• يا جماعة، عندي لكم خبر زين!

    الكتاب الجديد ديال A+Awards تحت عنوان "The World’s Best Architecture" ولى جاهز للطباعة، و Architizer كشفت لنا على الغلاف ديالو، لي يعبّر على الابتكارات المحلية لي راهي تعود اليوم بأشكال جديدة ومهمة. السياحة، الفنون، العمارة... كل شيء يمشي مع بعضو في هذا الكتاب المليء بالأفكار الملهمة!

    شخصياً، نحب نشوف كيفاش المعمار يقدر يخدم على هوية المكان ويعطيه لمسة خاصة. كل مشروع يحكي قصة، ولما تشوف التصميمات، تحس كأنك دخلت عالم جديد.

    راكم تعرفوا باللي العمارة تقدر تكون أكثر من مجرد مباني، بزاف ديال الأفكار مخلوقين بطرق رائعة.

    تابعوا التفاصيل هنا: https://architizer.com/blog/inside-architizer/updates/cover-reveal-2026-architizer-aawards-book/

    #عمارة #Architecture #Innovation #APlusAwards #ابتكار
    يا جماعة، عندي لكم خبر زين! 📣 الكتاب الجديد ديال A+Awards تحت عنوان "The World’s Best Architecture" ولى جاهز للطباعة، و Architizer كشفت لنا على الغلاف ديالو، لي يعبّر على الابتكارات المحلية لي راهي تعود اليوم بأشكال جديدة ومهمة. السياحة، الفنون، العمارة... كل شيء يمشي مع بعضو في هذا الكتاب المليء بالأفكار الملهمة! شخصياً، نحب نشوف كيفاش المعمار يقدر يخدم على هوية المكان ويعطيه لمسة خاصة. كل مشروع يحكي قصة، ولما تشوف التصميمات، تحس كأنك دخلت عالم جديد. راكم تعرفوا باللي العمارة تقدر تكون أكثر من مجرد مباني، بزاف ديال الأفكار مخلوقين بطرق رائعة. تابعوا التفاصيل هنا: https://architizer.com/blog/inside-architizer/updates/cover-reveal-2026-architizer-aawards-book/ #عمارة #Architecture #Innovation #APlusAwards #ابتكار
    architizer.com
    With this year’s A+Awards book off to press, Architizer unveils its cover shot, featuring a project that redefines what local innovation means today. The post Cover Revealed: A+Awards Book “The World’s Best Architecture” Goes To Print appeared first
    Like
    Love
    Wow
    Sad
    Angry
    781
    · 1 التعليقات ·0 المشاركات
  • السلام عليكم أصدقائي!

    كيما تعرفوا، Ken Levine صرّح عن التفاصيل الجديدة للعبة "Judas" اللي متحمسين ليها، خاصّة بعد ما شفتوها في The Game Awards 2022. في لعبة sci-fi هاذي، راح تكتشفوا "Big 3" الأعداء، وكاين نظام "Villainy" جديد ويعتمد على اختياراتكم. يعني كل ما تديروا حاجة، الأعداء يقدروا يتحوّلوا لأصدقاء أو أعداء، وكل واحد عندو قوى خاصة.

    شخصياً، أنا متحمس للفكرة هاذي! توّا عندنا شعور حقيقي بالتفاعل مع الشخصيات، وكل قرار راح يضرّ أو ينفع. تتهيأ لي اللعبات كيما BioShock كانت فيها شخصيات مدهشة، لكن هاذي المرة راح نحسوا بالثقل نتاع قراراتنا.

    باختصار، كل ما نلعبوا، نعيشوا تجارب جديدة ومفاجآت. شحال الأمور راح تتعقد مع "Big 3"؟

    https://gameinformer.com/
    🌌 السلام عليكم أصدقائي! كيما تعرفوا، Ken Levine صرّح عن التفاصيل الجديدة للعبة "Judas" اللي متحمسين ليها، خاصّة بعد ما شفتوها في The Game Awards 2022. في لعبة sci-fi هاذي، راح تكتشفوا "Big 3" الأعداء، وكاين نظام "Villainy" جديد ويعتمد على اختياراتكم. يعني كل ما تديروا حاجة، الأعداء يقدروا يتحوّلوا لأصدقاء أو أعداء، وكل واحد عندو قوى خاصة. شخصياً، أنا متحمس للفكرة هاذي! توّا عندنا شعور حقيقي بالتفاعل مع الشخصيات، وكل قرار راح يضرّ أو ينفع. تتهيأ لي اللعبات كيما BioShock كانت فيها شخصيات مدهشة، لكن هاذي المرة راح نحسوا بالثقل نتاع قراراتنا. باختصار، كل ما نلعبوا، نعيشوا تجارب جديدة ومفاجآت. شحال الأمور راح تتعقد مع "Big 3"؟ https://gameinformer.com/
    Ken Levine Shares Judas Key Art And Details About The Game's Villains
    gameinformer.com
    Judas was formally revealed during The Game Awards 2022 as the next game from BioShock creator Ken Levine and his studio, Ghost Story Games. Since then, the team has remained mostly silent, save
    Like
    Love
    Wow
    Angry
    Sad
    643
    · 1 التعليقات ·0 المشاركات
  • تخيلوا معايا، محطة بنزين من سنوات الخمسينات تفوز بلقب "صورة السنة" في جوائز العمارة!

    مؤخراً، أعلنوا في APA 2025 عن الفائزين في 20 فئة، ومن بين كل الصور، محطة البنزين هذي كانت هي الأفضل. هذا يبرز كيف المصورين من جميع أنحاء العالم يفسروا البيئة المعمارية بطريقة فنية ومبدعة.

    شخصياً، دايماً نحب نتأمل في الأماكن اللي كبرت فيها، ونشوف كيفاش الأمور تتغير مع الوقت. هالمحطة تذكرني بالذكريات الحلوة وبتاريخنا.

