• 'It epitomises the strangeness of Sutton Hoo': 6th-century bucket found at Anglo-Saxon ship burial holds human cremation

    Archaeologists found a cremation burial while examining the inside of a bucket from Sutton Hoo, a 1,400-year-old boat burial site in England.
    #039it #epitomises #strangeness #sutton #hoo039
    'It epitomises the strangeness of Sutton Hoo': 6th-century bucket found at Anglo-Saxon ship burial holds human cremation
    Archaeologists found a cremation burial while examining the inside of a bucket from Sutton Hoo, a 1,400-year-old boat burial site in England. #039it #epitomises #strangeness #sutton #hoo039
    'It epitomises the strangeness of Sutton Hoo': 6th-century bucket found at Anglo-Saxon ship burial holds human cremation
    www.livescience.com
    Archaeologists found a cremation burial while examining the inside of a bucket from Sutton Hoo, a 1,400-year-old boat burial site in England.
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  • RT HUXLEY®: The industrial magnificence of McQuarrie's Star Wars concepts, the gritty and grounded look of Shirow's Ghost in the Shell, AKIRA's large...

    RT HUXLEY®The industrial magnificence of McQuarrie's Star Wars concepts, the gritty and grounded look of Shirow's Ghost in the Shell, AKIRA's larger-than-life designs, and Miyazaki's timeless art direction.These are just some of the works that inspired Ben Mauro, the creator of HUXLEY.Read the full article, link is in the replies!
    #huxley #industrial #magnificence #mcquarrie039s #star
    RT HUXLEY®: The industrial magnificence of McQuarrie's Star Wars concepts, the gritty and grounded look of Shirow's Ghost in the Shell, AKIRA's large...
    RT HUXLEY®The industrial magnificence of McQuarrie's Star Wars concepts, the gritty and grounded look of Shirow's Ghost in the Shell, AKIRA's larger-than-life designs, and Miyazaki's timeless art direction.These are just some of the works that inspired Ben Mauro, the creator of HUXLEY.Read the full article, link is in the replies! #huxley #industrial #magnificence #mcquarrie039s #star
    RT HUXLEY®: The industrial magnificence of McQuarrie's Star Wars concepts, the gritty and grounded look of Shirow's Ghost in the Shell, AKIRA's large...
    x.com
    RT HUXLEY®The industrial magnificence of McQuarrie's Star Wars concepts, the gritty and grounded look of Shirow's Ghost in the Shell, AKIRA's larger-than-life designs, and Miyazaki's timeless art direction.These are just some of the works that inspired Ben Mauro, the creator of HUXLEY.Read the full article, link is in the replies!
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  • RT FlippedNormals: Support real artists, not AI We're excited to announce our pro-artist AI policy at FlippedNormals. Read on if you're ready to jo...

    RT FlippedNormalsSupport real artists, not AI We're excited to announce our pro-artist AI policy at FlippedNormals. Read on if you're ready to join a marketplace where artists come first.Here's what you need to know about our AI policy. 1/8
    #flippednormals #support #real #artists #not
    RT FlippedNormals: Support real artists, not AI ✊ We're excited to announce our pro-artist AI policy at FlippedNormals. Read on if you're ready to jo...
    RT FlippedNormalsSupport real artists, not AI ✊ We're excited to announce our pro-artist AI policy at FlippedNormals. Read on if you're ready to join a marketplace where artists come first.Here's what you need to know about our AI policy. 1/8 #flippednormals #support #real #artists #not
    RT FlippedNormals: Support real artists, not AI ✊ We're excited to announce our pro-artist AI policy at FlippedNormals. Read on if you're ready to jo...
    x.com
    RT FlippedNormalsSupport real artists, not AI ✊ We're excited to announce our pro-artist AI policy at FlippedNormals. Read on if you're ready to join a marketplace where artists come first.Here's what you need to know about our AI policy. 1/8
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  • does he know what NDA means? #corsair

    does he know what NDA means? #corsair
    #does #know #what #nda #means
    does he know what NDA means? 🤦 #corsair
    does he know what NDA means? 🤦 #corsair #does #know #what #nda #means
    does he know what NDA means? 🤦 #corsair
    x.com
    does he know what NDA means? 🤦 #corsair
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  • THE ONE CLUB FOR CREATIVITY YOUNG ONES BRAND IDENTITY

    YOUNG ONES ? BRAND IDENTITY
    They say we stand on the shoulders of giants. We tend to agree. The One Show has the iconic Pencil award designed by George Lois, and its logo was subsequently designed by COLLINS. The ADC's famous Cube award was designed by Gene Federico in 1978, and TDC's seal with interlocking letters was created by the legendary Gerard Huerta.

    The Young Ones Student Awards, whose challenges are made up of all three of those competitions, has never had its own logo. We needed a simple way to bring the three show icons together. Luckily for us we had these brilliant marks as a starting point.

    We chose to leverage these existing icons ? the historic Art Directors Club ADC Cube, The One Show Pencil, and Type Directors Club circular seal in order to develop a simple geometric dynamic new icon that incorporates all three shapes around the central "Y" representing Young Ones. Ensuring the mark both housed and highlighted the individual competitions that live within Young Ones
    #one #club #creativity #young #ones
    THE ONE CLUB FOR CREATIVITY YOUNG ONES BRAND IDENTITY
    YOUNG ONES ? BRAND IDENTITY They say we stand on the shoulders of giants. We tend to agree. The One Show has the iconic Pencil award designed by George Lois, and its logo was subsequently designed by COLLINS. The ADC's famous Cube award was designed by Gene Federico in 1978, and TDC's seal with interlocking letters was created by the legendary Gerard Huerta. The Young Ones Student Awards, whose challenges are made up of all three of those competitions, has never had its own logo. We needed a simple way to bring the three show icons together. Luckily for us we had these brilliant marks as a starting point. We chose to leverage these existing icons ? the historic Art Directors Club ADC Cube, The One Show Pencil, and Type Directors Club circular seal in order to develop a simple geometric dynamic new icon that incorporates all three shapes around the central "Y" representing Young Ones. Ensuring the mark both housed and highlighted the individual competitions that live within Young Ones #one #club #creativity #young #ones
    THE ONE CLUB FOR CREATIVITY YOUNG ONES BRAND IDENTITY
    www.behance.net
    YOUNG ONES ? BRAND IDENTITY They say we stand on the shoulders of giants. We tend to agree. The One Show has the iconic Pencil award designed by George Lois, and its logo was subsequently designed by COLLINS. The ADC's famous Cube award was designed by Gene Federico in 1978, and TDC's seal with interlocking letters was created by the legendary Gerard Huerta. The Young Ones Student Awards, whose challenges are made up of all three of those competitions, has never had its own logo. We needed a simple way to bring the three show icons together. Luckily for us we had these brilliant marks as a starting point. We chose to leverage these existing icons ? the historic Art Directors Club ADC Cube, The One Show Pencil, and Type Directors Club circular seal in order to develop a simple geometric dynamic new icon that incorporates all three shapes around the central "Y" representing Young Ones. Ensuring the mark both housed and highlighted the individual competitions that live within Young Ones
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  • Google Introduces Beam, an AI-Driven Communication Platform That Turns 2D Video Into 3D Experiences

