• So, I stumbled upon this revolutionary concept: the Pi Pico Powers Parts-Bin Audio Interface. You know, for those times when you want to impress your friends with your "cutting-edge" audio technology but your wallet is emptier than a politician's promise. Apparently, if you dig deep enough into your parts bin—because who doesn’t have a collection of random electronic components lying around?—you can whip up an audio interface that would make even the most budget-conscious audiophile weep with joy.

    Let’s be real for a moment. The idea of “USB audio is great” is like saying “water is wet.” Sure, it’s true, but it’s not exactly breaking news. What’s truly groundbreaking is the notion that you can create something functional from the forgotten scraps of yesterday’s projects. It’s like a DIY episode of “Chopped” but for tech nerds. “Today’s mystery ingredient is a broken USB cable, a suspiciously dusty Raspberry Pi, and a hint of desperation.”

    The beauty of this Pi Pico-powered audio interface is that it’s perfect for those of us who find joy in frugality. Why spend hundreds on a fancy audio device when you can spend several hours cursing at your soldering iron instead? Who needs a professional sound card when you can have the thrill of piecing together a Frankenstein-like contraption that may or may not work? The suspense alone is worth the price of admission!

    And let’s not overlook the aesthetic appeal of having a “custom” audio interface. Forget those sleek, modern designs; nothing says “I’m a tech wizard” quite like a jumble of wires and circuit boards that look like they came straight out of a 1980s sci-fi movie. Your friends will be so impressed by your “unique” setup that they might even forget the sound quality is comparable to that of a tin can.

    Of course, if you’re one of those people who doesn’t have a parts bin filled with modern-day relics, you might just need to take a trip to your local electronics store. But why go through the hassle of spending money when you can just live vicariously through those who do? It’s all about the experience, right? You can sit back, sip your overpriced coffee, and nod knowingly as your friend struggles to make sense of their latest “innovation” while you silently judge their lack of resourcefulness.

    In the end, the Pi Pico Powers Parts-Bin Audio Interface is a shining beacon of hope for those who love to tinker, save a buck, and show off their questionable engineering skills. So, gather your components, roll up your sleeves, and prepare for an adventure that might just end in either a new hobby or a visit to the emergency room. Let the audio experimentation begin!

    #PiPico #AudioInterface #DIYTech #BudgetGadgets #FrugalInnovation
    So, I stumbled upon this revolutionary concept: the Pi Pico Powers Parts-Bin Audio Interface. You know, for those times when you want to impress your friends with your "cutting-edge" audio technology but your wallet is emptier than a politician's promise. Apparently, if you dig deep enough into your parts bin—because who doesn’t have a collection of random electronic components lying around?—you can whip up an audio interface that would make even the most budget-conscious audiophile weep with joy. Let’s be real for a moment. The idea of “USB audio is great” is like saying “water is wet.” Sure, it’s true, but it’s not exactly breaking news. What’s truly groundbreaking is the notion that you can create something functional from the forgotten scraps of yesterday’s projects. It’s like a DIY episode of “Chopped” but for tech nerds. “Today’s mystery ingredient is a broken USB cable, a suspiciously dusty Raspberry Pi, and a hint of desperation.” The beauty of this Pi Pico-powered audio interface is that it’s perfect for those of us who find joy in frugality. Why spend hundreds on a fancy audio device when you can spend several hours cursing at your soldering iron instead? Who needs a professional sound card when you can have the thrill of piecing together a Frankenstein-like contraption that may or may not work? The suspense alone is worth the price of admission! And let’s not overlook the aesthetic appeal of having a “custom” audio interface. Forget those sleek, modern designs; nothing says “I’m a tech wizard” quite like a jumble of wires and circuit boards that look like they came straight out of a 1980s sci-fi movie. Your friends will be so impressed by your “unique” setup that they might even forget the sound quality is comparable to that of a tin can. Of course, if you’re one of those people who doesn’t have a parts bin filled with modern-day relics, you might just need to take a trip to your local electronics store. But why go through the hassle of spending money when you can just live vicariously through those who do? It’s all about the experience, right? You can sit back, sip your overpriced coffee, and nod knowingly as your friend struggles to make sense of their latest “innovation” while you silently judge their lack of resourcefulness. In the end, the Pi Pico Powers Parts-Bin Audio Interface is a shining beacon of hope for those who love to tinker, save a buck, and show off their questionable engineering skills. So, gather your components, roll up your sleeves, and prepare for an adventure that might just end in either a new hobby or a visit to the emergency room. Let the audio experimentation begin! #PiPico #AudioInterface #DIYTech #BudgetGadgets #FrugalInnovation
    Pi Pico Powers Parts-Bin Audio Interface
    USB audio is great, but what if you needed to use it and had no budget? Well, depending on the contents of your parts bin, you might be able to …read more
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  • Je suis tellement fatigué de voir comment le monde du jeu vidéo continue d'ignorer des classiques comme Buggy Boy ! L'article intitulé "Mario Kart World Is Redemption For One Of The 1980s' Most Underrated Racing Games" n'est qu'une autre tentative de réhabilitation d'un jeu qui mérite bien plus que d'être relégué au rang de simple souvenir. Buggy Boy, ou Speed Buggy comme on l'appelle aux États-Unis, est un bijou d'innovation qui a redéfini le genre de la course. Mais pourquoi, diable, avons-nous laissé ce chef-d'œuvre tomber dans l'oubli ?!

    D'abord, parlons de l'érudition des développeurs et des critiques qui semblent ignorer la richesse de l'expérience de jeu que Buggy Boy offrait. Ce n'est pas simplement un jeu de course ; c'est une déclaration audacieuse sur la liberté et l'aventure. Alors que les jeux modernes comme Mario Kart se contentent de nous asséner des graphismes colorés et des power-ups, Buggy Boy a osé explorer des pistes variées et des environnements immersifs qui nous transportent dans un monde à part entière. Que diable s'est-il passé dans l'esprit des concepteurs de jeux qui ont décidé de ramener à la vie des jeux d'arcade capitalisant sur la nostalgie sans donner à des classiques comme Buggy Boy l'attention qu'ils méritent ?

    De plus, la communauté des joueurs a une part de responsabilité dans cette négligence ! Comment pouvez-vous passer des heures sur des jeux en ligne fades alors qu'un joyau comme Buggy Boy attend impatiemment d'être redécouvert ? La culture du jeu a été gangrenée par des franchises qui privilégient le profit rapide au détriment de l'innovation et de la créativité. On dirait que les joueurs ont perdu de vue ce que signifie vraiment apprécier un jeu pour son gameplay et son originalité.

    Les développeurs modernes devraient se lever et rendre hommage à ce jeu qui a, pour la première fois, intégré des éléments de personnalisation et de compétition saine. Buggy Boy a ouvert la voie à des expériences de jeu plus riches et variées, mais maintenant, il est temps de prendre position et de demander justice pour ce classique. Assez de faire passer Mario Kart pour le saint graal des jeux de course ! C'est le moment de redonner à Buggy Boy le respect qu'il mérite !

    Si nous ne commençons pas à célébrer et à réévaluer ces joyaux oubliés, nous risquons de perdre une partie essentielle de l'histoire du jeu vidéo. Buggy Boy n'est pas juste un jeu ; c'est une époque, une mémoire, un héritage. Réveillons-nous et exigeons que l'industrie du jeu reconnaisse ses véritables trésors au lieu de se complaire dans la médiocrité !

    #BuggyBoy #JeuxVidéo #Nostalgie #MarioKart #HéritageDesJeux
    Je suis tellement fatigué de voir comment le monde du jeu vidéo continue d'ignorer des classiques comme Buggy Boy ! L'article intitulé "Mario Kart World Is Redemption For One Of The 1980s' Most Underrated Racing Games" n'est qu'une autre tentative de réhabilitation d'un jeu qui mérite bien plus que d'être relégué au rang de simple souvenir. Buggy Boy, ou Speed Buggy comme on l'appelle aux États-Unis, est un bijou d'innovation qui a redéfini le genre de la course. Mais pourquoi, diable, avons-nous laissé ce chef-d'œuvre tomber dans l'oubli ?! D'abord, parlons de l'érudition des développeurs et des critiques qui semblent ignorer la richesse de l'expérience de jeu que Buggy Boy offrait. Ce n'est pas simplement un jeu de course ; c'est une déclaration audacieuse sur la liberté et l'aventure. Alors que les jeux modernes comme Mario Kart se contentent de nous asséner des graphismes colorés et des power-ups, Buggy Boy a osé explorer des pistes variées et des environnements immersifs qui nous transportent dans un monde à part entière. Que diable s'est-il passé dans l'esprit des concepteurs de jeux qui ont décidé de ramener à la vie des jeux d'arcade capitalisant sur la nostalgie sans donner à des classiques comme Buggy Boy l'attention qu'ils méritent ? De plus, la communauté des joueurs a une part de responsabilité dans cette négligence ! Comment pouvez-vous passer des heures sur des jeux en ligne fades alors qu'un joyau comme Buggy Boy attend impatiemment d'être redécouvert ? La culture du jeu a été gangrenée par des franchises qui privilégient le profit rapide au détriment de l'innovation et de la créativité. On dirait que les joueurs ont perdu de vue ce que signifie vraiment apprécier un jeu pour son gameplay et son originalité. Les développeurs modernes devraient se lever et rendre hommage à ce jeu qui a, pour la première fois, intégré des éléments de personnalisation et de compétition saine. Buggy Boy a ouvert la voie à des expériences de jeu plus riches et variées, mais maintenant, il est temps de prendre position et de demander justice pour ce classique. Assez de faire passer Mario Kart pour le saint graal des jeux de course ! C'est le moment de redonner à Buggy Boy le respect qu'il mérite ! Si nous ne commençons pas à célébrer et à réévaluer ces joyaux oubliés, nous risquons de perdre une partie essentielle de l'histoire du jeu vidéo. Buggy Boy n'est pas juste un jeu ; c'est une époque, une mémoire, un héritage. Réveillons-nous et exigeons que l'industrie du jeu reconnaisse ses véritables trésors au lieu de se complaire dans la médiocrité ! #BuggyBoy #JeuxVidéo #Nostalgie #MarioKart #HéritageDesJeux
    Mario Kart World Is Redemption For One Of The 1980s' Most Underrated Racing Games
    I spent an enormously disproportionate amount of my childhood playing one game: Buggy Boy. I have learned, in preparation for this article, that this arcade classic had a different name in the U.S. “Speed Buggy.” Pah-tooie. Ew. No. It’s Buggy Boy, an
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  • DISCOVERING ELIO

    By TREVOR HOGG

    Images courtesy of Pixar.

    The character design of Glordon is based on a tardigrade, which is a microscopic water bear.

    Rather than look at the unknown as something to be feared, Pixar has decided to do some wish fulfillment with Elio, where a lonely adolescent astrophile gets abducted by aliens and is mistaken as the leader of Earth. Originally conceived and directed by Adrian Molina, the coming-of-age science fiction adventure was shepherded by Domee Shi and Madeline Sharafian, who had previously worked together on Turning Red.
    “Space is often seen as dark, mysterious and scary, but there is also so much hope, wonder and curiosity,” notes Shi, director of Elio. “It’s like anything is ‘out there.’ Elio captures how a lot of us feel at different points of our lives, when we were kids like him, or even now wanting to be off of this current planet because it’s just too much. For Elio, it’s a rescue. I feel that there’s something so universal about that feeling of wanting to be taken away and taken care of. To know that you’re not alone and somebody chose you and picked you up.”

    The character design of Glordon is based on a tardigrade, which is a microscopic water bear.

    There is a stark contrast between how Earth and the alien world, known as the Communiverse, are portrayed. “The more we worked with the animators on Glordon and Helix, they began to realize that Domee and I respond positively when thosecharacters are exaggerated, made cute, round and chubby,” states Sharafian, director of Elio. “That automatically started to differentiate the way the Earth and space feel.” A certain question had to be answered when designing the United Nations-inspired Communiverse. “It was coming from a place of this lonely kid who feels like no one wants him on Earth,” Shi explains. “What would be heaven and paradise for him? The Communiverse was built around that idea.” A sense of belonging is an important theme. “It’s also inspired by Adrian Molina’s backstory, and our backstories too, of going to animation college,” Sharafian remarks. “For the first time, we said, ‘This is where everybody like me is!’”

    Green is the thematic color for Elio.

    Visual effects are an important storytelling tool. “Especially, for our movie, which is about this boy going to this crazy incredible world of the Communiverse,” Shi observes. “It has to be dazzling and look spectacular on the big screen and feel like paradise. Elio is such a visual feast, and you do feel like, ‘I want to stay here no matter what. I can’t believe that this place even exists.’ Visual effects are a powerful tool to help you feel what the characters are feeling.” A wishlist became a reality for the directors. “Claudia Chung Saniigave Domee and me carte blanche for wish fulfillment for ourselves,” Sharafian remarks. “What do you want Elio’s outfit in space to look like? It was a difficult costume, but now when we watch the movie, we’re all so proud of it. Elio looks fabulous, and he’s so happy to be wearing that outfit. Who would want to take that off?”

    The Communiverse was meant to feel like a place that a child would love to visit and explore.

    Methodology rather than technology went through the biggest change for the production. “The Communiverse is super complex and has lots of moving pieces. But there’s not much CG can’t do anymore,” notes Claudia Chung Sanii. “Elemental did effects characters. We did long curly hair, dresses, capes, water and fire. What we hadn’t done before was be a part of that design process. How do we get lighting into layout? How do we see the shaders in animation in layout? The tools department was working on a software called Luna which does that. I went to the tools department and asked, ‘Can I play around with it?’ They were like, ‘Okay. But it’s not ready yet.’ Tools will basically be bringing RenderMan and an interactive lighting workflow to the pipeline across all of these DCCs. Because we light in Katana, you can’t get back upstream. The conceit that we were dipping our toe in on Elio was, ‘Whatever you do in lighting, anyone on the pipeline can see it.’”

    The influence of microscopic forms and macro photography grounded the Communiverse in natural phenomena.

    The variety in the Communiverse is a contrast to the regimented world on the military base.

    There were no departmental borders, in particular with cinematography. “We had our layout and lighting DPs start on the same day. Derek Williams wouldn’t shoot anything without Jordan Rempel, our lighting DP, seeing it,” Sanii states. “Jordan would drop in lighting and start doing key lighting as Derek’s team was laying out. It wasn’t like you had to hit the render button, wait for the render to come up and go, ‘Oh, my god, it’s dark! I didn’t know that it was nighttime.’” A new term was adopted. “Meredith Homand I pulled the entire crew and leadership into this mental concept that we called the ‘college project.’ For some of us, college was a time when we didn’t have titles and crafts. You begged, borrowed and stole to hit that deadline. So much of our world has become linear in our process that I wanted to break that down to, ‘No. We’re all working together. The scope of this film is too large for us to wait for each other to finish our piece. If this person is slammed, fine. Figure out a different idea to do it with what tools you have.’”

    Directors Domee Shi and Madeline Sharafian are drawn to chubby, exaggerated and cute characters.

    Forgoing the word ‘no’ led to the technology breaking down. “I remember times when crowdsis dressing all of the aliens and because of forgetting to constrain it to the Communiverse, they all show up at the origin, and you’re going, ‘Why is there a whole party going on over there?’” Sanii laughs. “On Elio, it was always forward. There were no rules about locking things down or not installing over the weekend. It was always like, ‘Put it all in, and we’ll deal with it on Monday.’ There would be some funny stuff. We never QC’d something before walking it into the room. Everyone saw how the sausage was made. It was fun and not fun for Harley Jessupbecause sometimes there would be a big thing in the middle screen, and he would say, ‘Is that finished?’ There was no way we could get through this film if we kept trying to fix the thing that broke.”

    An aerial image of Elio as he attempts to get abducted by aliens.

    Part of the design of the Coummuniverse was inspired by Chinese puzzle balls.

    A former visual effects art director at ILM, Harley Jessup found his previous experiences on projects like Innerspace to be helpful on Elio. “I liked that the directors wanted to build on the effects films from the 1980s and early 1990s,” reflects Jessup. “I was there and part of that. It was fun to look back. At the time, the techniques were all practical, matte paintings and miniatures, which are fun to work with, but without the safety net of CG. One thing Dennis Murenwas keen on, was how people see things like the natural phenomenon you might see in a microscopic or macro photography form. We were using that. I was looking at the mothership of Close Encounters of the Third Kind, which Dennis shot when he was a young artist. It was nice to be able to bring all of that history to this film.”
    Earth was impacted by a comment made by Pete Docter. “He said, ‘The military base should feel like a parking lot,” Jessup reveals. “You should know why Elio wants to be anywhere else. And the Communiverse needs to be inviting. We built a lot of contrast into those two worlds. The brutalist architecture on the military base, with its hard edges and heavy horizontal forms close to the earth, needed to be harsh but beautiful in its own way, so we tried for that. The Communiverse would be in contrast and be all curves, translucent surfaces and stained-glass backlit effects. Things were wide open about what it could be because each of the aliens are from a different climate and gravity. There are some buildings that are actually upside down on it, and the whole thing is rotating inside like clockwork. It is hopefully an appealing, fun world. It’s not a dystopian outer space.”

    Exploring various facial expressions for Elio.

    A tough character to get right was Aunt Olga, who struggles to be the guardian of her nephew.

    Character designs of Elio and Glordon. which shows them interacting with each other.

    Architecture was devised to reflect the desired tone for scenes. “In the Grand Assembly Hall where each alien has a desk and booth, the booth is shaped like an eyelid that can close or open,” Jessup explains. “It increases the feeling that they’re evaluating and observing Elio and each of the candidates that have come to join the Communiverse.” A couple of iconic cinematic franchises were avoided for aesthetic reasons. “As much as I love Star Wars and Star Trek, we wanted to be different from those kinds of aliens that are often more humanoid.” Ooooo was the first alien to be designed. “We did Ooooo in collaboration with the effects team, which was small at that time. She was described as a liquid supercomputer. We actually used the wireframe that was turning up and asked, what if it ended up being this network of little lights that are moving around and can express how much she was thinking? Ooooo is Elio’s guide to the Communiverse; her body would deform, so she could become a big screen or reach out and pluck things. Ooooo has an ability like an amoeba to stretch.”
    Flexibility is important when figuring out shot design. “On Elio, we provided the layout department with a rudimentary version of our environments,” states David Luoh, Sets Supervisor. “It might be simple geometry. We’re not worried necessarily about shading, color and material yet. Things are roughly in place but also built in a way that is flexible. As they’re sorting out the camera and testing out staging, they can move elements of the set around. Maybe this architectural piece needs to be shifted or larger or smaller. There was a variation on what was typically expected of set deliveries of environments to our layout department. That bar was lowered to give the layout department something to work with sooner and also with more flexibility. From their work we get context as to how we partner with our art and design department to build and finalize those environments.”

