• Meta to Increase Spending to $65 Billion This Year in A.I. Push
    www.nytimes.com
    Much of the capital investment, a big jump from 2024, will fund expansion of Metas data centers, which provide the computing power needed by A.I. products and algorithms.
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  • Amazon's $279 iPad 10th Gen deal is back
    appleinsider.com
    Amazon has issued a weekend iPad deal on the 10th Generation, with an on-page coupon bringing the price back down to $279.Save $70 with this iPad 10th Gen markdownTake advantage of a Friday price drop on Apple's iPad 10th Generation, with the standard 64GB Wi-Fi model dropping to $279 at Amazon. Most accounts will see a $299 price on Amazon's product page, with a bonus $19.01 on-page coupon available when you check the appropriate box.Get the $279 deal Continue Reading on AppleInsider | Discuss on our Forums
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  • Tim Cook quits Apple for Lumon Industries in 'Severance' promo
    appleinsider.com
    "Severance" director Ben Stiller has shared a video of Apple CEO Tim Cook's new morning routine, as he goes from being an outie to an innie, in the now famous Lumon elevator.Tim Cook in the "Severance" elevator image credit: Apple"Severance" has played host to skits before, with Stephen Colbert including an extended sequence of him working at Lumon Industries. But for season 2 of the Apple TV+ hit, it was no longer enough to get a comedian in on the act, the show had to go right to the top.Was helping this new guy find his office this morning pic.twitter.com/ldBBvH7AmU Ben Stiller (@BenStiller) January 24, 2025 Continue Reading on AppleInsider | Discuss on our Forums
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  • Trumps temporary FEMA administrator appointee raises eyebrows
    archinect.com
    The new Trump administrations temporary appointment as the lead administrator of Federal Emergency Management Agency (FEMA), former Navy SEAL veteran Cameron Hamilton, is raising eyebrows in the aftermath of the devastating Los Angeles Fires.According to the New YorkTimes: "Mr. Hamilton is an unusual choice to lead the agency, even in a temporary capacity. Since Hurricane Katrina, when the federal response was severely criticized, FEMA has been led by disaster management professionals who have run state or local emergency management agencies, or were regional administrators at FEMA."Hamilton, who had previously worked as an emergency management specialist at the State Department, takes the helm of the agency after criticizing its response to last fall's flooding incident in western North Carolina after Hurricane Helene.
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  • Royal Shakespeare Company enters game development with new title Lili
    venturebeat.com
    The Royal Shakespeare Company announced it's making its first video game alongside iNK Stories, an adaptation of MacBeth called Lili.Read More
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  • Savvy Games hires Nika Nour as SVP and head of international business development
    www.gamesindustry.biz
    Savvy Games hires Nika Nour as SVP and head of international business developmentNour will oversee international partnerships, provide advice on mergers, acquisitions, and investments News by Sophie McEvoy Staff Writer Published on Jan. 24, 2025 Savvy Games Group has appointed Nika Nour as SVP and head of international business development.Nour will be responsible for building international partnerships and recruiting game firms to further strengthen the games industry in Saudi Arabia.This will include providing advice on mergers, acquisitions, and investments "to support the growth of Savvy's ecosystem, and drive the growth of domestic businesses."Prior to joining Savvy Games, Nour was head of partnerships at Genvid Entertainment. She oversaw the publishing of titles including Silent Hill: Ascension, DC Heroes United, and Borderlands Echovision Live.Nour was also previously the executive director for the International Game Developers Association Foundation (IGDA).Last August, Savvy Games partnered with Xsolla to strengthen Saudi Arabia and the Middle East as a global games hub.
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  • Epic Games Store expands on mobile with third-party titles and free games
    www.gamedeveloper.com
    Fortnite maker Epic has bolstered its mobile storefront with the addition of almost 20 third-party tiles and the launch of a Free Games program.It's a notable move for the publisher as it looks to make inroads into the mobile market.The Epic Games Store debuted on mobile with just a handful of Epic-produced titles including Fortnite, Fall Guys, and Rocket League Sideswipe.Epic said the addition of third-party releases on Android worldwide and iOS across the European Union represents a "major step forward" for the store.The company also intends to hand out a free title each month through the Epic Games Store mobile app, beginning with Dungeon of the Endless: Apogee."There will be new games offered each month until we move to a weekly schedule later this year," it added in a newsroom post.The company runs a similar initiative on its PC marketplace that allows users to download a free title each week.Epic has also introduced new mobile app features including Epic Account login (with persistent status across Epic titles on iOS and Android) and an auto-update functionality.Developers who bring their titles to the Epic Games Store on mobile will receive the same 88/12 revenue split as those on the PC marketplace. Epic explained that split only applies to payments it processes and said it won't take a cut from third-party payments.It also touted the royalty rate reduction offered through its Launch Everywhere with Epic program, which is designed to encourage developers to debut their Unreal Engine titles on Epic platformseither as a timed exclusive or via a simultaneous launch."This new program offers a royalty rate reduction from 5 percent to 3.5 percent on all platforms and stores for eligible Unreal Engine games published on the Epic Games Store from 2025 onwards," explained Epic."To be eligible, games must ship on the Epic Games Store before or at the same time its released on other stores on corresponding platforms you support (PC, Mac, Android, and in the future, iOS). This program is inclusive of games participating in Epic First Run, which helps developers to maximize their revenue share during their initial run on the Store."
