• Q&A: How anacondas, chickens, and locals may be able to coexist in the Amazon

    A coiled giant anaconda. They are the largest snake species in Brazil and play a major role in legends including the ‘Boiuna’ and the ‘Cobra Grande.’ CREDIT: Beatriz Cosendey.

    Get the Popular Science daily newsletter
    Breakthroughs, discoveries, and DIY tips sent every weekday.

    South America’s lush Amazon region is a biodiversity hotspot, which means that every living thing must find a way to co-exist. Even some of the most feared snakes on the planet–anacondas. In a paper published June 16 in the journal Frontiers in Amphibian and Reptile Science, conservation biologists Beatriz Cosendey and Juarez Carlos Brito Pezzuti from the Federal University of Pará’s Center for Amazonian Studies in Brazil, analyze the key points behind the interactions between humans and the local anaconda populations.
    Ahead of the paper’s publication, the team at Frontiers conducted this wide-ranging Q&A with Conesday. It has not been altered.
    Frontiers: What inspired you to become a researcher?
    Beatriz Cosendey: As a child, I was fascinated by reports and documentaries about field research and often wondered what it took to be there and what kind of knowledge was being produced. Later, as an ecologist, I felt the need for approaches that better connected scientific research with real-world contexts. I became especially interested in perspectives that viewed humans not as separate from nature, but as part of ecological systems. This led me to explore integrative methods that incorporate local and traditional knowledge, aiming to make research more relevant and accessible to the communities involved.
    F: Can you tell us about the research you’re currently working on?
    BC: My research focuses on ethnobiology, an interdisciplinary field intersecting ecology, conservation, and traditional knowledge. We investigate not only the biodiversity of an area but also the relationship local communities have with surrounding species, providing a better understanding of local dynamics and areas needing special attention for conservation. After all, no one knows a place better than those who have lived there for generations. This deep familiarity allows for early detection of changes or environmental shifts. Additionally, developing a collaborative project with residents generates greater engagement, as they recognize themselves as active contributors; and collective participation is essential for effective conservation.
    Local boating the Amazon River. CREDIT: Beatriz Cosendey.
    F: Could you tell us about one of the legends surrounding anacondas?
    BC: One of the greatest myths is about the Great Snake—a huge snake that is said to inhabit the Amazon River and sleep beneath the town. According to the dwellers, the Great Snake is an anaconda that has grown too large; its movements can shake the river’s waters, and its eyes look like fire in the darkness of night. People say anacondas can grow so big that they can swallow large animals—including humans or cattle—without difficulty.
    F: What could be the reasons why the traditional role of anacondas as a spiritual and mythological entity has changed? Do you think the fact that fewer anacondas have been seen in recent years contributes to their diminished importance as an mythological entity?
    BC: Not exactly. I believe the two are related, but not in a direct way. The mythology still exists, but among Aritapera dwellers, there’s a more practical, everyday concern—mainly the fear of losing their chickens. As a result, anacondas have come to be seen as stealthy thieves. These traits are mostly associated with smaller individuals, while the larger ones—which may still carry the symbolic weight of the ‘Great Snake’—tend to retreat to more sheltered areas; because of the presence of houses, motorized boats, and general noise, they are now seen much less frequently.
    A giant anaconda is being measured. Credit: Pedro Calazans.
    F: Can you share some of the quotes you’ve collected in interviews that show the attitude of community members towards anacondas? How do chickens come into play?
    BC: When talking about anacondas, one thing always comes up: chickens. “Chicken is herfavorite dish. If one clucks, she comes,” said one dweller. This kind of remark helps explain why the conflict is often framed in economic terms. During the interviews and conversations with local dwellers, many emphasized the financial impact of losing their animals: “The biggest loss is that they keep taking chicks and chickens…” or “You raise the chicken—you can’t just let it be eaten for free, right?”
    For them, it’s a loss of investment, especially since corn, which is used as chicken feed, is expensive. As one person put it: “We spend time feeding and raising the birds, and then the snake comes and takes them.” One dweller shared that, in an attempt to prevent another loss, he killed the anaconda and removed the last chicken it had swallowed from its belly—”it was still fresh,” he said—and used it for his meal, cooking the chicken for lunch so it wouldn’t go to waste.
    One of the Amazonas communities where the researchers conducted their research. CREDIT: Beatriz Cosendey.
    Some interviewees reported that they had to rebuild their chicken coops and pigsties because too many anacondas were getting in. Participants would point out where the anaconda had entered and explained that they came in through gaps or cracks but couldn’t get out afterwards because they ‘tufavam’ — a local term referring to the snake’s body swelling after ingesting prey.
    We saw chicken coops made with mesh, with nylon, some that worked and some that didn’t. Guided by the locals’ insights, we concluded that the best solution to compensate for the gaps between the wooden slats is to line the coop with a fine nylon mesh, and on the outside, a layer of wire mesh, which protects the inner mesh and prevents the entry of larger animals.
    F: Are there any common misconceptions about this area of research? How would you address them?
    BC: Yes, very much. Although ethnobiology is an old science, it’s still underexplored and often misunderstood. In some fields, there are ongoing debates about the robustness and scientific validity of the field and related areas. This is largely because the findings don’t always rely only on hard statistical data.
    However, like any other scientific field, it follows standardized methodologies, and no result is accepted without proper grounding. What happens is that ethnobiology leans more toward the human sciences, placing human beings and traditional knowledge as key variables within its framework.
    To address these misconceptions, I believe it’s important to emphasize that ethnobiology produces solid and relevant knowledge—especially in the context of conservation and sustainable development. It offers insights that purely biological approaches might overlook and helps build bridges between science and society.
    The study focused on the várzea regions of the Lower Amazon River. CREDIT: Beatriz Cosendey.
    F: What are some of the areas of research you’d like to see tackled in the years ahead?
    BC: I’d like to see more conservation projects that include local communities as active participants rather than as passive observers. Incorporating their voices, perspectives, and needs not only makes initiatives more effective, but also more just. There is also great potential in recognizing and valuing traditional knowledge. Beyond its cultural significance, certain practices—such as the use of natural compounds—could become practical assets for other vulnerable regions. Once properly documented and understood, many of these approaches offer adaptable forms of environmental management and could help inform broader conservation strategies elsewhere.
    F: How has open science benefited the reach and impact of your research?
    BC: Open science is crucial for making research more accessible. By eliminating access barriers, it facilitates a broader exchange of knowledge—important especially for interdisciplinary research like mine which draws on multiple knowledge systems and gains value when shared widely. For scientific work, it ensures that knowledge reaches a wider audience, including practitioners and policymakers. This openness fosters dialogue across different sectors, making research more inclusive and encouraging greater collaboration among diverse groups.
    The Q&A can also be read here.
    #qampampa #how #anacondas #chickens #locals
    Q&A: How anacondas, chickens, and locals may be able to coexist in the Amazon
    A coiled giant anaconda. They are the largest snake species in Brazil and play a major role in legends including the ‘Boiuna’ and the ‘Cobra Grande.’ CREDIT: Beatriz Cosendey. Get the Popular Science daily newsletter💡 Breakthroughs, discoveries, and DIY tips sent every weekday. South America’s lush Amazon region is a biodiversity hotspot, which means that every living thing must find a way to co-exist. Even some of the most feared snakes on the planet–anacondas. In a paper published June 16 in the journal Frontiers in Amphibian and Reptile Science, conservation biologists Beatriz Cosendey and Juarez Carlos Brito Pezzuti from the Federal University of Pará’s Center for Amazonian Studies in Brazil, analyze the key points behind the interactions between humans and the local anaconda populations. Ahead of the paper’s publication, the team at Frontiers conducted this wide-ranging Q&A with Conesday. It has not been altered. Frontiers: What inspired you to become a researcher? Beatriz Cosendey: As a child, I was fascinated by reports and documentaries about field research and often wondered what it took to be there and what kind of knowledge was being produced. Later, as an ecologist, I felt the need for approaches that better connected scientific research with real-world contexts. I became especially interested in perspectives that viewed humans not as separate from nature, but as part of ecological systems. This led me to explore integrative methods that incorporate local and traditional knowledge, aiming to make research more relevant and accessible to the communities involved. F: Can you tell us about the research you’re currently working on? BC: My research focuses on ethnobiology, an interdisciplinary field intersecting ecology, conservation, and traditional knowledge. We investigate not only the biodiversity of an area but also the relationship local communities have with surrounding species, providing a better understanding of local dynamics and areas needing special attention for conservation. After all, no one knows a place better than those who have lived there for generations. This deep familiarity allows for early detection of changes or environmental shifts. Additionally, developing a collaborative project with residents generates greater engagement, as they recognize themselves as active contributors; and collective participation is essential for effective conservation. Local boating the Amazon River. CREDIT: Beatriz Cosendey. F: Could you tell us about one of the legends surrounding anacondas? BC: One of the greatest myths is about the Great Snake—a huge snake that is said to inhabit the Amazon River and sleep beneath the town. According to the dwellers, the Great Snake is an anaconda that has grown too large; its movements can shake the river’s waters, and its eyes look like fire in the darkness of night. People say anacondas can grow so big that they can swallow large animals—including humans or cattle—without difficulty. F: What could be the reasons why the traditional role of anacondas as a spiritual and mythological entity has changed? Do you think the fact that fewer anacondas have been seen in recent years contributes to their diminished importance as an mythological entity? BC: Not exactly. I believe the two are related, but not in a direct way. The mythology still exists, but among Aritapera dwellers, there’s a more practical, everyday concern—mainly the fear of losing their chickens. As a result, anacondas have come to be seen as stealthy thieves. These traits are mostly associated with smaller individuals, while the larger ones—which may still carry the symbolic weight of the ‘Great Snake’—tend to retreat to more sheltered areas; because of the presence of houses, motorized boats, and general noise, they are now seen much less frequently. A giant anaconda is being measured. Credit: Pedro Calazans. F: Can you share some of the quotes you’ve collected in interviews that show the attitude of community members towards anacondas? How do chickens come into play? BC: When talking about anacondas, one thing always comes up: chickens. “Chicken is herfavorite dish. If one clucks, she comes,” said one dweller. This kind of remark helps explain why the conflict is often framed in economic terms. During the interviews and conversations with local dwellers, many emphasized the financial impact of losing their animals: “The biggest loss is that they keep taking chicks and chickens…” or “You raise the chicken—you can’t just let it be eaten for free, right?” For them, it’s a loss of investment, especially since corn, which is used as chicken feed, is expensive. As one person put it: “We spend time feeding and raising the birds, and then the snake comes and takes them.” One dweller shared that, in an attempt to prevent another loss, he killed the anaconda and removed the last chicken it had swallowed from its belly—”it was still fresh,” he said—and used it for his meal, cooking the chicken for lunch so it wouldn’t go to waste. One of the Amazonas communities where the researchers conducted their research. CREDIT: Beatriz Cosendey. Some interviewees reported that they had to rebuild their chicken coops and pigsties because too many anacondas were getting in. Participants would point out where the anaconda had entered and explained that they came in through gaps or cracks but couldn’t get out afterwards because they ‘tufavam’ — a local term referring to the snake’s body swelling after ingesting prey. We saw chicken coops made with mesh, with nylon, some that worked and some that didn’t. Guided by the locals’ insights, we concluded that the best solution to compensate for the gaps between the wooden slats is to line the coop with a fine nylon mesh, and on the outside, a layer of wire mesh, which protects the inner mesh and prevents the entry of larger animals. F: Are there any common misconceptions about this area of research? How would you address them? BC: Yes, very much. Although ethnobiology is an old science, it’s still underexplored and often misunderstood. In some fields, there are ongoing debates about the robustness and scientific validity of the field and related areas. This is largely because the findings don’t always rely only on hard statistical data. However, like any other scientific field, it follows standardized methodologies, and no result is accepted without proper grounding. What happens is that ethnobiology leans more toward the human sciences, placing human beings and traditional knowledge as key variables within its framework. To address these misconceptions, I believe it’s important to emphasize that ethnobiology produces solid and relevant knowledge—especially in the context of conservation and sustainable development. It offers insights that purely biological approaches might overlook and helps build bridges between science and society. The study focused on the várzea regions of the Lower Amazon River. CREDIT: Beatriz Cosendey. F: What are some of the areas of research you’d like to see tackled in the years ahead? BC: I’d like to see more conservation projects that include local communities as active participants rather than as passive observers. Incorporating their voices, perspectives, and needs not only makes initiatives more effective, but also more just. There is also great potential in recognizing and valuing traditional knowledge. Beyond its cultural significance, certain practices—such as the use of natural compounds—could become practical assets for other vulnerable regions. Once properly documented and understood, many of these approaches offer adaptable forms of environmental management and could help inform broader conservation strategies elsewhere. F: How has open science benefited the reach and impact of your research? BC: Open science is crucial for making research more accessible. By eliminating access barriers, it facilitates a broader exchange of knowledge—important especially for interdisciplinary research like mine which draws on multiple knowledge systems and gains value when shared widely. For scientific work, it ensures that knowledge reaches a wider audience, including practitioners and policymakers. This openness fosters dialogue across different sectors, making research more inclusive and encouraging greater collaboration among diverse groups. The Q&A can also be read here. #qampampa #how #anacondas #chickens #locals
    WWW.POPSCI.COM
    Q&A: How anacondas, chickens, and locals may be able to coexist in the Amazon
    A coiled giant anaconda. They are the largest snake species in Brazil and play a major role in legends including the ‘Boiuna’ and the ‘Cobra Grande.’ CREDIT: Beatriz Cosendey. Get the Popular Science daily newsletter💡 Breakthroughs, discoveries, and DIY tips sent every weekday. South America’s lush Amazon region is a biodiversity hotspot, which means that every living thing must find a way to co-exist. Even some of the most feared snakes on the planet–anacondas. In a paper published June 16 in the journal Frontiers in Amphibian and Reptile Science, conservation biologists Beatriz Cosendey and Juarez Carlos Brito Pezzuti from the Federal University of Pará’s Center for Amazonian Studies in Brazil, analyze the key points behind the interactions between humans and the local anaconda populations. Ahead of the paper’s publication, the team at Frontiers conducted this wide-ranging Q&A with Conesday. It has not been altered. Frontiers: What inspired you to become a researcher? Beatriz Cosendey: As a child, I was fascinated by reports and documentaries about field research and often wondered what it took to be there and what kind of knowledge was being produced. Later, as an ecologist, I felt the need for approaches that better connected scientific research with real-world contexts. I became especially interested in perspectives that viewed humans not as separate from nature, but as part of ecological systems. This led me to explore integrative methods that incorporate local and traditional knowledge, aiming to make research more relevant and accessible to the communities involved. F: Can you tell us about the research you’re currently working on? BC: My research focuses on ethnobiology, an interdisciplinary field intersecting ecology, conservation, and traditional knowledge. We investigate not only the biodiversity of an area but also the relationship local communities have with surrounding species, providing a better understanding of local dynamics and areas needing special attention for conservation. After all, no one knows a place better than those who have lived there for generations. This deep familiarity allows for early detection of changes or environmental shifts. Additionally, developing a collaborative project with residents generates greater engagement, as they recognize themselves as active contributors; and collective participation is essential for effective conservation. Local boating the Amazon River. CREDIT: Beatriz Cosendey. F: Could you tell us about one of the legends surrounding anacondas? BC: One of the greatest myths is about the Great Snake—a huge snake that is said to inhabit the Amazon River and sleep beneath the town. According to the dwellers, the Great Snake is an anaconda that has grown too large; its movements can shake the river’s waters, and its eyes look like fire in the darkness of night. People say anacondas can grow so big that they can swallow large animals—including humans or cattle—without difficulty. F: What could be the reasons why the traditional role of anacondas as a spiritual and mythological entity has changed? Do you think the fact that fewer anacondas have been seen in recent years contributes to their diminished importance as an mythological entity? BC: Not exactly. I believe the two are related, but not in a direct way. The mythology still exists, but among Aritapera dwellers, there’s a more practical, everyday concern—mainly the fear of losing their chickens. As a result, anacondas have come to be seen as stealthy thieves. These traits are mostly associated with smaller individuals (up to around 2–2.5 meters), while the larger ones—which may still carry the symbolic weight of the ‘Great Snake’—tend to retreat to more sheltered areas; because of the presence of houses, motorized boats, and general noise, they are now seen much less frequently. A giant anaconda is being measured. Credit: Pedro Calazans. F: Can you share some of the quotes you’ve collected in interviews that show the attitude of community members towards anacondas? How do chickens come into play? BC: When talking about anacondas, one thing always comes up: chickens. “Chicken is her [the anaconda’s] favorite dish. If one clucks, she comes,” said one dweller. This kind of remark helps explain why the conflict is often framed in economic terms. During the interviews and conversations with local dwellers, many emphasized the financial impact of losing their animals: “The biggest loss is that they keep taking chicks and chickens…” or “You raise the chicken—you can’t just let it be eaten for free, right?” For them, it’s a loss of investment, especially since corn, which is used as chicken feed, is expensive. As one person put it: “We spend time feeding and raising the birds, and then the snake comes and takes them.” One dweller shared that, in an attempt to prevent another loss, he killed the anaconda and removed the last chicken it had swallowed from its belly—”it was still fresh,” he said—and used it for his meal, cooking the chicken for lunch so it wouldn’t go to waste. One of the Amazonas communities where the researchers conducted their research. CREDIT: Beatriz Cosendey. Some interviewees reported that they had to rebuild their chicken coops and pigsties because too many anacondas were getting in. Participants would point out where the anaconda had entered and explained that they came in through gaps or cracks but couldn’t get out afterwards because they ‘tufavam’ — a local term referring to the snake’s body swelling after ingesting prey. We saw chicken coops made with mesh, with nylon, some that worked and some that didn’t. Guided by the locals’ insights, we concluded that the best solution to compensate for the gaps between the wooden slats is to line the coop with a fine nylon mesh (to block smaller animals), and on the outside, a layer of wire mesh, which protects the inner mesh and prevents the entry of larger animals. F: Are there any common misconceptions about this area of research? How would you address them? BC: Yes, very much. Although ethnobiology is an old science, it’s still underexplored and often misunderstood. In some fields, there are ongoing debates about the robustness and scientific validity of the field and related areas. This is largely because the findings don’t always rely only on hard statistical data. However, like any other scientific field, it follows standardized methodologies, and no result is accepted without proper grounding. What happens is that ethnobiology leans more toward the human sciences, placing human beings and traditional knowledge as key variables within its framework. To address these misconceptions, I believe it’s important to emphasize that ethnobiology produces solid and relevant knowledge—especially in the context of conservation and sustainable development. It offers insights that purely biological approaches might overlook and helps build bridges between science and society. The study focused on the várzea regions of the Lower Amazon River. CREDIT: Beatriz Cosendey. F: What are some of the areas of research you’d like to see tackled in the years ahead? BC: I’d like to see more conservation projects that include local communities as active participants rather than as passive observers. Incorporating their voices, perspectives, and needs not only makes initiatives more effective, but also more just. There is also great potential in recognizing and valuing traditional knowledge. Beyond its cultural significance, certain practices—such as the use of natural compounds—could become practical assets for other vulnerable regions. Once properly documented and understood, many of these approaches offer adaptable forms of environmental management and could help inform broader conservation strategies elsewhere. F: How has open science benefited the reach and impact of your research? BC: Open science is crucial for making research more accessible. By eliminating access barriers, it facilitates a broader exchange of knowledge—important especially for interdisciplinary research like mine which draws on multiple knowledge systems and gains value when shared widely. For scientific work, it ensures that knowledge reaches a wider audience, including practitioners and policymakers. This openness fosters dialogue across different sectors, making research more inclusive and encouraging greater collaboration among diverse groups. The Q&A can also be read here.
    Like
    Love
    Wow
    Sad
    Angry
    443
    2 Comments 0 Shares
  • PlayStation finally removes regional restrictions from Helldivers 2 and more after infuriating gamers everywhere 

