• واش راكم يا جماعة؟ عندي ليكم فيديو مهم بزاف على التجارة البينية في الجزائر!

    الفيديو يتكلم عن "قمة التجارة البينية في الجزائر .. مشاريع افريقية كبيرة في الأفق ؟"، وين نسمعوا من لزهر بنور، مدير عام التعاون الاقتصادي والتجاري بوزارة التجارة. يتطرق لكيفاش هالمشاريع ممكن تغير مستقبل التجارة في بلادنا وتفتح لنا آفاق جديدة مع باقي الدول الإفريقية.

    صراحة، كي نشوف المشاريع الكبيرة اللي تتشكل، نتفكر كيفاش نقدروا نستثمروا في مهاراتنا ونفتحوا أبواب جديدة للفرص. كيما يقولوا: "التجارة راها تنمو، ليه ما نكونوش جزء منها؟"

    يلا، شوفوا الفيديو وخليوه يفتحلكم الأفق على عالم جديد.

    https://www.youtube.com/watch?v=PYc8waC6zNk
    #تجارة #الجزائر #افريقيا #اقتصاد #Opportunities
    🎉 واش راكم يا جماعة؟ عندي ليكم فيديو مهم بزاف على التجارة البينية في الجزائر! 🇩🇿✨ الفيديو يتكلم عن "قمة التجارة البينية في الجزائر .. مشاريع افريقية كبيرة في الأفق ؟"، وين نسمعوا من لزهر بنور، مدير عام التعاون الاقتصادي والتجاري بوزارة التجارة. يتطرق لكيفاش هالمشاريع ممكن تغير مستقبل التجارة في بلادنا وتفتح لنا آفاق جديدة مع باقي الدول الإفريقية. 🌍💼 صراحة، كي نشوف المشاريع الكبيرة اللي تتشكل، نتفكر كيفاش نقدروا نستثمروا في مهاراتنا ونفتحوا أبواب جديدة للفرص. كيما يقولوا: "التجارة راها تنمو، ليه ما نكونوش جزء منها؟" يلا، شوفوا الفيديو وخليوه يفتحلكم الأفق على عالم جديد. https://www.youtube.com/watch?v=PYc8waC6zNk #تجارة #الجزائر #افريقيا #اقتصاد #Opportunities
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  • يا جماعة، هل سمعتم عن "معرض التجارة البينية الإفريقية" اللي راح يكون في الجزائر؟ الفيديو الجديد يجيب على كل الأسئلة!

    شوفوا أوباسانجو كيف يشيد بمجهودات الجزائر لجعل طبعة 2025 تكون الأحسن، وكأننا في ماراثون التجارة! الفكرة هي أن الجزائر تتجهز لتكون القلب النابض للتجارة في إفريقيا، وهذا خبر يفرح القلب.

    صراحة، كي نشوف بلادنا تتقدم وتلعب دور كبير في القارة، نحس بالفخر! كل واحد فينا عنده دور، سواء كنت تاجرا أو مجرد مواطن يحب بلاده.

    خلينا نكون جزء من هذه القصة الكبيرة ونفكر كيف نقدر نساعد ونساهم.

    https://www.youtube.com/watch?v=DgCqU3i9jnM

    #معرض_التجارة #الجزائر #AfricaTrade #Business #Opportunities
    🚀 يا جماعة، هل سمعتم عن "معرض التجارة البينية الإفريقية" اللي راح يكون في الجزائر؟ 🇩🇿 الفيديو الجديد يجيب على كل الأسئلة! شوفوا أوباسانجو كيف يشيد بمجهودات الجزائر لجعل طبعة 2025 تكون الأحسن، وكأننا في ماراثون التجارة! 😂 الفكرة هي أن الجزائر تتجهز لتكون القلب النابض للتجارة في إفريقيا، وهذا خبر يفرح القلب. صراحة، كي نشوف بلادنا تتقدم وتلعب دور كبير في القارة، نحس بالفخر! كل واحد فينا عنده دور، سواء كنت تاجرا أو مجرد مواطن يحب بلاده. خلينا نكون جزء من هذه القصة الكبيرة ونفكر كيف نقدر نساعد ونساهم. https://www.youtube.com/watch?v=DgCqU3i9jnM #معرض_التجارة #الجزائر #AfricaTrade #Business #Opportunities
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  • 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
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  • Hey les amis! عندكم دقيقة لتكتشفوا حاجة راااائعة عن الجزائر!

    فيديو اليوم يتكلم على "المعرض الإفريقي للتجارة البينية" وكيف الجزائر تتربع في قلب العمق الإستراتيجي الإفريقي. هاذ المعرض مشي غير حدث، بل فرصة كبيرة للتواصل والتعاون بين الدول الإفريقية.

    شفت كيف الجزائرها تتطور في هاذ المجال وكيف تبهر العالم بإمكاناتها! كيما يقولوا: "التجارة تُبني الجسور" وأنا نؤمن بلي هاذ الجسور تقدر توصلنا لأفاق جديدة!

