• WWW.VG247.COM
    The Elder Scrolls IV: Oblivion Remastered is out now, bringing a shadow-droppy end to the saga of gaming's worst kept secret
    It's Obliviover! The Elder Scrolls IV: Oblivion Remastered is out now, bringing a shadow-droppy end to the saga of gaming's worst kept secret It's finally here, the remaster absolutely none of us knew about before Bethesda announced today's stream. Image credit: Bethesda News by Mark Warren Senior Staff Writer Published on April 22, 2025 The Elder Scrolls IV: Oblivion Remastered is finally here. The long-rumoured remaster of the Elder Scrolls game with the most loveable potato-faced weirdos has just been shadow-dropped during a live stream in its honour. This was a complete surprise. None of us knew it was coming. It's not like rumours about it started to surface all 2023 via a Reddit post and a mention in some leaked Microsoft documents, the latter of which also mentioned stuff like a Fallout 3 remaster. Oh, and it's also not like this Oblivion remaster leaked last week or had the official Xbox support account giving out a release date. To see this content please enable targeting cookies. Anyway, it's now here. The Elder Scrolls IV: Oblivion Remastered, shadow-dropped today on PC, Xbox Series X/S (plus Game Pass PC and Ultimate) and PS5. There's a deluxe edition for £59.99 and a normal version for £49.99, with the former including some extra quests for Akatosh and Mehrunes Dagon-themed gear sets and horse armour, because of course. Both editions come with the Shivering Isles and Knights of the Nine DLCs. "The Elder Scrolls IV: Oblivion Remastered modernizes the 2006 Game of the Year with all new stunning visuals and refined gameplay," reads the official blurb, "Explore the vast landscape of Cyrodiil like never before and stop the forces of Oblivion from overtaking the land in one of the greatest RPGs ever from the award-winning Bethesda Game Studios." So, there you go. Dive in. Give it a go. Say hi to Baurus for me. Also, remember - if you don't like the remaster, the original game is still right there for you to fire back up, in all of its wonderfully weird glory. Plus for PC folks, there's massive modding project Skyblivion, which is still on track to offer its own take on Oblivion. "Luckily this thing was all about passion from the start and it still is," the mod's project lead told us right after the official remaster leaked, "I've gotten more out of this than I ever imagined, friends, experience and it made me realize I wanted to work in the gaming industry which I ended up doing."
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  • WWW.NINTENDOLIFE.COM
    Feature: 27 GameCube Games We'd Love To See On Nintendo Switch 2 NSO
    Born to Play... on Switch 2.Despite somewhat meagre sales when compared to the rest of the Nintendo console line-up (Wii U notwithstanding), the GameCube is widely considered to be one of the very best in terms of its games catalogue.Indeed, several titles from the GameCube – including Metroid Prime, Pikmin, Paper Mario: The Thousand-Year Door, Resident Evil 4, and more – have already been ported or revamped for the Nintendo Switch, all of which remain as enjoyable today as they were back in the early ‘00s.Read the full article on nintendolife.com
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  • WWW.NINTENDOLIFE.COM
    Elder Scrolls IV: Oblivion Remastered Is Out Now, But Switch 2 Is Unconfirmed
    It looks so nice, too.Bethesda is set to officially reveal The Elder Scrolls IV: Oblivion Remastered tomorrow, 22nd April 2025. A livestream will kick off at 8am PT / 11am ET / 4pm BST / 5pm CET / 1am AET (Wed) during which we presume a trailer will be showcased to reveal all of those tasty visual upgrades.It's also speculated that Bethesda may indeed shadow drop Oblivion Remastered at the same time, with previous rumours pointing to a potential release this month.Read the full article on nintendolife.com
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  • TECHCRUNCH.COM
    Character.AI unveils AvatarFX, an AI video model to create lifelike chatbots
    Character.AI, a leading platform for chatting and roleplaying with AI-generated characters, unveiled its forthcoming video generation model, AvatarFX, on Tuesday. Available in closed beta, the model animates the platform’s characters in a variety of styles and voices, from human-like characters to 2D animal cartoons. AvatarFX distinguishes itself from competitors like OpenAI’s Sora because it isn’t solely a text-to-video generator. Users can also generate videos from pre-existing images, allowing users to animate photos of real people. It’s immediately evident how this kind of tech could be leveraged for abuse — users could upload photos of celebrities or people they know in real life and create realistic-looking videos in which they do or say something incriminating. The technology to create convincing deepfakes already exists, but incorporating it into popular consumer products like Character.AI only exacerbates the potential for it to be used irresponsibly. We’ve reached out to Character.AI for comment. Character.AI is already facing issues with safety on its platform. Parents have filed lawsuits against the company, alleging that its chatbots encouraged their children to self-harm, to kill themselves, or to kill their parents. In one case, a fourteen-year-old boy died by suicide after he reportedly developed an obsessive relationship with an AI bot on Character.AI based on a “Game of Thrones” character. Shortly before his death, he’d opened up to the AI about having thoughts of suicide, and the AI encouraged him to follow through on the act, according to court filings. These are extreme examples, but they go to show how people can be emotionally manipulated by AI chatbots through text messages alone. With the incorporation of video, the relationships that people have with these characters could feel even more realistic. Character.AI has responded to the allegations against it by building parental controls and additional safeguards, but as with any app, controls are only effective when they’re actually used. Oftentimes, kids use tech in ways that their parents don’t know about.