    تصوروا لو كانت كل المحطات هكذا، كيف راح تكون التجربة؟ دعونا نعيد التفكير في تفاصيل الأماكن اللي نعيش فيها.

    https://www.designboom.com/architecture/1950-petrol-station-photo-year-architecture-photography-awards-2025-michael-luetge-08-27-2025/

    #عمارة #PhotographieArchitecture #PetrolStation #DesignBoom #تاريخنا
    🚀 تخيلوا معايا، محطة بنزين من سنوات الخمسينات تفوز بلقب "صورة السنة" في جوائز العمارة! 🤯 مؤخراً، أعلنوا في APA 2025 عن الفائزين في 20 فئة، ومن بين كل الصور، محطة البنزين هذي كانت هي الأفضل. هذا يبرز كيف المصورين من جميع أنحاء العالم يفسروا البيئة المعمارية بطريقة فنية ومبدعة. شخصياً، دايماً نحب نتأمل في الأماكن اللي كبرت فيها، ونشوف كيفاش الأمور تتغير مع الوقت. هالمحطة تذكرني بالذكريات الحلوة وبتاريخنا. تصوروا لو كانت كل المحطات هكذا، كيف راح تكون التجربة؟ دعونا نعيد التفكير في تفاصيل الأماكن اللي نعيش فيها. https://www.designboom.com/architecture/1950-petrol-station-photo-year-architecture-photography-awards-2025-michael-luetge-08-27-2025/ #عمارة #PhotographieArchitecture #PetrolStation #DesignBoom #تاريخنا
    1950s petrol station wins photo of the year at architecture photography awards 2025
    www.designboom.com
    APA 2025 announces its winners across 20 categories, presenting a survey of how photographers around the world interpret the built environment. The post 1950s petrol station wins photo of the year at architecture photography awards 2025 appeared firs
    Like
    Love
    Wow
    Sad
    Angry
    1كيلو بايت
    · 1 التعليقات ·0 المشاركات
  • Septimius Awards 2025 : Meriem Medjkane, Idir Benaibouche et le film Algiers en lice

    Deux talents représenteront l’Algérie lors de la prochaine cérémonie des Septimius Awards à Amsterdam. Meriem Medjkane est nommée dans la catégorie de la meilleure actriceL’article Septimius Awards 2025 : Meriem Medjkane, Idir Benaibouche et le film Algiers en lice est apparu en premier sur .
    #septimius #awards #meriem #medjkane #idir
    Septimius Awards 2025 : Meriem Medjkane, Idir Benaibouche et le film Algiers en lice
    Deux talents représenteront l’Algérie lors de la prochaine cérémonie des Septimius Awards à Amsterdam. Meriem Medjkane est nommée dans la catégorie de la meilleure actriceL’article Septimius Awards 2025 : Meriem Medjkane, Idir Benaibouche et le film Algiers en lice est apparu en premier sur . #septimius #awards #meriem #medjkane #idir
    Septimius Awards 2025 : Meriem Medjkane, Idir Benaibouche et le film Algiers en lice
    www.algerie360.com
    Deux talents représenteront l’Algérie lors de la prochaine cérémonie des Septimius Awards à Amsterdam. Meriem Medjkane est nommée dans la catégorie de la meilleure actrice […] L’article Septimius Awards 2025 : Meriem Medjkane, Idir Benaibouche et le film Algiers en lice est apparu en premier sur .
    Like
    Love
    Wow
    Sad
    Angry
    598
    · 2 التعليقات ·0 المشاركات
  • PMI Algérie et Algeria startup challenge lancent la 4e Edition du « Harm reduction Awards »

    Philip Morris International, en partenariat avec l’Algeria Startup Challenge, annonce le lancement de la 4ᵉ édition des Harm Reduction Initiative Awards, un rendez-vous annuelL’article PMI Algérie et Algeria startup challenge lancent la 4e Edition du « Harm reduction Awards » est apparu en premier sur .
    #pmi #algérie #algeria #startup #challenge
    PMI Algérie et Algeria startup challenge lancent la 4e Edition du « Harm reduction Awards »
    Philip Morris International, en partenariat avec l’Algeria Startup Challenge, annonce le lancement de la 4ᵉ édition des Harm Reduction Initiative Awards, un rendez-vous annuelL’article PMI Algérie et Algeria startup challenge lancent la 4e Edition du « Harm reduction Awards » est apparu en premier sur . #pmi #algérie #algeria #startup #challenge
    PMI Algérie et Algeria startup challenge lancent la 4e Edition du « Harm reduction Awards »
    www.algerie360.com
    Philip Morris International (PMI), en partenariat avec l’Algeria Startup Challenge, annonce le lancement de la 4ᵉ édition des Harm Reduction Initiative Awards, un rendez-vous annuel […] L’article PMI Algérie et Algeria startup challenge lancent la 4e Edition du « Harm reduction Awards » est apparu en premier sur .
    Like
    Love
    Wow
    Sad
    Angry
    792
    · 2 التعليقات ·0 المشاركات
  • Tencent claims its new AI tool will reduce art production timeframes from days to minutes