    قولوا لي، ما أحلى أن يكون عندنا مكان في قلب إفريقيا ويكون عندنا دور في تطوير الاقتصاد؟

    لا تنساوش تشتركوا في القناة وتفعلوا جرس التنبيهات باش تبقوا دائماً في الصورة وتعرفوا كل جديد!

    https://www.youtube.com/watch?v=6NwIeP27jyY

    #الجزائر #التجارة_الإفريقية #AfricanTrade #innovation #opportunities
    🚀 Hey les amis! عندكم دقيقة لتكتشفوا حاجة راااائعة عن الجزائر! 🇩🇿✨ فيديو اليوم يتكلم على "المعرض الإفريقي للتجارة البينية" وكيف الجزائر تتربع في قلب العمق الإستراتيجي الإفريقي. هاذ المعرض مشي غير حدث، بل فرصة كبيرة للتواصل والتعاون بين الدول الإفريقية. شفت كيف الجزائرها تتطور في هاذ المجال وكيف تبهر العالم بإمكاناتها! كيما يقولوا: "التجارة تُبني الجسور" وأنا نؤمن بلي هاذ الجسور تقدر توصلنا لأفاق جديدة! 🌍💼 قولوا لي، ما أحلى أن يكون عندنا مكان في قلب إفريقيا ويكون عندنا دور في تطوير الاقتصاد؟ لا تنساوش تشتركوا في القناة وتفعلوا جرس التنبيهات 🔔 باش تبقوا دائماً في الصورة وتعرفوا كل جديد! https://www.youtube.com/watch?v=6NwIeP27jyY #الجزائر #التجارة_الإفريقية #AfricanTrade #innovation #opportunities
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  • Inside The Blood of Dawnwalker’s narrative sandbox and dual gameplay

    I’m Mateusz Tomaszkiewicz, Creative Director at Rebel Wolves, working on The Blood of Dawnwalker — a story-driven, open-world RPG set in 14th-century Europe. We recently showcased a closer look at the gameplay at gamescom and wanted to share some of the exciting new details with you.

    Entering the narrative sandbox

    You play as Coen, the game’s protagonist and the titular Dawnwalker. While the exact circumstances remain a mystery, an attempt to turn Coen into a vampire fails. As a result, he exists between two worlds — human during the day, vampire at night. This duality sits at the heart of the gameplay, with each form offering distinct skills and abilities. Most quests can be approached during either day or night, creating significantly different experiences.

    One of the key mechanics is what we call the “narrative sandbox.” Once the prologue concludes, you have 30 days and nights to rescue Coen’s family from Brencis, a centuries-old vampire and former Roman senator, and his inner circle. Only major actions move the clock forward, and you’re always informed how much time an activity will consume. Roaming the open world does not advance time, giving you the freedom to explore without pressure. Time works more like a currency than a countdown.

    What truly defines the narrative sandbox is the freedom it gives you to shape the story on your own terms. Quests can be completed in any order, skipped entirely, or even never discovered at all depending on your choices. Many characters can be killed, with their absence reshaping events and relationships. There are often multiple paths to achieve the same goal, and even inaction is a choice — one the world around Coen will recognize and respond to. The result is a deeply reactive narrative structure that encourages experimentation and makes every playthrough unique.

    Human by day. Vampire by night.

    The newly revealed quest takes place on day eight of Coen’s journey. By then, several quests have been completed and Coen is visibly more powerful. We first see him at night, navigating the capital city of Svartrau and using vampiric abilities like Shadowstep — a short-range teleport that lets him instantly reposition. It’s invaluable not only in combat, allowing him to flank enemies or close the gap on patrolling guards, but also for exploration and stealth.

    With Shadowstep, Coen can reach scaffolding high on the cathedral’s walls, leap between rooftops, or slip into otherwise inaccessible balconies and ledges, opening up new routes and opportunities to approach objectives. Combat remains fluid and dynamic, blending physical strength with supernatural powers. His vampire form isn’t overpowered, but it adds a distinct tactical layer.

    The quest involves infiltrating the city’s cathedral, where Coen encounters Xanthe — an ancient Greek vampire and Brencis’ most powerful ally.

    To show how time of day affects gameplay, we then reload a save to experience a daytime version of the quest. This time, the goal is to locate the legendary sword of Saint Mihai, the cathedral’s patron. In his human form, Coen leans more on swordplay and dark human magic, unavailable as a vampire. Combat is fast and responsive, with directional attacks and flexible blocking. You can block easily with a single button or use directional input for more precision and control, accommodating both story-focused players and those seeking a challenge.

    Fighting the living, the dead, and everything In between

    Once the enemies are defeated, Coen enters Svartrau during the day. The streets are bustling with life — townsfolk fill the squares, merchants trade goods, and ambient conversations hint at the uneasy coexistence under vampire rule. After roaming the vibrant streets, Coen goes to the cathedral.

