• Ohio's RiverRock, real or not, claims to realize one of Frank Lloyd Wright's final designs
    archinect.com
    An unfinished house plan based on a design by Frank Lloyd Wright has just been erected in the suburbs of Cleveland. The house is named RiverRock and occupies 2,000 square feet, with three bedrooms and two full baths. The Frank Lloyd Wright Foundation is disputing its claims, though it will acknowledge that Wright originally made the drawings."RiverRock is not Frank Lloyd Wrights workvarying due to codes, materials, and other differences," a representative told Artnet in an email. "Although it is true that the RiverRock drawings were some of Wrights last, the current construction varies from the actual plans designed by Wright. Its a derivative of the original plan."Last month, we covered the listing of Wright's former Plaza Hotel apartment in New York City for $18.9 million.
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  • Concrete structures absorb 14% of cements carbon footprint, Japanese researchers find
    archinect.com
    Researchers from the University of Tokyo and Nagoya University have found that concrete structures in Japan capture and store approximately 14% of the carbon dioxide emissions released during cement production. The research, which the team believes offers insights into mitigating the environmental impact of one of the world's most carbon-intensive industries, was recently published in the Journal of Cleaner Production.With cement production responsible for about 8% of global carbon dioxide emissions, the team was prompted to explore ways to reduce the materials carbon footprint. As the primary product of cement, concrete naturally absorbs carbon dioxide throughout its lifecycle through a process known as carbonation; a reaction that can contribute to the deterioration of reinforcing steel in buildings but also enables concrete structures to act as carbon sinks.Related on Archinect: Princeton researchers develop concrete 3D printing method inspired by ancient fish scales.Image cr...
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  • No Rest for the Wicked, Ori and the Blind Forest Developer is Now Fully Independent
    gamingbolt.com
    Moon Studios, the studio behind Ori and the Blind Forest and its sequel, has announced that it is now completely independent. The announcement was made during the second episode of the studios Wicked Inside Showcase, where it also showed off The Breach for Early Access title No Rest for the Wicked. Check out the video below.Featuring Thomas Mahler and Gennadiy Korol, the video gives us a brief overview of the history of Moon Studios, including talking about its time working under Take-Two Interactives indie publishing label Private Division.Our publisher for No Rest for the Wicked was Private Division, a subsidiary of Take-Two Interactive, said Korol.Take-Two decided to sell off Private Division, which was unexpected news for us, continued Mahler. After some deliberation, we saw an opportunity.After months of negotiations, we reached an agreement to buy the publishing rights for No Rest for the Wicked back, so that Moon Studios could become fully independent, Korol explained. This legal process took time, and we couldnt say much while it was all happening.Mahler excitedly caps off the announcement by saying that its all done and that Moon Studios is now fully independent.We believe this will give you even more confidence in our vision, because were free to build No Rest for the Wicked exactly how we want, without needing to ever go silent again.The duo then go on to talk about the new feature for No Rest for the Wicked in the form of The Breach. Korol describes The Breach as the biggest content update for No Rest for the Wicked so far.We heard you loud and clear, said Korol. You wanted more out of our campaign. You wanted more story, more zones to play in, more enemies to fight, more bosses to test your mettle against. In short, more of everything. And that is exactly what we have been focusing on.With the update, the story of No Rest for the Wicked will pick up right where it left off, after Ellsworth returns to Sacrament. The relationship between Ellsworth and his daughter Odessa is also explored, with Ellsworth helping Odessa escape from her imprisonment.The Breach will feature new zones for players to explore, and the developers have said that, with this update, the size of the games world is essentially being doubled. Among the zones are the Lowland Meadows, which will also feature new enemies.The update will also brings with it new weapons in the form of Gauntlets and Wands. The Gauntlet even brings with it a host of pro-wrestling moves, like a suplex and a dropkick, along with its more fisticuffs-based moveset.No Rest for the Wicked is available as an Early Access title on PC. Once it exits Early Access, the game is also slated for release on PS5 and Xbox Series X/S. In the meantime, check out our review of the game from back when it first came out. And check out details of other content that has been added to the game through free updates.
