• Rising Heat - Official Release Date Trailer
    gamerant.com
    Rising Heat is a roguelite bullet hell game developed by Fuzzy Sock Studios. See the official release date trailer here.
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  • At Gamescom 2025, NVIDIA DLSS 4 and Ray Tracing Come to This Years Biggest Titles
    blogs.nvidia.com
    With over 175 games now supporting NVIDIA DLSS 4 a suite of advanced, AI-powered neural rendering technologies gamers and tech enthusiasts everywhere can experience breakthrough performance in this years most anticipated titles, including Borderlands 4, Hell Is Us and Fate Trigger.Plus, path tracing is making its way to Resident Evil Requiem and Directive 8020, as well as ray tracing in upcoming releases like Phantom Blade Zero, PRAGMATA and CINDER CITY enabling crystal-clear visuals for more immersive gameplayDLSS 4 and path tracing are no longer cutting-edge graphical experiments theyre the foundation of modern PC gaming titles, said Matt Wuebbling, vice president of global GeForce marketing at NVIDIA. Developers are embracing AI-powered rendering to unlock stunning visuals and massive performance gains, enabling gamers everywhere to experience the future of real-time graphics today.These announcements come alongside a new NVIDIA GeForce RTX 50 Series bundle for Borderlands 4 and updates to the NVIDIA app a companion platform for content creators, gamers and AI enthusiasts using NVIDIA GeForce RTX GPUs.DLSS 4 Now Accelerating Over 175 Games and ApplicationsLaunched with the GeForce RTX 50 Series earlier this year, DLSS 4 with Multi Frame Generation uses AI to generate up to three frames for every traditionally rendered frame, delivering performance boosts of up to 8x over traditional rendering.In addition to Multi Frame Generation, DLSS 4 titles include support for DLSS Super Resolution, Ray Reconstruction and NVIDIA Reflex technology unlocking incredible performance gains and responsive gameplay for every GeForce RTX 50 Series owner.New titles announced at Gamescom that will support the latest RTX technologies include:Directive 8020 and Resident Evil Requiem, which are launching with DLSS 4 and path tracingBlack State, CINDER CITY (formerly Project LLL), Cronos: The New Dawn, Dying Light: The Beast, Honeycomb: The World Beyond, Lost Soul Aside, The Outer Worlds 2, Phantom Blade Zero and PRAGMATA, which are launching with DLSS 4 and ray tracingBorderlands 4 and Fate Trigger, which are launching with DLSS 4 with Multi Frame GenerationIndiana Jones and the Great Circle, which in September will add support for RTX Hair, a technology that uses new hardware capabilities in RTX 50 Series GPUs to model hair with greater path-traced detail and realismMany of these RTX titles will also launch on the GeForce NOW cloud gaming platform, including Borderlands 4, CINDER CITY (formerly Project LLL), Hell Is Us and The Outer Worlds 2.NVIDIA App Adds Global DLSS Overrides and Software UpdatesThe NVIDIA app is the essential companion for NVIDIA GeForce RTX GPU users, simplifying the process of keeping PCs updated with the latest GeForce Game Ready and NVIDIA Studio Drivers.New updates to the NVIDIA app include:Global DLSS Overrides: Easily enable DLSS Multi-Frame Generation or DLSS Super Resolution profiles globally across hundreds of DLSS Override titles, instead of needing to configure per title.Project G-Assist Upgrades: The latest update to Project G-Assist an on-device AI assistant that lets users control and tune their RTX systems with voice and text commands introduces a significantly more efficient AI model that uses 40% less memory. Despite its smaller footprint, it responds to queries faster and more accurately calls the right tools.Highly Requested Legacy 3D Settings: Use easily configurable control panel settings including anisotropic filtering, anti-aliasing and ambient occlusion to enhance classic games.The NVIDIA app beta update launches Tuesday, Aug. 19, at 9 a.m. PT, with full availability coming the following week.NVIDIA ACE Enhances Voice-Driven Gaming ExperiencesNVIDIA ACE a suite of generative AI technologies that power lifelike non-playable character interactions in games like Kraftons inZOI now features in Iconic Interactives The Oversight Bureau, a darkly comic, voice-driven puzzle game.Using speech-to-text technology powered by ACE, players can interact naturally with in-game characters using speech, with Iconics Narrative Engine interpreting the input and determining and delivering the pre-recorded character dialogue that best fits the story and situation.This system keeps developers in creative control while offering players real agency in games all running locally on RTX AI PCs with sub-second latency.The Oversight Bureau launches later this year and will be playable at NVIDIAs Gamescom B2B press suite.NVIDIA RTX Remix Evolves With Community Expansions and New Particle SystemNVIDIA RTX Remix, an open-source modding platform for remastering classic games with path tracing and neural rendering, continues to grow thanks to its passionate community.Modders have been using large language models to extend RTX Remixs capabilities. For example, one modder vibe coded a plug-in that connects RTX Remix to Adobe Substance 3D, the industry-standard tool for 3D texturing and materials. Another modder made it possible for RTX Remix to use classic game data to instantly make objects glow with emissive effects.RTX Remixs open-source community has even expanded compatibility to allow many new titles to be remastered, including iconic games like Call Of Duty 4: Modern Warfare, Knights Of The Old Republic, Doom 3, Half-Life: Black Mesa and Bioshock.Some of these games were featured in the RTX Remixs $50K Mod Contest, which wrapped up at Gamescom. Painkiller RTX by Merry Pencil Studios won numerous awards, including Best Overall RTX Remix Mod. Explore all mod submissions on ModDB.com.At Gamescom, NVIDIA also unveiled a new RTX Remix particle system that brings dynamic, realistically lit and physically accurate particles to 165 classic games the majority of which have never had a particle editor.Modders can use the system to change the look, size, quantity, light emission, turbulence and even gravity of particles in games. The new particle system will be available in September.Borderlands 4 GeForce RTX 50 Series Bundle Available NowTo celebrate Gearboxs Borderlands 4, which will be enhanced by DLSS 4 with Multi Frame Generation and NVIDIA Reflex, NVIDIA is introducing a new GeForce RTX 50 Series bundle.Players who purchase a GeForce RTX 5090, 5080, 5070 Ti, or 5070 desktop system or graphics card or laptops with a GeForce RTX 5090 Laptop GPU, RTX 5080 Laptop GPU, RTX 5070 Ti Laptop GPU or RTX 5070 Laptop GPU from participating retailers will receive a copy of Borderlands 4 and The Gilded Glory Pack DLC. The offer is available through Monday, Sept. 22.Learn more about GeForce announcements at Gamescom.