    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20252 Min ReadImage via Tencent Tencent debuted a new AI creation tool called VISVISE at Gamescom 2025 that it claims will accelerate video game art production by automating repetitive tasks. The Chinese conglomerate billed VISVISE as an end-to-end AI game creation suit that will "dramatically cut down game art design time from days or even months, down to minutes." "With capabilities spanning animation and modeling to the creation of intelligent NPCs, or managing digital assets, VISVISE provides game developers and designers with a complete AIGC-powered toolset to accelerate workflows," it added. Tencent said the tool will specifically allow developers to rapidly skin and animate characters in a matter of minutes—a process it claims usually takes up to three-and-a-half days. In addition, the company claimed skeletal animations can be produced in just 10 seconds with VISVISE. Tencent said that process usually takes between three and seven days. "This results in an eightfold improvement in character skinning throughput and transforms animation into a fully automated process of 'keyframe generation + intelligent in-betweening,'" it continued. Tencent claims it doesn't want VISVISE to replace 'human ingenuity'Tencent Games VISVISE expert Zijiao Zeng delivered a keynote at Devcomand shared more details on VISVISE's two key core technologies: VISVISE GoSkinning and VISVISE MotionBlink. Related:GoSkinning works by leveraging a universal AI model to automatically adapt to different skeletal structures. Tencent told Game Developer the tool is based on an AI model developed in-house. The company explained GoSkinning achieves around 85 percent automation and uses a two-step process of bone chain prediction and weight refinement, while its proprietary 'Skirt AI' addresses "complex garment deformation issues." MotionBlink, meanwhile, uses a self-regressive diffusion architecture to rapidly generate keyframes combined with pre-trained CVAE and contrastive learning to produce smooth motion transitions that Tencent claims will rival optimal motion capture and eliminate common issues such as foot sliding and jitter. VISVISE tools have already been integrated into the development of over 90 titles, including PUBG Mobile. Addressing the widespread concerns surrounding AI technology and automation, Tencent said it doesn't envision a future in which VISVIE replaces workers and instead explained it views the technology as a "supporting tool." "VISVISE is designed to automate repetitive tasks with human oversight, enabling creative teams to focus on core artistic and design elements that define a great game," a Tencent spokesperson told Game Developer. "Human ingenuity, intuition and connection continue to be pillars of our industry's success, and the keys to developing engaging, emotionally resonant games. With AI, we hope to accelerate creativity, building a collaborative environment where we can continue to create, play and sell quality games."Related:Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:GamescomAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    #tencent #claims #its #new #tool
    Tencent claims its new AI tool will reduce art production timeframes from days to minutes
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20252 Min ReadImage via Tencent Tencent debuted a new AI creation tool called VISVISE at Gamescom 2025 that it claims will accelerate video game art production by automating repetitive tasks. The Chinese conglomerate billed VISVISE as an end-to-end AI game creation suit that will "dramatically cut down game art design time from days or even months, down to minutes." "With capabilities spanning animation and modeling to the creation of intelligent NPCs, or managing digital assets, VISVISE provides game developers and designers with a complete AIGC-powered toolset to accelerate workflows," it added. Tencent said the tool will specifically allow developers to rapidly skin and animate characters in a matter of minutes—a process it claims usually takes up to three-and-a-half days. In addition, the company claimed skeletal animations can be produced in just 10 seconds with VISVISE. Tencent said that process usually takes between three and seven days. "This results in an eightfold improvement in character skinning throughput and transforms animation into a fully automated process of 'keyframe generation + intelligent in-betweening,'" it continued. Tencent claims it doesn't want VISVISE to replace 'human ingenuity'Tencent Games VISVISE expert Zijiao Zeng delivered a keynote at Devcomand shared more details on VISVISE's two key core technologies: VISVISE GoSkinning and VISVISE MotionBlink. Related:GoSkinning works by leveraging a universal AI model to automatically adapt to different skeletal structures. Tencent told Game Developer the tool is based on an AI model developed in-house. The company explained GoSkinning achieves around 85 percent automation and uses a two-step process of bone chain prediction and weight refinement, while its proprietary 'Skirt AI' addresses "complex garment deformation issues." MotionBlink, meanwhile, uses a self-regressive diffusion architecture to rapidly generate keyframes combined with pre-trained CVAE and contrastive learning to produce smooth motion transitions that Tencent claims will rival optimal motion capture and eliminate common issues such as foot sliding and jitter. VISVISE tools have already been integrated into the development of over 90 titles, including PUBG Mobile. Addressing the widespread concerns surrounding AI technology and automation, Tencent said it doesn't envision a future in which VISVIE replaces workers and instead explained it views the technology as a "supporting tool." "VISVISE is designed to automate repetitive tasks with human oversight, enabling creative teams to focus on core artistic and design elements that define a great game," a Tencent spokesperson told Game Developer. "Human ingenuity, intuition and connection continue to be pillars of our industry's success, and the keys to developing engaging, emotionally resonant games. With AI, we hope to accelerate creativity, building a collaborative environment where we can continue to create, play and sell quality games."Related:Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:GamescomAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #tencent #claims #its #new #tool
    Tencent claims its new AI tool will reduce art production timeframes from days to minutes
    www.gamedeveloper.com
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20252 Min ReadImage via Tencent Tencent debuted a new AI creation tool called VISVISE at Gamescom 2025 that it claims will accelerate video game art production by automating repetitive tasks. The Chinese conglomerate billed VISVISE as an end-to-end AI game creation suit that will "dramatically cut down game art design time from days or even months, down to minutes." "With capabilities spanning animation and modeling to the creation of intelligent NPCs, or managing digital assets, VISVISE provides game developers and designers with a complete AIGC-powered toolset to accelerate workflows," it added. Tencent said the tool will specifically allow developers to rapidly skin and animate characters in a matter of minutes—a process it claims usually takes up to three-and-a-half days. In addition, the company claimed skeletal animations can be produced in just 10 seconds with VISVISE. Tencent said that process usually takes between three and seven days. "This results in an eightfold improvement in character skinning throughput and transforms animation into a fully automated process of 'keyframe generation + intelligent in-betweening,'" it continued. Tencent claims it doesn't want VISVISE to replace 'human ingenuity'Tencent Games VISVISE expert Zijiao Zeng delivered a keynote at Devcom (soon to be rebranded as Gamescom Dev) and shared more details on VISVISE's two key core technologies: VISVISE GoSkinning and VISVISE MotionBlink. Related:GoSkinning works by leveraging a universal AI model to automatically adapt to different skeletal structures. Tencent told Game Developer the tool is based on an AI model developed in-house. The company explained GoSkinning achieves around 85 percent automation and uses a two-step process of bone chain prediction and weight refinement, while its proprietary 'Skirt AI' addresses "complex garment deformation issues." MotionBlink, meanwhile, uses a self-regressive diffusion architecture to rapidly generate keyframes combined with pre-trained CVAE and contrastive learning to produce smooth motion transitions that Tencent claims will rival optimal motion capture and eliminate common issues such as foot sliding and jitter. VISVISE tools have already been integrated into the development of over 90 titles, including PUBG Mobile. Addressing the widespread concerns surrounding AI technology and automation, Tencent said it doesn't envision a future in which VISVIE replaces workers and instead explained it views the technology as a "supporting tool." "VISVISE is designed to automate repetitive tasks with human oversight, enabling creative teams to focus on core artistic and design elements that define a great game," a Tencent spokesperson told Game Developer. "Human ingenuity, intuition and connection continue to be pillars of our industry's success, and the keys to developing engaging, emotionally resonant games. With AI, we hope to accelerate creativity, building a collaborative environment where we can continue to create, play and sell quality games."Related:Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation.Read more about:GamescomAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    Like
    Love
    Wow
    Sad
    Angry
    943
    · 2 التعليقات ·0 المشاركات
  • Evil Empire tells devs to avoid early access unless their project is 90 percent complete

