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APPLEINSIDER.COMFuture MacBook keyboard could have customizable aluminum keysApple is working on how to make a perforated aluminum keyboard chassis with keycaps that incorporate an array of LEDs that can change what is displayed on each key.New Apple Keyboard could be made from aluminumApple files all sorts of patents in order to cover its intellectual property and research from potential copycats — even if the technology is never used. Some patents tend to be incredibly vague or difficult to determine until the product is introduced in reality.That mostly describes the latest such filing, a newly-granted patent that describes a futuristic MacBook keyboard that can change what is displayed on the keys. However, unlike previous touchscreen keyboard concepts, this would use physical keys and LEDs to perform the trick. Continue Reading on AppleInsider | Discuss on our Forums0 Yorumlar 0 hisse senetleri 17 Views
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ARCHINECT.COM$100,000 is up for grabs in latest LA resilient design competitionCalling all Los Angeles design angels! The Los Angeles Cleantech Incubator (LACI) is looking to vet wildfire rebuilding solutions in the first stage of a new competition called the LA Resilient Rebuilding Cup that culminates in a one-day fete this July with $100,000 and future pilot funding on the line.LACI organizers say their intent is to have the proposals developed afterward to debut at the 2028 Olympic and Paralympic Games. The solutions are not for a particular design or concept per se, but will present ideas that "reduce vulnerability to future wildfires" overall in the words of the LACI. Additional opportunities to participate in their new Incubator Program will also be an aspect of it. The list of eligible startups invited to participate is belowFire detection and response (e.g., optical detection, automated alert systems, AI predictive analytics, real-time data and visibility, simulation)Energy and water resiliency (e.g., distributed energy resources, EV charging, water s...0 Yorumlar 0 hisse senetleri 9 Views
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ARCHINECT.COMSearching for new architecture and design jobs? Abramson Architects, Letter Four, Perron-Roettinger, Format Architecture Office, and Via Collective are hiringLook below for Archinect's latest curated selection of architecture and design firms currently hiring on Archinect Jobs. This week's featured employer highlight includes openings in Los Angeles, San Luis Obispo, and New York City/Brooklyn. For even more opportunities, visit the Archinect job board and explore our active community of job seekers, firms, and schools. In Los Angeles, Abramson Architects has two exciting positions available: an Intermediate Interior Designer, Project Designer II with a minimum of five years of experience and a Project Manager I with at least eight years of experience. The Intermediate Interior Designer must be experienced with CAD, Revit, and SketchUp, in addition to being knowledgeable about commercial furniture and material manufacturers. The Project Manager I must be fluent in Revit, construction documentation, project permitting, and construction administration. Sapire Residence by Abramson Architects. Photo: Roger Davies PhotographyFull service de...0 Yorumlar 0 hisse senetleri 8 Views
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GAMINGBOLT.COMThe Elder Scrolls 4: Oblivion Remastered Revamps Enemy Scaling, Encumbrance, and MoreBethesda finally pulled back the curtain on The Elder Scrolls 4: Oblivion Remastered after numerous rumors and leaks, and it’s out now on Xbox Series X/S, PS5, and PC. However, for those still waiting on the Game Pass download (we feel your pain), Xbox Wire has revealed some other new details. The remaster supports 4K and 60 FPS, while the Xbox Play Anywhere (with cross-save) is available for Series X/S, Windows PC, and the cloud. You can also look forward to reworks for the HUD, menu and map alongside an improved UI for Clairvoyance and Persuasion. While the leveling system has been thankfully adjusted over the original, enemy scaling has also improved, though in what capacity remains to be seen. Other changes to encumbrance, non-combat perks and more are included, alongside enhanced accessibility and more autosaves. The Elder Scrolls 4: Oblivion Remastered retails for $49.99, with all DLC included in the base version. Stay tuned for more updates shortly.0 Yorumlar 0 hisse senetleri 10 Views
