• يا جماعة، واش راكم؟ مع دخول العام الجديد، بزاف من الناس يحسو بالضغط والإلهام راهم بعيدين عليهم. لكن، عندي لكم فيديو جديد يمكن يغيرلكم الأمور!

    شفتو الفيديو "5 Things That Unlocked My Creative Flow"؟ فيه نصائح قوية كيفاش تتجاوزو الكتلة الإبداعية. من تحديد الهدف الحقيقي إلى أهمية اللعب في العملية الإبداعية، هذي الأفكار خدمو معايا في تجسيد إبداعي بشكل كبير.

    أنا شخصيًا، مررت بفترات حسيت فيها بالضياع، لكن ملي جربت هذي النصائح، لقيت روحي راجع للعب والتجريب مرة أخرى. وفي الحقيقة، الإبداع كيما الرياضة، لازم شوية تمرين!

    لا تنسوا تشوفو الفيديو، يمكن تلقاو فيه المفتاح للروح الإبداعية تاعكم!

    https://www.youtube.com/watch?v=uHhQEa_h1Qo
    #إبداع #créativité #CreativeFlow #محتوى #Tendances
    🌟 يا جماعة، واش راكم؟ مع دخول العام الجديد، بزاف من الناس يحسو بالضغط والإلهام راهم بعيدين عليهم. لكن، عندي لكم فيديو جديد يمكن يغيرلكم الأمور! 🎨 شفتو الفيديو "5 Things That Unlocked My Creative Flow"؟ فيه نصائح قوية كيفاش تتجاوزو الكتلة الإبداعية. من تحديد الهدف الحقيقي إلى أهمية اللعب في العملية الإبداعية، هذي الأفكار خدمو معايا في تجسيد إبداعي بشكل كبير. أنا شخصيًا، مررت بفترات حسيت فيها بالضياع، لكن ملي جربت هذي النصائح، لقيت روحي راجع للعب والتجريب مرة أخرى. وفي الحقيقة، الإبداع كيما الرياضة، لازم شوية تمرين! لا تنسوا تشوفو الفيديو، يمكن تلقاو فيه المفتاح للروح الإبداعية تاعكم! https://www.youtube.com/watch?v=uHhQEa_h1Qo #إبداع #créativité #CreativeFlow #محتوى #Tendances
    Like
    Love
    Wow
    Sad
    Angry
    707
    · 1 Comments ·0 Shares
  • واش راكم الأصدقاء؟

    في مقال جديد من بي.بي.سي، يتحدثو عن أزمة مانشستر يونايتد بعد الهزيمة في كأس EFL ضد غريمزبي. الموضوع يدور حول رويبين أموريم، المدرب اللي واجه صعوبات قاسية، ويتساءلوا إذا كان قادر يرجع للفورمة.

    شوف، كي نشوفو فريق بحجم مانشستر يونايتد يمر بمثل هاذ الوضع، حنتفكر في التجارب الصعبة اللي مرينا بيها في حياتنا. كل واحد فينا يقدر يطيح، ولكن المهم هو كيفاش نرجع ونحسن.

    فليكن هذا فرصة تفكير لكل المدربين واللاعبين: كل أزمة تحمل دروس، والصبر هو السلاح.

    https://www.bbc.com/sport/football/articles/cy08zywdlx5o?at_medium=RSS&at_campaign=rss

    #مانشستر_يونايتد #روبين_أموريم #Football #Coaching #تحدي
    واش راكم الأصدقاء؟ 😄 في مقال جديد من بي.بي.سي، يتحدثو عن أزمة مانشستر يونايتد بعد الهزيمة في كأس EFL ضد غريمزبي. الموضوع يدور حول رويبين أموريم، المدرب اللي واجه صعوبات قاسية، ويتساءلوا إذا كان قادر يرجع للفورمة. شوف، كي نشوفو فريق بحجم مانشستر يونايتد يمر بمثل هاذ الوضع، حنتفكر في التجارب الصعبة اللي مرينا بيها في حياتنا. كل واحد فينا يقدر يطيح، ولكن المهم هو كيفاش نرجع ونحسن. فليكن هذا فرصة تفكير لكل المدربين واللاعبين: كل أزمة تحمل دروس، والصبر هو السلاح. https://www.bbc.com/sport/football/articles/cy08zywdlx5o?at_medium=RSS&at_campaign=rss #مانشستر_يونايتد #روبين_أموريم #Football #Coaching #تحدي
    www.bbc.com
    As Manchester United reach a new low after their EFL Cup defeat at Grimsby, BBC Sport assesses whether Ruben Amorim can recover.
    Like
    Love
    Wow
    Sad
    Angry
    103
    · 1 Comments ·0 Shares
  • "اللي يزرع الريح، يحصد العاصفة"؛ هذا المثل يوضح لنا كيف الأمور تتعقد في عالم شحن السيارات الكهربائية!

    شوفوا، لما أعلنت جنرال موتورز بأنها راح تعتمد معيار الشحن ديال تسلا في 2023، كنا نعرف باللي راح نحتاجو أدابتر. لكن ما كناش نتوقع العدد الكبير من الأدابترات اللي راح تظهر! اليوم، GM كملت و أعلنت عن ثلاث أدابترات جديدة باش تسهل على ملاك السيارات الكهربائية عملية الشحن في الدار أو في أي بلاصة.

    أنا شخصياً، عندي تجربة مع الشحن في الأماكن العامة، وكي يقولي واحد "شحن ولا تعقيد" نحس بلي الأمور لازم تتوضح أكثر. في عالم السيارات الكهربائية، كلما زاد التعقيد، كلما زادت الصعوبات.

    فلنفكروا في كيفاش يمكننا نسهّل هاد العملية ونكونوا أكثر استعدادًا للمستقبل!

    https://www.theverge.com/electric-cars/767535/gms-new-adapters-reflect-increasingly-confused-world-ev-charging

    #سي
    🚗💡 "اللي يزرع الريح، يحصد العاصفة"؛ هذا المثل يوضح لنا كيف الأمور تتعقد في عالم شحن السيارات الكهربائية! شوفوا، لما أعلنت جنرال موتورز بأنها راح تعتمد معيار الشحن ديال تسلا في 2023، كنا نعرف باللي راح نحتاجو أدابتر. لكن ما كناش نتوقع العدد الكبير من الأدابترات اللي راح تظهر! اليوم، GM كملت و أعلنت عن ثلاث أدابترات جديدة باش تسهل على ملاك السيارات الكهربائية عملية الشحن في الدار أو في أي بلاصة. أنا شخصياً، عندي تجربة مع الشحن في الأماكن العامة، وكي يقولي واحد "شحن ولا تعقيد" نحس بلي الأمور لازم تتوضح أكثر. في عالم السيارات الكهربائية، كلما زاد التعقيد، كلما زادت الصعوبات. فلنفكروا في كيفاش يمكننا نسهّل هاد العملية ونكونوا أكثر استعدادًا للمستقبل! https://www.theverge.com/electric-cars/767535/gms-new-adapters-reflect-increasingly-confused-world-ev-charging #سي
    www.theverge.com
    Look, I sympathize. When General Motors said it would adopt Tesla’s North American Charging Standard (NACS) for its electric vehicles back in 2023, we knew this meant adapters. But we never could have imagined how many adapters we would get. Today, G
    Like
    Love
    Wow
    Sad
    Angry
    309
    · 1 Comments ·0 Shares
  • هل عمرك تساءلت كيفاش الشركات تقدر تخدعنا بمواصفات الشاشات؟

    في مقال جديد على "إرم نيوز"، نحكيو على أساليب الشركات اللي تتلاعب بالمعلومات وتخلي المستهلكين يظنوا أنهم يشريوا منتج متفوق. من الأرقام اللي تحير لعروض مغرية، الصورة ما تكونش دايمًا صحيحة. الناس يحوسوا على شاشات بميزات عالية، لكن في كثير من الأحيان يكونوا مجرد دعاية !

    أنا شخصيًا مررت بتجربة مثل هذه، اشريت شاشة حسب المواصفات لكن النتائج كانت بعيدة عن انتظاراتي.

    ديرو بالكم من زينة الأرقام، وخليو عقولكم مفتوحة لتفكير أعمق قبل الشراء.

    https://news.google.com/atom/articles/CBMiYkFVX3lxTFBLdFJXNEtPcWM5Mk5uQXF3bUZtcUFKMGxMOFdKUm1hV0Rhc081ZDA5aEFlR1diVHBtYnVld3FLX0NDQTFMNnJSM
    هل عمرك تساءلت كيفاش الشركات تقدر تخدعنا بمواصفات الشاشات؟ 🤔 في مقال جديد على "إرم نيوز"، نحكيو على أساليب الشركات اللي تتلاعب بالمعلومات وتخلي المستهلكين يظنوا أنهم يشريوا منتج متفوق. من الأرقام اللي تحير لعروض مغرية، الصورة ما تكونش دايمًا صحيحة. الناس يحوسوا على شاشات بميزات عالية، لكن في كثير من الأحيان يكونوا مجرد دعاية ! أنا شخصيًا مررت بتجربة مثل هذه، اشريت شاشة حسب المواصفات لكن النتائج كانت بعيدة عن انتظاراتي. 😅 ديرو بالكم من زينة الأرقام، وخليو عقولكم مفتوحة لتفكير أعمق قبل الشراء. https://news.google.com/atom/articles/CBMiYkFVX3lxTFBLdFJXNEtPcWM5Mk5uQXF3bUZtcUFKMGxMOFdKUm1hV0Rhc081ZDA5aEFlR1diVHBtYnVld3FLX0NDQTFMNnJSM
    Like
    Love
    Wow
    Sad
    Angry
    1K
    · 1 Comments ·0 Shares
  • YouTube accusé d’appliquer des filtres sous IA aux contenus des utilisateurs

