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PlayStation Studios
PlayStation Studios
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PlayStation Studios (formerly SCE Worldwide Studios and SIE Worldwide Studios) is a division of Sony Interactive Entertainment (SIE) that oversees the video game development at the studios owned by SIE. The division was established as SCE Worldwide Studios in September 2005 and rebranded as PlayStation Studios in 2020 to include the PlayStation brand.

Key Information

History

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On September 14, 2005, Sony Computer Entertainment (SCE, now known as Sony Interactive Entertainment), the video game arm of Sony, announced the formation of SCE Worldwide Studios earlier that month, combining all studios SCE owned at the time. Phil Harrison was appointed as the division's president;[2] he resigned in February 2008.[3] Kazuo Hirai became acting president,[4] succeeded by Shuhei Yoshida in May 2008.[5] When Yoshida moved to lead the indie game development of SIE, Hermen Hulst, previously of SIE's Guerrilla Games studio, became the president of SIE Worldwide Studios in November 2019.[6] The studios productions are generally supported by the Visual Arts Services Group, founded in 2007 in San Diego.[7]

SIE announced the rebranding of the division to PlayStation Studios in May 2020 as part of the introduction of the PlayStation 5, which was released later that year. PlayStation Studios serves as the publishing brand for Sony's first-party development studios, as well as for games developed by studios brought in by Sony in work-for-hire situations.[8]

In 2022, Sony stated half of its first-party PlayStation Studios games will be on personal computers (PC) and mobile by 2025.[9] In August 2022, SIE announced the formation of the PlayStation Studios Mobile Division, alongside the acquisition of the company's first mobile development team, Savage Game Studios,[10] later renamed Neon Koi.[11] In February 2024, Sony announced it would eliminate 900 jobs, or 8% of SIE and PlayStation Studios employees. These cuts included the closure of London Studio.[12][13]

In July 2024, Sony and Bungie announced that as part of restructuring at Bungie, one of the studio's incubation projects would be spun out, with the team behind the game forming a new studio within PlayStation Studios, later on in May 2025 it being revealed as teamLFG.[14][15] In October 2024, Sony announced the closure of Neon Koi and Firewalk Studios.[16][17] In March 2025, Sony formed Dark Outlaw Games, a new studio under PlayStation Studios, led by Jason Blundell.[18] In an August 2025 financial briefing, Sony CFO Lin Tao stated that SIE planned to fully integrate and oversee Bungie as a developer within the core PlayStation Studios lineup, after initially allowing them to function as an independent subsidiary since their acquisition in 2022.[19]

Studios

[edit]
Name Location/s Founded Acquired Notable releases
Bend Studio Bend, Oregon 1993[20] 2000[20] Syphon Filter, Resistance: Retribution, Uncharted: Golden Abyss, Days Gone[20]
Bluepoint Games Austin, Texas 2006[21] 2021[22] Uncharted: The Nathan Drake Collection, Shadow of the Colossus, Demon's Souls[20]
Dark Outlaw Games Los Angeles, California 2025[18]
Firesprite Liverpool 2012[23] 2021[24] Run Sackboy! Run!, Horizon Call of the Mountain[20]
Guerrilla Games Amsterdam 2000[20] 2005[20] Killzone, Horizon[20]
Haven Studios Montreal, Quebec 2021[25] 2022[25] Fairgame$[26]
Housemarque Helsinki 1995[27] 2021[28] Super Stardust HD, Dead Nation, Resogun, Alienation, Matterfall, Returnal, Saros[20]
Insomniac Games Burbank, California 1994[20] 2019[29] Spyro, Ratchet & Clank, Resistance, Marvel's Spider-Man, Marvel's Wolverine[20]
Durham, North Carolina[30]
Malaysia Studio Kuala Lumpur 2020[31] Support for first-party titles, such as The Last of Us Part I and MLB The Show 22[32]
Media Molecule Guildford 2006[20] 2010[20] LittleBigPlanet, Tearaway, Dreams[20]
Naughty Dog Santa Monica, California 1984[20] 2001[20] Crash Bandicoot, Jak and Daxter, Uncharted, The Last of Us, Intergalactic: The Heretic Prophet[20]
Nixxes Software Utrecht 1999[20] 2021[33] Windows ports and support work for various first-party PlayStation titles; Xbox Series X/S port of Helldivers 2[34][35][36]
Polyphony Digital Tokyo 1998[20] Gran Turismo, Motor Toon Grand Prix, Omega Boost, Tourist Trophy[20]
San Diego Studio San Diego, California 2001[20] The Mark of Kri, NBA, MLB: The Show[20]
San Mateo Studio San Mateo, California 1998[37] Support studio for second-party developers[38]
Santa Monica Studio Los Angeles, California 1999[20] Kinetica, God of War[20]
Sucker Punch Productions Bellevue, Washington 1997[20] 2011[20] Sly Cooper, Infamous, Ghost of Tsushima, Ghost of Yōtei[20]
Team Asobi Tokyo 2021[a] The Playroom, Astro Bot[40]
teamLFG Bellevue, Washington 2025[41]
Valkyrie Entertainment Seattle, Washington 2002[42] 2021[42] Support studio for various franchises such as Infamous, God of War, and Twisted Metal[20]
XDev Liverpool 2000[43] Works with external developers across Europe, on projects such as Until Dawn and Detroit: Become Human
Tokyo 2020[44] Works with external developers across Japan and South Korea, on projects such as Rise of the Ronin, Stellar Blade, Death Stranding 2: On the Beach and Marvel Tōkon: Fighting Souls[43][45]