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  • HOW DISGUISE BUILT OUT THE VIRTUAL ENVIRONMENTS FOR A MINECRAFT MOVIE
    www.vfxvoice.com
    By TREVOR HOGGImages courtesy of Warner Bros. Pictures.Rather than a world constructed around photorealistic pixels, a video game created by Markus Persson has taken the boxier 3D voxel route, which has become its signature aesthetic, and sparked an international phenomenon that finally gets adapted into a feature with the release of A Minecraft Movie. Brought onboard to help filmmaker Jared Hess in creating the environments that the cast of Jason Momoa, Jack Black, Sebastian Hansen, Emma Myers and Danielle Brooks find themselves inhabiting was Disguise under the direction of Production VFX Supervisor Dan Lemmon.[A]s the Senior Unreal Artist within the Virtual Art Department (VAD) on Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We werent working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.Talia Finlayson, Creative Technologist, DisguiseInterior and exterior environments had to be created, such as the shop owned by Steve (Jack Black).Prior to working on A Minecraft Movie, I held more technical roles, like serving as the Virtual Production LED Volume Operator on a project for Apple TV+ and Paramount Pictures, notes Talia Finlayson, Creative Technologist for Disguise. But as the Senior Unreal Artist within the Virtual Art Department (VAD) on Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We werent working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration. The project provided new opportunities. Ive always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actors performance, notes Laura Bell, Creative Technologist for Disguise. But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.Set designs originally created by the art department in Rhinoceros 3D were transformed into fully navigable 3D environments within Unreal Engine. These scenes were far more than visualizations, Finlayson remarks. They were interactive tools used throughout the production pipeline. We would ingest 3D models and concept art, clean and optimize geometry using tools like Blender, Cinema 4D or Maya, then build out the world in Unreal Engine. This included applying materials, lighting and extending environments. These Unreal scenes we created were vital tools across the production and were used for a variety of purposes such as enabling the director to explore shot compositions, block scenes and experiment with camera movement in a virtual space, as well as passing along Unreal Engine scenes to the visual effects vendors so they could align their digital environments and set extensions with the approved production layouts.A virtual exploration of Steves shop in Midport Village.Certain elements have to be kept in mind when constructing virtual environments. When building virtual environments, you need to consider what can actually be built, how actors and cameras will move through the space, and whats safe and practical on set, Bell observes. Outside the areas where strict accuracy is required, you want the environments to blend naturally with the original designs from the art department and support the story, creating a space that feels right for the scene, guides the audiences eye and sets the right tone. Things like composition, lighting and small environmental details can be really fun to work on, but also serve as beautiful additions to help enrich a story.Ive always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actors performance. But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.Laura Bell, Creative Technologist, DisguiseAmong the buildings that had to be created for Midport Village was Steves (Jack Black) Lava Chicken Shack.Concept art was provided that served as visual touchstones. We received concept art provided by the amazing team of concept artists, Finlayson states. Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging. Sometimes we would also help the storyboard artists by sending through images of the Unreal Engine worlds to help them geographically position themselves in the worlds and aid in their storyboarding. At times, the video game assets came in handy. Exteriors often involved large-scale landscapes and stylized architectural elements, which had to feel true to the Minecraft world, Finlayson explains. In some cases, we brought in geometry from the game itself to help quickly block out areas. For example, we did this for the Elytra Flight Chase sequence, which takes place through a large canyon.Flexibility was critical. A key technical challenge we faced was ensuring that the Unreal levels were built in a way that allowed for fast and flexible iteration, Finlayson remarks. Since our environments were constantly being reviewed by the director, production designer, DP and VFX supervisor, we needed to be able to respond quickly to feedback, sometimes live during a review session. To support this, we had to keep our scenes modular and well-organized; that meant breaking environments down into manageable components and maintaining clean naming conventions. By setting up the levels this way, we could make layout changes, swap assets or adjust lighting on the fly without breaking the scene or slowing down the process. Production schedules influence the workflows, pipelines and techniques. No two projects will ever feel exactly the same, Bell notes. For example, Pat Younis [VAD Art Director] adapted his typical VR setup to allow scene reviews using a PS5 controller, which made it much more comfortable and accessible for the director. On a more technical side, because everything was cubes and voxels, my Blender workflow ended up being way heavier on the re-mesh modifier than usual, definitely not something Ill run into again anytime soon!A virtual study and final still of the cast members standing outside of the Lava Chicken Shack.We received concept art provided by the amazing team of concept artists. Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging.Talia Finlayson, Creative Technologist, DisguiseThe design and composition of virtual environments tended to remain consistent throughout principal photography. The only major design change I can recall was the removal of a second story from a building in Midport Village to allow the camera crane to get a clear shot of the chicken perched above Steves lava chicken shack, Finlayson remarks. I would agree that Midport Village likely went through the most iterations, Bell responds. The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled. I remember rebuilding the stairs leading up to the rampart five or six times, using different configurations based on the physically constructed stairs. This was because there were storyboarded sequences of the films characters, Henry, Steve and Garrett, being chased by piglins, and the action needed to match what could be achieved practically on set.Virtually conceptualizing the layout of Midport Village.Complex virtual environments were constructed for the final battle and the various forest scenes throughout the movie. What made these particularly challenging was the way physical set pieces were repurposed and repositioned to serve multiple scenes and locations within the story, Finlayson reveals. The same built elements had to appear in different parts of the world, so we had to carefully adjust the virtual environments to accommodate those different positions. Bell is in agreement with her colleague. The forest scenes were some of the more complex environments to manage. It could get tricky, particularly when the filming schedule shifted. There was one day on set where the order of shots changed unexpectedly, and because the physical sets looked so similar, I initially loaded a different perspective than planned. Fortunately, thanks to our workflow, Lindsay George [VP Tech] and I were able to quickly open the recorded sequence in Unreal Engine and swap out the correct virtual environment for the live composite without any disruption to the shoot.An example of the virtual and final version of the Woodland Mansion.Midport Village likely went through the most iterations. The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled.Laura Bell, Creative Technologist, DisguiseExtensive detail was given to the center of the sets where the main action unfolds. For these areas, we received prop layouts from the prop department to ensure accurate placement and alignment with the physical builds, Finlayson explains. These central environments were used heavily for storyboarding, blocking and department reviews, so precision was essential. As we moved further out from the practical set, the environments became more about blocking and spatial context rather than fine detail. We worked closely with Production Designer Grant Major to get approval on these extended environments, making sure they aligned with the overall visual direction. We also used creatures and crowd stand-ins provided by the visual effects team. These gave a great sense of scale and placement during early planning stages and allowed other departments to better understand how these elements would be integrated into the scenes.Cast members Sebastian Hansen, Danielle Brooks and Emma Myers stand in front of the Earth Portal Plateau environment.Doing a virtual scale study of the Mountainside.Practical requirements like camera moves, stunt choreography and crane setups had an impact on the creation of virtual environments. Sometimes we would adjust layouts slightly to open up areas for tracking shots or rework spaces to accommodate key action beats, all while keeping the environment feeling cohesive and true to the Minecraft world, Bell states. Simulcam bridged the physical and virtual worlds on set, overlaying Unreal Engine environments onto live-action scenes in real-time, giving the director, DP and other department heads a fully-realized preview of shots and enabling precise, informed decisions during production. It also recorded critical production data like camera movement paths, which was handed over to the post-production team to give them the exact tracks they needed, streamlining the visual effects pipeline.Piglots cause mayhem during the Wingsuit Chase.Virtual versions of the exterior and interior of the Safe House located in the Enchanted Woods.One of the biggest challenges for me was managing constant iteration while keeping our environments clean, organized and easy to update, Finlayson notes. Because the virtual sets were reviewed regularly by the director and other heads of departments, feedback was often implemented live in the room. This meant the environments had to be flexible. But overall, this was an amazing project to work on, and I am so grateful for the incredible VAD team I was a part of Heide Nichols [VAD Supervisor], Pat Younis, Jake Tuck [Unreal Artist] and Laura. Everyone on this team worked so collaboratively, seamlessly and in such a supportive way that I never felt like I was out of my depth. There was another challenge that is more to do with familiarity. Having a VAD on a film is still a relatively new process in production, Bell states. There were moments where other departments were still learning what we did and how to best work with us. That said, the response was overwhelmingly positive. I remember being on set at the Simulcam station and seeing how excited people were to look at the virtual environments as they walked by, often stopping for a chat and a virtual tour. Instead of seeing just a huge blue curtain, they were stoked to see something Minecraft and could get a better sense of what they were actually shooting.