    Dès le mois de juin, les premiers avertissements inquiets commencent à apparaître sur le forum Reddit. Quelques créateurs s’alarment de l’apparence des vidéos publiées récemment sur YouTube : certains y décèlent un effet « peinture à l’huile », d’autres un aspect « plastique » leur faisant penser à la marque d’un traitement par intelligence artificielle. Toutefois, il faut attendre mercredi 20 août, cette fois sur le réseau social X, pour que le soupçon se confirme. En guise d’expérimentation, l’entreprise utilise bien un « procédé traditionnel de “machine learning”pour déflouter, “débruiter” et améliorer la clarté » d’une partie des « shorts », les vidéos courtes et verticales de YouTube, révèle alors Rene Ritchie, chargé pour YouTube des relations avec les créateurs. En employant le vocable « machine learning », la plateforme se garde d’employer les termes « intelligence artificielle », qui évoquent sans doute trop les IA génératives, outils apparus dans les années 2020 et qui permettent de créer des vidéos de toutes pièces sur la base d’une simple consigne textuelle. A l’inverse, le « machine learning » peut passer pour une technologie plus traditionnelle, car il est Lire aussi | Article réservé à nos abonnés Avec Veo 3, les vidéos générées par IA deviennent quasiment impossibles à distinguer des vraies Ce type d’outil est pourtant bien une intelligence artificielle. Il partage même avec les IA génératives des soubassements techniques communs de sorte qu’il ne serait pas surprenant que leurs signatures visuelles respectives puissent être confondues. Perte de confiance C’est la raison pour laquelle les nouveaux filtres de YouTube font craindre aux créateurs des conséquences négatives sur leur communauté. « J’ai un énorme problème avec ça », réagit ainsi Rhett Shull, youtubeur qui compte près de 750 000 abonnés. « En ce moment, l’IA est au cœur d’un vif débat. Des personnes sont farouchement hostiles à cette technologie, à cause de son impact environnemental » et des questions de propriété intellectuelle qu’elle soulève, expliquait-il dans une vidéo publiée vendredi 15 août. Il vous reste 45.32% de cet article à lire. La suite est réservée aux abonnés.
    #youtube #accusé #dappliquer #des #filtres
    YouTube accusé d’appliquer des filtres sous IA aux contenus des utilisateurs
    Dès le mois de juin, les premiers avertissements inquiets commencent à apparaître sur le forum Reddit. Quelques créateurs s’alarment de l’apparence des vidéos publiées récemment sur YouTube : certains y décèlent un effet « peinture à l’huile », d’autres un aspect « plastique » leur faisant penser à la marque d’un traitement par intelligence artificielle. Toutefois, il faut attendre mercredi 20 août, cette fois sur le réseau social X, pour que le soupçon se confirme. En guise d’expérimentation, l’entreprise utilise bien un « procédé traditionnel de “machine learning”pour déflouter, “débruiter” et améliorer la clarté » d’une partie des « shorts », les vidéos courtes et verticales de YouTube, révèle alors Rene Ritchie, chargé pour YouTube des relations avec les créateurs. En employant le vocable « machine learning », la plateforme se garde d’employer les termes « intelligence artificielle », qui évoquent sans doute trop les IA génératives, outils apparus dans les années 2020 et qui permettent de créer des vidéos de toutes pièces sur la base d’une simple consigne textuelle. A l’inverse, le « machine learning » peut passer pour une technologie plus traditionnelle, car il est Lire aussi | Article réservé à nos abonnés Avec Veo 3, les vidéos générées par IA deviennent quasiment impossibles à distinguer des vraies Ce type d’outil est pourtant bien une intelligence artificielle. Il partage même avec les IA génératives des soubassements techniques communs de sorte qu’il ne serait pas surprenant que leurs signatures visuelles respectives puissent être confondues. Perte de confiance C’est la raison pour laquelle les nouveaux filtres de YouTube font craindre aux créateurs des conséquences négatives sur leur communauté. « J’ai un énorme problème avec ça », réagit ainsi Rhett Shull, youtubeur qui compte près de 750 000 abonnés. « En ce moment, l’IA est au cœur d’un vif débat. Des personnes sont farouchement hostiles à cette technologie, à cause de son impact environnemental » et des questions de propriété intellectuelle qu’elle soulève, expliquait-il dans une vidéo publiée vendredi 15 août. Il vous reste 45.32% de cet article à lire. La suite est réservée aux abonnés. #youtube #accusé #dappliquer #des #filtres
    YouTube accusé d’appliquer des filtres sous IA aux contenus des utilisateurs
    www.lemonde.fr
    Dès le mois de juin, les premiers avertissements inquiets commencent à apparaître sur le forum Reddit. Quelques créateurs s’alarment de l’apparence des vidéos publiées récemment sur YouTube : certains y décèlent un effet « peinture à l’huile », d’autres un aspect « plastique » leur faisant penser à la marque d’un traitement par intelligence artificielle (IA). Toutefois, il faut attendre mercredi 20 août, cette fois sur le réseau social X, pour que le soupçon se confirme. En guise d’expérimentation, l’entreprise utilise bien un « procédé traditionnel de “machine learning” [“apprentissage automatique”] pour déflouter, “débruiter” et améliorer la clarté » d’une partie des « shorts », les vidéos courtes et verticales de YouTube, révèle alors Rene Ritchie, chargé pour YouTube des relations avec les créateurs. En employant le vocable « machine learning », la plateforme se garde d’employer les termes « intelligence artificielle », qui évoquent sans doute trop les IA génératives, outils apparus dans les années 2020 et qui permettent de créer des vidéos de toutes pièces sur la base d’une simple consigne textuelle. A l’inverse, le « machine learning » peut passer pour une technologie plus traditionnelle, car il est Lire aussi | Article réservé à nos abonnés Avec Veo 3, les vidéos générées par IA deviennent quasiment impossibles à distinguer des vraies Ce type d’outil est pourtant bien une intelligence artificielle. Il partage même avec les IA génératives des soubassements techniques communs de sorte qu’il ne serait pas surprenant que leurs signatures visuelles respectives puissent être confondues. Perte de confiance C’est la raison pour laquelle les nouveaux filtres de YouTube font craindre aux créateurs des conséquences négatives sur leur communauté. « J’ai un énorme problème avec ça », réagit ainsi Rhett Shull, youtubeur qui compte près de 750 000 abonnés. « En ce moment, l’IA est au cœur d’un vif débat (…). Des personnes sont farouchement hostiles à cette technologie, à cause de son impact environnemental » et des questions de propriété intellectuelle qu’elle soulève, expliquait-il dans une vidéo publiée vendredi 15 août. Il vous reste 45.32% de cet article à lire. La suite est réservée aux abonnés.
    Like
    Love
    Wow
    Sad
    Angry
    830
    · 2 Comments ·0 Shares
  • Developer Rec Room lays off 'about half' its staff

