Tomy retweeted
Anthropic $ANT is going to go public with 4 separate share classes
This is what that's going to look like:
- Class F: 1 share held by the 7 co-founders, with 50.1% of the vote
- Class A: public investors, employees, and others, with 1 vote per share, capped at 49.9% combined
- Class T: 1 share held by the Long-Term Benefit Trust, which elects a majority of the board
- Class N: strategic partners and Anthropic's public benefit fund, with no vote
Anthropic will list as a "controlled company" under Nasdaq rules, qualifying for some governance exemptions.
Its seven co-founders each hold about 240 million Class A shares and have pledged 80% of their equity to philanthropy.
Employees get Class E shares with limited votes.
After the $ANT IPO, @TradrETFs expects to launch $ANTT (2X long) and $ANTZ (2X short).
Leveraged ETFs involve significant risk. A registration statement relating to these securities has been filed with the Securities and Exchange Commission but has not yet become effective. See the pre-effective prospectus.
Tomy retweeted
$GOTO has reportedly delivered its third consecutive quarter of net profit, reaching Rp441 billion in 3Q26, compared with Rp171 billion in 1Q26 and Rp252 billion in 2Q26, representing an encouraging acceleration in profitability, with earnings growing approximately 75% QoQ.
But can improving fundamentals finally save the share price?
GoTo’s market capitalization has collapsed to approximately Rp27.4 trillion (US$1.5 billion), compared with around US$11.2 billion for $GRAB, meaning Grab is now valued at roughly 7.5x GoTo’s market capitalization.
Of course, the valuation gap cannot be interpreted in isolation because Grab operates across multiple Southeast Asian markets, has a different earnings profile and commands a different competitive position. Nevertheless, GoTo’s improving profitability, expanding fintech ecosystem and increasing operating efficiency deserve attention, particularly as the market appears increasingly unwilling to assign much value to its future growth.
The question is whether these profits are sustainable, backed by genuine free cash flow and sufficient to justify a valuation re-rating, especially given Indonesia’s increasingly challenging macroeconomic environment.
A turnaround in profitability is encouraging, but a turnaround in the share price requires investors to believe those earnings can continue growing.
Is $GOTO finally becoming an interesting value opportunity, or is the market correctly pricing in the risks ahead?
Tomy retweeted
I've known about the unpleasant smell thing in GTA 6 for ages but when I said it will take 15-20 years for other devs to match Rockstar I wasn't exaggerating. lol
There's still a lot of stuff that hasn't been revealed yet (and probably won't until people start playing the game)
Tomy retweeted
40 new GTA 6 details from Edge Magazine’s hands-off preview at Rockstar North (no old information repeated):
1. They watched Rob Nelson play the game completely unscripted for 1.5 hours
2. Nelson says Jason’s actor took a long time to cast, as they were looking for the perfect fit for the role
3. The map size is nearly as large as GTA 4, GTA 5, and RDR2’s playable map areas combined
4. Every random location is as densely detailed and interesting as the others
5. Aaron Garbut hasn’t seen all locations despite spending years exploring the game, due to how dense the world is
6. You can enter random houses and find photographs sit on walls, possessions accumulate on tables, living rooms and kitchens acquire the disorder of the individuals who use them
7. Rockstar is introducing a new mechanic allowing Jason and Lucia to react to unpleasant smells with different facial expressions and varying degrees of disgust
8. During the playthrough, Nelson let Jason stare at an NPC who was walking his dog
9. The NPC decided that Jason’s stare constitutes a test so he unclips the leash from the dog’s collar and the dog starts chasing him. A flock of pigeons bursts into the air. Finally, the dog loses interest and trots back to its owner
10. Like in previous titles, police vehicles will have a shotgun that you can pull out and carry. You can find it in the trunk and take it while they’re busy confronting an NPC
11. Clouds shape will change depending on the season, wind, humidity, fog, and time of day
12. The wind and storms will have a physical effect on trees, waves, the way boats move, and who a helicopter flies and it may even sustain light damage from a storm
13. NPCs react and seek shelter as weather deteriorates similar to GTA 4
14. The day-night cycle has been substantially extended after the team tested GTA 5’s timings, where “everything felt too fast” for a game with this level of fidelity
15. One of the studio heads, Phil Hooker says he spends much of his time waiting for buses and memorizing routes, checking that they arrive when expected, then riding them across Leonida and watching the world pass by. “I’m obsessed with making sure they always turn up," he says
16. The Criminal Profile system, which tracks Jason and Lucia’s behavior can go from professional to irredeemable, which is beyond fixable depending on your actions and it will influence how the story unfolds
17. Jason and Lucia are bound together by an emotional history as well as a professional one, and their relationship status is measured on a 4-point scale
18. Nelson refused to confirm or deny whether the couple can marry
19. The story is deeper than just trying to amass wealth, cars, homes and status by any means necessary, Nelson says: “What if these characters want something else?”