    Regional biomes known as disks are part of the Communiverse. “There are aquatic, lush forest, snow and ice, and hot lava disks,” Luoh remarks. “The hot disk is grounded in the desert, volcanic rock and lava, while for the lush disk we looked at interesting plant life found in the world around us.” The Communiverse is a complex geometric form. “We wanted these natural arrangements of alien districts, and that was all happening on this twisting and curving terrain in a way that made traditional dressing approaches clunky. Oftentimes, you’re putting something on the ground or mounted, and the ground is always facing upward. But if you have to dress the wall or ceiling, it becomes a lot more difficult to manipulate and place on something with that dynamic and shape. You have stuff that casts light, is see-through and shifting over time. Ooooo is a living character that looks like electronic circuitry that is constantly moving, and we also have that element in the walls, floors and bubble transport that carry the characters around.”
    Sets were adjusted throughout the production. “We try to anticipate situations that might come up,” Luoh states. “What if we have a series of shots where you’re getting closer and closer to the Communiverse and you have to bridge the distance between your hero and set extension background? There is a partnership with story, but certainly with our layout camera staging department. As we see shots come out of their work, we know where we need to spend the time to figure out, are we going to see the distant hills in this way? We’re not going to build it until we know because it can be labor-intensive. There is a responsiveness to what we are starting to see as shots get made.” Combining the familiar into something unfamiliar was a process. “There was this curation of being inspired by existing alien sci-fi depictions, but also reaching back into biological phenomena or interesting material because we wanted to ground a lot of those visual elements and ideas in something that people could intuitively grasp on to, even if they were combined or arranged in a way that is surprising, strange and delightful.”
    #discovering #elio
    DISCOVERING ELIO
    By TREVOR HOGG Images courtesy of Pixar. The character design of Glordon is based on a tardigrade, which is a microscopic water bear. Rather than look at the unknown as something to be feared, Pixar has decided to do some wish fulfillment with Elio, where a lonely adolescent astrophile gets abducted by aliens and is mistaken as the leader of Earth. Originally conceived and directed by Adrian Molina, the coming-of-age science fiction adventure was shepherded by Domee Shi and Madeline Sharafian, who had previously worked together on Turning Red. “Space is often seen as dark, mysterious and scary, but there is also so much hope, wonder and curiosity,” notes Shi, director of Elio. “It’s like anything is ‘out there.’ Elio captures how a lot of us feel at different points of our lives, when we were kids like him, or even now wanting to be off of this current planet because it’s just too much. For Elio, it’s a rescue. I feel that there’s something so universal about that feeling of wanting to be taken away and taken care of. To know that you’re not alone and somebody chose you and picked you up.” The character design of Glordon is based on a tardigrade, which is a microscopic water bear. There is a stark contrast between how Earth and the alien world, known as the Communiverse, are portrayed. “The more we worked with the animators on Glordon and Helix, they began to realize that Domee and I respond positively when thosecharacters are exaggerated, made cute, round and chubby,” states Sharafian, director of Elio. “That automatically started to differentiate the way the Earth and space feel.” A certain question had to be answered when designing the United Nations-inspired Communiverse. “It was coming from a place of this lonely kid who feels like no one wants him on Earth,” Shi explains. “What would be heaven and paradise for him? The Communiverse was built around that idea.” A sense of belonging is an important theme. “It’s also inspired by Adrian Molina’s backstory, and our backstories too, of going to animation college,” Sharafian remarks. “For the first time, we said, ‘This is where everybody like me is!’” Green is the thematic color for Elio. Visual effects are an important storytelling tool. “Especially, for our movie, which is about this boy going to this crazy incredible world of the Communiverse,” Shi observes. “It has to be dazzling and look spectacular on the big screen and feel like paradise. Elio is such a visual feast, and you do feel like, ‘I want to stay here no matter what. I can’t believe that this place even exists.’ Visual effects are a powerful tool to help you feel what the characters are feeling.” A wishlist became a reality for the directors. “Claudia Chung Saniigave Domee and me carte blanche for wish fulfillment for ourselves,” Sharafian remarks. “What do you want Elio’s outfit in space to look like? It was a difficult costume, but now when we watch the movie, we’re all so proud of it. Elio looks fabulous, and he’s so happy to be wearing that outfit. Who would want to take that off?” The Communiverse was meant to feel like a place that a child would love to visit and explore. Methodology rather than technology went through the biggest change for the production. “The Communiverse is super complex and has lots of moving pieces. But there’s not much CG can’t do anymore,” notes Claudia Chung Sanii. “Elemental did effects characters. We did long curly hair, dresses, capes, water and fire. What we hadn’t done before was be a part of that design process. How do we get lighting into layout? How do we see the shaders in animation in layout? The tools department was working on a software called Luna which does that. I went to the tools department and asked, ‘Can I play around with it?’ They were like, ‘Okay. But it’s not ready yet.’ Tools will basically be bringing RenderMan and an interactive lighting workflow to the pipeline across all of these DCCs. Because we light in Katana, you can’t get back upstream. The conceit that we were dipping our toe in on Elio was, ‘Whatever you do in lighting, anyone on the pipeline can see it.’” The influence of microscopic forms and macro photography grounded the Communiverse in natural phenomena. The variety in the Communiverse is a contrast to the regimented world on the military base. There were no departmental borders, in particular with cinematography. “We had our layout and lighting DPs start on the same day. Derek Williams wouldn’t shoot anything without Jordan Rempel, our lighting DP, seeing it,” Sanii states. “Jordan would drop in lighting and start doing key lighting as Derek’s team was laying out. It wasn’t like you had to hit the render button, wait for the render to come up and go, ‘Oh, my god, it’s dark! I didn’t know that it was nighttime.’” A new term was adopted. “Meredith Homand I pulled the entire crew and leadership into this mental concept that we called the ‘college project.’ For some of us, college was a time when we didn’t have titles and crafts. You begged, borrowed and stole to hit that deadline. So much of our world has become linear in our process that I wanted to break that down to, ‘No. We’re all working together. The scope of this film is too large for us to wait for each other to finish our piece. If this person is slammed, fine. Figure out a different idea to do it with what tools you have.’” Directors Domee Shi and Madeline Sharafian are drawn to chubby, exaggerated and cute characters. Forgoing the word ‘no’ led to the technology breaking down. “I remember times when crowdsis dressing all of the aliens and because of forgetting to constrain it to the Communiverse, they all show up at the origin, and you’re going, ‘Why is there a whole party going on over there?’” Sanii laughs. “On Elio, it was always forward. There were no rules about locking things down or not installing over the weekend. It was always like, ‘Put it all in, and we’ll deal with it on Monday.’ There would be some funny stuff. We never QC’d something before walking it into the room. Everyone saw how the sausage was made. It was fun and not fun for Harley Jessupbecause sometimes there would be a big thing in the middle screen, and he would say, ‘Is that finished?’ There was no way we could get through this film if we kept trying to fix the thing that broke.” An aerial image of Elio as he attempts to get abducted by aliens. Part of the design of the Coummuniverse was inspired by Chinese puzzle balls. A former visual effects art director at ILM, Harley Jessup found his previous experiences on projects like Innerspace to be helpful on Elio. “I liked that the directors wanted to build on the effects films from the 1980s and early 1990s,” reflects Jessup. “I was there and part of that. It was fun to look back. At the time, the techniques were all practical, matte paintings and miniatures, which are fun to work with, but without the safety net of CG. One thing Dennis Murenwas keen on, was how people see things like the natural phenomenon you might see in a microscopic or macro photography form. We were using that. I was looking at the mothership of Close Encounters of the Third Kind, which Dennis shot when he was a young artist. It was nice to be able to bring all of that history to this film.” Earth was impacted by a comment made by Pete Docter. “He said, ‘The military base should feel like a parking lot,” Jessup reveals. “You should know why Elio wants to be anywhere else. And the Communiverse needs to be inviting. We built a lot of contrast into those two worlds. The brutalist architecture on the military base, with its hard edges and heavy horizontal forms close to the earth, needed to be harsh but beautiful in its own way, so we tried for that. The Communiverse would be in contrast and be all curves, translucent surfaces and stained-glass backlit effects. Things were wide open about what it could be because each of the aliens are from a different climate and gravity. There are some buildings that are actually upside down on it, and the whole thing is rotating inside like clockwork. It is hopefully an appealing, fun world. It’s not a dystopian outer space.” Exploring various facial expressions for Elio. A tough character to get right was Aunt Olga, who struggles to be the guardian of her nephew. Character designs of Elio and Glordon. which shows them interacting with each other. Architecture was devised to reflect the desired tone for scenes. “In the Grand Assembly Hall where each alien has a desk and booth, the booth is shaped like an eyelid that can close or open,” Jessup explains. “It increases the feeling that they’re evaluating and observing Elio and each of the candidates that have come to join the Communiverse.” A couple of iconic cinematic franchises were avoided for aesthetic reasons. “As much as I love Star Wars and Star Trek, we wanted to be different from those kinds of aliens that are often more humanoid.” Ooooo was the first alien to be designed. “We did Ooooo in collaboration with the effects team, which was small at that time. She was described as a liquid supercomputer. We actually used the wireframe that was turning up and asked, what if it ended up being this network of little lights that are moving around and can express how much she was thinking? Ooooo is Elio’s guide to the Communiverse; her body would deform, so she could become a big screen or reach out and pluck things. Ooooo has an ability like an amoeba to stretch.” Flexibility is important when figuring out shot design. “On Elio, we provided the layout department with a rudimentary version of our environments,” states David Luoh, Sets Supervisor. “It might be simple geometry. We’re not worried necessarily about shading, color and material yet. Things are roughly in place but also built in a way that is flexible. As they’re sorting out the camera and testing out staging, they can move elements of the set around. Maybe this architectural piece needs to be shifted or larger or smaller. There was a variation on what was typically expected of set deliveries of environments to our layout department. That bar was lowered to give the layout department something to work with sooner and also with more flexibility. From their work we get context as to how we partner with our art and design department to build and finalize those environments.” Regional biomes known as disks are part of the Communiverse. “There are aquatic, lush forest, snow and ice, and hot lava disks,” Luoh remarks. “The hot disk is grounded in the desert, volcanic rock and lava, while for the lush disk we looked at interesting plant life found in the world around us.” The Communiverse is a complex geometric form. “We wanted these natural arrangements of alien districts, and that was all happening on this twisting and curving terrain in a way that made traditional dressing approaches clunky. Oftentimes, you’re putting something on the ground or mounted, and the ground is always facing upward. But if you have to dress the wall or ceiling, it becomes a lot more difficult to manipulate and place on something with that dynamic and shape. You have stuff that casts light, is see-through and shifting over time. Ooooo is a living character that looks like electronic circuitry that is constantly moving, and we also have that element in the walls, floors and bubble transport that carry the characters around.” Sets were adjusted throughout the production. “We try to anticipate situations that might come up,” Luoh states. “What if we have a series of shots where you’re getting closer and closer to the Communiverse and you have to bridge the distance between your hero and set extension background? There is a partnership with story, but certainly with our layout camera staging department. As we see shots come out of their work, we know where we need to spend the time to figure out, are we going to see the distant hills in this way? We’re not going to build it until we know because it can be labor-intensive. There is a responsiveness to what we are starting to see as shots get made.” Combining the familiar into something unfamiliar was a process. “There was this curation of being inspired by existing alien sci-fi depictions, but also reaching back into biological phenomena or interesting material because we wanted to ground a lot of those visual elements and ideas in something that people could intuitively grasp on to, even if they were combined or arranged in a way that is surprising, strange and delightful.” #discovering #elio
    WWW.VFXVOICE.COM
    DISCOVERING ELIO
    By TREVOR HOGG Images courtesy of Pixar. The character design of Glordon is based on a tardigrade, which is a microscopic water bear. Rather than look at the unknown as something to be feared, Pixar has decided to do some wish fulfillment with Elio, where a lonely adolescent astrophile gets abducted by aliens and is mistaken as the leader of Earth. Originally conceived and directed by Adrian Molina, the coming-of-age science fiction adventure was shepherded by Domee Shi and Madeline Sharafian, who had previously worked together on Turning Red. “Space is often seen as dark, mysterious and scary, but there is also so much hope, wonder and curiosity,” notes Shi, director of Elio. “It’s like anything is ‘out there.’ Elio captures how a lot of us feel at different points of our lives, when we were kids like him, or even now wanting to be off of this current planet because it’s just too much. For Elio, it’s a rescue. I feel that there’s something so universal about that feeling of wanting to be taken away and taken care of. To know that you’re not alone and somebody chose you and picked you up.” The character design of Glordon is based on a tardigrade, which is a microscopic water bear. There is a stark contrast between how Earth and the alien world, known as the Communiverse, are portrayed. “The more we worked with the animators on Glordon and Helix, they began to realize that Domee and I respond positively when those [alien] characters are exaggerated, made cute, round and chubby,” states Sharafian, director of Elio. “That automatically started to differentiate the way the Earth and space feel.” A certain question had to be answered when designing the United Nations-inspired Communiverse. “It was coming from a place of this lonely kid who feels like no one wants him on Earth,” Shi explains. “What would be heaven and paradise for him? The Communiverse was built around that idea.” A sense of belonging is an important theme. “It’s also inspired by Adrian Molina’s backstory, and our backstories too, of going to animation college,” Sharafian remarks. “For the first time, we said, ‘This is where everybody like me is!’” Green is the thematic color for Elio. Visual effects are an important storytelling tool. “Especially, for our movie, which is about this boy going to this crazy incredible world of the Communiverse,” Shi observes. “It has to be dazzling and look spectacular on the big screen and feel like paradise. Elio is such a visual feast, and you do feel like, ‘I want to stay here no matter what. I can’t believe that this place even exists.’ Visual effects are a powerful tool to help you feel what the characters are feeling.” A wishlist became a reality for the directors. “Claudia Chung Sanii [Visual Effects Supervisor] gave Domee and me carte blanche for wish fulfillment for ourselves,” Sharafian remarks. “What do you want Elio’s outfit in space to look like? It was a difficult costume, but now when we watch the movie, we’re all so proud of it. Elio looks fabulous, and he’s so happy to be wearing that outfit. Who would want to take that off?” The Communiverse was meant to feel like a place that a child would love to visit and explore. Methodology rather than technology went through the biggest change for the production. “The Communiverse is super complex and has lots of moving pieces. But there’s not much CG can’t do anymore,” notes Claudia Chung Sanii. “Elemental did effects characters. We did long curly hair, dresses, capes, water and fire. What we hadn’t done before was be a part of that design process. How do we get lighting into layout? How do we see the shaders in animation in layout? The tools department was working on a software called Luna which does that. I went to the tools department and asked, ‘Can I play around with it?’ They were like, ‘Okay. But it’s not ready yet.’ Tools will basically be bringing RenderMan and an interactive lighting workflow to the pipeline across all of these DCCs. Because we light in Katana, you can’t get back upstream. The conceit that we were dipping our toe in on Elio was, ‘Whatever you do in lighting, anyone on the pipeline can see it.’” The influence of microscopic forms and macro photography grounded the Communiverse in natural phenomena. The variety in the Communiverse is a contrast to the regimented world on the military base. There were no departmental borders, in particular with cinematography. “We had our layout and lighting DPs start on the same day. Derek Williams wouldn’t shoot anything without Jordan Rempel, our lighting DP, seeing it,” Sanii states. “Jordan would drop in lighting and start doing key lighting as Derek’s team was laying out. It wasn’t like you had to hit the render button, wait for the render to come up and go, ‘Oh, my god, it’s dark! I didn’t know that it was nighttime.’” A new term was adopted. “Meredith Hom [Production Manager] and I pulled the entire crew and leadership into this mental concept that we called the ‘college project.’ For some of us, college was a time when we didn’t have titles and crafts. You begged, borrowed and stole to hit that deadline. So much of our world has become linear in our process that I wanted to break that down to, ‘No. We’re all working together. The scope of this film is too large for us to wait for each other to finish our piece. If this person is slammed, fine. Figure out a different idea to do it with what tools you have.’” Directors Domee Shi and Madeline Sharafian are drawn to chubby, exaggerated and cute characters. Forgoing the word ‘no’ led to the technology breaking down. “I remember times when crowds [department] is dressing all of the aliens and because of forgetting to constrain it to the Communiverse, they all show up at the origin, and you’re going, ‘Why is there a whole party going on over there?’” Sanii laughs. “On Elio, it was always forward. There were no rules about locking things down or not installing over the weekend. It was always like, ‘Put it all in, and we’ll deal with it on Monday.’ There would be some funny stuff. We never QC’d something before walking it into the room. Everyone saw how the sausage was made. It was fun and not fun for Harley Jessup [Production Designer] because sometimes there would be a big thing in the middle screen, and he would say, ‘Is that finished?’ There was no way we could get through this film if we kept trying to fix the thing that broke.” An aerial image of Elio as he attempts to get abducted by aliens. Part of the design of the Coummuniverse was inspired by Chinese puzzle balls. A former visual effects art director at ILM, Harley Jessup found his previous experiences on projects like Innerspace to be helpful on Elio. “I liked that the directors wanted to build on the effects films from the 1980s and early 1990s,” reflects Jessup. “I was there and part of that. It was fun to look back. At the time, the techniques were all practical, matte paintings and miniatures, which are fun to work with, but without the safety net of CG. One thing Dennis Muren [VES] was keen on, was how people see things like the natural phenomenon you might see in a microscopic or macro photography form. We were using that. I was looking at the mothership of Close Encounters of the Third Kind, which Dennis shot when he was a young artist. It was nice to be able to bring all of that history to this film.” Earth was impacted by a comment made by Pete Docter (CCO, Pixar). “He said, ‘The military base should feel like a parking lot,” Jessup reveals. “You should know why Elio wants to be anywhere else. And the Communiverse needs to be inviting. We built a lot of contrast into those two worlds. The brutalist architecture on the military base, with its hard edges and heavy horizontal forms close to the earth, needed to be harsh but beautiful in its own way, so we tried for that. The Communiverse would be in contrast and be all curves, translucent surfaces and stained-glass backlit effects. Things were wide open about what it could be because each of the aliens are from a different climate and gravity. There are some buildings that are actually upside down on it, and the whole thing is rotating inside like clockwork. It is hopefully an appealing, fun world. It’s not a dystopian outer space.” Exploring various facial expressions for Elio. A tough character to get right was Aunt Olga, who struggles to be the guardian of her nephew. Character designs of Elio and Glordon. which shows them interacting with each other. Architecture was devised to reflect the desired tone for scenes. “In the Grand Assembly Hall where each alien has a desk and booth, the booth is shaped like an eyelid that can close or open,” Jessup explains. “It increases the feeling that they’re evaluating and observing Elio and each of the candidates that have come to join the Communiverse.” A couple of iconic cinematic franchises were avoided for aesthetic reasons. “As much as I love Star Wars and Star Trek, we wanted to be different from those kinds of aliens that are often more humanoid.” Ooooo was the first alien to be designed. “We did Ooooo in collaboration with the effects team, which was small at that time. She was described as a liquid supercomputer. We actually used the wireframe that was turning up and asked, what if it ended up being this network of little lights that are moving around and can express how much she was thinking? Ooooo is Elio’s guide to the Communiverse; her body would deform, so she could become a big screen or reach out and pluck things. Ooooo has an ability like an amoeba to stretch.” Flexibility is important when figuring out shot design. “On Elio, we provided the layout department with a rudimentary version of our environments,” states David Luoh, Sets Supervisor. “It might be simple geometry. We’re not worried necessarily about shading, color and material yet. Things are roughly in place but also built in a way that is flexible. As they’re sorting out the camera and testing out staging, they can move elements of the set around. Maybe this architectural piece needs to be shifted or larger or smaller. There was a variation on what was typically expected of set deliveries of environments to our layout department. That bar was lowered to give the layout department something to work with sooner and also with more flexibility. From their work we get context as to how we partner with our art and design department to build and finalize those environments.” Regional biomes known as disks are part of the Communiverse. “There are aquatic, lush forest, snow and ice, and hot lava disks,” Luoh remarks. “The hot disk is grounded in the desert, volcanic rock and lava, while for the lush disk we looked at interesting plant life found in the world around us.” The Communiverse is a complex geometric form. “We wanted these natural arrangements of alien districts, and that was all happening on this twisting and curving terrain in a way that made traditional dressing approaches clunky. Oftentimes, you’re putting something on the ground or mounted, and the ground is always facing upward. But if you have to dress the wall or ceiling, it becomes a lot more difficult to manipulate and place on something with that dynamic and shape. You have stuff that casts light, is see-through and shifting over time. Ooooo is a living character that looks like electronic circuitry that is constantly moving, and we also have that element in the walls, floors and bubble transport that carry the characters around.” Sets were adjusted throughout the production. “We try to anticipate situations that might come up,” Luoh states. “What if we have a series of shots where you’re getting closer and closer to the Communiverse and you have to bridge the distance between your hero and set extension background? There is a partnership with story, but certainly with our layout camera staging department. As we see shots come out of their work, we know where we need to spend the time to figure out, are we going to see the distant hills in this way? We’re not going to build it until we know because it can be labor-intensive. There is a responsiveness to what we are starting to see as shots get made.” Combining the familiar into something unfamiliar was a process. “There was this curation of being inspired by existing alien sci-fi depictions, but also reaching back into biological phenomena or interesting material because we wanted to ground a lot of those visual elements and ideas in something that people could intuitively grasp on to, even if they were combined or arranged in a way that is surprising, strange and delightful.”
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  • Wholesome Direct 2025 - everything announced at this year's cosy indie showcase

    Wholesome Direct 2025 - everything announced at this year's cosy indie showcase
    Big hops! Discount shops! Spooky pups! More!

    Image credit: Eurogamer

    Feature

    by Matt Wales
    News Reporter

    Published on June 7, 2025

    If you're the sort who just can't seem to resist the soothing rhythms of turnip planting and interior design, you've come to the right place. This year's Wholesome Direct - which marks the fifth anniversary of the showcase - has now aired, unleashing a fresh wave of cosy games to stick on your wishlists. We've got vending machine management, adorable puppies on spooking adventures, cheese-based puzzling, geckos, goats, seasonal cemetery exploration, and a whole lot more. So if that sounds like it might help sate your idyllic yearning, read on for all the big announcements from Wholesome Direct 2025. And for more indies, you can check out our round-up of this year's Day of the Devs showcase elsewhere.

    Leaf Blower Co.

    Leaf Blower Co. trailer.Watch on YouTube

    Ever wished your PowerWash Simulator had a little less splosh and a little more whoosh? That seems to be the starting point for developer Lift Games' Leaf Blower Co., a game about making the untidy tidy come rain, snow, or shine, one mechanised gust at a time. It's got a story mode plus a variety to locations waiting to be blown debris-free, and if that appeals, a demo's available now on Steam ahead of its release later this year.

    Instants

    Instants trailer.Watch on YouTube

    Instants is a creativity themed puzzler about the intoxicating pleasures of obsessive scrapbooking. It sees players attempting to sort images into chronological order and then assembling them into a scrapbook to reveal a "heartwarming" story inspired by the way family history can be passed down using pictures. It's developed by Endflame and launches today on PC, and Switch.

    Story of Seasons: Grand Bazaar

    Story of Seasons: Grand Bazaar trailer.Watch on YouTube

    Stardew Valley might be the face of farming sims these days, but the grandaddy of the genre - Story of Season- never went away, and another entry in the venerable series is looming. Grand Bazaar is actually a remake of 2011 DS game Harvest Moon: Grand Bazaar, and it's got pretty much everything you'd expect from these kind of things - including turnips to fondle, animals to rear, and locals to dazzle with your impressive root vegetable collection. The main twist is you'll be selling all this yourself by setting up shop in the titular bazar. And if that sounds like something you'd enjoy, it launches for Switch, Switch 2, and Steam on 27th August.

    Gourdlets Together

    Gourdlets Together trailer.Watch on YouTube

    Perhaps you're already a fan of last year's Gourdlets or perhaps you're completely new to its vegetable-themed low-stakes thrills. Either way, there'll soon be a new way to play, thanks to developer AuntyGames' Gourdlets Together. Essentially, it takes the laid-back village-building vibes of the original, slings in a bit of a fishing focus - where earnings can be spent on upgrades or accessories to decorate your island home - then lets you do it while hanging out with friends online. Gourdlets Together launches on PC later this year.

    Luma Island

    Luma Island trailer.Watch on YouTube

    Don't think we're done with the farming sims yet - not by a long shot! Luma Island launched last year, offering an attractive mix of crop whispering, profession-specific activities, creature collecting, exploration, and puzzle-y dungeoneering. And come 20th June, it'll be getting just a little be more swashbuckling, thanks to its free Pirates update, introducing a new profession, new Lumas, new outfits, and a pirate cove filled with mini-games, temples, traps, and treasures. It'll also bring a range of different difficulty modes to suit players of all tastes.

    Is This Seat Taken?

    Is This Seat Taken? trailer.Watch on YouTube

    Think you're a dab hand at the old 'awkward family gathering' seating plan challenge? Well then, this might just be the game for you. In Poti Poti Studio's "cosy, silly, and relatable" logic puzzler Is This Seat Taken?, the goal is to satisfy the demands of a particularly fussy group of chair occupiers to find the perfect spot that'll keep everyone happy - be they on the bus, at the park, or in the office. It's coming to Steam, Switch, iOS, and Android this August, and a Steam demo's out now.

    MakeRoom

    MakeRoom trailer.Watch on YouTube

    Here's one for the aesthetic tinkerers and furnishing fetishists out there. MakeRoom, from developer Kenney, sees players decorating a series of miniature dioramas - from cosy indoor retreats to camper vans and even forests - to fulfil the requests of adorable NPCs. You might, for instance, be tasked with creating the perfect room for cats, or a suitably moody hideout for a vampire. Then it's simply a matter of hanging drapes, plopping down plants, and even crafting furniture to bring these spaces to life and satisfy your clients' whims. It all sounds very much like Animal Crossing's weirdly compelling Happy Home Paradise expansion, so if it's more of that sort of thing you want, MakeRoom comes to Steam on 7th August.

    Ambroise Niflette & the Gleaned Bell

    Ambroise Niflette & the Gleaned Bell trailer.Watch on YouTube

    The apple bell - whatever an apple bell is - has been stolen, but luckily for apple bell lovers everywhere, renowned detective Ambroise Niflette is on the case. Over the course of Topotes Studio's investigatory adventure, Ambroise - and players - will roam the village of Touvoir, interrogating its inhabitants and searching for secrets, all while using a notebook of steadily amassing leads to reveal contradictions and unmask the culprit. It all sounds perfectly lovely, but the real draw is the delightful art style, which is heavily inspired by miniatures and stop motion. Ambroise Niflette & the Gleaned Bell is eventually set to launch on Steam, but first there's a Kickstarter, which is underway now.

    Let's Build a Dungeon

    Let's Build a Dungeon trailer.Watch on YouTube

    First there was Let's Build a Zoo, and now comes Let's Build a Dungeon. But while developer Springloaded kept its focus pretty tight for its debut release, Let's Build a Dungeon goes broad; not only is it a playable RPG creator where you can rustle up your own worlds and quests, it's also claiming to be an entire games industry sim too, where you'll need to manage all the malarky around releasing your game - from attracting funding right through to making a profit at the other end of the process. But if all that sounds too stressful, Springloaded has confirmed - as part of its latest showing - there'll be a cosy sandbox Build Mode too. There's still no release date for Let's Build a Dungeon yet, but it's heading to Steam, Xbox One, and Xbox Series X/S.

    Squeakross: Home Squeak Home

    Squeakross: Home Squeak Home trailer.Watch on YouTube

    What do you get if you cross adorable mice with classic grid-filling puzzler Picross? Well, this thing, obviously. Squeakross: Home Squeak Home is the work of developer Alblune, and it adds its own twist to the familiar logic-testing formula by introducing a home decorating element. The idea is each puzzle corresponds to an unlockable bit of decor - including furniture, accessories, and stickers - so you'll slowly amass new furnishings and trimmings as you give your brain a work out. Is there an in-game lore reason why puzzles equals furniture? Who knows! We'll soon find out, though, given Squeakross launches for Switch and PCtoday.

    Monument Valley 3

    Monument Valley 3 trailer.Watch on YouTube

    Ustwo Games' perspective shifting puzzle series Monument Valley has been a big old hit, amassing tens of millions of downloads since its iOS debut back in 2014 - so it wasn't a huge surprise when a third entry showed up on mobile last year. Initially, however, it was locked behind a Netflix subscription, but Monument Valley 3 - which we quite liked despite it offering little meaningful evolution for the series - is finally spreading its wings later this year. As announced during today's Wholesome Direct, it's coming to Steam, Switch, PlayStation 4, PS5, Xbox One, and Xbox Series X/S on 22nd July.

    Big Hops

    Big Hops trailer.Watch on YouTube

    If you immediately thought bunnies, you're wrong. Big Hops is, in fact, a frog-themed action platformer, in which players attempt to help the titular Hop find his way home. Each world he visits on his adventure promises its own self-contained story - involving everything from mountain cultists to desert ne'erdowells - all interspersed with plenty of agile platform action. You can grapple across gaps, hoist levers, rotate wheels, even pick locks - all using your tongue - and it's accompanied by some veggie-based gameplay that lets players introduce the likes of climbable vines and mushroom-based bounce pads into levels. Big Hops is currently raising funds via Kickstarter and a Steam demo's out now.

    Little Kitty, Big City

    Little Kitty, Big City trailer.Watch on YouTube

    Here's quicky for you. Little Kitty, Big City - the feline-focused open-world adventure from Double Dagger Studio - is getting a little bigger. That's thanks to a free content update coming to all platforms this "summer", promising new story content, a new neighbourhood to explore, and new oddball characters to befriend. That's alongside a new cat customisation feature for you creative sorts out there.

    Vending Dokan!: Kozy Kiosk

    Vending Dokan!: Kozy Kiosk trailer.Watch on YouTube

    What's in a name? Well, pretty much everything in this case. Aftabi Games' Vending Dokan!: Kozy Kiosk is, just as it sounds, a cosy, laidback game about managing your own vending machine empire. You'll choose where your machines go and what they sell, and hire staff to ensure they stay stocked, clean, and in working order. There's a heavy customisation element too, as you're free to decorate the areas surrounding your vending machines in order to attract new customers. Kozy Kiosk is officially referred to as an "idle simulation", and can be played both actively and passively. And if that appeals, it launches for Steam today.

    Winter Burrow

    Winter Burrow trailer.Watch on YouTube

    Developer Pine Creek Games' "woodland survival game" Winter Burrow was unveiled during December's Wholesome Direct, but it's back to announce it's now coming to Switch. If you missed its original reveal, Winter Burrow casts you as a mouse who's attempting to fix up their burrow and turn it into a toasty retreat from the cold. That requires exploring the snow-covered world outside, gathering resources, crafting tools, building things, making friends, baking pies, and more. Winter Burrow launches next year and will be available for Steam, Xbox One, Xbox Series X/S, and Switch.

    Tales of the Shire: A Lord of the Rings Game

    Tales of the Shire trailer.Watch on YouTube

    After multiple delays, cosy hobbit life sim Tales of the Shire is almost upon us, and developer Wētā Workshop is readying for its arrival with a brand-new trailer. It's been described as a game about "finding joy in the small moments", and features all the usual life sim activities - fishing, cooking, gathering, decorating, merrymaking - with a bit of a Lord of the Rings twist. So yes, you CAN decorate your hobbit's hole. Tales of the Shire launches for Switch, PlayStation, Xbox, and PC on 29th July.

    Haunted Paws

    Haunted Paws trailer.Watch on YouTube

    If your interests lie at the intersection of spooky mansions and adorable pups, prepare to have your day made. In developer LazyFlock's supernatural adventure Haunted Paws, players - either solo or with a friend - control two bravepuppies as they explore a creepy old house in search of their human, who's been kidnapped by sinister forces. It promises puzzles, lighthearted spookiness, and even a few emotional bits. There's no release date for Haunted Paws yet, but it's coming to Steam.

    The Guardian of Nature

    The Guardian of Nature trailer.Watch on YouTube

    This wholesome, hand-drawn puzzle adventure from Inlusio Interactive is all about the interconnectedness of nature, and sees players embarking on a botanical journey as the lovably be-hatted Henry. Not only does Henry know his stuff about the natural world, he's also able to change his size, meaning players can explore both above and below ground as they solve puzzles to assist nature. The Guardian of Nature launches into Steam early access today, and it's coming to Switch, Xbox, iOS, and Android too.

    Everdeep Aurora

    Everdeep Aurora trailer.Watch on YouTube

    If you've ever thought Dig Dug would be improved if its protagonist was a cat, Everdeep Aurora might be the game for you. It follows the apocalyptic adventures of a kitten named Shell as she explores subterranean depths in search of her mother. You'll obliterate blocks, do some platforming, play mini-games, and converse with peculiar characters as you investigate the dark secrets buried below, all without a hint of combat. Its limited-colour pixel art looks wonderful, and it's coming to Steam and Switch on 10th July.

    Seasonala Cemetery

    Seasonala Cemetery trailer.Watch on YouTube

    From the creators of A Mortician's Tale, the "meditative" Seasonala Cemetery is a "peaceful but poignant reflection on life and death". It's set in an expansive, living cemetery that changes dynamically based on your system's time and date. The summer, for instance, might see the world bustling with vibrant life, while the winter brings quiet and snow. You can interact with NPCs and animals, rummage through nature, learn the history of the nearby city through its gravestones, or simply relax to its ambient sounds. Seasonala Cemetery is out today on Steam and itch.io, and is completely free.