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  • Avowed Director is Very Happy With the Reception But Cant Offer a Really Firm Success Metric
    gamingbolt.com
    Obsidian Entertainments Avowed launched last month for Xbox Series X/S and PC alongside Game Pass following many delays and troubling reports. Critical reception was pretty strong (we gave it an eight out of ten in our review), but neither the studio nor Microsoft provided any update on sales or player numbers.While director Carrie Patel lacks really firm metric, she revealed to Eurogamer that the studio and those at the Xbox and Microsoft level are happy with the results. Ive certainly been very happy, and all the folks Ive talked to, both at the studio level and at the Xbox and Microsoft level, have been very happy with the reception to our game to the number of people playing it, the amount of time theyre spending in it.But knowing that some people are coming to our game through Game Pass, some of them are purchasing on a variety of platforms. I dont know that there is one specific metric or number I could give you. Nevertheless, considering its six years of development and two massive reboots, its a miracle that its released in such a state.With that in mind, Patel hopes Obsidian will do more with the games world. Now that weve built this wonderful world and also built this team strength and muscle memory around the content and gameplay in this world, Id love to see us do more with it. Nothing is confirmed yet, though the team really knows and loves this world and has learned an incredible amount over the past four years about how to make a really strong RPG together.In the meantime, several developers are transitioning onto their next projects, including The Outer Worlds 2. The follow-up to Obsidians acclaimed 2019 RPG, which would cross five million players, is out later this year for Xbox Series X/S, PS5, and PC. A release date is still pending, so stay tuned for further news and updates.
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  • Alison Brooks receives AIA Honorary Fellowship
    www.canadianarchitect.com
    Photo credit: Dan WiltonThe American Institute of Architects (AIA), recently announced the elevation of 93 architects to its College of Fellows.The AIA is elevating 83 member-architects and 10 non-member-architects to its College of Fellows, an honour awarded to architects who have made significant contributions to the profession.The fellowship program was developed to elevate architects who have achieved a standard of excellence in the profession and made a significant contribution to architecture and society on a national level.Canadian expat Alison Brooks, whose eponymous firm is now based in the UK, is among the Honorary Fellows.The recognition is awarded to those who have made contributions to the architecture profession and society. This years class includes a total of 83 AIA member-architects and 10 international architects who have become Fellows, and 10 International Architects who have been granted Honorary Fellowship.Fellows are selected by a 10-member Jury of Fellows. This years jury included chair Carl DSilva, FAIA, Perkins&Will; Roderick Ashley, FAIA, Roderick Ashley Architect; Margaret Carney, FAIA, Cornell University; Sanford Garner, FAIA, RGCollaborative; Julie Hiromoto, FAIA, HKS; John Horky, FAIA, Ripples, by design; Mary Ann Lazarus, FAIA, Cameron MacAllister; Marilys Nepomechie, FAIA, Florida International University; Anne Schopf, FAIA, Mahlum and Jose Javier Toro, FAIA, Toro Arquitectos.Other Honorary Fellows include Tatiana Bilbao and Michel Rojkind from Mexico, Junya Ishigami and Masaharu Rokushika from Japan, Kain Bon Albert Chan, Hu Li and Lyndon Uykim Neri from China, Brinda Somaya from India, and Kerstin Thompson from Australia, who have all been recognized for their contributions to the global architectural landscape.The new Fellows are set to be recognized at the AIA Conference on Architecture & Design 2025 (AIA25) in Boston in June.The post Alison Brooks receives AIA Honorary Fellowship appeared first on Canadian Architect.