20. The game starts with them wanting to be together, and wanting to give this relationship of theirs “another shot”
21. Police can lay stinger strip across the road, and it’s almost invisible when driving at speed at night, causing the tyre to blow and throwing you off a motorcycle
22. K-9 police dogs, including Alsatian are in the game and they can pin you to tue ground in pursuits
23. NPCs can randomly challenge you to a street race by winding down the window, taunting you until you accept or ignore them
24. NPCs can climb out of the vehicle window and perch on the door frame, screaming insults back into the wind
25. The game is designed to absorb interests and habits of millions of players and play the way they want: “You can have your life in the game,” says Garbut
26. Some dev teams who might’ve made an entire game in the past are now assigned to individual parts of Leonida
27. Most senior devs have been working together for decades so they don’t need a studio head to direct them
28. They individually have a strong idea of what they want to evolve
29. The development process consists of 6-to-8-week milestones on a specific area of the game before stabilizing a build and playing it intensively
30. A smaller group considers the game as a whole compared to that area, and they produce thousands of notes that get revised, discarded or sent back
31. The process is described as constant iteration and regrouping
32. They don’t follow fixed early design documents that were previously written because they get dated quickly, stating that the game “tells you what it needs.”
33. Satire is the hardest thing to keep fresh so they let the humor grow out of the places they have built: “It develops somewhat naturally once we’ve decided where we’re roughly going to take you, and what elements of society or culture we want to satirise or have fun with.” Nelson says
34. The fuel mechanic won’t be as bad as some people think, as vehicles can drive for a long distance before running low on fuel and refilling will be quick (10-second animation)
35. There are teams working solely on brands and billboards in the game and another group writes radio advertising
36. Rockstar’s President Sam Houser remains involved in every aspect of the game’s creative development to shape its direction
37. Sam even plays the game with Nelson to identify issues and send feedback that covers everything from lighting, animation and audio to narrative, tone and game mechanics
38. A relentless cycle of scrutiny and revision helps maintain a consistent creative vision across the enormous project so that it feels coherent
39. Aaron Garbut says he feels better about this game than any project he has worked on before, stating that they haven’t compromised on the scale, the detail, the interactivity, the story, or the open world: “I feel like we’ve built a pyramid on Everest,” he says
40. Finally, Nelson says the game is now ready: “It ceases to become ours, and it becomes everybody’s,” then he sets down the controller saying “there’s a letting go.”
(via GamesRadar)
Tomy retweeted
Replying to @GameRoll_ @videotech
He’s gone on record in the past and said he doesn’t like to do interviews or be in the spotlight because game development is a team effort and doesn’t want praise to go to one individual, which speaks volumes about his character for that sort of humility
Tomy retweeted
I honestly really like Sam Houser’s non-public approach. It’s kind of refreshing.
There’s obviously nothing wrong with leaders such as Hideo Kojima or Todd Howard who enjoy being in the spotlight. However, I find it super cool how Sam Houser just does his thing and cooks up masterpieces in the shadows.
Truly GOATED.
Sam Houser is very much involved in the development process for Grand Theft Auto VI, in quote "remains integrally involved in every aspect of the game's creative development".
He has shaped the map, the story, characters and every major creative decision.
