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Amazon To Test AI-Created Material For Carbon Capture In Data Centers

Amazon is stepping up its environmental efforts by testing a groundbreaking carbon-removal material for its data centers. The company, which is tackling the growing emissions linked to the artificial intelligence systems powering these centers, has partnered with Orbital Materials, a startup that used AI to design the innovative substance.

Jonathan Godwin, CEO of Orbital Materials, explained that the new material acts like an atomic-level sponge, with cavities precisely sized to capture CO2 without interacting with other elements. This targeted approach could be a game-changer in carbon filtration.

One of the appealing aspects of the new material is its cost-effectiveness. Godwin estimates that the material could account for just 10% of the cost associated with renting a GPU chip for AI training, significantly less than the price of traditional carbon offsets.

Meanwhile, the demand for energy in data centers is rising, as AI’s rapid development requires more power and cooling solutions. This surge poses a challenge for Amazon, which is committed to achieving net-zero carbon emissions by 2040.

Amazon Web Services (AWS), the world’s largest cloud provider by revenue, plans to begin piloting the AI-designed carbon removal material in one of its data centers starting in 2025. This initiative is part of a three-year collaboration with Orbital, which will also gain access to AWS’s technology and open-source AI tools for further development.

Howard Gefen, General Manager of AWS Energy & Utilities, stated that the partnership would promote sustainable innovation, but financial details remain undisclosed. Orbital, with offices in Princeton, New Jersey, and London, began its journey about a year ago by setting up a lab to synthesize AI-designed materials. The startup aims to work with AWS to test additional AI-generated solutions, addressing water usage and cooling requirements in data centers. Godwin co-founded Orbital, which currently employs 20 people and is supported by investors such as Radical Ventures and Nvidia’s venture arm. Before this, Godwin contributed to materials science work at Alphabet’s DeepMind until 2022.

At WN Cyprus, 84% Of Showcased Game Teams Were Looking For Backing

While policymakers and business leaders discussed how the island could support more studios, 84% of the teams participating in the Developer Showcase were looking for an investor, a publisher, or both, according to organisers.

More than 20 teams presented projects at WN Conference Cyprus’26, held at Parklane in Limassol on 17 and 18 September. According to WN’s post-event figures, the conference drew 503 attendees from 251 companies, with 52% of participants holding C-level roles. The two-day event brought together developers, publishers, investors and technology companies for meetings, discussions and game demonstrations. It was WN’s fifth consecutive annual conference in Cyprus, where the organiser has held games industry events since 2018.

The funding needs revealed by the showcase gave added weight to one of the programme’s central questions: can Cyprus develop from a location for international company headquarters into a country where studios can also find talent, investment and support for new projects?

Dr Nicodemos Damianou, Deputy Minister of Research, Innovation and Digital Policy, discussed that question with Tanya Romanyukha, General Manager of TechIsland. Their conversation covered access to talent and finance, as well as the conditions needed for more studios to build and grow from Cyprus.

Investment decisions under pressure

The rest of the programme also reflected the difficult commercial environment facing game developers. Discussions raised the topics of cautious investment, layoffs, changing player behaviour and the effect of artificial intelligence on production and distribution.

In To Scale or Not to Scale: That Is the Question, Pavel Istomin, Publishing Game Producer at Hypercell Games, and Nikolay Shapovalov, Chief Publishing Officer at playducky.com, considered how studios decide whether to commit more money to a game or stop development. Phillip Black, co-host and co-author of Deconstructor of Fun, moderated the discussion, which focused on the market data and early performance indicators used in publishing decisions.

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A separate session examined how games can attract an audience before release. FLEXUS founder Semyon Kozyura joined Julia Lebedeva, COO and Partner at WN Media Group, to discuss Dear Passengers, which organisers said had accumulated three million Steam wishlists before launch.

Four teams also presented their projects to an industry jury during the Indie Pitch:

  • Through Your Eyes by Omeelia GmbH
  • Anicards by Dragocat
  • World of Sea Battle by THERA INTERACTIVE
  • Synvector by North Souls Games

The AWS Developer Showcase Awards distributed $7,500 in AWS credits. Mirrorbane, presented by Pavel Moskvin, received $5,000, while Midnight Watcher: Village, presented by Kirill Reznichenko, received $2,500. 

Six Cyprus Games Industry Awards announced

The Cyprus Games Industry Awards were presented during the WN Networking Party on 17 September. A public vote determined the shortlists before a jury selected the winners in six categories. Companies did not have to be founded or headquartered in Cyprus to qualify, but were required to have a presence on the island and contribute to its games industry.

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The 2026 winners were:

  • Growth and Marketing Partner: OHM Agency
  • Publisher of the Year: AppQuantum
  • PC Games Achievement: Heroes of Might and Magic: Olden Era by Unfrozen
  • Mobile Games Achievement: Standoff 2 by AXLEBOLT
  • People and Workplace Award: MY.GAMES
  • Game Commerce and Payments Partner: Xsolla and Unlimit

The awards covered game development, publishing and the companies providing marketing, employment and payment services to the sector.

WN has provisionally scheduled its next Cyprus conference for 4 and 5 November 2027.

For many of the teams showing their work in Limassol, however, the next milestone remained commercial. The application data indicated that more than four in five were still seeking the investment or publishing relationship needed to take their games further.

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