    Google is rebranding its Project Starline and turning it into a new 3D video communication platform, the company announced at its annual I/O developer conference on Tuesday. Dubbed Beam, the platform enables users to connect with each other in a more intuitive manner by turning 2D video streams into 3D experiences. It leverages the Google Cloud platform along with the company's AI prowess to deliver enterprise-grade reliability and compatibility with the existing workflow. Google says Beam may receive support for speech translation in real time and will be available in the market starting with HP devices later this year.Google Beam FeaturesGoogle detailed its new Beam platform in a blog post. It uses an array of different webcams to capture the user from different angles. Then, AI is used to merge the video streams together and render a 3D light field display. Google says it also has head tracking capabilities which are claimed to be accurate down to the millimetre and at 60 frames per second.Google Beam takes advantage of an AI volumetric video model to turn standard 2D video streams into realistic experiences which appear in 3D from any perspective. It, along with the light field display, develop a sense of dimensionality and depth, enabling you to make eye contact and read subtle cues.As per the company, its new platform replaces Project Starline which was initially announced at Google I/O in 2021 with the aim of providing users with a new video communication platform that was capable of showing them in 3D at natural scale, along with eye contact and spatially accurate audio capabilities. While this project did not completely materialise, it was repurposed to create the new 3D video communication platform which is now known as Google Beam.Photo Credit: GoogleFor enhanced communication, Google is exploring plans of bringing speech translation in real time to Beam. Additionally, the capability will also be available in Google Meet starting today.

    Google says it is working in collaboration with HP to introduce the first Google Beam devices in the market with select customers later this year. Further, the first Google Beam products from the original equipment manufacturerwill be made available via InfoComm 2025 which takes place in June.

    For the latest tech news and reviews, follow Gadgets 360 on X, Facebook, WhatsApp, Threads and Google News. For the latest videos on gadgets and tech, subscribe to our YouTube channel. If you want to know everything about top influencers, follow our in-house Who'sThat360 on Instagram and YouTube.

    Further reading:
    Google Beam, Google, Project Starline, AI, Artificial Intelligence, video conferencing, Google IO 2025

    Shaurya Tomer

    Shaurya Tomer is a Sub Editor at Gadgets 360 with 2 years of experience across a diverse spectrum of topics. With a particular focus on smartphones, gadgets and the ever-evolving landscape of artificial intelligence, he often likes to explore the industry's intricacies and innovations – whether dissecting the latest smartphone release or exploring the ethical implications of AI advancements. In his free time, he often embarks on impromptu road trips to unwind, recharge, and
    ...More

    Related Stories
    #google #introduces #beam #aidriven #communication
    Google Introduces Beam, an AI-Driven Communication Platform That Turns 2D Video Into 3D Experiences
    Google is rebranding its Project Starline and turning it into a new 3D video communication platform, the company announced at its annual I/O developer conference on Tuesday. Dubbed Beam, the platform enables users to connect with each other in a more intuitive manner by turning 2D video streams into 3D experiences. It leverages the Google Cloud platform along with the company's AI prowess to deliver enterprise-grade reliability and compatibility with the existing workflow. Google says Beam may receive support for speech translation in real time and will be available in the market starting with HP devices later this year.Google Beam FeaturesGoogle detailed its new Beam platform in a blog post. It uses an array of different webcams to capture the user from different angles. Then, AI is used to merge the video streams together and render a 3D light field display. Google says it also has head tracking capabilities which are claimed to be accurate down to the millimetre and at 60 frames per second.Google Beam takes advantage of an AI volumetric video model to turn standard 2D video streams into realistic experiences which appear in 3D from any perspective. It, along with the light field display, develop a sense of dimensionality and depth, enabling you to make eye contact and read subtle cues.As per the company, its new platform replaces Project Starline which was initially announced at Google I/O in 2021 with the aim of providing users with a new video communication platform that was capable of showing them in 3D at natural scale, along with eye contact and spatially accurate audio capabilities. While this project did not completely materialise, it was repurposed to create the new 3D video communication platform which is now known as Google Beam.Photo Credit: GoogleFor enhanced communication, Google is exploring plans of bringing speech translation in real time to Beam. Additionally, the capability will also be available in Google Meet starting today. Google says it is working in collaboration with HP to introduce the first Google Beam devices in the market with select customers later this year. Further, the first Google Beam products from the original equipment manufacturerwill be made available via InfoComm 2025 which takes place in June. For the latest tech news and reviews, follow Gadgets 360 on X, Facebook, WhatsApp, Threads and Google News. For the latest videos on gadgets and tech, subscribe to our YouTube channel. If you want to know everything about top influencers, follow our in-house Who'sThat360 on Instagram and YouTube. Further reading: Google Beam, Google, Project Starline, AI, Artificial Intelligence, video conferencing, Google IO 2025 Shaurya Tomer Shaurya Tomer is a Sub Editor at Gadgets 360 with 2 years of experience across a diverse spectrum of topics. With a particular focus on smartphones, gadgets and the ever-evolving landscape of artificial intelligence, he often likes to explore the industry's intricacies and innovations – whether dissecting the latest smartphone release or exploring the ethical implications of AI advancements. In his free time, he often embarks on impromptu road trips to unwind, recharge, and ...More Related Stories #google #introduces #beam #aidriven #communication
    Google Introduces Beam, an AI-Driven Communication Platform That Turns 2D Video Into 3D Experiences
    www.gadgets360.com
    Google is rebranding its Project Starline and turning it into a new 3D video communication platform, the company announced at its annual I/O developer conference on Tuesday. Dubbed Beam, the platform enables users to connect with each other in a more intuitive manner by turning 2D video streams into 3D experiences. It leverages the Google Cloud platform along with the company's AI prowess to deliver enterprise-grade reliability and compatibility with the existing workflow. Google says Beam may receive support for speech translation in real time and will be available in the market starting with HP devices later this year.Google Beam FeaturesGoogle detailed its new Beam platform in a blog post. It uses an array of different webcams to capture the user from different angles. Then, AI is used to merge the video streams together and render a 3D light field display. Google says it also has head tracking capabilities which are claimed to be accurate down to the millimetre and at 60 frames per second (fps).Google Beam takes advantage of an AI volumetric video model to turn standard 2D video streams into realistic experiences which appear in 3D from any perspective. It, along with the light field display, develop a sense of dimensionality and depth, enabling you to make eye contact and read subtle cues.As per the company, its new platform replaces Project Starline which was initially announced at Google I/O in 2021 with the aim of providing users with a new video communication platform that was capable of showing them in 3D at natural scale, along with eye contact and spatially accurate audio capabilities. While this project did not completely materialise, it was repurposed to create the new 3D video communication platform which is now known as Google Beam.Photo Credit: GoogleFor enhanced communication, Google is exploring plans of bringing speech translation in real time to Beam. Additionally, the capability will also be available in Google Meet starting today. Google says it is working in collaboration with HP to introduce the first Google Beam devices in the market with select customers later this year. Further, the first Google Beam products from the original equipment manufacturer (OEM) will be made available via InfoComm 2025 which takes place in June. For the latest tech news and reviews, follow Gadgets 360 on X, Facebook, WhatsApp, Threads and Google News. For the latest videos on gadgets and tech, subscribe to our YouTube channel. If you want to know everything about top influencers, follow our in-house Who'sThat360 on Instagram and YouTube. Further reading: Google Beam, Google, Project Starline, AI, Artificial Intelligence, video conferencing, Google IO 2025 Shaurya Tomer Shaurya Tomer is a Sub Editor at Gadgets 360 with 2 years of experience across a diverse spectrum of topics. With a particular focus on smartphones, gadgets and the ever-evolving landscape of artificial intelligence (AI), he often likes to explore the industry's intricacies and innovations – whether dissecting the latest smartphone release or exploring the ethical implications of AI advancements. In his free time, he often embarks on impromptu road trips to unwind, recharge, and ...More Related Stories
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  • Anima Flux: Co-Op Metroidvania Launch