    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here

    PlayStation’s annoying regional restrictions on PC games have proved infuriating for gamers all across the world. While most gamers were unaffected, those in some regions found themselves unable to play games like Helldivers 2 and other titles due to the restrictions. 
    Thankfully, after months of complaints, it appears that PlayStation is finally removing the regional restrictions of its PC releases for a large number of countries. However, not every title has been altered at the time of writing. 
    Regional restrictions removed from Helldivers 2 and more 
    As spotted by players online, a number of Steam database updates have changed the regional restrictions of PlayStation games on PC. 
    Games such as Helldivers 2, Spider-Man 2, God of War: Ragnarok and The Last of Us: Part 2 are now available to purchase in a large number of additional countries. The change appears to be rolling out to PlayStation PC releases at the time of writing.
    It’s been a long time coming, and the introduction of the restrictions last year was a huge controversy for the company. Since the restrictions were put in place, players who previously purchased Helldivers 2 were unable to play the title online without a VPN. 
    Additionally, Ghost of Tsushima could be played in a number of countries, but its Legends multiplayer mode was inaccessible due to the regional issues. 
    Honestly, PlayStation should’ve removed these restrictions far quicker than they initially did. However, the phrase “better late than never” exists for a reason, and we’re happy that more gamers around the world are no longer punished for simply being born in a different country. 
    For more PlayStation news, read the company’s recent comments about the next generation PlayStation 6 console. Additionally, read about potential PS Plus price increases that could be on the way as the company aims to “maximise profitability”. 

    Helldivers 2

    Platform:
    PC, PlayStation 5

    Genre:
    Action, Shooter, Third Person

    8
    VideoGamer

    Subscribe to our newsletters!

    By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime.

    Share
    #playstation #finally #removes #regional #restrictions
    PlayStation finally removes regional restrictions from Helldivers 2 and more after infuriating gamers everywhere 
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here PlayStation’s annoying regional restrictions on PC games have proved infuriating for gamers all across the world. While most gamers were unaffected, those in some regions found themselves unable to play games like Helldivers 2 and other titles due to the restrictions.  Thankfully, after months of complaints, it appears that PlayStation is finally removing the regional restrictions of its PC releases for a large number of countries. However, not every title has been altered at the time of writing.  Regional restrictions removed from Helldivers 2 and more  As spotted by players online, a number of Steam database updates have changed the regional restrictions of PlayStation games on PC.  Games such as Helldivers 2, Spider-Man 2, God of War: Ragnarok and The Last of Us: Part 2 are now available to purchase in a large number of additional countries. The change appears to be rolling out to PlayStation PC releases at the time of writing. It’s been a long time coming, and the introduction of the restrictions last year was a huge controversy for the company. Since the restrictions were put in place, players who previously purchased Helldivers 2 were unable to play the title online without a VPN.  Additionally, Ghost of Tsushima could be played in a number of countries, but its Legends multiplayer mode was inaccessible due to the regional issues.  Honestly, PlayStation should’ve removed these restrictions far quicker than they initially did. However, the phrase “better late than never” exists for a reason, and we’re happy that more gamers around the world are no longer punished for simply being born in a different country.  For more PlayStation news, read the company’s recent comments about the next generation PlayStation 6 console. Additionally, read about potential PS Plus price increases that could be on the way as the company aims to “maximise profitability”.  Helldivers 2 Platform: PC, PlayStation 5 Genre: Action, Shooter, Third Person 8 VideoGamer Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share #playstation #finally #removes #regional #restrictions
    WWW.VIDEOGAMER.COM
    PlayStation finally removes regional restrictions from Helldivers 2 and more after infuriating gamers everywhere 
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here PlayStation’s annoying regional restrictions on PC games have proved infuriating for gamers all across the world. While most gamers were unaffected, those in some regions found themselves unable to play games like Helldivers 2 and other titles due to the restrictions.  Thankfully, after months of complaints, it appears that PlayStation is finally removing the regional restrictions of its PC releases for a large number of countries. However, not every title has been altered at the time of writing.  Regional restrictions removed from Helldivers 2 and more  As spotted by players online (thanks, Wario64), a number of Steam database updates have changed the regional restrictions of PlayStation games on PC.  Games such as Helldivers 2, Spider-Man 2, God of War: Ragnarok and The Last of Us: Part 2 are now available to purchase in a large number of additional countries. The change appears to be rolling out to PlayStation PC releases at the time of writing. It’s been a long time coming, and the introduction of the restrictions last year was a huge controversy for the company. Since the restrictions were put in place, players who previously purchased Helldivers 2 were unable to play the title online without a VPN.  Additionally, Ghost of Tsushima could be played in a number of countries, but its Legends multiplayer mode was inaccessible due to the regional issues.  Honestly, PlayStation should’ve removed these restrictions far quicker than they initially did. However, the phrase “better late than never” exists for a reason, and we’re happy that more gamers around the world are no longer punished for simply being born in a different country.  For more PlayStation news, read the company’s recent comments about the next generation PlayStation 6 console. Additionally, read about potential PS Plus price increases that could be on the way as the company aims to “maximise profitability”.  Helldivers 2 Platform(s): PC, PlayStation 5 Genre(s): Action, Shooter, Third Person 8 VideoGamer Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share
    Like
    Love
    Wow
    Angry
    Sad
    487
    0 Comments 0 Shares
  • NOSIPHO MAKETO-VAN DEN BRAGT ALTERED HER CAREER PATH TO LAUNCH CHOCOLATE TRIBE

    By TREVOR HOGG

    Images courtesy of Chocolate Tribe.

    Nosipho Maketo-van den Bragt, Owner and CEO, Chocolate Tribe

    After initially pursuing a career as an attorney, Nosipho Maketo-van den Bragt discovered her true calling was to apply her legal knowledge in a more artistic endeavor with her husband, Rob Van den Bragt, who had forged a career as a visual effects supervisor. The couple co-founded Chocolate Tribe, the Johannesburg and Cape Town-based visual effects and animation studio that has done work for Netflix, BBC, Disney and Voltage Pictures.

    “It was following my passion and my passion finding me,” observes Maketo-van den Bragt, Owner and CEO of Chocolate Tribe and Founder of AVIJOZI. “I grew up in Soweto, South Africa, and we had this old-fashioned television. I was always fascinated by how those people got in there to perform and entertain us. Living in the townships, you become the funnel for your parents’ aspirations and dreams. My dad was a judge’s registrar, so he was writing all of the court cases coming up for a judge. My dad would come home and tell us stories of what happened in court. I found this enthralling, funny and sometimes painful because it was about people’s lives. I did law and to some extent still practice it. My legal career and entertainment media careers merged because I fell in love with the storytelling aspect of it all. There are those who say that lawyers are failed actors!”

    Chocolate Tribe hosts what has become the annual AVIJOZI festival with Netflix. AVIJOZI is a two-day, free-access event in Johannesburg focused on Animation/Film, Visual Effects and Interactive Technology. This year’s AVIJOZI is scheduled for September 13-14 in Johannesburg. Photo: Casting Director and Actor Spaces Founder Ayanda Sithebeand friends at AVIJOZI 2024.

    A personal ambition was to find a way to merge married life into a professional partnership. “I never thought that a lawyer and a creative would work together,” admits Maketo-van den Bragt. “However, Rob and I had this great love for watching films together and music; entertainment was the core fabric of our relationship. That was my first gentle schooling into the visual effects and animation content development space. Starting the company was due to both of us being out of work. I had quit my job without any sort of plan B. I actually incorporated Chocolate Tribe as a company without knowing what we would do with it. As time went on, there was a project that we were asked to come to do. The relationship didn’t work out, so Rob and I decided, ‘Okay, it seems like we can do this on our own.’ I’ve read many books about visual effects and animation, and I still do. I attend a lot of festivals. I am connected with a lot of the guys who work in different visual effects spaces because it is all about understanding how it works and, from a business side, how can we leverage all of that information?”

    Chocolate Tribe provided VFX and post-production for Checkers supermarket’s “Planet” ad promoting environmental sustainability. The Chocolate Tribe team pushed photorealism for the ad, creating three fully CG creatures: a polar bear, orangutan and sea turtle.

    With a population of 1.5 billion, there is no shortage of consumers and content creators in Africa. “Nollywood is great because it shows us that even with minimal resources, you can create a whole movement and ecosystem,” Maketo-van den Bragt remarks. “Maybe the question around Nollywood is making sure that the caliber and quality of work is high end and speaks to a global audience. South Africa has the same dynamics. It’s a vibrant traditional film and animation industry that grows in leaps and bounds every year. More and more animation houses are being incorporated or started with CEOs or managing directors in their 20s. There’s also an eagerness to look for different stories which haven’t been told. Africa gives that opportunity to tell stories that ordinary people, for example, in America, have not heard or don’t know about. There’s a huge rise in animation, visual effects and content in general.”

    Rob van den Bragt served as Creative Supervisor and Nosipho Maketo-van den Bragt as Studio Executive for the “Surf Sangoma” episode of the Disney+ series Kizazi Moto: Generation Fire.

    Rob van den Bragt, CCO, and Nosipho Maketo-van den Bragt, CEO, Co-Founders of Chocolate Tribe, in an AVIJOZI planning meeting.

    Stella Gono, Software Developer, working on the Chocolate Tribe website.

    Family photo of the Maketos. Maketo-van de Bragt has two siblings.

    Film tax credits have contributed to The Woman King, Dredd, Safe House, Black Sails and Mission: Impossible – Final Reckoning shooting in South Africa. “People understand principal photography, but there is confusion about animation and visual effects,” Maketo-van den Bragt states. “Rebates pose a challenge because now you have to go above and beyond to explain what you are selling. It’s taken time for the government to realize this is a viable career.” The streamers have had a positive impact. “For the most part, Netflix localizes, and that’s been quite a big hit because it speaks to the demographics and local representation and uplifts talent within those geographical spaces. We did one of the shorts for Disney’s Kizazi Moto: Generation Fire, and there was huge global excitement to that kind of anthology coming from Africa. We’ve worked on a number of collaborations with the U.K., and often that melding of different partners creates a fusion of universality. We need to tell authentic stories, and that authenticity will be dictated by the voices in the writing room.”

    AVIJOZI was established to support the development of local talent in animation, visual effects, film production and gaming. “AVIJOZI stands for Animation Visual Effects Interactive in JOZI,” Maketo-van den Bragt explains. “It is a conference as well as a festival. The conference part is where we have networking sessions, panel discussions and behind-the-scenes presentations to draw the curtain back and show what happens when people create avatars. We want to show the next generation that there is a way to do this magical craft. The festival part is people have film screenings and music as well. We’ve brought in gaming as an integral aspect, which attracts many young people because that’s something they do at an early age. Gaming has become the common sport. AVIJOVI is in its fourth year now. It started when I got irritated by people constantly complaining, ‘Nothing ever happens in Johannesburg in terms of animation and visual effects.’ Nobody wanted to do it. So, I said, ‘I’ll do it.’ I didn’t know what I was getting myself into, and four years later I have lots of gray hair!”

    Rob van den Bragt served as Animation Supervisor/Visual Effects Supervisor and Nosipho Maketo-van den Bragt as an Executive Producer on iNumber Number: Jozi Goldfor Netflix.Mentorship and internship programs have been established with various academic institutions, and while there are times when specific skills are being sought, like rigging, the field of view tends to be much wider. “What we are finding is that the people who have done other disciplines are much more vibrant,” Maketo-van den Bragt states. “Artists don’t always know how to communicate because it’s all in their heads. Sometimes, somebody with a different background can articulate that vision a bit better because they have those other skills. We also find with those who have gone to art school that the range within their artistry and craftsmanship has become a ‘thing.’ When you have mentally traveled where you have done other things, it allows you to be a more well-rounded artist because you can pull references from different walks of life and engage with different topics without being constrained to one thing. We look for people with a plethora of skills and diverse backgrounds. It’s a lot richer as a Chocolate Tribe. There are multiple flavors.”

    South African director/producer/cinematographer and drone cinemtography specialist FC Hamman, Founder of FC Hamman Films, at AVIJOZI 2024.

    There is a particular driving force when it comes to mentoring. “I want to be the mentor I hoped for,” Maketo-van den Bragt remarks. “I have silent mentors in that we didn’t formalize the relationship, but I knew they were my mentors because every time I would encounter an issue, I would be able to call them. One of the people who not only mentored but pushed me into different spaces is Jinko Gotoh, who is part of Women in Animation. She brought me into Women in Animation, and I had never mentored anybody. Here I was, sitting with six women who wanted to know how I was able to build up Chocolate Tribe. I didn’t know how to structure a presentation to tell them about the journey because I had been so focused on the journey. It’s a sense of grit and feeling that I cannot fail because I have a whole community that believes in me. Even when I felt my shoulders sagging, they would be there to say, ‘We need this. Keep it moving.’ This isn’t just about me. I have a whole stream of people who want this to work.”