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  • TECHCRUNCH.COM
    Burning questions (and some answers) about Bluesky’s new verification system
    Bluesky’s launch of a verification system has raised a slew of questions among its user base from who will be picked — and why — to what outside organizations might be involved and whether the self-verification process will end? TechCrunch has some answers. After a leak last week, Bluesky officially announced Monday the arrival of its verification system, which is designed to ensure that notable people are who they say they are on the social network. While similar in some respects to the system that Twitter had once used before pivoting to paid verification under Elon Musk, Bluesky’s verification builds on the company’s decentralized ethos by giving other entities the authority to verify users independently. Bluesky briefly explained how this process worked in a blog post. However, the numerous questions found in the replies to Bluesky’s posts and on other forums, like Reddit, indicate that many don’t fully understand verification. We’ve rounded up some of the more common questions that seem to be on users’ minds to try to help explain the verification process and its rollout. While Bluesky itself didn’t respond to TechCrunch’s requests for comment, we’re referencing the company’s own documentation and its leaders’ posts to try to answer the questions we found many were asking. Which organizations have been given the ability to verify besides Bluesky itself? One missing piece of information from Bluesky’s blog post was which organizations outside of Bluesky are being given the tools to verify others. The company explains that “Trusted Verifiers” will be those organizations that Bluesky allows to issue blue checks. However, the only example of this that was shown was The New York Times, which is now allowed to issue checks to its own journalists. What Bluesky hasn’t said is what other organizations now have this power, or how they were chosen. It’s also unclear if Bluesky has others lined up for early access; the company didn’t reveal any future partners on this effort. This makes Bluesky’s announcement of verification feel somewhat premature, as people want to see the working examples of decentralized verification systems from the get-go, even if it’s initially with only a few testers. Image Credits:Bluesky We’ve found that beyond The New York Times, there are only a couple of other organizations that have been given Trusted Verifier status at this time. These include Wired and The Athletic, according to Bluesky software engineer Samuel Newman. Bluesky itself said it’s only starting out with a “small and non-comprehensive group of accounts.” CEO Jay Graber added that the initial set includes “news orgs” that have agreed to verify their journalists. Later, the company will launch a form that will allow other organizations to apply for Trusted Verifier status, but Bluesky has not indicated when this will happen. Does Bluesky want verification to be perceived as an indicator that a person is “trustworthy” too? Image Credits:Bluesky One of the problems with Twitter’s old verification system is the verification badge became a coveted achievement. If a user was noteworthy enough, had gained a certain number of followers, or was an expert in their field, they began to feel they should be verified. But they may not have received a verification badge because Twitter disagreed with them about their importance. Other times, they just didn’t know the right people at Twitter to ask. How Bluesky feels about this matter is still somewhat vague. The company’s blog post suggests that its own verification will work to “proactively verify authentic and notable accounts,” but doesn’t explain the criteria it’s using to deem an account “notable” enough to be worthy of verification. When it was suggested to Bluesky CTO Paul Frazee that people were curious about the who, when, and why around who Bluesky was choosing to verify, he only responded by saying “yep yep.” How mysterious! We’ll mark this one “TBD.” Why is [X] verified but not [Y]? As with any launch of verification, people are quick to focus on the haves and the have-nots. Who got verified first and why? And why did this person or organization get verified over that one? Image Credits:Bluesky When Bluesky announced that verification had launched, many assumed they would immediately see blue checks everywhere. Instead, people were struggling to understand how news organizations like CNN, The WSJ, and Bloomberg received the blue-and-white verification badge but others like Politico or MSNBC did not (as of the time of writing!). This is likely because Bluesky has not completed its rollout of verification. The company suggested in a post on the network that the launch of verification was not an instant process, when it announced that users would “start seeing” blue checks appear in Bluesky following the launch. Plus, Bluesky noted it wasn’t accepting any verification requests “currently,” which could imply that, at a later date, it will have a process for doing so. In other words, we wouldn’t read too much into who is verified as of today or what that means, as we’re only at the beginning of this rollout. What does this mean for self-verification? Before the launch of verification, Bluesky offered another way for users to verify that they are who they say they are: with domains. In 2023, the company began allowing organizations and individuals to set a domain as their username, and since then, over 270,000 accounts have done so, Bluesky says. Image Credits:Bluesky screenshot of @NPR account This system is not going away, Bluesky notes, as it will “continue to be an important part of verification on Bluesky.” Instead, it will now become