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  • Acclaim est de retour, apparemment. Ils ont décidé d'organiser un showcase pour le faire savoir, comme si le monde avait vraiment besoin de ça en ce moment. La nostalgie est à la mode, donc pourquoi pas ? On va voir ce qu'ils ont à offrir, mais honnêtement, ça semble juste un peu... ennuyeux. Bref, encore une autre tentative de ramener des souvenirs passés. On verra bien.

    #Acclaim #Showcase #Nostalgie #JeuxVidéo #Retour
    Acclaim est de retour, apparemment. Ils ont décidé d'organiser un showcase pour le faire savoir, comme si le monde avait vraiment besoin de ça en ce moment. La nostalgie est à la mode, donc pourquoi pas ? On va voir ce qu'ils ont à offrir, mais honnêtement, ça semble juste un peu... ennuyeux. Bref, encore une autre tentative de ramener des souvenirs passés. On verra bien. #Acclaim #Showcase #Nostalgie #JeuxVidéo #Retour
    Acclaim est vraiment de retour, et il compte le faire savoir en organisant son propre showcase
    www.actugaming.net
    ActuGaming.net Acclaim est vraiment de retour, et il compte le faire savoir en organisant son propre showcase Puisque le monde entier semble tourné autour de la nostalgie en ce moment, il n’y […] L'article Acclaim est vraiment de retour,
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  • Metal Gear Solid Delta: Snake Eater developer interview
    blog.playstation.com
    Metal Gear Solid Delta: Snake Eater, launching August 28 on PlayStation 5, is a remake of the 2004 PlayStation 2 classic, Metal Gear Solid 3: Snake Eater. I had a conversation with the developers during a Tokyo press event to discuss the upcoming remake and its development process.Faithfully replicating the thrill and impact of the originalPlayStation Blog: How important was it to your team to create a game that stayed true to the original?Noriaki Okamura (Metal Gear Series Producer): We began this project with the intention of bringing a 20-year-old game to the present day. While we updated the graphics and certain game mechanics to ensure todays players could fully enjoy the experience, we wanted to stay true to the original as much as possible.What challenges did your team face during development, and what specific adjustments were implemented?Okamura: I had no intention of altering the original story, so I insisted that we can just update the game graphics. Korekado disagreed and warned me that that approach will not work, but I initially had the team re-create the game just with new character models. Although the graphics improved, they appeared doll-like and unrealistic, so I finally realized that my plan was inadequate.Yuji Korekado (Creative Producer): We began by reworking the animation and game mechanics. We implemented animation programming that didnt exist two decades ago to make the game more realistic, but that also meant we couldnt reproduce the original game mechanics. Metal Gear is a stealth game, so its crucial for players to be able to make precise movements. We put in a lot of effort to replicate the same feel as the original, while maintaining realism.Are there any areas of the game that you wanted to recreate as faithfully as possible?Korekado: We made sure that the jungle looked as realistic as possible. We devoted a lot of time modeling every fine detail like leaves, grass, and moss covering the ground. Since the perspective shifts along with the characters movements, players will get a closer look at the ground when theyre crouching or crawling. To make sure the environment was immersive from every angle, we carefully crafted every element with great precision.Have any enhancements been made compared to the original PS2 version?Korekado: We enhanced the visuals to be more intuitive. Thanks to increased memory and much faster speeds the user experience has improved significantly, including faster transitions to the Survival Viewer or having a quick menu to swap uniforms. On top of that, the audio improvements are remarkable. Sound absorption rates vary depending on the materials of the walls and floors, which allows players to detect enemies behind walls or nearby animals intuitively. In areas like caves and long corridors, unique echo parameters help distinguish different environments, which I think is a major advancement for stealth gameplay.Extra content for players to enjoy diverse gameplayThe remake features Fox Hunt, a new online multiplayer mode. Why did you include this in the game instead of Metal Gear Online (MGO)?Yu Sahara (Fox Hunt Director): The remake features significantly enhanced graphics, so we explored various online modes that aligned with these improvements. We decided to focus on stealth, sneaking, and survival, since those are also the key pillars of the main game. We landed on a concept that is based on hide-and-seek, that is classic Metal Gear, while also being reminiscent of the stealth missions featured in the earlier MGO.Can players earn rewards by playing the Fox Hunt mode?Sahara: While there are no items that can be transferred to the main game, players can unlock rewards like new camouflage options by playing Fox Hunt multiple times.Were there any challenges or specific areas of focus while remaking Snake vs Monkey mode?Taiga Ishigami (Planner): Our main goal was to make Pipo Monkey even more charming, cute, and entertaining. We developed new character actions, including the Gotcha! motion, and each animation and sound effect were carefully reviewed to ensure it captured Pipo Monkeys personality. If anything felt off, we made changes right away.I heard the new Snake vs Monkey mode features an Astro Bot collab.Ishigami: Yes, a couple of bots from the Astro Bot game will make an appearance, and you can capture them just like the Pipo Monkeys. Capturing these bots isnt required to finish the levels, but youll receive unique rewards if you do. Depending on the level, either a standard bot or a Pipo Monkey bot will be hidden away, so be sure to keep an eye out for them.Do you have any final words for new players as well as longtime fans of the original game?Okamura: I rarely cry when playing games, but I remember bawling my eyes out while playing the original Metal Gear Solid 3. The development of Metal Gear Solid Delta: Snake Eater was driven by our goal to faithfully capture the impact and thrill that players felt two decades ago. Metal Gear Solid 3 is the ultimate example of storytelling in games, and having dreamed of making a game like this, I now feel a sense of fulfillment. I hope everyone enjoys the story as much as I do.Metal Gear Solid Delta: Snake Eater arrives on PS5 on August 28.Read a new hands-on report with the game.