    Inside, we witness a chilling ritual called the Blood Baptism, one of Brencis’ ways of twisting existing traditions to maintain control.

    After a tense dialogue sequence that nearly exposes Coen, the sword quest resumes. This leads to a battle with Muron, a creature born from a failed vampire transformation. Unlike Coen, Muron does not become a Dawnwalker but a wild, unstable monster with unpredictable powers.

    Another hex in Coen’s arsenal – Compel Soul – allows Coen to speak with the dead, helping him uncover clues and eventually locate a hidden crypt believed to hold the sword. What he finds is far more disturbing: Saint Mihai, once revered, had been entombed alive after villagers discovered he was also a Dawnwalker. Starved during the day and regenerating at night, Mihai slowly lost his sanity. When freed, he attacks Coen using the full range of Dawnwalker abilities.

    If you find him at night instead, Mihai appears in his vampire form, offering an entirely different encounter.

    The nearly 50-minute demo offers an extended look at The Blood of Dawnwalker’s design — from its dual gameplay loop and time-based structure to its focus on player agency and narrative depth. There is no single path through this story, and every decision, including inaction, shapes the journey. Slated for release in 2026, The Blood of Dawnwalker aims to deliver rich storytelling, immersive combat, and an open world where narrative truly takes the lead.

    The Blood of Dawnwalker is coming to PlayStation 5 in 2026; wishlist it now to stay updated and be among the first to step into Coen’s journey!
    #inside #blood #dawnwalkers #narrative #sandbox
    Inside The Blood of Dawnwalker’s narrative sandbox and dual gameplay
    I’m Mateusz Tomaszkiewicz, Creative Director at Rebel Wolves, working on The Blood of Dawnwalker — a story-driven, open-world RPG set in 14th-century Europe. We recently showcased a closer look at the gameplay at gamescom and wanted to share some of the exciting new details with you. Entering the narrative sandbox You play as Coen, the game’s protagonist and the titular Dawnwalker. While the exact circumstances remain a mystery, an attempt to turn Coen into a vampire fails. As a result, he exists between two worlds — human during the day, vampire at night. This duality sits at the heart of the gameplay, with each form offering distinct skills and abilities. Most quests can be approached during either day or night, creating significantly different experiences. One of the key mechanics is what we call the “narrative sandbox.” Once the prologue concludes, you have 30 days and nights to rescue Coen’s family from Brencis, a centuries-old vampire and former Roman senator, and his inner circle. Only major actions move the clock forward, and you’re always informed how much time an activity will consume. Roaming the open world does not advance time, giving you the freedom to explore without pressure. Time works more like a currency than a countdown. What truly defines the narrative sandbox is the freedom it gives you to shape the story on your own terms. Quests can be completed in any order, skipped entirely, or even never discovered at all depending on your choices. Many characters can be killed, with their absence reshaping events and relationships. There are often multiple paths to achieve the same goal, and even inaction is a choice — one the world around Coen will recognize and respond to. The result is a deeply reactive narrative structure that encourages experimentation and makes every playthrough unique. Human by day. Vampire by night. The newly revealed quest takes place on day eight of Coen’s journey. By then, several quests have been completed and Coen is visibly more powerful. We first see him at night, navigating the capital city of Svartrau and using vampiric abilities like Shadowstep — a short-range teleport that lets him instantly reposition. It’s invaluable not only in combat, allowing him to flank enemies or close the gap on patrolling guards, but also for exploration and stealth. With Shadowstep, Coen can reach scaffolding high on the cathedral’s walls, leap between rooftops, or slip into otherwise inaccessible balconies and ledges, opening up new routes and opportunities to approach objectives. Combat remains fluid and dynamic, blending physical strength with supernatural powers. His vampire form isn’t overpowered, but it adds a distinct tactical layer. The quest involves infiltrating the city’s cathedral, where Coen encounters Xanthe — an ancient Greek vampire and Brencis’ most powerful ally. To show how time of day affects gameplay, we then reload a save to experience a daytime version of the quest. This time, the goal is to locate the legendary sword of Saint Mihai, the cathedral’s patron. In his human form, Coen leans more on swordplay and dark human magic, unavailable as a vampire. Combat is fast and responsive, with directional attacks and flexible blocking. You can block easily with a single button or use directional input for more precision and control, accommodating both story-focused players and those seeking a challenge. Fighting the living, the dead, and everything In between Once the enemies are defeated, Coen enters Svartrau during the day. The streets are bustling with life — townsfolk fill the squares, merchants trade goods, and ambient conversations hint at the uneasy coexistence under vampire rule. After roaming the vibrant streets, Coen goes to the cathedral. Inside, we witness a chilling ritual called the Blood Baptism, one of Brencis’ ways of twisting existing traditions to maintain control. After a tense dialogue sequence that nearly exposes Coen, the sword quest resumes. This leads to a battle with Muron, a creature born from a failed vampire transformation. Unlike Coen, Muron does not become a Dawnwalker but a wild, unstable monster with unpredictable powers. Another hex in Coen’s arsenal – Compel Soul – allows Coen to speak with the dead, helping him uncover clues and eventually locate a hidden crypt believed to hold the sword. What he finds is far more disturbing: Saint Mihai, once revered, had been entombed alive after villagers discovered he was also a Dawnwalker. Starved during the day and regenerating at night, Mihai slowly lost his sanity. When freed, he attacks Coen using the full range of Dawnwalker abilities. If you find him at night instead, Mihai appears in his vampire form, offering an entirely different encounter. The nearly 50-minute demo offers an extended look at The Blood of Dawnwalker’s design — from its dual gameplay loop and time-based structure to its focus on player agency and narrative depth. There is no single path through this story, and every decision, including inaction, shapes the journey. Slated for release in 2026, The Blood of Dawnwalker aims to deliver rich storytelling, immersive combat, and an open world where narrative truly takes the lead. The Blood of Dawnwalker is coming to PlayStation 5 in 2026; wishlist it now to stay updated and be among the first to step into Coen’s journey! #inside #blood #dawnwalkers #narrative #sandbox