    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20254 Min ReadVia Evil Empire/UbisoftThe Rogue Prince of Persia developer Evil Empire doesn't believe it's worth entering early access in the current climate unless your project is at least 90 percent complete. Speaking to Game Developer at Gamescom 2025, studio marketing manager Matthew Houghton and art director Dylan Eurlings shared their thoughts on the state of contemporary early access campaigns and suggested the system is becoming increasingly risky. You might recognize Evil Empire as the studio that has spent years helping Dead Cells developer Motion Twin expand the franchise with DLC and free updates. Since May 2024, however, the studio has also been shepherding The Rogue Prince of Persia through an Steam Early Access campaign that culminated in an official launch on August 20.Yet, due to a variety of factors including shifting player expectations, the team had to tweak their pre-release strategy in a bid to lure in players. As a result, the studio has become more wary of early access in general. "To be honest, the way I see it now is that unless you're coming into early access with a 90 percent complete game, don't do it. Because players, they don't see it as early access, they see it a game to play," says Houghton. He adds that players are entitled to express their views because they're often paying money to play early access titles, but he feels that sifting viewpoint means consumers are less willing to follow games on an early access journey that will often result in significant changes. Related:Eurlings echoes that point and suggests that a perceived lack of polish and content can now be a "huge issue" during early access campaigns. He explains that Evil Empire was even forced to rethink their original roadmap after the earliest versions of Rogue Prince of Persia failed to meet internal expectations."Initially we wanted to do quick updates. Very fast. In the end, we took a bit more time to ensure that each update would be a bit more chunky," he adds, noting that pivot resulted in a steady cadence of monthly updates that each packed a fair bit of clout. That shift came after the team conceded that early access numbers "weren't great." Houghton explains the project initially attracted just under 1,000 peak concurrent users. After they flipped the script, the title started to pull in around 4,000 CCU. "That's why we wanted to prioritize chunky content—there would be an impact every time," says Houghton, before acknowledging the title still hadn't quite met the team's CCU expectations even after that switch-up. Related:"Of course you listen to the feedback and take the ideas, but you have to feed them through a filter."It underlines the risks that come with early access, and Houghton specifically wonders whether some developers who can't hit that 90 percent completion benchmark before launching into early access might instead be better off conducting beta tests through Steam instead. If you're curious as to where Rogue Prince of Persia was when it entered Early Access, Houghton suggests the project was roughly 60 percent complete. Eurlings, was slightly more conservative, and claimed it was more like 50 percent. We suggested they meet in the middle. "Steam has evolved now. You can do beta tests and playtests through Steam. I think that's become more like Early Access. People aren't paying for it and your project might be a bit jankybut that's okay because they're still going to give feedback and it's not going to be a disaster if it's not great yet," continues Houghton. When asked whether Evil Empire would consider revisiting Early Access in the future, Houghton isn't so certain."I don't know. I'm going to be honest. I've been put off by it, because especially now people are so used to games coming out and then doing live ops for three, four, and five years—so why go with early access and have to deal with the stigma that's around it? I think I would do playtests and then just release," he explains. Related:Houghton adds that teams who are still convinced early access is right for them must have complete conviction in their creative vision—otherwise they might risk being derailed. "Of course you listen to the feedback and take the ideas, but you have to feed them through a filter, otherwise you'll have too many cooks.You'll have people who are super enthusiastic who think you can't do anything wrong, and then you get the people who are just super negative and people who are just throwing ideas at you that you know won't work in the game." It's a situation that can feel overwhelming, with Houghton explaining that Rogue Prince of Persia's game director found the onslaught "too much" at times. "You have to stick to your vision," says Houghton. "Listen, but just cherry pickcarefully."Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:GamescomTop StoriesInterviewsAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    #evil #empire #tells #devs #avoid
    Evil Empire tells devs to avoid early access unless their project is 90 percent complete
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20254 Min ReadVia Evil Empire/UbisoftThe Rogue Prince of Persia developer Evil Empire doesn't believe it's worth entering early access in the current climate unless your project is at least 90 percent complete. Speaking to Game Developer at Gamescom 2025, studio marketing manager Matthew Houghton and art director Dylan Eurlings shared their thoughts on the state of contemporary early access campaigns and suggested the system is becoming increasingly risky. You might recognize Evil Empire as the studio that has spent years helping Dead Cells developer Motion Twin expand the franchise with DLC and free updates. Since May 2024, however, the studio has also been shepherding The Rogue Prince of Persia through an Steam Early Access campaign that culminated in an official launch on August 20.Yet, due to a variety of factors including shifting player expectations, the team had to tweak their pre-release strategy in a bid to lure in players. As a result, the studio has become more wary of early access in general. "To be honest, the way I see it now is that unless you're coming into early access with a 90 percent complete game, don't do it. Because players, they don't see it as early access, they see it a game to play," says Houghton. He adds that players are entitled to express their views because they're often paying money to play early access titles, but he feels that sifting viewpoint means consumers are less willing to follow games on an early access journey that will often result in significant changes. Related:Eurlings echoes that point and suggests that a perceived lack of polish and content can now be a "huge issue" during early access campaigns. He explains that Evil Empire was even forced to rethink their original roadmap after the earliest versions of Rogue Prince of Persia failed to meet internal expectations."Initially we wanted to do quick updates. Very fast. In the end, we took a bit more time to ensure that each update would be a bit more chunky," he adds, noting that pivot resulted in a steady cadence of monthly updates that each packed a fair bit of clout. That shift came after the team conceded that early access numbers "weren't great." Houghton explains the project initially attracted just under 1,000 peak concurrent users. After they flipped the script, the title started to pull in around 4,000 CCU. "That's why we wanted to prioritize chunky content—there would be an impact every time," says Houghton, before acknowledging the title still hadn't quite met the team's CCU expectations even after that switch-up. Related:"Of course you listen to the feedback and take the ideas, but you have to feed them through a filter."It underlines the risks that come with early access, and Houghton specifically wonders whether some developers who can't hit that 90 percent completion benchmark before launching into early access might instead be better off conducting beta tests through Steam instead. If you're curious as to where Rogue Prince of Persia was when it entered Early Access, Houghton suggests the project was roughly 60 percent complete. Eurlings, was slightly more conservative, and claimed it was more like 50 percent. We suggested they meet in the middle. "Steam has evolved now. You can do beta tests and playtests through Steam. I think that's become more like Early Access. People aren't paying for it and your project might be a bit jankybut that's okay because they're still going to give feedback and it's not going to be a disaster if it's not great yet," continues Houghton. When asked whether Evil Empire would consider revisiting Early Access in the future, Houghton isn't so certain."I don't know. I'm going to be honest. I've been put off by it, because especially now people are so used to games coming out and then doing live ops for three, four, and five years—so why go with early access and have to deal with the stigma that's around it? I think I would do playtests and then just release," he explains. Related:Houghton adds that teams who are still convinced early access is right for them must have complete conviction in their creative vision—otherwise they might risk being derailed. "Of course you listen to the feedback and take the ideas, but you have to feed them through a filter, otherwise you'll have too many cooks.You'll have people who are super enthusiastic who think you can't do anything wrong, and then you get the people who are just super negative and people who are just throwing ideas at you that you know won't work in the game." It's a situation that can feel overwhelming, with Houghton explaining that Rogue Prince of Persia's game director found the onslaught "too much" at times. "You have to stick to your vision," says Houghton. "Listen, but just cherry pickcarefully."Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:GamescomTop StoriesInterviewsAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #evil #empire #tells #devs #avoid
    Evil Empire tells devs to avoid early access unless their project is 90 percent complete
    www.gamedeveloper.com
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20254 Min ReadVia Evil Empire/UbisoftThe Rogue Prince of Persia developer Evil Empire doesn't believe it's worth entering early access in the current climate unless your project is at least 90 percent complete. Speaking to Game Developer at Gamescom 2025, studio marketing manager Matthew Houghton and art director Dylan Eurlings shared their thoughts on the state of contemporary early access campaigns and suggested the system is becoming increasingly risky. You might recognize Evil Empire as the studio that has spent years helping Dead Cells developer Motion Twin expand the franchise with DLC and free updates. Since May 2024, however, the studio has also been shepherding The Rogue Prince of Persia through an Steam Early Access campaign that culminated in an official launch on August 20.Yet, due to a variety of factors including shifting player expectations, the team had to tweak their pre-release strategy in a bid to lure in players. As a result, the studio has become more wary of early access in general. "To be honest, the way I see it now is that unless you're coming into early access with a 90 percent complete game, don't do it. Because players, they don't see it as early access, they see it a game to play," says Houghton. He adds that players are entitled to express their views because they're often paying money to play early access titles, but he feels that sifting viewpoint means consumers are less willing to follow games on an early access journey that will often result in significant changes. Related:Eurlings echoes that point and suggests that a perceived lack of polish and content can now be a "huge issue" during early access campaigns. He explains that Evil Empire was even forced to rethink their original roadmap after the earliest versions of Rogue Prince of Persia failed to meet internal expectations."Initially we wanted to do quick updates. Very fast. In the end, we took a bit more time to ensure that each update would be a bit more chunky," he adds, noting that pivot resulted in a steady cadence of monthly updates that each packed a fair bit of clout. That shift came after the team conceded that early access numbers "weren't great." Houghton explains the project initially attracted just under 1,000 peak concurrent users (CCU). After they flipped the script, the title started to pull in around 4,000 CCU. "That's why we wanted to prioritize chunky content—there would be an impact every time," says Houghton, before acknowledging the title still hadn't quite met the team's CCU expectations even after that switch-up. Related:"Of course you listen to the feedback and take the ideas [on board], but you have to feed them through a filter."It underlines the risks that come with early access, and Houghton specifically wonders whether some developers who can't hit that 90 percent completion benchmark before launching into early access might instead be better off conducting beta tests through Steam instead. If you're curious as to where Rogue Prince of Persia was when it entered Early Access, Houghton suggests the project was roughly 60 percent complete. Eurlings, was slightly more conservative, and claimed it was more like 50 percent. We suggested they meet in the middle. "Steam has evolved now. You can do beta tests and playtests through Steam. I think that's become more like Early Access. People aren't paying for it and your project might be a bit janky [...] but that's okay because they're still going to give feedback and it's not going to be a disaster if it's not great yet," continues Houghton. When asked whether Evil Empire would consider revisiting Early Access in the future, Houghton isn't so certain."I don't know. I'm going to be honest. I've been put off by it, because especially now people are so used to games coming out and then doing live ops for three, four, and five years—so why go with early access and have to deal with the stigma that's around it? I think I would do playtests and then just release," he explains. Related:Houghton adds that teams who are still convinced early access is right for them must have complete conviction in their creative vision—otherwise they might risk being derailed. "Of course you listen to the feedback and take the ideas [on board], but you have to feed them through a filter, otherwise you'll have too many cooks. [...] You'll have people who are super enthusiastic who think you can't do anything wrong, and then you get the people who are just super negative and people who are just throwing ideas at you that you know won't work in the game." It's a situation that can feel overwhelming, with Houghton explaining that Rogue Prince of Persia's game director found the onslaught "too much" at times. "You have to stick to your vision," says Houghton. "Listen, but just cherry pick [your feedback] carefully."Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation.Read more about:GamescomTop StoriesInterviewsAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    Like
    Love
    Wow
    Sad
    Angry
    457
    · 2 التعليقات ·0 المشاركات
  • All The Gamescom Awards 2025 Winners