    Diego Argüello, Contributing Editor, News, GameDeveloper.comAugust 26, 20253 Min ReadImage via Rec RoomDeveloper Rec Room, the team behind the namesake user-generated contentdriven social game, has laid off "about half" its staff.Announced yesterday via the official site, CEO and co-founder Nick Fajt wrote that both he and CCO and co-founder Cameron Brown made the decision, which they called a "business necessity based on the financial trajectory of the company" that doesn't reflect on the individuals affected."This is not a reflection on the talent or dedication of those departing—we wish we could keep every one of them," reads the announcement. "I’m gonna say that again, to make it clear this isn’t just 'one of those things you say in a layoff message'. We TRULY wish we could keep every one of these people on the team. But we can't. This is a reflection of the tough reality we face as a business and the change needed to give Rec Room a chance to thrive in the years ahead."According to the post, the laid off workers will continue to be paid for the next three months, receive health benefits for the next six months, and have the option to keep their laptop or desktop computer. Rec Room didn't specify how many people were affected.'The writing on the wall became very clear'Back in December 2021, Rec Room raised million for its social platform, bringing the company's lifetime raised funds to around million. According to Brown, the team invested "heavily in creation tools across PC, VR, consoles, and mobile," but the reality "has been harsh." The CEO claims the mobile and console versions never got to the point where "those devices were good for building stuff." Some of the efforts to bridge the gap, including the Maker AI tool, frustrated the studio's "more impactful creators." Related:At the same time, the lower-powered devices still fostered "millions of pieces of content," which reportedly put a strain on the team that had to come up with procedures to review it all. "Making all this run across every device was a massive technical challenge and burden. While our most skilled creators optimized their content cleverly, most creators didn’t—couldn’t, really, because we didn’t provide them with the necessary tooling."Last month, Fajt announced that Rec Room hit a "record-breaking month" for UGC sales thanks to the creations from players, with creator token earnings from room and Watch store sales increasing 47 percent year-over-year."We deliberately started with a small group of creators as the Avatar Studio tool is still in the early stages," Fajt wrote at the time. "All of the early joiners helped us iron out the workflow and onboarding, providing feedback on how to improve our systems and processes. With creators already finding success, we’re ready to expand."Related:Today's announcement continues by saying that supporting the aforementioned scope stretched the team thin, and began to "dig a financial hole that was getting larger every day." The CEO says the studio has been stuck in an "uncomfortable middle ground" during the past few years, wondering whether to keep pushing the internal UGC vision while potentially increasing the frustration of players and the team, or scale back the vision by cutting the team in half."Both paths were painful," Brown wrote. "But ultimately we got to a point where it was clear that staying the course meant low growth, a high burn rate, and no clear path forward. In a word: Unsustainable. The writing on the wall became very clear."Looking forward, Brown says the team will focus on "empowering our very best creators" and "ensuring Rec Room is a great experience for our players.""For those leaving—you will always be part of the Rec Room story," Brown wrote as a closing note about the layoffs. "We thank you for everything, and wish you the best for your next chapter. For those staying—we know this sucks. We know this hurts. Thank you for pushing forward with us—we have hard work ahead, but with a new focus we believe strongly in the future we can build together."Related:Game Developer has reached out to Rec Room for clarification on the number of workers affected. about:Top StoriesLayoffs & Studio ClosuresAbout the AuthorDiego ArgüelloContributing Editor, News, GameDeveloper.comDiego Nicolás Argüello is a freelance journalist and critic from Argentina. Video games helped him to learn English, so now he covers them for places like The New York Times, NPR, Rolling Stone, and more. He also runs Into the Spine, a site dedicated to fostering and supporting new writers, and co-hosted Turnabout Breakdown, a podcast about the Ace Attorney series. He’s most likely playing a rhythm game as you read this.See more from Diego ArgüelloDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    #developer #rec #room #lays #off
    Developer Rec Room lays off 'about half' its staff
    Diego Argüello, Contributing Editor, News, GameDeveloper.comAugust 26, 20253 Min ReadImage via Rec RoomDeveloper Rec Room, the team behind the namesake user-generated contentdriven social game, has laid off "about half" its staff.Announced yesterday via the official site, CEO and co-founder Nick Fajt wrote that both he and CCO and co-founder Cameron Brown made the decision, which they called a "business necessity based on the financial trajectory of the company" that doesn't reflect on the individuals affected."This is not a reflection on the talent or dedication of those departing—we wish we could keep every one of them," reads the announcement. "I’m gonna say that again, to make it clear this isn’t just 'one of those things you say in a layoff message'. We TRULY wish we could keep every one of these people on the team. But we can't. This is a reflection of the tough reality we face as a business and the change needed to give Rec Room a chance to thrive in the years ahead."According to the post, the laid off workers will continue to be paid for the next three months, receive health benefits for the next six months, and have the option to keep their laptop or desktop computer. Rec Room didn't specify how many people were affected.'The writing on the wall became very clear'Back in December 2021, Rec Room raised million for its social platform, bringing the company's lifetime raised funds to around million. According to Brown, the team invested "heavily in creation tools across PC, VR, consoles, and mobile," but the reality "has been harsh." The CEO claims the mobile and console versions never got to the point where "those devices were good for building stuff." Some of the efforts to bridge the gap, including the Maker AI tool, frustrated the studio's "more impactful creators." Related:At the same time, the lower-powered devices still fostered "millions of pieces of content," which reportedly put a strain on the team that had to come up with procedures to review it all. "Making all this run across every device was a massive technical challenge and burden. While our most skilled creators optimized their content cleverly, most creators didn’t—couldn’t, really, because we didn’t provide them with the necessary tooling."Last month, Fajt announced that Rec Room hit a "record-breaking month" for UGC sales thanks to the creations from players, with creator token earnings from room and Watch store sales increasing 47 percent year-over-year."We deliberately started with a small group of creators as the Avatar Studio tool is still in the early stages," Fajt wrote at the time. "All of the early joiners helped us iron out the workflow and onboarding, providing feedback on how to improve our systems and processes. With creators already finding success, we’re ready to expand."Related:Today's announcement continues by saying that supporting the aforementioned scope stretched the team thin, and began to "dig a financial hole that was getting larger every day." The CEO says the studio has been stuck in an "uncomfortable middle ground" during the past few years, wondering whether to keep pushing the internal UGC vision while potentially increasing the frustration of players and the team, or scale back the vision by cutting the team in half."Both paths were painful," Brown wrote. "But ultimately we got to a point where it was clear that staying the course meant low growth, a high burn rate, and no clear path forward. In a word: Unsustainable. The writing on the wall became very clear."Looking forward, Brown says the team will focus on "empowering our very best creators" and "ensuring Rec Room is a great experience for our players.""For those leaving—you will always be part of the Rec Room story," Brown wrote as a closing note about the layoffs. "We thank you for everything, and wish you the best for your next chapter. For those staying—we know this sucks. We know this hurts. Thank you for pushing forward with us—we have hard work ahead, but with a new focus we believe strongly in the future we can build together."Related:Game Developer has reached out to Rec Room for clarification on the number of workers affected. about:Top StoriesLayoffs & Studio ClosuresAbout the AuthorDiego ArgüelloContributing Editor, News, GameDeveloper.comDiego Nicolás Argüello is a freelance journalist and critic from Argentina. Video games helped him to learn English, so now he covers them for places like The New York Times, NPR, Rolling Stone, and more. He also runs Into the Spine, a site dedicated to fostering and supporting new writers, and co-hosted Turnabout Breakdown, a podcast about the Ace Attorney series. He’s most likely playing a rhythm game as you read this.See more from Diego ArgüelloDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #developer #rec #room #lays #off
    Developer Rec Room lays off 'about half' its staff
    www.gamedeveloper.com
    Diego Argüello, Contributing Editor, News, GameDeveloper.comAugust 26, 20253 Min ReadImage via Rec RoomDeveloper Rec Room, the team behind the namesake user-generated content (UGC) driven social game, has laid off "about half" its staff.Announced yesterday via the official site, CEO and co-founder Nick Fajt wrote that both he and CCO and co-founder Cameron Brown made the decision, which they called a "business necessity based on the financial trajectory of the company" that doesn't reflect on the individuals affected."This is not a reflection on the talent or dedication of those departing—we wish we could keep every one of them," reads the announcement. "I’m gonna say that again, to make it clear this isn’t just 'one of those things you say in a layoff message'. We TRULY wish we could keep every one of these people on the team. But we can't. This is a reflection of the tough reality we face as a business and the change needed to give Rec Room a chance to thrive in the years ahead."According to the post, the laid off workers will continue to be paid for the next three months, receive health benefits for the next six months, and have the option to keep their laptop or desktop computer. Rec Room didn't specify how many people were affected.'The writing on the wall became very clear'Back in December 2021, Rec Room raised $145 million for its social platform, bringing the company's lifetime raised funds to around $294 million. According to Brown, the team invested "heavily in creation tools across PC, VR, consoles, and mobile," but the reality "has been harsh." The CEO claims the mobile and console versions never got to the point where "those devices were good for building stuff." Some of the efforts to bridge the gap, including the Maker AI tool, frustrated the studio's "more impactful creators." Related:At the same time, the lower-powered devices still fostered "millions of pieces of content," which reportedly put a strain on the team that had to come up with procedures to review it all. "Making all this run across every device was a massive technical challenge and burden. While our most skilled creators optimized their content cleverly, most creators didn’t—couldn’t, really, because we didn’t provide them with the necessary tooling."Last month, Fajt announced that Rec Room hit a "record-breaking month" for UGC sales thanks to the creations from players, with creator token earnings from room and Watch store sales increasing 47 percent year-over-year."We deliberately started with a small group of creators as the Avatar Studio tool is still in the early stages," Fajt wrote at the time. "All of the early joiners helped us iron out the workflow and onboarding, providing feedback on how to improve our systems and processes. With creators already finding success, we’re ready to expand."Related:Today's announcement continues by saying that supporting the aforementioned scope stretched the team thin, and began to "dig a financial hole that was getting larger every day." The CEO says the studio has been stuck in an "uncomfortable middle ground" during the past few years, wondering whether to keep pushing the internal UGC vision while potentially increasing the frustration of players and the team, or scale back the vision by cutting the team in half."Both paths were painful," Brown wrote. "But ultimately we got to a point where it was clear that staying the course meant low growth, a high burn rate, and no clear path forward. In a word: Unsustainable. The writing on the wall became very clear."Looking forward, Brown says the team will focus on "empowering our very best creators" and "ensuring Rec Room is a great experience for our players.""For those leaving—you will always be part of the Rec Room story," Brown wrote as a closing note about the layoffs. "We thank you for everything, and wish you the best for your next chapter. For those staying—we know this sucks. We know this hurts. Thank you for pushing forward with us—we have hard work ahead, but with a new focus we believe strongly in the future we can build together."Related:Game Developer has reached out to Rec Room for clarification on the number of workers affected.Read more about:Top StoriesLayoffs & Studio ClosuresAbout the AuthorDiego ArgüelloContributing Editor, News, GameDeveloper.comDiego Nicolás Argüello is a freelance journalist and critic from Argentina. Video games helped him to learn English, so now he covers them for places like The New York Times, NPR, Rolling Stone, and more. He also runs Into the Spine, a site dedicated to fostering and supporting new writers, and co-hosted Turnabout Breakdown, a podcast about the Ace Attorney series. He’s most likely playing a rhythm game as you read this.See more from Diego ArgüelloDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    Like
    Love
    Wow
    Sad
    Angry
    636
    · 2 Comments ·0 Shares
  • De Meta AI à ChatGPT, le jeu dangereux d’une personnalisation toujours plus poussée des IA

    SOLÈNE REVENEY / « LE MONDE » C’est un paradoxe dans lequel bien des éditeurs d’intelligences artificiellessont empêtrés : pourquoi investir tant d’argent et d’efforts dans la création d’IA plus sûres et plus neutres si, une fois commercialisés, ces robots conversationnels peuvent être largement dévoyés ? Prenons le cas d’OpenAI. En avril, l’éditeur de ChatGPT dit réfléchir publiquement à rendre son robot conversationnel moins obséquieux, car il risque d’engager des personnes fragiles dans une dépendance malsaine, selon le constat dressé par ses propres chercheurs un mois auparavant. Plusieurs affaires médiatiques, rapportées notamment par le New York Times, Ars Technica, Futurism ou l’agence Reuters, ont illustré la dangereuse spirale dans laquelle certains utilisateurs peuvent tomber, avec à la clé un décrochage parfois fatal avec la réalité. Alors le 7 août, OpenAI saute le pas, annonçant une nouvelle version de son robot, GPT-5. Son ton est résolument plus froid, et il surveille désormais la durée des conversations pour suggérer des pauses quand il le juge nécessaire. Lire aussi | Article réservé à nos abonnés ChatGPT : les débuts difficiles de GPT-5, le nouveau modèle de langage d’OpenAI, jugé moins efficace et moins « amical » L’entreprise applique ainsi deux recommandations-clés issues de chercheurs en IA parmi les plus critiques, dont des experts de Google, auteurs en 2024 d’une longue recension des dangers de l’IA. Dans ce document, ceux-ci anticipent un monde où la flatterie des robots réduit « les occasions qu’ont les humains de grandir et de se développerdevenir de meilleures versions d’eux-mêmes ». Voire « un monde où les utilisateurs abandonnent les interactions compliquées et imparfaitesavec les humains en faveur des échanges sans frictions fournis par les IA ». Il vous reste 73.15% de cet article à lire. La suite est réservée aux abonnés.
    #meta #chatgpt #jeu #dangereux #dune
    De Meta AI à ChatGPT, le jeu dangereux d’une personnalisation toujours plus poussée des IA
    SOLÈNE REVENEY / « LE MONDE » C’est un paradoxe dans lequel bien des éditeurs d’intelligences artificiellessont empêtrés : pourquoi investir tant d’argent et d’efforts dans la création d’IA plus sûres et plus neutres si, une fois commercialisés, ces robots conversationnels peuvent être largement dévoyés ? Prenons le cas d’OpenAI. En avril, l’éditeur de ChatGPT dit réfléchir publiquement à rendre son robot conversationnel moins obséquieux, car il risque d’engager des personnes fragiles dans une dépendance malsaine, selon le constat dressé par ses propres chercheurs un mois auparavant. Plusieurs affaires médiatiques, rapportées notamment par le New York Times, Ars Technica, Futurism ou l’agence Reuters, ont illustré la dangereuse spirale dans laquelle certains utilisateurs peuvent tomber, avec à la clé un décrochage parfois fatal avec la réalité. Alors le 7 août, OpenAI saute le pas, annonçant une nouvelle version de son robot, GPT-5. Son ton est résolument plus froid, et il surveille désormais la durée des conversations pour suggérer des pauses quand il le juge nécessaire. Lire aussi | Article réservé à nos abonnés ChatGPT : les débuts difficiles de GPT-5, le nouveau modèle de langage d’OpenAI, jugé moins efficace et moins « amical » L’entreprise applique ainsi deux recommandations-clés issues de chercheurs en IA parmi les plus critiques, dont des experts de Google, auteurs en 2024 d’une longue recension des dangers de l’IA. Dans ce document, ceux-ci anticipent un monde où la flatterie des robots réduit « les occasions qu’ont les humains de grandir et de se développerdevenir de meilleures versions d’eux-mêmes ». Voire « un monde où les utilisateurs abandonnent les interactions compliquées et imparfaitesavec les humains en faveur des échanges sans frictions fournis par les IA ». Il vous reste 73.15% de cet article à lire. La suite est réservée aux abonnés. #meta #chatgpt #jeu #dangereux #dune
    De Meta AI à ChatGPT, le jeu dangereux d’une personnalisation toujours plus poussée des IA
    www.lemonde.fr
    SOLÈNE REVENEY / « LE MONDE » C’est un paradoxe dans lequel bien des éditeurs d’intelligences artificielles (IA) sont empêtrés : pourquoi investir tant d’argent et d’efforts dans la création d’IA plus sûres et plus neutres si, une fois commercialisés, ces robots conversationnels peuvent être largement dévoyés ? Prenons le cas d’OpenAI. En avril, l’éditeur de ChatGPT dit réfléchir publiquement à rendre son robot conversationnel moins obséquieux, car il risque d’engager des personnes fragiles dans une dépendance malsaine, selon le constat dressé par ses propres chercheurs un mois auparavant. Plusieurs affaires médiatiques, rapportées notamment par le New York Times, Ars Technica, Futurism ou l’agence Reuters, ont illustré la dangereuse spirale dans laquelle certains utilisateurs peuvent tomber, avec à la clé un décrochage parfois fatal avec la réalité. Alors le 7 août, OpenAI saute le pas, annonçant une nouvelle version de son robot, GPT-5. Son ton est résolument plus froid, et il surveille désormais la durée des conversations pour suggérer des pauses quand il le juge nécessaire. Lire aussi | Article réservé à nos abonnés ChatGPT : les débuts difficiles de GPT-5, le nouveau modèle de langage d’OpenAI, jugé moins efficace et moins « amical » L’entreprise applique ainsi deux recommandations-clés issues de chercheurs en IA parmi les plus critiques, dont des experts de Google, auteurs en 2024 d’une longue recension des dangers de l’IA. Dans ce document, ceux-ci anticipent un monde où la flatterie des robots réduit « les occasions qu’ont les humains de grandir et de se développer [pour] devenir de meilleures versions d’eux-mêmes ». Voire « un monde où les utilisateurs abandonnent les interactions compliquées et imparfaites (…) avec les humains en faveur des échanges sans frictions fournis par les IA ». Il vous reste 73.15% de cet article à lire. La suite est réservée aux abonnés.
    Like
    Love
    Wow
    Sad
    Angry
    542
    · 2 Comments ·0 Shares
  • Creating a Detailed Helmet Inspired by Fallout Using Substance 3D