Former

[edit]
Name Location Founded Acquired Divested Fate
Bigbig Studios Leamington Spa 2001[46] 2007[47] 2012[46] Closed[46]
Evolution Studios Runcorn 1999[47] 2007[47] 2016[48] Closed[48]
Firewalk Studios Bellevue, Washington 2018[49] 2023[49] 2024[50] Closed[50]
Guerrilla Cambridge Cambridge 1997[51] 2017[51] Closed[51]
Incognito Entertainment Salt Lake City, Utah 1999[52] 2002[52] 2009[53] Closed[53]
Japan Studio Tokyo 2005[54] 2021[55] Reorganized within SIE, primarily to Team Asobi[39]
London Studio London 2002[20] 2024 Closed[13]
Manchester Studio Manchester 2015[20] 2020[56] Closed[56]
Neon Koi Berlin 2020[10] 2022[10] 2024[50] Closed[50]
Helsinki
Pixelopus San Mateo, California 2014[20] 2023 Closed[57]
Studio Liverpool Liverpool 1984[47] 1993[47] 2012[58] Closed[58]
Zipper Interactive Redmond, Washington 1995[59] 2006[47] 2012[59] Closed[59]

See also

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Notes

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
PlayStation Studios is the primary and division of (SIE), a wholly owned subsidiary of Group Corporation, focused on creating first-party titles for PlayStation consoles, personal computers, and other platforms. Established in September 2005 as SCE Worldwide Studios to consolidate SIE's global game development efforts across , , and , the division underwent a significant rebranding in May 2020 to PlayStation Studios, coinciding with the reveal of the console and introducing a unified logo and opening animation for its titles. Headquartered in , with key offices in and , PlayStation Studios operates as a creator-led comprising over 20 internal studios worldwide, including prominent ones like , , , , and . The division has been instrumental in defining modern gaming through critically acclaimed franchises such as , God of War, , Horizon, Marvel's Spider-Man, Gran Turismo, and , which have collectively sold hundreds of millions of units and earned numerous awards for narrative innovation, technical excellence, and immersive worlds. In recent years, PlayStation Studios has expanded beyond consoles by porting select titles to PC via platforms like and , starting with games like God of War (2018) and (2020), to broaden its audience while maintaining exclusivity for new releases on PlayStation hardware. Additionally, through the affiliated initiative launched in 2019, the division adapts its intellectual properties into films, television series, and animations—such as the Emmy-winning HBO series (2023), the film (2025), and the upcoming Horizon television series—extending storytelling across media. The studios emphasize bold creativity, diversity in development teams, and technological advancements like ray tracing and haptic feedback, contributing to SIE's mission of delivering transformative entertainment experiences that have shaped the industry since the original PlayStation's debut in 1994.