    Netflix VFX Manager Ben Perry, who oversees Netflix’s VFX strategy across Africa, the Middle East and Europe, at AVIJOZI 2024. Netflix was a partner in AVIJOZI with Chocolate Tribe for three years.

    Zama Mfusi, Founder of IndiLang, and Isabelle Rorke, CEO of Dreamforge Creative and Deputy Chair of Animation SA, at AVIJOZI 2024.

    Numerous unknown factors had to be accounted for, which made predicting how the journey would unfold extremely difficult. “What it looks like and what I expected it to be, you don’t have the full sense of what it would lead to in this situation,” Maketo-van den Bragt states. “I can tell you that there have been moments of absolute joy where I was so excited we got this project or won that award. There are other moments where you feel completely lost and ask yourself, ‘Am I doing the right thing?’ The journey is to have the highs, lows and moments of confusion. I go through it and accept that not every day will be an award-winning day. For the most part, I love this journey. I wanted to be somewhere where there was a purpose. What has been a big highlight is when I’m signing a contract for new employees who are excited about being part of Chocolate Tribe. Also, when you get a new project and it’s exciting, especially from a service or visual effects perspective, we’re constantly looking for that dragon or big creature. It’s about being mesmerizing, epic and awesome.”

    Maketo-van den Bragt has two major career-defining ambitions. “Fostering the next generation of talent and making sure that they are ready to create these amazing stories properly – that is my life work, and relating the African narrative to let the world see the human aspect of who we are because for the longest time we’ve been written out of the stories and narratives.”
    #nosipho #maketovan #den #bragt #altered
    NOSIPHO MAKETO-VAN DEN BRAGT ALTERED HER CAREER PATH TO LAUNCH CHOCOLATE TRIBE
    By TREVOR HOGG Images courtesy of Chocolate Tribe. Nosipho Maketo-van den Bragt, Owner and CEO, Chocolate Tribe After initially pursuing a career as an attorney, Nosipho Maketo-van den Bragt discovered her true calling was to apply her legal knowledge in a more artistic endeavor with her husband, Rob Van den Bragt, who had forged a career as a visual effects supervisor. The couple co-founded Chocolate Tribe, the Johannesburg and Cape Town-based visual effects and animation studio that has done work for Netflix, BBC, Disney and Voltage Pictures. “It was following my passion and my passion finding me,” observes Maketo-van den Bragt, Owner and CEO of Chocolate Tribe and Founder of AVIJOZI. “I grew up in Soweto, South Africa, and we had this old-fashioned television. I was always fascinated by how those people got in there to perform and entertain us. Living in the townships, you become the funnel for your parents’ aspirations and dreams. My dad was a judge’s registrar, so he was writing all of the court cases coming up for a judge. My dad would come home and tell us stories of what happened in court. I found this enthralling, funny and sometimes painful because it was about people’s lives. I did law and to some extent still practice it. My legal career and entertainment media careers merged because I fell in love with the storytelling aspect of it all. There are those who say that lawyers are failed actors!” Chocolate Tribe hosts what has become the annual AVIJOZI festival with Netflix. AVIJOZI is a two-day, free-access event in Johannesburg focused on Animation/Film, Visual Effects and Interactive Technology. This year’s AVIJOZI is scheduled for September 13-14 in Johannesburg. Photo: Casting Director and Actor Spaces Founder Ayanda Sithebeand friends at AVIJOZI 2024. A personal ambition was to find a way to merge married life into a professional partnership. “I never thought that a lawyer and a creative would work together,” admits Maketo-van den Bragt. “However, Rob and I had this great love for watching films together and music; entertainment was the core fabric of our relationship. That was my first gentle schooling into the visual effects and animation content development space. Starting the company was due to both of us being out of work. I had quit my job without any sort of plan B. I actually incorporated Chocolate Tribe as a company without knowing what we would do with it. As time went on, there was a project that we were asked to come to do. The relationship didn’t work out, so Rob and I decided, ‘Okay, it seems like we can do this on our own.’ I’ve read many books about visual effects and animation, and I still do. I attend a lot of festivals. I am connected with a lot of the guys who work in different visual effects spaces because it is all about understanding how it works and, from a business side, how can we leverage all of that information?” Chocolate Tribe provided VFX and post-production for Checkers supermarket’s “Planet” ad promoting environmental sustainability. The Chocolate Tribe team pushed photorealism for the ad, creating three fully CG creatures: a polar bear, orangutan and sea turtle. With a population of 1.5 billion, there is no shortage of consumers and content creators in Africa. “Nollywood is great because it shows us that even with minimal resources, you can create a whole movement and ecosystem,” Maketo-van den Bragt remarks. “Maybe the question around Nollywood is making sure that the caliber and quality of work is high end and speaks to a global audience. South Africa has the same dynamics. It’s a vibrant traditional film and animation industry that grows in leaps and bounds every year. More and more animation houses are being incorporated or started with CEOs or managing directors in their 20s. There’s also an eagerness to look for different stories which haven’t been told. Africa gives that opportunity to tell stories that ordinary people, for example, in America, have not heard or don’t know about. There’s a huge rise in animation, visual effects and content in general.” Rob van den Bragt served as Creative Supervisor and Nosipho Maketo-van den Bragt as Studio Executive for the “Surf Sangoma” episode of the Disney+ series Kizazi Moto: Generation Fire. Rob van den Bragt, CCO, and Nosipho Maketo-van den Bragt, CEO, Co-Founders of Chocolate Tribe, in an AVIJOZI planning meeting. Stella Gono, Software Developer, working on the Chocolate Tribe website. Family photo of the Maketos. Maketo-van de Bragt has two siblings. Film tax credits have contributed to The Woman King, Dredd, Safe House, Black Sails and Mission: Impossible – Final Reckoning shooting in South Africa. “People understand principal photography, but there is confusion about animation and visual effects,” Maketo-van den Bragt states. “Rebates pose a challenge because now you have to go above and beyond to explain what you are selling. It’s taken time for the government to realize this is a viable career.” The streamers have had a positive impact. “For the most part, Netflix localizes, and that’s been quite a big hit because it speaks to the demographics and local representation and uplifts talent within those geographical spaces. We did one of the shorts for Disney’s Kizazi Moto: Generation Fire, and there was huge global excitement to that kind of anthology coming from Africa. We’ve worked on a number of collaborations with the U.K., and often that melding of different partners creates a fusion of universality. We need to tell authentic stories, and that authenticity will be dictated by the voices in the writing room.” AVIJOZI was established to support the development of local talent in animation, visual effects, film production and gaming. “AVIJOZI stands for Animation Visual Effects Interactive in JOZI,” Maketo-van den Bragt explains. “It is a conference as well as a festival. The conference part is where we have networking sessions, panel discussions and behind-the-scenes presentations to draw the curtain back and show what happens when people create avatars. We want to show the next generation that there is a way to do this magical craft. The festival part is people have film screenings and music as well. We’ve brought in gaming as an integral aspect, which attracts many young people because that’s something they do at an early age. Gaming has become the common sport. AVIJOVI is in its fourth year now. It started when I got irritated by people constantly complaining, ‘Nothing ever happens in Johannesburg in terms of animation and visual effects.’ Nobody wanted to do it. So, I said, ‘I’ll do it.’ I didn’t know what I was getting myself into, and four years later I have lots of gray hair!” Rob van den Bragt served as Animation Supervisor/Visual Effects Supervisor and Nosipho Maketo-van den Bragt as an Executive Producer on iNumber Number: Jozi Goldfor Netflix.Mentorship and internship programs have been established with various academic institutions, and while there are times when specific skills are being sought, like rigging, the field of view tends to be much wider. “What we are finding is that the people who have done other disciplines are much more vibrant,” Maketo-van den Bragt states. “Artists don’t always know how to communicate because it’s all in their heads. Sometimes, somebody with a different background can articulate that vision a bit better because they have those other skills. We also find with those who have gone to art school that the range within their artistry and craftsmanship has become a ‘thing.’ When you have mentally traveled where you have done other things, it allows you to be a more well-rounded artist because you can pull references from different walks of life and engage with different topics without being constrained to one thing. We look for people with a plethora of skills and diverse backgrounds. It’s a lot richer as a Chocolate Tribe. There are multiple flavors.” South African director/producer/cinematographer and drone cinemtography specialist FC Hamman, Founder of FC Hamman Films, at AVIJOZI 2024. There is a particular driving force when it comes to mentoring. “I want to be the mentor I hoped for,” Maketo-van den Bragt remarks. “I have silent mentors in that we didn’t formalize the relationship, but I knew they were my mentors because every time I would encounter an issue, I would be able to call them. One of the people who not only mentored but pushed me into different spaces is Jinko Gotoh, who is part of Women in Animation. She brought me into Women in Animation, and I had never mentored anybody. Here I was, sitting with six women who wanted to know how I was able to build up Chocolate Tribe. I didn’t know how to structure a presentation to tell them about the journey because I had been so focused on the journey. It’s a sense of grit and feeling that I cannot fail because I have a whole community that believes in me. Even when I felt my shoulders sagging, they would be there to say, ‘We need this. Keep it moving.’ This isn’t just about me. I have a whole stream of people who want this to work.” Netflix VFX Manager Ben Perry, who oversees Netflix’s VFX strategy across Africa, the Middle East and Europe, at AVIJOZI 2024. Netflix was a partner in AVIJOZI with Chocolate Tribe for three years. Zama Mfusi, Founder of IndiLang, and Isabelle Rorke, CEO of Dreamforge Creative and Deputy Chair of Animation SA, at AVIJOZI 2024. Numerous unknown factors had to be accounted for, which made predicting how the journey would unfold extremely difficult. “What it looks like and what I expected it to be, you don’t have the full sense of what it would lead to in this situation,” Maketo-van den Bragt states. “I can tell you that there have been moments of absolute joy where I was so excited we got this project or won that award. There are other moments where you feel completely lost and ask yourself, ‘Am I doing the right thing?’ The journey is to have the highs, lows and moments of confusion. I go through it and accept that not every day will be an award-winning day. For the most part, I love this journey. I wanted to be somewhere where there was a purpose. What has been a big highlight is when I’m signing a contract for new employees who are excited about being part of Chocolate Tribe. Also, when you get a new project and it’s exciting, especially from a service or visual effects perspective, we’re constantly looking for that dragon or big creature. It’s about being mesmerizing, epic and awesome.” Maketo-van den Bragt has two major career-defining ambitions. “Fostering the next generation of talent and making sure that they are ready to create these amazing stories properly – that is my life work, and relating the African narrative to let the world see the human aspect of who we are because for the longest time we’ve been written out of the stories and narratives.” #nosipho #maketovan #den #bragt #altered
    WWW.VFXVOICE.COM
    NOSIPHO MAKETO-VAN DEN BRAGT ALTERED HER CAREER PATH TO LAUNCH CHOCOLATE TRIBE
    By TREVOR HOGG Images courtesy of Chocolate Tribe. Nosipho Maketo-van den Bragt, Owner and CEO, Chocolate Tribe After initially pursuing a career as an attorney, Nosipho Maketo-van den Bragt discovered her true calling was to apply her legal knowledge in a more artistic endeavor with her husband, Rob Van den Bragt, who had forged a career as a visual effects supervisor. The couple co-founded Chocolate Tribe, the Johannesburg and Cape Town-based visual effects and animation studio that has done work for Netflix, BBC, Disney and Voltage Pictures. “It was following my passion and my passion finding me,” observes Maketo-van den Bragt, Owner and CEO of Chocolate Tribe and Founder of AVIJOZI. “I grew up in Soweto, South Africa, and we had this old-fashioned television. I was always fascinated by how those people got in there to perform and entertain us. Living in the townships, you become the funnel for your parents’ aspirations and dreams. My dad was a judge’s registrar, so he was writing all of the court cases coming up for a judge. My dad would come home and tell us stories of what happened in court. I found this enthralling, funny and sometimes painful because it was about people’s lives. I did law and to some extent still practice it. My legal career and entertainment media careers merged because I fell in love with the storytelling aspect of it all. There are those who say that lawyers are failed actors!” Chocolate Tribe hosts what has become the annual AVIJOZI festival with Netflix. AVIJOZI is a two-day, free-access event in Johannesburg focused on Animation/Film, Visual Effects and Interactive Technology. This year’s AVIJOZI is scheduled for September 13-14 in Johannesburg. Photo: Casting Director and Actor Spaces Founder Ayanda Sithebe (center in black T-shirt) and friends at AVIJOZI 2024. A personal ambition was to find a way to merge married life into a professional partnership. “I never thought that a lawyer and a creative would work together,” admits Maketo-van den Bragt. “However, Rob and I had this great love for watching films together and music; entertainment was the core fabric of our relationship. That was my first gentle schooling into the visual effects and animation content development space. Starting the company was due to both of us being out of work. I had quit my job without any sort of plan B. I actually incorporated Chocolate Tribe as a company without knowing what we would do with it. As time went on, there was a project that we were asked to come to do. The relationship didn’t work out, so Rob and I decided, ‘Okay, it seems like we can do this on our own.’ I’ve read many books about visual effects and animation, and I still do. I attend a lot of festivals. I am connected with a lot of the guys who work in different visual effects spaces because it is all about understanding how it works and, from a business side, how can we leverage all of that information?” Chocolate Tribe provided VFX and post-production for Checkers supermarket’s “Planet” ad promoting environmental sustainability. The Chocolate Tribe team pushed photorealism for the ad, creating three fully CG creatures: a polar bear, orangutan and sea turtle. With a population of 1.5 billion, there is no shortage of consumers and content creators in Africa. “Nollywood is great because it shows us that even with minimal resources, you can create a whole movement and ecosystem,” Maketo-van den Bragt remarks. “Maybe the question around Nollywood is making sure that the caliber and quality of work is high end and speaks to a global audience. South Africa has the same dynamics. It’s a vibrant traditional film and animation industry that grows in leaps and bounds every year. More and more animation houses are being incorporated or started with CEOs or managing directors in their 20s. There’s also an eagerness to look for different stories which haven’t been told. Africa gives that opportunity to tell stories that ordinary people, for example, in America, have not heard or don’t know about. There’s a huge rise in animation, visual effects and content in general.” Rob van den Bragt served as Creative Supervisor and Nosipho Maketo-van den Bragt as Studio Executive for the “Surf Sangoma” episode of the Disney+ series Kizazi Moto: Generation Fire. Rob van den Bragt, CCO, and Nosipho Maketo-van den Bragt, CEO, Co-Founders of Chocolate Tribe, in an AVIJOZI planning meeting. Stella Gono, Software Developer, working on the Chocolate Tribe website. Family photo of the Maketos. Maketo-van de Bragt has two siblings. Film tax credits have contributed to The Woman King, Dredd, Safe House, Black Sails and Mission: Impossible – Final Reckoning shooting in South Africa. “People understand principal photography, but there is confusion about animation and visual effects,” Maketo-van den Bragt states. “Rebates pose a challenge because now you have to go above and beyond to explain what you are selling. It’s taken time for the government to realize this is a viable career.” The streamers have had a positive impact. “For the most part, Netflix localizes, and that’s been quite a big hit because it speaks to the demographics and local representation and uplifts talent within those geographical spaces. We did one of the shorts for Disney’s Kizazi Moto: Generation Fire, and there was huge global excitement to that kind of anthology coming from Africa. We’ve worked on a number of collaborations with the U.K., and often that melding of different partners creates a fusion of universality. We need to tell authentic stories, and that authenticity will be dictated by the voices in the writing room.” AVIJOZI was established to support the development of local talent in animation, visual effects, film production and gaming. “AVIJOZI stands for Animation Visual Effects Interactive in JOZI [nickname for Johannesburg],” Maketo-van den Bragt explains. “It is a conference as well as a festival. The conference part is where we have networking sessions, panel discussions and behind-the-scenes presentations to draw the curtain back and show what happens when people create avatars. We want to show the next generation that there is a way to do this magical craft. The festival part is people have film screenings and music as well. We’ve brought in gaming as an integral aspect, which attracts many young people because that’s something they do at an early age. Gaming has become the common sport. AVIJOVI is in its fourth year now. It started when I got irritated by people constantly complaining, ‘Nothing ever happens in Johannesburg in terms of animation and visual effects.’ Nobody wanted to do it. So, I said, ‘I’ll do it.’ I didn’t know what I was getting myself into, and four years later I have lots of gray hair!” Rob van den Bragt served as Animation Supervisor/Visual Effects Supervisor and Nosipho Maketo-van den Bragt as an Executive Producer on iNumber Number: Jozi Gold (2023) for Netflix. (Image courtesy of Chocolate Tribe and Netflix) Mentorship and internship programs have been established with various academic institutions, and while there are times when specific skills are being sought, like rigging, the field of view tends to be much wider. “What we are finding is that the people who have done other disciplines are much more vibrant,” Maketo-van den Bragt states. “Artists don’t always know how to communicate because it’s all in their heads. Sometimes, somebody with a different background can articulate that vision a bit better because they have those other skills. We also find with those who have gone to art school that the range within their artistry and craftsmanship has become a ‘thing.’ When you have mentally traveled where you have done other things, it allows you to be a more well-rounded artist because you can pull references from different walks of life and engage with different topics without being constrained to one thing. We look for people with a plethora of skills and diverse backgrounds. It’s a lot richer as a Chocolate Tribe. There are multiple flavors.” South African director/producer/cinematographer and drone cinemtography specialist FC Hamman, Founder of FC Hamman Films, at AVIJOZI 2024. There is a particular driving force when it comes to mentoring. “I want to be the mentor I hoped for,” Maketo-van den Bragt remarks. “I have silent mentors in that we didn’t formalize the relationship, but I knew they were my mentors because every time I would encounter an issue, I would be able to call them. One of the people who not only mentored but pushed me into different spaces is Jinko Gotoh, who is part of Women in Animation. She brought me into Women in Animation, and I had never mentored anybody. Here I was, sitting with six women who wanted to know how I was able to build up Chocolate Tribe. I didn’t know how to structure a presentation to tell them about the journey because I had been so focused on the journey. It’s a sense of grit and feeling that I cannot fail because I have a whole community that believes in me. Even when I felt my shoulders sagging, they would be there to say, ‘We need this. Keep it moving.’ This isn’t just about me. I have a whole stream of people who want this to work.” Netflix VFX Manager Ben Perry, who oversees Netflix’s VFX strategy across Africa, the Middle East and Europe, at AVIJOZI 2024. Netflix was a partner in AVIJOZI with Chocolate Tribe for three years. Zama Mfusi, Founder of IndiLang, and Isabelle Rorke, CEO of Dreamforge Creative and Deputy Chair of Animation SA, at AVIJOZI 2024. Numerous unknown factors had to be accounted for, which made predicting how the journey would unfold extremely difficult. “What it looks like and what I expected it to be, you don’t have the full sense of what it would lead to in this situation,” Maketo-van den Bragt states. “I can tell you that there have been moments of absolute joy where I was so excited we got this project or won that award. There are other moments where you feel completely lost and ask yourself, ‘Am I doing the right thing?’ The journey is to have the highs, lows and moments of confusion. I go through it and accept that not every day will be an award-winning day. For the most part, I love this journey. I wanted to be somewhere where there was a purpose. What has been a big highlight is when I’m signing a contract for new employees who are excited about being part of Chocolate Tribe. Also, when you get a new project and it’s exciting, especially from a service or visual effects perspective, we’re constantly looking for that dragon or big creature. It’s about being mesmerizing, epic and awesome.” Maketo-van den Bragt has two major career-defining ambitions. “Fostering the next generation of talent and making sure that they are ready to create these amazing stories properly – that is my life work, and relating the African narrative to let the world see the human aspect of who we are because for the longest time we’ve been written out of the stories and narratives.”
    Like
    Love
    Wow
    Angry
    Sad
    397
    0 Comments 0 Shares
  • Microsoft trolls Apple's new Liquid Glass UI for looking like Windows Vista