    IntroductionHi! My name is Pavel Vorobyev, and I'm a 19-year-old 3D Artist specializing in texturing and weapon creation for video games. I've been working in the industry for about 3 years now. During this time, I've had the opportunity to contribute to several exciting projects, including Arma, DayZ, Ratten Reich, and a NEXT-GEN sci-fi shooter. Here's my ArtStation portfolio.My journey into 3D art began in my early teens, around the age of 13 or 14. At some point, I got tired of just playing games and started wondering: "How are they actually made?" That question led me to explore game development. I tried everything – level design, programming, game design – but it was 3D art that truly captured me.I'm entirely self-taught. I learned everything from YouTube, tutorials, articles, and official documentation, gathering knowledge piece by piece. Breaking into the commercial side of the industry wasn't easy: there were a lot of failures, no opportunities, and no support. At one point, I even took a job at a metallurgical plant. But I kept pushing forward, kept learning and improving my skills in 3D. Eventually, I got my first industry offer – and that's when my real path began.Today, I continue to grow, constantly experimenting with new styles, tools, and techniques. For me, 3D isn't just a profession – it's a form of self-expression and a path toward my dream. My goal is to build a strong career in the game industry and eventually move into cinematic storytelling in the spirit of Love, Death & Robots.Astartes YouTube channelI also want to inspire younger artists and show how powerful texturing can be as a creative tool. To demonstrate that, I'd love to share my personal project PU – Part 1, which reflects my passion and approach to texture art.In this article, I'll be sharing my latest personal project – a semi-realistic sci-fi helmet that I created from scratch, experimenting with both form and style. It's a personal exploration where I aimed to step away from traditional hyperrealism and bring in a touch of artistic expression.Concept & Project IdeaThe idea behind this helmet project came from a very specific goal – to design a visually appealing asset with rich texture variation and achieve a balance between stylization and realism. I wanted to create something that looked believable, yet had an artistic flair. Since I couldn't find any fitting concepts online, I started building the design from scratch in my head. I eventually settled on creating a helmet as the main focus of the project. For visual direction, I drew inspiration from post-apocalyptic themes and the gritty aesthetics of Fallout and Warhammer 40,000.Software & Tools UsedFor this project, I used Blender, ZBrush, Substance 3D Painter, Marmoset Toolbag 5, Photoshop, and RizomUV. I created the low-poly mesh in Blender and developed the concept and high-poly sculpt in ZBrush. In Substance 3D Painter, I worked on the texture concept and final texturing. Baking and rendering were done in Marmoset Toolbag, and I used Photoshop for some adjustments to the bake. UV unwrapping was handled in RizomUV.Modeling & RetopologyI began the development process by designing the concept based on my earlier references – Fallout and Warhammer 40,000. The initial blockout was done in ZBrush, and from there, I started refining the shapes and details to create something visually engaging and stylistically bold.After completing the high-poly model, I moved on to the long and challenging process of retopology. Since I originally came from a weapons-focused background, I applied the knowledge I gained from modeling firearms. I slightly increased the polycount to achieve a cleaner and more appealing look in the final render – reducing visible faceting. My goal was to strike a balance between visual quality and a game-ready asset.UV Mapping & BakingNext, I moved on to UV mapping. There's nothing too complex about this stage, but since my goal was to create a game-ready asset, I made extensive use of overlaps. I did the UVs in Rizom UV. The most important part is to align the UV shells into clean strips and unwrap cylinders properly into straight lines.Once the UVs were done, I proceeded to bake the normal and ambient occlusion maps. At this stage, the key is having clean UVs and solid retopology – if those are in place, the bake goes smoothly. Texturing: Concept & WorkflowNow we move on to the most challenging stage – texturing. I aimed to present the project in a hyperrealistic style with a touch of stylization. This turned out to be quite difficult, and I went through many iterations. The most important part of this phase was developing a solid texture concept: rough decals, color combinations, and overall material direction. Without that foundation, it makes no sense to move forward with the texturing. After a long process of trial and error, I finally arrived at results I was satisfied with.Then I followed my pipeline:1. Working on the base materials2. Storytelling and damage3. Decals4. Spraying, dust, and dirtWorking on the Base MaterialsWhen working on the base materials, the main thing is to work with the physical properties and texture. You need to extract the maximum quality from the generators before manual processing. The idea was to create the feeling of an old, heavy helmet that had lived its life and had previously been painted a different color. To make it battered and, in a sense, rotten.It is important to pay attention to noise maps – Dirt 3, Dirt 6, White Noise, Flakes – and add the feel of old metal with custom Normal Maps. I also mixed in photo textures for a special charm. PhototextureCustom Normal Map TextureStorytelling & DamageGradients play an important role in the storytelling stage. They make the object artistically dynamic and beautiful, adding individual shades that bring the helmet to life.Everything else is done manually. I found a bunch of old helmets from World War II and took alpha damage shots of them using Photoshop. I drew the damage with alphas, trying to clearly separate the material into old paint, new paint, rust, and bare metal.I did the rust using MatFX Rust from the standard Substance 3D Painter library. I drew beautiful patterns using paint in multiply mode – this quickly helped to recreate the rust effect. Metal damage and old paint were more difficult: due to the large number of overlaps in the helmet, I had to carefully draw patterns, minimizing the visibility of overlaps.DecalsI drew the decals carefully, sticking to the concept, which added richness to the texture.Spray Paint & DirtFor spray paint and dirt, I used a long-established weapon template consisting of dust particles, sand particles, and spray paint. I analyzed references and applied them to crevices and logical places where dirt could accumulate.Rendering & Post-ProcessingI rendered in Marmoset Toolbag 5 using a new rendering format that I developed together with the team. The essence of the method is to simulate "RAW frames." Since Marmoset does not have such functions, I worked with the EXR 32-BIT format, which significantly improves the quality of the render: the shadows are smooth, without artifacts and broken gradients. I assembled the scene using Quixel Megascans. After rendering, I did post-processing in Photoshop utilizing Filter Camera Raw. Conclusion & Advice for BeginnersThat's all. For beginners or those who have been unsuccessful in the industry for a long time, I advise you to follow your dream and not listen to anyone else. Success is a matter of time and skill! Talent is not something you are born with; it is something you develop. Work on yourself and your work, put your heart into it, and you will succeed!Pavel Vorobiev, Texture ArtistInterview conducted by Gloria Levine
    #creating #detailed #helmet #inspired #fallout
    Creating a Detailed Helmet Inspired by Fallout Using Substance 3D
    IntroductionHi! My name is Pavel Vorobyev, and I'm a 19-year-old 3D Artist specializing in texturing and weapon creation for video games. I've been working in the industry for about 3 years now. During this time, I've had the opportunity to contribute to several exciting projects, including Arma, DayZ, Ratten Reich, and a NEXT-GEN sci-fi shooter. Here's my ArtStation portfolio.My journey into 3D art began in my early teens, around the age of 13 or 14. At some point, I got tired of just playing games and started wondering: "How are they actually made?" That question led me to explore game development. I tried everything – level design, programming, game design – but it was 3D art that truly captured me.I'm entirely self-taught. I learned everything from YouTube, tutorials, articles, and official documentation, gathering knowledge piece by piece. Breaking into the commercial side of the industry wasn't easy: there were a lot of failures, no opportunities, and no support. At one point, I even took a job at a metallurgical plant. But I kept pushing forward, kept learning and improving my skills in 3D. Eventually, I got my first industry offer – and that's when my real path began.Today, I continue to grow, constantly experimenting with new styles, tools, and techniques. For me, 3D isn't just a profession – it's a form of self-expression and a path toward my dream. My goal is to build a strong career in the game industry and eventually move into cinematic storytelling in the spirit of Love, Death & Robots.Astartes YouTube channelI also want to inspire younger artists and show how powerful texturing can be as a creative tool. To demonstrate that, I'd love to share my personal project PU – Part 1, which reflects my passion and approach to texture art.In this article, I'll be sharing my latest personal project – a semi-realistic sci-fi helmet that I created from scratch, experimenting with both form and style. It's a personal exploration where I aimed to step away from traditional hyperrealism and bring in a touch of artistic expression.Concept & Project IdeaThe idea behind this helmet project came from a very specific goal – to design a visually appealing asset with rich texture variation and achieve a balance between stylization and realism. I wanted to create something that looked believable, yet had an artistic flair. Since I couldn't find any fitting concepts online, I started building the design from scratch in my head. I eventually settled on creating a helmet as the main focus of the project. For visual direction, I drew inspiration from post-apocalyptic themes and the gritty aesthetics of Fallout and Warhammer 40,000.Software & Tools UsedFor this project, I used Blender, ZBrush, Substance 3D Painter, Marmoset Toolbag 5, Photoshop, and RizomUV. I created the low-poly mesh in Blender and developed the concept and high-poly sculpt in ZBrush. In Substance 3D Painter, I worked on the texture concept and final texturing. Baking and rendering were done in Marmoset Toolbag, and I used Photoshop for some adjustments to the bake. UV unwrapping was handled in RizomUV.Modeling & RetopologyI began the development process by designing the concept based on my earlier references – Fallout and Warhammer 40,000. The initial blockout was done in ZBrush, and from there, I started refining the shapes and details to create something visually engaging and stylistically bold.After completing the high-poly model, I moved on to the long and challenging process of retopology. Since I originally came from a weapons-focused background, I applied the knowledge I gained from modeling firearms. I slightly increased the polycount to achieve a cleaner and more appealing look in the final render – reducing visible faceting. My goal was to strike a balance between visual quality and a game-ready asset.UV Mapping & BakingNext, I moved on to UV mapping. There's nothing too complex about this stage, but since my goal was to create a game-ready