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  • GDC 2025 preview with 700 sessions and perhaps 30,000 attendees
    venturebeat.com
    GDC 2025 could drawn 30,000 people to attend more than 700 sessions at the big event in San Francisco.Read More
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  • Nvidia unveils 50 Series upgrades like RTX Remix inside Half-Life 2 RTX demo ahead of GDC
    venturebeat.com
    Ahead of the Game Developers Conference next week, Nvidia shared more details on the power of its latest Nvidia GeForce RTX 50 Series graphics cards.Read More
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  • Inside Indika's powerful, bleak exploration of religion
    www.gamedeveloper.com
    The IGF (Independent Games Festival) aims to encourage innovation in game development and to recognize independent game developers advancing the medium. This year, Game Developer sat down with the finalists for the IGFs Nuovo and Grand Prize nominees ahead of GDC to explore the themes, design decisions, and tools behind each entry. Game Developer and GDC are sibling organizations under Informa.INDIKA takes the player on a journey of religious self-discovery alongside the title character of the same name. Oh, and the devil is along for the ride as well.Game Developer had a chat with Dmitry Svetlov, writer and director of the multi-award nominated title, to discuss how telling this story as a game was important for its exploration of religion and its effect on our lives, using the characters mental state as a means of creating complexities and puzzles within the games environments, and what appealed to them about adding faith points into the game when they serve no actual in-game purpose.Who are you, and what was your role in developing INDIKA?I'm Dmitry Svetlov. I'm the founder of Odd Meter studio and the writer and director of INDIKA.What's your background in making games?I started making my first games in school using BASIC, then spent a long time working on an unreleased indie game. In 2018, the studio's first game Sacralith: The Archer's Tale was released, where I worked as a programmer, game designer, and wore many other hats. And now, the latestINDIKA.How did you come up with the concept for INDIKA?The first details of the story appeared in my head many years before development began.What development tools were used to build your game?The game was developed in UE4. We used mocap (including facial). Nothing particularly special.INDIKA is an exploration of religion's effect on the self and an examination of faith. What drew you to explore these subjects in a video game?For me, INDIKA is first and foremost a story about humanity's eternal struggle with itself, and religion is the perfect companion for this theme. Because it's specifically in religious, mystical, "objective" reality where the fight against "evil" very quickly displaces the original aspiration toward "good." And yes, this topic has always been very interesting and close to me, as I spent a lot of time in church as a teenager and visited women's monasteries with my mother multiple times.How did the form and possibilities of the video game format enhance the themes you wanted to explore with this game?In INDIKA, the theme of "Game" itself resonates quite strongly. The Game became a very important metaphor for our story. The game we all play, according to rules we didn't make up, waiting for the reward that's destined for us in case of "victory," and living in fear of punishment in case of "defeat.What challenges did this format create in exploring these themes?I would say this format actually provided many opportunities not available to other art forms like film or books. Though, to be honest, we're still at the beginning of our journey in mastering these possibilities.INDIKA weaves puzzles throughout its world as physical manifestations of crises of faith. What thoughts went into creating puzzle elements and interactions that fit with the game's themes? How did you create new interactions for the player while keeping your themes firmly in mind?We tried to make the gameplay moments reflect the protagonist's state whenever possible so that the world would literally tear apart when Indika's inner world is ready to break into pieces. So that the world would become physically confusing and deadlocked when Indika loses understanding of what's happening. So that the characters would literally destroy the world around them on their path to their goal, and so on.The game features a striking, realistic style in most places, but its past events reflect the pixel art style of older video games. What drew you to have both styles represented in this game? Why have the protagonist's past represented with a pixel art style? And how did you decide what to do for the mini-games?You've probably noticed that contrasts are the foundation of INDIKA's aesthetics. Therefore, we wanted the protagonist's dark and gray present to look even more dreary in contrast with her bright and joyful childhood with a time when life seemed and was a fun game. As for the gameplay, we chose the type that best suited the story being told. There's no particular depth to it.The game features a faith point system that the game overtly tells the player is largely pointless. What drew you to add this element to the game (and its accompanying skill tree), and why did you make sure to go out of your way to tell the player it was all for nothing? Why was this system important to add when it's (technically) of no importance at all?As I mentioned before, the idea of showing human perception through the lens of a game became one of our cornerstones. And although technically it doesn't change anything, all players continue to collect these points, including the developers. I think it can be viewed as a small social experiment.How did you decide how to represent the devil throughout the game? What drew you to largely show the devil through shadow and voice?On one hand, the devil is Indika herselfthat "bad" part of her that she dreams of getting rid of. On the other hand, it's usthe force that's always behind our shoulder. And even more simplyit's the voice that forever whispers things we would never dare to say out loud.You have mentioned in an interview with The Guardian that your own experience with religion is deeply tied to the creation of INDIKA. How did creating this scathing look at religion and its effects affect you? What did it feel like to create an experience like thisto tell this story? How did it feel to be mired in Indika's thoughts and questions throughout the course of development? How does it feel to have examined and told them to their conclusion now?What was it like? Honestlythe best experience of my life. In general, doing something that moves you most in life is a luxury that few can afford, and I never cease to be grateful to life that I, and our incredible team, had such an opportunity.What do you hope players take away from this game?I would like players not to take something away, but rather, for the game to take away a small piece from at least someone. After all, we so often look for simple answers in art and so often remain dissatisfied when we're left alone with uncomfortable unanswered questions. But isn't that the best thing that any experience can give us?