    In a nutshell: The OS updates coming to Apple devices later this year will institute the company's first major UI design shift in over a decade, but eagle-eyed observers noticed similarities with an old version of Windows – comparisons that haven't escaped Microsoft's notice. Thankfully, users concerned about Apple's upcoming interface will have options to change its visual presentation.
    Some of Microsoft's social media accounts recently poked fun at the upcoming "Liquid Glass" user interface design language Apple unveiled at WWDC this week. Although the Cupertino giant has hailed the update as a major innovation, many immediately began comparing it to Microsoft's nearly two-decade-old Windows Vista UI.

     

     
     

     

    View this post on Instagram

     

     
     
     

     
     

     
     
     

     
     

    A post shared by WindowsLiquid Glass is Apple's name for the new visual style arriving in iOS 26, iPadOS 26, macOS 26 Tahoe, watchOS 26, and tvOS 26, which will launch this fall. Inspired by the Apple Vision Pro's visionOS, the design language favors rounded edges and transparent backgrounds for inputs and other UI functions.
    It is Apple's most significant design change since iOS 7 debuted almost 12 years ago, and the first to establish a unified language across all of the company's devices.
    On the left: nice Liquid Glass UI minimalistic look. On the right: Liquid Glass looking all kinds of wrong in the current beta.

    Apps, wallpapers, and other background content will be visible through app icons, notifications, and menu elements for a glass-like appearance. Apple claims that the effect will improve cohesion across the interface, but beta testers are concerned that text will become less readable.
    Others, including Microsoft, mocked the update's resemblance to Windows Vista's glass-like "Aero" aesthetic, which debuted in 2007. That OS also made UI elements partially transparent, but Microsoft eventually phased it out when it began moving toward its current design language.
    The official Windows Instagram account recently responded to Apple's presentation by posting a slideshow of Vista screenshots played over a nostalgic Windows boot tune. The Windows Twitter account also shared a picture recalling the Vista-era profile icons.
    Other social media users joined in on the fun. Some highlighted the unfortunate placement of the YouTube icon in Apple's Liquid Glass explainer video, which the company altered. Others compared the design language to the unique chassis for Apple's 2000 Power Mac G4 Cube and the main menu for Nintendo's 2012 Wii U game console.
    Fortunately, users can customize Liquid Glass by switching between transparent, light, and dark modes. They can also opt for a slightly more opaque presentation with a toggle located under Settings > Accessibility > Display & Text Size > Reduce Transparency.
    #microsoft #trolls #apple039s #new #liquid
    Microsoft trolls Apple's new Liquid Glass UI for looking like Windows Vista
    In a nutshell: The OS updates coming to Apple devices later this year will institute the company's first major UI design shift in over a decade, but eagle-eyed observers noticed similarities with an old version of Windows – comparisons that haven't escaped Microsoft's notice. Thankfully, users concerned about Apple's upcoming interface will have options to change its visual presentation. Some of Microsoft's social media accounts recently poked fun at the upcoming "Liquid Glass" user interface design language Apple unveiled at WWDC this week. Although the Cupertino giant has hailed the update as a major innovation, many immediately began comparing it to Microsoft's nearly two-decade-old Windows Vista UI.         View this post on Instagram                       A post shared by WindowsLiquid Glass is Apple's name for the new visual style arriving in iOS 26, iPadOS 26, macOS 26 Tahoe, watchOS 26, and tvOS 26, which will launch this fall. Inspired by the Apple Vision Pro's visionOS, the design language favors rounded edges and transparent backgrounds for inputs and other UI functions. It is Apple's most significant design change since iOS 7 debuted almost 12 years ago, and the first to establish a unified language across all of the company's devices. On the left: nice Liquid Glass UI minimalistic look. On the right: Liquid Glass looking all kinds of wrong in the current beta. Apps, wallpapers, and other background content will be visible through app icons, notifications, and menu elements for a glass-like appearance. Apple claims that the effect will improve cohesion across the interface, but beta testers are concerned that text will become less readable. Others, including Microsoft, mocked the update's resemblance to Windows Vista's glass-like "Aero" aesthetic, which debuted in 2007. That OS also made UI elements partially transparent, but Microsoft eventually phased it out when it began moving toward its current design language. The official Windows Instagram account recently responded to Apple's presentation by posting a slideshow of Vista screenshots played over a nostalgic Windows boot tune. The Windows Twitter account also shared a picture recalling the Vista-era profile icons. Other social media users joined in on the fun. Some highlighted the unfortunate placement of the YouTube icon in Apple's Liquid Glass explainer video, which the company altered. Others compared the design language to the unique chassis for Apple's 2000 Power Mac G4 Cube and the main menu for Nintendo's 2012 Wii U game console. Fortunately, users can customize Liquid Glass by switching between transparent, light, and dark modes. They can also opt for a slightly more opaque presentation with a toggle located under Settings > Accessibility > Display & Text Size > Reduce Transparency. #microsoft #trolls #apple039s #new #liquid
    WWW.TECHSPOT.COM
    Microsoft trolls Apple's new Liquid Glass UI for looking like Windows Vista
    In a nutshell: The OS updates coming to Apple devices later this year will institute the company's first major UI design shift in over a decade, but eagle-eyed observers noticed similarities with an old version of Windows – comparisons that haven't escaped Microsoft's notice. Thankfully, users concerned about Apple's upcoming interface will have options to change its visual presentation. Some of Microsoft's social media accounts recently poked fun at the upcoming "Liquid Glass" user interface design language Apple unveiled at WWDC this week. Although the Cupertino giant has hailed the update as a major innovation, many immediately began comparing it to Microsoft's nearly two-decade-old Windows Vista UI.         View this post on Instagram                       A post shared by Windows (@windows) Liquid Glass is Apple's name for the new visual style arriving in iOS 26, iPadOS 26, macOS 26 Tahoe, watchOS 26, and tvOS 26, which will launch this fall. Inspired by the Apple Vision Pro's visionOS, the design language favors rounded edges and transparent backgrounds for inputs and other UI functions. It is Apple's most significant design change since iOS 7 debuted almost 12 years ago, and the first to establish a unified language across all of the company's devices. On the left: nice Liquid Glass UI minimalistic look. On the right: Liquid Glass looking all kinds of wrong in the current beta. Apps, wallpapers, and other background content will be visible through app icons, notifications, and menu elements for a glass-like appearance. Apple claims that the effect will improve cohesion across the interface, but beta testers are concerned that text will become less readable. Others, including Microsoft, mocked the update's resemblance to Windows Vista's glass-like "Aero" aesthetic, which debuted in 2007. That OS also made UI elements partially transparent, but Microsoft eventually phased it out when it began moving toward its current design language. The official Windows Instagram account recently responded to Apple's presentation by posting a slideshow of Vista screenshots played over a nostalgic Windows boot tune. The Windows Twitter account also shared a picture recalling the Vista-era profile icons. Other social media users joined in on the fun. Some highlighted the unfortunate placement of the YouTube icon in Apple's Liquid Glass explainer video, which the company altered. Others compared the design language to the unique chassis for Apple's 2000 Power Mac G4 Cube and the main menu for Nintendo's 2012 Wii U game console. Fortunately, users can customize Liquid Glass by switching between transparent, light, and dark modes. They can also opt for a slightly more opaque presentation with a toggle located under Settings > Accessibility > Display & Text Size > Reduce Transparency.
    0 Comments 0 Shares
  • 432 Park Avenue by Rafael Viñoly Architects: Minimalism in the New York Skyline

    432 Park Avenue | © Halkin Mason Photography, Courtesy of Rafael Viñoly Architects
    Located in Midtown Manhattan, 432 Park Avenue is a prominent figure in the evolution of supertall residential towers. Completed in 2015, this 1,396-foot-high building by Rafael Viñoly Architects asserts a commanding presence over the city’s skyline. Its minimalist form and rigorous geometry have sparked considerable debate within the architectural community, marking it as a significant and controversial addition to New York City’s built environment.

    432 Park Avenue Technical Information

    Architects1-8: Rafael Viñoly Architects
    Location: Midtown Manhattan, New York City, USA
    Gross Area: 38,344 m2 | 412,637 Sq. Ft.
    Project Years: 2011 – 2015
    Photographs: © Halkin Mason Photography, Courtesy of Rafael Viñoly Architects

    It’s a building designed for the enjoyment of its occupants, not for the delight of its creator.
    – Rafael Viñoly

    432 Park Avenue Photographs

    © Halkin Mason Photography, Courtesy of Rafael Viñoly Architects

    Courtesy of Rafael Viñoly Architects

    Courtesy of Rafael Viñoly Architects

    Courtesy of Rafael Viñoly Architects

    Courtesy of Rafael Viñoly Architects
    Design Intent and Conceptual Framework
    At the heart of 432 Park Avenue’s design lies a commitment to pure geometry. The square, an elemental form, defines every aspect of the building, from its floor plate to its overall silhouette. This strict adherence to geometry speaks to Viñoly’s rationalist sensibilities and interest in stripping architecture to its fundamental components. The tower’s proportions, with its height-to-width ratio of roughly 1:15, transform this simple geometry into a monumental presence. This conceptual rigor positions the building as an object of formal clarity and a deliberate statement within the city’s varied skyline.
    The design’s minimalism extends beyond the building’s shape, reflecting Viñoly’s pursuit of a refined and disciplined expression. Eschewing decorative flourishes, the tower’s form directly responds to programmatic needs and structural imperatives. This disciplined approach underpins the project’s ambition to redefine the experience of vertical living, asserting that luxury in residential design can emerge from formal simplicity and a mastery of proportion.
    Spatial Organization and Interior Volumes
    The interior organization of 432 Park Avenue reveals an equally uncompromising commitment to clarity and openness. Each residential floor is free of interior columns, a testament to the structural ingenuity of the concrete exoskeleton. This column-free arrangement grants unobstructed floor plans and expansive panoramic views of the city, the rivers, and beyond. Floor-to-ceiling windows, measuring nearly 10 feet in height, accentuate the sense of openness and lightness within each residence.
    The tower’s slender core houses the vertical circulation and mechanical systems, ensuring the perimeter remains uninterrupted. This core placement allows for generous living spaces that maximize privacy and connection to the urban landscape. The interplay between structural precision and panoramic transparency shapes the experience of inhabiting these spaces. The result is a sequence of interiors that privilege intimacy and vastness, anchoring domestic life within an architectural expression of purity.
    Materiality, Structural Clarity, and Detailing
    Material choices in 432 Park Avenue reinforce the project’s disciplined approach. The building’s exposed concrete frame, treated as structure and façade, lends the tower a stark yet refined character. The grid of square windows, systematically repeated across the height of the building, becomes a defining feature of its visual identity. This modular repetition establishes a rhythmic order and speaks to the building’s underlying structural logic.
    High-strength concrete enables the tower’s slender profile and exceptional height while imparting a tactile materiality that resists the glassy anonymity typical of many contemporary towers. The restrained palette and attention to detail emphasize the tectonic clarity of the building’s assembly. By treating the structure itself as an architectural finish, Viñoly’s design elevates the material expression of concrete into a fundamental element of the building’s identity.
    Urban and Cultural Significance
    As one of the tallest residential buildings in the Western Hemisphere, 432 Park Avenue has significantly altered the Manhattan skyline. Its unwavering verticality and minimal ornamentation create a dialogue with the city’s diverse architectural heritage, juxtaposing a severe abstraction against a backdrop of historic and contemporary towers.
    432 Park Avenue occupies a distinctive place in the ongoing narrative of New York City’s architectural evolution. Its reductive form, structural clarity, and spatial generosity offer a compelling study of the power of minimalism at an urban scale.
    432 Park Avenue Plans

    Floor Plans | © Rafael Viñoly Architects

    Floor Plans | © Rafael Viñoly Architects

    Floor Plans | © Rafael Viñoly Architects

    Floor Plans | © Rafael Viñoly Architects
    432 Park Avenue Image Gallery

    © Rafael Viñoly Architects

    About Rafael Viñoly Architects
    Rafael Viñoly, a Uruguayan-born architect, founded Rafael Viñoly Architects in New York City in 1983. After studies in Buenos Aires and early practice in Argentina, he relocated to the U.S.. He established a global firm with offices in cities including London, Palo Alto, and Abu Dhabi. Renowned for large-scale, function-driven projects such as the Tokyo International Forum, Cleveland Museum of Art expansions, and 432 Park Avenue, the firm is praised for combining structural clarity, context-sensitive design, and institutional rigor across six continents.
    Credits and Additional Notes