History

Origins and Early Development

Sony's entry into the video game industry began with the establishment of Sony Computer Entertainment Inc. (SCE) on November 16, 1993, as a joint venture between Sony Corporation and Sony Music Entertainment (Japan) Inc., aimed at developing and marketing consumer computer entertainment systems. This move was spearheaded by Ken Kutaragi, who envisioned leveraging CD-ROM technology for interactive entertainment. SCE launched the original PlayStation console in Japan on December 3, 1994, marking Sony's debut in the console market and quickly establishing it as a major player with its 32-bit architecture and focus on 3D graphics. The console's success, selling over 102 million units worldwide, was bolstered by third-party support and early exclusive titles that showcased its capabilities. In the late 1990s and early 2000s, SCE began building its internal development capabilities to create flagship franchises and reduce reliance on external publishers. Key early milestones included the 1996 release of Crash Bandicoot, developed by Naughty Dog and published by SCE, which became a mascot platformer defining the PlayStation era with its innovative 3D gameplay. Similarly, Gran Turismo in 1997, created by Polyphony Digital under SCE, revolutionized racing simulations with realistic physics and a vast car collection, selling millions and establishing a cornerstone franchise. The 1998 launch of Spyro the Dragon, developed by Insomniac Games for SCE, further expanded the lineup with accessible 3D platforming. To strengthen its studio network, SCE acquired Naughty Dog in January 2001, integrating it as a first-party developer focused on PlayStation exclusives. During the PlayStation 2 era, SCE founded Santa Monica Studio in 1999 to handle action-adventure titles, contributing to the console's dominance with over 155 million units sold. To centralize and coordinate its growing portfolio of studios, SCE formed SCE Worldwide Studios on September 14, 2005, unifying development efforts across global locations under a single entity for enhanced collaboration on multi-platform titles. This structure supported the launch in 2006 and the subsequent expansion into high-definition gaming. As SCE evolved through the PS3 and PS4 eras—with the latter debuting in 2013—the studio network underwent restructuring, including closures that signaled a more focused approach. For instance, Bigbig Studio was shuttered in January 2012 following the completion of its PlayStation Vita title Little Deviants, as part of SCE's review of European operations. Similarly, closed on March 22, 2016, after delivering for PS4, reflecting adjustments to prioritize high-impact projects amid shifting market demands. Post-2010, under leadership including President Kazuo Hirai, SCE shifted from a primarily hardware-centric model to a content-driven strategy, emphasizing , network services, and integrated entertainment ecosystems via the . This evolution integrated software development with online platforms, fostering recurring revenue from downloads and subscriptions while maintaining exclusive content as a competitive edge through the PS4 generation, which sold over 117 million units.

Rebranding and Major Acquisitions

In 2020, rebranded its Worldwide Studios division to PlayStation Studios, aiming to create a unified identity that highlights first-party game development across its portfolio of exclusives. The change was announced on May 12, 2020, coinciding with preparations for the launch later that year, and introduced a new animated logo sequence for games to emphasize the collective strength of Sony's studios. This reflected a strategic pivot toward greater visibility for PlayStation's internal teams amid growing competition in the gaming industry. The rebranding was preceded by key acquisitions that bolstered PlayStation Studios' capabilities. In August 2019, Sony acquired Insomniac Games for $229 million, securing full ownership of the studio following its collaboration on the critically acclaimed Marvel's Spider-Man (2018), which enhanced Sony's action-adventure expertise. Subsequent moves included the March 2021 founding of Haven Studios by industry veteran Jade Raymond, which Sony fully acquired in March 2022 to develop new intellectual property focused on narrative-driven experiences. In July 2022, Sony completed its $3.6 billion acquisition of Bungie, the creator of the Destiny franchise, to leverage the studio's live-service game development knowledge and expand PlayStation's multiplayer offerings. Firewalk Studios followed in April 2023, when Sony acquired the team from ProbablyMonsters Inc. to advance its AAA multiplayer projects, aligning with broader goals in online gaming. By 2025, PlayStation Studios continued its expansion with the formation of Dark Outlaw Games in March 2025, led by —former director of Call of Duty: Black Ops 4's Zombies mode—to focus on innovative multiplayer titles. Regarding , while the studio retained operational independence post-acquisition, announced in August 2025 a gradual integration into PlayStation Studios' structure, with its creative teams aligning more closely under the parent organization to streamline resources and development. Post-2020, PlayStation Studios shifted strategically toward live-service games and PC ports to diversify revenue streams beyond console exclusives. This included porting titles like Horizon Zero Dawn (2020) and God of War (2022) to PC, which generated significant additional income and broadened audience reach. However, the live-service push faced challenges, with eight of twelve planned titles canceled by mid-2025 amid industry-wide difficulties in the genre. These shifts were punctuated by cost-cutting measures, including the closure of London Studio in February 2024 as part of 900 layoffs (about 8% of the global PlayStation workforce), aimed at refocusing on high-impact projects. From 2020 to 2025, PlayStation Studios navigated external pressures like the , which disrupted development schedules and led to delays in titles such as (originally slated for 2021 but released in 2022). Regular State of Play events served as key platforms for announcements, unveiling projects like (2021) and live-service initiatives during the pandemic era. By 2024-2025, releases such as Astro Bot (September 2024), developed by , marked a recovery milestone, earning widespread acclaim for its innovative platforming and signaling renewed creative momentum amid the strategic realignments.