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  • Sigma BF review: the perfect camera for a minimalist
    www.theverge.com
    Sigmas new $2,000 camera is missing so many features that you might not take the product seriously. The Sigma BF has no tilt or flip-out screen, hot shoe or cold shoe, any type of viewfinder, mechanical shutter, 4K 60, microphone port, or in-body stabilization. There isnt even a link to connect your shoulder strap. The list of missing features is long, and as someone who is used to professional do-it-all cameras, it was a lot to let go of.But I think you should try. After a few weeks of using it, the Sigma BF won me over with its bold design, clever controls, clean software, and ability to create stunning photos. Its a lot to get used to, but the results are worth it.Sigma BF$1999$1999Sigma BF camera$1999 at AmazonThe camera looks unlike anything else on the market. Its body is made from a single block of aluminum, and its controls have been pared down to just a few buttons. The result is a surprisingly easy-to-operate camera you can take almost anywhere as long as anywhere doesnt include professional work. I cant see myself using this in a studio or as a video camera. But as a high-end point-and-shoot, the camera gets incredible results without overthinking it.The bodys minimalistic and bold design is paired with sharp corners and edges. It isnt a particularly comfortable camera to hold, but not to the point where it would hurt. Using it with one hand is hard, and the lack of a second strap link is a bit infuriating. Sigma wants you to use this camera with a wrist strap, but Id rather just have the option for both. You could add a link to the tripod mount, but thats an odd and pretentious decision.The grippy surface on the front of the camera helps with ergonomics (and looks great).Im more welcoming of Sigmas decision to eliminate a bunch of dials from the camera and opt for just a single one on the back. That dial became instrumental in how I used the camera. In tandem with a small pill-shaped display above it, the dial lets you easily cycle through settings and change them on the fly. I do wish there was a way to eliminate which options you cycle through because I often didnt need all of them. But the dial also made me jump between creative options like aspect ratio and film simulations a lot more often. It forced me to try out some new looks and compositions. It made taking photos fun.Another neat feature of the dial is that it turns into an exposure compensation control when youre half pressing the shutter button. From there you can easily do some quick exposure changes. Its a clever trick and genuinely useful. The BFs other buttons can do some neat tricks, too. If you rest your finger on the playback key, itll show you your last photo taken until you lift your finger again. Its a neat way this camera leans into its modern features.The interfaces simplicity pairs well with the cameras all-around speed. It turns on almost instantly. Switching between modes is swift. Sensor readout is quick. Continuous shooting is decent (for a full frame camera). Accessing your photo library is just as zippy. Even thought there is no viewfinder, the screen on the back is large, sharp, and bright.All the photos can be reviewed on a large, bright, and reasonably sharp 3.2-inch screen and saved on a 230GB internal SSD. There are no expandable storage options, though. This means you have to be a lot more diligent about backing up photos and making sure you dont run out of space. Personally I am not too bothered by this decision, but I am worried about what happens if the internal storage fails.I would understand this decision better if Sigma had a good smartphone app for photo transfers. But tough luck. No app and no SD cards means you can only transfer photos with a physical cable. Whether you consider this a dealbreaker or not, I think we can all agree that cameras in 2025 should all have both internal and expandable storage.The photos themselves look great, like youd expect from a full frame camera. Theyre sharp, lively, and packed with details. My review unit came with Sigmas updated 50mm F/2 lens, which is a perfect match for this camera. Even in low light, I found that the noise created by high ISO was well maintained. The grain itself was soothing and had very film-like characteristics, especially when using some of Sigmas built-in film looks.1/5Sigmas 50mm f/2 pairs nicely with this camera, and I kept using that lens through most of my review.You can find 13 film simulations on the BF, and that should be enough for most people to find something they like here. My favorite ones are Warm Gold, Teal & Orange, and Rich. I mostly kept using the Warm Gold, which won me over with its warm tones, muted reds, and desaturated colors. Unfortunately, theres no way to create your own custom film simulations right now, which feels like a missed opportunity. Custom Fujifilm film simulations have created online communities of photographers around its cameras who share their own formulas to help others achieve different looks.The cameras auto focus system has impressed me too. It is snappy, has decent focus tracking, and detects faces and animals really well. I did notice more focus breathing in video, but I found it a lot more reliable when taking photos. Its