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GAMINGBOLT.COMPlayStation 5 Console Rentals Are Succeeding in Japan While Game Rentals Are DecliningThe Japanese market for the PS5 has been seeing quite a bit of success thanks to hardware renting. Japanese retailer GEO, speaking to Japanese outlet IT Media News (via VGC), has said that PS5 console rentals have been “more popular” than the company had expected. GEO had originally started its service of offering PS5 consoles on rent during the console’s launch days when hardware shortages affected every market. Since then, the company has expanded its operations to offer rentals through 400 of its outlets across the country. Through GEO, a PS5 can be rented for 8 days at a price of ¥980 (roughly $6.62), or for 15 days for ¥1,780 (roughly $12.02). The retailer has also mentioned that the release of certain games tends to bolster the popularity of the service even more. GEO specifically mentions the release of Monster Hunter Wilds for a recent spike. For context, Monster Hunter has traditionally been an incredibly popular franchise in Japan, owing in large part to the country’s culture of handheld gaming and the Monster Hunter franchise being available on PSP and Nintendo 3DS in the past. According to GEO, while video game rentals themselves might be declining in Japan, console rentals are still doing quite well. “The rental shops in the city are on the decline, but I would like everyone to remember the goodness of rental again in a new form,” said GEO’s Mr. Sakai (translation via Firefox). “I would be happy if you could feel the immediacy that can be borrowed on the spot and the goodness unique to real shops.” Sony might have noticed the popularity of the rental service in Japan when it announced a team up with UK-based company Raylo to offer PS5 rentals in the UK back in March. Through Raylo, a disc drive model of the slim PS5 can be rented out for £11.99 per month. The two-controller Digital Edition PS5 is also available for rent, costing £13.49 per month, while a PS5 Pro can be rented for £18.95 per month. The rental service offered by Raylo also includes Flex programs, allowing players to pay monthly for the console’s rental while still maintaining the freedom to cancel the rental at will. Along with this, players can also opt to rent the console for longer, fixed amounts of time, between 12, 24, and 36 month options. PS5 accessories are also available through Raylo, from the DualSense controller to a PlayStation VR2 and even a PlayStation Portal.0 Yorumlar 0 hisse senetleri 9 Views
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VENTUREBEAT.COMGamesBeat spins off as independent media brand, appoints new leadershipGamesBeat today announces it will become an independent media brand.Read More0 Yorumlar 0 hisse senetleri 7 Views
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VENTUREBEAT.COMMotiviti took (at least) 11 years to make point-and-click adventure game Elroy and the AliensElroy and the Aliens recently debuted on Steam as a hand-drawn point-and-click adventure that was inspired by classic LucasArts games.Read More0 Yorumlar 0 hisse senetleri 7 Views
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WWW.GAMEDEVELOPER.COMHow Avowed's QA team stomped out bugs by working inside the design toolsObsidian Entertainment's Avowed is a major technical achievement for the fabled role-playing game studio. Though the company has experience with 3D action RPGs like Fallout New Vegas and The Outer Worlds, Avowed brings the fantasy world of the company's isometric Pillars of Eternity series to a massive 3D world. Like its predecessors, Avowed allows players to make a dizzying number of decision in gameplay and dialogue that all intersect and shape their journey. Combine those branching choices with the game's advancements in first-person combat and animation, and you have an exceptionally complex game at risk of launching with a distressing number of bugs.But that didn't happen. Avowed launched to critical acclaim, with some critics noting the game isn't as "glitchy" as many of Obsidian's beloved older titles. The studio's reputation for buggy games was so noteworthy that at the 2025 Game Developers Conference, Obsidian QA lead David Benefield briefly mentioned it in his presentation on Obsidian's improvements to its QA workflow.What are those improvements? According to Benefield, Obsidian has spent the last decade (since the release of 2016's Tyranny) restructuring its QA department to work more closely with the rest of the studio. QA testers became QA analysts, and instead of only running tests on builds of games like Avowed, the QA team began working with designers of all stripes to review their work in Obsidian's narrative tool and Unreal Engine, spotting bugs before anyone hit the "commit" button.Related:That process may sound dauting—but if you want to bolster your QA team, Benefield said you can boil the process down to one phrase: "train your QA team using whatever methods you're training your designers."Obsidian's QA testers got access to Tyranny's narrative toolsThe yearslong journey to reinvent Obsidian's QA department began in 2015 while developing the CRPG Tyranny. Dialogue in Tyranny is accompanied by portraits of characters in different premade "poses" that illustrate their emotional state. Originally these poses were to be set up by the narrative team working in the Obsidian narrative tool, but according to Benefield, that team had become bogged down creating quests and content for the game, and work on implementing poses was falling behind