another layer of verification. It will remain an optional way to confirm an identity, however, not a mandate for getting verified. Still, Bluesky says it “highly recommends” official organizations and high-profile individuals do this and provides how-to documentation to get started. Also worth noting: the company said in December 2024 that after someone changes a Bluesky username to a website URL, their old bsky.social username will still be reserved for them. This prevents account impersonation by bad actors. For that reason, the reservation will never expire. As one example, Hunter Walker and Guan Yang have been running a labeler to unofficially verify a range of diverse media outlets, large and small, national and local. This labeler also verified elected officials, prominent activists, political operatives, and other celebrities, according to its website. Image Credits:Screenshot of Hunter Walker's Bluesky account showing labels Walker noted in a post on Bluesky the company had not approached him about the official verification system. “No one at Bluesky has ever talked to me about verification. I sure have a lot of legwork done if they’d like to!,” he wrote. So far, these “unofficial” labels and badges have not disappeared from users’ accounts, but the future of the labeler remains uncertain. “We will keep going if it’s needed but, frankly, I hope this ultimately moves to a single, clear source of credible verification,” Hunter said on Bluesky. Rapper and musician Flavor Flav had also helped to confirm which Bluesky accounts were authentic in the social network’s earlier days. His guidance may also no longer be required once the verification system fully rolls out. (Unless he becomes a Trusted Verifier on his own, we suppose!) What will happen if a Trusted Verifier begins abusing its privilege? In theory, those granted a Trusted Verifier status should be … trustworthy. But what happens if one goes rogue and begins to operate unethically, like taking payments for verification? There’s no detailed process for how this will be handled, nor is there an official set of rules that Trusted Verifiers have to agree to as of yet — as far as we can tell. But it appears that Bluesky has considered the possibility. When asked in a Bluesky post what would happen in the case that a Trusted Verifier abused its privilege in some way, CTO Paul Frazee responded that “Bluesky can intervene if needed.” Lastly, some people wondered if adopting a similar look-and-feel to Twitter’s checks made sense. Bluesky is different, so shouldn’t it use some other design language? Frazee replied to questions about this, too, saying at different times the company had tried other colors, like green, but found that blue better matched Bluesky’s existing color palette. The team has not officially explained why it went with a traditional checkmark instead of a blue butterfly, for instance, as many have suggested. Likely, though, it’s just a matter of the check being a recognized symbol with an understood meaning.
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  • WWW.AWN.COM
    ‘Pacific Rim’ Prequel Series Now in Development at Prime Video
    The previously announced Pacific Rim prequel series from Legendary Entertainment is now in development at Prime Video. Eric Heisserer (Arrival, Shadow and Bone) serves as writer and executive producer under his Chronology banner, as part of a first look deal with Legendary. Plot details are still under deep oceanic wraps. The original 2013 film follows the monstrous events that occur after an inter-dimensional rift opens at the bottom of the Pacific Ocean. The franchise also boasts the sequel film Pacific Rim Uprising, and the anime series Pacific Rim: The Black, which ran for two seasons on Netflix. Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.
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  • WWW.AWN.COM
    Netflix Drops ‘The Sandman’ Season 2 Teaser, Release Date, First Look Images
    The Dream King returns! Netflix's fantasy series The Sandman will return for its second and final season in two parts: Volume 1 premieres July 3, followed by Volume 2 on July 24. In Season 2, after a fateful reunion with his family, Dream of the Endless attempts to save himself, his kingdom, and the waking world from the epic fallout of his past misdeeds. The path to forgiveness is full of unexpected twists and turns, and true absolution may cost Dream everything. Based on the DC comic series by Neil Gaiman, Sam Keith, and Mike Dringenberg, The Sandman will tell Dream's story arc in full to its conclusion. “The Endless are supposed to be just that: endless. They’re meant to go on in perpetuity,” said showrunner and writer Allan Heinberg. “They’re not supposed to change. But change is, of course, inevitable and essential to all life. Which is something Dream refuses to accept – at first. And when one of the Endless changes, it has colossal ramifications for all of us.” The series stars Tom Sturridge, Kirby Howell-Baptiste, Mason Alexander Park, Donna Preston, Esmé Creed-Miles, Adrian Lester, Barry Sloane, Patton Oswalt, Vivienne Acheampong, Gwendoline Christie, Jenna Coleman, Ferdinand Kingsley, Stephen Fry, Asim Chaudhry, Sanjeev Bhaskar, Razane Jammal, Ruairi O’Connor, Freddie Fox, Clive Russell, Laurence O’Fuarain, Ann Skelly, Douglas Booth, Jack Gleeson, Indya Moore, and Steve Coogan. Jamie Childs directs from scripts by Ameni Rozsa, Alex Newman-Wise, Austin Guzman, Shadi Petosky, Jim Campolongo, Vanessa Benton, Jay Franklin, Greg Goetz, and Marina Marlens. Heinberg executive produces alongside David S. Goyer and Gaiman. VFX studios include Clear Angle Studios, ILM, NOX Visual Effects, Outpost VFX and Trixter. Check out the teaser now: Source: Netflix Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.