Organizational Structure

Leadership and Management

As of November 2025, (SIE), the parent company of PlayStation Studios, is led by Hideaki Nishino as President and , a role he assumed on April 1, 2025, following the end of the short-lived dual-CEO model. Nishino, who previously served as CEO of SIE's Platform Business Group since June 2024, now oversees the entire organization, including both platform operations and studio activities. Reporting directly to him is Hermen Hulst, who continues as CEO of the Studio Business Group, responsible for the creative direction, development, and publishing of games under the PlayStation Studios banner. This structure maintains a clear division of responsibilities, with the Studio Business Group focusing on first-party game production and the Platform Business Group handling hardware, network services, and ecosystem expansion. Key executives within the Studio Business Group include prominent studio leaders such as , co-president and creative director at , where he guides major narrative-driven titles, and Justin Truman, CEO of since August 2025, leading ongoing live-service development following the 2022 acquisition (predecessor Pete Parsons was retained post-acquisition but stepped down in August 2025). These heads operate with significant autonomy in day-to-day operations but align under Hulst's oversight to ensure cohesive strategy across PlayStation Studios. Decision-making at the executive level emphasizes cross-studio collaboration through the PlayStation Studios label, fostering shared resources and IP expansion, while ultimate authority rests with SIE leadership and the broader Group Corporation. This framework evolved from the retirement of former SIE President Jim Ryan in March 2024, after which Hiroki Totoki served briefly as interim CEO before the transition to the co-CEO arrangement in June 2024. Recent changes have shaped the approach, including significant reductions announced in February 2024, when SIE laid off approximately 900 employees—about 8% of its global headcount—to streamline operations and prioritize high-impact initiatives, followed by further layoffs in 2025, including undisclosed cuts in in February and substantial reductions at PlayStation Visual Arts and Malaysian studios in March. This followed a strategic pivot outlined in SIE's 2023 corporate strategy discussions and refined in 2024 investor updates, shifting focus toward fewer but larger-scale projects, including a reduced emphasis on expansive live-service titles in favor of core single-player and franchise-defining experiences. Under the current , this has involved enhanced review processes to identify and mitigate risks earlier in development, aiming to bolster long-term sustainability and innovation across PlayStation Studios.

Global Operations and Locations

PlayStation Studios operates under the oversight of (SIE), with its global headquarters located in , at 2207 Bridgepointe Parkway. This central hub coordinates strategic direction, while the division maintains a distributed network of studios across multiple continents to leverage regional talent and expertise. The majority of PlayStation Studios' operations are concentrated in , particularly in the United States, where key facilities include in , and in . In , Haven Studios is based in , , contributing to narrative-driven projects. Europe hosts significant hubs such as in , , and in , , fostering creative collaboration across time zones. In Asia, operates from , , as the successor to the closed SIE (reorganized in 2021), drawing on local innovation traditions. PlayStation Studios employs a centralized model for ownership managed by SIE, ensuring unified brand strategy, while granting individual studios substantial creative autonomy in development. Global collaboration is facilitated through shared proprietary tools, such as the Decima engine developed by and utilized across multiple titles for efficiency. Support functions are handled by specialized groups like PlayStation Visual Arts, which provides art from locations including , , and , , aiding first-party productions without direct game development. These teams enhance scalability for core studios focused on primary titles. As of 2025, PlayStation Studios comprises approximately 20 studios and support entities worldwide, emphasizing a hybrid work model that blends in-office with remote flexibility to adapt post-COVID dynamics. This structure supports expansion into live-service and mobile gaming, bolstered by the 2022 acquisition of , which brings expertise in ongoing player engagement.