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  • Why you need to watch Barbarian on Netflix before it vanishes next week
    www.polygon.com
    Zach Creggers Weapons is, without a doubt, a triumph, a critical darling and box-office success that hits hard and leaves plenty to discuss afterward. But for me, it doesn't knock Creggers first foray into the horror scene off its perch: The gut-churningly uncomfortable 2022 thriller Barbarian is still my personal favorite of his movies.
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  • UX Job Interview Helpers
    smashingmagazine.com
    When talking about job interviews for a UX position, we often discuss how to leave an incredible impression and how to negotiate the right salary. But its only one part of the story. The other part is to be prepared, to ask questions, and to listen carefully.Below, Ive put together a few useful resources on UX job interviews from job boards to Notion templates and practical guides. I hope you or your colleagues will find it helpful.The Design Interview KitAs you are preparing for that interview, get ready with the Design Interview Kit (Figma), a helpful practical guide that covers how to craft case studies, solve design challenges, write cover letters, present your portfolio, and negotiate your offer. Kindly shared by Oliver Engel.The Product Designers (Job) Interview Playbook (PDF)The Product Designers (Job) Interview Playbook (PDF) is a practical little guide for designers through each interview phase, with helpful tips and strategies on things to keep in mind, talking points, questions to ask, red flags to watch out for and how to tell a compelling story about yourself and your work. Kindly put together by Meghan Logan.From my side, I can only wholeheartedly recommend to not only speak about your design process. Tell stories about the impact that your design work has produced. Frame your design work as an enabler of business goals and user needs. And include insights about the impact youve produced on business goals, processes, team culture, planning, estimates, and testing.Also, be very clear about the position that you are applying for. In many companies, titles do matter. There are vast differences in responsibilities and salaries between various levels for designers, so if you see yourself as a senior, review whether it actually reflects in the position.A Guide To Successful UX Job Interviews (+ Notion template)Catt Smalls Guide To Successful UX Job Interviews, a wonderful practical series on how to build a referral pipeline, apply for an opening, prepare for screening and interviews, present your work, and manage salary expectations. You can also download a Notion template.30 Useful Questions To Ask In UX Job InterviewsIn her wonderful article, Nati Asher has suggested many useful questions to ask in a job interview when you are applying as a UX candidate. Ive taken the liberty of revising some of them and added a few more questions that might be worth considering for your next job interview.What are the biggest challenges the team faces at the moment?What are the teams main strengths and weaknesses?What are the traits and skills that will make me successful in this position?Where is the company going in the next 5 years?What are the achievements I should aim for over the first 90 days?What would make you think Im so happy we hired X!?Do you have any doubts or concerns regarding my fit for this position?Does the team have any budget for education, research, etc.?What is the process of onboarding in the team?Who is in the team, and how long have they been in that team?Who are the main stakeholders I will work with on a day-to-day basis?Which options do you have for user research and accessing users or data?Are there analytics, recordings, or other data sources to review?How do you measure the impact of design work in your company?To what extent does management understand the ROI of good UX?How does UX contribute strategically to the companys success?Who has the final say on design, and who decides what gets shipped?What part of the design process does the team spend most time on?How many projects do designers work on simultaneously?How has the organization overcome challenges with remote work?Do we have a design system, and in what state is it currently?Why does a company want to hire a UX designer?How would you describe the ideal candidate for this position?What does a career path look like for this role?How will my performance be evaluated in this role?How long do projects take to launch? Can you give me some examples?What are the most immediate projects that need to be addressed?How do you see the design team growing in the future?What traits make someone successful in this team?Whats the most challenging part of leading the design team?How does the company ensure its upholding its values?Before a job interview, have your questions ready. Not only will they convey a message that you care about the process and the culture, but also that you understand what is required to be successful. And this fine detail might go a long way.Dont Forget About The STAR MethodInterviewers closer to business will expect you to present examples of your work using the STAR method (Situation Task Action Result), and might be utterly confused if you delve into all the fine details of your ideation process