    Client: Macklowe Properties and CIM Group
    Design Team: Rafael Viñoly, Deborah Berke Partners, Bentel & BentelStructural Engineer: WSP Cantor Seinuk
    Mechanical, Electrical, and Plumbing Engineers: Jaros, Baum & BollesConstruction Manager: Lendlease
    Height: 1,396 feetNumber of Floors: 96 stories
    Construction Years: 2011–2015
    #park #avenue #rafael #viñoly #architects
    432 Park Avenue by Rafael Viñoly Architects: Minimalism in the New York Skyline
    432 Park Avenue | © Halkin Mason Photography, Courtesy of Rafael Viñoly Architects Located in Midtown Manhattan, 432 Park Avenue is a prominent figure in the evolution of supertall residential towers. Completed in 2015, this 1,396-foot-high building by Rafael Viñoly Architects asserts a commanding presence over the city’s skyline. Its minimalist form and rigorous geometry have sparked considerable debate within the architectural community, marking it as a significant and controversial addition to New York City’s built environment. 432 Park Avenue Technical Information Architects1-8: Rafael Viñoly Architects Location: Midtown Manhattan, New York City, USA Gross Area: 38,344 m2 | 412,637 Sq. Ft. Project Years: 2011 – 2015 Photographs: © Halkin Mason Photography, Courtesy of Rafael Viñoly Architects It’s a building designed for the enjoyment of its occupants, not for the delight of its creator. – Rafael Viñoly 432 Park Avenue Photographs © Halkin Mason Photography, Courtesy of Rafael Viñoly Architects Courtesy of Rafael Viñoly Architects Courtesy of Rafael Viñoly Architects Courtesy of Rafael Viñoly Architects Courtesy of Rafael Viñoly Architects Design Intent and Conceptual Framework At the heart of 432 Park Avenue’s design lies a commitment to pure geometry. The square, an elemental form, defines every aspect of the building, from its floor plate to its overall silhouette. This strict adherence to geometry speaks to Viñoly’s rationalist sensibilities and interest in stripping architecture to its fundamental components. The tower’s proportions, with its height-to-width ratio of roughly 1:15, transform this simple geometry into a monumental presence. This conceptual rigor positions the building as an object of formal clarity and a deliberate statement within the city’s varied skyline. The design’s minimalism extends beyond the building’s shape, reflecting Viñoly’s pursuit of a refined and disciplined expression. Eschewing decorative flourishes, the tower’s form directly responds to programmatic needs and structural imperatives. This disciplined approach underpins the project’s ambition to redefine the experience of vertical living, asserting that luxury in residential design can emerge from formal simplicity and a mastery of proportion. Spatial Organization and Interior Volumes The interior organization of 432 Park Avenue reveals an equally uncompromising commitment to clarity and openness. Each residential floor is free of interior columns, a testament to the structural ingenuity of the concrete exoskeleton. This column-free arrangement grants unobstructed floor plans and expansive panoramic views of the city, the rivers, and beyond. Floor-to-ceiling windows, measuring nearly 10 feet in height, accentuate the sense of openness and lightness within each residence. The tower’s slender core houses the vertical circulation and mechanical systems, ensuring the perimeter remains uninterrupted. This core placement allows for generous living spaces that maximize privacy and connection to the urban landscape. The interplay between structural precision and panoramic transparency shapes the experience of inhabiting these spaces. The result is a sequence of interiors that privilege intimacy and vastness, anchoring domestic life within an architectural expression of purity. Materiality, Structural Clarity, and Detailing Material choices in 432 Park Avenue reinforce the project’s disciplined approach. The building’s exposed concrete frame, treated as structure and façade, lends the tower a stark yet refined character. The grid of square windows, systematically repeated across the height of the building, becomes a defining feature of its visual identity. This modular repetition establishes a rhythmic order and speaks to the building’s underlying structural logic. High-strength concrete enables the tower’s slender profile and exceptional height while imparting a tactile materiality that resists the glassy anonymity typical of many contemporary towers. The restrained palette and attention to detail emphasize the tectonic clarity of the building’s assembly. By treating the structure itself as an architectural finish, Viñoly’s design elevates the material expression of concrete into a fundamental element of the building’s identity. Urban and Cultural Significance As one of the tallest residential buildings in the Western Hemisphere, 432 Park Avenue has significantly altered the Manhattan skyline. Its unwavering verticality and minimal ornamentation create a dialogue with the city’s diverse architectural heritage, juxtaposing a severe abstraction against a backdrop of historic and contemporary towers. 432 Park Avenue occupies a distinctive place in the ongoing narrative of New York City’s architectural evolution. Its reductive form, structural clarity, and spatial generosity offer a compelling study of the power of minimalism at an urban scale. 432 Park Avenue Plans Floor Plans | © Rafael Viñoly Architects Floor Plans | © Rafael Viñoly Architects Floor Plans | © Rafael Viñoly Architects Floor Plans | © Rafael Viñoly Architects 432 Park Avenue Image Gallery © Rafael Viñoly Architects About Rafael Viñoly Architects Rafael Viñoly, a Uruguayan-born architect, founded Rafael Viñoly Architects in New York City in 1983. After studies in Buenos Aires and early practice in Argentina, he relocated to the U.S.. He established a global firm with offices in cities including London, Palo Alto, and Abu Dhabi. Renowned for large-scale, function-driven projects such as the Tokyo International Forum, Cleveland Museum of Art expansions, and 432 Park Avenue, the firm is praised for combining structural clarity, context-sensitive design, and institutional rigor across six continents. Credits and Additional Notes Client: Macklowe Properties and CIM Group Design Team: Rafael Viñoly, Deborah Berke Partners, Bentel & BentelStructural Engineer: WSP Cantor Seinuk Mechanical, Electrical, and Plumbing Engineers: Jaros, Baum & BollesConstruction Manager: Lendlease Height: 1,396 feetNumber of Floors: 96 stories Construction Years: 2011–2015 #park #avenue #rafael #viñoly #architects
    ARCHEYES.COM
    432 Park Avenue by Rafael Viñoly Architects: Minimalism in the New York Skyline
    432 Park Avenue | © Halkin Mason Photography, Courtesy of Rafael Viñoly Architects Located in Midtown Manhattan, 432 Park Avenue is a prominent figure in the evolution of supertall residential towers. Completed in 2015, this 1,396-foot-high building by Rafael Viñoly Architects asserts a commanding presence over the city’s skyline. Its minimalist form and rigorous geometry have sparked considerable debate within the architectural community, marking it as a significant and controversial addition to New York City’s built environment. 432 Park Avenue Technical Information Architects1-8: Rafael Viñoly Architects Location: Midtown Manhattan, New York City, USA Gross Area: 38,344 m2 | 412,637 Sq. Ft. Project Years: 2011 – 2015 Photographs: © Halkin Mason Photography, Courtesy of Rafael Viñoly Architects It’s a building designed for the enjoyment of its occupants, not for the delight of its creator. – Rafael Viñoly 432 Park Avenue Photographs © Halkin Mason Photography, Courtesy of Rafael Viñoly Architects Courtesy of Rafael Viñoly Architects Courtesy of Rafael Viñoly Architects Courtesy of Rafael Viñoly Architects Courtesy of Rafael Viñoly Architects Design Intent and Conceptual Framework At the heart of 432 Park Avenue’s design lies a commitment to pure geometry. The square, an elemental form, defines every aspect of the building, from its floor plate to its overall silhouette. This strict adherence to geometry speaks to Viñoly’s rationalist sensibilities and interest in stripping architecture to its fundamental components. The tower’s proportions, with its height-to-width ratio of roughly 1:15, transform this simple geometry into a monumental presence. This conceptual rigor positions the building as an object of formal clarity and a deliberate statement within the city’s varied skyline. The design’s minimalism extends beyond the building’s shape, reflecting Viñoly’s pursuit of a refined and disciplined expression. Eschewing decorative flourishes, the tower’s form directly responds to programmatic needs and structural imperatives. This disciplined approach underpins the project’s ambition to redefine the experience of vertical living, asserting that luxury in residential design can emerge from formal simplicity and a mastery of proportion. Spatial Organization and Interior Volumes The interior organization of 432 Park Avenue reveals an equally uncompromising commitment to clarity and openness. Each residential floor is free of interior columns, a testament to the structural ingenuity of the concrete exoskeleton. This column-free arrangement grants unobstructed floor plans and expansive panoramic views of the city, the rivers, and beyond. Floor-to-ceiling windows, measuring nearly 10 feet in height, accentuate the sense of openness and lightness within each residence. The tower’s slender core houses the vertical circulation and mechanical systems, ensuring the perimeter remains uninterrupted. This core placement allows for generous living spaces that maximize privacy and connection to the urban landscape. The interplay between structural precision and panoramic transparency shapes the experience of inhabiting these spaces. The result is a sequence of interiors that privilege intimacy and vastness, anchoring domestic life within an architectural expression of purity. Materiality, Structural Clarity, and Detailing Material choices in 432 Park Avenue reinforce the project’s disciplined approach. The building’s exposed concrete frame, treated as structure and façade, lends the tower a stark yet refined character. The grid of square windows, systematically repeated across the height of the building, becomes a defining feature of its visual identity. This modular repetition establishes a rhythmic order and speaks to the building’s underlying structural logic. High-strength concrete enables the tower’s slender profile and exceptional height while imparting a tactile materiality that resists the glassy anonymity typical of many contemporary towers. The restrained palette and attention to detail emphasize the tectonic clarity of the building’s assembly. By treating the structure itself as an architectural finish, Viñoly’s design elevates the material expression of concrete into a fundamental element of the building’s identity. Urban and Cultural Significance As one of the tallest residential buildings in the Western Hemisphere, 432 Park Avenue has significantly altered the Manhattan skyline. Its unwavering verticality and minimal ornamentation create a dialogue with the city’s diverse architectural heritage, juxtaposing a severe abstraction against a backdrop of historic and contemporary towers. 432 Park Avenue occupies a distinctive place in the ongoing narrative of New York City’s architectural evolution. Its reductive form, structural clarity, and spatial generosity offer a compelling study of the power of minimalism at an urban scale. 432 Park Avenue Plans Floor Plans | © Rafael Viñoly Architects Floor Plans | © Rafael Viñoly Architects Floor Plans | © Rafael Viñoly Architects Floor Plans | © Rafael Viñoly Architects 432 Park Avenue Image Gallery © Rafael Viñoly Architects About Rafael Viñoly Architects Rafael Viñoly, a Uruguayan-born architect (1944–2023), founded Rafael Viñoly Architects in New York City in 1983. After studies in Buenos Aires and early practice in Argentina, he relocated to the U.S.. He established a global firm with offices in cities including London, Palo Alto, and Abu Dhabi. Renowned for large-scale, function-driven projects such as the Tokyo International Forum, Cleveland Museum of Art expansions, and 432 Park Avenue, the firm is praised for combining structural clarity, context-sensitive design, and institutional rigor across six continents. Credits and Additional Notes Client: Macklowe Properties and CIM Group Design Team: Rafael Viñoly (Architect), Deborah Berke Partners (Interior Design of residential units), Bentel & Bentel (Amenity Spaces Design) Structural Engineer: WSP Cantor Seinuk Mechanical, Electrical, and Plumbing Engineers: Jaros, Baum & Bolles (JB&B) Construction Manager: Lendlease Height: 1,396 feet (425.5 meters) Number of Floors: 96 stories Construction Years: 2011–2015
    0 Comments 0 Shares
  • MindsEye review – a dystopian future that plays like it’s from 2012

    There’s a Sphere-alike in Redrock, MindsEye’s open-world version of Las Vegas. It’s pretty much a straight copy of the original: a huge soap bubble, half sunk into the desert floor, with its surface turned into a gigantic TV. Occasionally you’ll pull up near the Sphere while driving an electric vehicle made by Silva, the megacorp that controls this world. You’ll sometimes come to a stop just as an advert for an identical Silva EV plays out on the huge curved screen overhead. The doubling effect can be slightly vertigo-inducing.At these moments, I truly get what MindsEye is trying to do. You’re stuck in the ultimate company town, where oligarchs and other crooks run everything, and there’s no hope of escaping the ecosystem they’ve built. MindsEye gets this all across through a chance encounter, and in a way that’s both light of touch and clever. The rest of the game tends towards the heavy-handed and silly, but it’s nice to glimpse a few instances where everything clicks.With its Spheres and omnipresent EVs, MindsEye looks and sounds like the future. It’s concerned with AI and tech bros and the insidious creep of a corporate dystopia. You play as an amnesiac former-soldier who must work out the precise damage that technology has done to his humanity, while shooting people and robots and drones. And alongside the campaign itself, MindsEye also has a suite of tools for making your own game or levels and publishing them for fellow players. All of this has come from a studio founded by Leslie Benzies, whose production credits include the likes of GTA 5.AI overlords … MindsEye. Photograph: IOI PartnersWhat’s weird, then, is that MindsEye generally plays like the past. Put a finger to the air and the wind is blowing from somewhere around 2012. At heart, this is a roughly hewn cover shooter with an open world that you only really experience when you’re driving between missions. Its topical concerns mainly exist to justify double-crosses and car chases and shootouts, and to explain why you head into battle with a personal drone that can open doors for you and stun nearby enemies.It can be an uncanny experience, drifting back through the years to a time when many third-person games still featured unskippable cut-scenes and cover that could be awkward to unstick yourself from. I should add that there are plenty of reports at the moment of crashes and technical glitches and characters turning up without their faces in place. Playing on a relatively old PC, aside from one crash and a few amusing bugs, I’ve been mostly fine. I’ve just been playing a game that feels equally elderly.This is sometimes less of a criticism than it sounds. There is a definite pleasure to be had in simple run-and-gun missions where you shoot very similar looking people over and over again and pick a path between waypoints. The shooting often feels good, and while it’s a bit of a swizz to have to drive to and from each mission, the cars have a nice fishtaily looseness to them that can, at times, invoke the Valium-tinged glory of the Driver games.Driving between missions … MindsEye. Photograph: Build A Rocket Boy/IOI PartnersAnd for a game that has thought a lot about the point at which AI takes over, the in-game AI around me wasn’t in danger of taking over anything. When I handed over control of my car to the game while tailing an enemy, having been told I should try not to be spotted, the game made sure our bumpers kissed at every intersection. The streets of this particular open world are filled with amusingly unskilled AI drivers. I’d frequently arrive at traffic lights to be greeted by a recent pile-up, so delighted by the off-screen collisions that had scattered road cones and Dumpsters across my path that I almost always stopped to investigate.I even enjoyed the plot’s hokeyness, which features lines such as: “Your DNA has been altered since we last met!” Has it, though? Even so, I became increasingly aware that clever people had spent a good chunk of their working lives making this game. I don’t think they intended to cast me as what is in essence a Deliveroo bullet courier for an off-brand Elon Musk. Or to drop me into an open world that feels thin not because it lacks mission icons and fishing mini-games, but because it’s devoid of convincing human detail.I suspect the problem may actually be a thematically resonant one: a reckless kind of ambition. When I dropped into the level editor I found a tool that’s astonishingly rich and complex, but which also requires a lot of time and effort if you want to make anything really special in it. This is for the mega-fans, surely, the point-one percent. It must have taken serious time to build, and to do all that alongside a campaignis the kind of endeavour that requires a real megacorp behind it.MindsEye is an oddity. For all its failings, I rarely disliked playing it, and yet it’s also difficult to sincerely recommend. Its ideas, its moment-to-moment action and narrative are so thinly conceived that it barely exists. And yet: I’m kind of happy that it does.