Studios

Current Studios

PlayStation Studios encompasses 17 active first-party development teams worldwide, specializing in a diverse array of genres from narrative-driven single-player experiences to live-service multiplayer titles and innovative projects. These studios emphasize high-fidelity AAA productions, often leveraging cutting-edge technologies like advanced AI for character behaviors and immersive VR environments to deliver critically acclaimed games. , located in , focuses on survival and open-world action games, with notable titles including (2019), which featured a post-apocalyptic motorcycle adventure. The studio is developing a new AAA project, details of which remain undisclosed. , based in , specializes in high-quality remakes and remasters of classic titles, such as the 2020 remake for , praised for its graphical fidelity and faithful recreation. They are working on an original project following their acquisition in 2021. , headquartered in , is renowned for live-service shooters, including the ongoing (2017) universe and the upcoming Marathon reboot, a sci-fi extraction shooter emphasizing player-driven narratives, slated for 2026. Acquired in 2022, operates semi-independently while contributing to PlayStation's multiplayer ecosystem. Firesprite, situated in , , excels in VR and experiential titles, highlighted by (2018), a that blends mechanics with roguelite progression in a sci-fi setting. The studio continues to innovate in immersive VR experiences and is rumored to be developing a horror project. Guerrilla Games, based in , , is known for expansive open-world action-adventure games, including the Horizon series such as (2022), which explores robotic ecosystems and narrative depth. They are developing a new sci-fi IP alongside Horizon expansions, including an online co-op game. Haven Studios, located in Montreal, Canada, specializes in co-operative multiplayer titles, with their debut Fairgames (upcoming) promising lighthearted, session-based co-op adventures in a vibrant world. Founded in 2021, the studio emphasizes accessible, social gameplay. Housemarque, in Helsinki, Finland, crafts arcade-style roguelikes and twin-stick shooters, exemplified by Returnal (2021), a critically acclaimed with elements and . Their next project, Saros, a rogue-lite third-person action game, is slated for April 2026. , headquartered in , delivers action-adventure and superhero titles, including the series (2018, 2023) and the upcoming , a single-player focusing on brutal and character exploration, expected in Fall 2026. , based in , , develops creative tools and user-generated content platforms, such as Dreams (2020), which enables community-driven game creation. The studio is preparing a next-generation user-generated project building on this legacy. , located in , is celebrated for cinematic narrative adventures, including The Last of Us Part II (2020), a post-apocalyptic story of revenge and survival. Their current focus is Intergalactic: The Heretic Prophet, a sci-fi action-adventure expected in 2027. Nixxes Software, based in Utrecht, Netherlands, specializes in game porting and optimization, particularly for PC platforms, with contributions to titles like Marvel's Spider-Man PC ports. The studio supports other PlayStation Studios in technical development. Polyphony Digital, based in Tokyo, Japan, specializes in racing simulations, best known for the Gran Turismo series, including Gran Turismo 7 (2022). The studio continues to provide updates for Gran Turismo 7 and is developing future projects in the franchise. San Diego Studio, located in San Diego, California, focuses on sports simulations, particularly the MLB The Show series. They are developing MLB The Show 26. Santa Monica Studio, also in , specializes in action epics rooted in mythology, including (2022), which expanded on father-son dynamics in Norse lore. They are developing a new original title outside the God of War franchise. Sucker Punch Productions, located in , focuses on stealth-action games in historical settings, such as (2020), a epic with open-world exploration. Their sequel, Ghost of Yotei, set in 1603 , was released on October 2, 2025, with a co-op multiplayer DLC planned for 2026. , based in , develops joyful platformers and VR experiences, highlighted by (2018) and the 2024 Astro Bot, which revitalized the mascot with inventive level design. The studio continues to innovate in family-friendly, tech-forward gameplay, with a sequel likely in development. Valkyrie Entertainment, based in Seattle, Washington, provides support services for game development, contributing to titles across platforms from console to PC. The studio focuses on high-quality production assistance. Looking ahead to 2026, PlayStation Studios' slate includes major releases like Saros by Housemarque (April 2026), by Insomniac Games (Fall 2026), Marathon by Bungie (2026), and Fairgames by Haven Studios, following the 2025 release of Ghost of Yotei.