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  • Chris Ware explains how to draw strangers on the bus without getting arrested
    www.theverge.com
    Every month,The Verges designers, photographers, and illustrators gather to share the work of artists who inspire us. Now, were turning our Art Club into an interview series in which we catch up with the artists and designers we admire and find out what drives them.Cartoonist Chris Wares work is so precise that you might assume it was illustrated digitally but its all drawn on paper. One of Americas most celebrated graphic artists, Wares lines are so meticulous and the geometry is so exacting that it seems impossible a human hand made them. His latest book, the third and final installment of his Acme Novelty Datebook series, collects a wide range of drawing styles. Spanning 2002 to 2023, the book is filled with illustrations of his daughter as she grows from infancy to college age, sketches of subway riders, renderings of childrens toys and stately foyers, pandemic musings, concepts for New Yorker covers, watercolor experiments, intricate schematics, and several notes about his own hopelessness.The cartoonists range is as impressive as it is irritating (how can one person draw perfectly in so many different styles?), and much of his lettering requires a magnifying glass to parse without squinting. Comics are a medium that can often be read quickly, but Ware forces us to slow down.I spoke with Ware via email at his request, and his answers resemble short essays that bear all the hallmarks of his cartooning: exacting, tender, vulnerable, and punctuated with his trademark self-deprecation. Image: Drawn & QuarterlyThe following interview has been edited for clarity and length.Someone who is familiar with your books like Jimmy Corrigan or Building Stories may be surprised to see the range of drawing styles in this collection. How do you decide the way youll approach a specific drawing? Do you have a default mode that comes out most often?Well, not to start out sounding pretentious, but at least for me, drawing for comics (aka cartooning) is different from drawing for a story; such drawings are completely synthetic, i.e., fictional, and so theyre designed to be transparent and clear, almost like typography. Conversely, everything in my sketchbooks actually happened to me somehow, so those drawings are more traditional, meaning theyre meant for looking more than reading, if that makes any sense at all.When Im drawing from life, I go out of my way to avoid crosshatching, i.e., the sort of built-up overlapping of screens of tone that were all taught in art school is a professional way of indicating light and shadow. For a few years, I defaulted to this way of drawing but eventually realized I was ignoring the quality and especially the texture of whatever I was trying to draw, whether it was a tree or a table or skin, so I started trying to use all my lines as a means of both communicating shadow and texture, for better or for worse.Most of the figure drawings in this book are people Ive seen on public transportation, who, especially since the advent of the iPhone, make perfect subjects, as they hold their poses much more consistently than do people who are engaged by the actual world. Even better, if they suddenly put their phone away and look out the window, all I have to do is wait 30 or 40 seconds and theyll reach in their pocket and take out the phone again and I can resume drawing. When Im drawing strangers, Im always trying to get a solid sense of their presence and their vulnerability, and even the slightest error in judgment can throw a whole drawing off.Tip to those staring at people on public transportation: if your subject becomes suspicious and suddenly looks at you, simply instantly look at someone else while assuming an expression of intense concentration until the original subject is satisfied / disappointed that its not them youre looking at. Then theyll go back to looking at their phone and you can go back to looking at them. Works every time, and I have yet to be arrested.Finally, I will add that I think theres no better means of seeing and being a part of the world, however briefly, than drawing from life. Nearly everything in contemporary culture now points us away from this. And if youre someone who draws stories from memory, as I am, you need to bank your understanding of humans and how we hold ourselves, gesture, and deceive each other. I know some cartoonists place little currency in this, and their work shows it. This said, I have a strange occasional facial blindness, and I sometimes wont immediately recognize people Ive met before, which is a completely different problem.Did parenthood change the way you make art?Since I was the stay-at-home parent in our family (my wife is a public high school science teacher), I was lucky enough to get to spend most days with my daughter Clara from the time she was born to the time she went away to school. I wouldnt trade those years for anything. Not only was it a sort of miraculous anthropological study but it was fun. It was also profoundly exhausting.Oddly, however, I got more work