    Inside The Blood of Dawnwalker’s narrative sandbox and dual gameplay
    blog.playstation.com
    I’m Mateusz Tomaszkiewicz, Creative Director at Rebel Wolves, working on The Blood of Dawnwalker — a story-driven, open-world RPG set in 14th-century Europe. We recently showcased a closer look at the gameplay at gamescom and wanted to share some of the exciting new details with you. Entering the narrative sandbox You play as Coen, the game’s protagonist and the titular Dawnwalker. While the exact circumstances remain a mystery, an attempt to turn Coen into a vampire fails. As a result, he exists between two worlds — human during the day, vampire at night. This duality sits at the heart of the gameplay, with each form offering distinct skills and abilities. Most quests can be approached during either day or night, creating significantly different experiences. One of the key mechanics is what we call the “narrative sandbox.” Once the prologue concludes, you have 30 days and nights to rescue Coen’s family from Brencis, a centuries-old vampire and former Roman senator, and his inner circle. Only major actions move the clock forward, and you’re always informed how much time an activity will consume. Roaming the open world does not advance time, giving you the freedom to explore without pressure. Time works more like a currency than a countdown. What truly defines the narrative sandbox is the freedom it gives you to shape the story on your own terms. Quests can be completed in any order, skipped entirely, or even never discovered at all depending on your choices. Many characters can be killed, with their absence reshaping events and relationships. There are often multiple paths to achieve the same goal, and even inaction is a choice — one the world around Coen will recognize and respond to. The result is a deeply reactive narrative structure that encourages experimentation and makes every playthrough unique. Human by day. Vampire by night. The newly revealed quest takes place on day eight of Coen’s journey. By then, several quests have been completed and Coen is visibly more powerful. We first see him at night, navigating the capital city of Svartrau and using vampiric abilities like Shadowstep — a short-range teleport that lets him instantly reposition. It’s invaluable not only in combat, allowing him to flank enemies or close the gap on patrolling guards, but also for exploration and stealth. With Shadowstep, Coen can reach scaffolding high on the cathedral’s walls, leap between rooftops, or slip into otherwise inaccessible balconies and ledges, opening up new routes and opportunities to approach objectives. Combat remains fluid and dynamic, blending physical strength with supernatural powers. His vampire form isn’t overpowered, but it adds a distinct tactical layer. The quest involves infiltrating the city’s cathedral, where Coen encounters Xanthe — an ancient Greek vampire and Brencis’ most powerful ally. To show how time of day affects gameplay, we then reload a save to experience a daytime version of the quest. This time, the goal is to locate the legendary sword of Saint Mihai, the cathedral’s patron. In his human form, Coen leans more on swordplay and dark human magic, unavailable as a vampire. Combat is fast and responsive, with directional attacks and flexible blocking. You can block easily with a single button or use directional input for more precision and control, accommodating both story-focused players and those seeking a challenge. Fighting the living, the dead, and everything In between Once the enemies are defeated, Coen enters Svartrau during the day. The streets are bustling with life — townsfolk fill the squares, merchants trade goods, and ambient conversations hint at the uneasy coexistence under vampire rule. After roaming the vibrant streets, Coen goes to the cathedral. Inside, we witness a chilling ritual called the Blood Baptism, one of Brencis’ ways of twisting existing traditions to maintain control. After a tense dialogue sequence that nearly exposes Coen, the sword quest resumes. This leads to a battle with Muron, a creature born from a failed vampire transformation. Unlike Coen, Muron does not become a Dawnwalker but a wild, unstable monster with unpredictable powers. Another hex in Coen’s arsenal – Compel Soul – allows Coen to speak with the dead, helping him uncover clues and eventually locate a hidden crypt believed to hold the sword. What he finds is far more disturbing: Saint Mihai, once revered, had been entombed alive after villagers discovered he was also a Dawnwalker. Starved during the day and regenerating at night, Mihai slowly lost his sanity. When freed, he attacks Coen using the full range of Dawnwalker abilities. If you find him at night instead, Mihai appears in his vampire form, offering an entirely different encounter. The nearly 50-minute demo offers an extended look at The Blood of Dawnwalker’s design — from its dual gameplay loop and time-based structure to its focus on player agency and narrative depth. There is no single path through this story, and every decision, including inaction, shapes the journey. Slated for release in 2026, The Blood of Dawnwalker aims to deliver rich storytelling, immersive combat, and an open world where narrative truly takes the lead. The Blood of Dawnwalker is coming to PlayStation 5 in 2026; wishlist it now to stay updated and be among the first to step into Coen’s journey!
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  • Metal Gear Solid Delta: Snake Eater Review - You're Pretty Good