    Gamescom 2025 is wrapping up this weekend, but the winners of the annual Gamescom Awards have already been named. This year's biggest winner was Resident Evil Requiem, which took home four awards, including Best Sony PlayStation Game.There were some surprises along the way--including the winner of the inaugural Best Nintendo Switch 2 Game--and there were surprise winners among the indie titles like Windup's Hela, which won two awards against stiff competition from more established games like Donkey Kong Bananza.To be considered for Gamescom Awards, publishers pay to nominate their games in one or more categories. However, the actual awards are chosen by a jury that evaluates each title across multiple criteria, including graphics, gameplay, and innovation.This year's Gamescom opening night had a number of new announcements and trailers, and there may be more to come in the show's remaining two days.For now, we've put together a complete list of the 2025 Gamescom Awards with all categories and nominees. The winners are listed in bold. Best VisualsBorderlands 4 - Gearbox Software / 2KBye Sweet Carole – Little SewingMachine / Maximum EntertainmentCrimson Desert – Pearl AbyssMIO: Memories In Orbit – Douze Dixièmes / Focus EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best AudioCairn – The Game BakersLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentPhantom Blade Zero – S-GameWINNER: Resident Evil Requiem – Capcom EntertainmentRockbeasts – Lichthund / Team17 Best GameplayWINNER: Donkey Kong Bananza – NintendoHela – Windup / Knights PeakMario Kart World – NintendoPVKK – Bippinbits / Kepler InteractiveResident Evil Requiem – Capcom Entertainment Most EntertainingDispatch – AdHoc StudioDonkey Kong Bananza – NintendoGrounded 2 – Obsidian Entertainment / Xbox Game StudiosWINNER: Hela – Windup / Knights PeakMario Kart World – Nintendo Most EpicCrimson Desert – Pearl AbyssDune: Awakening – FuncomWINNER: Resident Evil Requiem – Capcom EntertainmentSuper Meat Boy 3D – Sluggerfly, Team Meat / HeadupWarhammer 40,000: Space Marine 2 – Saber Interactive / Focus Entertainment Most WholesomeWINNER: Hela – Windup / Knights PeakIs This Seat Taken? – Poti Poti Studio / Wholesome Games PresentsStar Birds – Toukana InteractiveTiny Bookshop – neoludic games / Skystone Games, 2P GamesWinter Burrow – Pine Creek Games / Noodlecake Games for ImpactCairn – The Game BakersForever Skies – Far From HomeHollow Home – Twigames / GalaktusMonowave – Studio BBBWINNER: Tiny Bookshop – neoludic games / Skystone Games, 2P Games Best Microsoft Xbox GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssWINNER: Grounded 2 – Obsidian Entertainment / Xbox Game StudiosLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentNinja Gaiden 4 – PlatinumGames, Team Ninja / Xbox Game Studios Best PC GameWINNER: Anno 117: Pax Romana – Ubisoft Mainz / UbisoftBorderlands 4 – Gearbox Software / 2KPVKK – Bippinbits / Kepler InteractiveTowa and the Guardians of the Sacred Tree – Brownies inc. / Bandai Namco EntertainmentWorld of Warcraft – Blizzard Entertainment / Activision Blizzard Best Sony PlayStation GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssCronos: The New Dawn – Bloober TeamPragmata – Capcom EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best Nintendo Switch 2 GameDonkey Kong Bananza – NintendoWINNER: Mario Kart World – NintendoMetroid Prime 4: Beyond – NintendoTowa and the Guardians of the Sacred Tree – Brownies Inc. / Bandai Namco EntertainmentWinter Burrow – Pine Creek Games / Noodlecake Best Mobile GameArknights: Endfield – Hypergryph / GryphlineDungeon Clawler – Stray Fawn / Stray Fawn Publishing, PlayworksGenshin Impact – HoYoverseWINNER: Love and Deepspace – Papergames / Infold GamesServant of the Lake – Rusty Lake
    #all #gamescom #awards #winners
    All The Gamescom Awards 2025 Winners
    Gamescom 2025 is wrapping up this weekend, but the winners of the annual Gamescom Awards have already been named. This year's biggest winner was Resident Evil Requiem, which took home four awards, including Best Sony PlayStation Game.There were some surprises along the way--including the winner of the inaugural Best Nintendo Switch 2 Game--and there were surprise winners among the indie titles like Windup's Hela, which won two awards against stiff competition from more established games like Donkey Kong Bananza.To be considered for Gamescom Awards, publishers pay to nominate their games in one or more categories. However, the actual awards are chosen by a jury that evaluates each title across multiple criteria, including graphics, gameplay, and innovation.This year's Gamescom opening night had a number of new announcements and trailers, and there may be more to come in the show's remaining two days.For now, we've put together a complete list of the 2025 Gamescom Awards with all categories and nominees. The winners are listed in bold. Best VisualsBorderlands 4 - Gearbox Software / 2KBye Sweet Carole – Little SewingMachine / Maximum EntertainmentCrimson Desert – Pearl AbyssMIO: Memories In Orbit – Douze Dixièmes / Focus EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best AudioCairn – The Game BakersLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentPhantom Blade Zero – S-GameWINNER: Resident Evil Requiem – Capcom EntertainmentRockbeasts – Lichthund / Team17 Best GameplayWINNER: Donkey Kong Bananza – NintendoHela – Windup / Knights PeakMario Kart World – NintendoPVKK – Bippinbits / Kepler InteractiveResident Evil Requiem – Capcom Entertainment Most EntertainingDispatch – AdHoc StudioDonkey Kong Bananza – NintendoGrounded 2 – Obsidian Entertainment / Xbox Game StudiosWINNER: Hela – Windup / Knights PeakMario Kart World – Nintendo Most EpicCrimson Desert – Pearl AbyssDune: Awakening – FuncomWINNER: Resident Evil Requiem – Capcom