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  • WWW.ARTOFVFX.COM
    Paddington in Peru: Alexis Wajsbrot – Production VFX Supervisor – Framestore
    Interviews Paddington in Peru: Alexis Wajsbrot – Production VFX Supervisor – Framestore By Vincent Frei - 22/04/2025 Back in 2022, Alexis Wajsbrot shared insights into Framestore’s VFX work on Doctor Strange in the Multiverse of Madness. Since then, he’s contributed to The Guardians of the Galaxy Holiday Special and Guardians of the Galaxy Vol. 3. Now, he returns to a beloved world—as he discusses his latest journey into the Paddington universe. What was your feeling to be back into this iconic universe? Paddington holds a special place in the UK — and especially at Framestore — so getting the opportunity to return to this iconic universe was truly an honor. Paddington isn’t just a character; he represents excellence in VFX, animation, and storytelling, and he embodies values like kindness and respect. If you walk into Framestore’s HQ in London, you’re greeted by a giant image of Paddington, which speaks volumes about how important he is to us. Personally, I’m always drawn to challenges, and this film pushed the boundaries in so many ways – expanding the world with new bears, new adventures, and a lush, immersive rainforest landscape. It felt like a natural progression of the universe, and it was incredibly exciting to help bring all that to life. But, above all, it’s deeply personal for me. Coming home after helping create Paddington’s journey in Peru, I became a hero to my kids, and that means the world to me. It’s a moment I’ll never forget. How was the collaboration with Director Dougal Wilson? It was fantastic. I truly enjoyed working with Dougal. He’s a very creative and kind director, and he brought such a great energy to the project. He has that classic British sense of humor, which made him a perfect fit for directing Paddington. What really stood out was his openness to ideas and his commitment to making every shot as good as it could be. He’s a wonderful collaborator and always encouraged input from the team. Dougal was incredibly well-prepared – he had a clear vision for the locations he wanted to shoot and was very specific about how he wanted the action framed. One of the funnier things he did was shoot scenes from the film with his collaborators on his iPhone, to help demonstrate his ideas, which led to this hilarious cut of all the heads of department playing different characters. I’m sure it’s a blast to watch! Overall, it was a truly rewarding collaboration. Dougal fully embraced VFX, and he was so appreciative of the team’s hard work. He even made a point of coming to thank everyone personally, which really meant a lot. How did your experience working on Rocket in Guardians of the Galaxy Vol. 3 influence your approach to animating and rendering Paddington in Paddington in Peru? That’s a great question! Interestingly, both the Paddington and Rocket Raccoon assets were created around the same time at Framestore for Paddington 1 and Guardians of the Galaxy 1, so they share a lot of similarities in terms of their development. For Guardians 3 and Paddington in Peru, we both upgraded the character models significantly — focusing on things like fur density, advancing the technology used for eye shaders, and giving special attention to the meniscus to bring real life to both characters’ expressions. We also used the latest fur simulation technology, which helped make the textures and movement feel more dynamic and realistic. A great example of this is Paddington’s duffle coat. The cloth simulation in Paddington in Peru is a huge leap forward compared to the earlier films, and you can really see the progress when you compare it to how the fabric moved in the first two Paddington movies. It’s amazing to see how far the tech has come. When it comes to animation, I was fortunate enough to work with a team of incredibly talented animators on both projects. On Paddington in Peru, I teamed up with Pablo Grillo, who is one of the best in the industry. While both Paddington and Rocket are characters with a lot of heart, Paddington is definitely a more subtle character. He’s not as animated as Rocket, who is more dynamic and expressive. Paddington’s animation is about those small, subtle movements that make him feel real and relatable — it’s actually more complex in a way because it’s about conveying emotion without it being overly exaggerated. Every project is unique, and the stories we tell are different, but the one thing that’s constant across both films is the passion and dedication of the VFX team. Both projects were fueled by a shared love for the characters, and everyone on the team, whether they were working on Rocket or Paddington, truly gave their best to bring those characters to life in the most compelling way possible. Were there any specific VFX techniques or learnings from Guardians of the Galaxy Vol. 3 that you were able to bring into Paddington in Peru, particularly in terms of character realism and performance? Absolutely. As I mentioned in the previous answer, one of the key elements that we focused on for both Rocket and Paddington was the realism in their eyes. A lot of the character’s emotional depth comes through in the eyes, so we paid special attention to the “ping” in the eye and the meniscus, which helps convey life and emotion. In both cases, it was crucial to make sure the eyes felt as realistic and expressive as possible. The subtlety of the animation was another key learning that carried over. The eyes can communicate so much, and getting that right was half the battle. When you have characters like Rocket and Paddington, the audience is naturally drawn to their eyes, and if they’re able to convey the right emotions, it instantly makes the character feel more alive. That attention to detail, particularly in making sure the eyes reflected the right emotion and realism, was a huge part of what made both characters come to life, and we really carried that learning forward from Guardians of the Galaxy Vol. 3 to Paddington in Peru. What were the biggest challenges in making Paddington look as realistic and expressive as possible? The main challenge with Paddington was striking the right balance in his expression. He has a very distinct style of movement and expression, and if we went too big or too exaggerated, we risked losing the essence of who he is. Paddington’s charm lies in his subtlety, so maintaining that delicate balance was key. Another layer of complexity came with the film being rendered in 4K. This introduced a new level of detail that we had to account for. The groom on Paddington’s fur, for instance, had to be absolutely perfect. Transitioning the assets from 2K to 4K was a significant challenge, as even the smallest change to his face could drastically impact how cute and emotionally resonant he appeared on screen. In terms of realism, a lot of attention went into the simulation of Paddington’s fur and duffle