    There's a good chance that, at some point in your life, you've been so enamored of a piece of media that you've considered what it'd be like to experience it for the first time again. Watching Terminator 2, hearing Enter the Wu-Tang, and reading The Dark Knight Returns shaped who I am and, as a result, I remember the moments I experienced them with crystal clarity. Over time, however, those memories have become divorced from the emotions they stirred and what's left in their place is a longing for those lost feelings.Video games are the only medium that I think are capable of making that first-time-again fantasy a reality--or as close to one as we're going to get. Time puts distance between us and the emotionally significant moments we cherish, but it also brings us closer to exciting technologies that can make the old feel new. In the right hands, those technologies can create opportunities to stoke those profound emotions again, even if it's just a little. Metal Gear Solid Delta: Snake Eater does exactly that.Before getting into what's new, what can't be overlooked in making Delta such a good game is the fact that Metal Gear Solid 3: Snake Eater remains a compelling, well-told story that has strong characterization and deals with some heavy subject matter. It approaches this with a strange mixture of self-seriousness and complete irreverence that is uniquely Metal Gear Solid and, for my money, balances both parts better than any other entry in the series. The stellar stealth is supported by systems that feed into the fantasy of surviving in the jungle and braving the elements, whether that be hunting for food or patching yourself up after sustaining injuries. Delta replicates it and, in my opinion, is better for it. The excellent work that the original Metal Gear Solid 3 dev team did remains the heart and soul of Delta, and it continues to shine.Continue Reading at GameSpot
    #metal #gear #solid #delta #snake
    Metal Gear Solid Delta: Snake Eater Review - You're Pretty Good
    There's a good chance that, at some point in your life, you've been so enamored of a piece of media that you've considered what it'd be like to experience it for the first time again. Watching Terminator 2, hearing Enter the Wu-Tang, and reading The Dark Knight Returns shaped who I am and, as a result, I remember the moments I experienced them with crystal clarity. Over time, however, those memories have become divorced from the emotions they stirred and what's left in their place is a longing for those lost feelings.Video games are the only medium that I think are capable of making that first-time-again fantasy a reality--or as close to one as we're going to get. Time puts distance between us and the emotionally significant moments we cherish, but it also brings us closer to exciting technologies that can make the old feel new. In the right hands, those technologies can create opportunities to stoke those profound emotions again, even if it's just a little. Metal Gear Solid Delta: Snake Eater does exactly that.Before getting into what's new, what can't be overlooked in making Delta such a good game is the fact that Metal Gear Solid 3: Snake Eater remains a compelling, well-told story that has strong characterization and deals with some heavy subject matter. It approaches this with a strange mixture of self-seriousness and complete irreverence that is uniquely Metal Gear Solid and, for my money, balances both parts better than any other entry in the series. The stellar stealth is supported by systems that feed into the fantasy of surviving in the jungle and braving the elements, whether that be hunting for food or patching yourself up after sustaining injuries. Delta replicates it and, in my opinion, is better for it. The excellent work that the original Metal Gear Solid 3 dev team did remains the heart and soul of Delta, and it continues to shine.Continue Reading at GameSpot #metal #gear #solid #delta #snake
    Metal Gear Solid Delta: Snake Eater Review - You're Pretty Good
    www.gamespot.com
    There's a good chance that, at some point in your life, you've been so enamored of a piece of media that you've considered what it'd be like to experience it for the first time again. Watching Terminator 2, hearing Enter the Wu-Tang, and reading The Dark Knight Returns shaped who I am and, as a result, I remember the moments I experienced them with crystal clarity. Over time, however, those memories have become divorced from the emotions they stirred and what's left in their place is a longing for those lost feelings.Video games are the only medium that I think are capable of making that first-time-again fantasy a reality--or as close to one as we're going to get. Time puts distance between us and the emotionally significant moments we cherish, but it also brings us closer to exciting technologies that can make the old feel new. In the right hands, those technologies can create opportunities to stoke those profound emotions again, even if it's just a little. Metal Gear Solid Delta: Snake Eater does exactly that.Before getting into what's new, what can't be overlooked in making Delta such a good game is the fact that Metal Gear Solid 3: Snake Eater remains a compelling, well-told story that has strong characterization and deals with some heavy subject matter. It approaches this with a strange mixture of self-seriousness and complete irreverence that is uniquely Metal Gear Solid and, for my money, balances both parts better than any other entry in the series. The stellar stealth is supported by systems that feed into the fantasy of surviving in the jungle and braving the elements, whether that be hunting for food or patching yourself up after sustaining injuries. Delta replicates it and, in my opinion, is better for it. The excellent work that the original Metal Gear Solid 3 dev team did remains the heart and soul of Delta, and it continues to shine.Continue Reading at GameSpot
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  • سمعتوا الخبر؟ رئيس وزراء الأردن، جعفر حسن، أعلن عن أول تعديل وزاري! هذي فرصة كبيرة للبلاد باش تتجدد وتتحسن.