    Camper Van: Make it Home

    Camper Van: Make it Home trailer.Watch on YouTube

    One ofseveral camper-van-themed games currently in the works, developer Malpata Studio's Make it Home is a pretty self-explanatory thing. You've got a camper van to make your own as it journey across beautiful, idyllic landscapes. Part of your goal is to solve organisational puzzles, but there's laidback interior design too. Camper Van: Make it Home is available today, alongside a demo, on Steam.

    Lynked: Banner of the Spark

    Lynked: Banner of the Spark trailer.Watch on YouTube

    FuzzyBot's Lynked: Banner of the Spark is a cheerily colourful action-RPG, that's part sci-fi roguelike, part relaxed life sim. At its most peaceful, you'll farm, fish, gather materials, and build your base with help from your robot pals, but that's all in service of its more frenetic hack-and-slash action. When you're ready for some proper adventure, you can brave the wilds, battle evil robot forces with a large arsenal of weapons, and search for helpful bots to bring back home. Lynked is already available on Steam, but it's coming to PS5 and Xbox Series X/S too.

    Omelet You Cook

    Omelet You Cook trailer.Watch on YouTube

    In this chaotic cooking roguelike from SchuBox Games, you're tasked with creating the perfect omelettes to satisfy your customers' increasingly peculiar demands. That involves combining ingredients as they fly by on a conveyor belt, from the relatively mundane to the rather more dubious, in the hope of earning enough money to increase your provisions, add useful relics to your pantry, and, hopefully, please the fearsome Principal Clucker. It all looks wonderfully ridiculous, and it launches on Steam today.

    Milano's Odd Job Collection

    Milano's Odd Job Collection trailer.Watch on YouTube

    Milano's Odd Job Collectionis coming to the west for the very first time. It follows the adventures of 11-year-old Milano as she's left to her own devices over the summer. Free to do as she pleases, she embarks on a range of odd job - from pizza delivery to milking flying cows - in order to make money and have fun. Milano's Odd Job Collection, from developer Westone, is coming to Switch, PlayStation, Xbox, and PC later this year.

    Fireseide Feelings

    Fireseide Feelings trailer.Watch on YouTube

    If you've got something to get off your chest, what better place to do it than by a roaring fire in a cosy forest glade? Fireside Feelings is described as a "mental wellness experience" promoting empathy, connection, and positivity between players. Situated cosily in your customisable camp, you're able to answer questions on a range of topics, taking part in conversations between people "separated in space and time". Conversations aren't live, and there's no direct interaction with others, but the goal, according to developer Team Empreintes, is to "share experiences, express your emotions, and be a part of a caring community". It launches today on Steam.

    All Will Rise

    All Will Rise trailer.Watch on YouTube

    Well here's something you don't see every day. All Will Rise is a "narrative courtroom deck-builder", in which you and your team take a corrupt billionaire to court, accusing them of a river's murder. That involves accumulating cards and using them to engage in conversation battles, attempting to charm, intimidate and manipulate those you meet around the vibrant city of Muziris. "Obey a dead river god's summons - or defy them," developer Speculative Agency explains. "Pass information to violent ecoterrorists - or maintain your pacifist ideals. Convince a corporate stooge to testify for you - or blackmail him with sensitive information. Your choices will determine thefate." All Will Rise is currently crowdfunding, but it's aiming to launch on Xbox, PlayStation, Switch, and Steam.

    Gecko Gods

    Gecko Gods trailer.Watch on YouTube

    It's hard to go wrong with a gecko, which immediately gives developer Inresin's Gecko Gods a bit of an advantage. What we've got here is a "serene lizard-sized puzzle-platformer" set on a beautiful archipelago, in which its tiny protagonist clambers across forgotten ruins, solving puzzles as they go. There are secrets of a lost civilisation to uncover, hidden paths, and more, all of which you'll be able to explore for yourself when Gecko Gods launches for Switch, PS5, and Steam later this year. But if you're an impatient sort, a Steam demo is available now.

    One Move Away

    One Move Away trailer.Watch on YouTube

    If you quite fancied the idea of Unpacking, but thought it had far too much 'taking stuff out of things' for its own good, you might enjoy Ramage Games' One Move Away, which is basically the inverse experience. Here, you play as three different characters, starting with a young girl in the 1980s, gradually learning more about them as you pack their belongings away ready for another chapter in their intertwining lives. All this plays out in first-person across 20 levels, and if that takes your fancy, a Steam demo's out now ahead of a full launch on PS5, Xbox Series X/S, and PC.

    Heidi's Legacy: Mountains Calling

    Heidi's Legacy trailer.Watch on YouTube

    As you've probably already guessed, Heidi's Legacy: Mountains Calling takes inspiration from the classic children's stories. Which is why it's something of a surprise to learn its protagonist is called Adèle. Regardless, this is a game of grumpy old men, goat management, and alpine wandering, where you'll explore the beautiful countryside with your bleating pals, foraging for herbs, mushrooms, and more in a bid to help the nearby village. You can unlock abilities that open up more of the world, and chat to the locals in branching conversations'll that impact their lives. And as for those goats, they can provide milk, cheese, and wool. "Will you embrace slow living," asks developer Humble Reeds, "or push for bolder change?". Heidi's Legacy is coming to PC "soon".

    Hotel Galatic

    Hotel Galatic trailer.Watch on YouTube

    In Hotel Galactic, you're responsible for the running of a modular hotel on a strange cosmic island, which you'll customise and optimise in order to provide guests with the perfect stay. There are resources to manage, a workforce to build, and more, as you cater to the demands of your ever-growing colony, all with assistance from your ghostly Grandpa Gustav. There's a bit more to it than that, though, and the whole thing's framed by a tale of love and vengeance that's conveyed through some lovely anime-inspired art and animation. Hotel Galactic launches into Steam early access on 24th July, with consoles to follow, and a demo's available now.

    Out and About

    Out and About trailer.Watch on YouTube

    If it's serene forest meandering you're after, then look no further than Yaldi Games' Out and About. It's a "cosy foraging adventure" focused on exploring nature and identifying real-life plants and fungi. You'll cook recipes, make herbal remedies, and help rebuild your community after a devastating storm, all while hopefully learning a bit of botanical knowledge you can take out into the real-world. Out and About looks to be aiming for a 2025 release on PC, with a console launch to follow. And if it's piqued your curiosity, you can test out a Steam demo now.

    Discounty

    Discounty trailer.Watch on YouTube

    Forget the farm life; how about managing your own discount supermarket in a small harbour town? That's the premise of Discounty from Crinkle Cut Games, which sees you designing and organising your shop, managing stock levels, working the checkout, and striking trade deals. You'll make friends, navigate local drama, and expand your empire, but that doesn't mean you have to play nice. After all, can you really become filthy rich without making a few lifelong enemies along the way? Discounty launches for Switch, PlayStation, Xbox, and PC on 21st August and, yup, a demo's available now on Steam.

    Islanders: New Shores

    Islanders: New Shores trailer.Watch on YouTube

    We're big fans of developer GrizzlyGames' minimalist city builder Islanders around these parts, so news publisher Coatsink was developing a sequel earlier this year came as a pleasant surprise. It is, if you're unfamiliar, a game about attempting to squeeze as much onto a procedurally generated island as possible, maximising building synergies and minimising penalties to get the highest score. New Shores sounds like a gentle finessing of the formula, rather than a radical reinvention - it's got a sandbox mode as well as a high score mode now, alongside new power-ups called "boons" - but that's okay. The big news is it now has a release date and is coming to Switch, PlayStation, Xbox, and Steam on 10th July.

    Collector's Cove

    Collector's Cove trailer.Watch on YouTube

    VoodooDuck's Collector's Cove might be yet another farming game, but it does at least have a unique twist. For starters, your farm is on a boat endlessly sailing the oceans AND it's powered by an adorable sea monster who you'll need to forge a bond with. As you set out on a tranquil adventure across the water, you'll farm, fish, craft, and personalise your surroundings, sometimes stopping off at passing islands to catalogue their unique flora. Collector's Cove doesn't have a release date yet, but it's coming to PC and a Steam demo's available now.

    Town to City

    Town to City trailer.Watch on YouTube

    Fans of minimalist railway game Station to Station might want to pay attention here. Town to City is developer Galaxy Grove's follow-up to that earlier puzzler, sporting a similar voxel art aesthetic and vibe. This time around, you're charged with building quaint picturesque towns by placing shops, houses, amenities, decorations, and more - all in a bid to please your residents and encourage more to move in. Eventually, you'll have multiple towns under your care, helping the whole region grow and thrive. Town to City doesn't have a release date yet, but you can play a demo on Steam.