    MindsEye is out now; £54.99
    #mindseye #review #dystopian #future #that
    MindsEye review – a dystopian future that plays like it’s from 2012
    There’s a Sphere-alike in Redrock, MindsEye’s open-world version of Las Vegas. It’s pretty much a straight copy of the original: a huge soap bubble, half sunk into the desert floor, with its surface turned into a gigantic TV. Occasionally you’ll pull up near the Sphere while driving an electric vehicle made by Silva, the megacorp that controls this world. You’ll sometimes come to a stop just as an advert for an identical Silva EV plays out on the huge curved screen overhead. The doubling effect can be slightly vertigo-inducing.At these moments, I truly get what MindsEye is trying to do. You’re stuck in the ultimate company town, where oligarchs and other crooks run everything, and there’s no hope of escaping the ecosystem they’ve built. MindsEye gets this all across through a chance encounter, and in a way that’s both light of touch and clever. The rest of the game tends towards the heavy-handed and silly, but it’s nice to glimpse a few instances where everything clicks.With its Spheres and omnipresent EVs, MindsEye looks and sounds like the future. It’s concerned with AI and tech bros and the insidious creep of a corporate dystopia. You play as an amnesiac former-soldier who must work out the precise damage that technology has done to his humanity, while shooting people and robots and drones. And alongside the campaign itself, MindsEye also has a suite of tools for making your own game or levels and publishing them for fellow players. All of this has come from a studio founded by Leslie Benzies, whose production credits include the likes of GTA 5.AI overlords … MindsEye. Photograph: IOI PartnersWhat’s weird, then, is that MindsEye generally plays like the past. Put a finger to the air and the wind is blowing from somewhere around 2012. At heart, this is a roughly hewn cover shooter with an open world that you only really experience when you’re driving between missions. Its topical concerns mainly exist to justify double-crosses and car chases and shootouts, and to explain why you head into battle with a personal drone that can open doors for you and stun nearby enemies.It can be an uncanny experience, drifting back through the years to a time when many third-person games still featured unskippable cut-scenes and cover that could be awkward to unstick yourself from. I should add that there are plenty of reports at the moment of crashes and technical glitches and characters turning up without their faces in place. Playing on a relatively old PC, aside from one crash and a few amusing bugs, I’ve been mostly fine. I’ve just been playing a game that feels equally elderly.This is sometimes less of a criticism than it sounds. There is a definite pleasure to be had in simple run-and-gun missions where you shoot very similar looking people over and over again and pick a path between waypoints. The shooting often feels good, and while it’s a bit of a swizz to have to drive to and from each mission, the cars have a nice fishtaily looseness to them that can, at times, invoke the Valium-tinged glory of the Driver games.Driving between missions … MindsEye. Photograph: Build A Rocket Boy/IOI PartnersAnd for a game that has thought a lot about the point at which AI takes over, the in-game AI around me wasn’t in danger of taking over anything. When I handed over control of my car to the game while tailing an enemy, having been told I should try not to be spotted, the game made sure our bumpers kissed at every intersection. The streets of this particular open world are filled with amusingly unskilled AI drivers. I’d frequently arrive at traffic lights to be greeted by a recent pile-up, so delighted by the off-screen collisions that had scattered road cones and Dumpsters across my path that I almost always stopped to investigate.I even enjoyed the plot’s hokeyness, which features lines such as: “Your DNA has been altered since we last met!” Has it, though? Even so, I became increasingly aware that clever people had spent a good chunk of their working lives making this game. I don’t think they intended to cast me as what is in essence a Deliveroo bullet courier for an off-brand Elon Musk. Or to drop me into an open world that feels thin not because it lacks mission icons and fishing mini-games, but because it’s devoid of convincing human detail.I suspect the problem may actually be a thematically resonant one: a reckless kind of ambition. When I dropped into the level editor I found a tool that’s astonishingly rich and complex, but which also requires a lot of time and effort if you want to make anything really special in it. This is for the mega-fans, surely, the point-one percent. It must have taken serious time to build, and to do all that alongside a campaignis the kind of endeavour that requires a real megacorp behind it.MindsEye is an oddity. For all its failings, I rarely disliked playing it, and yet it’s also difficult to sincerely recommend. Its ideas, its moment-to-moment action and narrative are so thinly conceived that it barely exists. And yet: I’m kind of happy that it does. MindsEye is out now; £54.99 #mindseye #review #dystopian #future #that
    WWW.THEGUARDIAN.COM
    MindsEye review – a dystopian future that plays like it’s from 2012
    There’s a Sphere-alike in Redrock, MindsEye’s open-world version of Las Vegas. It’s pretty much a straight copy of the original: a huge soap bubble, half sunk into the desert floor, with its surface turned into a gigantic TV. Occasionally you’ll pull up near the Sphere while driving an electric vehicle made by Silva, the megacorp that controls this world. You’ll sometimes come to a stop just as an advert for an identical Silva EV plays out on the huge curved screen overhead. The doubling effect can be slightly vertigo-inducing.At these moments, I truly get what MindsEye is trying to do. You’re stuck in the ultimate company town, where oligarchs and other crooks run everything, and there’s no hope of escaping the ecosystem they’ve built. MindsEye gets this all across through a chance encounter, and in a way that’s both light of touch and clever. The rest of the game tends towards the heavy-handed and silly, but it’s nice to glimpse a few instances where everything clicks.With its Spheres and omnipresent EVs, MindsEye looks and sounds like the future. It’s concerned with AI and tech bros and the insidious creep of a corporate dystopia. You play as an amnesiac former-soldier who must work out the precise damage that technology has done to his humanity, while shooting people and robots and drones. And alongside the campaign itself, MindsEye also has a suite of tools for making your own game or levels and publishing them for fellow players. All of this has come from a studio founded by Leslie Benzies, whose production credits include the likes of GTA 5.AI overlords … MindsEye. Photograph: IOI PartnersWhat’s weird, then, is that MindsEye generally plays like the past. Put a finger to the air and the wind is blowing from somewhere around 2012. At heart, this is a roughly hewn cover shooter with an open world that you only really experience when you’re driving between missions. Its topical concerns mainly exist to justify double-crosses and car chases and shootouts, and to explain why you head into battle with a personal drone that can open doors for you and stun nearby enemies.It can be an uncanny experience, drifting back through the years to a time when many third-person games still featured unskippable cut-scenes and cover that could be awkward to unstick yourself from. I should add that there are plenty of reports at the moment of crashes and technical glitches and characters turning up without their faces in place. Playing on a relatively old PC, aside from one crash and a few amusing bugs, I’ve been mostly fine. I’ve just been playing a game that feels equally elderly.This is sometimes less of a criticism than it sounds. There is a definite pleasure to be had in simple run-and-gun missions where you shoot very similar looking people over and over again and pick a path between waypoints. The shooting often feels good, and while it’s a bit of a swizz to have to drive to and from each mission, the cars have a nice fishtaily looseness to them that can, at times, invoke the Valium-tinged glory of the Driver games. (The airborne craft are less fun because they have less character.)Driving between missions … MindsEye. Photograph: Build A Rocket Boy/IOI PartnersAnd for a game that has thought a lot about the point at which AI takes over, the in-game AI around me wasn’t in danger of taking over anything. When I handed over control of my car to the game while tailing an enemy, having been told I should try not to be spotted, the game made sure our bumpers kissed at every intersection. The streets of this particular open world are filled with amusingly unskilled AI drivers. I’d frequently arrive at traffic lights to be greeted by a recent pile-up, so delighted by the off-screen collisions that had scattered road cones and Dumpsters across my path that I almost always stopped to investigate.I even enjoyed the plot’s hokeyness, which features lines such as: “Your DNA has been altered since we last met!” Has it, though? Even so, I became increasingly aware that clever people had spent a good chunk of their working lives making this game. I don’t think they intended to cast me as what is in essence a Deliveroo bullet courier for an off-brand Elon Musk. Or to drop me into an open world that feels thin not because it lacks mission icons and fishing mini-games, but because it’s devoid of convincing human detail.I suspect the problem may actually be a thematically resonant one: a reckless kind of ambition. When I dropped into the level editor I found a tool that’s astonishingly rich and complex, but which also requires a lot of time and effort if you want to make anything really special in it. This is for the mega-fans, surely, the point-one percent. It must have taken serious time to build, and to do all that alongside a campaign (one that tries, at least, to vary things now and then with stealth, trailing and sniper sections) is the kind of endeavour that requires a real megacorp behind it.MindsEye is an oddity. For all its failings, I rarely disliked playing it, and yet it’s also difficult to sincerely recommend. Its ideas, its moment-to-moment action and narrative are so thinly conceived that it barely exists. And yet: I’m kind of happy that it does. MindsEye is out now; £54.99
    0 Comments 0 Shares
  • Will Gamble Architects restores and extends Hertfordshire farmhouse

    The farmhouse, Flint Farm, in North Hertfordshire, was in poor condition with a number of unsympathetic additions that had altered its character over the years.
    Will Gamble Architects was appointed to restore and extend it for a young couple who wanted to transform it into their long-term family home and improve the house’s relationship with its garden and wider farmyard setting.
    While the original brief had been to replace an existing conservatory with a new extension, the practice encouraged the client to extend by integrating an adjacent barn into the envelope of the reworked house, changing the way the property was used.Advertisement

    Existing unsympathetic extensions were removed and the internal layout was reconfigured, with a new linking element added between the barn and farmhouse.
    The series of internal spaces that has been created is designed to retain the character of the historic listed property.
    Architect’s view
    The barn was sensitively restored and converted into an informal living space. Its timber-framed structure was refurbished and left exposed to celebrate the historic fabric of the barn and the craftsmanship of its original construction. A contemporary picture window with parts of the historic timber frame exposed within its reveals frames a view of the garden, as well as the barn’s unique structure.
    The extension, that links both barn and farmhouse, is deliberately contemporary in appearance to ensure that the historic buildings remain legible. It’s low-rise, built into the sloping garden and particularly lightweight in appearance. Floor-to-ceiling glass sits on a plinth of semi-knapped flint, rooting the intervention into the garden. A ribbon of black steel, with shallow peaks and troughs hovers above. The form of this ribbon draws inspiration from the distinctive black timber-clad gables that characterise the farmhouse and the surrounding outbuildings of the old farmstead.
    Internally the addition’s structure is exposed, much like the historic timber framed structure of the farmhouse and the barn. The interiors are tactile, defined by texture and pattern and inspired by the characteristics of the old farmstead.
    Miles Kelsey, associate, Will Gamble ArchitectsAdvertisement

    Client’s view
    We bought the farmhouse as a family home to move out of our two-bed flat in north London.
    Will visited the farmhouse with us whilst we were working through the purchase to understand what we were looking to do and went on to support us through each stage.
    The farmhouse was a combination of the original 16th century timber-framed building that had been added to with unattractive, unusable, and poorly planned extensions that meant the house was completely disconnected from the garden.
    Will and Miles transformed the whole house including moving the front door, converting an adjacent barn and building the modern extension as our kitchen and dining room that makes the best of the garden and views.
    The process that Will and Miles ran was a perfect balance of what we wanted, Sophie’s specific tastes and creativity combined with the benefit of the architects views and what they have done before.
    What really stood out to us was the way they worked with the council during the planning process so we got consent for almost everything we wanted, expressing their own views but ensuring we were always leading the process and the attention to detail during the build stage.
    Overall we are incredibly happy with what Will and Miles helped us create and the way they led us through the whole process.

      Source:Will Gamble Architects

    Project data
    Location North Hertfordshire
    Start on site April 2023
    Completion February 2025
    Gross internal floor area 320m2
    Form of contract or procurement route JCT MW Building Contract. Design-Bid-Build
    Architect Will Gamble Architects
    Client Private
    Structural engineer Axiom Structures
    Principal designer Will Gamble Architects
    Main contractor Elite Construction
    #will #gamble #architects #restores #extends
    Will Gamble Architects restores and extends Hertfordshire farmhouse
    The farmhouse, Flint Farm, in North Hertfordshire, was in poor condition with a number of unsympathetic additions that had altered its character over the years. Will Gamble Architects was appointed to restore and extend it for a young couple who wanted to transform it into their long-term family home and improve the house’s relationship with its garden and wider farmyard setting. While the original brief had been to replace an existing conservatory with a new extension, the practice encouraged the client to extend by integrating an adjacent barn into the envelope of the reworked house, changing the way the property was used.Advertisement Existing unsympathetic extensions were removed and the internal layout was reconfigured, with a new linking element added between the barn and farmhouse. The series of internal spaces that has been created is designed to retain the character of the historic listed property. Architect’s view The barn was sensitively restored and converted into an informal living space. Its timber-framed structure was refurbished and left exposed to celebrate the historic fabric of the barn and the craftsmanship of its original construction. A contemporary picture window with parts of the historic timber frame exposed within its reveals frames a view of the garden, as well as the barn’s unique structure. The extension, that links both barn and farmhouse, is deliberately contemporary in appearance to ensure that the historic buildings remain legible. It’s low-rise, built into the sloping garden and particularly lightweight in appearance. Floor-to-ceiling glass sits on a plinth of semi-knapped flint, rooting the intervention into the garden. A ribbon of black steel, with shallow peaks and troughs hovers above. The form of this ribbon draws inspiration from the distinctive black timber-clad gables that characterise the farmhouse and the surrounding outbuildings of the old farmstead. Internally the addition’s structure is exposed, much like the historic timber framed structure of the farmhouse and the barn. The interiors are tactile, defined by texture and pattern and inspired by the characteristics of the old farmstead. Miles Kelsey, associate, Will Gamble ArchitectsAdvertisement Client’s view We bought the farmhouse as a family home to move out of our two-bed flat in north London. Will visited the farmhouse with us whilst we were working through the purchase to understand what we were looking to do and went on to support us through each stage. The farmhouse was a combination of the original 16th century timber-framed building that had been added to with unattractive, unusable, and poorly planned extensions that meant the house was completely disconnected from the garden. Will and Miles transformed the whole house including moving the front door, converting an adjacent barn and building the modern extension as our kitchen and dining room that makes the best of the garden and views. The process that Will and Miles ran was a perfect balance of what we wanted, Sophie’s specific tastes and creativity combined with the benefit of the architects views and what they have done before. What really stood out to us was the way they worked with the council during the planning process so we got consent for almost everything we wanted, expressing their own views but ensuring we were always leading the process and the attention to detail during the build stage. Overall we are incredibly happy with what Will and Miles helped us create and the way they led us through the whole process.   Source:Will Gamble Architects Project data Location North Hertfordshire Start on site April 2023 Completion February 2025 Gross internal floor area 320m2 Form of contract or procurement route JCT MW Building Contract. Design-Bid-Build Architect Will Gamble Architects Client Private Structural engineer Axiom Structures Principal designer Will Gamble Architects Main contractor Elite Construction #will #gamble #architects #restores #extends
    WWW.ARCHITECTSJOURNAL.CO.UK
    Will Gamble Architects restores and extends Hertfordshire farmhouse
    The farmhouse, Flint Farm, in North Hertfordshire, was in poor condition with a number of unsympathetic additions that had altered its character over the years. Will Gamble Architects was appointed to restore and extend it for a young couple who wanted to transform it into their long-term family home and improve the house’s relationship with its garden and wider farmyard setting. While the original brief had been to replace an existing conservatory with a new extension, the practice encouraged the client to extend by integrating an adjacent barn into the envelope of the reworked house, changing the way the property was used.Advertisement Existing unsympathetic extensions were removed and the internal layout was reconfigured, with a new linking element added between the barn and farmhouse. The series of internal spaces that has been created is designed to retain the character of the historic listed property. Architect’s view The barn was sensitively restored and converted into an informal living space. Its timber-framed structure was refurbished and left exposed to celebrate the historic fabric of the barn and the craftsmanship of its original construction. A contemporary picture window with parts of the historic timber frame exposed within its reveals frames a view of the garden, as well as the barn’s unique structure. The extension, that links both barn and farmhouse, is deliberately contemporary in appearance to ensure that the historic buildings remain legible. It’s low-rise, built into the sloping garden and particularly lightweight in appearance. Floor-to-ceiling glass sits on a plinth of semi-knapped flint, rooting the intervention into the garden. A ribbon of black steel, with shallow peaks and troughs hovers above. The form of this ribbon draws inspiration from the distinctive black timber-clad gables that characterise the farmhouse and the surrounding outbuildings of the old farmstead. Internally the addition’s structure is exposed, much like the historic timber framed structure of the farmhouse and the barn. The interiors are tactile, defined by texture and pattern and inspired by the characteristics of the old farmstead. Miles Kelsey, associate, Will Gamble ArchitectsAdvertisement Client’s view We bought the farmhouse as a family home to move out of our two-bed flat in north London. Will visited the farmhouse with us whilst we were working through the purchase to understand what we were looking to do and went on to support us through each stage. The farmhouse was a combination of the original 16th century timber-framed building that had been added to with unattractive, unusable, and poorly planned extensions that meant the house was completely disconnected from the garden. Will and Miles transformed the whole house including moving the front door, converting an adjacent barn and building the modern extension as our kitchen and dining room that makes the best of the garden and views. The process that Will and Miles ran was a perfect balance of what we wanted, Sophie’s specific tastes and creativity combined with the benefit of the architects views and what they have done before. What really stood out to us was the way they worked with the council during the planning process so we got consent for almost everything we wanted, expressing their own views but ensuring we were always leading the process and the attention to detail during the build stage. Overall we are incredibly happy with what Will and Miles helped us create and the way they led us through the whole process.   Source:Will Gamble Architects Project data Location North Hertfordshire Start on site April 2023 Completion February 2025 Gross internal floor area 320m2 Form of contract or procurement route JCT MW Building Contract. Design-Bid-Build Architect Will Gamble Architects Client Private Structural engineer Axiom Structures Principal designer Will Gamble Architects Main contractor Elite Construction
    0 Comments 0 Shares
  • FROM SET TO PIXELS: CINEMATIC ARTISTS COME TOGETHER TO CREATE POETRY

    By TREVOR HOGG

    Denis Villeneuvefinds the difficulty of working with visual effects are sometimes the intermediaries between him and the artists and therefore the need to be precise with directions to keep things on track.If post-production has any chance of going smoothly, there must be a solid on-set relationship between the director, cinematographer and visual effects supervisor. “It’s my job to have a vision and to bring it to the screen,” notes Denis Villeneuve, director of Dune: Part Two. “That’s why working with visual effects requires a lot of discipline. It’s not like you work with a keyboard and can change your mind all the time. When I work with a camera, I commit to a mise-en-scène. I’m trying to take the risk, move forward in one direction and enhance it with visual effects. I push it until it looks perfect. It takes a tremendous amount of time and preparation.Paul Lambert is a perfectionist, and I love that about him. We will never put a shot on the screen that we don’t feel has a certain level of quality. It needs to look as real as the face of my actor.”