    The wait is over! Anima Flux, the gripping co-op Metroidvania adventure, is officially launching on Xbox on May 14. Following the release on PC and an earlier demo launch, players on Xbox Series X|S can now dive into the dystopian sci-fi world, playing solo or teaming up for local co-op action.

    Posted by animaflux on May 14th, 2025
    The wait is over! Anima Flux, the gripping co-op Metroidvania adventure, is officially launching on Xbox on May 14. Following the release on PC and an earlier demo launch, players on Xbox Series X|S and Xbox One can now dive into the dystopian sci-fi world, playing solo or teaming up for local co-op action.
    A Journey into a Dark Sci-Fi Universe

    In Anima Flux, players take on the roles of two genetically enhanced soldiers, agents of a theocratic regime, fighting against a devastating mutant invasion. Whether playing solo – switching between characters – or teaming up in co-op mode, players must navigate a crumbling city, engage in intense combat, and uncover secrets that will determine the fate of humanity’s last stronghold in space.
    For those eager to get a taste of the action, the Anima Flux demo remains available, allowing players to experience the game’s unique mechanics, hand-drawn cutscenes, and atmospheric soundtrack before jumping into the full adventure on Xbox.

    Key Features:

    Solo & Co-Op Play – Control both characters solo with seamless switching or team up for local co-op action.
    Fast-Paced Combat – Engage in intense fights against a variety of mutants and powerful bosses.
    Rich Exploration – Discover hidden paths, upgrades, and lore as you navigate a dystopian sci-fi world.
    Hand-Drawn Cutscenes – Experience the gripping story through beautifully animated sequences.
    Demo Available – Try before you buy with the free demo.