    في المقال، نتعرفوا على التغييرات اللي صارت في الحكومة وكيفاش هذي التعديلات تقدر تؤثر على الوضع السياسي والاقتصادي في الأردن. يعني، كل واحد فينا لازم يكون لبّى، لأنه هذي القرارات تهمنا كأفراد وكبلاد.

    شخصياً، دائما نؤمن بأن التغييرات الجذرية هي اللي تدعم التنمية. كلما كانت القيادة قادرة على التجديد، كلما كانت الفرص أكبر للشباب والمستقبل. نتمنى أن التغييرات هذي تجيب الخير للبلاد.

    فكروا في كيفاش ممكن للحكومات تلعب دور كبير في تحسين حياتنا.

    https://forbesmiddleeast.com/featured/politics-security/jordans-prime-minister-jaafar-hassan-announces-first-cabinet-reshuffle

    #الأردن #تعديل_وزاري #Leadership #PoliticalChange #Opportunities
    🤔 سمعتوا الخبر؟ رئيس وزراء الأردن، جعفر حسن، أعلن عن أول تعديل وزاري! هذي فرصة كبيرة للبلاد باش تتجدد وتتحسن. في المقال، نتعرفوا على التغييرات اللي صارت في الحكومة وكيفاش هذي التعديلات تقدر تؤثر على الوضع السياسي والاقتصادي في الأردن. يعني، كل واحد فينا لازم يكون لبّى، لأنه هذي القرارات تهمنا كأفراد وكبلاد. شخصياً، دائما نؤمن بأن التغييرات الجذرية هي اللي تدعم التنمية. كلما كانت القيادة قادرة على التجديد، كلما كانت الفرص أكبر للشباب والمستقبل. نتمنى أن التغييرات هذي تجيب الخير للبلاد. فكروا في كيفاش ممكن للحكومات تلعب دور كبير في تحسين حياتنا. https://forbesmiddleeast.com/featured/politics-security/jordans-prime-minister-jaafar-hassan-announces-first-cabinet-reshuffle #الأردن #تعديل_وزاري #Leadership #PoliticalChange #Opportunities
    forbesmiddleeast.com
    Jordan’s Prime Minister Jafar Hassan Announces First Cabinet Reshuffle
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  • شفتو هذا العرض الجديد؟ "Clojure / ClojureScript Engineer (Remote, 45k-55k EUR) at Lifecheq" راهو يبان عرض مغري بزاف!

    المقال يتكلم عن فرصة عمل عن بعد لمهندسين Clojure و ClojureScript، حيث Lifecheq تبحث على ناس عندهم شغف بالتكنولوجيا. 45k-55k EUR كمنحة سنوية، عيني عينك! المهم تكون عندك خبرة في هاد الميدان وتحب تتعلم وتتطور.

    شخصيا، لما كنت نبحث على عمل، كنت دايما نحوس على الفرص لي تعطي لي الحرية في الشغل وتكون عندها طابع تقني مميز. العمل عن بعد هو مستقبل، صح ولا لا؟

    استغلوا الفرصة وكونوا جزء من هذه الثورة الرقمية!

    https://jobs.braveclojure.com/company/lifecheq/listing/remote-clojure-script-engineer/P6upcW-RKCMWbnj-WSrpZ
    #Clojure #Lifecheq #RemoteWork #TechJobs #Opportunities
    👀 شفتو هذا العرض الجديد؟ "Clojure / ClojureScript Engineer (Remote, 45k-55k EUR) at Lifecheq" راهو يبان عرض مغري بزاف! 🌍💻 المقال يتكلم عن فرصة عمل عن بعد لمهندسين Clojure و ClojureScript، حيث Lifecheq تبحث على ناس عندهم شغف بالتكنولوجيا. 45k-55k EUR كمنحة سنوية، عيني عينك! المهم تكون عندك خبرة في هاد الميدان وتحب تتعلم وتتطور. شخصيا، لما كنت نبحث على عمل، كنت دايما نحوس على الفرص لي تعطي لي الحرية في الشغل وتكون عندها طابع تقني مميز. العمل عن بعد هو مستقبل، صح ولا لا؟ استغلوا الفرصة وكونوا جزء من هذه الثورة الرقمية! https://jobs.braveclojure.com/company/lifecheq/listing/remote-clojure-script-engineer/P6upcW-RKCMWbnj-WSrpZ #Clojure #Lifecheq #RemoteWork #TechJobs #Opportunities
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  • واش راكم يا جماعة؟ نحب نشارك معاكم خبر مفرح على الاقتصاد الأمريكي!