coat. We shot a whole day of reference footage with an actor performing the necessary actions while wearing the duffle coat. This helped us understand how the coat should move and react to different conditions in a way that felt believable. Another crucial element was the on-set performance. No matter how much work we put into the VFX, if the rest of the cast didn’t make Paddington feel like he was truly present and interacting with them, it wouldn’t work. To achieve that, we had several key actors on set. For example, we had Lauren, an actress the same height as Paddington, who helped the director and cast members block the scene, and Javier Mazan, a physical comedian who brought a lot of the body comedy to Paddington’s character. We also had actors on set delivering lines in a similar tone to Ben Whishaw, ensuring that the performance matched. Our data wrangler team, led by Aaron Merritt, was instrumental in capturing precise measurements and ensuring the eye-line for the actors interacting with Paddington is always correct. Then, during post-production, we recorded Ben Whishaw’s voice performance with a head-mounted camera to capture reference footage for all the subtleties of his expressions and physical movements, particularly for the more emotional beats. Ben’s talent as an actor was crucial in bringing Paddington’s emotion to life — he’s fantastic at delivering those small, nuanced moments that make Paddington so endearing. How did you ensure that Paddington’s fur and interactions with real-world environments remained believable throughout the film? It really starts on set. For example, when Mary needs to hug Paddington, we shoot reference footage with Lauren, a stand-in, so we can capture the physical performance of the actor as well as a fantastic lighting reference. This helps us ensure the interaction feels natural and realistic. We also use a stand-in bear, which is crucial for getting the right physical interaction between the actors and Paddington. In terms of objects, each one Paddington interacts with has a digital counterpart. For example, in a scene where Mary removes Paddington’s captain’s hat and replaces it with his iconic red one, she physically takes off the captain’s hat and drops the real red hat. We capture her motion on set, then switch over to the CG hat at the right moment. This helps maintain the flow of the scene, making sure everything feels seamless. On set, we often have actors handing props to Paddington, like letters or umbrellas. It can look a little odd on the first take when they “hand” something to him, only for it to fall to the ground. But with practice, it becomes easier — they just need to aim at the right height, and we make it all come together in post. All of these interactions are essential in making sure Paddington feels truly present and believable in every scene. Did the advancements in VFX technology since Paddington 2 allow you to push Paddington’s animation to new levels? Interestingly, animation itself hasn’t changed all that much over the years. We still use Maya, still keyframe at 24fps, and the process is very much the same in terms of being a labor-intensive, handcrafted craft. It’s still a learning curve for every animator working on Paddington to master how to animate such a subtle character. So, in many ways, it’s the same formula — a team of incredibly talented animators, passionate about their craft, spending months refining every detail to make him look as good as possible. That said, for the rest of the department, technology has definitely helped us push Paddington to new heights. Our rigs have become faster, our renderer is more photo-realistic, and our cloth simulation tools are more accurate than ever. These technological advancements allow us to add a level of realism that wasn’t possible before. Even in departments like lighting, technology plays a crucial role, but it still requires an extremely talented team of lighters to ensure Paddington blends seamlessly into his environment. We always strive to avoid making him look flat, and the key to achieving that is ensuring there’s proper directional lighting, which really helps bring his character to life. Given that Paddington is such a beloved character, how do you balance realism with maintaining his signature charm and warmth? Paddington’s core design stays consistent, but we always strive to integrate him as seamlessly as possible into each scene, especially when it comes to lighting and his interactions with the rest of the cast. While his character doesn’t change, the challenge is ensuring that he feels like a genuine part of the world around him, no matter the setting. We pay a lot of attention to the lighting to make sure Paddington blends naturally with his surroundings, especially considering he’s often in scenes with live-action actors. The way the light falls on him, the way his fur reacts to different environments — it’s all about making him feel like he’s truly present in those moments. The interactions with the cast are key too. When other actors are physically engaging with Paddington, we make sure they’re responding to him in ways that feel real, whether it’s a hug, a handshake, or even just a shared glance. This helps maintain Paddington’s warmth and charm, making sure that while he might be a CG character, he always feels emotionally grounded and connected to the story and the other characters. What were the biggest VFX challenges in creating the boat sequences on the river? Were they mostly practical or CG-heavy? The boat sequences were undoubtedly one of the most complex and challenging aspects of the film. To make the scenes feel seamless, it all started with detailed previsualization, which mapped out the entire sequence. We followed this with tech-viz to define key technical aspects — such as camera height, angle, and the boat’s speed — to ensure that when we went to Colombia to shoot the background plates, we captured everything as accurately as possible. The shoot itself was a complex endeavor. We spent about a week on location, moving back and forth between the river, using a five-camera array setup to capture multiple angles. This allowed us to stitch the background plates together seamlessly. Once back on set, our Director of Photography, Erik Wilson, who was fully involved in the process from the start, helped me pre-selected the background plates for each foreground shoot. This enabled us to light the foreground elements precisely, ensuring they matched the background as closely as possible. We also used standard VFX techniques on set, like the use of a gray ball to ensure the lighting and reflections between foreground and background plates were perfectly aligned. For the more dynamic moments, like the boat moving through rapids, we turned to digital water simulations to create realistic interactions with the boat. Since shooting in actual rapids wasn’t feasible during the background plate shoot, we relied heavily on simulations to capture the correct scale, velocity, and