    A Perfect Fit For Co-Op Fans

    Designed from the ground up with cooperative play in mind, Anima Flux offers a truly impressive co-op experience. Whether you choose to fight alongside a friend or take on the challenge solo with the second character controlled automatically, teamwork is at the core of the gameplay.
    Prepare to fight, explore, and survive – Anima Flux launches on Xbox on May 14. Don’t miss your chance to experience this thrilling co-op Metroidvania adventure!
    #anima #flux #coop #metroidvania #launch
    Anima Flux: Co-Op Metroidvania Launch
    The wait is over! Anima Flux, the gripping co-op Metroidvania adventure, is officially launching on Xbox on May 14. Following the release on PC and an earlier demo launch, players on Xbox Series X|S can now dive into the dystopian sci-fi world, playing solo or teaming up for local co-op action. Posted by animaflux on May 14th, 2025 The wait is over! Anima Flux, the gripping co-op Metroidvania adventure, is officially launching on Xbox on May 14. Following the release on PC and an earlier demo launch, players on Xbox Series X|S and Xbox One can now dive into the dystopian sci-fi world, playing solo or teaming up for local co-op action. A Journey into a Dark Sci-Fi Universe In Anima Flux, players take on the roles of two genetically enhanced soldiers, agents of a theocratic regime, fighting against a devastating mutant invasion. Whether playing solo – switching between characters – or teaming up in co-op mode, players must navigate a crumbling city, engage in intense combat, and uncover secrets that will determine the fate of humanity’s last stronghold in space. For those eager to get a taste of the action, the Anima Flux demo remains available, allowing players to experience the game’s unique mechanics, hand-drawn cutscenes, and atmospheric soundtrack before jumping into the full adventure on Xbox. Key Features: Solo & Co-Op Play – Control both characters solo with seamless switching or team up for local co-op action. Fast-Paced Combat – Engage in intense fights against a variety of mutants and powerful bosses. Rich Exploration – Discover hidden paths, upgrades, and lore as you navigate a dystopian sci-fi world. Hand-Drawn Cutscenes – Experience the gripping story through beautifully animated sequences. Demo Available – Try before you buy with the free demo. A Perfect Fit For Co-Op Fans Designed from the ground up with cooperative play in mind, Anima Flux offers a truly impressive co-op experience. Whether you choose to fight alongside a friend or take on the challenge solo with the second character controlled automatically, teamwork is at the core of the gameplay. Prepare to fight, explore, and survive – Anima Flux launches on Xbox on May 14. Don’t miss your chance to experience this thrilling co-op Metroidvania adventure! #anima #flux #coop #metroidvania #launch
    Anima Flux: Co-Op Metroidvania Launch
    www.indiedb.com
    The wait is over! Anima Flux, the gripping co-op Metroidvania adventure, is officially launching on Xbox on May 14. Following the release on PC and an earlier demo launch, players on Xbox Series X|S can now dive into the dystopian sci-fi world, playing solo or teaming up for local co-op action. Posted by animaflux on May 14th, 2025 The wait is over! Anima Flux, the gripping co-op Metroidvania adventure, is officially launching on Xbox on May 14. Following the release on PC and an earlier demo launch, players on Xbox Series X|S and Xbox One can now dive into the dystopian sci-fi world, playing solo or teaming up for local co-op action. A Journey into a Dark Sci-Fi Universe In Anima Flux, players take on the roles of two genetically enhanced soldiers, agents of a theocratic regime, fighting against a devastating mutant invasion. Whether playing solo – switching between characters – or teaming up in co-op mode, players must navigate a crumbling city, engage in intense combat, and uncover secrets that will determine the fate of humanity’s last stronghold in space. For those eager to get a taste of the action, the Anima Flux demo remains available, allowing players to experience the game’s unique mechanics, hand-drawn cutscenes, and atmospheric soundtrack before jumping into the full adventure on Xbox. Key Features: Solo & Co-Op Play – Control both characters solo with seamless switching or team up for local co-op action. Fast-Paced Combat – Engage in intense fights against a variety of mutants and powerful bosses. Rich Exploration – Discover hidden paths, upgrades, and lore as you navigate a dystopian sci-fi world. Hand-Drawn Cutscenes – Experience the gripping story through beautifully animated sequences. Demo Available – Try before you buy with the free demo. A Perfect Fit For Co-Op Fans Designed from the ground up with cooperative play in mind, Anima Flux offers a truly impressive co-op experience. Whether you choose to fight alongside a friend or take on the challenge solo with the second character controlled automatically, teamwork is at the core of the gameplay. Prepare to fight, explore, and survive – Anima Flux launches on Xbox on May 14. Don’t miss your chance to experience this thrilling co-op Metroidvania adventure!
    0 Commentarii ·0 Distribuiri ·0 previzualizare
  • Staff Software Engineer, Progression - VALORANT at Riot Games