or the choice of UX methods youve used.Situation: Set the scene and give necessary details.Task: Explain your responsibilities in that situation.Action: Explain what steps you took to address it.Result: Share the outcomes your actions achieved.As Meghan suggests, the interview is all about how your skills add value to the problem the company is currently solving. So ask about the current problems and tasks. Interview the person who interviews you, too but also explain who you are, your focus areas, your passion points, and how you and your expertise would fit in a product and in the organization.Wrapping UpA final note on my end: never take a rejection personally. Very often, the reasons you are given for rejection are only a small part of a much larger picture and have almost nothing to do with you. It might be that a job description wasnt quite accurate, or the company is undergoing restructuring, or the finances are too tight after all.Dont despair and keep going. Write down your expectations. Job titles matter: be deliberate about them and your level of seniority. Prepare good references. Have your questions ready for that job interview. As Catt Small says, once you have a foot in the door, youve got to kick it wide open.You are a bright shining star dont you ever forget that.Job BoardsRemote + In-personIXDAWho Is Still Hiring?UXPA Job BankOttaBoooomBlack Creatives Job BoardUX Research JobsUX Content JobsUX Content Collective JobsUX Writing JobsUseful ResourcesHow To Be Prepared For UX Job Interviews, by yours trulyUX Job Search Strategies and Templates, by yours trulyHow To Ace Your Next Job Interview, by Startup.jobsCracking The UX Job Interview, by Artiom DashinskyThe Product Design Interview Process, by Tanner Christensen10 Questions To Ask in a UX Interview, by Ryan ScottSix questions to ask after a UX designer job interview, by Nick BabichMeet Smart Interface Design PatternsYou can find more details on design patterns and UX in Smart Interface Design Patterns, our 15h-video course with 100s of practical examples from real-life projects with a live UX training later this year. Everything from mega-dropdowns to complex enterprise tables with 5 new segments added every year. Jump to a free preview. Use code BIRDIE to save 15% off.Meet Smart Interface Design Patterns, our video course on interface design & UX.Video + UX TrainingVideo onlyVideo + UX Training$495.00 $699.00Get Video + UX Training25 video lessons (15h) + Live UX Training.100 days money-back-guarantee.Video only$300.00$395.00Get the video course40 video lessons (15h). Updated yearly.Also available as a UX Bundle with 2 video courses.
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  • Mesonia Is an Artisan-Made Boutique Suite in San Miguel de Allende
    design-milk.com
    Situated in San Miguel de Allendes lively San Antonio neighborhood, a new design-forward escape invites travelers to slow down and live within the creative spirit of contemporary Mexican craft. Mesonia, which opened in June 2025, is the latest creation from artist and designer Daniel Valero, founder of Mestiz Studio, and it transforms the idea of boutique lodging into a fully immersive design experience.Far from a conventional hotel room, Mesonia functions as an experimental living space part private retreat, part living gallery where every surface, fixture, and furnishing tells a story of craft, culture, and place. The rental suites interiors were brought to life with architectural finesse by Maye Estudio, whose approach weaves warmth and cohesion into Valeros bold, organic vision. The branding, by designer Daniel Martnez Larsen, distills Mesonias essence into a clean, contemporary identity that mirrors the suites balance between heritage and modernity.Inside, every detail is custom, including furniture, lighting, woven textiles, ceramics, and architectural details, all designed by Mestiz Studio and brought to life through artisanal techniques developed in collaboration with master craftspeople from the Bajo region and northern Mexico. This results in a space that feels deeply rooted in place while remaining fresh and original.The suite is a sensory treat, brought together by a vivid and joyful color palette sky blue walls that mirror San Miguels endless skies, accents of magenta that energize the space, caramel tones that echo sunbaked earth, and touches of kelly green that recall the lush vibrancy of the surrounding highlands. These hues thread through everything from handwoven rugs to ceramic tiles, creating a visual rhythm thats both grounded and uplifting.Guests will find a serene king-size bedroom, a fully equipped kitchen, a lounge with built-in seating dressed in hand-finished fabrics, and a private terrace designed for moments of quiet contemplation. Textured walls, organic materials, and artisanal finishes form a tactile backdrop to daily life, inviting guests to touch, explore, and linger.Mesonia embraces the rhythm of independent living there is no on-site staff or restaurant allowing visitors to move at their own pace. Just steps away, San Antonios streets hum with everyday life: family-run bakeries, open-air markets, and artist studios offer a glimpse into the neighborhoods creative energy.To learn more about Mestiz Studio, visit mestiz.mx, or to book Mesonia for yourself, head to mesonia.mx.Photography by Pepe Molina.