movement of the water. To get this right, we shot a lot of reference material of real river rapids in Colombia, which we then used to match the behavior of the water in Houdini. Thanks to our SFX Supervisor, Mark Holt, we were able to incorporate a gimbal rig on set in the UK that replicated the boat’s movements — including rotations — as it would behave on rough water. This setup helped give the actors the correct physical responses to gravity, wind, and motion, enhancing the realism of their performances. In addition, we integrated practical SFX water splashes on set and shot specific splash elements, which were later composited into the final shots. In terms of the technical challenges, it was really a collaborative effort between our DOP, SFX, and VFX teams that made this sequence work. The integration of live-action plates, digital water simulations, and physical interactions between the actors and the boat was key to making the sequence feel immersive and believable. It required a lot of preparation, precision, and careful coordination, but the end result is something we’re all very proud of. How much of the Peruvian jungle and ruins were shot on location versus created digitally, and what were the key factors in that decision? Our Second Unit actually traveled to Machu Picchu to capture plates directly from the Citadel area. Even though the Citadel in the film isn’t meant to represent Machu Picchu exactly, it was heavily inspired by it, so we knew early on that we wanted real-world photography to ground the climb-up sequence in authenticity. We spent about two weeks on location, and honestly, it was one of the most stunning places I’ve ever worked. Every single angle felt cinematic – the landscape is just spectacular. Using real plates for the climb made a lot of sense, especially because Paddington is alone in those moments and there wasn’t a need to physically integrate live actors on location. For the descent, though (particularly the chase sequence between Antonio Banderas and Paddington), it was much more practical to build partial sets on our backlot at Elstree, thanks to our production designer Andy Kelly. That allowed Antonio to perform and interact naturally with the environment, while the rest of the Citadel was extended digitally. In some shots, especially when Paddington is alone or performing complex actions like gliding down with his umbrella or riding the llama, we leaned more on full CG environments. The timing and precision required for those sequences, especially to sync with animation, made a fully digital approach the most efficient solution. Ultimately, it was a mix of real set builds, location photography from Machu Picchu, and CG extensions — and I believe that blending those techniques helps the environment feel more authentic and natural to the audience, because you can’t quite tell where the real world ends and the digital world begins. Can you talk about how lighting and atmospheric effects were used to enhance the realism and mood of the jungle and ruins? The jungle sequences were mostly grounded in real-world photography. The wide establishing shots were captured on location in Colombia — so when the jungle looks authentic on screen, it’s because it truly is the rainforest. For scenes shot in the UK, we used a location called Berry Bushes — a farm that gave us practical foliage to work with. But since it couldn’t match the scale and depth of a real rainforest, we always replaced the background with plates we had captured in Colombia. The real challenge there wasn’t so much creating the jungle, but rather making sure that the Brown family and Paddington felt like they belonged in that environment. That’s where our DOP, Eric Wilson, was absolutely key. He fully embraced the process of selecting the background plates ahead of time, live compositing them on set, and working with reference tools like the gray ball to ensure the lighting on our actors and sets matched the background as closely as possible. That attention to detail was critical in blending the real and digital elements seamlessly. For the ruins, we also relied on stunning photography from Peru, which gave us a strong base for realism. One thing we were very mindful of was not overusing atmospheric effects. In VFX there’s often a temptation to add a bit too much fog, too many god rays, or heavy lens flares, but we were careful to strike the right balance — enough to enhance the mood and composition, but always aiming for something that felt like it could have been shot entirely for real. And then there’s the bear village inside the caldera, which was fully CG apart from some foreground plates shot at Berry Bushes. That presented a different kind of challenge: most of the time we were dealing with classic British overcast weather on set, but the caldera environment was designed to be bright and sunlit. So we spent a lot of effort finding the right balance in the grade and compositing, to make sure the light direction, exposure, and atmosphere aligned across the foreground and CG background. In the end, it was all about subtlety — using lighting and atmospheric effects to serve the story and the environment, without ever drawing attention to the fact that much of it was created digitally. Were there any unexpected technical or creative challenges encountered during the production? Thanks to a really solid prep phase, there weren’t many surprises — we were very clear from the start about where the challenges would lie. One of the biggest was always going to be how to seamlessly integrate foreground plates shot on a backlot in the UK with background plates captured in Colombia, especially when it came to matching the lighting. Shooting in London often meant dealing with overcast skies or rain, so the real work came later in the compositing stage, where we had to carefully marry both plates to create a convincing and cohesive image. One sequence that did catch us a little off guard was Paddington as a baby on the log, floating in the river. That moment came quite late in the edit, which meant we had to turn it around quickly — and water simulation combined with making Paddington look believably wet on the log turned out to be a lot more work than expected, especially on a tight timeline. Another technically tricky moment was actually the very first shot of the film — a long, continuous shot starting on the sun and revealing the caldera. For a long time, we were locked into using a plate of moving ferns that had been shot in studio, but the timing and lighting never quite worked for the final composition. In the end, we shifted to a fully CG approach, which gave us much more freedom to craft the shot exactly as we imagined. And the same applied for sequences in Bear Village – sometimes the live-action plates simply weren’t sunny enough, so we had to find creative solutions in compositing to ‘add back the sun’ and make the foreground and background feel unified. But all in all, I’d say it wasn’t so much about unexpected