    Staff Software Engineer, Progression - VALORANTRiot GamesMercer Island, USA2 hours agoApplyRiot engineers bring deep knowledge of specific technical areas but also value the opportunity to work in a variety of broader domains. As a Software Engineer, you’ll also dive into projects that focus on team cohesiveness and cross-team objectives. You’ll lead without authority and provide other engineers with a clear illustration of extraordinary engineering.VALORANT is Riot’s take on a character-based tactical shooter. As a Staff Software Engineer on the VALORANT team you will be responsible for building metagame client features and scalable backend services for progression systems throughout VALORANT. You'll influence the technical direction for how VALORANT services are built, scale and are operated in production, and collaborate with design to build smooth and intuitive player-facing in-game experiences. All the systems you design and build will be “Player Focused”, meaning striving for the goal of motivating players to choose to engage with them, rather than feeling pressured to.You will report to the Engineering Manager of the Progression team.Responsibilities:Create and/or contribute to best practices, development processes and coding standards; demonstrate a high bar of craft excellence for your teamDesign, build and deliver full-stack, in-game features enabling players to have a world-class experienceDesign, build, and deliver large scale backend services to support millions of playersCollaborate closely with Production, Game Design and UI/UX disciplinesMentor and grow other engineers on the teamRequired Qualifications6+ years of experience as a software engineerBS degree or equivalent experienceExperience with C++, C#, Java, Golang, or similar languageDesired QualificationsProfessional experience working with cloud computing and cloud technologiesProfessional experience building large scale backend systems or game servicesProfessional experience building player- or user-facing frontend experiencesProfessional experience working with the Go programming languageProfessional or academic experience working with C++Professional or hobby experience working with the Unreal EngineFor this role, you'll find success through craft expertise, a collaborative spirit, and decision-making that prioritizes the delight of players. We will be looking at your past studies, experience, and your personal relationship with games. If you embody player empathy and care about players' experiences, this could be your role!Our Perks:Riot focuses on work/life balance, shown by our open paid time off policy and other perks such as flexible work schedules. We offer medical, dental, and life insurance, parental leave for you, your spouse/domestic partner, and children, and a 401k with company match. Check out our benefits pages for more information.Riot Games fosters a player and workplace experience that values teamwork embodied by the Summoner's Code and Community Code . Our culture embraces differences as a strength, and our values are the guiding principles for how we approach work. We are committed to putting diversity and inclusionat the center of everything we do, and promoting a fair and collaborative culture where Rioters treat one another with dignity and respect. We encourage you to read more about our value of thriving together and our ongoing work to build the most inclusive company in Gaming .It’s our policy to provide equal employment opportunity for all applicants and members of Riot Games, Inc. Riot Games makes reasonable accommodations for handicapped and disabled Rioters and does not unlawfully discriminate on the basis of race, color, religion, sex, sexual orientation, gender identity or expression, national origin, age, handicap, veteran status, marital status, criminal history, or any other category protected by applicable federal and state law. We consider for employment all qualified applicants, including those with criminal histories, in a manner consistent with applicable federal, state and local law, including the California Fair Chance Act, the City of Los Angeles Fair Chance Initiative for Hiring Ordinance, the Los Angeles County Fair Chance Ordinance for Employers, the San Francisco Fair Chance Ordinance, and the Washington Fair Chance Act.Per the Los Angeles County Fair Chance Ordinance, the following core duties may create a basis for disqualifying candidates with relevant criminal histories:Safeguarding confidential and sensitive Company dataCommunication with others, including Rioters and third parties such as vendors, and/or players, including minorsAccessing Company assets, secure digital systems, and networksEnsuring a safe interactive environment for players and other RiotersThese duties are directly related to essential operations, safety, trust, and compliance obligations within our organization. Please note that job duties may evolve based on business needs and additional responsibilities may be assigned as necessary to maintain operational efficiency and security.
    Create Your Profile — Game companies can contact you with their relevant job openings.
    Apply
    #staff #software #engineer #progression #valorant
    Staff Software Engineer, Progression - VALORANT at Riot Games
    Staff Software Engineer, Progression - VALORANTRiot GamesMercer Island, USA2 hours agoApplyRiot engineers bring deep knowledge of specific technical areas but also value the opportunity to work in a variety of broader domains. As a Software Engineer, you’ll also dive into projects that focus on team cohesiveness and cross-team objectives. You’ll lead without authority and provide other engineers with a clear illustration of extraordinary engineering.VALORANT is Riot’s take on a character-based tactical shooter. As a Staff Software Engineer on the VALORANT team you will be responsible for building metagame client features and scalable backend services for progression systems throughout VALORANT. You'll influence the technical direction for how VALORANT services are built, scale and are operated in production, and collaborate with design to build smooth and intuitive player-facing in-game experiences. All the systems you design and build will be “Player Focused”, meaning striving for the goal of motivating players to choose to engage with them, rather than feeling pressured to.You will report to the Engineering Manager of the Progression team.Responsibilities:Create and/or contribute to best practices, development processes and coding standards; demonstrate a high bar of craft excellence for your teamDesign, build and deliver full-stack, in-game features enabling players to have a world-class experienceDesign, build, and deliver large scale backend services to support millions of playersCollaborate closely with Production, Game Design and UI/UX disciplinesMentor and grow other engineers on the teamRequired Qualifications6+ years of experience as a software engineerBS degree or equivalent experienceExperience with C++, C#, Java, Golang, or similar languageDesired QualificationsProfessional experience working with cloud computing and cloud technologiesProfessional experience building large scale backend systems or game servicesProfessional experience building player- or user-facing frontend experiencesProfessional experience working with the Go programming languageProfessional or academic experience working with C++Professional or hobby experience working with the Unreal EngineFor this role, you'll find success through craft expertise, a collaborative spirit, and decision-making that prioritizes the delight of players. We will be looking at your past studies, experience, and your personal relationship with games. If you embody player empathy and care about players' experiences, this could be your role!Our Perks:Riot focuses on work/life balance, shown by our open paid time off policy and other perks such as flexible work schedules. We