    Fishbowl

    Fishbowl trailer.Watch on YouTube

    And finally for the big, non-montage reveals, it's Fishbowl, a coming-of-age tale told over the course of a month. Developer imissmyfriends.studio describes it as a "warm and cozy story about living in isolation, nurturing friendships and understanding grief", and it's all focused on 21-year-old video editor Alo as she works from home while mourning her grandmother. As the days tick by, you'll video call loved ones, work to assemble videos, do care tasks, and solve puzzles to unpack your grandmother's belongings - recovering childhood memories as you do. There's no release date for Fishbowl yet, but it's coming to PS5 and Steam.
    #wholesome #direct #everything #announced #this
    Wholesome Direct 2025 - everything announced at this year's cosy indie showcase
    Wholesome Direct 2025 - everything announced at this year's cosy indie showcase Big hops! Discount shops! Spooky pups! More! Image credit: Eurogamer Feature by Matt Wales News Reporter Published on June 7, 2025 If you're the sort who just can't seem to resist the soothing rhythms of turnip planting and interior design, you've come to the right place. This year's Wholesome Direct - which marks the fifth anniversary of the showcase - has now aired, unleashing a fresh wave of cosy games to stick on your wishlists. We've got vending machine management, adorable puppies on spooking adventures, cheese-based puzzling, geckos, goats, seasonal cemetery exploration, and a whole lot more. So if that sounds like it might help sate your idyllic yearning, read on for all the big announcements from Wholesome Direct 2025. And for more indies, you can check out our round-up of this year's Day of the Devs showcase elsewhere. Leaf Blower Co. Leaf Blower Co. trailer.Watch on YouTube Ever wished your PowerWash Simulator had a little less splosh and a little more whoosh? That seems to be the starting point for developer Lift Games' Leaf Blower Co., a game about making the untidy tidy come rain, snow, or shine, one mechanised gust at a time. It's got a story mode plus a variety to locations waiting to be blown debris-free, and if that appeals, a demo's available now on Steam ahead of its release later this year. Instants Instants trailer.Watch on YouTube Instants is a creativity themed puzzler about the intoxicating pleasures of obsessive scrapbooking. It sees players attempting to sort images into chronological order and then assembling them into a scrapbook to reveal a "heartwarming" story inspired by the way family history can be passed down using pictures. It's developed by Endflame and launches today on PC, and Switch. Story of Seasons: Grand Bazaar Story of Seasons: Grand Bazaar trailer.Watch on YouTube Stardew Valley might be the face of farming sims these days, but the grandaddy of the genre - Story of Season- never went away, and another entry in the venerable series is looming. Grand Bazaar is actually a remake of 2011 DS game Harvest Moon: Grand Bazaar, and it's got pretty much everything you'd expect from these kind of things - including turnips to fondle, animals to rear, and locals to dazzle with your impressive root vegetable collection. The main twist is you'll be selling all this yourself by setting up shop in the titular bazar. And if that sounds like something you'd enjoy, it launches for Switch, Switch 2, and Steam on 27th August. Gourdlets Together Gourdlets Together trailer.Watch on YouTube Perhaps you're already a fan of last year's Gourdlets or perhaps you're completely new to its vegetable-themed low-stakes thrills. Either way, there'll soon be a new way to play, thanks to developer AuntyGames' Gourdlets Together. Essentially, it takes the laid-back village-building vibes of the original, slings in a bit of a fishing focus - where earnings can be spent on upgrades or accessories to decorate your island home - then lets you do it while hanging out with friends online. Gourdlets Together launches on PC later this year. Luma Island Luma Island trailer.Watch on YouTube Don't think we're done with the farming sims yet - not by a long shot! Luma Island launched last year, offering an attractive mix of crop whispering, profession-specific activities, creature collecting, exploration, and puzzle-y dungeoneering. And come 20th June, it'll be getting just a little be more swashbuckling, thanks to its free Pirates update, introducing a new profession, new Lumas, new outfits, and a pirate cove filled with mini-games, temples, traps, and treasures. It'll also bring a range of different difficulty modes to suit players of all tastes. Is This Seat Taken? Is This Seat Taken? trailer.Watch on YouTube Think you're a dab hand at the old 'awkward family gathering' seating plan challenge? Well then, this might just be the game for you. In Poti Poti Studio's "cosy, silly, and relatable" logic puzzler Is This Seat Taken?, the goal is to satisfy the demands of a particularly fussy group of chair occupiers to find the perfect spot that'll keep everyone happy - be they on the bus, at the park, or in the office. It's coming to Steam, Switch, iOS, and Android this August, and a Steam demo's out now. MakeRoom MakeRoom trailer.Watch on YouTube Here's one for the aesthetic tinkerers and furnishing fetishists out there. MakeRoom, from developer Kenney, sees players decorating a series of miniature dioramas - from cosy indoor retreats to camper vans and even forests - to fulfil the requests of adorable NPCs. You might, for instance, be tasked with creating the perfect room for cats, or a suitably moody hideout for a vampire. Then it's simply a matter of hanging drapes, plopping down plants, and even crafting furniture to bring these spaces to life and satisfy your clients' whims. It all sounds very much like Animal Crossing's weirdly compelling Happy Home Paradise expansion, so if it's more of that sort of thing you want, MakeRoom comes to Steam on 7th August. Ambroise Niflette & the Gleaned Bell Ambroise Niflette & the Gleaned Bell trailer.Watch on YouTube The apple bell - whatever an apple bell is - has been stolen, but luckily for apple bell lovers everywhere, renowned detective Ambroise Niflette is on the case. Over the course of Topotes Studio's investigatory adventure, Ambroise - and players - will roam the village of Touvoir, interrogating its inhabitants and searching for secrets, all while using a notebook of steadily amassing leads to reveal contradictions and unmask the culprit. It all sounds perfectly lovely, but the real draw is the delightful art style, which is heavily inspired by miniatures and stop motion. Ambroise Niflette & the Gleaned Bell is eventually set to launch on Steam, but first there's a Kickstarter, which is underway now. Let's Build a Dungeon Let's Build a Dungeon trailer.Watch on YouTube First there was Let's Build a Zoo, and now comes Let's Build a Dungeon. But while developer Springloaded kept its focus pretty tight for its debut release, Let's Build a Dungeon goes broad; not only is it a playable RPG creator where you can rustle up your own worlds and quests, it's also claiming to be an entire games industry sim too, where you'll need to manage all the malarky around releasing your game - from attracting funding right through to making a profit at the other end of the process. But if all that sounds too stressful, Springloaded has confirmed - as part of its latest showing - there'll be a cosy sandbox Build Mode too. There's still no release date for Let's Build a Dungeon yet, but it's heading to Steam, Xbox One, and Xbox Series X/S. Squeakross: Home Squeak Home Squeakross: Home Squeak Home trailer.Watch on YouTube What do you get if you cross adorable mice with classic grid-filling puzzler Picross? Well, this thing, obviously. Squeakross: Home Squeak Home is the work of developer Alblune, and it adds its own twist to the familiar logic-testing formula by introducing a home decorating element. The idea is each puzzle corresponds to an unlockable bit of decor - including furniture, accessories, and stickers - so you'll slowly amass new furnishings and trimmings as you give your brain a work out. Is there an in-game lore reason why puzzles equals furniture? Who knows! We'll soon find out, though, given Squeakross launches for Switch and PCtoday. Monument Valley 3 Monument Valley 3 trailer.Watch on YouTube Ustwo Games' perspective shifting puzzle series Monument Valley has been a big old hit, amassing tens of millions of downloads since its iOS debut back in 2014 - so it wasn't a huge surprise when a third entry showed up on mobile last year. Initially, however, it was locked behind a Netflix subscription, but Monument Valley 3 - which we quite liked despite it offering little meaningful evolution for the series - is finally spreading its wings later this year. As announced during today's Wholesome Direct, it's coming to Steam, Switch, PlayStation 4, PS5, Xbox One, and Xbox Series X/S on 22nd July. Big Hops Big Hops trailer.Watch on YouTube If you immediately thought bunnies, you're wrong. Big Hops is, in fact, a frog-themed action platformer, in which players attempt to help the titular Hop find his way home. Each world he visits on his adventure promises its own self-contained story - involving everything from mountain cultists to desert ne'erdowells - all interspersed with plenty of agile platform action. You can grapple across gaps, hoist levers, rotate wheels, even pick locks - all using your tongue - and it's accompanied by some veggie-based gameplay that lets players introduce the likes of climbable vines and mushroom-based bounce pads into levels. Big Hops is currently raising funds via Kickstarter and a Steam demo's out now. Little Kitty, Big City Little Kitty, Big City trailer.Watch on YouTube Here's quicky for you. Little Kitty, Big City - the feline-focused open-world adventure from Double Dagger Studio - is getting a little bigger. That's thanks to a free content update coming to all platforms this "summer", promising new story content, a new neighbourhood to explore, and new oddball characters to befriend. That's alongside a new cat customisation feature for you creative sorts out there. Vending Dokan!: Kozy Kiosk Vending Dokan!: Kozy Kiosk trailer.Watch on YouTube What's in a name? Well, pretty much everything in this case. Aftabi Games' Vending Dokan!: Kozy Kiosk is, just as it sounds, a cosy, laidback game about managing your own vending machine empire. You'll choose where your machines go and what they sell, and hire staff to ensure they stay stocked, clean, and in working order. There's a heavy customisation element too, as you're free to decorate the areas surrounding your vending machines in order to attract new customers. Kozy Kiosk is officially referred to as an "idle simulation", and can be played both actively and passively. And if that appeals, it launches for Steam today. Winter Burrow Winter Burrow trailer.Watch on YouTube Developer Pine Creek Games' "woodland survival game" Winter Burrow was unveiled during December's Wholesome Direct, but it's back to announce it's now coming to Switch. If you missed its original reveal, Winter Burrow casts you as a mouse who's attempting to fix up their burrow and turn it into a toasty retreat from the cold. That requires exploring the snow-covered world outside, gathering resources, crafting tools, building things, making friends, baking pies, and more. Winter Burrow launches next year and will be available for Steam, Xbox One, Xbox Series X/S, and Switch. Tales of the Shire: A Lord of the Rings Game Tales of the Shire trailer.Watch on YouTube After multiple delays, cosy hobbit life sim Tales of the Shire is almost upon us, and developer Wētā Workshop is readying for its arrival with a brand-new trailer. It's been described as a game about "finding joy in the small moments", and features all the usual life sim activities - fishing, cooking, gathering, decorating, merrymaking - with a bit of a Lord of the Rings twist. So yes, you CAN decorate your hobbit's hole. Tales of the Shire launches for Switch, PlayStation, Xbox, and PC on 29th July. Haunted Paws Haunted Paws trailer.Watch on YouTube If your interests lie at the intersection of spooky mansions and adorable pups, prepare to have your day made. In developer LazyFlock's supernatural adventure Haunted Paws, players - either solo or with a friend - control two bravepuppies as they explore a creepy old house in search of their human, who's been kidnapped by sinister forces. It promises puzzles, lighthearted spookiness, and even a few emotional bits. There's no release date for Haunted Paws yet, but it's coming to Steam. The Guardian of Nature The Guardian of Nature trailer.Watch on YouTube This wholesome, hand-drawn puzzle adventure from Inlusio Interactive is all about the interconnectedness of nature, and sees players embarking on a botanical journey as the lovably be-hatted Henry. Not only does Henry know his stuff about the natural world, he's also able to change his size, meaning players can explore both above and below ground as they solve puzzles to assist nature. The Guardian of Nature launches into Steam early access today, and it's coming to Switch, Xbox, iOS, and Android too. Everdeep Aurora Everdeep Aurora trailer.Watch on YouTube If you've ever thought Dig Dug would be improved if its protagonist was a cat, Everdeep Aurora might be the game for you. It follows the apocalyptic adventures of a kitten named Shell as she explores subterranean depths in search of her mother. You'll obliterate blocks, do some platforming, play mini-games, and converse with peculiar characters as you investigate the dark secrets buried below, all without a hint of combat. Its limited-colour pixel art looks wonderful, and it's coming to Steam and Switch on 10th July. Seasonala Cemetery Seasonala Cemetery trailer.Watch on YouTube From the creators of A Mortician's Tale, the "meditative" Seasonala Cemetery is a "peaceful but poignant reflection on life and death". It's set in an expansive, living cemetery that changes dynamically based on your system's time and date. The summer, for instance, might see the world bustling with vibrant life, while the winter brings quiet and snow. You can interact with NPCs and animals, rummage through nature, learn the history of the nearby city through its gravestones, or simply relax to its ambient sounds. Seasonala Cemetery is out today on Steam and itch.io, and is completely free. Camper Van: Make it Home Camper Van: Make it Home trailer.Watch on YouTube One ofseveral camper-van-themed games currently in the works, developer Malpata Studio's Make it Home is a pretty self-explanatory thing. You've got a camper van to make your own as it journey across beautiful, idyllic landscapes. Part of your goal is to solve organisational puzzles, but there's laidback interior design too. Camper Van: Make it Home is available today, alongside a demo, on Steam. Lynked: Banner of the Spark Lynked: Banner of the Spark trailer.Watch on YouTube FuzzyBot's Lynked: Banner of the Spark is a cheerily colourful action-RPG, that's part sci-fi roguelike, part relaxed life sim. At its most peaceful, you'll farm, fish, gather materials, and build your base with help from your robot pals, but that's all in service of its more frenetic hack-and-slash action. When you're ready for some proper adventure, you can brave the wilds, battle evil robot forces with a large arsenal of weapons, and search for helpful bots to bring back home. Lynked is already available on Steam, but it's coming to PS5 and Xbox Series X/S too. Omelet You Cook Omelet You Cook trailer.Watch on YouTube In this chaotic cooking roguelike from SchuBox Games, you're tasked with creating the perfect omelettes to satisfy your customers' increasingly peculiar demands. That involves combining ingredients as they fly by on a conveyor belt, from the relatively mundane to the rather more dubious, in the hope of earning enough money to increase your provisions, add useful relics to your pantry, and, hopefully, please the fearsome Principal Clucker. It all looks wonderfully ridiculous, and it launches on Steam today. Milano's Odd Job Collection Milano's Odd Job Collection trailer.Watch on YouTube Milano's Odd Job Collectionis coming to the west for the very first time. It follows the adventures of 11-year-old Milano as she's left to her own devices over the summer. Free to do as she pleases, she embarks on a range of odd job - from pizza delivery to milking flying cows - in order to make money and have fun. Milano's Odd Job Collection, from developer Westone, is coming to Switch, PlayStation, Xbox, and PC later this year. Fireseide Feelings Fireseide Feelings trailer.Watch on YouTube If you've got something to get off your chest, what better place to do it than by a roaring fire in a cosy forest glade? Fireside Feelings is described as a "mental wellness experience" promoting empathy, connection, and positivity between players. Situated cosily in your customisable camp, you're able to answer questions on a range of topics, taking part in conversations between people "separated in space and time". Conversations aren't live, and there's no direct interaction with others, but the goal, according to developer Team Empreintes, is to "share experiences, express your emotions, and be a part of a caring community". It launches today on Steam. All Will Rise All Will Rise trailer.Watch on YouTube Well here's something you don't see every day. All Will Rise is a "narrative courtroom deck-builder", in which you and your team take a corrupt billionaire to court, accusing them of a river's murder. That involves accumulating cards and using them to engage in conversation battles, attempting to charm, intimidate and manipulate those you meet around the vibrant city of Muziris. "Obey a dead river god's summons - or defy them," developer Speculative Agency explains. "Pass information to violent ecoterrorists - or maintain your pacifist ideals. Convince a corporate stooge to testify for you - or blackmail him with sensitive information. Your choices will determine thefate." All Will Rise is currently crowdfunding, but it's aiming to launch on Xbox, PlayStation, Switch, and Steam. Gecko Gods Gecko Gods trailer.Watch on YouTube It's hard to go wrong with a gecko, which immediately gives developer Inresin's Gecko Gods a bit of an advantage. What we've got here is a "serene lizard-sized puzzle-platformer" set on a beautiful archipelago, in which its tiny protagonist clambers across forgotten ruins, solving puzzles as they go. There are secrets of a lost civilisation to uncover, hidden paths, and more, all of which you'll be able to explore for yourself when Gecko Gods launches for Switch, PS5, and Steam later this year. But if you're an impatient sort, a Steam demo is available now. One Move Away One Move Away trailer.Watch on YouTube If you quite fancied the idea of Unpacking, but thought it had far too much 'taking stuff out of things' for its own good, you might enjoy Ramage Games' One Move Away, which is basically the inverse experience. Here, you play as three different characters, starting with a young girl in the 1980s, gradually learning more about them as you pack their belongings away ready for another chapter in their intertwining lives. All this plays out in first-person across 20 levels, and if that takes your fancy, a Steam demo's out now ahead of a full launch on PS5, Xbox Series X/S, and PC. Heidi's Legacy: Mountains Calling Heidi's Legacy trailer.Watch on YouTube As you've probably already guessed, Heidi's Legacy: Mountains Calling takes inspiration from the classic children's stories. Which is why it's something of a surprise to learn its protagonist is called Adèle. Regardless, this is a game of grumpy old men, goat management, and alpine wandering, where you'll explore the beautiful countryside with your bleating pals, foraging for herbs, mushrooms, and more in a bid to help the nearby village. You can unlock abilities that open up more of the world, and chat to the locals in branching conversations'll that impact their lives. And as for those goats, they can provide milk, cheese, and wool. "Will you embrace slow living," asks developer Humble Reeds, "or push for bolder change?". Heidi's Legacy is coming to PC "soon". Hotel Galatic Hotel Galatic trailer.Watch on YouTube In Hotel Galactic, you're responsible for the running of a modular hotel on a strange cosmic island, which you'll customise and optimise in order to provide guests with the perfect stay. There are resources to manage, a workforce to build, and more, as you cater to the demands of your ever-growing colony, all with assistance from your ghostly Grandpa Gustav. There's a bit more to it than that, though, and the whole thing's framed by a tale of love and vengeance that's conveyed through some lovely anime-inspired art and animation. Hotel Galactic launches into Steam early access on 24th July, with consoles to follow, and a demo's available now. Out and About Out and About trailer.Watch on YouTube If it's serene forest meandering you're after, then look no further than Yaldi Games' Out and About. It's a "cosy foraging adventure" focused on exploring nature and identifying real-life plants and fungi. You'll cook recipes, make herbal remedies, and help rebuild your community after a devastating storm, all while hopefully learning a bit of botanical knowledge you can take out into the real-world. Out and About looks to be aiming for a 2025 release on PC, with a console launch to follow. And if it's piqued your curiosity, you can test out a Steam demo now. Discounty Discounty trailer.Watch on YouTube Forget the farm life; how about managing your own discount supermarket in a small harbour town? That's the premise of Discounty from Crinkle Cut Games, which sees you designing and organising your shop, managing stock levels, working the checkout, and striking trade deals. You'll make friends, navigate local drama, and expand your empire, but that doesn't mean you have to play nice. After all, can you really become filthy rich without making a few lifelong enemies along the way? Discounty launches for Switch, PlayStation, Xbox, and PC on 21st August and, yup, a demo's available now on Steam. Islanders: New Shores Islanders: New Shores trailer.Watch on YouTube We're big fans of developer GrizzlyGames' minimalist city builder Islanders around these parts, so news publisher Coatsink was developing a sequel earlier this year came as a pleasant surprise. It is, if you're unfamiliar, a game about attempting to squeeze as much onto a procedurally generated island as possible, maximising building synergies and minimising penalties to get the highest score. New Shores sounds like a gentle finessing of the formula, rather than a radical reinvention - it's got a sandbox mode as well as a high score mode now, alongside new power-ups called "boons" - but that's okay. The big news is it now has a release date and is coming to Switch, PlayStation, Xbox, and Steam on 10th July. Collector's Cove Collector's Cove trailer.Watch on YouTube VoodooDuck's Collector's Cove might be yet another farming game, but it does at least have a unique twist. For starters, your farm is on a boat endlessly sailing the oceans AND it's powered by an adorable sea monster who you'll need to forge a bond with. As you set out on a tranquil adventure across the water, you'll farm, fish, craft, and personalise your surroundings, sometimes stopping off at passing islands to catalogue their unique flora. Collector's Cove doesn't have a release date yet, but it's coming to PC and a Steam demo's available now. Town to City Town to City trailer.Watch on YouTube Fans of minimalist railway game Station to Station might want to pay attention here. Town to City is developer Galaxy Grove's follow-up to that earlier puzzler, sporting a similar voxel art aesthetic and vibe. This time around, you're charged with building quaint picturesque towns by placing shops, houses, amenities, decorations, and more - all in a bid to please your residents and encourage more to move in. Eventually, you'll have multiple towns under your care, helping the whole region grow and thrive. Town to City doesn't have a release date yet, but you can play a demo on Steam. Fishbowl Fishbowl trailer.Watch on YouTube And finally for the big, non-montage reveals, it's Fishbowl, a coming-of-age tale told over the course of a month. Developer imissmyfriends.studio describes it as a "warm and cozy story about living in isolation, nurturing friendships and understanding grief", and it's all focused on 21-year-old video editor Alo as she works from home while mourning her grandmother. As the days tick by, you'll video call loved ones, work to assemble videos, do care tasks, and solve puzzles to unpack your grandmother's belongings - recovering childhood memories as you do. There's no release date for Fishbowl yet, but it's coming to PS5 and Steam. #wholesome #direct #everything #announced #this
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    Wholesome Direct 2025 - everything announced at this year's cosy indie showcase
    Wholesome Direct 2025 - everything announced at this year's cosy indie showcase Big hops! Discount shops! Spooky pups! More! Image credit: Eurogamer Feature by Matt Wales News Reporter Published on June 7, 2025 If you're the sort who just can't seem to resist the soothing rhythms of turnip planting and interior design, you've come to the right place. This year's Wholesome Direct - which marks the fifth anniversary of the showcase - has now aired, unleashing a fresh wave of cosy games to stick on your wishlists. We've got vending machine management, adorable puppies on spooking adventures, cheese-based puzzling, geckos, goats, seasonal cemetery exploration, and a whole lot more. So if that sounds like it might help sate your idyllic yearning, read on for all the big announcements from Wholesome Direct 2025. And for more indies, you can check out our round-up of this year's Day of the Devs showcase elsewhere. Leaf Blower Co. Leaf Blower Co. trailer.Watch on YouTube Ever wished your PowerWash Simulator had a little less splosh and a little more whoosh? That seems to be the starting point for developer Lift Games' Leaf Blower Co., a game about making the untidy tidy come rain, snow, or shine, one mechanised gust at a time. It's got a story mode plus a variety to locations waiting to be blown debris-free, and if that appeals, a demo's available now on Steam ahead of its release later this year. Instants Instants trailer.Watch on YouTube Instants is a creativity themed puzzler about the intoxicating pleasures of obsessive scrapbooking. It sees players attempting to sort images into chronological order and then assembling them into a scrapbook to reveal a "heartwarming" story inspired by the way family history can be passed down using pictures. It's developed by Endflame and launches today on PC (via Steam and Epic), and Switch. Story of Seasons: Grand Bazaar Story of Seasons: Grand Bazaar trailer.Watch on YouTube Stardew Valley might be the face of farming sims these days, but the grandaddy of the genre - Story of Season (formerly Harvest Moon) - never went away, and another entry in the venerable series is looming. Grand Bazaar is actually a remake of 2011 DS game Harvest Moon: Grand Bazaar, and it's got pretty much everything you'd expect from these kind of things - including turnips to fondle, animals to rear, and locals to dazzle with your impressive root vegetable collection. The main twist is you'll be selling all this yourself by setting up shop in the titular bazar. And if that sounds like something you'd enjoy, it launches for Switch, Switch 2, and Steam on 27th August. Gourdlets Together Gourdlets Together trailer.Watch on YouTube Perhaps you're already a fan of last year's Gourdlets or perhaps you're completely new to its vegetable-themed low-stakes thrills. Either way, there'll soon be a new way to play, thanks to developer AuntyGames' Gourdlets Together. Essentially, it takes the laid-back village-building vibes of the original, slings in a bit of a fishing focus - where earnings can be spent on upgrades or accessories to decorate your island home - then lets you do it while hanging out with friends online. Gourdlets Together launches on PC later this year. Luma Island Luma Island trailer.Watch on YouTube Don't think we're done with the farming sims yet - not by a long shot! Luma Island launched last year, offering an attractive mix of crop whispering, profession-specific activities, creature collecting, exploration, and puzzle-y dungeoneering. And come 20th June, it'll be getting just a little be more swashbuckling, thanks to its free Pirates update, introducing a new profession, new Lumas, new outfits, and a pirate cove filled with mini-games, temples, traps, and treasures. It'll also bring a range of different difficulty modes to suit players of all tastes. Is This Seat Taken? Is This Seat Taken? trailer.Watch on YouTube Think you're a dab hand at the old 'awkward family gathering' seating plan challenge? Well then, this might just be the game for you. In Poti Poti Studio's "cosy, silly, and relatable" logic puzzler Is This Seat Taken?, the goal is to satisfy the demands of a particularly fussy group of chair occupiers to find the perfect spot that'll keep everyone happy - be they on the bus, at the park, or in the office. It's coming to Steam, Switch, iOS, and Android this August, and a Steam demo's out now. MakeRoom MakeRoom trailer.Watch on YouTube Here's one for the aesthetic tinkerers and furnishing fetishists out there. MakeRoom, from developer Kenney, sees players decorating a series of miniature dioramas - from cosy indoor retreats to camper vans and even forests - to fulfil the requests of adorable NPCs. You might, for instance, be tasked with creating the perfect room for cats, or a suitably moody hideout for a vampire. Then it's simply a matter of hanging drapes, plopping down plants, and even crafting furniture to bring these spaces to life and satisfy your clients' whims. It all sounds very much like Animal Crossing's weirdly compelling Happy Home Paradise expansion, so if it's more of that sort of thing you want, MakeRoom comes to Steam on 7th August. Ambroise Niflette & the Gleaned Bell Ambroise Niflette & the Gleaned Bell trailer.Watch on YouTube The apple bell - whatever an apple bell is - has been stolen, but luckily for apple bell lovers everywhere, renowned detective Ambroise Niflette is on the case. Over the course of Topotes Studio's investigatory adventure, Ambroise - and players - will roam the village of Touvoir, interrogating its inhabitants and searching for secrets, all while using a notebook of steadily amassing leads to reveal contradictions and unmask the culprit. It all sounds perfectly lovely, but the real draw is the delightful art style, which is heavily inspired by miniatures and stop motion. Ambroise Niflette & the Gleaned Bell is eventually set to launch on Steam, but first there's a Kickstarter, which is underway now. Let's Build a Dungeon Let's Build a Dungeon trailer.Watch on YouTube First there was Let's Build a Zoo, and now comes Let's Build a Dungeon. But while developer Springloaded kept its focus pretty tight for its debut release, Let's Build a Dungeon goes broad; not only is it a playable RPG creator where you can rustle up your own worlds and quests, it's also claiming to be an entire games industry sim too, where you'll need to manage all the malarky around releasing your game - from attracting funding right through to making a profit at the other end of the process. But if all that sounds too stressful, Springloaded has confirmed - as part of its latest showing - there'll be a cosy sandbox Build Mode too. There's still no release date for Let's Build a Dungeon yet, but it's heading to Steam (there's a demo here), Xbox One, and Xbox Series X/S. Squeakross: Home Squeak Home Squeakross: Home Squeak Home trailer.Watch on YouTube What do you get if you cross adorable mice with classic grid-filling puzzler Picross? Well, this thing, obviously. Squeakross: Home Squeak Home is the work of developer Alblune, and it adds its own twist to the familiar logic-testing formula by introducing a home decorating element. The idea is each puzzle corresponds to an unlockable bit of decor - including furniture, accessories, and stickers - so you'll slowly amass new furnishings and trimmings as you give your brain a work out. Is there an in-game lore reason why puzzles equals furniture? Who knows! We'll soon find out, though, given Squeakross launches for Switch and PC (via Steam and itch.io) today. Monument Valley 3 Monument Valley 3 trailer.Watch on YouTube Ustwo Games' perspective shifting puzzle series Monument Valley has been a big old hit, amassing tens of millions of downloads since its iOS debut back in 2014 - so it wasn't a huge surprise when a third entry showed up on mobile last year. Initially, however, it was locked behind a Netflix subscription, but Monument Valley 3 - which we quite liked despite it offering little meaningful evolution for the series - is finally spreading its wings later this year. As announced during today's Wholesome Direct, it's coming to Steam, Switch, PlayStation 4, PS5, Xbox One, and Xbox Series X/S on 22nd July. Big Hops Big Hops trailer.Watch on YouTube If you immediately thought bunnies, you're wrong. Big Hops is, in fact, a frog-themed action platformer, in which players attempt to help the titular Hop find his way home. Each world he visits on his adventure promises its own self-contained story - involving everything from mountain cultists to desert ne'erdowells - all interspersed with plenty of agile platform action. You can grapple across gaps, hoist levers, rotate wheels, even pick locks - all using your tongue - and it's accompanied by some veggie-based gameplay that lets players introduce the likes of climbable vines and mushroom-based bounce pads into levels. Big Hops is currently raising funds via Kickstarter and a Steam demo's out now. Little Kitty, Big City Little Kitty, Big City trailer.Watch on YouTube Here's quicky for you. Little Kitty, Big City - the feline-focused open-world adventure from Double Dagger Studio - is getting a little bigger. That's thanks to a free content update coming to all platforms this "summer", promising new story content, a new neighbourhood to explore, and new oddball characters to befriend. That's alongside a new cat customisation feature for you creative sorts out there. Vending Dokan!: Kozy Kiosk Vending Dokan!: Kozy Kiosk trailer.Watch on YouTube What's in a name? Well, pretty much everything in this case. Aftabi Games' Vending Dokan!: Kozy Kiosk is, just as it sounds, a cosy, laidback game about managing your own vending machine empire. You'll choose where your machines go and what they sell, and hire staff to ensure they stay stocked, clean, and in working order. There's a heavy customisation element too, as you're free to decorate the areas surrounding your vending machines in order to attract new customers. Kozy Kiosk is officially referred to as an "idle simulation", and can be played both actively and passively. And if that appeals, it launches for Steam today. Winter Burrow Winter Burrow trailer.Watch on YouTube Developer Pine Creek Games' "woodland survival game" Winter Burrow was unveiled during December's Wholesome Direct, but it's back to announce it's now coming to Switch. If you missed its original reveal, Winter Burrow casts you as a mouse who's attempting to fix up their burrow and turn it into a toasty retreat from the cold. That requires exploring the snow-covered world outside, gathering resources, crafting tools, building things, making friends, baking pies, and more. Winter Burrow launches next year and will be available for Steam, Xbox One, Xbox Series X/S, and Switch. Tales of the Shire: A Lord of the Rings Game Tales of the Shire trailer.Watch on YouTube After multiple delays, cosy hobbit life sim Tales of the Shire is almost upon us, and developer Wētā Workshop is readying for its arrival with a brand-new trailer. It's been described as a game about "finding joy in the small moments", and features all the usual life sim activities - fishing, cooking, gathering, decorating, merrymaking - with a bit of a Lord of the Rings twist. So yes, you CAN decorate your hobbit's hole. Tales of the Shire launches for Switch, PlayStation, Xbox, and PC on 29th July. Haunted Paws Haunted Paws trailer.Watch on YouTube If your interests lie at the intersection of spooky mansions and adorable pups, prepare to have your day made. In developer LazyFlock's supernatural adventure Haunted Paws, players - either solo or with a friend - control two brave (and customisable!) puppies as they explore a creepy old house in search of their human, who's been kidnapped by sinister forces. It promises puzzles, lighthearted spookiness, and even a few emotional bits. There's no release date for Haunted Paws yet, but it's coming to Steam. The Guardian of Nature The Guardian of Nature trailer.Watch on YouTube This wholesome, hand-drawn puzzle adventure from Inlusio Interactive is all about the interconnectedness of nature, and sees players embarking on a botanical journey as the lovably be-hatted Henry. Not only does Henry know his stuff about the natural world, he's also able to change his size, meaning players can explore both above and below ground as they solve puzzles to assist nature. The Guardian of Nature launches into Steam early access today, and it's coming to Switch, Xbox, iOS, and Android too. Everdeep Aurora Everdeep Aurora trailer.Watch on YouTube If you've ever thought Dig Dug would be improved if its protagonist was a cat, Everdeep Aurora might be the game for you. It follows the apocalyptic adventures of a kitten named Shell as she explores subterranean depths in search of her mother. You'll obliterate blocks, do some platforming, play mini-games, and converse with peculiar characters as you investigate the dark secrets buried below, all without a hint of combat. Its limited-colour pixel art looks wonderful, and it's coming to Steam and Switch on 10th July. Seasonala Cemetery Seasonala Cemetery trailer.Watch on YouTube From the creators of A Mortician's Tale, the "meditative" Seasonala Cemetery is a "peaceful but poignant reflection on life and death". It's set in an expansive, living cemetery that changes dynamically based on your system's time and date. The summer, for instance, might see the world bustling with vibrant life, while the winter brings quiet and snow. You can interact with NPCs and animals, rummage through nature, learn the history of the nearby city through its gravestones, or simply relax to its ambient sounds. Seasonala Cemetery is out today on Steam and itch.io, and is completely free. Camper Van: Make it Home Camper Van: Make it Home trailer.Watch on YouTube One of (bizarrely) several camper-van-themed games currently in the works, developer Malpata Studio's Make it Home is a pretty self-explanatory thing. You've got a camper van to make your own as it journey across beautiful, idyllic landscapes. Part of your goal is to solve organisational puzzles, but there's laidback interior design too. Camper Van: Make it Home is available today, alongside a demo, on Steam. Lynked: Banner of the Spark Lynked: Banner of the Spark trailer.Watch on YouTube FuzzyBot's Lynked: Banner of the Spark is a cheerily colourful action-RPG, that's part sci-fi roguelike, part relaxed life sim. At its most peaceful, you'll farm, fish, gather materials, and build your base with help from your robot pals, but that's all in service of its more frenetic hack-and-slash action. When you're ready for some proper adventure, you can brave the wilds, battle evil robot forces with a large arsenal of weapons, and search for helpful bots to bring back home. Lynked is already available on Steam, but it's coming to PS5 and Xbox Series X/S too. Omelet You Cook Omelet You Cook trailer.Watch on YouTube In this chaotic cooking roguelike from SchuBox Games, you're tasked with creating the perfect omelettes to satisfy your customers' increasingly peculiar demands. That involves combining ingredients as they fly by on a conveyor belt, from the relatively mundane to the rather more dubious, in the hope of earning enough money to increase your provisions, add useful relics to your pantry, and, hopefully, please the fearsome Principal Clucker. It all looks wonderfully ridiculous, and it launches on Steam today. Milano's Odd Job Collection Milano's Odd Job Collection trailer.Watch on YouTube Milano's Odd Job Collection (known as Milano no Arubaito Collection in Japan) is coming to the west for the very first time. It follows the adventures of 11-year-old Milano as she's left to her own devices over the summer. Free to do as she pleases, she embarks on a range of odd job - from pizza delivery to milking flying cows - in order to make money and have fun. Milano's Odd Job Collection, from developer Westone, is coming to Switch, PlayStation, Xbox, and PC later this year. Fireseide Feelings Fireseide Feelings trailer.Watch on YouTube If you've got something to get off your chest, what better place to do it than by a roaring fire in a cosy forest glade? Fireside Feelings is described as a "mental wellness experience" promoting empathy, connection, and positivity between players. Situated cosily in your customisable camp, you're able to answer questions on a range of topics, taking part in conversations between people "separated in space and time". Conversations aren't live, and there's no direct interaction with others, but the goal, according to developer Team Empreintes, is to "share experiences, express your emotions, and be a part of a caring community". It launches today on Steam. All Will Rise All Will Rise trailer.Watch on YouTube Well here's something you don't see every day. All Will Rise is a "narrative courtroom deck-builder", in which you and your team take a corrupt billionaire to court, accusing them of a river's murder. That involves accumulating cards and using them to engage in conversation battles, attempting to charm, intimidate and manipulate those you meet around the vibrant city of Muziris. "Obey a dead river god's summons - or defy them," developer Speculative Agency explains. "Pass information to violent ecoterrorists - or maintain your pacifist ideals. Convince a corporate stooge to testify for you - or blackmail him with sensitive information. Your choices will determine the [city's] fate." All Will Rise is currently crowdfunding, but it's aiming to launch on Xbox, PlayStation, Switch, and Steam. Gecko Gods Gecko Gods trailer.Watch on YouTube It's hard to go wrong with a gecko, which immediately gives developer Inresin's Gecko Gods a bit of an advantage. What we've got here is a "serene lizard-sized puzzle-platformer" set on a beautiful archipelago, in which its tiny protagonist clambers across forgotten ruins, solving puzzles as they go. There are secrets of a lost civilisation to uncover, hidden paths, and more, all of which you'll be able to explore for yourself when Gecko Gods launches for Switch, PS5, and Steam later this year. But if you're an impatient sort, a Steam demo is available now. One Move Away One Move Away trailer.Watch on YouTube If you quite fancied the idea of Unpacking, but thought it had far too much 'taking stuff out of things' for its own good, you might enjoy Ramage Games' One Move Away, which is basically the inverse experience. Here, you play as three different characters, starting with a young girl in the 1980s, gradually learning more about them as you pack their belongings away ready for another chapter in their intertwining lives. All this plays out in first-person across 20 levels, and if that takes your fancy, a Steam demo's out now ahead of a full launch on PS5, Xbox Series X/S, and PC. Heidi's Legacy: Mountains Calling Heidi's Legacy trailer.Watch on YouTube As you've probably already guessed, Heidi's Legacy: Mountains Calling takes inspiration from the classic children's stories. Which is why it's something of a surprise to learn its protagonist is called Adèle. Regardless, this is a game of grumpy old men, goat management, and alpine wandering, where you'll explore the beautiful countryside with your bleating pals, foraging for herbs, mushrooms, and more in a bid to help the nearby village. You can unlock abilities that open up more of the world, and chat to the locals in branching conversations'll that impact their lives. And as for those goats, they can provide milk, cheese, and wool. "Will you embrace slow living," asks developer Humble Reeds, "or push for bolder change?". Heidi's Legacy is coming to PC "soon". Hotel Galatic Hotel Galatic trailer.Watch on YouTube In Hotel Galactic, you're responsible for the running of a modular hotel on a strange cosmic island, which you'll customise and optimise in order to provide guests with the perfect stay. There are resources to manage, a workforce to build, and more, as you cater to the demands of your ever-growing colony, all with assistance from your ghostly Grandpa Gustav. There's a bit more to it than that, though, and the whole thing's framed by a tale of love and vengeance that's conveyed through some lovely anime-inspired art and animation. Hotel Galactic launches into Steam early access on 24th July, with consoles to follow, and a demo's available now. Out and About Out and About trailer.Watch on YouTube If it's serene forest meandering you're after, then look no further than Yaldi Games' Out and About. It's a "cosy foraging adventure" focused on exploring nature and identifying real-life plants and fungi. You'll cook recipes, make herbal remedies, and help rebuild your community after a devastating storm, all while hopefully learning a bit of botanical knowledge you can take out into the real-world. Out and About looks to be aiming for a 2025 release on PC, with a console launch to follow. And if it's piqued your curiosity, you can test out a Steam demo now. Discounty Discounty trailer.Watch on YouTube Forget the farm life; how about managing your own discount supermarket in a small harbour town? That's the premise of Discounty from Crinkle Cut Games, which sees you designing and organising your shop, managing stock levels, working the checkout, and striking trade deals. You'll make friends, navigate local drama, and expand your empire, but that doesn't mean you have to play nice. After all, can you really become filthy rich without making a few lifelong enemies along the way? Discounty launches for Switch, PlayStation, Xbox, and PC on 21st August and, yup, a demo's available now on Steam. Islanders: New Shores Islanders: New Shores trailer.Watch on YouTube We're big fans of developer GrizzlyGames' minimalist city builder Islanders around these parts, so news publisher Coatsink was developing a sequel earlier this year came as a pleasant surprise. It is, if you're unfamiliar, a game about attempting to squeeze as much onto a procedurally generated island as possible, maximising building synergies and minimising penalties to get the highest score. New Shores sounds like a gentle finessing of the formula, rather than a radical reinvention - it's got a sandbox mode as well as a high score mode now, alongside new power-ups called "boons" - but that's okay. The big news is it now has a release date and is coming to Switch, PlayStation, Xbox, and Steam on 10th July. Collector's Cove Collector's Cove trailer.Watch on YouTube VoodooDuck's Collector's Cove might be yet another farming game, but it does at least have a unique twist. For starters, your farm is on a boat endlessly sailing the oceans AND it's powered by an adorable sea monster who you'll need to forge a bond with. As you set out on a tranquil adventure across the water, you'll farm, fish, craft, and personalise your surroundings, sometimes stopping off at passing islands to catalogue their unique flora. Collector's Cove doesn't have a release date yet, but it's coming to PC and a Steam demo's available now. Town to City Town to City trailer.Watch on YouTube Fans of minimalist railway game Station to Station might want to pay attention here. Town to City is developer Galaxy Grove's follow-up to that earlier puzzler, sporting a similar voxel art aesthetic and vibe. This time around, you're charged with building quaint picturesque towns by placing shops, houses, amenities, decorations, and more - all in a bid to please your residents and encourage more to move in. Eventually, you'll have multiple towns under your care, helping the whole region grow and thrive. Town to City doesn't have a release date yet, but you can play a demo on Steam. Fishbowl Fishbowl trailer.Watch on YouTube And finally for the big, non-montage reveals, it's Fishbowl, a coming-of-age tale told over the course of a month. Developer imissmyfriends.studio describes it as a "warm and cozy story about living in isolation, nurturing friendships and understanding grief", and it's all focused on 21-year-old video editor Alo as she works from home while mourning her grandmother. As the days tick by, you'll video call loved ones, work to assemble videos, do care tasks, and solve puzzles to unpack your grandmother's belongings - recovering childhood memories as you do. There's no release date for Fishbowl yet, but it's coming to PS5 and Steam.
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  • The Invisible Visual Effects Secrets of ‘Severance’ with ILM’s Eric Leven