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  • What grief can teach us about the future of design
    uxdesign.cc
    The loss AI brings to the design industry could be what clarifies its truepurpose.Photo by Ann onUnsplashWhen my father died a few years ago, it changed me. We had a complicated relationship, but as adults, we did our best to mend the past and build something better. After he passed, I held onto the good memories, but I also regretted the things we never got the chance to do while he wasalive.Thats how grief worksit strips life down, the noise falls away, and whats left is a sharper sense of what truly matters, a new way of seeing the people around you that you never hadbefore.Lately, Ive been looking at design through that same lens. And while much of what I write may sound jaded and cynicaleven doom-and-gloombeneath it all, Im an optimist, always searching for meaning in thechaos.Grief shatters what we thought was stable, forcing us to confront what remains. In a way, AI has created a similar quake. Its unsettled many of us because the design world we once knew has withered, and it isnt comingback.Yet this loss doesnt mean design is gone. If anything, it requires us to find meaning in the turmoil and ask what design truly is, and what it still has the potential tobecome.Heres the differenceAI can generate outputs. It can mimic styles, assemble patterns, and even simulate decisions. But it cant create meaning. Meaning is rooted in memory, context, and emotion. Machines dont live, so they cant feel the depths ofbeing.Thats why our role as designers is more important than ever. The future of design isnt about competing with AIits about doing the one thing AI cannotcreate meaning. Our work will be to take the flood of machine-made material and shape it into something that resonates with human experience. To inject life where the machine only providesform.So while the design industry we knew is gone, like any loss, what remains isnt just absenceits the clarity of what truly mattered.Pre-AI design often obsessed over surface interpretations. We argued skeuomorphism versus flat, minimalism versus maximalism. But in the end, those were arguments about veneer, notpurpose.Even UX design itself fell into this trap of superficiality. A field that was supposed to champion human-centered design sometimes reduced itself to surface buzzwords like user delight, seamlessness, and frictionless flow, while the systems of meaning beneath remained unexamined. In that sense, AI isnt just disrupting the visible layer of designits revealing how much of what we called design was little more thantheater.Now that AI can generate those same facades instantly, the truth is clearersurface was never the point. What mattered was the meaning beneath it. Skeuomorphism worked because it made unfamiliar technology feel approachable. Flat design resonated because it spoke to a cultural hunger for clarity and efficiency. Frictionless flow isnt just about ease of use, its about building trust with the unknown. These werent just stylistic or usability choicesthey were reflections of the human experience.And yet, despite this deeper role, many will still argue design is on the verge of obsolescence. Some, like Greg Nudelman suggests that when it comes to AI-first design, where the boxes are, or what color, or labels, etc., almost doesnt matter. Even Ive written about this topic not long ago, arguing that AI will render traditional design obsolete by bypassing the very processes design was once neededfor.On the surface, these arguments seem rationaluntil you remember that humans are anything but. Take music, for example. From a utilitarian perspectiveor even a purely biological onewe dont need musicat least not to survive. Yet music gives us connection, meaning, and experience. The same is true for design that reaches beyond utility. It may seem impractical, like the ornate details of a historic church, but it generates meaning that transcends a pragmatic approach todesign.One could argue that machines can now generate music or images of beautiful architecture. But have you ever stood in front of a band you love, swept up in the emotional charge as the sound shakes through your body? Or stood at the foot of a historic building, in awe of its presence? Those are experiences no machine can replicateand thats the kind of resonance we as designers should be strivingfor.By this definition, its easy to confuse design with art. However, design has always been, at its core, a form of communication. And communication isnt confined to the transactional or utilitarianit can also be symbolic, emotional, even spiritual. Much like art, yes, but not quite thesame.A beautifully designed object, interface, or space doesnt just functionit says something, it connects, it resonates. Thats what separates design from raw aesthetic expressionit speaks to people in ways that guide understanding, foster connection, and shape experience.Moving forward, our focus has to be understanding the needs and meanings design expresses, not chasing whatever form happens to be popular or usable. Machines can spin out endless variations based on this criteria, but only humans can connect those forms to culture, memory, and lived experience.So yes, design as we once knew it may be gone. But in its absence, weve been handed something invaluableperspective. The reminder that meaningnot surfaceis what endures. And thats the part of design we carryforward.Dont miss out! Join my email list and receive the latestcontent.What grief can teach us about the future of design was originally published in UX Collective on Medium, where people are continuing the conversation by highlighting and responding to this story.
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  • These Are the Best Labor Day Tech Deals at Walmart
    lifehacker.com