Source: gamesradar.com/edge/gtavi-co…
Tomy retweeted
NEW GTA 6 DETAILS REVEALED:
- Leonida opens up early, allowing players to freely explore north without progressing the story
- The map is roughly TWICE the size of GTA 5's
- Nearly as much landmass as GTA 4, GTA 5 and RDR2 combined
- Around 10x more interiors than previous games
- Rockstar created roughly 600,000 NPC animations
- NPCs have unique personalities affecting their aggression, behavior and reactions
- Staring at someone too long can provoke them. One NPC even unleashed his dog on Jason
- Jason can smoke cigarettes from his inventory
- Jason stole a shotgun from an unattended police car during Edge's gameplay session
- Coffee boosts stamina, while protein shakes improve health
- Days and nights last significantly longer, including extended sunsets
- Roads and highways are narrower and more realistic than GTA 5
- Clouds move independently, affected by wind, humidity, fog and seasons
- Storms can form in the distance, with rain gradually moving across the map
- Roads and buildings become wet and dry at different rates after rainfall
- Wind affects waves, boats and aircraft. Severe storms can even damage planes and helicopters
- NPCs seek shelter during bad weather
- Carrying a shotgun openly can alarm NPCs, even without aiming at them
- NPCs react differently depending on whether a weapon is held or carried on your back
- A new Criminal Profile system ranks your actions from Professional to Irredeemable
- Players can intimidate or incapacitate enemies instead of killing them
- Your Criminal Profile affects how the story unfolds
- Jason and Lucia have a 4-level relationship system, with players influencing their closeness
- Spending time together through walks, cycling, gym visits and driving strengthens their relationship
- Rockstar declined to confirm whether Jason and Lucia can get married
- Police track your appearance, clothing, weapons, CCTV footage and whether you had a partner
- Changing clothes, dropping weapons or splitting up can help evade police
- Some drivers surrender during carjackings, while others fight back with weapons
- Expensive vehicles can contain GPS trackers that reveal your location to police
- Police use spike strips and K9 units that can physically pin you down
- During getaways, you can let your partner drive while you shoot at pursuing vehicles
- NPCs can fight back during robberies, including bystanders attempting to stop you
- Random drivers can challenge you to spontaneous street races
- Fully functioning bus and train systems with scheduled routes
- The Scooter Bros app delivers your personal vehicle within seconds for a fee
- Your entire weapon arsenal is stored in your car's trunk
- Every vehicle has a fuel gauge and engine health indicator
- Vehicles can travel long distances before needing to refuel
- Some story missions require earning money before progressing
- Players can rob stores, jewellery shops or steal cars to earn money
- The WAINK app lists vehicles wanted by criminal buyers, including their security and tracking features
- Stolen vehicles must be delivered to buyers, with payouts affected by their condition
- Rockstar originally created a smell reaction for one scene, then expanded it into a system where different locations trigger varying levels of disgust
- During the demo, Jason entered a filthy house and began grimacing and recoiling without any scripted scene
- Aaron Garbut says he still discovers new locations despite spending YEARS exploring the game
- GTA 6's early research began in Miami in 2015, led by Rob Nelson
- Rockstar says GTA 6 is now ready for release
[Via Edge / GamesRadar]
Anthropic has more cash than almost every company in America.
The nearly 6-year-old artificial intelligence lab disclosed on Monday in an S-1 filing with the Securities and Exchange Commission that it had $112.4 billion in cash, plus another $19.3 billion in short-term investments, as of June 30.
Read more: cnb.cx/4f0cFPJ
Tomy retweeted
New Zealand will be the first country to play Grand Theft Auto VI when the game unlocks at midnight on November 19th for them.
Here's what time that will be around the world, so you'll know when gameplay footage and spoilers will start appearing on social media or play early:
Tomy retweeted
$SE
Looking at Sea's latest quarterly results, one thing that stands out is just how quickly all three of its core businesses continue to grow.
Shopee, Monee and Garena delivered YoY revenue growth of 48.2%, 58.9% and 33.5%, respectively, numbers that are particularly impressive considering the scale these businesses have already reached.
However, what is equally interesting is that Adj. EBITDA growth has been substantially slower, coming in at 12.2%, 12.8% and 16.7%, respectively.
At first glance, this might appear concerning. After all, we would ideally want to see profitability growing faster than revenue as these businesses scale. Instead, the opposite is happening, suggesting that Sea is currently experiencing negative operating leverage.
But I think it is important to distinguish between a business that is struggling to grow profitably and one that is deliberately re-investing to accelerate growth.