schedule.Implementing these poses wasn't a complex process, it just required hours and hours of work, and the QA team had the bandwidth to take up the task. But with access to the tool they began to realize there was loads of implemented content they'd never seen or tested before.Related:"We found lines that had never been tested, or, in some cases, lines you couldn't even reach as a player due to a bug," he said. "Sometimes they were entire quest branches, small and large, hidden inside these files that unless you stumbled into it as a player, or it was documented somewhere, you wouldn't know that it's even there, meaning...QA couldn't [log] the bug if we didn't know the bug was present."Image via Obsidian Entertainment/Paradox Interactive.Benefield was a tester at the time, and while he was implementing poses, he spotted a potentially game-breaking bug tied to the game's reputation system. In the game's opening hours, players balance demands from different factions like "The Disfavored" and "The Scarlet Forest" to garner reputation, culminating in a scene that will cement their initial allegiance. The scene checks the player's reputation with each faction, which is calculated by numbers that go up or down depending on different choices. Whichever faction the player has a better reputation with will determine what scene plays out and how the game progresses.Because Benefield was working in the narrative tool and could see the number values and narrative node pathways, he did the math and found it was possible for players to make a precise set of choices that would end with equal reputation values with each faction. This was not an intended outcome, and the player wouldn't be able to progress the story.Related:He showed the bug to his lead...who congratulated him on his initiative but said they couldn't file a ticket unless he reproduced it in a build. It took him two hours to test and retest his theory, and the fix took 30 seconds. "I found it personally frustrating to see I'd found such a high-severity bug, but the cost and time to reproduce it would prove to be greater than the time to fix it," he said.Fortunately, Obsidian listened to his feedback, and after this Tyranny bumped the status of its QA testers up to QA analysts (increasing their pay as well) and created a process for analysts to review quest and dialogue node trees before they went into the build.Expanding in-tool testing on AvowedBenefield took a few years away from Obsidian to work as a producer at Nexon, but was hired back at the company as a QA lead on Avowed, where he began more rigorously implementing this process. Avowed's conversation nodes weren't larger or more complex than Tyranny, but now the QA team also had to track animation, audio, and other gameplay bugs that came with first-person combat and animated conversations.Using a sample conversation with a merchant from early in Avowed that checks if a specific party member was present, Benefield showed three ways a mistake in the narrative tool could lead to a bug in the game. If a designer created a node where a "bark" (a line that occurs without dialogue UI) transitions into a full dialogue sequence, the conversation breaks. If a designer forgets to identify a speaker when setting up a node, or the speaker was deleted after the file was created, the conversation breaks. And if someone forgets to put a "red" talk node (that ends the conversation) at the end of their sequence, the conversation breaks. All three of these bugs came up "dozens" of times when making Avowed, and they're "much easier" to spot inside the tools than if they're reported from inside the game.Image by Bryant Francis.In the process of catching these bugs and other logic breaks, the testing team began to spot more advanced (Benefield called them "fun") scripting errors, spotting them in the game's data and flagging the narrative designer. This saved time for both teams since narrative designers now knew the root cause of a bug rather than being told the symptom. "It also saves QA time by finding more bugs-per-minute than in the same time they'd spend testing content in the game."This process wasn't restricted to Obsidian's in-house testers—external testers from service provider QLOC were also given this level of access. Testers from both companies grew so proficient at working with the narrative tool that Benefield began thinking—what if they applied this process to Unreal Blueprints as well?Obsidian's Unreal Engine designers embraced working with QAAfter enough time with this new process (and a healthy holiday break), Benefield began drafting a pitch for the rest of the studio. "If the analysts know these tools so well, and they know the game so well, the only pieces they're missing are how triggers, trigger volumes, and blueprints work on the Unreal side," he argued. "So what if we got them that info too?"The pitch triggered a bit of "imposter syndrome" in Benefield. When he first joined Obsidian, the company's org chart kept QA siloed away from the rest of the design team, and there wasn't