    ILM teams with Ben Stiller and Apple TV+ to bring thousands of seamless visual effects shots to the hit drama’s second season.
    By Clayton Sandell
    There are mysterious and important secrets to be uncovered in the second season of the wildly popular Apple TV+ series Severance.
    About 3,500 of them are hiding in plain sight.
    That’s roughly the number of visual effects shots helping tell the Severance story over 10 gripping episodes in the latest season, a collaborative effort led by Industrial Light & Magic.
    ILM’s Eric Leven served as the Severance season two production visual effects supervisor. We asked him to help pull back the curtain on some of the show’s impressive digital artistry that most viewers will probably never notice.
    “This is the first show I’ve ever done where it’s nothing but invisible effects,” Leven tells ILM.com. “It’s a really different calculus because nobody talks about them. And if you’ve done them well, they are invisible to the naked eye.”
    With so many season two shots to choose from, Leven helped us narrow down a list of his favorite visual effects sequences to five.Before we dig in, a word of caution. This article contains plot spoilers for Severance.Severance tells the story of Mark Scout, department chief of the secretive Severed Floor located in the basement level of Lumon Industries, a multinational biotech corporation. Mark S., as he’s known to his co-workers, heads up Macrodata Refinement, a department where employees help categorize numbers without knowing the true purpose of their work. 
    Mark and his team – Helly R., Dylan G., and Irving B., have all undergone a surgical procedure to “sever” their personal lives from their work lives. The chip embedded in their brains effectively creates two personalities that are sometimes at odds: an “Innie” during Lumon office hours and an “Outie” at home.
    “This is the first show I’ve ever done where it’s nothing but invisible effects. It’s a really different calculus because nobody talks about them. And if you’ve done them well, they are invisible to the naked eye.”Eric Leven
    1. The Running ManThe season one finale ends on a major cliffhanger. Mark S. learns that his Outie’s wife, Gemma – believed killed in a car crash years ago – is actually alive somewhere inside the Lumon complex. Season two opens with Mark S. arriving at the Severed Floor in a desperate search for Gemma, who he only knows as her Innie persona, Ms. Casey.
    The fast-paced sequence is designed to look like a single, two-minute shot. It begins with the camera making a series of rapid and elaborate moves around a frantic Mark S. as he steps out of the elevator, into the Severed Floor lobby, and begins running through the hallways.
    “The nice thing about that sequence was that everyone knew it was going to be difficult and challenging,” Leven says, adding that executive producer and Episode 201 director, Ben Stiller, began by mapping out the hallway run with his team. Leven recommended that a previsualization sequence – provided by The Third Floor – would help the filmmakers refine their plan before cameras rolled.
    “While prevising it, we didn’t worry about how we would actually photograph anything. It was just, ‘These are the visuals we want to capture,’” Leven says. “‘What does it look like for this guy to run down this hallway for two minutes? We’ll figure out how to shoot it later.’”
    The previs process helped determine how best to shoot the sequence, and also informed which parts of the soundstage set would have to be digitally replaced. The first shot was captured by a camera mounted on a Bolt X Cinebot motion-control arm provided by The Garage production company. The size of the motion-control setup, however, meant it could not fit in the confined space of an elevator or the existing hallways.
    “We couldn’t actually shoot in the elevator,” Leven says. “The whole elevator section of the set was removed and was replaced with computer graphics.” In addition to the elevator, ILM artists replaced portions of the floor, furniture, and an entire lobby wall, even adding a reflection of Adam Scott into the elevator doors.
    As Scott begins running, he’s picked up by a second camera mounted on a more compact, stabilized gimbal that allows the operator to quickly run behind and sometimes in front of the actor as he darts down different hallways. ILM seamlessly combined the first two Mark S. plates in a 2D composite.
    “Part of that is the magic of the artists at ILM who are doing that blend. But I have to give credit to Adam Scott because he ran the same way in both cameras without really being instructed,” says Leven. “Lucky for us, he led with the same foot. He used the same arm. I remember seeing it on the set, and I did a quick-and-dirty blend right there and thought, ‘Oh my gosh, this is going to work.’ So it was really nice.”
    The action continues at a frenetic pace, ultimately combining ten different shots to complete the sequence.
    “We didn’t want the very standard sleight of hand that you’ve seen a lot where you do a wipe across the white hallway,” Leven explains. “We tried to vary that as much as possible because we didn’t want to give away the gag. So, there are times when the camera will wipe across a hallway, and it’s not a computer graphics wipe. We’d hide the wipe somewhere else.”
    A slightly more complicated illusion comes as the camera sweeps around Mark S. from back to front as he barrels down another long hallway. “There was no way to get the camera to spin around Mark while he is running because there’s physically not enough room for the camera there,” says Leven.
    To capture the shot, Adam Scott ran on a treadmill placed on a green screen stage as the camera maneuvered around him. At that point, the entire hallway environment is made with computer graphics. Artists even added a few extra frames of the actor to help connect one shot to the next, selling the illusion of a single continuous take. “We painted in a bit of Adam Scott running around the corner. So if you freeze and look through it, you’ll see a bit of his heel. He never completely clears the frame,” Leven points out.
    Leven says ILM also provided Ben Stiller with options when it came to digitally changing up the look of Lumon’s sterile hallways: sometimes adding extra doors, vents, or even switching door handles. “I think Ben was very excited about having this opportunity,” says Leven. “He had never had a complete, fully computer graphics version of these hallways before. And now he was able to do things that he was never able to do in season one.”.
    2. Let it SnowThe MDR team – Mark, Helly, Dylan, and Irving – unexpectedly find themselves in the snowy wilderness as part of a two-day Lumon Outdoor Retreat and Team-Building Occurrence, or ORTBO. 
    Exterior scenes were shot on location at Minnewaska State Park Preserve in New York. Throughout the ORTBO sequence, ILM performed substantial environment enhancements, making trees and landscapes appear far snowier than they were during the shoot. “It’s really nice to get the actors out there in the cold and see their breath,” Leven says. “It just wasn’t snowy during the shoot. Nearly every exterior shot was either replaced or enhanced with snow.”
    For a shot of Irving standing on a vast frozen lake, for example, virtually every element in the location plate – including an unfrozen lake, mountains, and trees behind actor John Turturro – was swapped out for a CG environment. Wide shots of a steep, rocky wall Irving must scale to reach his co-workers were also completely digital.
    Eventually, the MDR team discovers a waterfall that marks their arrival at a place called Woe’s Hollow. The location – the state park’s real-life Awosting Falls – also got extensive winter upgrades from ILM, including much more snow covering the ground and trees, an ice-covered pond, and hundreds of icicles clinging to the rocky walls. “To make it fit in the world of Severance, there’s a ton of work that has to happen,” Leven tells ILM.com..
    3. Welcome to LumonThe historic Bell Labs office complex, now known as Bell Works in Holmdel Township, New Jersey, stands in as the fictional Lumon Industries headquarters building.
    Exterior shots often underwent a significant digital metamorphosis, with artists transforming areas of green grass into snow-covered terrain, inserting a CG water tower, and rendering hundreds of 1980s-era cars to fill the parking lot.
    “We’re always adding cars, we’re always adding snow. We’re changing, subtly, the shape and the layout of the design,” says Leven. “We’re seeing new angles that we’ve never seen before. On the roof of Lumon, for example, the air conditioning units are specifically designed and created with computer graphics.”
    In real life, the complex is surrounded by dozens of houses, requiring the digital erasure of entire neighborhoods. “All of that is taken out,” Leven explains. “CG trees are put in, and new mountains are put in the background.”
    Episodes 202 and 203 feature several night scenes shot from outside the building looking in. In one sequence, a camera drone flying outside captured a long tracking shot of Helena Eaganmaking her way down a glass-enclosed walkway. The building’s atrium can be seen behind her, complete with a massive wall sculpture depicting company founder Kier Eagan.
    “We had to put the Kier sculpture in with the special lighting,” Leven reveals. “The entire atrium was computer graphics.” Artists completed the shot by adding CG reflections of the snowy parking lot to the side of the highly reflective building.
    “We have to replace what’s in the reflections because the real reflection is a parking lot with no snow or a parking lot with no cars,” explains Leven. “We’re often replacing all kinds of stuff that you wouldn’t think would need to be replaced.”
    Another nighttime scene shot from outside the building features Helena in a conference room overlooking the Lumon parking lot, which sits empty except for Mr. Milchickriding in on his motorcycle.
    “The top story, where she is standing, was practical,” says Leven, noting the shot was also captured using a drone hovering outside the window. “The second story below her was all computer graphics. Everything other than the building is computer graphics. They did shoot a motorcycle on location, getting as much practical reference as possible, but then it had to be digitally replaced after the fact to make it work with the rest of the shot.”.
    4. Time in MotionEpisode seven reveals that MDR’s progress is being monitored by four dopplegang-ish observers in a control room one floor below, revealed via a complex move that has the camera traveling downward through a mass of data cables.
    “They built an oversize cable run, and they shot with small probe lenses. Visual effects helped by blending several plates together,” explains Leven. “It was a collaboration between many different departments, which was really nice. Visual effects helped with stuff that just couldn’t be shot for real. For example, when the camera exits the thin holes of the metal grate at the bottom of the floor, that grate is computer graphics.”
    The sequence continues with a sweeping motion-control time-lapse shot that travels around the control-room observers in a spiral pattern, a feat pulled off with an ingenious mix of technical innovation and old-school sleight of hand.
    A previs sequence from The Third Floor laid out the camera move, but because the Bolt arm motion-control rig could only travel on a straight track and cover roughly one-quarter of the required distance, The Garage came up with a way to break the shot into multiple passes. The passes would later be stitched together into one seemingly uninterrupted movement.
    The symmetrical set design – including the four identical workstations – helped complete the illusion, along with a clever solution that kept the four actors in the correct position relative to the camera.
    “The camera would basically get to the end of the track,” Leven explains. “Then everybody would switch positions 90 degrees. Everyone would get out of their chairs and move. The camera would go back to one, and it would look like one continuous move around in a circle because the room is perfectly symmetrical, and everything in it is perfectly symmetrical. We were able to move the actors, and it looks like the camera was going all the way around the room.”
    The final motion-control move switches from time-lapse back to real time as the camera passes by a workstation and reveals Mr. Drummondand Dr. Mauerstanding behind it. Leven notes that each pass was completed with just one take.
    5. Mark vs. MarkThe Severance season two finale begins with an increasingly tense conversation between Innie Mark and Outie Mark, as the two personas use a handheld video camera to send recorded messages back and forth. Their encounter takes place at night in a Lumon birthing cabin equipped with a severance threshold that allows Mark S. to become Mark Scout each time he steps outside and onto the balcony.
    The cabin set was built on a soundstage at York Studios in the Bronx, New York. The balcony section consisted of the snowy floor, two chairs, and a railing, all surrounded by a blue screen background. Everything else was up to ILM to create.
    “It was nice to have Ben’s trust that we could just do it,” Leven remembers. “He said, ‘Hey, you’re just going to make this look great, right?’ We said, ‘Yeah, no problem.’”
    Artists filled in the scene with CG water, mountains, and moonlight to match the on-set lighting and of course, more snow. As Mark Scout steps onto the balcony, the camera pulls back to a wide shot, revealing the cabin’s full exterior. “They built a part of the exterior of the set. But everything other than the windows, even the railing, was digitally replaced,” Leven says.
    “It was nice to have Bentrust that we could just do it. He said, ‘Hey, you’re just going to make this look great, right?’ We said, ‘Yeah, no problem.’”Eric Leven
    Bonus: Marching Band MagicFinally, our bonus visual effects shot appears roughly halfway through the season finale. To celebrate Mark S. completing the Cold Harbor file, Mr. Milchick orders up a marching band from Lumon’s Choreography and Merriment department. Band members pour into MDR, but Leven says roughly 15 to 20 shots required adding a few more digital duplicates. “They wanted it to look like MDR was filled with band members. And for several of the shots there were holes in there. It just didn’t feel full enough,” he says.
    In a shot featuring a God’s-eye view of MDR, band members hold dozens of white cards above their heads, forming a giant illustration of a smiling Mark S. with text that reads “100%.”
    “For the top shot, we had to find a different stage because the MDR ceiling is only about eight feet tall,” recalls Leven. “And Ben really pushed to have it done practically, which I think was the right call because you’ve already got the band members, you’ve made the costumes, you’ve got the instruments. Let’s find a place to shoot it.”
    To get the high shot, the production team set up on an empty soundstage, placing signature MDR-green carpet on the floor. A simple foam core mock-up of the team’s desks occupied the center of the frame, with the finished CG versions added later.
    Even without the restraints of the practical MDR walls and ceiling, the camera could only get enough height to capture about 30 band members in the shot. So the scene was digitally expanded, with artists adding more green carpet, CG walls, and about 50 more band members.
    “We painted in new band members, extracting what we could from the practical plate,” Leven says. “We moved them around; we added more, just to make it look as full as Ben wanted.” Every single white card in the shot, Leven points out, is completely digital..
    A Mysterious and Important Collaboration
    With fans now fiercely debating the many twists and turns of Severance season two, Leven is quick to credit ILM’s two main visual effects collaborators: east side effects and Mango FX INC, as well as ILM studios and artists around the globe, including San Francisco, Vancouver, Singapore, Sydney, and Mumbai.
    Leven also believes Severance ultimately benefited from a successful creative partnership between ILM and Ben Stiller.
    “This one clicked so well, and it really made a difference on the show,” Leven says. “I think we both had the same sort of visual shorthand in terms of what we wanted things to look like. One of the things I love about working with Ben is that he’s obviously grounded in reality. He wants to shoot as much stuff real as possible, but then sometimes there’s a shot that will either come to him late or he just knows is impractical to shoot. And he knows that ILM can deliver it.”