For Shopee, management continues to invest in initiatives such as logistics, buyer incentives and customer engagement to strengthen its competitive position.
Monee, meanwhile, is expanding its lending operations aggressively, which introduces additional funding requirements and credit-related expenses.
Both businesses are pursuing opportunities that could potentially deliver considerably greater earnings power over time.
Of course, the question is whether these investments will ultimately generate attractive returns. There is no guarantee that today's elevated expenditure will translate into higher margins tomorrow, particularly given the competitive nature of e-commerce and the risks associated with consumer lending.
However, at 17.5x forward earnings, the market is pricing in little potential growth and investors are paying a relatively modest multiple for a company whose underlying businesses are still expanding at extraordinary rates.
If Sea can eventually moderate its reinvestment intensity while sustaining healthy revenue growth, earnings growth could accelerate considerably. And importantly, it would not necessarily require revenue to continue growing at 40-50% annually for this to happen.
In my view, that potential transition from revenue-led growth to earnings-led growth is one of the more compelling aspects of Sea's long-term investment thesis.
The State of Gaming in 2026:
> BioWare shut down by EA
> Arkane Lyon has until November 13 to find a buyer, risking the cancellation of Marvel's Blade
> Epic Games announcing they're pivoting more towards AI acceleration after laying off 1000+ employees
> Ubisoft cancelled 6 games including Prince of Persia: The Sands of Time Remake
> Mass layoffs at XBOX
> The majority of id Software and up to half of ZeniMax Online reportedly lost their job
> Ninja Theory is facing closure after two potential deals fall through
> 35+ Game Studios closed so far
> Sony announced the end of physical disc production starting in 2028
> GTA 6 having a $400 Collector's Edition Box that doesn't include the game itself
> All-time high prices for gaming consoles
> RAM, GPU and Storage prices also keep climbing slowly making PC gaming a luxury
Tomy retweeted
25 years ago, on October 22, 2001, Grand Theft Auto III was released.
This is the team that made it. (I'm second from the right)
Here's what I remember about making it.
For most of development, GTA3 was in a sorry state. It crashed frequently, the frame rate was terrible and the map was full of holes. Only in the last six months did everything come together.
For the longest time, it looked like the frame rate was going to be 20 fps. Only in the final months did we manage to hit 30.
In 1999, DMA Design, based in Dundee, Scotland, was going through some changes. The company had recently been bought by Take-Two Interactive, and a satellite office had opened in Edinburgh.
Space Station Silicon Valley for the N64 had been finished in 1998, but there was no new project lined up. Leslie Benzies and Aaron Garbut started working on GTA3. Unprompted.
Meanwhile, the original GTA1 and GTA2 team had started work on GTA2.5, set in Miami. It was called 2.5 because it used the 2.5D (isometric) perspective.
In March 2000, the Dundee office was closed and GTA2.5 was cancelled. Take-Two/Rockstar gave GTA3 the green light.
Everything was written from scratch. Only two people worked on both GTA2 and GTA3, and no code or art from GTA2 was reused.
The way we worked was organic. People would come up with ideas for missions and we'd just try them. If they were fun, they were in. The story was secondary. In fact, the opening plot involving Catalina trying to kill Claude was added well into development.
Leslie Benzies (the producer) plastered a wall in the boardroom with Post-it notes. They were yellow, green and pink, representing missions, contacts and locations.
Missions were moved around all the time, often handed from one contact to another. Only once the voice acting was recorded were these things set in stone.
You sometimes come across locations on the map that are more detailed than you'd expect. Chances are there used to be a mission contact there that got moved elsewhere.
Working on GTA3 was a lot of fun. Every day there was something new going in. A new mission, radio station, car, pedestrian, building or whatever. The game was growing at an incredible rate.
Other than the multiplayer mode we did some work on, I can’t remember a lot of wastage.
Although everybody worked hard, I don't remember many people doing crazy hours. On the rare occasions I was in over the weekend, there were usually only one or two others. Even during crunch time, most people left the office around 9 or 10 in the evening.
I always thought it was better to work eight focused hours than spend your life in the office.
Although we liked the game, it wasn't at all clear that it would be a hit.
GTA3 had a disappointing showing at E3 in May 2001. Most people weren't interested, and those who were thought it was too violent.