asset, I made extensive use of overlaps. I did the UVs in Rizom UV. The most important part is to align the UV shells into clean strips and unwrap cylinders properly into straight lines.Once the UVs were done, I proceeded to bake the normal and ambient occlusion maps. At this stage, the key is having clean UVs and solid retopology – if those are in place, the bake goes smoothly. Texturing: Concept & WorkflowNow we move on to the most challenging stage – texturing. I aimed to present the project in a hyperrealistic style with a touch of stylization. This turned out to be quite difficult, and I went through many iterations. The most important part of this phase was developing a solid texture concept: rough decals, color combinations, and overall material direction. Without that foundation, it makes no sense to move forward with the texturing. After a long process of trial and error, I finally arrived at results I was satisfied with.Then I followed my pipeline:1. Working on the base materials2. Storytelling and damage3. Decals4. Spraying, dust, and dirtWorking on the Base MaterialsWhen working on the base materials, the main thing is to work with the physical properties and texture. You need to extract the maximum quality from the generators before manual processing. The idea was to create the feeling of an old, heavy helmet that had lived its life and had previously been painted a different color. To make it battered and, in a sense, rotten.It is important to pay attention to noise maps – Dirt 3, Dirt 6, White Noise, Flakes – and add the feel of old metal with custom Normal Maps. I also mixed in photo textures for a special charm. PhototextureCustom Normal Map TextureStorytelling & DamageGradients play an important role in the storytelling stage. They make the object artistically dynamic and beautiful, adding individual shades that bring the helmet to life.Everything else is done manually. I found a bunch of old helmets from World War II and took alpha damage shots of them using Photoshop. I drew the damage with alphas, trying to clearly separate the material into old paint, new paint, rust, and bare metal.I did the rust using MatFX Rust from the standard Substance 3D Painter library. I drew beautiful patterns using paint in multiply mode – this quickly helped to recreate the rust effect. Metal damage and old paint were more difficult: due to the large number of overlaps in the helmet, I had to carefully draw patterns, minimizing the visibility of overlaps.DecalsI drew the decals carefully, sticking to the concept, which added richness to the texture.Spray Paint & DirtFor spray paint and dirt, I used a long-established weapon template consisting of dust particles, sand particles, and spray paint. I analyzed references and applied them to crevices and logical places where dirt could accumulate.Rendering & Post-ProcessingI rendered in Marmoset Toolbag 5 using a new rendering format that I developed together with the team. The essence of the method is to simulate "RAW frames." Since Marmoset does not have such functions, I worked with the EXR 32-BIT format, which significantly improves the quality of the render: the shadows are smooth, without artifacts and broken gradients. I assembled the scene using Quixel Megascans. After rendering, I did post-processing in Photoshop utilizing Filter Camera Raw. Conclusion & Advice for BeginnersThat's all. For beginners or those who have been unsuccessful in the industry for a long time, I advise you to follow your dream and not listen to anyone else. Success is a matter of time and skill! Talent is not something you are born with; it is something you develop. Work on yourself and your work, put your heart into it, and you will succeed!Pavel Vorobiev, Texture ArtistInterview conducted by Gloria Levine #creating #detailed #helmet #inspired #fallout
    Creating a Detailed Helmet Inspired by Fallout Using Substance 3D
    80.lv
    IntroductionHi! My name is Pavel Vorobyev, and I'm a 19-year-old 3D Artist specializing in texturing and weapon creation for video games. I've been working in the industry for about 3 years now. During this time, I've had the opportunity to contribute to several exciting projects, including Arma, DayZ, Ratten Reich, and a NEXT-GEN sci-fi shooter (currently under NDA). Here's my ArtStation portfolio.My journey into 3D art began in my early teens, around the age of 13 or 14. At some point, I got tired of just playing games and started wondering: "How are they actually made?" That question led me to explore game development. I tried everything – level design, programming, game design – but it was 3D art that truly captured me.I'm entirely self-taught. I learned everything from YouTube, tutorials, articles, and official documentation, gathering knowledge piece by piece. Breaking into the commercial side of the industry wasn't easy: there were a lot of failures, no opportunities, and no support. At one point, I even took a job at a metallurgical plant. But I kept pushing forward, kept learning and improving my skills in 3D. Eventually, I got my first industry offer – and that's when my real path began.Today, I continue to grow, constantly experimenting with new styles, tools, and techniques. For me, 3D isn't just a profession – it's a form of self-expression and a path toward my dream. My goal is to build a strong career in the game industry and eventually move into cinematic storytelling in the spirit of Love, Death & Robots.Astartes YouTube channelI also want to inspire younger artists and show how powerful texturing can be as a creative tool. To demonstrate that, I'd love to share my personal project PU – Part 1, which reflects my passion and approach to texture art.In this article, I'll be sharing my latest personal project – a semi-realistic sci-fi helmet that I created from scratch, experimenting with both form and style. It's a personal exploration where I aimed to step away from traditional hyperrealism and bring in a touch of artistic expression.Concept & Project IdeaThe idea behind this helmet project came from a very specific goal – to design a visually appealing asset with rich texture variation and achieve a balance between stylization and realism. I wanted to create something that looked believable, yet had an artistic flair. Since I couldn't find any fitting concepts online, I started building the design from scratch in my head. I eventually settled on creating a helmet as the main focus of the project. For visual direction, I drew inspiration from post-apocalyptic themes and the gritty aesthetics of Fallout and Warhammer 40,000.Software & Tools UsedFor this project, I used Blender, ZBrush, Substance 3D Painter, Marmoset Toolbag 5, Photoshop, and RizomUV. I created the low-poly mesh in Blender and developed the concept and high-poly sculpt in ZBrush. In Substance 3D Painter, I worked on the texture concept and final texturing. Baking and rendering were done in Marmoset Toolbag, and I used Photoshop for some adjustments to the bake. UV unwrapping was handled in RizomUV.Modeling & RetopologyI began the development process by designing the concept based on my earlier references – Fallout and Warhammer 40,000. The initial blockout was done in ZBrush, and from there, I started refining the shapes and details to create something visually engaging and stylistically bold.After completing the high-poly model, I moved on to the long and challenging process of retopology. Since I originally came from a weapons-focused background, I applied the knowledge I gained from modeling firearms. I slightly increased the polycount to achieve a cleaner and more appealing look in the final render – reducing visible faceting. My goal was to strike a balance between visual quality and a game-ready asset.UV Mapping & BakingNext, I moved on to UV mapping. There's nothing too complex about this stage, but since my goal was to create a game-ready asset, I made extensive use of overlaps. I did the UVs in Rizom UV. The most important part is to align the UV shells into clean strips and unwrap cylinders properly into straight lines.Once the UVs were done, I proceeded to bake the normal and ambient occlusion maps. At this stage, the key is having clean UVs and solid retopology – if those are in place, the bake goes smoothly. Texturing: Concept & WorkflowNow we move on to the most challenging stage – texturing. I aimed to present the project in a hyperrealistic style with a touch of stylization. This turned out to be quite difficult, and I went through many iterations. The most important part of this phase was developing a solid texture concept: rough decals, color combinations, and overall material direction. Without that foundation, it makes no sense to move forward with the texturing. After a long process of trial and error, I finally arrived at results I was satisfied with.Then I followed my pipeline:1. Working on the base materials2. Storytelling and damage3. Decals4. Spraying, dust, and dirtWorking on the Base MaterialsWhen working on the base materials, the main thing is to work with the physical properties and texture. You need to extract the maximum quality from the generators before manual processing. The idea was to create the feeling of an old, heavy helmet that had lived its life and had previously been painted a different color. To make it battered and, in a sense, rotten.It is important to pay attention to noise maps – Dirt 3, Dirt 6, White Noise, Flakes – and add the feel of old metal with custom Normal Maps. I also mixed in photo textures for a special charm. PhototextureCustom Normal Map TextureStorytelling & DamageGradients play an important role in the storytelling stage. They make the object artistically dynamic and beautiful, adding individual shades that bring the helmet to life.Everything else is done manually. I found a bunch of old helmets from World War II and took alpha damage shots of them using Photoshop. I drew the damage with alphas, trying to clearly separate the material into old paint, new paint, rust, and bare metal.I did the rust using MatFX Rust from the standard Substance 3D Painter library. I drew beautiful patterns using paint in multiply mode – this quickly helped to recreate the rust effect. Metal damage and old paint were more difficult: due to the large number of overlaps in the helmet, I had to carefully draw patterns, minimizing the visibility of overlaps.DecalsI drew the decals carefully, sticking to the concept, which added richness to the texture.Spray Paint & DirtFor spray paint and dirt, I used a long-established weapon template consisting of dust particles, sand particles, and spray paint. I analyzed references and applied them to crevices and logical places where dirt could accumulate.Rendering & Post-ProcessingI rendered in Marmoset Toolbag 5 using a new rendering format that I developed together with the team. The essence of the method is to simulate "RAW frames." Since Marmoset does not have such functions, I worked with the EXR 32-BIT format, which significantly improves the quality of the render: the shadows are smooth, without artifacts and broken gradients. I assembled the scene using Quixel Megascans. After rendering, I did post-processing in Photoshop utilizing Filter Camera Raw. Conclusion & Advice for BeginnersThat's all. For beginners or those who have been unsuccessful in the industry for a long time, I advise you to follow your dream and not listen to anyone else. Success is a matter of time and skill! Talent is not something you are born with; it is something you develop. Work on yourself and your work, put your heart into it, and you will succeed!Pavel Vorobiev, Texture ArtistInterview conducted by Gloria Levine
    Like
    Love
    Wow
    Sad
    Angry
    701
    · 2 Comments ·0 Shares
  • يا جماعة، تخيلوا معايا، كائنات فضائية عاشت في نظامنا الشمسي!