offer medical, dental, and life insurance, parental leave for you, your spouse/domestic partner, and children, and a 401k with company match. Check out our benefits pages for more information.Riot Games fosters a player and workplace experience that values teamwork embodied by the Summoner's Code and Community Code . Our culture embraces differences as a strength, and our values are the guiding principles for how we approach work. We are committed to putting diversity and inclusionat the center of everything we do, and promoting a fair and collaborative culture where Rioters treat one another with dignity and respect. We encourage you to read more about our value of thriving together and our ongoing work to build the most inclusive company in Gaming .It’s our policy to provide equal employment opportunity for all applicants and members of Riot Games, Inc. Riot Games makes reasonable accommodations for handicapped and disabled Rioters and does not unlawfully discriminate on the basis of race, color, religion, sex, sexual orientation, gender identity or expression, national origin, age, handicap, veteran status, marital status, criminal history, or any other category protected by applicable federal and state law. We consider for employment all qualified applicants, including those with criminal histories, in a manner consistent with applicable federal, state and local law, including the California Fair Chance Act, the City of Los Angeles Fair Chance Initiative for Hiring Ordinance, the Los Angeles County Fair Chance Ordinance for Employers, the San Francisco Fair Chance Ordinance, and the Washington Fair Chance Act.Per the Los Angeles County Fair Chance Ordinance, the following core duties may create a basis for disqualifying candidates with relevant criminal histories:Safeguarding confidential and sensitive Company dataCommunication with others, including Rioters and third parties such as vendors, and/or players, including minorsAccessing Company assets, secure digital systems, and networksEnsuring a safe interactive environment for players and other RiotersThese duties are directly related to essential operations, safety, trust, and compliance obligations within our organization. Please note that job duties may evolve based on business needs and additional responsibilities may be assigned as necessary to maintain operational efficiency and security. Create Your Profile — Game companies can contact you with their relevant job openings. Apply #staff #software #engineer #progression #valorant
    gamejobs.co
    Staff Software Engineer, Progression - VALORANTRiot GamesMercer Island, USA2 hours agoApplyRiot engineers bring deep knowledge of specific technical areas but also value the opportunity to work in a variety of broader domains. As a Software Engineer, you’ll also dive into projects that focus on team cohesiveness and cross-team objectives. You’ll lead without authority and provide other engineers with a clear illustration of extraordinary engineering.VALORANT is Riot’s take on a character-based tactical shooter (for more info on VALORANT click here!). As a Staff Software Engineer on the VALORANT team you will be responsible for building metagame client features and scalable backend services for progression systems throughout VALORANT. You'll influence the technical direction for how VALORANT services are built, scale and are operated in production, and collaborate with design to build smooth and intuitive player-facing in-game experiences. All the systems you design and build will be “Player Focused”, meaning striving for the goal of motivating players to choose to engage with them, rather than feeling pressured to.You will report to the Engineering Manager of the Progression team.Responsibilities:Create and/or contribute to best practices, development processes and coding standards; demonstrate a high bar of craft excellence for your teamDesign, build and deliver full-stack, in-game features enabling players to have a world-class experienceDesign, build, and deliver large scale backend services to support millions of playersCollaborate closely with Production, Game Design and UI/UX disciplinesMentor and grow other engineers on the teamRequired Qualifications6+ years of experience as a software engineerBS degree or equivalent experienceExperience with C++, C#, Java, Golang, or similar language(s)Desired QualificationsProfessional experience working with cloud computing and cloud technologiesProfessional experience building large scale backend systems or game servicesProfessional experience building player- or user-facing frontend experiences (e.g. web, mobile, game)Professional experience working with the Go programming languageProfessional or academic experience working with C++Professional or hobby experience working with the Unreal EngineFor this role, you'll find success through craft expertise, a collaborative spirit, and decision-making that prioritizes the delight of players. We will be looking at your past studies, experience, and your personal relationship with games. If you embody player empathy and care about players' experiences, this could be your role!Our Perks:Riot focuses on work/life balance, shown by our open paid time off policy and other perks such as flexible work schedules. We offer medical, dental, and life insurance, parental leave for you, your spouse/domestic partner, and children, and a 401k with company match. Check out our benefits pages for more information.Riot Games fosters a player and workplace experience that values teamwork embodied by the Summoner's Code and Community Code . Our culture embraces differences as a strength, and our values are the guiding principles for how we approach work. We are committed to putting diversity and inclusion (D&I) at the center of everything we do, and promoting a fair and collaborative culture where Rioters treat one another with dignity and respect. We encourage you to read more about our value of thriving together and our ongoing work to build the most inclusive company in Gaming .It’s our policy to provide equal employment opportunity for all applicants and members of Riot Games, Inc. Riot Games makes reasonable accommodations for handicapped and disabled Rioters and does not unlawfully discriminate on the basis of race, color, religion, sex, sexual orientation, gender identity or expression, national origin, age, handicap, veteran status, marital status, criminal history, or any other category protected by applicable federal and state law. We consider for employment all qualified applicants, including those with criminal histories, in a manner consistent with applicable federal, state and local law, including the California Fair Chance Act, the City of Los Angeles Fair Chance Initiative for Hiring Ordinance, the Los Angeles County Fair Chance Ordinance for Employers, the San Francisco Fair Chance Ordinance, and the Washington Fair Chance Act.Per the Los Angeles County Fair Chance Ordinance, the following core duties may create a basis for disqualifying candidates with relevant criminal histories:Safeguarding confidential and sensitive Company dataCommunication with others, including Rioters and third parties such as vendors, and/or players, including minorsAccessing Company assets, secure digital systems, and networksEnsuring a safe interactive environment for players and other RiotersThese duties are directly related to essential operations, safety, trust, and compliance obligations within our organization. Please note that job duties may evolve based on business needs and additional responsibilities may be assigned as necessary to maintain operational efficiency and security. Create Your Profile — Game companies can contact you with their relevant job openings. Apply
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  • Former Call Of Duty: Black Ops Dev's New PlayStation Studio Looking For Artist With 'Advanced Expertise' In Generative AI