It had an OK launch, but sales never tapered off.
Our office was in Leith, Edinburgh. It was a fairly run-down neighbourhood at the time. Just a couple of years before we arrived, J.K. Rowling had been writing the first Harry Potter in that very same neighbourhood.
The thing I remember most is the camaraderie. In a small team, everybody relies on each other and everybody has a lot of input. Most of us were young and had only recently moved to Edinburgh. We went to the pub together.
It felt like a group of friends who happened to be working on a project together.
teapaw.org/ObbeVermeij/status/178…
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teapaw.org/ObbeVermeij/status/187…
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teapaw.org/ObbeVermeij/status/179…
For gta3, Vice and SA; Memory on the ps2 was tight. We had to limit the number of used vehicle models to 8.
My code would occasionally pick a car model to be phased out. Once there were none left on the map, this model would be removed and a new model could be loaded.
The code would pick a model that was appropriate for the area (sports cars in business district, old cars in run-down areas etc).
Most of the time this worked fine.
A few things could throw a spanner in the works:
If the player had gone up the wanted levels, some of the 8 slots would be taken up by police cars, FIB and swat vans and the police heli.
Level designers would sometimes load specific car models for missions. Often these were not appropriate to be used for ambient traffic.
Ambulance and firetrucks could be needed if there was an accident.
If the player travelled to a different area of the map; some of the loaded cars would look out of place and could not be used. It would take a while for replacement models to be loaded.
The game would keep the last player driven car, as it would be jarring if the player went back and it wasn’t there.
At times there would only be 1 or 2 cars models available for ambient traffic. This lack of variation was particularly noticeable if the player was driving the one car that had to be used.
To alleviate the problem, garages remove cars inside of them once the door has closed. This way the model could be removed. When the player opened the door, the cars were re-created in the same spot.
Npc models were loaded/removed the same way. It just wasn’t as noticeable if variety was lacking.
For each game we picked a generic looking character model that looked appropriate in each area of the map. This model was never removed and always ready to fill in.
Screenshot from this vid: youtube.com/watch?v=KWhjv4J6…
Tomy retweeted
JUST IN: Taiwan regulators have blocked $GRAB's acquisition of FoodPanda Taiwan, citing competition concerns.
Grab said it was disappointed by the decision.
"Grab's core business across Southeast Asia remains robust. We will continue to focus our capital and resources on executing our growth roadmap and empowering communities across our regional footprint."
Tomy retweeted
Free float rule.
Intended outcome: More public shares.
Actual outcome: No public shares.
CIMB Niaga free floatnya 8.5%.
Aturan baru minta 15% paling lambat 2028.
Ada dua cara untuk comply, either jual ke publik, atau delisting/go private.
Jual ke publik ada dua jalur.
1. Secondary placement: CIMB Group jual sebagian sahamnya. Uangnya masuk ke CIMB Group, bukan ke banknya.
2. Rights issue/penerbitan saham baru tanpa CIMB Group ikut ambil bagian. Uangnya masuk ke bank, porsi CIMB Group terdilusi.
Kalo go private justru sebaliknya.
CIMB Group tender offer saham publik di harga tertentu, lalu voluntary delisting lewat RUPS dan persetujuan OJK dan BEI.
Minoritas yang ga ikut tender offer tetap pegang sahamnya, cuma ga bisa ditransaksikan di bursa.
CIMB Group Steps Up Efforts To Pursue Potential Delisting Of CIMB Niaga
#BernamaBiz @CIMBNiaga
bernamabiz.com/news.php?id=2…
Tomy retweeted
December 4th 2023.
May 6th 2025.
August 27th 2026.
October 15th 2026.
If only we had known that these would be the GTA 6 trailer dates when we were suffering all that silence.
What’s next though? I thought the launch trailer was pretty much the last thing.
Apple’s new CEO, John Ternus, is on the cover of TIME’s 2026 Best Inventions issue. We spoke to him about Duo: Apple’s long-awaited foldable phone. Plus: his company’s approach to geopolitical tensions and supply chains, child safety, and AI time.com/collection/best-inv…
Tomy retweeted
Watch the Grand Theft Auto VI Launch Trailer, featuring the debut of “Flower in a Hurricane" from original score composers Justice feat. Tame Impala, SZA, and King Gizzard & The Lizard Wizard.