    We may earn a commission from links on this page. Deal pricing and availability subject to change after time of publication.Labor Day sales are rolling in, and Lifehacker is sharing the best sales based on product reviews, comparisons, and price-tracking tools before theyre over. You can also subscribe to our shopping newsletter, Add to Cart, for the best sales sent to your inbox.Walmart has joined Amazon and Best Buy in the list of major retailers with solid Labor Day sales. You can find deals on headphones, TVs, speakers, laptops, and more from major brands leading up to the holiday on Sept. 1. I used price-tracking tools to make sure these tech deals are legit and made a list of the best ones to make your shopping a little easier. Here are some of the best deals so far. 4K UHD IPS 144Hz 1ms G-Sync Samsung Odyssey G70B 28" Gaming Monitor $299.00 at Walmart $699.99 Save $400.99 Get Deal Get Deal $299.00 at Walmart $699.99 Save $400.99 Series QD-Mini LED QLED 4K UHD Smart TV (2025) TCL 65" QM6K Google TV $549.99 at Walmart $998.00 Save $448.01 Get Deal Get Deal $549.99 at Walmart $998.00 Save $448.01 4K UHD OLED Web OS 24 Smart 120 Hz TV with Dolby Vision LG 65" C5 OLED TV $1,496.99 at Walmart $1,779.00 Save $282.01 Get Deal Get Deal $1,496.99 at Walmart $1,779.00 Save $282.01 Wireless Noise Canceling Over-the-Ear Headphones with Google Assistant Sony WH-1000XM4 $289.36 at Walmart Get Deal Get Deal $289.36 at Walmart Blue Apple AirPods Max (USB-C) $479.99 at Walmart $549.00 Save $69.01 Get Deal Get Deal $479.99 at Walmart $549.00 Save $69.01 Bone Conduction Waterproof Bluetooth Headphones for Sports with Cooling Wristband Shokz OpenRun Headphones $89.95 at Walmart $129.95 Save $40.00 Get Deal Get Deal $89.95 at Walmart $129.95 Save $40.00 Wireless Headphones Beats Studio Pro $179.95 at Walmart $349.95 Save $170.00 Get Deal Get Deal $179.95 at Walmart $349.95 Save $170.00 Portable Waterproof Speaker JBL Flip 6 $84.99 at Walmart $129.95 Save $44.96 Get Deal Get Deal $84.99 at Walmart $129.95 Save $44.96 47mm Bluetooth and WiFi Smart Watch Samsung Galaxy Watch6 Classic $244.00 at Walmart $399.99 Save $155.99 Get Deal Get Deal $244.00 at Walmart $399.99 Save $155.99 4 Spotlight, Wireless Outdoor Camera with Fixed Solar Panel, 360 Panoramic View, Human Auto Track. AOSU 2K Solar Security Camera $69.99 at Walmart $110.00 Save $40.01 Get Deal Get Deal $69.99 at Walmart $110.00 Save $40.01 SEE 7 MORE A gaming monitorThe Samsung Odyssey G70B 28" Gaming Monitor is a high-resolution, high-performing ultra-wide gaming monitor with an ultra HD 27-inch panel, where you can play your games in 4K and hear the games with its built-in speakers. Right now, the monitor is $299 (originally $699.99), which is an impressive discount.Discounted TVsI've been lucky enough to test TCL's QM6K Google QLED TV firsthand for a couple of months. It's hard to believe it's considered a budget TV, considering how good it is. The 65-inch model is $549.99 (originally $998) right now, a budget price for an excellent QLED TV.For those looking to splurge on an OLED TV, the LG 65" C5 OLED TV is $1,496.99 (originally $1,779). This OLED model came out this year and it's impressive to already see it with such a steep discount. It has excellent image quality like you'd expect from any OLED, has great gaming specs, and the contrast looks great even in bright rooms, according to CNET's review.Flagship HeadphonesIf you need to get new ANC headphones, there are some good options with big discounts right now. The WH-1000XM4 starts at $199 (originally $349.99). They're not as fancy as the XM6, but they're still great headphones and plenty powerful for most people. You can read more about them in PCMag's "outstanding" review.Apples AirPods Max are excellent ANC headphones, on par with the best Bluetooth headphones money can buy today. Right now, they're $479.99 (originally $549). These are the new 2024 version with new colors and the USB-C charging port. If you're in the Apple ecosystem and want to stay there, get the AirPods Max. You can read about the headphones in more detail in PCMag's review.The Shokz OpenRun Headphones might not be the latest modelthat would be the Shokz OpenRun Pro 2but the original ones are still excellent bone conduction headphones. Right now, you can get them for $89.95 (originally $129.95), a great price for reliable waterproof headphones that let you hear your surroundings. Beats headphones are well known for their style and better compatibility with Apple devices. Both of these hold true with their flagship headphones, the Beats Studio Pro, currently $179.95 (originally $349.95). PCMag gave them a "good" review, praising its sculpted sound, comfort, premium accessories, and spatial audio with head tracking.A portable JBL speakerI've been using the JBL Flip 6 to listen to media in my home office for months, and have enjoyed it. The speakers are user-friendly, portable, have that fun JBL sound signature, and are completely compatible with all the features from the companion app that the higher-end JBL speakers have. You can get yours for $84.99 (originally $129.95).A classic smartwatchThe Samsung Galaxy Watch 6 Classic launched in 2023 with top-notch specs and features. PCMag thinks the Galaxy Watch 6 is "excellent," and called it the best Android-compatible smartwatch of 2023. If you're a Samsung user (or just Android) and are looking for a deal on a solid smartwatch, you can get the Galaxy Watch 6 classic for $244 (originally $399.99).A solar subscription-free security cameraI've been in search of the best solar camera for the money that is also subscription-free ever since my home was broken into. That camera for me has been the AOSU 2K Solar Security Camera, and I highly recommend it to anyone looking for an easy set-up, subscription-free, reliable solar camera with a 360-degree view. You can get it for $69.99 (originally $110), an impressive value for the money. Our Best Editor-Vetted Tech Deals Right Now Apple AirPods Pro 2 Noise Cancelling Wireless Earbuds $199.00 (List Price $249.00) Google Pixel 10 128GB Unlocked Phone With $100 Amazon Gift Card (Obsidian) $799.00 (List Price $899.00) Samsung Galaxy S25 Edge 256GB Unlocked AI Phone (Titanium JetBlack) $849.99 (List Price $1,099.99) Dell 16 DC16251 (Intel Core 7 150U, 1TB SSD, 32GB RAM) $699.99 (List Price $949.99) Blink Video Doorbell Wireless (Newest Model) + Sync Module Core $39.99 (List Price $69.99) Amazon Fire TV Stick 4K (2nd Gen, 2023) $29.99 (List Price $49.99) Apple iPad 11" 128GB A16 WiFi Tablet (Blue, 2025) $299.00 (List Price $349.00) Deals are selected by our commerce team
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