    Dark Outlaw Games is a new PlayStation studio born out of the ashes of Deviation Games and led by developer Jason Blundell, best known for Call of Duty: Black Ops’Suggested ReadingNintendo Switch 2 Price Is Set at for Now, But Could Go Higher

    Share SubtitlesOffEnglishSuggested ReadingNintendo Switch 2 Price Is Set at for Now, But Could Go Higher

    Share SubtitlesOffEnglishNintendo Switch 2 Price Is Set at for Now, But Could Go HigherFirst spotted by The Game Post, the listing reads, “We are seeking a Senior Concept Artist to join our LA studio, reporting directly to our Art Director. The ideal candidate is proactive, with strong skills in digital illustration, 3D modeling, character design, graphic design, experience with generative AI tools, and passionate about making games. Help us create our next AAA title—one that will truly stand apart from the rest!”In the qualifications section, the listing points to a requirement for “advanced expertise in using generative AI tools such as Stable Diffusion, Midjourney, ChatGPT, or similar platforms.” In the duties section, the listing says one of the concept artist’s jobs will be to “Refine and polish 2D artwork created by both human artists and generative AI tools.”Read More: The new job listing at the Sony-owned studio comes after a recent GDC 2025 survey found that companies are moving ahead with AI tools whether their employees agree with using them or not. Concerns about the technology range from the ethics of using tools trained on stealing other people’s work to worries about continued layoffs as companies seize on the hype around generative AI to cut workforces. Anecdotally at least, artists and writers appear to have been particularly hard hit in the most recent waves of mass game industry layoffs. “I suspect there will be a dual demand in gaming: one for AI-driven innovative experiences and another for handcrafted, thoughtful content,” PlayStation Studios head Hermen Hulst told the BBC in December. “Striking the right balance between leveraging AI and preserving the human touch will be crucial.” It was revealed earlier this year that Sony had at least experimented with turning its Horizon Zero Dawn hero Aloy into an AI-powered chatbot. Meanwhile, finished games that incorporate AI-generated assets have been forced to disclose the practice on storefronts like Steam. Call of Duty is one of the franchises frequently dunked on by fans for making use of what appear to be AI-generated cosmetics, player cards, and marketing materials. .
    #former #call #duty #black #ops
    Former Call Of Duty: Black Ops Dev's New PlayStation Studio Looking For Artist With 'Advanced Expertise' In Generative AI
    Dark Outlaw Games is a new PlayStation studio born out of the ashes of Deviation Games and led by developer Jason Blundell, best known for Call of Duty: Black Ops’Suggested ReadingNintendo Switch 2 Price Is Set at for Now, But Could Go Higher Share SubtitlesOffEnglishSuggested ReadingNintendo Switch 2 Price Is Set at for Now, But Could Go Higher Share SubtitlesOffEnglishNintendo Switch 2 Price Is Set at for Now, But Could Go HigherFirst spotted by The Game Post, the listing reads, “We are seeking a Senior Concept Artist to join our LA studio, reporting directly to our Art Director. The ideal candidate is proactive, with strong skills in digital illustration, 3D modeling, character design, graphic design, experience with generative AI tools, and passionate about making games. Help us create our next AAA title—one that will truly stand apart from the rest!”In the qualifications section, the listing points to a requirement for “advanced expertise in using generative AI tools such as Stable Diffusion, Midjourney, ChatGPT, or similar platforms.” In the duties section, the listing says one of the concept artist’s jobs will be to “Refine and polish 2D artwork created by both human artists and generative AI tools.”Read More: The new job listing at the Sony-owned studio comes after a recent GDC 2025 survey found that companies are moving ahead with AI tools whether their employees agree with using them or not. Concerns about the technology range from the ethics of using tools trained on stealing other people’s work to worries about continued layoffs as companies seize on the hype around generative AI to cut workforces. Anecdotally at least, artists and writers appear to have been particularly hard hit in the most recent waves of mass game industry layoffs. “I suspect there will be a dual demand in gaming: one for AI-driven innovative experiences and another for handcrafted, thoughtful content,” PlayStation Studios head Hermen Hulst told the BBC in December. “Striking the right balance between leveraging AI and preserving the human touch will be crucial.” It was revealed earlier this year that Sony had at least experimented with turning its Horizon Zero Dawn hero Aloy into an AI-powered chatbot. Meanwhile, finished games that incorporate AI-generated assets have been forced to disclose the practice on storefronts like Steam. Call of Duty is one of the franchises frequently dunked on by fans for making use of what appear to be AI-generated cosmetics, player cards, and marketing materials. . #former #call #duty #black #ops
    Former Call Of Duty: Black Ops Dev's New PlayStation Studio Looking For Artist With 'Advanced Expertise' In Generative AI
    kotaku.com
    Dark Outlaw Games is a new PlayStation studio born out of the ashes of Deviation Games and led by developer Jason Blundell, best known for Call of Duty: Black Ops’Suggested ReadingNintendo Switch 2 Price Is Set at $450 for Now, But Could Go Higher Share SubtitlesOffEnglishSuggested ReadingNintendo Switch 2 Price Is Set at $450 for Now, But Could Go Higher Share SubtitlesOffEnglishNintendo Switch 2 Price Is Set at $450 for Now, But Could Go HigherFirst spotted by The Game Post, the listing reads, “We are seeking a Senior Concept Artist to join our LA studio, reporting directly to our Art Director. The ideal candidate is proactive, with strong skills in digital illustration, 3D modeling, character design, graphic design, experience with generative AI tools, and passionate about making games. Help us create our next AAA title—one that will truly stand apart from the rest!”In the qualifications section, the listing points to a requirement for “advanced expertise in using generative AI tools such as Stable Diffusion, Midjourney, ChatGPT, or similar platforms.” In the duties section, the listing says one of the concept artist’s jobs will be to “Refine and polish 2D artwork created by both human artists and generative AI tools.”Read More: The new job listing at the Sony-owned studio comes after a recent GDC 2025 survey found that companies are moving ahead with AI tools whether their employees agree with using them or not. Concerns about the technology range from the ethics of using tools trained on stealing other people’s work to worries about continued layoffs as companies seize on the hype around generative AI to cut workforces. Anecdotally at least, artists and writers appear to have been particularly hard hit in the most recent waves of mass game industry layoffs. “I suspect there will be a dual demand in gaming: one for AI-driven innovative experiences and another for handcrafted, thoughtful content,” PlayStation Studios head Hermen Hulst told the BBC in December. “Striking the right balance between leveraging AI and preserving the human touch will be crucial.” It was revealed earlier this year that Sony had at least experimented with turning its Horizon Zero Dawn hero Aloy into an AI-powered chatbot. Meanwhile, finished games that incorporate AI-generated assets have been forced to disclose the practice on storefronts like Steam. Call of Duty is one of the franchises frequently dunked on by fans for making use of what appear to be AI-generated cosmetics, player cards, and marketing materials. .
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  • Mobile Recap: New Tools for Performance in Unity 6.1