Grand Theft Auto VI arrives November 19: rockstargames.com/VI/ps5
Grand Theft Auto VI Launch Trailer
Tomy retweeted
Hearing that Strauss Zelnick was flabbergasted by the request of a second delay for GTA 6 and still allowed it, puts into perspective how great of a CEO he is.
Most execs would be like no, I don’t care make it work!!
People should be very worried on the day he rides off into the sunset because if his replacement is just a run of the mill exec that can’t see the long term picture then Rockstar will suffer for it
Tomy retweeted
Interesting GTA 6 details shared by Jason Schreier:
- Rockstar top staff had to visit stripclubs and other areas in Miami for research in 2015 to create the world of the game
- Rockstar now has 4,711 employees compared to 2,441 when RDR2 released
- Jennifer Kolbe, Rockstar’s head of publishing didn’t disclose the budget of the game, but she debunked rumors that the game surpassed the $1.5 billion it cost to build Burj Khalifa
- Rob Nelson described the two previous delays as a dark period
- The studio has more than one head of development to make decisions faster: Phil Hooker, Aaron Garbut and Rob Nelson
- Schreier saw the office full of developers working to squash bugs before release
- By the end of 2019, the team finally figured out the skeleton of the story
- At one point, the studio heads wanted to make the game so realistic that you had to go to the store’s refrigerator, grab the beer, bring it to the counter and manually pay. Or go to the grocery store and buy the ingredients to make a sandwich
- The studio had a hard time during the pandemic trying to keep the team together: “We’re going to get through it.” Nelson said, just like Jason and Lucia
- Schreier saw Jason and Lucia walking in a park, holding hands and reminiscing about the time Lucia’s mother got mad at him
- Jason and Lucia will be flirting and bantering during activities, which adds a whole new layer to the immersive systems carried over from Rockstar’s previous titles
- Aaron Garbut talked about the 2022 leaks: “It feels like somebody’s wading through your dirty washing. It’s like they’re inside your head. You see your early work out there. Nobody’s ever supposed to see that. It’s really weirdly invasive. And so it’s quite hard to deal with on an emotional level.”
- Rockstar says they did their best to avoid crunch with this title: “Anytime I say we haven’t crunched, someone is going to say, ‘I did.’ And I don’t want to get into arguments with individual teams or individual people. But I think we did things differently, and I’m proud of that.” Said Kolbe
- Trailer 1 worked as a huge guiding light for the team: “You’d think it would be done through documentation or communication, but nothing aligns us like a trailer.” Said VP of tech Jonathon Ashcroft
- Strauss Zelnick was flabbergasted when Kolbe called him to ask for a second delay to November: “I think he said, ‘You’re kidding. Please tell me you’re kidding,’” she recalls
- She says they’re lucky that Strauss is as reasonable as he is, because a lot of people would rush it and say “You’d just better figure out how to ship it”
- Zelnick says the delays were a “wise investment in time and financial resources to reach the level of perfection it has the ability to reach”
- Rockstar says they didn’t face development hell that caused the delays and the game just never completed settled: “We never have an exact blueprint. Even within the last few months, we’ve changed things”
- They also said that some areas in the game weren’t going to make it if they haven’t delayed the game: “We could hit that schedule, but it won’t be the game we want to make.” Hooker said
- Phil Hooker recalls that he was supposed to go to a story mission, but then he got lost for two hours in the game’s world: “I remember the sheer fun of it. And everyone coming out of the review buoyed by the experience and despite all the concerns and doubts that plague you at that time thinking, if we stick to our guns on this, we have something really special.” He said
- Garbut says this game is the culmination of lessons they’ve been learning for a lifetime and that the last 30 years have been practice for where they got to here
- Lastly, Rockstar vows that the next game won’t take another 8 years: “The engine, the tools and the team we’ve built during this project will allow us to do things more quickly, I feel confident that we can build on top of this and go more sideways than upwards to build more compelling content.” Said co-studio head Phil Hooker
(Source: bloomberg.com/features/2026-…)










