    Clayton Sandell is a Star Wars author and enthusiast, TV storyteller, and a longtime fan of the creative people who keep Industrial Light & Magic and Skywalker Sound on the leading edge of visual effects and sound design. Follow him on InstagramBlueskyor X.
    #invisible #visual #effects #secrets #severance
    The Invisible Visual Effects Secrets of ‘Severance’ with ILM’s Eric Leven
    ILM teams with Ben Stiller and Apple TV+ to bring thousands of seamless visual effects shots to the hit drama’s second season. By Clayton Sandell There are mysterious and important secrets to be uncovered in the second season of the wildly popular Apple TV+ series Severance. About 3,500 of them are hiding in plain sight. That’s roughly the number of visual effects shots helping tell the Severance story over 10 gripping episodes in the latest season, a collaborative effort led by Industrial Light & Magic. ILM’s Eric Leven served as the Severance season two production visual effects supervisor. We asked him to help pull back the curtain on some of the show’s impressive digital artistry that most viewers will probably never notice. “This is the first show I’ve ever done where it’s nothing but invisible effects,” Leven tells ILM.com. “It’s a really different calculus because nobody talks about them. And if you’ve done them well, they are invisible to the naked eye.” With so many season two shots to choose from, Leven helped us narrow down a list of his favorite visual effects sequences to five.Before we dig in, a word of caution. This article contains plot spoilers for Severance.Severance tells the story of Mark Scout, department chief of the secretive Severed Floor located in the basement level of Lumon Industries, a multinational biotech corporation. Mark S., as he’s known to his co-workers, heads up Macrodata Refinement, a department where employees help categorize numbers without knowing the true purpose of their work.  Mark and his team – Helly R., Dylan G., and Irving B., have all undergone a surgical procedure to “sever” their personal lives from their work lives. The chip embedded in their brains effectively creates two personalities that are sometimes at odds: an “Innie” during Lumon office hours and an “Outie” at home. “This is the first show I’ve ever done where it’s nothing but invisible effects. It’s a really different calculus because nobody talks about them. And if you’ve done them well, they are invisible to the naked eye.”Eric Leven 1. The Running ManThe season one finale ends on a major cliffhanger. Mark S. learns that his Outie’s wife, Gemma – believed killed in a car crash years ago – is actually alive somewhere inside the Lumon complex. Season two opens with Mark S. arriving at the Severed Floor in a desperate search for Gemma, who he only knows as her Innie persona, Ms. Casey. The fast-paced sequence is designed to look like a single, two-minute shot. It begins with the camera making a series of rapid and elaborate moves around a frantic Mark S. as he steps out of the elevator, into the Severed Floor lobby, and begins running through the hallways. “The nice thing about that sequence was that everyone knew it was going to be difficult and challenging,” Leven says, adding that executive producer and Episode 201 director, Ben Stiller, began by mapping out the hallway run with his team. Leven recommended that a previsualization sequence – provided by The Third Floor – would help the filmmakers refine their plan before cameras rolled. “While prevising it, we didn’t worry about how we would actually photograph anything. It was just, ‘These are the visuals we want to capture,’” Leven says. “‘What does it look like for this guy to run down this hallway for two minutes? We’ll figure out how to shoot it later.’” The previs process helped determine how best to shoot the sequence, and also informed which parts of the soundstage set would have to be digitally replaced. The first shot was captured by a camera mounted on a Bolt X Cinebot motion-control arm provided by The Garage production company. The size of the motion-control setup, however, meant it could not fit in the confined space of an elevator or the existing hallways. “We couldn’t actually shoot in the elevator,” Leven says. “The whole elevator section of the set was removed and was replaced with computer graphics.” In addition to the elevator, ILM artists replaced portions of the floor, furniture, and an entire lobby wall, even adding a reflection of Adam Scott into the elevator doors. As Scott begins running, he’s picked up by a second camera mounted on a more compact, stabilized gimbal that allows the operator to quickly run behind and sometimes in front of the actor as he darts down different hallways. ILM seamlessly combined the first two Mark S. plates in a 2D composite. “Part of that is the magic of the artists at ILM who are doing that blend. But I have to give credit to Adam Scott because he ran the same way in both cameras without really being instructed,” says Leven. “Lucky for us, he led with the same foot. He used the same arm. I remember seeing it on the set, and I did a quick-and-dirty blend right there and thought, ‘Oh my gosh, this is going to work.’ So it was really nice.” The action continues at a frenetic pace, ultimately combining ten different shots to complete the sequence. “We didn’t want the very standard sleight of hand that you’ve seen a lot where you do a wipe across the white hallway,” Leven explains. “We tried to vary that as much as possible because we didn’t want to give away the gag. So, there are times when the camera will wipe across a hallway, and it’s not a computer graphics wipe. We’d hide the wipe somewhere else.” A slightly more complicated illusion comes as the camera sweeps around Mark S. from back to front as he barrels down another long hallway. “There was no way to get the camera to spin around Mark while he is running because there’s physically not enough room for the camera there,” says Leven. To capture the shot, Adam Scott ran on a treadmill placed on a green screen stage as the camera maneuvered around him. At that point, the entire hallway environment is made with computer graphics. Artists even added a few extra frames of the actor to help connect one shot to the next, selling the illusion of a single continuous take. “We painted in a bit of Adam Scott running around the corner. So if you freeze and look through it, you’ll see a bit of his heel. He never completely clears the frame,” Leven points out. Leven says ILM also provided Ben Stiller with options when it came to digitally changing up the look of Lumon’s sterile hallways: sometimes adding extra doors, vents, or even switching door handles. “I think Ben was very excited about having this opportunity,” says Leven. “He had never had a complete, fully computer graphics version of these hallways before. And now he was able to do things that he was never able to do in season one.”. 2. Let it SnowThe MDR team – Mark, Helly, Dylan, and Irving – unexpectedly find themselves in the snowy wilderness as part of a two-day Lumon Outdoor Retreat and Team-Building Occurrence, or ORTBO.  Exterior scenes were shot on location at Minnewaska State Park Preserve in New York. Throughout the ORTBO sequence, ILM performed substantial environment enhancements, making trees and landscapes appear far snowier than they were during the shoot. “It’s really nice to get the actors out there in the cold and see their breath,” Leven says. “It just wasn’t snowy during the shoot. Nearly every exterior shot was either replaced or enhanced with snow.” For a shot of Irving standing on a vast frozen lake, for example, virtually every element in the location plate – including an unfrozen lake, mountains, and trees behind actor John Turturro – was swapped out for a CG environment. Wide shots of a steep, rocky wall Irving must scale to reach his co-workers were also completely digital. Eventually, the MDR team discovers a waterfall that marks their arrival at a place called Woe’s Hollow. The location – the state park’s real-life Awosting Falls – also got extensive winter upgrades from ILM, including much more snow covering the ground and trees, an ice-covered pond, and hundreds of icicles clinging to the rocky walls. “To make it fit in the world of Severance, there’s a ton of work that has to happen,” Leven tells ILM.com.. 3. Welcome to LumonThe historic Bell Labs office complex, now known as Bell Works in Holmdel Township, New Jersey, stands in as the fictional Lumon Industries headquarters building. Exterior shots often underwent a significant digital metamorphosis, with artists transforming areas of green grass into snow-covered terrain, inserting a CG water tower, and rendering hundreds of 1980s-era cars to fill the parking lot. “We’re always adding cars, we’re always adding snow. We’re changing, subtly, the shape and the layout of the design,” says Leven. “We’re seeing new angles that we’ve never seen before. On the roof of Lumon, for example, the air conditioning units are specifically designed and created with computer graphics.” In real life, the complex is surrounded by dozens of houses, requiring the digital erasure of entire neighborhoods. “All of that is taken out,” Leven explains. “CG trees are put in, and new mountains are put in the background.” Episodes 202 and 203 feature several night scenes shot from outside the building looking in. In one sequence, a camera drone flying outside captured a long tracking shot of Helena Eaganmaking her way down a glass-enclosed walkway. The building’s atrium can be seen behind her, complete with a massive wall sculpture depicting company founder Kier Eagan. “We had to put the Kier sculpture in with the special lighting,” Leven reveals. “The entire atrium was computer graphics.” Artists completed the shot by adding CG reflections of the snowy parking lot to the side of the highly reflective building. “We have to replace what’s in the reflections because the real reflection is a parking lot with no snow or a parking lot with no cars,” explains Leven. “We’re often replacing all kinds of stuff that you wouldn’t think would need to be replaced.” Another nighttime scene shot from outside the building features Helena in a conference room overlooking the Lumon parking lot, which sits empty except for Mr. Milchickriding in on his motorcycle. “The top story, where she is standing, was practical,” says Leven, noting the shot was also captured using a drone hovering outside the window. “The second story below her was all computer graphics. Everything other than the building is computer graphics. They did shoot a motorcycle on location, getting as much practical reference as possible, but then it had to be digitally replaced after the fact to make it work with the rest of the shot.”. 4. Time in MotionEpisode seven reveals that MDR’s progress is being monitored by four dopplegang-ish observers in a control room one floor below, revealed via a complex move that has the camera traveling downward through a mass of data cables. “They built an oversize cable run, and they shot with small probe lenses. Visual effects helped by blending several plates together,” explains Leven. “It was a collaboration between many different departments, which was really nice. Visual effects helped with stuff that just couldn’t be shot for real. For example, when the camera exits the thin holes of the metal grate at the bottom of the floor, that grate is computer graphics.” The sequence continues with a sweeping motion-control time-lapse shot that travels around the control-room observers in a spiral pattern, a feat pulled off with an ingenious mix of technical innovation and old-school sleight of hand. A previs sequence from The Third Floor laid out the camera move, but because the Bolt arm motion-control rig could only travel on a straight track and cover roughly one-quarter of the required distance, The Garage came up with a way to break the shot into multiple passes. The passes would later be stitched together into one seemingly uninterrupted movement. The symmetrical set design – including the four identical workstations – helped complete the illusion, along with a clever solution that kept the four actors in the correct position relative to the camera. “The camera would basically get to the end of the track,” Leven explains. “Then everybody would switch positions 90 degrees. Everyone would get out of their chairs and move. The camera would go back to one, and it would look like one continuous move around in a circle because the room is perfectly symmetrical, and everything in it is perfectly symmetrical. We were able to move the actors, and it looks like the camera was going all the way around the room.” The final motion-control move switches from time-lapse back to real time as the camera passes by a workstation and reveals Mr. Drummondand Dr. Mauerstanding behind it. Leven notes that each pass was completed with just one take. 5. Mark vs. MarkThe Severance season two finale begins with an increasingly tense conversation between Innie Mark and Outie Mark, as the two personas use a handheld video camera to send recorded messages back and forth. Their encounter takes place at night in a Lumon birthing cabin equipped with a severance threshold that allows Mark S. to become Mark Scout each time he steps outside and onto the balcony. The cabin set was built on a soundstage at York Studios in the Bronx, New York. The balcony section consisted of the snowy floor, two chairs, and a railing, all surrounded by a blue screen background. Everything else was up to ILM to create. “It was nice to have Ben’s trust that we could just do it,” Leven remembers. “He said, ‘Hey, you’re just going to make this look great, right?’ We said, ‘Yeah, no problem.’” Artists filled in the scene with CG water, mountains, and moonlight to match the on-set lighting and of course, more snow. As Mark Scout steps onto the balcony, the camera pulls back to a wide shot, revealing the cabin’s full exterior. “They built a part of the exterior of the set. But everything other than the windows, even the railing, was digitally replaced,” Leven says. “It was nice to have Bentrust that we could just do it. He said, ‘Hey, you’re just going to make this look great, right?’ We said, ‘Yeah, no problem.’”Eric Leven Bonus: Marching Band MagicFinally, our bonus visual effects shot appears roughly halfway through the season finale. To celebrate Mark S. completing the Cold Harbor file, Mr. Milchick orders up a marching band from Lumon’s Choreography and Merriment department. Band members pour into MDR, but Leven says roughly 15 to 20 shots required adding a few more digital duplicates. “They wanted it to look like MDR was filled with band members. And for several of the shots there were holes in there. It just didn’t feel full enough,” he says. In a shot featuring a God’s-eye view of MDR, band members hold dozens of white cards above their heads, forming a giant illustration of a smiling Mark S. with text that reads “100%.” “For the top shot, we had to find a different stage because the MDR ceiling is only about eight feet tall,” recalls Leven. “And Ben really pushed to have it done practically, which I think was the right call because you’ve already got the band members, you’ve made the costumes, you’ve got the instruments. Let’s find a place to shoot it.” To get the high shot, the production team set up on an empty soundstage, placing signature MDR-green carpet on the floor. A simple foam core mock-up of the team’s desks occupied the center of the frame, with the finished CG versions added later. Even without the restraints of the practical MDR walls and ceiling, the camera could only get enough height to capture about 30 band members in the shot. So the scene was digitally expanded, with artists adding more green carpet, CG walls, and about 50 more band members. “We painted in new band members, extracting what we could from the practical plate,” Leven says. “We moved them around; we added more, just to make it look as full as Ben wanted.” Every single white card in the shot, Leven points out, is completely digital.. A Mysterious and Important Collaboration With fans now fiercely debating the many twists and turns of Severance season two, Leven is quick to credit ILM’s two main visual effects collaborators: east side effects and Mango FX INC, as well as ILM studios and artists around the globe, including San Francisco, Vancouver, Singapore, Sydney, and Mumbai. Leven also believes Severance ultimately benefited from a successful creative partnership between ILM and Ben Stiller. “This one clicked so well, and it really made a difference on the show,” Leven says. “I think we both had the same sort of visual shorthand in terms of what we wanted things to look like. One of the things I love about working with Ben is that he’s obviously grounded in reality. He wants to shoot as much stuff real as possible, but then sometimes there’s a shot that will either come to him late or he just knows is impractical to shoot. And he knows that ILM can deliver it.” — Clayton Sandell is a Star Wars author and enthusiast, TV storyteller, and a longtime fan of the creative people who keep Industrial Light & Magic and Skywalker Sound on the leading edge of visual effects and sound design. Follow him on InstagramBlueskyor X. #invisible #visual #effects #secrets #severance
    WWW.ILM.COM
    The Invisible Visual Effects Secrets of ‘Severance’ with ILM’s Eric Leven
    ILM teams with Ben Stiller and Apple TV+ to bring thousands of seamless visual effects shots to the hit drama’s second season. By Clayton Sandell There are mysterious and important secrets to be uncovered in the second season of the wildly popular Apple TV+ series Severance (2022-present). About 3,500 of them are hiding in plain sight. That’s roughly the number of visual effects shots helping tell the Severance story over 10 gripping episodes in the latest season, a collaborative effort led by Industrial Light & Magic. ILM’s Eric Leven served as the Severance season two production visual effects supervisor. We asked him to help pull back the curtain on some of the show’s impressive digital artistry that most viewers will probably never notice. “This is the first show I’ve ever done where it’s nothing but invisible effects,” Leven tells ILM.com. “It’s a really different calculus because nobody talks about them. And if you’ve done them well, they are invisible to the naked eye.” With so many season two shots to choose from, Leven helped us narrow down a list of his favorite visual effects sequences to five. (As a bonus, we’ll also dive into an iconic season finale shot featuring the Mr. Milchick-led marching band.) Before we dig in, a word of caution. This article contains plot spoilers for Severance. (And in case you’re already wondering: No, the goats are not computer-graphics.) Severance tells the story of Mark Scout (Adam Scott), department chief of the secretive Severed Floor located in the basement level of Lumon Industries, a multinational biotech corporation. Mark S., as he’s known to his co-workers, heads up Macrodata Refinement (MDR), a department where employees help categorize numbers without knowing the true purpose of their work.  Mark and his team – Helly R. (Britt Lower), Dylan G. (Zach Cherry), and Irving B. (John Turturro), have all undergone a surgical procedure to “sever” their personal lives from their work lives. The chip embedded in their brains effectively creates two personalities that are sometimes at odds: an “Innie” during Lumon office hours and an “Outie” at home. “This is the first show I’ve ever done where it’s nothing but invisible effects. It’s a really different calculus because nobody talks about them. And if you’ve done them well, they are invisible to the naked eye.”Eric Leven 1. The Running Man (Episode 201: “Hello, Ms. Cobel”) The season one finale ends on a major cliffhanger. Mark S. learns that his Outie’s wife, Gemma – believed killed in a car crash years ago – is actually alive somewhere inside the Lumon complex. Season two opens with Mark S. arriving at the Severed Floor in a desperate search for Gemma, who he only knows as her Innie persona, Ms. Casey. The fast-paced sequence is designed to look like a single, two-minute shot. It begins with the camera making a series of rapid and elaborate moves around a frantic Mark S. as he steps out of the elevator, into the Severed Floor lobby, and begins running through the hallways. “The nice thing about that sequence was that everyone knew it was going to be difficult and challenging,” Leven says, adding that executive producer and Episode 201 director, Ben Stiller, began by mapping out the hallway run with his team. Leven recommended that a previsualization sequence – provided by The Third Floor – would help the filmmakers refine their plan before cameras rolled. “While prevising it, we didn’t worry about how we would actually photograph anything. It was just, ‘These are the visuals we want to capture,’” Leven says. “‘What does it look like for this guy to run down this hallway for two minutes? We’ll figure out how to shoot it later.’” The previs process helped determine how best to shoot the sequence, and also informed which parts of the soundstage set would have to be digitally replaced. The first shot was captured by a camera mounted on a Bolt X Cinebot motion-control arm provided by The Garage production company. The size of the motion-control setup, however, meant it could not fit in the confined space of an elevator or the existing hallways. “We couldn’t actually shoot in the elevator,” Leven says. “The whole elevator section of the set was removed and was replaced with computer graphics [CG].” In addition to the elevator, ILM artists replaced portions of the floor, furniture, and an entire lobby wall, even adding a reflection of Adam Scott into the elevator doors. As Scott begins running, he’s picked up by a second camera mounted on a more compact, stabilized gimbal that allows the operator to quickly run behind and sometimes in front of the actor as he darts down different hallways. ILM seamlessly combined the first two Mark S. plates in a 2D composite. “Part of that is the magic of the artists at ILM who are doing that blend. But I have to give credit to Adam Scott because he ran the same way in both cameras without really being instructed,” says Leven. “Lucky for us, he led with the same foot. He used the same arm. I remember seeing it on the set, and I did a quick-and-dirty blend right there and thought, ‘Oh my gosh, this is going to work.’ So it was really nice.” The action continues at a frenetic pace, ultimately combining ten different shots to complete the sequence. “We didn’t want the very standard sleight of hand that you’ve seen a lot where you do a wipe across the white hallway,” Leven explains. “We tried to vary that as much as possible because we didn’t want to give away the gag. So, there are times when the camera will wipe across a hallway, and it’s not a computer graphics wipe. We’d hide the wipe somewhere else.” A slightly more complicated illusion comes as the camera sweeps around Mark S. from back to front as he barrels down another long hallway. “There was no way to get the camera to spin around Mark while he is running because there’s physically not enough room for the camera there,” says Leven. To capture the shot, Adam Scott ran on a treadmill placed on a green screen stage as the camera maneuvered around him. At that point, the entire hallway environment is made with computer graphics. Artists even added a few extra frames of the actor to help connect one shot to the next, selling the illusion of a single continuous take. “We painted in a bit of Adam Scott running around the corner. So if you freeze and look through it, you’ll see a bit of his heel. He never completely clears the frame,” Leven points out. Leven says ILM also provided Ben Stiller with options when it came to digitally changing up the look of Lumon’s sterile hallways: sometimes adding extra doors, vents, or even switching door handles. “I think Ben was very excited about having this opportunity,” says Leven. “He had never had a complete, fully computer graphics version of these hallways before. And now he was able to do things that he was never able to do in season one.” (Credit: Apple TV+). 2. Let it Snow (Episode 204: “Woe’s Hollow”) The MDR team – Mark, Helly, Dylan, and Irving – unexpectedly find themselves in the snowy wilderness as part of a two-day Lumon Outdoor Retreat and Team-Building Occurrence, or ORTBO.  Exterior scenes were shot on location at Minnewaska State Park Preserve in New York. Throughout the ORTBO sequence, ILM performed substantial environment enhancements, making trees and landscapes appear far snowier than they were during the shoot. “It’s really nice to get the actors out there in the cold and see their breath,” Leven says. “It just wasn’t snowy during the shoot. Nearly every exterior shot was either replaced or enhanced with snow.” For a shot of Irving standing on a vast frozen lake, for example, virtually every element in the location plate – including an unfrozen lake, mountains, and trees behind actor John Turturro – was swapped out for a CG environment. Wide shots of a steep, rocky wall Irving must scale to reach his co-workers were also completely digital. Eventually, the MDR team discovers a waterfall that marks their arrival at a place called Woe’s Hollow. The location – the state park’s real-life Awosting Falls – also got extensive winter upgrades from ILM, including much more snow covering the ground and trees, an ice-covered pond, and hundreds of icicles clinging to the rocky walls. “To make it fit in the world of Severance, there’s a ton of work that has to happen,” Leven tells ILM.com. (Credit: Apple TV+). 3. Welcome to Lumon (Episode 202: “Goodbye, Mrs. Selvig” & Episode 203: “Who is Alive?”) The historic Bell Labs office complex, now known as Bell Works in Holmdel Township, New Jersey, stands in as the fictional Lumon Industries headquarters building. Exterior shots often underwent a significant digital metamorphosis, with artists transforming areas of green grass into snow-covered terrain, inserting a CG water tower, and rendering hundreds of 1980s-era cars to fill the parking lot. “We’re always adding cars, we’re always adding snow. We’re changing, subtly, the shape and the layout of the design,” says Leven. “We’re seeing new angles that we’ve never seen before. On the roof of Lumon, for example, the air conditioning units are specifically designed and created with computer graphics.” In real life, the complex is surrounded by dozens of houses, requiring the digital erasure of entire neighborhoods. “All of that is taken out,” Leven explains. “CG trees are put in, and new mountains are put in the background.” Episodes 202 and 203 feature several night scenes shot from outside the building looking in. In one sequence, a camera drone flying outside captured a long tracking shot of Helena Eagan (Helly R.’s Outie) making her way down a glass-enclosed walkway. The building’s atrium can be seen behind her, complete with a massive wall sculpture depicting company founder Kier Eagan. “We had to put the Kier sculpture in with the special lighting,” Leven reveals. “The entire atrium was computer graphics.” Artists completed the shot by adding CG reflections of the snowy parking lot to the side of the highly reflective building. “We have to replace what’s in the reflections because the real reflection is a parking lot with no snow or a parking lot with no cars,” explains Leven. “We’re often replacing all kinds of stuff that you wouldn’t think would need to be replaced.” Another nighttime scene shot from outside the building features Helena in a conference room overlooking the Lumon parking lot, which sits empty except for Mr. Milchick (Tramell Tillman) riding in on his motorcycle. “The top story, where she is standing, was practical,” says Leven, noting the shot was also captured using a drone hovering outside the window. “The second story below her was all computer graphics. Everything other than the building is computer graphics. They did shoot a motorcycle on location, getting as much practical reference as possible, but then it had to be digitally replaced after the fact to make it work with the rest of the shot.” (Credit: Apple TV+). 4. Time in Motion (Episode 207: “Chikhai Bardo”) Episode seven reveals that MDR’s progress is being monitored by four dopplegang-ish observers in a control room one floor below, revealed via a complex move that has the camera traveling downward through a mass of data cables. “They built an oversize cable run, and they shot with small probe lenses. Visual effects helped by blending several plates together,” explains Leven. “It was a collaboration between many different departments, which was really nice. Visual effects helped with stuff that just couldn’t be shot for real. For example, when the camera exits the thin holes of the metal grate at the bottom of the floor, that grate is computer graphics.” The sequence continues with a sweeping motion-control time-lapse shot that travels around the control-room observers in a spiral pattern, a feat pulled off with an ingenious mix of technical innovation and old-school sleight of hand. A previs sequence from The Third Floor laid out the camera move, but because the Bolt arm motion-control rig could only travel on a straight track and cover roughly one-quarter of the required distance, The Garage came up with a way to break the shot into multiple passes. The passes would later be stitched together into one seemingly uninterrupted movement. The symmetrical set design – including the four identical workstations – helped complete the illusion, along with a clever solution that kept the four actors in the correct position relative to the camera. “The camera would basically get to the end of the track,” Leven explains. “Then everybody would switch positions 90 degrees. Everyone would get out of their chairs and move. The camera would go back to one, and it would look like one continuous move around in a circle because the room is perfectly symmetrical, and everything in it is perfectly symmetrical. We were able to move the actors, and it looks like the camera was going all the way around the room.” The final motion-control move switches from time-lapse back to real time as the camera passes by a workstation and reveals Mr. Drummond (Ólafur Darri Ólafsson) and Dr. Mauer (Robby Benson) standing behind it. Leven notes that each pass was completed with just one take. 5. Mark vs. Mark (Episode 210: “Cold Harbor”) The Severance season two finale begins with an increasingly tense conversation between Innie Mark and Outie Mark, as the two personas use a handheld video camera to send recorded messages back and forth. Their encounter takes place at night in a Lumon birthing cabin equipped with a severance threshold that allows Mark S. to become Mark Scout each time he steps outside and onto the balcony. The cabin set was built on a soundstage at York Studios in the Bronx, New York. The balcony section consisted of the snowy floor, two chairs, and a railing, all surrounded by a blue screen background. Everything else was up to ILM to create. “It was nice to have Ben’s trust that we could just do it,” Leven remembers. “He said, ‘Hey, you’re just going to make this look great, right?’ We said, ‘Yeah, no problem.’” Artists filled in the scene with CG water, mountains, and moonlight to match the on-set lighting and of course, more snow. As Mark Scout steps onto the balcony, the camera pulls back to a wide shot, revealing the cabin’s full exterior. “They built a part of the exterior of the set. But everything other than the windows, even the railing, was digitally replaced,” Leven says. “It was nice to have Ben [Stiller’s] trust that we could just do it. He said, ‘Hey, you’re just going to make this look great, right?’ We said, ‘Yeah, no problem.’”Eric Leven Bonus: Marching Band Magic (Episode 210: “Cold Harbor”) Finally, our bonus visual effects shot appears roughly halfway through the season finale. To celebrate Mark S. completing the Cold Harbor file, Mr. Milchick orders up a marching band from Lumon’s Choreography and Merriment department. Band members pour into MDR, but Leven says roughly 15 to 20 shots required adding a few more digital duplicates. “They wanted it to look like MDR was filled with band members. And for several of the shots there were holes in there. It just didn’t feel full enough,” he says. In a shot featuring a God’s-eye view of MDR, band members hold dozens of white cards above their heads, forming a giant illustration of a smiling Mark S. with text that reads “100%.” “For the top shot, we had to find a different stage because the MDR ceiling is only about eight feet tall,” recalls Leven. “And Ben really pushed to have it done practically, which I think was the right call because you’ve already got the band members, you’ve made the costumes, you’ve got the instruments. Let’s find a place to shoot it.” To get the high shot, the production team set up on an empty soundstage, placing signature MDR-green carpet on the floor. A simple foam core mock-up of the team’s desks occupied the center of the frame, with the finished CG versions added later. Even without the restraints of the practical MDR walls and ceiling, the camera could only get enough height to capture about 30 band members in the shot. So the scene was digitally expanded, with artists adding more green carpet, CG walls, and about 50 more band members. “We painted in new band members, extracting what we could from the practical plate,” Leven says. “We moved them around; we added more, just to make it look as full as Ben wanted.” Every single white card in the shot, Leven points out, is completely digital. (Credit: Apple TV+). A Mysterious and Important Collaboration With fans now fiercely debating the many twists and turns of Severance season two, Leven is quick to credit ILM’s two main visual effects collaborators: east side effects and Mango FX INC, as well as ILM studios and artists around the globe, including San Francisco, Vancouver, Singapore, Sydney, and Mumbai. Leven also believes Severance ultimately benefited from a successful creative partnership between ILM and Ben Stiller. “This one clicked so well, and it really made a difference on the show,” Leven says. “I think we both had the same sort of visual shorthand in terms of what we wanted things to look like. One of the things I love about working with Ben is that he’s obviously grounded in reality. He wants to shoot as much stuff real as possible, but then sometimes there’s a shot that will either come to him late or he just knows is impractical to shoot. And he knows that ILM can deliver it.” — Clayton Sandell is a Star Wars author and enthusiast, TV storyteller, and a longtime fan of the creative people who keep Industrial Light & Magic and Skywalker Sound on the leading edge of visual effects and sound design. Follow him on Instagram (@claytonsandell) Bluesky (@claytonsandell.com) or X (@Clayton_Sandell).
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  • The Nintendo Switch 2 is out today – here’s everything you need to know

    Since its announcement in January, anticipation has been building for the Nintendo Switch 2 – the followup to the gaming titan’s most successful home console, the 150m-selling Nintendo Switch. Major console launches are rarer than they used to be; this is the first since 2020, when Sony’s PlayStation 5 hit shelves. Whether you’re weighing up a purchase or just wondering what all the fuss is about, here’s everything you need to know.The basicsThe Switch 2 is out today, 5 June, priced at £395.99or at £429.99bundled with its flagship game, Mario Kart World. Like its predecessor, it’s a portable games machine with a built-in screen – you can use as a handheld mini-console when you’re out and about, or slide it into the dedicated dock device and plug it into your TV via an HDMI cable for a big-screen experience at home. A little bigger than the original Switch, with a crisp, clear 7.9in LCD touch screen, as opposed to the old 6.2in display, it comes with two Joy-Con controllers, which are chunkier than the previous versions. These now attach magnetically to each side of the screen with a pleasing clunk, replacing the fiddly sliding mechanism that most Switch owners disliked. They’ve also got bigger L and R buttons on the top, which sounds like a minor detail but is a huge deal for anyone trying to perfect their Mario Kart power-slides.The specBig tech advances … Nintendo Switch 2. Photograph: NintendoThe tech inside the Switch 2 is a lot more advanced than the previous console, featuring a custom nVidia processor, and a screen capable of displaying at 4K resolutionor 1920x1080 resolution in portable mode. It’s also got 5.1 surround sound, and supports high-dynamic range lightinggraphical effects at frame rates of up to 120hz. This brings the Switch 2 almost up to scratch with other modern consoles: most experts are placing its tech specs somewhere between the PS4 and PS5, or between Xbox One and Xbox Series X.In the boxThe Nintendo Switch 2 comes with the console itself, two Joy-Con controllers, a power adaptor and USB-C charging cable, a dock, a Joy-Con grip, and two Joy-Con wrist straps to stop them flying out of your hands.Out of the boxNintendo is going big on the social features of the console. Its GameShare function will allow you to play compatible games with other people who don’t own a copy – they just need their own Switch or a Switch 2, and can play along in the room with you or connect online. This is particularly important for families sharing one copy of a game. Meanwhile, GameChat is kind of like Zoom, but for games: you can invite a bunch of pals into a group video chat session where you can talk to each other while playing the same game, playing different games, or just hanging out. If you all buy the Nintendo Switch 2 Camera you’ll be able to see little video windows of each other on the screen, too. GameChat requires a paid subscription to Nintendo’s online gaming service, which costs £17.99The gamesBig news … Mario Kart World game. Photograph: NintendoThe console is launching with around 25 games, though many of these are enhanced versions of older Switch titles. The big newcomers are Mario Kart World, an open-world take on the classic karting game; the introductory game Nintendo Switch 2 Welcome Tour; the co-op survival challenge Survival Kids and anti-gravity racer, Fast Fusion. Some favourites making it across are Fortnite, Cyberpunk 2077 and The Legend of Zelda: Breath of the Wild/Tears of the Kingdom. Most games will retail for between £45–£70 and will be available to buy and download online, or as physical boxed copies. You can also still play almost all your old Switch games on the new console, and there’s a huge back catalogue of retro NES, Nintendo 64, SNES and GameCube classics from the 1980s, 90s and 00s available to play with a Nintendo Switch Online subscription.The accessoriesAdd-ons … Nintendo Switch 2 Pro controller and camera. Photograph: NintendoThere are three things you may want to buy alongside the console. The Nintendo Switch 2 Pro controller is a traditional console joypad intended for serious play. Then you have the Nintendo Switch 2 camera, basically a webcam compatible with the GameChat service, but also with any games that might use camera features. You may also want a microSD Express card to provide additional storage for your games.Where can I buy one?If you haven’t pre-ordered, you may have to be patient and shop around. Some of the larger retailers including Amazon, Argos, Currys and John Lewis are saying they may have a few in stock today and it’s worth trying Nintendo’s online store. Be extremely wary of buying from private sellers on eBay or similar sites – there will be a lot of con artists out there. Remember when people found their PlayStation 5 deliveries were instead full of bags of rice?
    #nintendo #switch #out #today #heres
    The Nintendo Switch 2 is out today – here’s everything you need to know
    Since its announcement in January, anticipation has been building for the Nintendo Switch 2 – the followup to the gaming titan’s most successful home console, the 150m-selling Nintendo Switch. Major console launches are rarer than they used to be; this is the first since 2020, when Sony’s PlayStation 5 hit shelves. Whether you’re weighing up a purchase or just wondering what all the fuss is about, here’s everything you need to know.The basicsThe Switch 2 is out today, 5 June, priced at £395.99or at £429.99bundled with its flagship game, Mario Kart World. Like its predecessor, it’s a portable games machine with a built-in screen – you can use as a handheld mini-console when you’re out and about, or slide it into the dedicated dock device and plug it into your TV via an HDMI cable for a big-screen experience at home. A little bigger than the original Switch, with a crisp, clear 7.9in LCD touch screen, as opposed to the old 6.2in display, it comes with two Joy-Con controllers, which are chunkier than the previous versions. These now attach magnetically to each side of the screen with a pleasing clunk, replacing the fiddly sliding mechanism that most Switch owners disliked. They’ve also got bigger L and R buttons on the top, which sounds like a minor detail but is a huge deal for anyone trying to perfect their Mario Kart power-slides.The specBig tech advances … Nintendo Switch 2. Photograph: NintendoThe tech inside the Switch 2 is a lot more advanced than the previous console, featuring a custom nVidia processor, and a screen capable of displaying at 4K resolutionor 1920x1080 resolution in portable mode. It’s also got 5.1 surround sound, and supports high-dynamic range lightinggraphical effects at frame rates of up to 120hz. This brings the Switch 2 almost up to scratch with other modern consoles: most experts are placing its tech specs somewhere between the PS4 and PS5, or between Xbox One and Xbox Series X.In the boxThe Nintendo Switch 2 comes with the console itself, two Joy-Con controllers, a power adaptor and USB-C charging cable, a dock, a Joy-Con grip, and two Joy-Con wrist straps to stop them flying out of your hands.Out of the boxNintendo is going big on the social features of the console. Its GameShare function will allow you to play compatible games with other people who don’t own a copy – they just need their own Switch or a Switch 2, and can play along in the room with you or connect online. This is particularly important for families sharing one copy of a game. Meanwhile, GameChat is kind of like Zoom, but for games: you can invite a bunch of pals into a group video chat session where you can talk to each other while playing the same game, playing different games, or just hanging out. If you all buy the Nintendo Switch 2 Camera you’ll be able to see little video windows of each other on the screen, too. GameChat requires a paid subscription to Nintendo’s online gaming service, which costs £17.99The gamesBig news … Mario Kart World game. Photograph: NintendoThe console is launching with around 25 games, though many of these are enhanced versions of older Switch titles. The big newcomers are Mario Kart World, an open-world take on the classic karting game; the introductory game Nintendo Switch 2 Welcome Tour; the co-op survival challenge Survival Kids and anti-gravity racer, Fast Fusion. Some favourites making it across are Fortnite, Cyberpunk 2077 and The Legend of Zelda: Breath of the Wild/Tears of the Kingdom. Most games will retail for between £45–£70 and will be available to buy and download online, or as physical boxed copies. You can also still play almost all your old Switch games on the new console, and there’s a huge back catalogue of retro NES, Nintendo 64, SNES and GameCube classics from the 1980s, 90s and 00s available to play with a Nintendo Switch Online subscription.The accessoriesAdd-ons … Nintendo Switch 2 Pro controller and camera. Photograph: NintendoThere are three things you may want to buy alongside the console. The Nintendo Switch 2 Pro controller is a traditional console joypad intended for serious play. Then you have the Nintendo Switch 2 camera, basically a webcam compatible with the GameChat service, but also with any games that might use camera features. You may also want a microSD Express card to provide additional storage for your games.Where can I buy one?If you haven’t pre-ordered, you may have to be patient and shop around. Some of the larger retailers including Amazon, Argos, Currys and John Lewis are saying they may have a few in stock today and it’s worth trying Nintendo’s online store. Be extremely wary of buying from private sellers on eBay or similar sites – there will be a lot of con artists out there. Remember when people found their PlayStation 5 deliveries were instead full of bags of rice? #nintendo #switch #out #today #heres
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    The Nintendo Switch 2 is out today – here’s everything you need to know
    Since its announcement in January, anticipation has been building for the Nintendo Switch 2 – the followup to the gaming titan’s most successful home console, the 150m-selling Nintendo Switch. Major console launches are rarer than they used to be; this is the first since 2020, when Sony’s PlayStation 5 hit shelves. Whether you’re weighing up a purchase or just wondering what all the fuss is about, here’s everything you need to know.The basicsThe Switch 2 is out today, 5 June, priced at £395.99 (US$449.99/A$699/€469.99) or at £429.99 (US$499.99/A$766/€509,99) bundled with its flagship game, Mario Kart World. Like its predecessor, it’s a portable games machine with a built-in screen – you can use as a handheld mini-console when you’re out and about, or slide it into the dedicated dock device and plug it into your TV via an HDMI cable for a big-screen experience at home. A little bigger than the original Switch, with a crisp, clear 7.9in LCD touch screen, as opposed to the old 6.2in display, it comes with two Joy-Con controllers, which are chunkier than the previous versions. These now attach magnetically to each side of the screen with a pleasing clunk, replacing the fiddly sliding mechanism that most Switch owners disliked. They’ve also got bigger L and R buttons on the top, which sounds like a minor detail but is a huge deal for anyone trying to perfect their Mario Kart power-slides.The specBig tech advances … Nintendo Switch 2. Photograph: NintendoThe tech inside the Switch 2 is a lot more advanced than the previous console, featuring a custom nVidia processor, and a screen capable of displaying at 4K resolution (when plugged into a compatible TV) or 1920x1080 resolution in portable mode. It’s also got 5.1 surround sound, and supports high-dynamic range lighting (HDR) graphical effects at frame rates of up to 120hz. This brings the Switch 2 almost up to scratch with other modern consoles: most experts are placing its tech specs somewhere between the PS4 and PS5, or between Xbox One and Xbox Series X.In the boxThe Nintendo Switch 2 comes with the console itself, two Joy-Con controllers, a power adaptor and USB-C charging cable, a dock, a Joy-Con grip (which allows you to connect the two Joy-Cons together to create a traditional-looking games controller), and two Joy-Con wrist straps to stop them flying out of your hands.Out of the boxNintendo is going big on the social features of the console. Its GameShare function will allow you to play compatible games with other people who don’t own a copy – they just need their own Switch or a Switch 2, and can play along in the room with you or connect online. This is particularly important for families sharing one copy of a game. Meanwhile, GameChat is kind of like Zoom, but for games: you can invite a bunch of pals into a group video chat session where you can talk to each other while playing the same game, playing different games, or just hanging out. If you all buy the Nintendo Switch 2 Camera you’ll be able to see little video windows of each other on the screen, too. GameChat requires a paid subscription to Nintendo’s online gaming service, which costs £17.99 (US$19.99/€19.99/A$29.95)The gamesBig news … Mario Kart World game. Photograph: NintendoThe console is launching with around 25 games, though many of these are enhanced versions of older Switch titles. The big newcomers are Mario Kart World, an open-world take on the classic karting game; the introductory game Nintendo Switch 2 Welcome Tour; the co-op survival challenge Survival Kids and anti-gravity racer, Fast Fusion. Some favourites making it across are Fortnite, Cyberpunk 2077 and The Legend of Zelda: Breath of the Wild/Tears of the Kingdom. Most games will retail for between £45–£70 and will be available to buy and download online, or as physical boxed copies. You can also still play almost all your old Switch games on the new console, and there’s a huge back catalogue of retro NES, Nintendo 64, SNES and GameCube classics from the 1980s, 90s and 00s available to play with a Nintendo Switch Online subscription.The accessoriesAdd-ons … Nintendo Switch 2 Pro controller and camera. Photograph: NintendoThere are three things you may want to buy alongside the console. The Nintendo Switch 2 Pro controller is a traditional console joypad intended for serious play. Then you have the Nintendo Switch 2 camera, basically a webcam compatible with the GameChat service, but also with any games that might use camera features. You may also want a microSD Express card to provide additional storage for your games.Where can I buy one?If you haven’t pre-ordered, you may have to be patient and shop around. Some of the larger retailers including Amazon, Argos, Currys and John Lewis are saying they may have a few in stock today and it’s worth trying Nintendo’s online store. Be extremely wary of buying from private sellers on eBay or similar sites – there will be a lot of con artists out there. Remember when people found their PlayStation 5 deliveries were instead full of bags of rice?
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  • Decades ago, concrete overtook steel as the predominant structural material for towers worldwide—the Skyscraper Museum’s new exhibition examines why and how

    “Is that concrete all around, or is it in my head?” asked Ian Hunter in “All the Young Dudes,” the song David Bowie wrote for Mott the Hoople in 1972. Concrete is all around us, and we haven’t quite wrapped our heads around it. It’s one of the indispensable materials of modernity; as we try to decarbonize the built environment, it’s part of the problem, and innovations in its composition may become part of the solution. Understanding its history more clearly, the Skyscraper Museum’s new exhibition in Manhattan implies, just might help us employ it better.