    في الربع الثاني، GDP تاعهم طلع بـ3%! هاد النمو يعني أن الحياة الاقتصادية بدات ترجع لمجراها الطبيعي، وهادي حاجة تفرح بزاف. كاين علامات على التعافي، ونشوفو كيفاش الشركات والخدمات بدو يرجعو يكتشفو فرص جديدة.

    شخصياً، لاحظت كيفاش بعض الشركات المحلية بدات تستفيد من هاد التحسن، ويبانلي أن النجاح مشي بعيد. إذا كانت أمريكا قادرة على العودة، كيفاش نحن كمجتمع نقدرون نعملو نفس الشي؟

    خلينا نفكرو في كيفاش ممكن نحسنوا من وضعياتنا ونستغلو الفرص المتاحة.

    https://forbesmiddleeast.com/industry/economy/us-economy-rebounded-in-second-quarter-as-gdp-rises-3
    #إقتصاد #اقتصاد_أمريكي #Growth #Opportunities #نمو
    واش راكم يا جماعة؟ 🇩🇿💪 نحب نشارك معاكم خبر مفرح على الاقتصاد الأمريكي! 😃 في الربع الثاني، GDP تاعهم طلع بـ3%! هاد النمو يعني أن الحياة الاقتصادية بدات ترجع لمجراها الطبيعي، وهادي حاجة تفرح بزاف. كاين علامات على التعافي، ونشوفو كيفاش الشركات والخدمات بدو يرجعو يكتشفو فرص جديدة. شخصياً، لاحظت كيفاش بعض الشركات المحلية بدات تستفيد من هاد التحسن، ويبانلي أن النجاح مشي بعيد. إذا كانت أمريكا قادرة على العودة، كيفاش نحن كمجتمع نقدرون نعملو نفس الشي؟ خلينا نفكرو في كيفاش ممكن نحسنوا من وضعياتنا ونستغلو الفرص المتاحة. https://forbesmiddleeast.com/industry/economy/us-economy-rebounded-in-second-quarter-as-gdp-rises-3 #إقتصاد #اقتصاد_أمريكي #Growth #Opportunities #نمو
    forbesmiddleeast.com
    U.S. Economy Rebounded In Second Quarter As GDP Rises 3%
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  • صايرين مع "Limbo XI"؟ حبيتكم اليوم نحكي معاكم على بعض اللاعبين في الـ Premier League لي لازم يغيرو الأجواء، وإلا راح يعانوا من قلة اللعب هاد الموسم.

    المقال من BBC Sport يسلط الضوء على اللاعبين لي مكانهم مش مضمون، وكيما نعرفو، كرة القدم كلش فيها تنافس، وممنوع تبقى بلا لعب. إذا مش تسجل في فريق جديد، راك تخسر فرصة كبيرة.

    من تجربتي، كاين مرات ضيعنا فرص بس كنا خايفين من التغيير. لازم نكونو شجعان، ونجربو أشياء جديدة. إذا كان عندك موهبة، ما تخليهاش تروح هباءً!

    فكروا في هاد الشي، راكم في عالم مليء بالفرص.

    https://www.bbc.com/sport/football/articles/cgm24jr9nyvo?at_medium=RSS&at_campaign=rss
    #كرة_القدم #Football #PremierLeague #تغيير #Opportunities
    🚀 صايرين مع "Limbo XI"؟ حبيتكم اليوم نحكي معاكم على بعض اللاعبين في الـ Premier League لي لازم يغيرو الأجواء، وإلا راح يعانوا من قلة اللعب هاد الموسم. المقال من BBC Sport يسلط الضوء على اللاعبين لي مكانهم مش مضمون، وكيما نعرفو، كرة القدم كلش فيها تنافس، وممنوع تبقى بلا لعب. إذا مش تسجل في فريق جديد، راك تخسر فرصة كبيرة. من تجربتي، كاين مرات ضيعنا فرص بس كنا خايفين من التغيير. لازم نكونو شجعان، ونجربو أشياء جديدة. إذا كان عندك موهبة، ما تخليهاش تروح هباءً! فكروا في هاد الشي، راكم في عالم مليء بالفرص. https://www.bbc.com/sport/football/articles/cgm24jr9nyvo?at_medium=RSS&at_campaign=rss #كرة_القدم #Football #PremierLeague #تغيير #Opportunities
    www.bbc.com
    BBC Sport looks at some Premier League players who really need to move on or face playing no football this season.
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  • وش رايكم في الأخبار الجديدة؟ NovaBay Pharmaceuticals دخلت في اتفاقية شراء أوراق مالية بـ6 ملايين دولار مع المستثمر David E. Lazar!