problems. It was more about constant collaboration and problem-solving, and having a team that was incredibly motivated to push for the best possible images. It was a really rewarding production to be part of. Were there any memorable moments or scenes from the film that you found particularly rewarding or challenging to work on from a visual effects standpoint? There were definitely a lot of sequences that were particularly rewarding, especially those involving Paddington. Thanks to the incredible work of our animation team and animation director, Pablo Grillo, these moments were not only technically impressive but also emotionally resonant. One sequence that stands out is when Paddington finds himself in the middle of a full CG rainforest. It’s a pivotal moment in the story — Paddington, high up in the canopy, struggling under a torrential downpour, is at his lowest point. You really feel his isolation and emotional struggle as he climbs the tree, and I think the animation work there perfectly captures that emotion. Another moment that really stood out was towards the end of the film, when Paddington has to choose between staying with his tribe or returning to the UK with the Brown family. The way the animation captured that internal conflict felt deeply moving, and from a visual effects standpoint, it was so rewarding to see that moment come to life. On the more technically challenging side, one sequence that was a bit of a creative and technical leap was the stop-motion-inspired travel sequence. We initially explored working with real stop-motion techniques for the clouds, plane animation, and how we’d rotate the planet, even collaborating with a school to help visualize how we could execute that. Ultimately, we ended up going full CG, but it was a really fun and rewarding creative exercise — almost like a mini short film within the movie, and it added something unique to the overall experience. And then there’s the plane crash sequence, which was a bit of a surprise in terms of how big and intense it got, especially for a Paddington film! It was quite a challenging and fun sequence to work on because we don’t typically have these large VFX-heavy moments. The plane crashes into dense vegetation, and we see vines stretching and sand being simulated as the plane plows through it. It was a technically complex shot, but also so rewarding to see it come together — especially when it culminates in that hilarious moment where the safety manual from Henry Brown ends up hitting Antonio Banderas in a very unfortunate place! It’s a perfect example of how great VFX can support both the action and humor of a scene. Overall, these sequences really highlight the balance between technical innovation and emotional storytelling. Whether it’s the emotional moments with Paddington or the unexpected chaos of the plane crash, each sequence was a unique challenge and a fantastic opportunity to push the boundaries of what we could achieve with VFX. How long have you worked on this show? A bit more than a year and half. What is your next project? I can’t tell you anything – I can only say it’s very exciting and challenging! A big thanks for your time. WANT TO KNOW MORE?Framestore: Dedicated page about Paddington in Peru on Framestore website. © Vincent Frei – The Art of VFX – 2025
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    Efficient and Safe Architectural Project Sharing via Fax Online App
    New York Aerial View | © Martin Widenka via Unsplash Alright, let’s talk architecture. If you’re in the game, you know how chaotic it gets — juggling clients, contractors, tight deadlines, and of course, endless project revisions. And sending architectural blueprints and contracts? That’s another hassle. Paper, fax machines, waiting… no thanks. But good news: things just got a whole lot easier. Enter the fax online app — a total game-changer that lets architects and designers send critical documents instantly, straight from their phone or computer. No more trips to the copy shop or crossed fingers that the fax goes through. This is the modern way to share your work: fast, secure, and incredibly easy. Why Fax Apps are Perfect for Architects Let’s face it: faxing might seem like something your grandparents used to do. But when it comes to architectural work, faxing is still the MVP. The thing is, now it’s better than ever, thanks to apps that give you all the speed and security you need without the old-school hassle. 1. Send Documents Fast Time is money, right? In architecture, delays are the last thing you need. Whether it’s sending over a last-minute revision or getting approval from your client, waiting around for a fax machine to work is so last century. With a fax online app, you can shoot off plans, blueprints, contracts, or whatever you need with a few taps. You’re literally sending faxes from your phone on the go — no more waiting, no more paperwork piling up. 2. Keeping Your Stuff Safe Confidentiality is huge in architecture. Those project details? They’re yours, and you don’t want anyone messing with them. Sending stuff over email isn’t always the safest option. Enter the fax online app, which comes packed with top-notch security to keep your docs safe. It encrypts everything so that only the right people get access, meaning your designs, contracts, and ideas stay protected. And that peace of mind? Totally worth it. 3. Saving Your Wallet (and Your Office) Let’s be real: fax machines suck. They’re clunky, they break down, and they cost a fortune in paper and ink. With a fax online app, you can kiss all that goodbye. You don’t need to buy paper, ink, or maintain a fax machine anymore. It’s all digital, and it’s all in the app — no more overhead costs for old tech. Plus, most apps work on a cheap subscription model that’s way easier on your budget. 4. No More Paper Piles The world’s going green, and so should your workflow. Faxing with paper? So outdated. Using a fax online app means sending docs digitally, and you don’t have to deal with stacks of paper piling up in your office anymore. Plus, think about all the trees you’re saving! It’s a win for the environment and your workspace. Fax Apps: The New Secret Weapon for Architects Architect Using Fax Online App Now, you might think faxing’s dead — but here’s the thing: it’s still crucial. Fax online apps like Municorn Fax are taking everything that worked about faxing and making it faster, safer, and way more convenient. As architects, you need to stay connected, share plans quickly, and keep everything secure. This app helps you do that in real-time, with no fuss. Whether you’re working from home, traveling, or meeting with clients, faxing is now just part of your digital toolbox. You can send over everything from blueprints to contracts in a fraction of the time it used to take. The Future is Digital — and Faxing Isn’t Going Anywhere You might’ve thought faxing was stuck in the past. But with the rise of apps and digital security, faxing is still a powerhouse for architects, designers, and professionals. And it’s only getting better. The fax online app is transforming how architects and designers share documents, making it quicker, safer, and much more convenient. Forget the fax machine, embrace the future. Conclusion So, there you have it: fax online apps are the modern solution to sending architectural projects fast, secure, and hassle-free. Forget the old-school fax machines — your phone is all you need. The app’s got the speed, the security, and the convenience that’ll make your work life so much easier. If you’re still dealing with outdated fax machines, it’s time to level up. technology by ArchEyes Team Leave a comment