    المقال اللي لقيته يتحدث عن "بوفيه ميكروبي" ويعطينا أدلة جديدة على أنو في كائنات كانت هنا معانا. العين الإخبارية جابو لنا معلومات مثيرة حول كيف أن الحياة ممكن تكون موجودة في أماكن ما كناش نتخيلوها، حتى في الكواكب البعيدة!

    شخصياً، الفكرة هذي تخليني نفكر في كل العوالم اللي نجهلها. كي كنت صغير، كنت نحب أفلام الخيال العلمي، ودابا نلقى الدنيا فيها أشياء أغرب من الخيال.

    خليكم دايماً متفتحين للأفكار الجديدة، يمكن نكتشفو أسرار لا تصدق عن الكون من حولنا.

    https://news.google.com/rss/articles/CBMifEFVX3lxTE90c0hDZURpVTBqRkZBM09hVWwwVDZyMWdiR1cxRFFGbW5neFlMSVIzckN6SmNYenVwcWM
    يا جماعة، تخيلوا معايا، كائنات فضائية عاشت في نظامنا الشمسي! 🤯 المقال اللي لقيته يتحدث عن "بوفيه ميكروبي" ويعطينا أدلة جديدة على أنو في كائنات كانت هنا معانا. العين الإخبارية جابو لنا معلومات مثيرة حول كيف أن الحياة ممكن تكون موجودة في أماكن ما كناش نتخيلوها، حتى في الكواكب البعيدة! شخصياً، الفكرة هذي تخليني نفكر في كل العوالم اللي نجهلها. كي كنت صغير، كنت نحب أفلام الخيال العلمي، ودابا نلقى الدنيا فيها أشياء أغرب من الخيال. خليكم دايماً متفتحين للأفكار الجديدة، يمكن نكتشفو أسرار لا تصدق عن الكون من حولنا. https://news.google.com/rss/articles/CBMifEFVX3lxTE90c0hDZURpVTBqRkZBM09hVWwwVDZyMWdiR1cxRFFGbW5neFlMSVIzckN6SmNYenVwcWM
    news.google.com
    بوفيه ميكروبي.. أدلة على أن كائنات فضائية سكنت نظامنا الشمسي  العين الإخبارية
    Like
    Love
    Wow
    Sad
    Angry
    1K
    · 1 Comments ·0 Shares
  • Hey les gamers!

    ترى عاودنا Monster Hunter Stories 2: Wings of Ruin، وها هي الفرصة جاتكم لتجربوها بلا ما تدفعوا! إذا كنتوا في أوروبا وعندكم اشتراك في Switch Online، تقدروا تلعبوا النسخة التجريبية. وصدقوني، هادي تجربة ما تقدرش تفوتوها!

    ومو فقط هكا، Capcom كاشفة على Monster Hunter Stories 3: Twisted Reflection، يعني العيد جاي! وأنا بصراحة نحب هاد النوع من الألعاب، فهي تجمع بين القصة الممتعة والوحوش المذهلة. كي تلعب، تحس روحك في عالم آخر!

    فلا تسكتوا على روحكم، جربوا اللعبة وعيشوا المغامرة!

    https://www.nintendolife.com/news/2025/08/monster-hunter-stories-2-wings-of-ruin-switch-online-game-trial-now-available-europe

    #MonsterHunter #JeuxVidéo #NintendoSwitch #GamingCommunity #بلاي_ستيشن
    🎮 Hey les gamers! 🐉 ترى عاودنا Monster Hunter Stories 2: Wings of Ruin، وها هي الفرصة جاتكم لتجربوها بلا ما تدفعوا! إذا كنتوا في أوروبا وعندكم اشتراك في Switch Online، تقدروا تلعبوا النسخة التجريبية. وصدقوني، هادي تجربة ما تقدرش تفوتوها! 😍 ومو فقط هكا، Capcom كاشفة على Monster Hunter Stories 3: Twisted Reflection، يعني العيد جاي! وأنا بصراحة نحب هاد النوع من الألعاب، فهي تجمع بين القصة الممتعة والوحوش المذهلة. كي تلعب، تحس روحك في عالم آخر! فلا تسكتوا على روحكم، جربوا اللعبة وعيشوا المغامرة! https://www.nintendolife.com/news/2025/08/monster-hunter-stories-2-wings-of-ruin-switch-online-game-trial-now-available-europe #MonsterHunter #JeuxVidéo #NintendoSwitch #GamingCommunity #بلاي_ستيشن
    www.nintendolife.com
    Get ready for the third entry.During Nintendo's recent Partner Direct, Capcom lifted the lid on Monster Hunter Stories 3: Twisted Reflection.If you haven't got around to playing the second game Monster Hunter Stories 2: Wings of Ruin just yet, now is
    Like
    Love
    Wow
    Sad
    Angry
    685
    · 1 Comments ·0 Shares
  • Lost Soul Aside: PC features and a behind-the-scenes look

    Hello everyone! Before unveiling what we’ve prepared for PC players when Lost Soul Aside hits PC and PS5 on August 29, I want to share the journey that brought us here.

    Play Video

    Behind the scenes – Meet the team and the journey behind the game

    What began as a solo prototype has grown through years of iteration, the incredible support of the China Hero Project, and the encouragement of a passionate community into the full-scale action RPG you see today. In our new Behind-the-Scenes developer video, you’ll meet the talented team at Ultizero Games and hear, in our own words, about the passion, challenges, and breakthroughs that shaped every strike, combo, and boss encounter. It’s an inside look at the creative process that brought Lost Soul Aside from a single idea to the game we can’t wait for you to play.

    Play Video

    From our story to your screen – the PC experience

    As we approach launch, I’m excited to share that Lost Soul Aside is now in its final polishing stage for PC—releasing worldwide alongside the PlayStation 5 version. We’ve worked hard to ensure that PC players enjoy a true next-generation experience, and we’ve prepared four special features unique to the platform. These enhancements take full advantage of PC hardware so you can experience the game at its best, and I’m thrilled to finally reveal them to you.

    Full DualSense controller support

    Connect your DualSense controller via USB-C or Bluetoothand enjoy native support—no extra drivers needed.

    Adaptive Triggers: Each weapon and mechanism delivers unique resistance curves for a tactile, responsive feel.

    Haptic Feedback: From the clash of steel to explosive impacts and the rush of running through water, every vibration is precision-tuned to match the on-screen action.Just plug in and play.

    4K + HDR visuals 

    Experience Lost Soul Aside in native 4Kresolution with multi-monitor support for maximum immersion.

    High Dynamic Rangebrings out deep shadow details and vibrant neon highlights, delivering stunning contrast—“one glance, and your soul is hooked.”

    Ray Tracing 

    Ray-Traced Reflections: Crystal-clear water surfaces, polished armor, and metallic weapons reflect their surroundings in real time.

    Ray-Traced Global Illumination: Sunlight breaking through clouds and neon glow diffusing through the air add incredible depth to every scene.

    Ray-Traced Shadows: High-resolution, soft shadows shift naturally with light, enhancing realism in both exploration and combat.All ray-tracing effects are optimized with DLSS 4, FSR, and Frame Generation, ensuring smooth 4K 60 FPS gameplay—even on more modest hardware.

     

    PlayStation account linking — Cross-Platform Trophy Sync

    When you first launch the game, you’ll have the option to link your PlayStation Network account. Once connected, all achievements earned on PC will sync instantly with your PlayStation Network profile—and vice versa. It’s truly “unlock once, show off everywhere”—your Platinum Trophy journey continues seamlessly across platforms.

    Wondering if your PC can handle Lost Soul Aside? Here are the system requirements:

    PC Specs for Lost Soul AsideMinimumRecommendedHighHighUltraGPUNVIDIA GTX 1060 / AMD RX 5500 XTNVIDIA RTX 2060 / AMD RX 5700 XTNVIDIA RTX 3070 / AMD RX 6800 XTNVIDIA RTX 4080s / AMD RX 7900 XTNVIDIA RTX 5070 TiCPUIntel i5-10400 / AMD Ryzen 5 3600Intel i5-10400 / AMD Ryzen 5 3600Intel i7-11700 / AMD Ryzen 7 5700XIntel i7-11700 / AMD Ryzen 7 5700XIntel i7-13700K / AMD Ryzen 7 7800XRAM16 GB16 GB16 GB16 GB16 GBOSWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitStorage80 GB SSD80 GB SSD80 GB SSD80 GB SSD80 GB SSD

    The PC version of Lost Soul Aside launches August 28 at 5pm PDT / August 29 at 8am CSTand is now available for pre-purchase on Steam and the Epic Games Store. Lock in your platform and brace for the ultimate fusion of razor-sharp action and next-gen audiovisuals!

    Lost Soul Aside PlayStation 5 Pro enhancements

    I know many of you are excited to experience Lost Soul Aside on PlayStation 5 Pro, so I’m happy to share what we’ve done to make the most of its powerful hardware. 

    On PS5 Pro, you’ll be able to play in dynamic 4K with enhanced ray-traced reflections, shadows, and global illumination, bringing every scene to life with incredible depth and realism. We’ve also taken advantage of the Pro’s boosted GPU to push higher texture quality, more detailed particle effects, and even faster loading through the ultra-fast SSD. Additionally, players will benefit from a higher and more stable frame rate, ensuring fluid, responsive gameplay even in the most intense battles. The result is smoother combat, sharper visuals, and an even more immersive adventure from start to finish.