    A legendary cinematographer had a significant influence on how Villeneuve approaches digital augmentation. “Someone I have learned a lot from about visual effects isRoger Deakins. I remember that at the beginning, when I was doing Blade Runner 2049, some artwork was not defined enough, and I was like, ‘I will correct that later.’ Roger said, ‘No. Don’t do that. You have to make sure right at the start.’ I’ve learned the hard way that you need to be as precise as you can, otherwise it goes in a lot of directions.”

    Motion capture is visually jarring because your eye is always drawn to the performer in the mocap suit, but it worked out well on Better Man because the same thing happens when he gets replaced by a CG monkey.Visual effects enabled the atmospherics on Wolfs to be art directed, which is not always possible with practical snow.One of the most complex musical numbers in Better Man is “Rock DJ,” which required LiDAR scans of Regent Street and doing full 3D motion capture with the dancers dancing down the whole length of the street to work out how best to shoot it.Cinematographer Dan Mindel favors on-set practical effects because the reactions from the cast come across as being more genuine, which was the case for Twisters.Storyboards are an essential part of the planning process. “When I finish a screenplay, the first thing I do is to storyboard, not just to define the visual element of the movie, but also to rewrite the movie through images,” Villeneuve explains. “Those storyboards inform my crew about the design, costumes, accessories and vehicles, andcreate a visual inner rhythm of the film. This is the first step towards visual effects where there will be a conversation that will start from the boards. That will be translated into previs to help the animators know where we are going because the movie has to be made in a certain timeframe and needs choreography to make sure everybody is moving in the same direction.” The approach towards filmmaking has not changed over the years. “You have a camera and a couple of actors in front of you, and it’s about finding the right angle; the rest is noise. I try to protect the intimacy around the camera as much as possible and focus on that because if you don’t believe the actor, then you won’t believe anything.”

    Before transforming singer Robbie Williams into a CG primate, Michael Gracey started as a visual effects artist. “I feel so fortu- nate to have come from a visual effects background early on in my career,” recalls Michael Gracey, director of Better Man. “I would sit down and do all the post myself because I didn’t trust anyone to care as much as I did. Fortunately, over the years I’ve met people who do. It’s a huge part of how I even scrapbook ideas together. Early on, I was constantly throwing stuff up in Flame, doing a video test and asking, ‘Is this going to work?’ Jumping into 3D was something I felt comfortable doing. I’ve been able to plan out or previs ideas. It’s an amazing tool to be armed with if you are a director and have big ideas and you’re trying to convey them to a lot of people.” Previs was pivotal in getting Better Man financed. “Off the page, people were like, ‘Is this monkey even going to work?’ Then they were worried that it wouldn’t work in a musical number. We showed them the previs for Feel, the first musical number, and My Way at the end of the film. I would say, ‘If you get any kind of emotion watching these musical numbers, just imagine what it’s going to be like when it’s filmed and is photoreal.”

    Several shots had to be stitched together to create a ‘oner’ that features numerous costume changes and 500 dancers. “For Rock DJ, we were doing LiDAR scans of Regent Street and full 3D motion capture with the dancers dancing down the whole length of the street to work out all of the transition points and how best to shoot it,” Gracey states. “That process involved Erik Wilson, the Cinematographer; Luke Millar, the Visual Effects Supervisor; Ashley Wallen, the Choreographer; and Patrick Correll, Co-Producer. Patrick would sit on set and, in DaVinci Resolve, take the feed from the camera and check every take against the blueprint that we had already previs.” Motion capture is visually jarring to shoot. “Everything that is in-camera looks perfect, then a guy walks in wearing a mocap suit and your eye zooms onto him. But the truth is, your eye does that the moment you replace him with a monkey as well. It worked out quite well because that idea is true to what it is to be famous. A famous person walks into the room and your eye immediately goes to them.”

    Digital effects have had a significant impact on a particular area of filmmaking. “Physical effects were a much higher art form than it is now, or it was allowed to be then than it is now,” notes Dan Mindel, Cinematographer on Twisters. “People will decline a real pyrotechnic explosion and do a digital one. But you get a much bigger reaction when there’s actual noise and flash.” It is all about collaboration. Mindel explains, “The principle that I work with is that the visual effects department will make us look great, and we have to give them the raw materials in the best possible form so they can work with it instinctually. Sometimes, as a DP, you might want to do something different, but the bottom line is, you’ve got to listen to these guys, because they know what they want. It gets a bit dogmatic, but most of the time, my relationship with visual effects is good, and especially the guys who have had a foot in the analog world at one point or another and have transitioned into the digital world. When we made Twister, it was an analog movie with digital effects, and it worked great. That’s because everyone on set doing the technical work understood both formats, and we were able to use them well.”

    Digital filmmaking has caused a generational gap. “The younger directors don’t think holistically,” Mindel notes. “It’s much more post-driven because they want to manipulate on the Avid or whatever platform it is going to be. What has happened is that the overreaching nature of these tools has left very little to the imagination. A movie that is heavy visual effects is mostly conceptualized on paper using computer-generated graphics and color; that insidiously sneaks into the look and feel of the movie before you know it. You see concept art blasted all over production offices. People could get used to looking at those images, and before you know it, that’s how the movie looks. That’s a very dangerous place to be, not to have the imagination to work around an issue that perhaps doesn’t manifest itself until you’re shooting.” There has to be a sense of purpose. Mindel remarks, “The ability to shoot in a way that doesn’t allow any manipulation in post is the only way to guarantee that there’s just one direction the look can go in. But that could be a little dangerous for some people. Generally, the crowd I’m working with is part of a team, and there’s little thought of taking the movie to a different place than what was shot. I work in the DI with the visual effects supervisor, and we look at our work together so we’re all in agreement that it fits into the movie.”

    “All of the advances in technology are a push for greater control,” notes Larkin Seiple, Cinematographer on Everything Everywhere All at Once. “There are still a lot of things that we do with visual effects that we could do practically, but a lot of times it’s more efficient, or we have more attempts at it later in post, than if we had tried to do it practically. I find today, there’s still a debate about what we do on set and what we do later digitally. Many directors have been trying to do more on set, and the best visual effects supervisors I work with push to do everything in-camera as much as possible to make it as realistic as possible.” Storytelling is about figuring out where to invest your time and effort. Seiple states, “I like the adventure of filmmaking. I prefer to go to a mountain top and shoot some of the scenes, get there and be inspired, as opposed to recreate it. Now, if it’s a five-second cutaway, I don’t want production to go to a mountain top and do that. For car work, we’ll shoot the real streets, figure out the time of day and even light the plates for it. Then, I’ll project those on LED walls with actors in a car on a stage. I love doing that because then I get to control how that looks.”

    Visual effects have freed Fallout Cinematographer Stuart Dryburgh to shoot quicker and in places that in the past would have been deemed imperfect because of power lines, out-of-period buildings or the sky.Visual effects assist in achieving the desired atmospherics. Seiple says, “On Wolfs, we tried to bring in our own snow for every scene. We would shoot one take, the snow would blow left, and the next take would blow right. Janek Sirrs is probably the best visual effects supervisor I’ve worked with, and he was like, ‘Please turn off the snow. It’ll be a nightmare trying to remove the snow from all these shots then add our own snow back for continuity because you can’t have the snow changing direction every other cut.’ Or we’d have to ‘snow’ a street, which would take ages. Janek would say, ‘Let’s put enough snow on the ground to see the lighting on it and where the actors walk. We’ll do the rest of the street later because we have a perfect reference of what it should look like.” Certain photographic principles have to be carried over into post-production to make shots believable to the eye. Seiple explains, “When you make all these amazing details that should be out of focus sharper, then the image feels like a visual effect because it doesn’t work the way a lens would work.” Familiarity with the visual effects process is an asset in being able to achieve the best result. “I inadvertently come from a lot of visual effect-heavy shoots and shows, so I’m quick to have an opinion about it. Many directors love to reference the way David Fincher uses visual effects because there is such great behind-the-scenes imagery that showcases how they were able to do simple things. Also, I like to shoot tests even on an iPhone to see if this comp will work or if this idea is a good one.”

    Cinematographer Fabian Wagner and VFX Supervisor John Moffatt spent a lot of time in pre-production for Venom: The Last Dance discussing how to bring out the texture of the symbiote through lighting and camera angles.Game of Thrones Director of Photography Fabian Wagner had to make key decisions while prepping and breaking down the script so visual effects had enough time to meet deadline.Twisters was an analog movie with digital effects that worked well because everyone on set doing the technical work understood both formats.For Cinematographer Larkin Seiple, storytelling is about figuring out where to invest your time and effort. Scene from the Netflix series Beef.Cinematographer Larkin Seiple believes that all of the advances in technology are a push for greater control, which occurred on Everything Everywhere All at Once.Nothing beats reality when it comes to realism. “Every project I do I talk more about the real elements to bring into the shoot than the visual effect element because the more practical stuff that you can do on set, the more it will embed the visual effects into the image, and, therefore, they’re more real,” observes Fabian Wagner, Cinematographer on Venom: The Last Dance. “It also depends on the job you’re doing in terms of how real or unreal you want it to be. Game of Thrones was a good example because it was a visual effects-heavy show, but they were keen on pushing the reality of things as much as possible. We were doing interactive lighting and practical on-set things to embed the visual effects. It was successful.” Television has a significantly compressed schedule compared to feature films. “There are fewer times to iterate. You have to be much more precise. On Game of Thrones, we knew that certain decisions had to be made early on while we were still prepping and breaking down the script. Because of their due dates, to be ready in time, they had to start the visual effects process for certain dragon scenes months before we even started shooting.”

    “Like everything else, it’s always about communication,” Wagner notes. “I’ve been fortunate to work with extremely talented and collaborative visual effects supervisors, visual effects producers and directors. I have become friends with most of those visual effects departments throughout the shoot, so it’s easy to stay in touch. Even when Venom: The Last Dance was posting, I would be talking to John Moffatt, who was our talented visual effects supervisor. We would exchange emails, text messages or phone calls once a week, and he would send me updates, which we would talk about it. If I gave any notes or thoughts, John would listen, and if it were possible to do anything about, he would. In the end, it’s about those personal relationships, and if you have those, that can go a long way.” Wagner has had to deal with dragons, superheroes and symbiotes. “They’re all the same to me! For the symbiote, we had two previous films to see what they had done, where they had succeeded and where we could improve it slightly. While prepping, John and I spent a lot of time talking about how to bring out the texture of the symbiote and help it with the lighting and camera angles. One of the earliest tests was to see what would happen if we backlit or side lit it as well as trying different textures for reflections. We came up with something we all were happy with, and that’s what we did on set. It was down to trying to speak the same language and aiming for the same thing, which in this case was, ‘How could we make the symbiote look the coolest?’”

    Visual effects has become a crucial department throughout the filmmaking process. “The relationship with the visual effects supervisor is new,” states Stuart Dryburgh, Cinematographer on Fallout. “We didn’t really have that. On The Piano, the extent of the visual effects was having somebody scribbling in a lightning strike over a stormy sky and a little flash of an animated puppet. Runaway Bride had a two-camera setup where one of the cameras pushed into the frame, and that was digitally removed, but we weren’t using it the way we’re using it now. ForEast of Eden, we’re recreating 19th and early 20th century Connecticut, Boston and Salinas, California in New Zealand. While we have some great sets built and historical buildings that we can use, there is a lot of set extension and modification, and some complete bluescreen scenes, which allow us to more realistically portray a historical environment than we could have done back in the day.” The presence of a visual effects supervisor simplified principal photography. Dryburgh adds, “In many ways, using visual effects frees you to shoot quicker and in places that might otherwise be deemed imperfect because of one little thing, whether it’s power lines or out-of-period buildings or sky. All of those can be easily fixed. Most of us have been doing it for long enough that we have a good idea of what can and can’t be done and how it’s done so that the visual effects supervisor isn’t the arbiter.”

    Lighting cannot be arbitrarily altered in post as it never looks right. “Whether you set the lighting on the set and the background artist has to match that, or you have an existing background and you, as a DP, have to match that – that is the lighting trick to the whole thing,” Dryburgh observes. “Everything has to be the same, a soft or hard light, the direction and color. Those things all need to line up in a composited shot; that is crucial.” Every director has his or her own approach to filmmaking. “Harold Ramis told me, ‘I’ll deal with the acting and the words. You just make it look nice, alright?’ That’s the conversation we had about shots, and it worked out well.Garth Davis, who I’m working with now, is a terrific photographer in his own right and has a great visual sense, so he’s much more involved in anything visual, whether it be the designs of the sets, creation of the visual effects, my lighting or choice of lenses. It becomes much more collaborative. And that applies to the visual effects department as well.” Recreating vintage lenses digitally is an important part of the visual aesthetic. “As digital photography has become crisper, better and sharper, people have chosen to use fewer perfect optics, such as lenses that are softer on the edges or give a flare characteristic. Before production, we have the camera department shoot all of these lens grids of different packages and ranges, and visual effects takes that information so they can model every lens. If they’re doing a fully CG background, they can apply that lens characteristic,” remarks Dryburgh.