EntertainmentSuper Meat Boy 3D – Sluggerfly, Team Meat / HeadupWarhammer 40,000: Space Marine 2 – Saber Interactive / Focus Entertainment Most WholesomeWINNER: Hela – Windup / Knights PeakIs This Seat Taken? – Poti Poti Studio / Wholesome Games PresentsStar Birds – Toukana InteractiveTiny Bookshop – neoludic games / Skystone Games, 2P GamesWinter Burrow – Pine Creek Games / Noodlecake Games for ImpactCairn – The Game BakersForever Skies – Far From HomeHollow Home – Twigames / GalaktusMonowave – Studio BBBWINNER: Tiny Bookshop – neoludic games / Skystone Games, 2P Games Best Microsoft Xbox GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssWINNER: Grounded 2 – Obsidian Entertainment / Xbox Game StudiosLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentNinja Gaiden 4 – PlatinumGames, Team Ninja / Xbox Game Studios Best PC GameWINNER: Anno 117: Pax Romana – Ubisoft Mainz / UbisoftBorderlands 4 – Gearbox Software / 2KPVKK – Bippinbits / Kepler InteractiveTowa and the Guardians of the Sacred Tree – Brownies inc. / Bandai Namco EntertainmentWorld of Warcraft – Blizzard Entertainment / Activision Blizzard Best Sony PlayStation GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssCronos: The New Dawn – Bloober TeamPragmata – Capcom EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best Nintendo Switch 2 GameDonkey Kong Bananza – NintendoWINNER: Mario Kart World – NintendoMetroid Prime 4: Beyond – NintendoTowa and the Guardians of the Sacred Tree – Brownies Inc. / Bandai Namco EntertainmentWinter Burrow – Pine Creek Games / Noodlecake Best Mobile GameArknights: Endfield – Hypergryph / GryphlineDungeon Clawler – Stray Fawn / Stray Fawn Publishing, PlayworksGenshin Impact – HoYoverseWINNER: Love and Deepspace – Papergames / Infold GamesServant of the Lake – Rusty Lake #all #gamescom #awards #winners
    All The Gamescom Awards 2025 Winners
    www.gamespot.com
    Gamescom 2025 is wrapping up this weekend, but the winners of the annual Gamescom Awards have already been named. This year's biggest winner was Resident Evil Requiem, which took home four awards, including Best Sony PlayStation Game.There were some surprises along the way--including the winner of the inaugural Best Nintendo Switch 2 Game--and there were surprise winners among the indie titles like Windup's Hela, which won two awards against stiff competition from more established games like Donkey Kong Bananza.To be considered for Gamescom Awards, publishers pay to nominate their games in one or more categories. However, the actual awards are chosen by a jury that evaluates each title across multiple criteria, including graphics, gameplay, and innovation.This year's Gamescom opening night had a number of new announcements and trailers, and there may be more to come in the show's remaining two days.For now, we've put together a complete list of the 2025 Gamescom Awards with all categories and nominees. The winners are listed in bold. Best VisualsBorderlands 4 - Gearbox Software / 2KBye Sweet Carole – Little SewingMachine / Maximum EntertainmentCrimson Desert – Pearl AbyssMIO: Memories In Orbit – Douze Dixièmes / Focus EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best AudioCairn – The Game BakersLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentPhantom Blade Zero – S-GameWINNER: Resident Evil Requiem – Capcom EntertainmentRockbeasts – Lichthund / Team17 Best GameplayWINNER: Donkey Kong Bananza – NintendoHela – Windup / Knights PeakMario Kart World – NintendoPVKK – Bippinbits / Kepler InteractiveResident Evil Requiem – Capcom Entertainment Most EntertainingDispatch – AdHoc StudioDonkey Kong Bananza – NintendoGrounded 2 – Obsidian Entertainment / Xbox Game StudiosWINNER: Hela – Windup / Knights PeakMario Kart World – Nintendo Most EpicCrimson Desert – Pearl AbyssDune: Awakening – FuncomWINNER: Resident Evil Requiem – Capcom EntertainmentSuper Meat Boy 3D – Sluggerfly, Team Meat / HeadupWarhammer 40,000: Space Marine 2 – Saber Interactive / Focus Entertainment Most WholesomeWINNER: Hela – Windup / Knights PeakIs This Seat Taken? – Poti Poti Studio / Wholesome Games PresentsStar Birds – Toukana InteractiveTiny Bookshop – neoludic games / Skystone Games, 2P GamesWinter Burrow – Pine Creek Games / Noodlecake Games for ImpactCairn – The Game BakersForever Skies – Far From HomeHollow Home – Twigames / GalaktusMonowave – Studio BBBWINNER: Tiny Bookshop – neoludic games / Skystone Games, 2P Games Best Microsoft Xbox GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssWINNER: Grounded 2 – Obsidian Entertainment / Xbox Game StudiosLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentNinja Gaiden 4 – PlatinumGames, Team Ninja / Xbox Game Studios Best PC GameWINNER: Anno 117: Pax Romana – Ubisoft Mainz / UbisoftBorderlands 4 – Gearbox Software / 2KPVKK – Bippinbits / Kepler InteractiveTowa and the Guardians of the Sacred Tree – Brownies inc. / Bandai Namco EntertainmentWorld of Warcraft – Blizzard Entertainment / Activision Blizzard Best Sony PlayStation GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssCronos: The New Dawn – Bloober TeamPragmata – Capcom EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best Nintendo Switch 2 GameDonkey Kong Bananza – NintendoWINNER: Mario Kart World – NintendoMetroid Prime 4: Beyond – NintendoTowa and the Guardians of the Sacred Tree – Brownies Inc. / Bandai Namco EntertainmentWinter Burrow – Pine Creek Games / Noodlecake Best Mobile GameArknights: Endfield – Hypergryph / GryphlineDungeon Clawler – Stray Fawn / Stray Fawn Publishing, PlayworksGenshin Impact – HoYoverseWINNER: Love and Deepspace – Papergames / Infold GamesServant of the Lake – Rusty Lake
    Like
    Love
    Wow
    Sad
    Angry
    471
    · 2 التعليقات ·0 المشاركات
  • حاب تبني وجودك على انستغرام وتكون من المبدعين في عالم المحتوى الرقمي؟