Former Studios

PlayStation Studios has undergone several restructurings over the years, leading to the closure or disbandment of multiple development teams. These changes have often been driven by economic pressures, strategic realignments toward high-impact projects, and shifts in focus from mid-tier to blockbuster titles. Since the early , more than ten studios have been shuttered, contributing to a more streamlined portfolio emphasizing core AAA development. One significant wave of closures occurred between 2010 and 2012 amid financial losses from the era and efforts to consolidate resources across 's European and North American operations. Incognito Entertainment, founded in 2002 in Vancouver, Canada, and specializing in multiplayer components for the Resistance series, including Resistance: Retribution for PSP, was closed in 2012. BigBig Studio, founded in 2007 in the UK and specializing in portable titles, was closed in January 2012 as part of a broader review of Sony Computer Entertainment's Worldwide Studios structure; the team was known for developing for PSP and the PlayStation Vita launch title Little Deviants. Zipper Interactive, acquired by Sony in 2006 and based in , followed in March 2012; renowned for the SOCOM military shooter series and multiplayer-focused games like MAG, its shutdown was attributed to ongoing resource reallocation. Studio Liverpool, the successor to the acquired label (established in 1984 and rebranded in 2004), closed in August 2012 after nearly three decades; it produced iconic racing franchises such as Wipeout and , but the decision stemmed from 's need to prioritize profitable ventures during a period of industry contraction. These closures, totaling around 200 staff across the three studios, reflected cost-cutting measures to address unprofitable segments and redirect talent toward emerging platforms like the Vita. Later in the decade, , founded in 1999 in the UK, was shuttered in March 2016 despite its success with racing series like and ; Sony cited a regular business review and the need to focus on high-performing franchises, leading to the layoff of approximately 150 employees and the end of ongoing support. This move underscored a strategic pivot away from niche genres toward broader market appeals, with 's intellectual property remaining dormant post-closure. In more recent years, closures have tied to evolving priorities in and global market demands. SIE Japan Studio, established in 1995 in as one of Sony's foundational teams, was effectively disbanded in February 2021, with most staff reassigned or laid off; celebrated for innovative titles like the Astro Bot series, The Getaway, and experimental projects such as , the restructuring aimed to concentrate efforts on globally appealing hits rather than mid-budget (AA) games, leaving around 100 roles eliminated. Key assets, including the Astro Bot IP, were transferred to the newly formed to sustain its legacy. , founded in 2002 in the UK, closed entirely in May 2024 as part of a larger wave of approximately 900 layoffs across PlayStation operations; specializing in VR experiences like and The London Heist, as well as the unreleased co-op title Project Amplify, its shutdown was linked to economic headwinds, underperformance in live-service initiatives, and a reevaluation of VR investments. The closure impacted over 100 staff and resulted in the cancellation of its ongoing project, highlighting Sony's focus on sustainable growth amid rising development costs. Additional notable closures include Manchester Studio in 2020, which had been developing an ambitious title () before pivoting unsuccessfully, leading to its dissolution due to project challenges and resource constraints. In October 2024, Firewalk Studios, acquired in 2023 and focused on the live-service shooter Concord, was closed following the game's commercial underperformance, with Sony citing strategic adjustments in multiplayer expansion to avoid further financial strain. These decisions have collectively shifted PlayStation Studios toward a leaner model, preserving marquee IPs while eliminating less viable operations, with no major studio closures reported in 2025 but ongoing minor restructurings to support core titles.

References

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