done during those years than at any time since, I think because I was suddenly aware of how valuable every second is; I did not screw around when Clara took her nap. And for years, my workday exactly matched the schedule of her school day. Now I can waste time like nobodys business.1/4 Image: Drawn & Quarterly1/4 Image: Drawn & QuarterlyCan you talk about the role of self-deprecation in your comics? Is it a primary motivation in creating or an obstacle you have to work around?My wife has advised me to never talk about this, saying no one wants to hear you whine.But: I was recently asked in an interview if my self-doubt was all a put-on or something I was cultivating; its not. Ive struggled for years with despair and doubt and naively thought that if I worked just a little harder or a little longer, Id suddenly one day bloom into a gloriously radiant self-confident artist. Didnt happen.Thus, Ive learned over the years to simply try to make a pact with my despair, as if it was a terrible roommate which has mostly worked. But I still always feel it while Im asleep, when I wake up, and whenever I sit down to work. Ive written and talked about this because I thought objectifying it on the page might help me somehow, but it didnt, and also because I thought those artists who feel similarly to me perhaps might take some solace in knowing they werent alone. Ultimately, though, it doesnt matter how you feel as an artist. What matters is the emotion you put into the work itself, and the two are completely exclusive.If theres a slight advantage to doubting oneself, its that one is perhaps a little more self-critical of ones own work, which cant hurt. Plus, most of the self-confident artists Ive met are jerks and seem especially interested in cultivating and securing power, which is an aim anathema to art itself.Where does anxiety come in?Usually through the fingertips and toes, exiting in involuntary grimaces and moans, especially around 2AM. I was recently anesthetized for a medical procedure with a low dose of fentanyl and then had the best nights sleep Id had in decades, waking up not in a panic but grateful for my pillow and in a sort of pink sparkly haze; it felt like Christmas Eve c. 1976.What does your personal archive look like? How do you maintain it?If youre asking about my own stuff, its pretty easy to manage, as its almost all books, notebooks, and original pages, the latter I either sell or keep in mylar sleeves upright in a cabinet far from my drawing table (since I spilled an entire cup of coffee on the last such cabinet I had, which was right behind my drawing table and which did not count as a good day).When I was in art school, I made largish paintings 6 x 9 up to 8 x 12 feet which I then had to leave behind when I moved and which prompted me to seriously consider the value of smaller, flatter stuff. This said, Ive started painting again and also make sculptures. But I also dont want to leave a big mess for my daughter after I cough my last.
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  • Hironobu Sakaguchi wants his next (and maybe last) game to be a successor to Final Fantasy VI
    www.theverge.com
    The release of Fantasian on Apple Arcade in 2021 was meant to be an end to the illustrious career of Hironobu Sakaguchi but it seems like he cant stay away.Fantasian was a return to Sakaguchis roots, a throwback roleplaying game from the creator of the Final Fantasy series, which added some innovative gameplay ideas and an incredibly charming world made of handcrafted dioramas. And in December, his Mistwalker studio released a new version dubbed Neo Dimension, which brought the game to more platforms and added new features like voice acting. It was even published by Final Fantasy company Square Enix. While Sakaguchi says he intended Fantasian to be my final project before I retired, he now wants to make another game in the same mold, one he hopes can be seen as a successor to Final Fantasy VI. The sixth Final Fantasy game is particularly notable as the last to feature pixel art before the series shifted to 3D.Following the launch of Neo Dimension, I had the chance to ask Sakaguchi a few questions about making Fantasian, the enduring popularity of turn-based RPGs, and what comes next.This interview has been edited for clarity and length. There have obviously been a lot of comparisons to Final Fantasy, and you were inspired in part to make this game because of FFVI. Do the comparisons bother you? Do you ever worry people are missing what makes Fantasian unique?Not really, since my approach to creating Fantasian was different from my previous works. For this project, I aimed to tap into my inner creativity to earnestly craft an RPG once more, so because of this, drawing comparisons with existing games felt pointless to me. I intended Fantasian to be my final project before I retired, so it was somewhat of a farewell note from me.With the production and release of Fantasian Neo Dimension a definitive directors cut version I believe that the game has become complete. In the distant future, or maybe after I have already left this world, I imagine this game will find its meaning if someone