    I want to thank all of you for your patience and support throughout this journey. It’s been many years in the making, and every step has been driven by your passion for Lost Soul Aside. Whether you choose to play on PC, PlayStation 5, or PlayStation 5 Pro, my hope is that you’ll feel the heart, detail, and care we’ve poured into every moment. The launch is just the beginning, and I can’t wait to see your reactions, your gameplay clips, and your stories from this world we’ve built together. See you at launch!
    #lost #soul #aside #features #behindthescenes
    Lost Soul Aside: PC features and a behind-the-scenes look
    Hello everyone! Before unveiling what we’ve prepared for PC players when Lost Soul Aside hits PC and PS5 on August 29, I want to share the journey that brought us here. Play Video Behind the scenes – Meet the team and the journey behind the game What began as a solo prototype has grown through years of iteration, the incredible support of the China Hero Project, and the encouragement of a passionate community into the full-scale action RPG you see today. In our new Behind-the-Scenes developer video, you’ll meet the talented team at Ultizero Games and hear, in our own words, about the passion, challenges, and breakthroughs that shaped every strike, combo, and boss encounter. It’s an inside look at the creative process that brought Lost Soul Aside from a single idea to the game we can’t wait for you to play. Play Video From our story to your screen – the PC experience As we approach launch, I’m excited to share that Lost Soul Aside is now in its final polishing stage for PC—releasing worldwide alongside the PlayStation 5 version. We’ve worked hard to ensure that PC players enjoy a true next-generation experience, and we’ve prepared four special features unique to the platform. These enhancements take full advantage of PC hardware so you can experience the game at its best, and I’m thrilled to finally reveal them to you. Full DualSense controller support Connect your DualSense controller via USB-C or Bluetoothand enjoy native support—no extra drivers needed. Adaptive Triggers: Each weapon and mechanism delivers unique resistance curves for a tactile, responsive feel. Haptic Feedback: From the clash of steel to explosive impacts and the rush of running through water, every vibration is precision-tuned to match the on-screen action.Just plug in and play. 4K + HDR visuals  Experience Lost Soul Aside in native 4Kresolution with multi-monitor support for maximum immersion. High Dynamic Rangebrings out deep shadow details and vibrant neon highlights, delivering stunning contrast—“one glance, and your soul is hooked.” Ray Tracing  Ray-Traced Reflections: Crystal-clear water surfaces, polished armor, and metallic weapons reflect their surroundings in real time. Ray-Traced Global Illumination: Sunlight breaking through clouds and neon glow diffusing through the air add incredible depth to every scene. Ray-Traced Shadows: High-resolution, soft shadows shift naturally with light, enhancing realism in both exploration and combat.All ray-tracing effects are optimized with DLSS 4, FSR, and Frame Generation, ensuring smooth 4K 60 FPS gameplay—even on more modest hardware.   PlayStation account linking — Cross-Platform Trophy Sync When you first launch the game, you’ll have the option to link your PlayStation Network account. Once connected, all achievements earned on PC will sync instantly with your PlayStation Network profile—and vice versa. It’s truly “unlock once, show off everywhere”—your Platinum Trophy journey continues seamlessly across platforms. Wondering if your PC can handle Lost Soul Aside? Here are the system requirements: PC Specs for Lost Soul AsideMinimumRecommendedHighHighUltraGPUNVIDIA GTX 1060 / AMD RX 5500 XTNVIDIA RTX 2060 / AMD RX 5700 XTNVIDIA RTX 3070 / AMD RX 6800 XTNVIDIA RTX 4080s / AMD RX 7900 XTNVIDIA RTX 5070 TiCPUIntel i5-10400 / AMD Ryzen 5 3600Intel i5-10400 / AMD Ryzen 5 3600Intel i7-11700 / AMD Ryzen 7 5700XIntel i7-11700 / AMD Ryzen 7 5700XIntel i7-13700K / AMD Ryzen 7 7800XRAM16 GB16 GB16 GB16 GB16 GBOSWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitStorage80 GB SSD80 GB SSD80 GB SSD80 GB SSD80 GB SSD The PC version of Lost Soul Aside launches August 28 at 5pm PDT / August 29 at 8am CSTand is now available for pre-purchase on Steam and the Epic Games Store. Lock in your platform and brace for the ultimate fusion of razor-sharp action and next-gen audiovisuals! Lost Soul Aside PlayStation 5 Pro enhancements I know many of you are excited to experience Lost Soul Aside on PlayStation 5 Pro, so I’m happy to share what we’ve done to make the most of its powerful hardware.  On PS5 Pro, you’ll be able to play in dynamic 4K with enhanced ray-traced reflections, shadows, and global illumination, bringing every scene to life with incredible depth and realism. We’ve also taken advantage of the Pro’s boosted GPU to push higher texture quality, more detailed particle effects, and even faster loading through the ultra-fast SSD. Additionally, players will benefit from a higher and more stable frame rate, ensuring fluid, responsive gameplay even in the most intense battles. The result is smoother combat, sharper visuals, and an even more immersive adventure from start to finish. I want to thank all of you for your patience and support throughout this journey. It’s been many years in the making, and every step has been driven by your passion for Lost Soul Aside. Whether you choose to play on PC, PlayStation 5, or PlayStation 5 Pro, my hope is that you’ll feel the heart, detail, and care we’ve poured into every moment. The launch is just the beginning, and I can’t wait to see your reactions, your gameplay clips, and your stories from this world we’ve built together. See you at launch! #lost #soul #aside #features #behindthescenes
    Lost Soul Aside: PC features and a behind-the-scenes look
    blog.playstation.com
    Hello everyone! Before unveiling what we’ve prepared for PC players when Lost Soul Aside hits PC and PS5 on August 29, I want to share the journey that brought us here. Play Video Behind the scenes – Meet the team and the journey behind the game What began as a solo prototype has grown through years of iteration, the incredible support of the China Hero Project, and the encouragement of a passionate community into the full-scale action RPG you see today. In our new Behind-the-Scenes developer video, you’ll meet the talented team at Ultizero Games and hear, in our own words, about the passion, challenges, and breakthroughs that shaped every strike, combo, and boss encounter. It’s an inside look at the creative process that brought Lost Soul Aside from a single idea to the game we can’t wait for you to play. Play Video From our story to your screen – the PC experience As we approach launch, I’m excited to share that Lost Soul Aside is now in its final polishing stage for PC—releasing worldwide alongside the PlayStation 5 version. We’ve worked hard to ensure that PC players enjoy a true next-generation experience, and we’ve prepared four special features unique to the platform. These enhancements take full advantage of PC hardware so you can experience the game at its best, and I’m thrilled to finally reveal them to you. Full DualSense controller support Connect your DualSense controller via USB-C or Bluetooth (note: full functionality requires USB-C) and enjoy native support—no extra drivers needed. Adaptive Triggers: Each weapon and mechanism delivers unique resistance curves for a tactile, responsive feel. Haptic Feedback: From the clash of steel to explosive impacts and the rush of running through water, every vibration is precision-tuned to match the on-screen action.Just plug in and play. 4K + HDR visuals  Experience Lost Soul Aside in native 4K (3840×2160) resolution with multi-monitor support for maximum immersion. High Dynamic Range (HDR) brings out deep shadow details and vibrant neon highlights, delivering stunning contrast—“one glance, and your soul is hooked.” Ray Tracing  Ray-Traced Reflections: Crystal-clear water surfaces, polished armor, and metallic weapons reflect their surroundings in real time. Ray-Traced Global Illumination: Sunlight breaking through clouds and neon glow diffusing through the air add incredible depth to every scene. Ray-Traced Shadows: High-resolution, soft shadows shift naturally with light, enhancing realism in both exploration and combat.All ray-tracing effects are optimized with DLSS 4, FSR, and Frame Generation, ensuring smooth 4K 60 FPS gameplay—even on more modest hardware.   PlayStation account linking — Cross-Platform Trophy Sync When you first launch the game, you’ll have the option to link your PlayStation Network account. Once connected, all achievements earned on PC will sync instantly with your PlayStation Network profile—and vice versa. It’s truly “unlock once, show off everywhere”—your Platinum Trophy journey continues seamlessly across platforms. Wondering if your PC can handle Lost Soul Aside? Here are the system requirements: PC Specs for Lost Soul AsideMinimumRecommendedHighHigh (RT On)Ultra (RT On)GPUNVIDIA GTX 1060 / AMD RX 5500 XTNVIDIA RTX 2060 / AMD RX 5700 XTNVIDIA RTX 3070 / AMD RX 6800 XTNVIDIA RTX 4080s / AMD RX 7900 XTNVIDIA RTX 5070 TiCPUIntel i5-10400 / AMD Ryzen 5 3600Intel i5-10400 / AMD Ryzen 5 3600Intel i7-11700 / AMD Ryzen 7 5700XIntel i7-11700 / AMD Ryzen 7 5700XIntel i7-13700K / AMD Ryzen 7 7800XRAM16 GB16 GB16 GB16 GB16 GBOSWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitStorage80 GB SSD80 GB SSD80 GB SSD80 GB SSD80 GB SSD The PC version of Lost Soul Aside launches August 28 at 5pm PDT / August 29 at 8am CST (Beijing) and is now available for pre-purchase on Steam and the Epic Games Store. Lock in your platform and brace for the ultimate fusion of razor-sharp action and next-gen audiovisuals! Lost Soul Aside PlayStation 5 Pro enhancements I know many of you are excited to experience Lost Soul Aside on PlayStation 5 Pro, so I’m happy to share what we’ve done to make the most of its powerful hardware.  On PS5 Pro, you’ll be able to play in dynamic 4K with enhanced ray-traced reflections, shadows, and global illumination, bringing every scene to life with incredible depth and realism. We’ve also taken advantage of the Pro’s boosted GPU to push higher texture quality, more detailed particle effects, and even faster loading through the ultra-fast SSD. Additionally, players will benefit from a higher and more stable frame rate, ensuring fluid, responsive gameplay even in the most intense battles. The result is smoother combat, sharper visuals, and an even more immersive adventure from start to finish. I want to thank all of you for your patience and support throughout this journey. It’s been many years in the making, and every step has been driven by your passion for Lost Soul Aside. Whether you choose to play on PC, PlayStation 5, or PlayStation 5 Pro, my hope is that you’ll feel the heart, detail, and care we’ve poured into every moment. The launch is just the beginning, and I can’t wait to see your reactions, your gameplay clips, and your stories from this world we’ve built together. See you at launch!
    Like
    Love
    Wow
    Sad
    Angry
    1K
    · 2 Comments ·0 Shares
  • Revealing 4 Middle East and North Africa (MENA) Hero Project games coming to PlayStation

    Over the past year, we’ve had the privilege of connecting with talented game developers from across the Middle East and North Africathrough the PlayStation MENA Hero Project. This initiative was launched with a simple goal: to identify and support original voices and empower creators from emerging regions to tell their stories through games.

    Today, we’re thrilled to announce the first cohort of titles supported under the MENA Hero Project, each one a unique reflection of the creativity, and spirit of developers in the region.

    The First Cohort of MENA Hero Project Games

    Red Bandits | Developer: Team Agenda | Country: Saudi Arabia

    Red Bandits is a fast-paced robbery action game set in a hyper-capitalist age where one company rules the world through complete monopoly. In this world, a newly formed thieves organization known as the Red Bandits, emerges to challenge the system and spark a rebellion. You play as Stutt, a seasoned old thief with a stuttering condition and a mysterious past he can’t fully remember.

    Break into the company’s fortified floors, take down the powerful board of directors, and bring back a de-monopolized world order. With a dynamic cover system, evolving heists, and a vibrant comrades’ hideout, Red Bandits blends fast, stylish action with a deeply personal story of rebellion.

    Robbing its way to PS5 and PC.