a lot of professional overlap between the different ends of the company. There wasn't a mandated divide like you might find at other game studios (this was the tail end of an era where some companies forbade QA from ever speaking with teams outside their department), but it wasn't what you'd call a close relationship. Though the departments became closer over the years, the lingering specter of viewing QA as the grunts at the bottom of the organization was still there.Fortunately—and Benefield said this is one of his "favorite parts" of working at Obsidian—a number of designers quickly warmed up to the idea, and were willing to give it a shot. This led to the creation of the "joint analysis session," where testers and designers stepped through a quest while reviewing the flow of information in Unreal.Image via Obsidian Entertainment/Microsoft."As they go through, the designer calls out every trigger and script used on the quest, literally pulling them up on a shared screen for the analyst to see and ask questions," Benefield said. "We also record these so we can be very brief about our notes and really just focus on what's on screen.""Because QA is only ever seeing how it does play out, this gives [designers] an opportunity to say 'wait, that's what it should have been doing, I didn't realize that's a bug.'"These meetings run for an hour (with multiple meetings scheduled if a quest takes longer). Sometimes bugs were so obvious they could be fixed on a call.Bringing QA and design together improved moraleAccording to Benefield, Obsidian's designers loved these sessions. Bugs were squashed, QA learned more about content they needed to test through conventional means, production continued more efficiently, and maybe most importantly, it was a major boost for morale."I didn't see this one coming, but it was very noticeable to everybody involved and everybody adjacent to these sessions," Benefield recalled. "Folks were enjoying them. [Designers] felt much better about their quests after they'd been beat on during a joint analysis session.Even after these sessions, designers and QA analysts were more comfortable reaching out to each other with questions and comments.Obsidian made a number of other improvements to the QA process during the making of Avowed, but all of them came back to the core practice of training testers on tools used by designers.Though the team still used classic "black box" testing to check for bugs organically emerging in the game, this "white box" method brought joy and collaboration to what can be a grinding field in game development.As Benefield concluded, "By pairing the QA mindset of 'how do I get this to break' with the designer mindset of 'how do I get this to work,' we're allowing these people to work closely to each other, and we get a better product in a shorter amount of time."GDC and Game Developer are sibling organizations under Informa.0 Yorumlar 0 hisse senetleri 14 Views
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WWW.THEVERGE.COMGoogle Fi is launching a $35 / month unlimited planGoogle Fi is launching a new Unlimited Essentials plan, costing $35 per month for one line. It’s now Google Fi’s most affordable plan, offering unlimited calls, text, and data, along with access to 30GB of high-speed data.As part of the change, Google Fi is renaming its Simply Unlimited plan to Unlimited Standard, which still costs $50 per month for one line. The plan will now offer up to 50GB of high-speed data instead of 35GB. That means you can use your data for longer without experiencing a slowdown. The Unlimited Standard plan now has 25GB of high-speed hotspot tethering instead of 5GB, too.Google is also increasing the high-speed data cap on its Unlimited Premium plan (formerly Unlimited Plus) from 50GB to 100GB. The plan will remain at $65 per month for one line, but it no longer offers unlimited high-speed hotspot tethering and now has a 50GB limit.In addition to these updates, Google Fi will now let you connect a secondary tablet or laptop to your plan with a data-only eSIM, which devices like Apple’s newest iPad Air and iPad Pro come with. Google Fi has long offered the ability to add a secondary device to your plan, but it previously required you to use a physical, data-only SIM card.Now you can quickly connect a device with an eSIM to your Fi plan. Image: GoogleTo add a device with an eSIM to your plan, head to fi.google.com/account from your phone, select Manage plan, and then tap Connect your tablet. Google will then prompt you to scan a QR code with your tablet or laptop, and you’ll be able to connect your device to the internet “at no extra cost.”There are a couple of other updates coming to Google Fi as well. It will now let iPhones as well as Android phones access international 5G, and is expanding international 5G coverage to over 92 countries for users on its Unlimited Premium and Flexible plans. Google is also adding the ability to listen to voicemails from your Phone app instead of the Fi app “in the coming weeks.”See More:0 Yorumlar 0 hisse senetleri 12 Views