chooses to look into the legacy of either myself or Final Fantasy.What was it like working with Square Enix again? That feels like an interesting full-circle moment.Its the place where I started my career, so coming full circle through the game I envisioned to be my final work was definitely a fascinating experience. There are times in life when we encounter coincidental full-circle moments or experience deja vu, but this particular instance felt very significant and comforting.The big change for this game is the addition of voice acting. What do you think that adds to the experience, and what was it like finding the right casting for these existing characters? Did you already have an idea in your head of how they would sound?Since I wasnt well versed with voice acting in games, I trusted Square Enixs expertise and the artistic vision of director Takuto Nakamura. As a result, the voice actors some of whom, for the Japanese version, were cast in consideration oftheir connection to Final Fantasy XIV were all wonderful. Establishing how the characters would sound involved extensive collaboration as well as trial and error with the voice actors, which I believe is a testament to the numerous ideas and inspirations contributed by all the staff who took part in the voice recordingprocess.Final Fantasy VI. Image: Square EnixBoth Neo Dimension and the Dragon Quest 3 remake came out around the same time to very positive reception. What do you think it is about this style of RPG that makes them still relevant today?Games that employ cutting-edge technology are very appealing. Improved graphics are a given, but Im anticipating that future games will likely also incorporate AI in innovative ways, and Im personally very intrigued by these games. However, apart from these advancements, I also believe there is an intrinsic desire associated with gaming experiences to immerse oneself in virtual worlds.With games that have a similar style to Fantasian Neo Dimension, players can explore the virtual world and gain a sense of fulfillment that they have mastered everything that occurs within it. I think another factor is how these games allow developers to utilize energy created from this extraordinary technology to come up with unique mechanics that enable players total immersion in virtual worlds. It goes without saying that realizing both is feasible, and I do think that would represent the best kind of game.When I spoke to you ahead of the Apple Arcade launch, you said you only wanted to work on games that brought you genuine joy. Now that youve wrapped up Fantasian, what does that joy look like for you moving forward? Do you think you want to stick to familiar styles and genres like this or explore newthings?I was thinking of making Fantasian Neo Dimension my final work, but the fantastic team that was assembled to complete this project was so enjoyable to work with that I found it hard to part ways. Humans are greedy creatures, arent we? For that reason, Im currently working on a new project with the same team thatworked on Fantasian Neo Dimension. Its generally going to follow a similar style to my previous works, and itll be something that can be a successor to Final Fantasy VI in a good way our goal is to create something old but new at the same time. Itll be part two of my farewell note.
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  • Elites Creators Superbundle on Humble Bundle
    gamefromscratch.com
    The Elite Creators Superbundle on Humble Bundle is a collection of 4000+ high quality Unreal Engine assets from Meshingun Studio, SCANS Factory, Dekogon and Prophaus. The assets are redeemed on the Fab marketplace and are for Unreal Engine, although they can be exported to other tools and game engines using the guides available below. The bundle is organized into the following tiers:1$ TierFood ScansRestaurant VOL.1 Food Prep (Nanite and Low Poly)Stone Sculptures VOL.2 Statues and Benches (Nanite + Low Poly)Stone Sculptures VOL.l Modular Urns & Stand (Nanite + Low Poly)Foliage VOL.5 Euonymus Bushes (Nanite and Low Poly)Foliage VOL.6 Broom Bushes (Nanite and Low Poly)[SCANS] Urban Props Vol. 1Median TierParadise Motel Modular PackFeudal Japan Interior Props Vol1[SCANS] Gate BackyardTown Buildings VOL.1 BoathouseVictorian VOL.1 Furniture (Nanite and Low Poly)Gothic Cemetery PackMedieval Props Pack[SCANS] Urban Props Vol. 230$ TierPharaohs Legacy: Egyptian Temple MegapackGothic Interior MegapackMedieval Fantasy Ruins Dark Forest Environment[SCANS] Cemetery Forgotten ChurchyardAncient Mountain Temple (Nanite)Medieval VOL.1 Kitchen (Low Poly)Anemoia ManorResidential Houses Modular PackFeudal Japan Exterior Props Vol1Bones VOL.1 Animal Bones 1 (Nanite + Low Poly)Medieval VOL 9 Castle FurnitureIf you wish to convert the assets from one game engine to another, consider the following guides.You can learn more about Elite Creators Superbundle on Humble Bundle in thevideobelow. Using links on this page helps support GFS (and thanks so much if you do!). If you have any trouble opening the links simply paste it into a new tab and it should work just fine.
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