difficult not to admire the BFs design.Video is a bit of an afterthought, though. The camera supports 6K up to 30FPS, and that footage does look great. You can film in H.264 and H.265 in Sigmas Log color codec, and theres 1080p slow motion up to 120fps. But I do think using this camera for video highlights the flaws of its minimalistic design. Changing settings on the fly becomes a lot harder, lack of a tilt screen makes it more cumbersome, weak battery life doesnt help either, and no optical stabilization equals more shaky clips. Im not saying you wont get good video clips with this camera, but its main focus is definitely in photography.For a $2,000 camera, there is a lot that is missing here. And giving this a numerical score was harder than anticipated. Despite its long list of cons, I had an absolute blast using this camera for the past few weeks and even took some of my favorite photos ever, but I also cant recommend it to everyone because it simply wont satisfy everyones needs. If youre looking for a hybrid powerhouse that can do it all, look elsewhere. If youre looking for an exciting and modern camera that is fun to use, takes great photos, has clever usability features, and just looks stunning, the BF is a fantastic choice.I think this camera will leave a long-lasting impression in the photography world, not only for its bold design, but its firm dedication to simplicity. It is very hard to predict if the Sigma BF will be a commercial success. The price tag alone might discourage a lot of people from ever looking into this camera. But if youre looking at one and find your interest piqued, it has a good chance at winning your heart. It certainly did mine. See More:
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  • Why Trump cant be trusted with Congress new anti-deepfake bill
    www.theverge.com
    On todays episode of Decoder, Im talking to Verge policy editor Adi Robertson about the Take It Down Act, which is part of a long line of bills that would make it illegal to distribute non-consensual intimate imagery, or NCII. Thats a broad term that encompasses what people used to call revenge porn, but which now includes things like deepfaked nudes.The bill was sponsored by Sen. Amy Klobuchar (D-MN) and Sen. Ted Cruz (R-TX), and it just passed the Senate. It would create criminal penalties for people who share NCII, including AI-generated imagery, and also force platforms to take it down within 48 hours of a report or face financial penalties.NCII is a real and devastating problem on the internet it ruins a lot of peoples lives, and AI is just making it worse. There are a lot of good reasons youd want to pass a bill like this, but Adi just wrote a long piece arguing that giving the Trump administration new powers over speech in this way would be a mistake. Specifically, she wrote that it would be handing Trump a weapon with which to attack speech and speech platforms he doesnt like.At a high level, her argument is that Trump is much more likely to wield a law like this against his enemies which means pretty much anyone he doesnt personally like or agree with and much more likely to shield the people and companies he considers friends from the consequences. And we know who his friends are: its Elon Musk, who now works as part of the Trump administration while at the same time running X, which is full of NCII.Now, Adi and I have been covering online speech and how its regulated for about as long as The Verge has existed. We have gone back and forth on where the lines should be drawn and who should draw them as many times as two people can over the years. But that conversation has always presupposed a stable, rational system of policymaking thats based on the equal application of law.Here in 2025, Trump has made it clear that he can and will selectively enforce the law, and that changes everything. Once you break the equal application of law, you break a lot of things and theres just no evidence Trump is interested in the equal application of law. Youll hear us really wrestle with this here. The problem doesnt go away just because the solutions are getting worse, or that the people entrusted with enforcing the law are getting more chaotic.So in this episode, Adi and I really get into the details of the Take It Down Act, how it might be weaponized, and why we ultimately cant trust anything the Trump administration says about protecting the victims of this abuse.The Take It Down Act isnt a law, its a weapon | The VergeA bill combatting the spread of AI deepfakes just passed the Senate | The VergeWelcome to the era of gangster tech regulation | The VergeFTC workers are getting terminated | The VergeBluesky deletes AI protest video of Trump sucking Musks toes | 404 MediaTrump supports Take It Down Act so he can silence critics | EFFScarlett Johansson calls for deepfake ban after AI video goes viral | The VergeThe FCC is a weapon in Trumps war on free speech | DecoderTrolls have flooded X with graphic Taylor Swift AI fakes | The VergeTeen girls confront an epidemic of deepfake nudes in schools | NYTQuestions or comments about this episode? Hit us up at decoder@theverge.com. We really do read every email!Decoder with Nilay PatelA podcast from The Verge about big ideas and other problems.SUBSCRIBE NOW!See More:
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