    Concrete is “the second most used substance in the world, after water,” the museum’s founder/director/curator Carol Willis told AN during a recent visit. For plasticity, versatility, and compressive strength, reinforced concrete is hard to beat, though its performance is more problematic when assessed by the metric of embodied and operational carbon, a consideration the exhibition acknowledges up front. In tall construction, concrete has become nearly hegemonic, yet its central role, contend Willis and co-curator Thomas Leslie, formerly of Foster + Partners and now a professor at the University of Illinois, Urbana-Champaign, is underrecognized by the public and by mainstream architectural history. The current exhibition aims to change that perception.
    The Skyscraper Museum in Lower Manhattan features an exhibition, The Modern Concrete Skyscraper, which examines the history of material choices in building tall towers.The Modern Concrete Skyscraper examines the history of tall towers’ structural material choices, describing a transition from the early dominance of steel frames to the contemporary condition, in which most large buildings rely on concrete. This change did not happen instantly or for any single reason but through a combination of technical and economic factors, including innovations by various specialists, well-recognized and otherwise; the availability of high-quality limestone deposits near Chicago; and the differential development of materials industries in nations whose architecture grew prominent in recent decades. As supertalls reach ever higher—in the global race for official height rankings by the Council on Tall Buildings and Urban Habitatand national, corporate, or professional bragging rights—concrete’s dominance may not be permanent in that sector, given the challenge of pumping the material beyond a certain height.For the moment, however, concrete is ahead of its chief competitors, steel andtimber. Regardless of possible promotional inferences, Willis said, “we did not work with the industry in any way for this exhibition.”

    “The invention of steel and the grid of steel and the skeleton frame is only the first chapter of the history of the skyscraper,” Willis explained. “The second chapter, and the one that we’re in now, is concrete. Surprisingly, no one had ever told that story of the skyscraper today with a continuous narrative.” The exhibition traces the use of concrete back to the ancient Roman combination of aggregate and pozzolana—the chemical formula for which was “largely lost with the fall of the Roman Empire,” though some Byzantine and medieval structures approximated it. From there, the show explores comparable materials’ revival in 18th-century England, the patenting of Portland cement by Leeds builder Joseph Aspdin in 1824, the proof-of-concept concrete house by François Coignet in 1856, and the pivotal development of rebar in the mid-19th century, with overdue attention to Ernest Ransome’s 1903 Ingalls Building in Cincinnati, then the world’s tallest concrete building at 15 stories and arguably the first concrete skyscraper.
    The exhibition includes a timeline that depicts concrete’s origins in Rome to its contemporary use in skyscraper construction.Baker’s lectures, Willis reported, sometimes pose a deceptively simple question: “‘What is a skyscraper?’ In 1974, when the World Trade Center and Sears Tower are just finished, you would say it’s a very tall building that is built of steel, an office building in North America. But if you ask that same question today, the answer is: It’s a building that is mixed-use, constructed of concrete, andin Asia or the Middle East.” The exhibition organizes the history of concrete towers by eras of engineering innovation, devoting special attention to the 19th- and early-20th-century “patent era” of Claude Allen Porter Turnerand Henry Chandlee Turner, Ransome, and François Hennebique. In the postwar era, “concrete comes out onto the surfaceboth a structural material and aesthetic.” Brutalism, perhaps to some observers’ surprise, “does not figure very large in high-rise design,” Willis said, except for Paul Rudolph’s Tracey Towers in the Bronx. The exhibition, however, devotes considerable attention to the work of Pier Luigi Nervi, Bertrand Goldberg, and SOM’s Fazlur Khan, pioneer of the structural tube system in the 1960s and 1970s—followed by the postmodernist 1980s, when concrete could express either engineering values or ornamentation.
    The exhibition highlights a number of concrete towers, including Paul Rudolph’s Tracey Towers in the Bronx.“In the ’90s, there were material advances in engineering analysis and computerization that helped to predict performance, and so buildings can get taller and taller,” Willis said. The current era, if one looks to CTBUH rankings, is dominated by the supertalls seen in Dubai, Shanghai, and Kuala Lumpur, after the Petronas Towers“took the title of world’s tallest building from North America for the first time and traumatized everybody about that.” The previous record holder, Chicago’s SearsTower, comprised steel structural tubes on concrete caissons; with Petronas, headquarters of Malaysia’s national petroleum company of that name, a strong concrete industry was represented but a strong national steel industry was lacking, and as Willis frequently says, form follows finances. In any event, by the ’90s concrete was already becoming the standard material for supertalls, particularly on soft-soiled sites like Shanghai, where its water resistance and compressive strength are well suited to foundation construction. Its plasticity is also well suited to complex forms like the triangular Burj, Kuala Lumpur’s Merdeka 118, andthe even taller Jeddah Tower, designed to “confuse the wind,” shed vortices, and manage wind forces. Posing the same question Louis Kahn asked about the intentions of a brick, Willis said, with concrete “the answer is: anything you want.”

    The exhibition is front-loaded with scholarly material, presenting eight succinct yet informative wall texts on the timeline of concrete construction. The explanatory material is accompanied by ample photographs as well as structural models on loan from SOM, Pelli Clarke & Partners, and other firms. Some materials are repurposed from the museum’s previous shows, particularly Supertall!and Sky High and the Logic of Luxury. The models allow close examination of the Burj Khalifa, Petronas Towers, Jin Mao Tower, Merdeka 118, and others, including two unbuilt Chicago projects that would have exceeded 2,000 feet: the Miglin-Beitler Skyneedleand 7 South Dearborn. The Burj, Willis noted, was all structure and no facade for a time: When its curtain-wall manufacturer, Schmidlin, went bankrupt in 2006, it “ended up going to 100 stories without having a stitch of glass on it,” temporarily becoming a “1:1 scale model of the structural system up to 100 stories.” Its prominence justifies its appearance here in two models, including one from RWDI’s wind-tunnel studies.
    Eero Saarinen’s only skyscraper, built for CBS in 1965 and also known as “Black Rock,” under construction in New York City.The exhibition opened in March, with plans to stay up at least through October, with accompanying lectures and panels to be announced on the museum’s website. Though the exhibition’s full textual and graphic content is available online, the physical models alone are worth a trip to the Battery Park City headquarters.
    Intriguing questions arise from the exhibition without easy answers, setting the table for lively discussion and debate. One is whether the patenting of innovations like Ransome bar and the Système Hennebique incentivized technological progress or hindered useful technology transfer. Willis speculated, “Did the fact that there were inventions and patents mean that competition was discouraged, that the competition was only in the realm of business, rather than advancing the material?” A critical question is whether research into the chemistry of concrete, including MIT’s 2023 report on the self-healing properties of Roman pozzolana and proliferating claims about “green concrete” using alternatives to Portland cement, can lead to new types of the material with improved durability and lower emissions footprints. This exhibition provides a firm foundation in concrete’s fascinating history, opening space for informed speculation about its future.
    Bill Millard is a regular contributor to AN.
    #decades #ago #concrete #overtook #steel
    Decades ago, concrete overtook steel as the predominant structural material for towers worldwide—the Skyscraper Museum’s new exhibition examines why and how
    “Is that concrete all around, or is it in my head?” asked Ian Hunter in “All the Young Dudes,” the song David Bowie wrote for Mott the Hoople in 1972. Concrete is all around us, and we haven’t quite wrapped our heads around it. It’s one of the indispensable materials of modernity; as we try to decarbonize the built environment, it’s part of the problem, and innovations in its composition may become part of the solution. Understanding its history more clearly, the Skyscraper Museum’s new exhibition in Manhattan implies, just might help us employ it better. Concrete is “the second most used substance in the world, after water,” the museum’s founder/director/curator Carol Willis told AN during a recent visit. For plasticity, versatility, and compressive strength, reinforced concrete is hard to beat, though its performance is more problematic when assessed by the metric of embodied and operational carbon, a consideration the exhibition acknowledges up front. In tall construction, concrete has become nearly hegemonic, yet its central role, contend Willis and co-curator Thomas Leslie, formerly of Foster + Partners and now a professor at the University of Illinois, Urbana-Champaign, is underrecognized by the public and by mainstream architectural history. The current exhibition aims to change that perception. The Skyscraper Museum in Lower Manhattan features an exhibition, The Modern Concrete Skyscraper, which examines the history of material choices in building tall towers.The Modern Concrete Skyscraper examines the history of tall towers’ structural material choices, describing a transition from the early dominance of steel frames to the contemporary condition, in which most large buildings rely on concrete. This change did not happen instantly or for any single reason but through a combination of technical and economic factors, including innovations by various specialists, well-recognized and otherwise; the availability of high-quality limestone deposits near Chicago; and the differential development of materials industries in nations whose architecture grew prominent in recent decades. As supertalls reach ever higher—in the global race for official height rankings by the Council on Tall Buildings and Urban Habitatand national, corporate, or professional bragging rights—concrete’s dominance may not be permanent in that sector, given the challenge of pumping the material beyond a certain height.For the moment, however, concrete is ahead of its chief competitors, steel andtimber. Regardless of possible promotional inferences, Willis said, “we did not work with the industry in any way for this exhibition.” “The invention of steel and the grid of steel and the skeleton frame is only the first chapter of the history of the skyscraper,” Willis explained. “The second chapter, and the one that we’re in now, is concrete. Surprisingly, no one had ever told that story of the skyscraper today with a continuous narrative.” The exhibition traces the use of concrete back to the ancient Roman combination of aggregate and pozzolana—the chemical formula for which was “largely lost with the fall of the Roman Empire,” though some Byzantine and medieval structures approximated it. From there, the show explores comparable materials’ revival in 18th-century England, the patenting of Portland cement by Leeds builder Joseph Aspdin in 1824, the proof-of-concept concrete house by François Coignet in 1856, and the pivotal development of rebar in the mid-19th century, with overdue attention to Ernest Ransome’s 1903 Ingalls Building in Cincinnati, then the world’s tallest concrete building at 15 stories and arguably the first concrete skyscraper. The exhibition includes a timeline that depicts concrete’s origins in Rome to its contemporary use in skyscraper construction.Baker’s lectures, Willis reported, sometimes pose a deceptively simple question: “‘What is a skyscraper?’ In 1974, when the World Trade Center and Sears Tower are just finished, you would say it’s a very tall building that is built of steel, an office building in North America. But if you ask that same question today, the answer is: It’s a building that is mixed-use, constructed of concrete, andin Asia or the Middle East.” The exhibition organizes the history of concrete towers by eras of engineering innovation, devoting special attention to the 19th- and early-20th-century “patent era” of Claude Allen Porter Turnerand Henry Chandlee Turner, Ransome, and François Hennebique. In the postwar era, “concrete comes out onto the surfaceboth a structural material and aesthetic.” Brutalism, perhaps to some observers’ surprise, “does not figure very large in high-rise design,” Willis said, except for Paul Rudolph’s Tracey Towers in the Bronx. The exhibition, however, devotes considerable attention to the work of Pier Luigi Nervi, Bertrand Goldberg, and SOM’s Fazlur Khan, pioneer of the structural tube system in the 1960s and 1970s—followed by the postmodernist 1980s, when concrete could express either engineering values or ornamentation. The exhibition highlights a number of concrete towers, including Paul Rudolph’s Tracey Towers in the Bronx.“In the ’90s, there were material advances in engineering analysis and computerization that helped to predict performance, and so buildings can get taller and taller,” Willis said. The current era, if one looks to CTBUH rankings, is dominated by the supertalls seen in Dubai, Shanghai, and Kuala Lumpur, after the Petronas Towers“took the title of world’s tallest building from North America for the first time and traumatized everybody about that.” The previous record holder, Chicago’s SearsTower, comprised steel structural tubes on concrete caissons; with Petronas, headquarters of Malaysia’s national petroleum company of that name, a strong concrete industry was represented but a strong national steel industry was lacking, and as Willis frequently says, form follows finances. In any event, by the ’90s concrete was already becoming the standard material for supertalls, particularly on soft-soiled sites like Shanghai, where its water resistance and compressive strength are well suited to foundation construction. Its plasticity is also well suited to complex forms like the triangular Burj, Kuala Lumpur’s Merdeka 118, andthe even taller Jeddah Tower, designed to “confuse the wind,” shed vortices, and manage wind forces. Posing the same question Louis Kahn asked about the intentions of a brick, Willis said, with concrete “the answer is: anything you want.” The exhibition is front-loaded with scholarly material, presenting eight succinct yet informative wall texts on the timeline of concrete construction. The explanatory material is accompanied by ample photographs as well as structural models on loan from SOM, Pelli Clarke & Partners, and other firms. Some materials are repurposed from the museum’s previous shows, particularly Supertall!and Sky High and the Logic of Luxury. The models allow close examination of the Burj Khalifa, Petronas Towers, Jin Mao Tower, Merdeka 118, and others, including two unbuilt Chicago projects that would have exceeded 2,000 feet: the Miglin-Beitler Skyneedleand 7 South Dearborn. The Burj, Willis noted, was all structure and no facade for a time: When its curtain-wall manufacturer, Schmidlin, went bankrupt in 2006, it “ended up going to 100 stories without having a stitch of glass on it,” temporarily becoming a “1:1 scale model of the structural system up to 100 stories.” Its prominence justifies its appearance here in two models, including one from RWDI’s wind-tunnel studies. Eero Saarinen’s only skyscraper, built for CBS in 1965 and also known as “Black Rock,” under construction in New York City.The exhibition opened in March, with plans to stay up at least through October, with accompanying lectures and panels to be announced on the museum’s website. Though the exhibition’s full textual and graphic content is available online, the physical models alone are worth a trip to the Battery Park City headquarters. Intriguing questions arise from the exhibition without easy answers, setting the table for lively discussion and debate. One is whether the patenting of innovations like Ransome bar and the Système Hennebique incentivized technological progress or hindered useful technology transfer. Willis speculated, “Did the fact that there were inventions and patents mean that competition was discouraged, that the competition was only in the realm of business, rather than advancing the material?” A critical question is whether research into the chemistry of concrete, including MIT’s 2023 report on the self-healing properties of Roman pozzolana and proliferating claims about “green concrete” using alternatives to Portland cement, can lead to new types of the material with improved durability and lower emissions footprints. This exhibition provides a firm foundation in concrete’s fascinating history, opening space for informed speculation about its future. Bill Millard is a regular contributor to AN. #decades #ago #concrete #overtook #steel
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    Decades ago, concrete overtook steel as the predominant structural material for towers worldwide—the Skyscraper Museum’s new exhibition examines why and how
    “Is that concrete all around, or is it in my head?” asked Ian Hunter in “All the Young Dudes,” the song David Bowie wrote for Mott the Hoople in 1972. Concrete is all around us, and we haven’t quite wrapped our heads around it. It’s one of the indispensable materials of modernity; as we try to decarbonize the built environment, it’s part of the problem, and innovations in its composition may become part of the solution. Understanding its history more clearly, the Skyscraper Museum’s new exhibition in Manhattan implies, just might help us employ it better. Concrete is “the second most used substance in the world, after water,” the museum’s founder/director/curator Carol Willis told AN during a recent visit. For plasticity, versatility, and compressive strength, reinforced concrete is hard to beat, though its performance is more problematic when assessed by the metric of embodied and operational carbon, a consideration the exhibition acknowledges up front. In tall construction, concrete has become nearly hegemonic, yet its central role, contend Willis and co-curator Thomas Leslie, formerly of Foster + Partners and now a professor at the University of Illinois, Urbana-Champaign, is underrecognized by the public and by mainstream architectural history. The current exhibition aims to change that perception. The Skyscraper Museum in Lower Manhattan features an exhibition, The Modern Concrete Skyscraper, which examines the history of material choices in building tall towers. (Courtesy the Skyscraper Museum) The Modern Concrete Skyscraper examines the history of tall towers’ structural material choices, describing a transition from the early dominance of steel frames to the contemporary condition, in which most large buildings rely on concrete. This change did not happen instantly or for any single reason but through a combination of technical and economic factors, including innovations by various specialists, well-recognized and otherwise; the availability of high-quality limestone deposits near Chicago; and the differential development of materials industries in nations whose architecture grew prominent in recent decades. As supertalls reach ever higher—in the global race for official height rankings by the Council on Tall Buildings and Urban Habitat (CTBUH) and national, corporate, or professional bragging rights—concrete’s dominance may not be permanent in that sector, given the challenge of pumping the material beyond a certain height. (The 2,717-foot Burj Khalifa, formerly Burj Dubai, uses concrete up to 1,987 and steel above that point; Willis quotes SOM’s William Baker describing it as “the tallest steel building with a concrete foundation of 156 stories.”) For the moment, however, concrete is ahead of its chief competitors, steel and (on a smaller scale) timber. Regardless of possible promotional inferences, Willis said, “we did not work with the industry in any way for this exhibition.” “The invention of steel and the grid of steel and the skeleton frame is only the first chapter of the history of the skyscraper,” Willis explained. “The second chapter, and the one that we’re in now, is concrete. Surprisingly, no one had ever told that story of the skyscraper today with a continuous narrative.” The exhibition traces the use of concrete back to the ancient Roman combination of aggregate and pozzolana—the chemical formula for which was “largely lost with the fall of the Roman Empire,” though some Byzantine and medieval structures approximated it. From there, the show explores comparable materials’ revival in 18th-century England, the patenting of Portland cement by Leeds builder Joseph Aspdin in 1824, the proof-of-concept concrete house by François Coignet in 1856, and the pivotal development of rebar in the mid-19th century, with overdue attention to Ernest Ransome’s 1903 Ingalls Building in Cincinnati, then the world’s tallest concrete building at 15 stories and arguably the first concrete skyscraper. The exhibition includes a timeline that depicts concrete’s origins in Rome to its contemporary use in skyscraper construction. (Courtesy the Skyscraper Museum) Baker’s lectures, Willis reported, sometimes pose a deceptively simple question: “‘What is a skyscraper?’ In 1974, when the World Trade Center and Sears Tower are just finished, you would say it’s a very tall building that is built of steel, an office building in North America. But if you ask that same question today, the answer is: It’s a building that is mixed-use, constructed of concrete, and [located] in Asia or the Middle East.” The exhibition organizes the history of concrete towers by eras of engineering innovation, devoting special attention to the 19th- and early-20th-century “patent era” of Claude Allen Porter Turner (pioneer in flat-slab flooring and mushroom columns) and Henry Chandlee Turner (founder of Turner Construction), Ransome (who patented twisted-iron rebar), and François Hennebique (known for the re-inforced concrete system exemplified by Liverpool’s Royal Liver Building, the world’s tallest concrete office building when completed in 1911). In the postwar era, “concrete comes out onto the surface [as] both a structural material and aesthetic.” Brutalism, perhaps to some observers’ surprise, “does not figure very large in high-rise design,” Willis said, except for Paul Rudolph’s Tracey Towers in the Bronx. The exhibition, however, devotes considerable attention to the work of Pier Luigi Nervi, Bertrand Goldberg (particularly Marina City), and SOM’s Fazlur Khan, pioneer of the structural tube system in the 1960s and 1970s—followed by the postmodernist 1980s, when concrete could express either engineering values or ornamentation. The exhibition highlights a number of concrete towers, including Paul Rudolph’s Tracey Towers in the Bronx. (Courtesy the Skyscraper Museum) “In the ’90s, there were material advances in engineering analysis and computerization that helped to predict performance, and so buildings can get taller and taller,” Willis said. The current era, if one looks to CTBUH rankings, is dominated by the supertalls seen in Dubai, Shanghai, and Kuala Lumpur, after the Petronas Towers (1998) “took the title of world’s tallest building from North America for the first time and traumatized everybody about that.” The previous record holder, Chicago’s Sears (now Willis) Tower, comprised steel structural tubes on concrete caissons; with Petronas, headquarters of Malaysia’s national petroleum company of that name, a strong concrete industry was represented but a strong national steel industry was lacking, and as Willis frequently says, form follows finances. In any event, by the ’90s concrete was already becoming the standard material for supertalls, particularly on soft-soiled sites like Shanghai, where its water resistance and compressive strength are well suited to foundation construction. Its plasticity is also well suited to complex forms like the triangular Burj, Kuala Lumpur’s Merdeka 118, and (if eventually completed) the even taller Jeddah Tower, designed to “confuse the wind,” shed vortices, and manage wind forces. Posing the same question Louis Kahn asked about the intentions of a brick, Willis said, with concrete “the answer is: anything you want.” The exhibition is front-loaded with scholarly material, presenting eight succinct yet informative wall texts on the timeline of concrete construction. The explanatory material is accompanied by ample photographs as well as structural models on loan from SOM, Pelli Clarke & Partners, and other firms. Some materials are repurposed from the museum’s previous shows, particularly Supertall! (2011–12) and Sky High and the Logic of Luxury (2013–14). The models allow close examination of the Burj Khalifa, Petronas Towers, Jin Mao Tower, Merdeka 118, and others, including two unbuilt Chicago projects that would have exceeded 2,000 feet: the Miglin-Beitler Skyneedle (Cesar Pelli/Thornton Tomasetti) and 7 South Dearborn (SOM). The Burj, Willis noted, was all structure and no facade for a time: When its curtain-wall manufacturer, Schmidlin, went bankrupt in 2006, it “ended up going to 100 stories without having a stitch of glass on it,” temporarily becoming a “1:1 scale model of the structural system up to 100 stories.” Its prominence justifies its appearance here in two models, including one from RWDI’s wind-tunnel studies. Eero Saarinen’s only skyscraper, built for CBS in 1965 and also known as “Black Rock,” under construction in New York City. (Courtesy Eero Saarinen Collection, Manuscripts, and Archives, Yale University Library) The exhibition opened in March, with plans to stay up at least through October (Willis prefers to keep the date flexible), with accompanying lectures and panels to be announced on the museum’s website (skyscraper.org). Though the exhibition’s full textual and graphic content is available online, the physical models alone are worth a trip to the Battery Park City headquarters. Intriguing questions arise from the exhibition without easy answers, setting the table for lively discussion and debate. One is whether the patenting of innovations like Ransome bar and the Système Hennebique incentivized technological progress or hindered useful technology transfer. Willis speculated, “Did the fact that there were inventions and patents mean that competition was discouraged, that the competition was only in the realm of business, rather than advancing the material?” A critical question is whether research into the chemistry of concrete, including MIT’s 2023 report on the self-healing properties of Roman pozzolana and proliferating claims about “green concrete” using alternatives to Portland cement, can lead to new types of the material with improved durability and lower emissions footprints. This exhibition provides a firm foundation in concrete’s fascinating history, opening space for informed speculation about its future. Bill Millard is a regular contributor to AN.
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  • Racing Yacht CTO Sails to Success