    Performance is non-negotiable on mobile. Whether you’re chasing smoother framerates or faster load times, the earlier you can spot and fix issues, the better. In Unity 6.1 we released tools that give you more visibility into how your project runs, and more control for improved rendering. Here’s a recap of what’s new to help you ship better games on mobile.Introducing Project AuditorUnity 6.1 includes the full release of Project Auditor, a package that analyzes your project and flags opportunities to improve performance and reduce build size.Find managed memory allocations in code
    Keeping your code free of unnecessary allocations is the key to a smooth framerate, and Project Auditor’s Code view will show you all the places you’re currently allocating managed memory. It highlights those that are on more frequent codepathsso you can go through and improve these to make sure you’re reusing and pooling memory as appropriate, or making use of API calls that don’t allocate managed memory.Check asset import settings across platforms
    Making sure all your textures, models, sound effects and other assets are set up appropriately for your project on each platform can be a time consuming and tedious process. Project Auditor shows you lists of all your assets with their settings in a table so you can quickly find those which need their import settings changed, and will even suggest changes you might make to reduce your memory footprint or improve loading times.Understand your build size
    Knowing the size of your game build and what is contributing to that can make a world of difference when trying to optimize build size for release. Project Auditor can show you a list of your build contents and the size of the different assets or objects in your project so you can focus your efforts where it matters. Join the Discussions thread or dive into the package docs to start using Project Auditor in your workflow.Rendering Improvements for MobileAt GDC, our graphics team shared what’s new in rendering across Unity 6.0, 6.1, and what’s coming next. Here's a quick look at what shipped in 6.1.URP Deferred+
    This new rendering path is tuned for tile-based architectures and scales better across scenes with many lights or instances. In our benchmarks, Deferred+ outperformed traditional Deferred in most mobile scenarios. Deferred rendering is also now integrated with Render Graph, reducing memory transfers and energy use on Vulkan, Metal and DirectX12.Variable Rate ShadingThis lets you optimize shading workloads for URP render features, and balance between fidelity and performance. Available on supported Vulkan Android devices, as well as PCand compatible consoles. See the sample project in our Discussions thread.Vulkan Device and Graphics Jobs Filtering
    You can now filter Graphics API and Graphics Job usage by device, to benefit from Vulkan on modern Android platforms while falling back on OpenGLES on older devices. Graphics Jobs are now production-ready, offering CPU-side gains via Vulkan multithreading on capable premium Android devices. about it in our docs.Graphics State Collection API
    This API tracks the graphics states used during rendering to prevent shader compilation stutters and achieve smoother gameplay. Unity 6.1 also adds an automatic fallback to legacy shader warmup, making the workflow more consistent across APIs. See the sample project and Discussions thread.Wrapping UpThe new performance tools in Unity 6.1 are designed with mobile realities in mind. Between memory pressure and varied hardware, mobile optimization isn’t just about polish, it’s about whether your game feels playable at all. These updates help you narrow in on what’s holding your game back early, so you’re not chasing them down at the last minute.For deep dives, explore the linked examples and Discussions threads. We welcome your take on what’s working in your mobile build.
    #mobile #recap #new #tools #performance
    Mobile Recap: New Tools for Performance in Unity 6.1
    Performance is non-negotiable on mobile. Whether you’re chasing smoother framerates or faster load times, the earlier you can spot and fix issues, the better. In Unity 6.1 we released tools that give you more visibility into how your project runs, and more control for improved rendering. Here’s a recap of what’s new to help you ship better games on mobile.Introducing Project AuditorUnity 6.1 includes the full release of Project Auditor, a package that analyzes your project and flags opportunities to improve performance and reduce build size.Find managed memory allocations in code Keeping your code free of unnecessary allocations is the key to a smooth framerate, and Project Auditor’s Code view will show you all the places you’re currently allocating managed memory. It highlights those that are on more frequent codepathsso you can go through and improve these to make sure you’re reusing and pooling memory as appropriate, or making use of API calls that don’t allocate managed memory.Check asset import settings across platforms Making sure all your textures, models, sound effects and other assets are set up appropriately for your project on each platform can be a time consuming and tedious process. Project Auditor shows you lists of all your assets with their settings in a table so you can quickly find those which need their import settings changed, and will even suggest changes you might make to reduce your memory footprint or improve loading times.Understand your build size Knowing the size of your game build and what is contributing to that can make a world of difference when trying to optimize build size for release. Project Auditor can show you a list of your build contents and the size of the different assets or objects in your project so you can focus your efforts where it matters.➡️ Join the Discussions thread or dive into the package docs to start using Project Auditor in your workflow.Rendering Improvements for MobileAt GDC, our graphics team shared what’s new in rendering across Unity 6.0, 6.1, and what’s coming next. Here's a quick look at what shipped in 6.1.URP Deferred+ This new rendering path is tuned for tile-based architectures and scales better across scenes with many lights or instances. In our benchmarks, Deferred+ outperformed traditional Deferred in most mobile scenarios. Deferred rendering is also now integrated with Render Graph, reducing memory transfers and energy use on Vulkan, Metal and DirectX12.Variable Rate ShadingThis lets you optimize shading workloads for URP render features, and balance between fidelity and performance. Available on supported Vulkan Android devices, as well as PCand compatible consoles. See the sample project in our Discussions thread.Vulkan Device and Graphics Jobs Filtering You can now filter Graphics API and Graphics Job usage by device, to benefit from Vulkan on modern Android platforms while falling back on OpenGLES on older devices. Graphics Jobs are now production-ready, offering CPU-side gains via Vulkan multithreading on capable premium Android devices. about it in our docs.Graphics State Collection API This API tracks the graphics states used during rendering to prevent shader compilation stutters and achieve smoother gameplay. Unity 6.1 also adds an automatic fallback to legacy shader warmup, making the workflow more consistent across APIs. See the sample project and Discussions thread.Wrapping UpThe new performance tools in Unity 6.1 are designed with mobile realities in mind. Between memory pressure and varied hardware, mobile optimization isn’t just about polish, it’s about whether your game feels playable at all. These updates help you narrow in on what’s holding your game back early, so you’re not chasing them down at the last minute.For deep dives, explore the linked examples and Discussions threads. We welcome your take on what’s working in your mobile build. #mobile #recap #new #tools #performance
    Mobile Recap: New Tools for Performance in Unity 6.1
    unity.com
    Performance is non-negotiable on mobile. Whether you’re chasing smoother framerates or faster load times, the earlier you can spot and fix issues, the better. In Unity 6.1 we released tools that give you more visibility into how your project runs, and more control for improved rendering. Here’s a recap of what’s new to help you ship better games on mobile.Introducing Project AuditorUnity 6.1 includes the full release of Project Auditor, a package that analyzes your project and flags opportunities to improve performance and reduce build size.Find managed memory allocations in code Keeping your code free of unnecessary allocations is the key to a smooth framerate, and Project Auditor’s Code view will show you all the places you’re currently allocating managed memory. It highlights those that are on more frequent codepaths (like Update calls) so you can go through and improve these to make sure you’re reusing and pooling memory as appropriate, or making use of API calls that don’t allocate managed memory.Check asset import settings across platforms Making sure all your textures, models, sound effects and other assets are set up appropriately for your project on each platform can be a time consuming and tedious process. Project Auditor shows you lists of all your assets with their settings in a table so you can quickly find those which need their import settings changed, and will even suggest changes you might make to reduce your memory footprint or improve loading times.Understand your build size Knowing the size of your game build and what is contributing to that can make a world of difference when trying to optimize build size for release. Project Auditor can show you a list of your build contents and the size of the different assets or objects in your project so you can focus your efforts where it matters.➡️ Join the Discussions thread or dive into the package docs to start using Project Auditor in your workflow.Rendering Improvements for MobileAt GDC, our graphics team shared what’s new in rendering across Unity 6.0, 6.1, and what’s coming next (which you can watch here). Here's a quick look at what shipped in 6.1.URP Deferred+ This new rendering path is tuned for tile-based architectures and scales better across scenes with many lights or instances. In our benchmarks, Deferred+ outperformed traditional Deferred in most mobile scenarios. Deferred rendering is also now integrated with Render Graph, reducing memory transfers and energy use on Vulkan, Metal and DirectX12.Variable Rate Shading (Vulkan) This lets you optimize shading workloads for URP render features, and balance between fidelity and performance. Available on supported Vulkan Android devices, as well as PC (DX12) and compatible consoles. See the sample project in our Discussions thread.Vulkan Device and Graphics Jobs Filtering You can now filter Graphics API and Graphics Job usage by device, to benefit from Vulkan on modern Android platforms while falling back on OpenGLES on older devices. Graphics Jobs are now production-ready, offering CPU-side gains via Vulkan multithreading on capable premium Android devices. Read more about it in our docs.Graphics State Collection API This API tracks the graphics states used during rendering to prevent shader compilation stutters and achieve smoother gameplay. Unity 6.1 also adds an automatic fallback to legacy shader warmup, making the workflow more consistent across APIs. See the sample project and Discussions thread.Wrapping UpThe new performance tools in Unity 6.1 are designed with mobile realities in mind. Between memory pressure and varied hardware, mobile optimization isn’t just about polish, it’s about whether your game feels playable at all. These updates help you narrow in on what’s holding your game back early, so you’re not chasing them down at the last minute.For deep dives, explore the linked examples and Discussions threads. We welcome your take on what’s working in your mobile build.
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