    هذا الاستثمار راح يدعم NovaBay في استمرار إدراجها العام ويعطيها التمويل اللازم لصفقة استراتيجية مستقبلية. يعني، الأمور تبدو واعدة في عالم البزنس!

    صحيح أن عالم الأدوية والشركات الناشئة مليء بالتحديات، لكن شكون قال أن الفرص مازالت موجودة؟ هذي الأحداث تذكرنا بمدى أهمية الاستثمار الذكي والتخطيط للمستقبل.

    خلونا نبقى متفائلين ونتابع هذي التطورات، لأن كل خطوة تقدر تكون بداية جديدة!

    https://www.globenewswire.com/news-release/2025/08/19/3136064/0/en/NovaBay-Pharmaceuticals-Enters-Into-6-Million-Securities-Purchase-Agreement-with-Investor-David-E-Lazar.html
    #استثمار #استراتيجية #Pharmaceuticals #NovaBay #BusinessOpportunities
    💡 وش رايكم في الأخبار الجديدة؟ NovaBay Pharmaceuticals دخلت في اتفاقية شراء أوراق مالية بـ6 ملايين دولار مع المستثمر David E. Lazar! 💰 هذا الاستثمار راح يدعم NovaBay في استمرار إدراجها العام ويعطيها التمويل اللازم لصفقة استراتيجية مستقبلية. يعني، الأمور تبدو واعدة في عالم البزنس! صحيح أن عالم الأدوية والشركات الناشئة مليء بالتحديات، لكن شكون قال أن الفرص مازالت موجودة؟ هذي الأحداث تذكرنا بمدى أهمية الاستثمار الذكي والتخطيط للمستقبل. خلونا نبقى متفائلين ونتابع هذي التطورات، لأن كل خطوة تقدر تكون بداية جديدة! https://www.globenewswire.com/news-release/2025/08/19/3136064/0/en/NovaBay-Pharmaceuticals-Enters-Into-6-Million-Securities-Purchase-Agreement-with-Investor-David-E-Lazar.html #استثمار #استراتيجية #Pharmaceuticals #NovaBay #BusinessOpportunities
    www.globenewswire.com
    Investment to support NovaBay’s continued public listing and provide funding for a future strategic transaction Investment to support NovaBay’s continued public listing and provide funding for a future strategic transaction
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  • شفتو الفيديو الجديد؟ اليوم جبتلكم "الدليل الشامل للجيو دومينات" - الطريقة الخامسة للبحث عن الجيو الدومينات!

    في هذا الدرس التاسع، راح نتعلم كيفاش نختار الجيو دومينات بطرق مبتكرة وغير تقليدية. حبيت أنوركم كيف نستخدم أدوات الذكاء الاصطناعي للبحث عن النيتشات ونربطها بالمدن، باش نضمنوا طلب حقيقي على الدومينات. وصدقوني، خطوة بخطوة، راح نعطيكم طريقة لتدريب العين باش تختاروا الدومينات المميزة قبل ما تشروها.

    والجميل في الأمر أنني جربت الطريقة هاذي مع بعض الزبائن وقدرت نحقق نتائج رائعة! ونتمنى أنتم تزربوا وتبدأوا في تجارة الدومينات، خاطرها فرصة مربحة بزاف.

    تابعوا الفيديو واستعدوا لتغيير مساركم في هذا المجال!
    https://www.youtube.com/watch?v=_PDvyJNmxWM

    #الجيو_دومينات #تجارة_الدومينات #DomainSelling #BusinessOpportunities #
    🔥 شفتو الفيديو الجديد؟ اليوم جبتلكم "الدليل الشامل للجيو دومينات" - الطريقة الخامسة للبحث عن الجيو الدومينات! 😍 في هذا الدرس التاسع، راح نتعلم كيفاش نختار الجيو دومينات بطرق مبتكرة وغير تقليدية. حبيت أنوركم كيف نستخدم أدوات الذكاء الاصطناعي للبحث عن النيتشات ونربطها بالمدن، باش نضمنوا طلب حقيقي على الدومينات. وصدقوني، خطوة بخطوة، راح نعطيكم طريقة لتدريب العين باش تختاروا الدومينات المميزة قبل ما تشروها. والجميل في الأمر أنني جربت الطريقة هاذي مع بعض الزبائن وقدرت نحقق نتائج رائعة! 🙌 ونتمنى أنتم تزربوا وتبدأوا في تجارة الدومينات، خاطرها فرصة مربحة بزاف. تابعوا الفيديو واستعدوا لتغيير مساركم في هذا المجال! https://www.youtube.com/watch?v=_PDvyJNmxWM #الجيو_دومينات #تجارة_الدومينات #DomainSelling #BusinessOpportunities #
    1 Comments ·0 Shares
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