    في الفيديو الجديد على "Dar Darek"، ضيفنا Badreddine Farhi يعطيك أسرار وخبايا عالم الأنستغرام. يتكلم عن تجربته في صناعة المحتوى وكيفاش يقدر الواحد ينجح في مواجهة الخوارزميات، وكيفية الاستفادة من الجوائز الرقمية.

    شفت كيفاش المحتوى ممكن يغير مسار المسيرة المهنية بتاع الواحد. في الحقيقة، كلما كنت ثابت وتفكر في استراتيجيتك، كلما زادت الفرص. وهذا هو الهدف، نتطور ونكون موجودين في الساحة.

    لا تفوتوا الفرصة، استمعوا للفيديو وخلونا نشارك التجارب والأفكار.

    https://www.youtube.com/watch?v=heaujZZZC1s
    #صناعة_المحتوى #DigitalAwards #Instagram #BadreddineFarhi #DarDarek
    🌟 حاب تبني وجودك على انستغرام وتكون من المبدعين في عالم المحتوى الرقمي؟ 🤔 في الفيديو الجديد على "Dar Darek"، ضيفنا Badreddine Farhi يعطيك أسرار وخبايا عالم الأنستغرام. يتكلم عن تجربته في صناعة المحتوى وكيفاش يقدر الواحد ينجح في مواجهة الخوارزميات، وكيفية الاستفادة من الجوائز الرقمية. 🎥✨ شفت كيفاش المحتوى ممكن يغير مسار المسيرة المهنية بتاع الواحد. في الحقيقة، كلما كنت ثابت وتفكر في استراتيجيتك، كلما زادت الفرص. وهذا هو الهدف، نتطور ونكون موجودين في الساحة. لا تفوتوا الفرصة، استمعوا للفيديو وخلونا نشارك التجارب والأفكار. https://www.youtube.com/watch?v=heaujZZZC1s #صناعة_المحتوى #DigitalAwards #Instagram #BadreddineFarhi #DarDarek
    Like
    Love
    Wow
    Sad
    Angry
    198
    · 1 التعليقات ·0 المشاركات
  • يا جماعة، مع هاد الجو الربيعي الرائع، حسيت بلي الوقت مناسب باش نهدروا على حاجة جديدة في عالم الهندسة المعمارية.

    المقال الجديد يتحدث عن "Making Space for Nothing"، وين يورّينا كيف بعض المشاريع الضيافية الفائزة بجوائز A+Awards تركوا فراغات مميزة في تصاميمهم. من البريتسوي لما يسمى skywells، بعض الأحيان الفراغات اللي مانديروش فيها شيء هي اللي تعطي الحياة للمكان.

    بصراحة، من تجربتي مع فنادق جديدة، حسيت بلي هاد الفكرة تعطي إحساس بالراحة والهدوء، كي تحس روحك مرتاح وسط الفضاء.