    Enci’s Solution | Developer: Dark Emerald | Country: United Arab Emirates

    Exiled by humans centuries ago, the Aeons are confined to the desolate underground. Their village is safe, but beyond the gates, danger lurks at every corner, and not everyone can be trusted. No one has left the village before, except for Ji’we.

    Inspired by techno-dystopian aesthetics, Enci’s Solution is a hand-painted, 2.5D narrative platformer following the story of Ji’we, a young Aeon venturing out into the unknown in an attempt to save his dearest friend. Stumbling upon Enci, a lost encyclopedic robot who finds himself far from home, the two form an unusual bond and set out together to the surface of planet Regalia. 

    Play through 40+ levels with increasing difficulty and explore uncharted territories. Find collectibles and uncover the secrets they carry about the world and its odd inhabitants. Keep an eye out for hidden levels and challenge yourself to think outside the box.

    Will you find your solution on PS5 and PC?

    Play Video

    The Perfect Run | Developer: Lanterns Studios | Country: Tunisia

    the world or blow it up yourself, one loop at a time! The Perfect Run is an action-adventure RPG game where the player controls Quicksave, a time-traveling hero caught in an epic struggle between supervillain gangs, marketed superheroes, and a powerful mega corporation for the control of the city of New Rome.

    With three days to decide the city’s fate, the player can go back in time to decide their perfect ending… if they have the skill to do so! Interact with NPCs and unlock new dialogue options thanks to information collected in earlier loops, join a faction in one route and fight them the next, bend time itself in epic battle against superpowered bosses, collect the best upgrades before the reset, and unlock the city’s secrets in this memorable superhero adventure.

    Find the perfect run on PS5 and PC.

    A Cat’s Manor | Developer: Happiest Dark Corner | Country: Bahrain

    You awaken trapped in a house infested with spiders and inhabited by an eccentric family. At the end of your tail, you discover a crudely stitched hand. With no memory of who you are or how you got here, you let curiosity guide you forward.

    A Cat’s Manor is an atmospheric adventure that blends puzzles, combat, crafting, and rhythm-based music challenges. Use your wits to escape the manor. Investigate your surroundings, solve puzzles, fight your way through deadly encounters, or outsmart your foes and avoid trouble.

    Inspect, observe, listen, and feel your surroundings for clues and cues, immersing yourself with 3D audio and PS5 DualSense controller features. Uncover the secrets of the manor and unravel what the family is hiding.

    Creeping its way to PS5 and PC near you. 

    About the MENA Hero Project

    The MENA Hero Project is the newest chapter in SIE’s global Hero Project family, joining India and China in our mission to discover and nurture the next generation of original game creators. We believe that great games can come from anywhere. Through the MENA Hero Project, we’re committed to unlocking the region’s creative potential, supporting locally inspired experiences with the power to captivate players around the world.
    #revealing #middle #east #north #africa
    Revealing 4 Middle East and North Africa (MENA) Hero Project games coming to PlayStation
    Over the past year, we’ve had the privilege of connecting with talented game developers from across the Middle East and North Africathrough the PlayStation MENA Hero Project. This initiative was launched with a simple goal: to identify and support original voices and empower creators from emerging regions to tell their stories through games. Today, we’re thrilled to announce the first cohort of titles supported under the MENA Hero Project, each one a unique reflection of the creativity, and spirit of developers in the region. The First Cohort of MENA Hero Project Games Red Bandits | Developer: Team Agenda | Country: Saudi Arabia Red Bandits is a fast-paced robbery action game set in a hyper-capitalist age where one company rules the world through complete monopoly. In this world, a newly formed thieves organization known as the Red Bandits, emerges to challenge the system and spark a rebellion. You play as Stutt, a seasoned old thief with a stuttering condition and a mysterious past he can’t fully remember. Break into the company’s fortified floors, take down the powerful board of directors, and bring back a de-monopolized world order. With a dynamic cover system, evolving heists, and a vibrant comrades’ hideout, Red Bandits blends fast, stylish action with a deeply personal story of rebellion. Robbing its way to PS5 and PC. Enci’s Solution | Developer: Dark Emerald | Country: United Arab Emirates Exiled by humans centuries ago, the Aeons are confined to the desolate underground. Their village is safe, but beyond the gates, danger lurks at every corner, and not everyone can be trusted. No one has left the village before, except for Ji’we. Inspired by techno-dystopian aesthetics, Enci’s Solution is a hand-painted, 2.5D narrative platformer following the story of Ji’we, a young Aeon venturing out into the unknown in an attempt to save his dearest friend. Stumbling upon Enci, a lost encyclopedic robot who finds himself far from home, the two form an unusual bond and set out together to the surface of planet Regalia.  Play through 40+ levels with increasing difficulty and explore uncharted territories. Find collectibles and uncover the secrets they carry about the world and its odd inhabitants. Keep an eye out for hidden levels and challenge yourself to think outside the box. Will you find your solution on PS5 and PC? Play Video The Perfect Run | Developer: Lanterns Studios | Country: Tunisia the world or blow it up yourself, one loop at a time! The Perfect Run is an action-adventure RPG game where the player controls Quicksave, a time-traveling hero caught in an epic struggle between supervillain gangs, marketed superheroes, and a powerful mega corporation for the control of the city of New Rome. With three days to decide the city’s fate, the player can go back in time to decide their perfect ending… if they have the skill to do so! Interact with NPCs and unlock new dialogue options thanks to information collected in earlier loops, join a faction in one route and fight them the next, bend time itself in epic battle against superpowered bosses, collect the best upgrades before the reset, and unlock the city’s secrets in this memorable superhero adventure. Find the perfect run on PS5 and PC. A Cat’s Manor | Developer: Happiest Dark Corner | Country: Bahrain You awaken trapped in a house infested with spiders and inhabited by an eccentric family. At the end of your tail, you discover a crudely stitched hand. With no memory of who you are or how you got here, you let curiosity guide you forward. A Cat’s Manor is an atmospheric adventure that blends puzzles, combat, crafting, and rhythm-based music challenges. Use your wits to escape the manor. Investigate your surroundings, solve puzzles, fight your way through deadly encounters, or outsmart your foes and avoid trouble. Inspect, observe, listen, and feel your surroundings for clues and cues, immersing yourself with 3D audio and PS5 DualSense controller features. Uncover the secrets of the manor and unravel what the family is hiding. Creeping its way to PS5 and PC near you.  About the MENA Hero Project The MENA Hero Project is the newest chapter in SIE’s global Hero Project family, joining India and China in our mission to discover and nurture the next generation of original game creators. We believe that great games can come from anywhere. Through the MENA Hero Project, we’re committed to unlocking the region’s creative potential, supporting locally inspired experiences with the power to captivate players around the world. #revealing #middle #east #north #africa
    Revealing 4 Middle East and North Africa (MENA) Hero Project games coming to PlayStation
    blog.playstation.com
    Over the past year, we’ve had the privilege of connecting with talented game developers from across the Middle East and North Africa (MENA) through the PlayStation MENA Hero Project. This initiative was launched with a simple goal: to identify and support original voices and empower creators from emerging regions to tell their stories through games. Today, we’re thrilled to announce the first cohort of titles supported under the MENA Hero Project, each one a unique reflection of the creativity, and spirit of developers in the region. The First Cohort of MENA Hero Project Games Red Bandits | Developer: Team Agenda | Country: Saudi Arabia Red Bandits is a fast-paced robbery action game set in a hyper-capitalist age where one company rules the world through complete monopoly. In this world, a newly formed thieves organization known as the Red Bandits, emerges to challenge the system and spark a rebellion. You play as Stutt, a seasoned old thief with a stuttering condition and a mysterious past he can’t fully remember. Break into the company’s fortified floors, take down the powerful board of directors, and bring back a de-monopolized world order. With a dynamic cover system, evolving heists, and a vibrant comrades’ hideout, Red Bandits blends fast, stylish action with a deeply personal story of rebellion. Robbing its way to PS5 and PC. Enci’s Solution | Developer: Dark Emerald | Country: United Arab Emirates Exiled by humans centuries ago, the Aeons are confined to the desolate underground. Their village is safe, but beyond the gates, danger lurks at every corner, and not everyone can be trusted. No one has left the village before, except for Ji’we. Inspired by techno-dystopian aesthetics, Enci’s Solution is a hand-painted, 2.5D narrative platformer following the story of Ji’we, a young Aeon venturing out into the unknown in an attempt to save his dearest friend. Stumbling upon Enci, a lost encyclopedic robot who finds himself far from home, the two form an unusual bond and set out together to the surface of planet Regalia.  Play through 40+ levels with increasing difficulty and explore uncharted territories. Find collectibles and uncover the secrets they carry about the world and its odd inhabitants. Keep an eye out for hidden levels and challenge yourself to think outside the box. Will you find your solution on PS5 and PC? Play Video The Perfect Run | Developer: Lanterns Studios | Country: Tunisia Save the world or blow it up yourself, one loop at a time! The Perfect Run is an action-adventure RPG game where the player controls Quicksave, a time-traveling hero caught in an epic struggle between supervillain gangs, marketed superheroes, and a powerful mega corporation for the control of the city of New Rome. With three days to decide the city’s fate, the player can go back in time to decide their perfect ending… if they have the skill to do so! Interact with NPCs and unlock new dialogue options thanks to information collected in earlier loops, join a faction in one route and fight them the next, bend time itself in epic battle against superpowered bosses, collect the best upgrades before the reset, and unlock the city’s secrets in this memorable superhero adventure. Find the perfect run on PS5 and PC. A Cat’s Manor | Developer: Happiest Dark Corner | Country: Bahrain You awaken trapped in a house infested with spiders and inhabited by an eccentric family. At the end of your tail, you discover a crudely stitched hand. With no memory of who you are or how you got here, you let curiosity guide you forward. A Cat’s Manor is an atmospheric adventure that blends puzzles, combat, crafting, and rhythm-based music challenges. Use your wits to escape the manor. Investigate your surroundings, solve puzzles, fight your way through deadly encounters, or outsmart your foes and avoid trouble. Inspect, observe, listen, and feel your surroundings for clues and cues, immersing yourself with 3D audio and PS5 DualSense controller features. Uncover the secrets of the manor and unravel what the family is hiding. Creeping its way to PS5 and PC near you.  About the MENA Hero Project The MENA Hero Project is the newest chapter in SIE’s global Hero Project family, joining India and China in our mission to discover and nurture the next generation of original game creators. We believe that great games can come from anywhere. Through the MENA Hero Project, we’re committed to unlocking the region’s creative potential, supporting locally inspired experiences with the power to captivate players around the world.
    Like
    Love
    Wow
    Sad
    Angry
    974
    · 2 Comments ·0 Shares
More Results
ollo https://www.ollo.ws