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    Building Your Architecture Identity While in College
    Architect Student | © Cookie_studio via Freepik For architectural majors, college is a turning point. Learning technical skills is essential, but so is forming your architectural identity. You start to investigate various design ideas, grasp architectural history, and begin to create the creative viewpoint that will direct your future work at this time. College gives you, as an architectural student, the special chance to explore and find your own way to the constructed world. Your identity as an architect will finally be shaped by this investigation. Discovering Your Design Philosophy Your academic successes and your unique design philosophy both help to form your architectural personality. College is where you start to clarify your ideas on architecture and start to shape your design philosophy. In architecture, what most motivates you? Do you prefer simplicity or are you drawn to sustainable design? Maybe you enjoy the challenge of incorporating current technology into ancient areas or the intricacies of historical fashion. Exposure to different ideas helps your design philosophy evolve, but your own experiences ultimately shape it. Studying the works of great architects, experimenting with various design approaches, and interacting with new technology helps you create a foundation for tackling future architectural challenges. Although your design philosophy will guide your artistic choices throughout your career, your academic work provides the technical basis. Easing Your Architectural Journey in College You’re setting the foundation for your future profession as you investigate many technologies and try out numerous design ideas. Without the strain of real-world consumers or deadlines, college offers the ideal setting to experiment with new ideas. You’re free to explore your interests completely. Your architectural personality is formed by the projects you work on, the tools you use, and the mentors you interact with. Though you may not yet have a completely developed style, the seeds you sow today will affect the work you perform later in your career. Balancing your academic and architect duties might be difficult given the demands of assignments, deadlines, and projects. At these times, it’s crucial to focus on your strengths and seek help if needed. If you find yourself struggling with routine paper tasks, the platform https://edubirdie.com/assignment-help offers professional help to handle some of your paperwork. Delegating writing duties lets you concentrate on improving your architectural abilities and portfolio. This manner, you may focus your efforts on invention and discovery free from the pressures of academic writing impeding your development as an architect. Learning from Mentors and Collaborating with Peers Staircase | © Wirestock via Freepik Working with mentors and colleagues is one of the most rewarding parts of your architectural education. Practicing architects and professors have years of expertise and can provide you with insightful analysis that isn’t found in textbooks. Mentoring enables you to refine your ideas, challenge your limits, and view your concepts from different angles. Equally crucial is working with your peers. Architecture is a cooperative industry; engaging in group projects helps you to improve your communication and cooperation abilities—both of which are very crucial for success in the professional sphere. Interacting with others will enable you observe how other designers tackle issues and acquire fresh ideas that will help you develop your own design technique. The variety of concepts and methods in an academic environment will enable you to grow a more rounded knowledge of architecture. Although education provides you the tools to learn and explore, experience is vital to confirm your architectural identity. Work placements and internships let you apply what you have studied in the classroom to actual tasks. These encounters are priceless as they expose you to the professional side of architecture, including client relationships, financial management, and project management. You will also come to see more clearly how outside elements such construction rules, site circumstances, and client expectations affect design choices. Real-world experience provides you the confidence to approach your own projects with a realistic attitude and helps you grasp the difficulties architects confront in the field. By means of these encounters, you will not only hone your abilities but also begin to grasp your tastes in design and the kind of architecture you choose to follow after graduation. Changing with the Industry The field of architecture is always changing. Design trends, materials, and new technology always change how we construct and engage with the surroundings. Being an architectural student, remaining interested and open to change is really vital. Reading journals, going to seminars, and interacting with the worldwide architectural community will help you to stay current on the newest advances in architectural technology, smart cities, and sustainable design. Your architectural personality will develop more the more you know. Welcome these developments and include them into your design efforts. Being flexible and receptive to new ideas will help you to provide creative solutions in an always changing society and guarantee that your architectural vision remains forward-thinking. Forming Your Architectural Identity Creating your architectural identity at college is a several process that calls for time, investigation, and commitment. It’s a road of finding your design philosophy, refining your abilities, and acquiring useful experience. Your architectural personality will slowly form as you complete projects, learn from mentors, and acquire practical knowledge. This identity will assist you to contribute significantly to the built environment by guiding you through your working life. Embrace the difficulties, be inquisitive, and keep in mind that your time in education is about finding who you are as an architect and setting the groundwork for a successful profession, not only about mastering the art. Architecture Student by ArchEyes Team Leave a comment
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