoolIT’s 24 years of DLC experience, using stainless-steel piping and high-grade wetted materials to meet the rigors of enterprise and hyperscale data centers. It’s also designed to scale: not just for today’s most power-hungry processors, but for future platforms expected to surpass today’s limits. Now available for global orders, CoolIT is offering full lifecycle support in over 75 countries, including system design, installation, CDU-to-server certification, and maintenance services—critical ingredients as liquid cooling shifts from high-performance niche to a requirement for AI infrastructure at scale. Capex Follows Thermals: Dell’Oro Forecast Signals Surge In Cooling and Rack Power Infrastructure Between Accelsius and CoolIT, the message is clear: direct liquid cooling is stepping into its maturity phase, with products engineered not just for performance, but for mass deployment. Still, technology alone doesn’t determine the pace of adoption. The surge in thermal innovation from Accelsius and CoolIT isn’t happening in a vacuum. As the capital demands of AI infrastructure rise, the industry is turning a sharper eye toward how data center operators account for, prioritize, and report their AI-driven investments. To wit: According to new market data from Dell’Oro Group, the transition toward high-power, high-density AI racks is now translating into long-term investment shifts across the data center physical layer. Dell’Oro has raised its forecast for the Data Center Physical Infrastructure (DCPI) market, predicting a 14% CAGR through 2029, with total revenue reaching $61 billion. That revision stems from stronger-than-expected 2024 results, particularly in the adoption of accelerated computing by both Tier 1 and Tier 2 cloud service providers. The research firm cited three catalysts for the upward adjustment: Accelerated server shipments outpaced expectations. Demand for high-power infrastructure is spreading to smaller hyperscalers and regional clouds. Governments and Tier 1 telecoms are joining the buildout effort, reinforcing AI as a

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Podcast: Nomads at the Frontier – AI, Infrastructure, and Data Center Workforce Evolution at DCD Connect New York

The 25th anniversary of the latest Data Center Dynamics event in New York City last month (DCD Connect NY 2025) brought record-breaking attendance, underscoring the accelerating pace of change in the digital infrastructure sector. At the heart of the discussions were evolving AI workloads, power and cooling challenges, and the crucial role of workforce development. Welcoming Data Center Frontier at their show booth were Phill Lawson-Shanks of Aligned Data Centers and Phillip Koblence of NYI, who are respectively managing director and co-founder of the Nomad Futurist Foundation. Our conversation spanned the pressing issues shaping the industry, from the feasibility of AI factories to the importance of community-driven talent pipelines. AI Factories: Power, Cooling, and the Road Ahead One of the hottest topics in the industry is how to support the staggering energy demands of AI workloads. Reflecting on NVIDIA’s latest announcements at GTC, including the potential of a 600-kilowatt rack, Lawson-Shanks described the challenges of accommodating such density. While 120-130 kW racks are manageable today, scaling beyond 300 kW will require rethinking power distribution methods—perhaps moving power sleds outside of cabinets or shifting to medium-voltage delivery. Cooling is another major concern. Beyond direct-to-chip liquid cooling, air cooling still plays a role, particularly for DIMMs, NICs, and interconnects. However, advances in photonics, such as shared laser fiber interconnects, could reduce switch power consumption, marking a potential turning point in energy efficiency. “From our perspective, AI factories are highly conceivable,” said Lawson-Shanks. “But we’re going to see hybridization for a while—clients will want to run cloud infrastructure alongside inference workloads. The market needs flexibility.” Connectivity and the Role of Tier-1 Cities Koblence emphasized the continuing relevance of major connectivity hubs like New York City in an AI-driven world. While some speculate that dense urban markets may struggle to accommodate hyperscale AI workloads,

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2025 Data Center Power Poll

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How Microgrids and DERs Could Solve the Data Center Power Crisis

Microgrid Knowledge’s annual conference will be held in Dallas, Texas this year. Energy industry leaders and microgrid developers, customers and enthusiasts will gather April 15-17 at the Sheraton Dallas, to learn from each other and discuss a wide variety of microgrid related topics. There will be sessions exploring the role microgrids can play in healthcare, military, aviation and transportation, as well as other sectors of the economy. Experts will share insights on fuels, creating flexible microgrids, integrating electric vehicle charging stations and more.  “Powering Data Centers: Collaborative Microgrid Solutions for a Growing Market” is expected to be one of the most popular sessions at the conference. Starting at 10:45am on April 16, industry experts will tackle the biggest question facing data center operators and the energy industry – how can we solve the data center energy crisis? During the session, the panelists will discuss how private entities, developers and utilities can work together to deploy microgrids and distributed energy technologies that address the data center industry’s rapidly growing power needs. They’ll share solutions, technologies and strategies to favorably position data centers in the energy queue. In advance of the conference, we sat down with two of the featured panelists to learn more about the challenges facing the data center industry and how microgrids can address the sector’s growing energy needs. We spoke with session chair Samantha Reifer, director of strategic alliances at Scale Microgrids and Elham Akhavan, senior microgrid research analyst at Wood Mackenzie. Here’s what Reifer and Akhavan had to say: The data center industry is growing rapidly. What are the critical challenges facing the sector as it expands? Samantha Reifer: The biggest barrier we’ve been hearing about from our customers and partners is whether these data centers can get power where they want to build? For a colocation

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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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