    John Edwards, Technology Journalist & AuthorJune 5, 20254 Min ReadSailGP Australia, USA, and Great Britain racing on San Francisco Bay, CaliforniaDannaphotos via Alamy StockWarren Jones is CTO at SailGP, the organizer of what he describes as the world's most exciting race on water. The event features high-tech F50 boats that speed across the waves at 100 kilometers-per-hour.  Working in cooperation with Oracle, Jones focuses on innovative solutions for remote broadcast production, data management and distribution, and a newly introduced fan engagement platform. He also leads the team that has won an IBC Innovation Awards for its ambitious and ground-breaking remote production strategy. Among the races Jones organizes is the Rolex SailGP Championship, a global competition featuring national teams battling each other in identical high-tech, high-speed 50-foot foiling catamarans at celebrated venues around the world. The event attracts the sport's top athletes, with national pride, personal glory, and bonus prize money of million at stake. Jones also supports event and office infrastructures in London and New York, and at each of the global grand prix events over the course of the season. Prior to joining SailGP, he was IT leader at the America's Cup Event Authority and Oracle Racing. In an online interview, Jones discusses the challenges he faces in bringing reliable data services to event vessels, as well as onshore officials and fans. Related:Warren JonesWhat's the biggest challenge you've faced during your tenure? One of the biggest challenges I faced was ensuring real-time data transmission from our high-performance F50 foiling catamarans to teams, broadcasters, and fans worldwide. SailGP relies heavily on technology to deliver high-speed racing insights, but ensuring seamless connectivity across different venues with variable conditions was a significant hurdle. What caused the problem? The challenge arose due to a combination of factors. The high speeds and dynamic nature of the boats made data capture and transmission difficult. Varying network infrastructure at different race locations created connectivity issues. The need to process and visualize massive amounts of data in real time placed immense pressure on our systems. How did you resolve the problem? We tackled the issue by working with T-Mobile and Ericsson in a robust and adaptive telemetry system capable of transmitting data with minimal latency over 5G. Deploying custom-built race management software that could process and distribute data efficiently. Working closely with our global partner Oracle, we optimized Cloud Compute with the Oracle Cloud.  Related:What would have happened if the problem wasn't quickly resolved? Spectator experience would have suffered. Teams rely on real-time analytics for performance optimization, and broadcasters need accurate telemetry for storytelling. A failure here could have resulted in delays, miscommunication, and a diminished fan experience. How long did it take to resolve the problem? It was an ongoing challenge that required continuous innovation. The initial solution took several months to implement, but we’ve refined and improved it over multiple seasons as technology advances and new challenges emerge. Who supported you during this challenge? This was a team effort -- with our partners Oracle, T-Mobile, and Ericsson with our in-house engineers, data scientists, and IT specialists all working closely. The support from SailGP's leadership was also crucial in securing the necessary resources. Did anyone let you down? Rather than seeing it as being let down, I'd say there were unexpected challenges with some technology providers who underestimated the complexity of what we needed. However, we adapted by seeking alternative solutions and working collaboratively to overcome the hurdles. What advice do you have for other leaders who may face a similar challenge? Related:Embrace adaptability. No matter how well you plan, unforeseen challenges will arise, so build flexible solutions. Leverage partnerships. Collaborate with the best in the industry to ensure you have the expertise needed. Stay ahead of technology trends. The landscape is constantly evolving; being proactive rather than reactive is key. Prioritize resilience. Build redundancy into critical systems to ensure continuity even in the face of disruptions. Is there anything else you would like to add? SailGP is as much a technology company as it is a sports league. The intersection of innovation and competition drives us forward and solving challenges like these is what makes this role both demanding and incredibly rewarding. About the AuthorJohn EdwardsTechnology Journalist & AuthorJohn Edwards is a veteran business technology journalist. His work has appeared in The New York Times, The Washington Post, and numerous business and technology publications, including Computerworld, CFO Magazine, IBM Data Management Magazine, RFID Journal, and Electronic Design. He has also written columns for The Economist's Business Intelligence Unit and PricewaterhouseCoopers' Communications Direct. John has authored several books on business technology topics. His work began appearing online as early as 1983. Throughout the 1980s and 90s, he wrote daily news and feature articles for both the CompuServe and Prodigy online services. His "Behind the Screens" commentaries made him the world's first known professional blogger.See more from John EdwardsWebinarsMore WebinarsReportsMore ReportsNever Miss a Beat: Get a snapshot of the issues affecting the IT industry straight to your inbox.SIGN-UPYou May Also Like
    #racing #yacht #cto #sails #success
    Racing Yacht CTO Sails to Success
    John Edwards, Technology Journalist & AuthorJune 5, 20254 Min ReadSailGP Australia, USA, and Great Britain racing on San Francisco Bay, CaliforniaDannaphotos via Alamy StockWarren Jones is CTO at SailGP, the organizer of what he describes as the world's most exciting race on water. The event features high-tech F50 boats that speed across the waves at 100 kilometers-per-hour.  Working in cooperation with Oracle, Jones focuses on innovative solutions for remote broadcast production, data management and distribution, and a newly introduced fan engagement platform. He also leads the team that has won an IBC Innovation Awards for its ambitious and ground-breaking remote production strategy. Among the races Jones organizes is the Rolex SailGP Championship, a global competition featuring national teams battling each other in identical high-tech, high-speed 50-foot foiling catamarans at celebrated venues around the world. The event attracts the sport's top athletes, with national pride, personal glory, and bonus prize money of million at stake. Jones also supports event and office infrastructures in London and New York, and at each of the global grand prix events over the course of the season. Prior to joining SailGP, he was IT leader at the America's Cup Event Authority and Oracle Racing. In an online interview, Jones discusses the challenges he faces in bringing reliable data services to event vessels, as well as onshore officials and fans. Related:Warren JonesWhat's the biggest challenge you've faced during your tenure? One of the biggest challenges I faced was ensuring real-time data transmission from our high-performance F50 foiling catamarans to teams, broadcasters, and fans worldwide. SailGP relies heavily on technology to deliver high-speed racing insights, but ensuring seamless connectivity across different venues with variable conditions was a significant hurdle. What caused the problem? The challenge arose due to a combination of factors. The high speeds and dynamic nature of the boats made data capture and transmission difficult. Varying network infrastructure at different race locations created connectivity issues. The need to process and visualize massive amounts of data in real time placed immense pressure on our systems. How did you resolve the problem? We tackled the issue by working with T-Mobile and Ericsson in a robust and adaptive telemetry system capable of transmitting data with minimal latency over 5G. Deploying custom-built race management software that could process and distribute data efficiently. Working closely with our global partner Oracle, we optimized Cloud Compute with the Oracle Cloud.  Related:What would have happened if the problem wasn't quickly resolved? Spectator experience would have suffered. Teams rely on real-time analytics for performance optimization, and broadcasters need accurate telemetry for storytelling. A failure here could have resulted in delays, miscommunication, and a diminished fan experience. How long did it take to resolve the problem? It was an ongoing challenge that required continuous innovation. The initial solution took several months to implement, but we’ve refined and improved it over multiple seasons as technology advances and new challenges emerge. Who supported you during this challenge? This was a team effort -- with our partners Oracle, T-Mobile, and Ericsson with our in-house engineers, data scientists, and IT specialists all working closely. The support from SailGP's leadership was also crucial in securing the necessary resources. Did anyone let you down? Rather than seeing it as being let down, I'd say there were unexpected challenges with some technology providers who underestimated the complexity of what we needed. However, we adapted by seeking alternative solutions and working collaboratively to overcome the hurdles. What advice do you have for other leaders who may face a similar challenge? Related:Embrace adaptability. No matter how well you plan, unforeseen challenges will arise, so build flexible solutions. Leverage partnerships. Collaborate with the best in the industry to ensure you have the expertise needed. Stay ahead of technology trends. The landscape is constantly evolving; being proactive rather than reactive is key. Prioritize resilience. Build redundancy into critical systems to ensure continuity even in the face of disruptions. Is there anything else you would like to add? SailGP is as much a technology company as it is a sports league. The intersection of innovation and competition drives us forward and solving challenges like these is what makes this role both demanding and incredibly rewarding. About the AuthorJohn EdwardsTechnology Journalist & AuthorJohn Edwards is a veteran business technology journalist. His work has appeared in The New York Times, The Washington Post, and numerous business and technology publications, including Computerworld, CFO Magazine, IBM Data Management Magazine, RFID Journal, and Electronic Design. He has also written columns for The Economist's Business Intelligence Unit and PricewaterhouseCoopers' Communications Direct. John has authored several books on business technology topics. His work began appearing online as early as 1983. Throughout the 1980s and 90s, he wrote daily news and feature articles for both the CompuServe and Prodigy online services. His "Behind the Screens" commentaries made him the world's first known professional blogger.See more from John EdwardsWebinarsMore WebinarsReportsMore ReportsNever Miss a Beat: Get a snapshot of the issues affecting the IT industry straight to your inbox.SIGN-UPYou May Also Like #racing #yacht #cto #sails #success
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    Racing Yacht CTO Sails to Success
    John Edwards, Technology Journalist & AuthorJune 5, 20254 Min ReadSailGP Australia, USA, and Great Britain racing on San Francisco Bay, CaliforniaDannaphotos via Alamy StockWarren Jones is CTO at SailGP, the organizer of what he describes as the world's most exciting race on water. The event features high-tech F50 boats that speed across the waves at 100 kilometers-per-hour (62 miles-per-hour).  Working in cooperation with Oracle, Jones focuses on innovative solutions for remote broadcast production, data management and distribution, and a newly introduced fan engagement platform. He also leads the team that has won an IBC Innovation Awards for its ambitious and ground-breaking remote production strategy. Among the races Jones organizes is the Rolex SailGP Championship, a global competition featuring national teams battling each other in identical high-tech, high-speed 50-foot foiling catamarans at celebrated venues around the world. The event attracts the sport's top athletes, with national pride, personal glory, and bonus prize money of $12.8 million at stake. Jones also supports event and office infrastructures in London and New York, and at each of the global grand prix events over the course of the season. Prior to joining SailGP, he was IT leader at the America's Cup Event Authority and Oracle Racing. In an online interview, Jones discusses the challenges he faces in bringing reliable data services to event vessels, as well as onshore officials and fans. Related:Warren JonesWhat's the biggest challenge you've faced during your tenure? One of the biggest challenges I faced was ensuring real-time data transmission from our high-performance F50 foiling catamarans to teams, broadcasters, and fans worldwide. SailGP relies heavily on technology to deliver high-speed racing insights, but ensuring seamless connectivity across different venues with variable conditions was a significant hurdle. What caused the problem? The challenge arose due to a combination of factors. The high speeds and dynamic nature of the boats made data capture and transmission difficult. Varying network infrastructure at different race locations created connectivity issues. The need to process and visualize massive amounts of data in real time placed immense pressure on our systems. How did you resolve the problem? We tackled the issue by working with T-Mobile and Ericsson in a robust and adaptive telemetry system capable of transmitting data with minimal latency over 5G. Deploying custom-built race management software that could process and distribute data efficiently [was also important]. Working closely with our global partner Oracle, we optimized Cloud Compute with the Oracle Cloud.  Related:What would have happened if the problem wasn't quickly resolved? Spectator experience would have suffered. Teams rely on real-time analytics for performance optimization, and broadcasters need accurate telemetry for storytelling. A failure here could have resulted in delays, miscommunication, and a diminished fan experience. How long did it take to resolve the problem? It was an ongoing challenge that required continuous innovation. The initial solution took several months to implement, but we’ve refined and improved it over multiple seasons as technology advances and new challenges emerge. Who supported you during this challenge? This was a team effort -- with our partners Oracle, T-Mobile, and Ericsson with our in-house engineers, data scientists, and IT specialists all working closely. The support from SailGP's leadership was also crucial in securing the necessary resources. Did anyone let you down? Rather than seeing it as being let down, I'd say there were unexpected challenges with some technology providers who underestimated the complexity of what we needed. However, we adapted by seeking alternative solutions and working collaboratively to overcome the hurdles. What advice do you have for other leaders who may face a similar challenge? Related:Embrace adaptability. No matter how well you plan, unforeseen challenges will arise, so build flexible solutions. Leverage partnerships. Collaborate with the best in the industry to ensure you have the expertise needed. Stay ahead of technology trends. The landscape is constantly evolving; being proactive rather than reactive is key. Prioritize resilience. Build redundancy into critical systems to ensure continuity even in the face of disruptions. Is there anything else you would like to add? SailGP is as much a technology company as it is a sports league. The intersection of innovation and competition drives us forward and solving challenges like these is what makes this role both demanding and incredibly rewarding. About the AuthorJohn EdwardsTechnology Journalist & AuthorJohn Edwards is a veteran business technology journalist. His work has appeared in The New York Times, The Washington Post, and numerous business and technology publications, including Computerworld, CFO Magazine, IBM Data Management Magazine, RFID Journal, and Electronic Design. He has also written columns for The Economist's Business Intelligence Unit and PricewaterhouseCoopers' Communications Direct. John has authored several books on business technology topics. His work began appearing online as early as 1983. Throughout the 1980s and 90s, he wrote daily news and feature articles for both the CompuServe and Prodigy online services. His "Behind the Screens" commentaries made him the world's first known professional blogger.See more from John EdwardsWebinarsMore WebinarsReportsMore ReportsNever Miss a Beat: Get a snapshot of the issues affecting the IT industry straight to your inbox.SIGN-UPYou May Also Like
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  • New F37 typeface launches with “deadpan” posters celebrating Manchester

    Type foundry F37 has launched a new typeface inspired by one of Manchester’s last wooden street signs. And they worked with designer Craig Oldham and copywriter Ellen Ling to bring it to life on a series of billboards celebrating the city’s particular brand of pride.
    F37 Mancunio is based on the typeface on the sign underneath the railway in St Michael’s Place. F37 founder Rick Banks was drawn to the uneven stroke endings on the ‘C’ and the ‘S’ and designer Rodrigo Fuenzalida worked it into a full typeface with nine weights and “a width axis for flexibility.”
    Mancunio is named after the Roman fort that once stood in present-day Castlefield.
    “Rick found the reference ages ago and always wanted to turn it into a font,” says F37’s Keelin Wright. “We wanted to take something from the city, and create a font that represents the history of Manchester, but still feels quite modern as well.”
    The sign in St Michael’s Place that inspired F37’s Mancunio typeface
    Wright explains that although there are a lot grotesque sans serif fonts in the F37 library, the “quirky” letter endings and old-style numerals create “ a more human type of grotesque.”
    When it came to launching the typeface, Wright says they wanted to celebrate its connection to Manchester – where F37 is based – in the right way.
    “We thought because we’ve taken something physical from the city in terms of the sign, we want to give something physical back,” she explains. “We felt that the billboards would give something typographic to the city, especially around springtime, when Manchester is coming out of the gloom.”
    F37’s Mancunio typeface
    Banks and Oldham had worked together on several previous projects and bought in Ling to develop the copy-led campaign.
    She admits it was a daunting brief in some ways, given some high-profile misfires with localised campaigns in Manchester in recent years.
    In 2022, locals ridiculed a Magnum advert which misrepresented one of the city’s more insalubrious squares, while a recent Adidas billboard for Manchester United proclaiming that “Manneh is Red” was equally derided.
    Writing on LinkedIn, designer and United fan Andrew Whitehead said he had never once heard the club referred to as Manneh. “It’s not a nickname. It’s not Manchester United. It’s just… off,” he wrote. “This is what fake authenticity looks like.”
    “There is all this localised stuff that just bombs,” Ling says. “The pressure is on not to do something that feels tired and out of touch.”
    F37’s Mancunio typeface
    The team all felt it was important to steer away from many of the well-worn Manchester motifs, which many people feel have been co-opted by commercial interests looking to exploit the city’s creative soul.
    “When we were putting the brief together, we found pages and pages of reference for things that we didn’t want,” Wright says. “It was much harder to find things that showed what we actually wanted.”
    “A lot of this stuff feels like it was made by outsiders,” Oldham says. “History didn’t start here in the 1980s – there’s a wealth of culture and community spirit.” It was exciting, he says, to avoid cliches around Tony Wilson, the Hacienda stripes, and the city’s bee symbol and try and capture “the stoicism, the acerbic wit and the self-deprecating pride.”
    Some of the posters do take familiar topics – like the city’s famously bad weather or Ian Brown’s quote that Manchester has “Everything but a beach” – but Ling says they worked hard to find “a sting in the tail” and “reclaim” these tropes.
    Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair.
    Other references are extremely local and deliberately perplexing to outsiders, such as the celebration of Boombox Barry, an iconic local personality.
    “He’s part of our everyday experience of being in Manchester,” Ling says. “It was nice to give him his flowers in terms of the joy that he brings, and the enigma that he is.”
    One poster even references the Magnum-advert debacle, celebrating “alfresco tinnies on a piss-soaked Piccadilly G.”
    For the design, they tried several approaches, including using acid colours, but Oldham says he and Banks realised at one point they were “trying too hard.” The stark white text on black background was the perfect way to showcase the typeface, Oldham says, and stands out in the cityscape.
    “This dense spot of black cuts through this ocean of visual clutter,” he explains. “It confronts people, and forces them to read the words.”
    Ling adds that the design works perfectly to communicate the deadpan tone of her copy lines.
    Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair.
    Manchester’s creative scene has been struggling with the changes wrought by the city’s rapid growth and development in recent years. Designers have even taken to remixing the city’s famous visual language to protest against “incessant gentrification.”
    Oldham recognises the tension, although he thinks it’s happening in many cities.
    “I think as cities grow and change rapidly, you get to a crossroads,” he says. “What are we going to change into? What are we going to take with us? And what have we got to leave behind?
    “I think that’s a universal worry, but Manchester’s very much at that point in its life cycle right now.”
    Ling agrees. “It’s not that the city’s independent spirit is being crushed, it’s more like it’s being Last Of Us fungi-d,” she says, in reference to the hit HBO show. “It does feel that everything that you know in your bones makes Manchester great is being commoditised.”
    F37’s Mancunio typeface
    Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair.
    Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair.
    Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair.
    Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair.
    #new #f37 #typeface #launches #with
    New F37 typeface launches with “deadpan” posters celebrating Manchester
    Type foundry F37 has launched a new typeface inspired by one of Manchester’s last wooden street signs. And they worked with designer Craig Oldham and copywriter Ellen Ling to bring it to life on a series of billboards celebrating the city’s particular brand of pride. F37 Mancunio is based on the typeface on the sign underneath the railway in St Michael’s Place. F37 founder Rick Banks was drawn to the uneven stroke endings on the ‘C’ and the ‘S’ and designer Rodrigo Fuenzalida worked it into a full typeface with nine weights and “a width axis for flexibility.” Mancunio is named after the Roman fort that once stood in present-day Castlefield. “Rick found the reference ages ago and always wanted to turn it into a font,” says F37’s Keelin Wright. “We wanted to take something from the city, and create a font that represents the history of Manchester, but still feels quite modern as well.” The sign in St Michael’s Place that inspired F37’s Mancunio typeface Wright explains that although there are a lot grotesque sans serif fonts in the F37 library, the “quirky” letter endings and old-style numerals create “ a more human type of grotesque.” When it came to launching the typeface, Wright says they wanted to celebrate its connection to Manchester – where F37 is based – in the right way. “We thought because we’ve taken something physical from the city in terms of the sign, we want to give something physical back,” she explains. “We felt that the billboards would give something typographic to the city, especially around springtime, when Manchester is coming out of the gloom.” F37’s Mancunio typeface Banks and Oldham had worked together on several previous projects and bought in Ling to develop the copy-led campaign. She admits it was a daunting brief in some ways, given some high-profile misfires with localised campaigns in Manchester in recent years. In 2022, locals ridiculed a Magnum advert which misrepresented one of the city’s more insalubrious squares, while a recent Adidas billboard for Manchester United proclaiming that “Manneh is Red” was equally derided. Writing on LinkedIn, designer and United fan Andrew Whitehead said he had never once heard the club referred to as Manneh. “It’s not a nickname. It’s not Manchester United. It’s just… off,” he wrote. “This is what fake authenticity looks like.” “There is all this localised stuff that just bombs,” Ling says. “The pressure is on not to do something that feels tired and out of touch.” F37’s Mancunio typeface The team all felt it was important to steer away from many of the well-worn Manchester motifs, which many people feel have been co-opted by commercial interests looking to exploit the city’s creative soul. “When we were putting the brief together, we found pages and pages of reference for things that we didn’t want,” Wright says. “It was much harder to find things that showed what we actually wanted.” “A lot of this stuff feels like it was made by outsiders,” Oldham says. “History didn’t start here in the 1980s – there’s a wealth of culture and community spirit.” It was exciting, he says, to avoid cliches around Tony Wilson, the Hacienda stripes, and the city’s bee symbol and try and capture “the stoicism, the acerbic wit and the self-deprecating pride.” Some of the posters do take familiar topics – like the city’s famously bad weather or Ian Brown’s quote that Manchester has “Everything but a beach” – but Ling says they worked hard to find “a sting in the tail” and “reclaim” these tropes. Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair. Other references are extremely local and deliberately perplexing to outsiders, such as the celebration of Boombox Barry, an iconic local personality. “He’s part of our everyday experience of being in Manchester,” Ling says. “It was nice to give him his flowers in terms of the joy that he brings, and the enigma that he is.” One poster even references the Magnum-advert debacle, celebrating “alfresco tinnies on a piss-soaked Piccadilly G.” For the design, they tried several approaches, including using acid colours, but Oldham says he and Banks realised at one point they were “trying too hard.” The stark white text on black background was the perfect way to showcase the typeface, Oldham says, and stands out in the cityscape. “This dense spot of black cuts through this ocean of visual clutter,” he explains. “It confronts people, and forces them to read the words.” Ling adds that the design works perfectly to communicate the deadpan tone of her copy lines. Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair. Manchester’s creative scene has been struggling with the changes wrought by the city’s rapid growth and development in recent years. Designers have even taken to remixing the city’s famous visual language to protest against “incessant gentrification.” Oldham recognises the tension, although he thinks it’s happening in many cities. “I think as cities grow and change rapidly, you get to a crossroads,” he says. “What are we going to change into? What are we going to take with us? And what have we got to leave behind? “I think that’s a universal worry, but Manchester’s very much at that point in its life cycle right now.” Ling agrees. “It’s not that the city’s independent spirit is being crushed, it’s more like it’s being Last Of Us fungi-d,” she says, in reference to the hit HBO show. “It does feel that everything that you know in your bones makes Manchester great is being commoditised.” F37’s Mancunio typeface Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair. Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair. Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair. Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair. #new #f37 #typeface #launches #with
    WWW.DESIGNWEEK.CO.UK
    New F37 typeface launches with “deadpan” posters celebrating Manchester
    Type foundry F37 has launched a new typeface inspired by one of Manchester’s last wooden street signs. And they worked with designer Craig Oldham and copywriter Ellen Ling to bring it to life on a series of billboards celebrating the city’s particular brand of pride. F37 Mancunio is based on the typeface on the sign underneath the railway in St Michael’s Place. F37 founder Rick Banks was drawn to the uneven stroke endings on the ‘C’ and the ‘S’ and designer Rodrigo Fuenzalida worked it into a full typeface with nine weights and “a width axis for flexibility.” Mancunio is named after the Roman fort that once stood in present-day Castlefield. “Rick found the reference ages ago and always wanted to turn it into a font,” says F37’s Keelin Wright. “We wanted to take something from the city, and create a font that represents the history of Manchester, but still feels quite modern as well.” The sign in St Michael’s Place that inspired F37’s Mancunio typeface Wright explains that although there are a lot grotesque sans serif fonts in the F37 library, the “quirky” letter endings and old-style numerals create “ a more human type of grotesque.” When it came to launching the typeface, Wright says they wanted to celebrate its connection to Manchester – where F37 is based – in the right way. “We thought because we’ve taken something physical from the city in terms of the sign, we want to give something physical back,” she explains. “We felt that the billboards would give something typographic to the city, especially around springtime, when Manchester is coming out of the gloom.” F37’s Mancunio typeface Banks and Oldham had worked together on several previous projects and bought in Ling to develop the copy-led campaign. She admits it was a daunting brief in some ways, given some high-profile misfires with localised campaigns in Manchester in recent years. In 2022, locals ridiculed a Magnum advert which misrepresented one of the city’s more insalubrious squares, while a recent Adidas billboard for Manchester United proclaiming that “Manneh is Red” was equally derided. Writing on LinkedIn, designer and United fan Andrew Whitehead said he had never once heard the club referred to as Manneh. “It’s not a nickname. It’s not Manchester United. It’s just… off,” he wrote. “This is what fake authenticity looks like.” “There is all this localised stuff that just bombs,” Ling says. “The pressure is on not to do something that feels tired and out of touch.” F37’s Mancunio typeface The team all felt it was important to steer away from many of the well-worn Manchester motifs, which many people feel have been co-opted by commercial interests looking to exploit the city’s creative soul. “When we were putting the brief together, we found pages and pages of reference for things that we didn’t want,” Wright says. “It was much harder to find things that showed what we actually wanted.” “A lot of this stuff feels like it was made by outsiders,” Oldham says. “History didn’t start here in the 1980s – there’s a wealth of culture and community spirit.” It was exciting, he says, to avoid cliches around Tony Wilson, the Hacienda stripes, and the city’s bee symbol and try and capture “the stoicism, the acerbic wit and the self-deprecating pride.” Some of the posters do take familiar topics – like the city’s famously bad weather or Ian Brown’s quote that Manchester has “Everything but a beach” – but Ling says they worked hard to find “a sting in the tail” and “reclaim” these tropes. Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair. Other references are extremely local and deliberately perplexing to outsiders, such as the celebration of Boombox Barry, an iconic local personality. “He’s part of our everyday experience of being in Manchester,” Ling says. “It was nice to give him his flowers in terms of the joy that he brings, and the enigma that he is.” One poster even references the Magnum-advert debacle, celebrating “alfresco tinnies on a piss-soaked Piccadilly G.” For the design, they tried several approaches, including using acid colours, but Oldham says he and Banks realised at one point they were “trying too hard.” The stark white text on black background was the perfect way to showcase the typeface, Oldham says, and stands out in the cityscape. “This dense spot of black cuts through this ocean of visual clutter,” he explains. “It confronts people, and forces them to read the words.” Ling adds that the design works perfectly to communicate the deadpan tone of her copy lines. Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair. Manchester’s creative scene has been struggling with the changes wrought by the city’s rapid growth and development in recent years. Designers have even taken to remixing the city’s famous visual language to protest against “incessant gentrification.” Oldham recognises the tension, although he thinks it’s happening in many cities. “I think as cities grow and change rapidly, you get to a crossroads,” he says. “What are we going to change into? What are we going to take with us? And what have we got to leave behind? “I think that’s a universal worry, but Manchester’s very much at that point in its life cycle right now.” Ling agrees. “It’s not that the city’s independent spirit is being crushed, it’s more like it’s being Last Of Us fungi-d,” she says, in reference to the hit HBO show. “It does feel that everything that you know in your bones makes Manchester great is being commoditised.” F37’s Mancunio typeface Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair. Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair. Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair. Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair.
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