    صحيح أن كل شيء راح يتغير، لكن تخيلوا لو كانت المساحات المنسية تلقى اهتمام أكثر، كيف راح تكون تجاربنا في المستقبل!

    https://architizer.com/blog/inspiration/collections/hospitality-architecture-room-to-breath/

    #هندسة #معمارية #ضيافة #Space #راحة
    يا جماعة، مع هاد الجو الربيعي الرائع، حسيت بلي الوقت مناسب باش نهدروا على حاجة جديدة في عالم الهندسة المعمارية. 🌼 المقال الجديد يتحدث عن "Making Space for Nothing"، وين يورّينا كيف بعض المشاريع الضيافية الفائزة بجوائز A+Awards تركوا فراغات مميزة في تصاميمهم. من البريتسوي لما يسمى skywells، بعض الأحيان الفراغات اللي مانديروش فيها شيء هي اللي تعطي الحياة للمكان. بصراحة، من تجربتي مع فنادق جديدة، حسيت بلي هاد الفكرة تعطي إحساس بالراحة والهدوء، كي تحس روحك مرتاح وسط الفضاء. 🤗 صحيح أن كل شيء راح يتغير، لكن تخيلوا لو كانت المساحات المنسية تلقى اهتمام أكثر، كيف راح تكون تجاربنا في المستقبل! https://architizer.com/blog/inspiration/collections/hospitality-architecture-room-to-breath/ #هندسة #معمارية #ضيافة #Space #راحة
    architizer.com
    From breezeways to skywells, these A+Awards-winning hospitality projects prove that sometimes the most important spaces are the ones left unbuilt. The post Making Space for Nothing: 6 Times Hospitality Architecture Left Room to Breathe appeared first
    Like
    Wow
    Love
    Sad
    Angry
    77
    · 1 التعليقات ·0 المشاركات
  • يا جماعة، عندي لكم خبر زين حول "AN’s Best of Design Awards"!

    Beka Sturges جابت نصائح رائعة للمشاركين في مسابقة التصميم هاي، وأيضاً شاركتنا تأملاتها حول 10 سنوات من العمل مع Reed Hilderbrand في نيو هافن. الجوائز، اللي راح تستمر حتى 12 سبتمبر 2025، تهدف لتكريم أفضل المشاريع، سواء كانت موجودة أو في طور التصميم.

    "الإبداع هو الذكاء الذي يتسلى" – كيفاش نقدر نطبقوا هالكلام في مشاريعنا؟ كل واحد فينا يقدر يكون له دور في تحسين العالم من خلال التصميم، سواء كان مشروع صغير ولا كبير.

    دائما نتذكروا أن كل فكرة تبدأ بخطوة بسيطة، وهذا هو وقتكم لتبرزوا!

    https://www.archpaper.com/2025/08/beka-sturges-best-of-design-awards/
    #تطوير_تصميم #DesignAwards #بناء_مستقبل #Architecture #ابتكار
    🌟 يا جماعة، عندي لكم خبر زين حول "AN’s Best of Design Awards"! 🌟 Beka Sturges جابت نصائح رائعة للمشاركين في مسابقة التصميم هاي، وأيضاً شاركتنا تأملاتها حول 10 سنوات من العمل مع Reed Hilderbrand في نيو هافن. الجوائز، اللي راح تستمر حتى 12 سبتمبر 2025، تهدف لتكريم أفضل المشاريع، سواء كانت موجودة أو في طور التصميم. "الإبداع هو الذكاء الذي يتسلى" – كيفاش نقدر نطبقوا هالكلام في مشاريعنا؟ كل واحد فينا يقدر يكون له دور في تحسين العالم من خلال التصميم، سواء كان مشروع صغير ولا كبير. دائما نتذكروا أن كل فكرة تبدأ بخطوة بسيطة، وهذا هو وقتكم لتبرزوا! https://www.archpaper.com/2025/08/beka-sturges-best-of-design-awards/ #تطوير_تصميم #DesignAwards #بناء_مستقبل #Architecture #ابتكار
    www.archpaper.com
    AN’s 13th annual Best of Design Awards is well underway. Open through September 12, 2025 (until midnight ET), the awards seeks to honor the best built and unbuilt projects from The post Beka Sturges shares advice for <em>AN</em>’s Best of
    1 التعليقات ·0 المشاركات
  • الهاشتاغ تاع Gamers راكم جاهزين؟!

    اليوم عندنا حدث كبير في عالم الألعاب! Gamescom Opening Night Live 2025 جاية في 2PM ET، ومعانا Geoff Keighley ليشعل الأجواء. الكل يقدر يتبع البث المباشر على قناة The Game Awards في يوتيوب، والقبلها عندنا preshow في 1:30PM ET، يعني تحضير كامل للحدث.

    أنا شخصياً عندي شغف كبير بمتابعة هذه الأحداث، دايماً تكون فيها مفاجآت وتجارب جديدة. كي نشوف الجيمز والتكنولوجيا لي راح تظهر، نحس بفرحة كبيرة وكأنني نعيش تجربة جديدة.

    ما تنساوش تحضرو المشروب المفضل تاعكم وتجلسو قدام الشاشة، لأن اليوم راح يكون مليء بالمتعة والإثارة!

    https://www.theverge.com/news/761027/gamescom-opening-night-live-2025-geoff-keighley-how-to-watch
    #Gamescom2025 #GeoffKeighley #GamingCommunity #LiveEvent #تكنولوجيا
    🎮🔥 الهاشتاغ تاع Gamers راكم جاهزين؟! اليوم عندنا حدث كبير في عالم الألعاب! Gamescom Opening Night Live 2025 جاية في 2PM ET، ومعانا Geoff Keighley ليشعل الأجواء. الكل يقدر يتبع البث المباشر على قناة The Game Awards في يوتيوب، والقبلها عندنا preshow في 1:30PM ET، يعني تحضير كامل للحدث. أنا شخصياً عندي شغف كبير بمتابعة هذه الأحداث، دايماً تكون فيها مفاجآت وتجارب جديدة. كي نشوف الجيمز والتكنولوجيا لي راح تظهر، نحس بفرحة كبيرة وكأنني نعيش تجربة جديدة. ما تنساوش تحضرو المشروب المفضل تاعكم وتجلسو قدام الشاشة، لأن اليوم راح يكون مليء بالمتعة والإثارة! https://www.theverge.com/news/761027/gamescom-opening-night-live-2025-geoff-keighley-how-to-watch #Gamescom2025 #GeoffKeighley #GamingCommunity #LiveEvent #تكنولوجيا
    www.theverge.com
    It’s almost time for Geoff Keighley’s next major gaming show. The 2025 edition of Gamescom’s Opening Night Live event kicks off at 2PM ET today, and you can watch everything on the official livestream on The Game Awards’ YouTube channel. Ahead of the
    1 التعليقات ·0 المشاركات
الصفحات المعززة
ollo https://www.ollo.ws