    Television schedules for productions like House of the Dragon do not allow a lot of time to iterate, so decisions have to be precise.Bluescreen and stunt doubles on Twisters.“The principle that I work with is that the visual effects department will make us look great, and we have to give them the raw materials in the best possible form so they can work with it instinctually. Sometimes, as a DP, you might want to do something different, but the bottom line is, you’ve got to listen to these guys because they know what they want. It gets a bit dogmatic, but most of the time, my relationship with visual effects is good, and especially the guys who have had a foot in the analog world at one point or another and have transitioned into the digital world.”
    —Dan Mindel, Cinematographer, Twisters

    Cinematographers like Greig Fraser have adopted Unreal Engine. “Greig has an incredible curiosity about new technology, and that helped us specifically with Dune: Part Two,” Villeneuve explains. “Greig was using Unreal Engine to capture natural environments. For example, if we decide to shoot in that specific rocky area, we’ll capture the whole area with drones to recreate the terrain in the computer. If I said, ‘I want to shoot in that valley on November 3rd and have the sun behind the actors. At what time is it? You have to be there at 9:45 am.’ We built the whole schedule like a puzzle to maximize the power of natural light, but that came through those studies, which were made with the software usually used for video games.” Technology is essentially a tool that keeps evolving. Villeneuve adds, “Sometimes, I don’t know if I feel like a dinosaur or if my last movie will be done in this house behind the computer alone. It would be much less tiring to do that, but seriously, the beauty of cinema is the idea of bringing many artists together to create poetry.”
    #set #pixels #cinematic #artists #come
    FROM SET TO PIXELS: CINEMATIC ARTISTS COME TOGETHER TO CREATE POETRY
    By TREVOR HOGG Denis Villeneuvefinds the difficulty of working with visual effects are sometimes the intermediaries between him and the artists and therefore the need to be precise with directions to keep things on track.If post-production has any chance of going smoothly, there must be a solid on-set relationship between the director, cinematographer and visual effects supervisor. “It’s my job to have a vision and to bring it to the screen,” notes Denis Villeneuve, director of Dune: Part Two. “That’s why working with visual effects requires a lot of discipline. It’s not like you work with a keyboard and can change your mind all the time. When I work with a camera, I commit to a mise-en-scène. I’m trying to take the risk, move forward in one direction and enhance it with visual effects. I push it until it looks perfect. It takes a tremendous amount of time and preparation.Paul Lambert is a perfectionist, and I love that about him. We will never put a shot on the screen that we don’t feel has a certain level of quality. It needs to look as real as the face of my actor.” A legendary cinematographer had a significant influence on how Villeneuve approaches digital augmentation. “Someone I have learned a lot from about visual effects isRoger Deakins. I remember that at the beginning, when I was doing Blade Runner 2049, some artwork was not defined enough, and I was like, ‘I will correct that later.’ Roger said, ‘No. Don’t do that. You have to make sure right at the start.’ I’ve learned the hard way that you need to be as precise as you can, otherwise it goes in a lot of directions.” Motion capture is visually jarring because your eye is always drawn to the performer in the mocap suit, but it worked out well on Better Man because the same thing happens when he gets replaced by a CG monkey.Visual effects enabled the atmospherics on Wolfs to be art directed, which is not always possible with practical snow.One of the most complex musical numbers in Better Man is “Rock DJ,” which required LiDAR scans of Regent Street and doing full 3D motion capture with the dancers dancing down the whole length of the street to work out how best to shoot it.Cinematographer Dan Mindel favors on-set practical effects because the reactions from the cast come across as being more genuine, which was the case for Twisters.Storyboards are an essential part of the planning process. “When I finish a screenplay, the first thing I do is to storyboard, not just to define the visual element of the movie, but also to rewrite the movie through images,” Villeneuve explains. “Those storyboards inform my crew about the design, costumes, accessories and vehicles, andcreate a visual inner rhythm of the film. This is the first step towards visual effects where there will be a conversation that will start from the boards. That will be translated into previs to help the animators know where we are going because the movie has to be made in a certain timeframe and needs choreography to make sure everybody is moving in the same direction.” The approach towards filmmaking has not changed over the years. “You have a camera and a couple of actors in front of you, and it’s about finding the right angle; the rest is noise. I try to protect the intimacy around the camera as much as possible and focus on that because if you don’t believe the actor, then you won’t believe anything.” Before transforming singer Robbie Williams into a CG primate, Michael Gracey started as a visual effects artist. “I feel so fortu- nate to have come from a visual effects background early on in my career,” recalls Michael Gracey, director of Better Man. “I would sit down and do all the post myself because I didn’t trust anyone to care as much as I did. Fortunately, over the years I’ve met people who do. It’s a huge part of how I even scrapbook ideas together. Early on, I was constantly throwing stuff up in Flame, doing a video test and asking, ‘Is this going to work?’ Jumping into 3D was something I felt comfortable doing. I’ve been able to plan out or previs ideas. It’s an amazing tool to be armed with if you are a director and have big ideas and you’re trying to convey them to a lot of people.” Previs was pivotal in getting Better Man financed. “Off the page, people were like, ‘Is this monkey even going to work?’ Then they were worried that it wouldn’t work in a musical number. We showed them the previs for Feel, the first musical number, and My Way at the end of the film. I would say, ‘If you get any kind of emotion watching these musical numbers, just imagine what it’s going to be like when it’s filmed and is photoreal.” Several shots had to be stitched together to create a ‘oner’ that features numerous costume changes and 500 dancers. “For Rock DJ, we were doing LiDAR scans of Regent Street and full 3D motion capture with the dancers dancing down the whole length of the street to work out all of the transition points and how best to shoot it,” Gracey states. “That process involved Erik Wilson, the Cinematographer; Luke Millar, the Visual Effects Supervisor; Ashley Wallen, the Choreographer; and Patrick Correll, Co-Producer. Patrick would sit on set and, in DaVinci Resolve, take the feed from the camera and check every take against the blueprint that we had already previs.” Motion capture is visually jarring to shoot. “Everything that is in-camera looks perfect, then a guy walks in wearing a mocap suit and your eye zooms onto him. But the truth is, your eye does that the moment you replace him with a monkey as well. It worked out quite well because that idea is true to what it is to be famous. A famous person walks into the room and your eye immediately goes to them.” Digital effects have had a significant impact on a particular area of filmmaking. “Physical effects were a much higher art form than it is now, or it was allowed to be then than it is now,” notes Dan Mindel, Cinematographer on Twisters. “People will decline a real pyrotechnic explosion and do a digital one. But you get a much bigger reaction when there’s actual noise and flash.” It is all about collaboration. Mindel explains, “The principle that I work with is that the visual effects department will make us look great, and we have to give them the raw materials in the best possible form so they can work with it instinctually. Sometimes, as a DP, you might want to do something different, but the bottom line is, you’ve got to listen to these guys, because they know what they want. It gets a bit dogmatic, but most of the time, my relationship with visual effects is good, and especially the guys who have had a foot in the analog world at one point or another and have transitioned into the digital world. When we made Twister, it was an analog movie with digital effects, and it worked great. That’s because everyone on set doing the technical work understood both formats, and we were able to use them well.” Digital filmmaking has caused a generational gap. “The younger directors don’t think holistically,” Mindel notes. “It’s much more post-driven because they want to manipulate on the Avid or whatever platform it is going to be. What has happened is that the overreaching nature of these tools has left very little to the imagination. A movie that is heavy visual effects is mostly conceptualized on paper using computer-generated graphics and color; that insidiously sneaks into the look and feel of the movie before you know it. You see concept art blasted all over production offices. People could get used to looking at those images, and before you know it, that’s how the movie looks. That’s a very dangerous place to be, not to have the imagination to work around an issue that perhaps doesn’t manifest itself until you’re shooting.” There has to be a sense of purpose. Mindel remarks, “The ability to shoot in a way that doesn’t allow any manipulation in post is the only way to guarantee that there’s just one direction the look can go in. But that could be a little dangerous for some people. Generally, the crowd I’m working with is part of a team, and there’s little thought of taking the movie to a different place than what was shot. I work in the DI with the visual effects supervisor, and we look at our work together so we’re all in agreement that it fits into the movie.” “All of the advances in technology are a push for greater control,” notes Larkin Seiple, Cinematographer on Everything Everywhere All at Once. “There are still a lot of things that we do with visual effects that we could do practically, but a lot of times it’s more efficient, or we have more attempts at it later in post, than if we had tried to do it practically. I find today, there’s still a debate about what we do on set and what we do later digitally. Many directors have been trying to do more on set, and the best visual effects supervisors I work with push to do everything in-camera as much as possible to make it as realistic as possible.” Storytelling is about figuring out where to invest your time and effort. Seiple states, “I like the adventure of filmmaking. I prefer to go to a mountain top and shoot some of the scenes, get there and be inspired, as opposed to recreate it. Now, if it’s a five-second cutaway, I don’t want production to go to a mountain top and do that. For car work, we’ll shoot the real streets, figure out the time of day and even light the plates for it. Then, I’ll project those on LED walls with actors in a car on a stage. I love doing that because then I get to control how that looks.” Visual effects have freed Fallout Cinematographer Stuart Dryburgh to shoot quicker and in places that in the past would have been deemed imperfect because of power lines, out-of-period buildings or the sky.Visual effects assist in achieving the desired atmospherics. Seiple says, “On Wolfs, we tried to bring in our own snow for every scene. We would shoot one take, the snow would blow left, and the next take would blow right. Janek Sirrs is probably the best visual effects supervisor I’ve worked with, and he was like, ‘Please turn off the snow. It’ll be a nightmare trying to remove the snow from all these shots then add our own snow back for continuity because you can’t have the snow changing direction every other cut.’ Or we’d have to ‘snow’ a street, which would take ages. Janek would say, ‘Let’s put enough snow on the ground to see the lighting on it and where the actors walk. We’ll do the rest of the street later because we have a perfect reference of what it should look like.” Certain photographic principles have to be carried over into post-production to make shots believable to the eye. Seiple explains, “When you make all these amazing details that should be out of focus sharper, then the image feels like a visual effect because it doesn’t work the way a lens would work.” Familiarity with the visual effects process is an asset in being able to achieve the best result. “I inadvertently come from a lot of visual effect-heavy shoots and shows, so I’m quick to have an opinion about it. Many directors love to reference the way David Fincher uses visual effects because there is such great behind-the-scenes imagery that showcases how they were able to do simple things. Also, I like to shoot tests even on an iPhone to see if this comp will work or if this idea is a good one.” Cinematographer Fabian Wagner and VFX Supervisor John Moffatt spent a lot of time in pre-production for Venom: The Last Dance discussing how to bring out the texture of the symbiote through lighting and camera angles.Game of Thrones Director of Photography Fabian Wagner had to make key decisions while prepping and breaking down the script so visual effects had enough time to meet deadline.Twisters was an analog movie with digital effects that worked well because everyone on set doing the technical work understood both formats.For Cinematographer Larkin Seiple, storytelling is about figuring out where to invest your time and effort. Scene from the Netflix series Beef.Cinematographer Larkin Seiple believes that all of the advances in technology are a push for greater control, which occurred on Everything Everywhere All at Once.Nothing beats reality when it comes to realism. “Every project I do I talk more about the real elements to bring into the shoot than the visual effect element because the more practical stuff that you can do on set, the more it will embed the visual effects into the image, and, therefore, they’re more real,” observes Fabian Wagner, Cinematographer on Venom: The Last Dance. “It also depends on the job you’re doing in terms of how real or unreal you want it to be. Game of Thrones was a good example because it was a visual effects-heavy show, but they were keen on pushing the reality of things as much as possible. We were doing interactive lighting and practical on-set things to embed the visual effects. It was successful.” Television has a significantly compressed schedule compared to feature films. “There are fewer times to iterate. You have to be much more precise. On Game of Thrones, we knew that certain decisions had to be made early on while we were still prepping and breaking down the script. Because of their due dates, to be ready in time, they had to start the visual effects process for certain dragon scenes months before we even started shooting.” “Like everything else, it’s always about communication,” Wagner notes. “I’ve been fortunate to work with extremely talented and collaborative visual effects supervisors, visual effects producers and directors. I have become friends with most of those visual effects departments throughout the shoot, so it’s easy to stay in touch. Even when Venom: The Last Dance was posting, I would be talking to John Moffatt, who was our talented visual effects supervisor. We would exchange emails, text messages or phone calls once a week, and he would send me updates, which we would talk about it. If I gave any notes or thoughts, John would listen, and if it were possible to do anything about, he would. In the end, it’s about those personal relationships, and if you have those, that can go a long way.” Wagner has had to deal with dragons, superheroes and symbiotes. “They’re all the same to me! For the symbiote, we had two previous films to see what they had done, where they had succeeded and where we could improve it slightly. While prepping, John and I spent a lot of time talking about how to bring out the texture of the symbiote and help it with the lighting and camera angles. One of the earliest tests was to see what would happen if we backlit or side lit it as well as trying different textures for reflections. We came up with something we all were happy with, and that’s what we did on set. It was down to trying to speak the same language and aiming for the same thing, which in this case was, ‘How could we make the symbiote look the coolest?’” Visual effects has become a crucial department throughout the filmmaking process. “The relationship with the visual effects supervisor is new,” states Stuart Dryburgh, Cinematographer on Fallout. “We didn’t really have that. On The Piano, the extent of the visual effects was having somebody scribbling in a lightning strike over a stormy sky and a little flash of an animated puppet. Runaway Bride had a two-camera setup where one of the cameras pushed into the frame, and that was digitally removed, but we weren’t using it the way we’re using it now. ForEast of Eden, we’re recreating 19th and early 20th century Connecticut, Boston and Salinas, California in New Zealand. While we have some great sets built and historical buildings that we can use, there is a lot of set extension and modification, and some complete bluescreen scenes, which allow us to more realistically portray a historical environment than we could have done back in the day.” The presence of a visual effects supervisor simplified principal photography. Dryburgh adds, “In many ways, using visual effects frees you to shoot quicker and in places that might otherwise be deemed imperfect because of one little thing, whether it’s power lines or out-of-period buildings or sky. All of those can be easily fixed. Most of us have been doing it for long enough that we have a good idea of what can and can’t be done and how it’s done so that the visual effects supervisor isn’t the arbiter.” Lighting cannot be arbitrarily altered in post as it never looks right. “Whether you set the lighting on the set and the background artist has to match that, or you have an existing background and you, as a DP, have to match that – that is the lighting trick to the whole thing,” Dryburgh observes. “Everything has to be the same, a soft or hard light, the direction and color. Those things all need to line up in a composited shot; that is crucial.” Every director has his or her own approach to filmmaking. “Harold Ramis told me, ‘I’ll deal with the acting and the words. You just make it look nice, alright?’ That’s the conversation we had about shots, and it worked out well.Garth Davis, who I’m working with now, is a terrific photographer in his own right and has a great visual sense, so he’s much more involved in anything visual, whether it be the designs of the sets, creation of the visual effects, my lighting or choice of lenses. It becomes much more collaborative. And that applies to the visual effects department as well.” Recreating vintage lenses digitally is an important part of the visual aesthetic. “As digital photography has become crisper, better and sharper, people have chosen to use fewer perfect optics, such as lenses that are softer on the edges or give a flare characteristic. Before production, we have the camera department shoot all of these lens grids of different packages and ranges, and visual effects takes that information so they can model every lens. If they’re doing a fully CG background, they can apply that lens characteristic,” remarks Dryburgh. Television schedules for productions like House of the Dragon do not allow a lot of time to iterate, so decisions have to be precise.Bluescreen and stunt doubles on Twisters.“The principle that I work with is that the visual effects department will make us look great, and we have to give them the raw materials in the best possible form so they can work with it instinctually. Sometimes, as a DP, you might want to do something different, but the bottom line is, you’ve got to listen to these guys because they know what they want. It gets a bit dogmatic, but most of the time, my relationship with visual effects is good, and especially the guys who have had a foot in the analog world at one point or another and have transitioned into the digital world.” —Dan Mindel, Cinematographer, Twisters Cinematographers like Greig Fraser have adopted Unreal Engine. “Greig has an incredible curiosity about new technology, and that helped us specifically with Dune: Part Two,” Villeneuve explains. “Greig was using Unreal Engine to capture natural environments. For example, if we decide to shoot in that specific rocky area, we’ll capture the whole area with drones to recreate the terrain in the computer. If I said, ‘I want to shoot in that valley on November 3rd and have the sun behind the actors. At what time is it? You have to be there at 9:45 am.’ We built the whole schedule like a puzzle to maximize the power of natural light, but that came through those studies, which were made with the software usually used for video games.” Technology is essentially a tool that keeps evolving. Villeneuve adds, “Sometimes, I don’t know if I feel like a dinosaur or if my last movie will be done in this house behind the computer alone. It would be much less tiring to do that, but seriously, the beauty of cinema is the idea of bringing many artists together to create poetry.” #set #pixels #cinematic #artists #come
    WWW.VFXVOICE.COM
    FROM SET TO PIXELS: CINEMATIC ARTISTS COME TOGETHER TO CREATE POETRY
    By TREVOR HOGG Denis Villeneuve (Dune: Part Two) finds the difficulty of working with visual effects are sometimes the intermediaries between him and the artists and therefore the need to be precise with directions to keep things on track. (Image courtesy of Warner Bros. Pictures) If post-production has any chance of going smoothly, there must be a solid on-set relationship between the director, cinematographer and visual effects supervisor. “It’s my job to have a vision and to bring it to the screen,” notes Denis Villeneuve, director of Dune: Part Two. “That’s why working with visual effects requires a lot of discipline. It’s not like you work with a keyboard and can change your mind all the time. When I work with a camera, I commit to a mise-en-scène. I’m trying to take the risk, move forward in one direction and enhance it with visual effects. I push it until it looks perfect. It takes a tremendous amount of time and preparation. [VFX Supervisor] Paul Lambert is a perfectionist, and I love that about him. We will never put a shot on the screen that we don’t feel has a certain level of quality. It needs to look as real as the face of my actor.” A legendary cinematographer had a significant influence on how Villeneuve approaches digital augmentation. “Someone I have learned a lot from about visual effects is [Cinematographer] Roger Deakins. I remember that at the beginning, when I was doing Blade Runner 2049, some artwork was not defined enough, and I was like, ‘I will correct that later.’ Roger said, ‘No. Don’t do that. You have to make sure right at the start.’ I’ve learned the hard way that you need to be as precise as you can, otherwise it goes in a lot of directions.” Motion capture is visually jarring because your eye is always drawn to the performer in the mocap suit, but it worked out well on Better Man because the same thing happens when he gets replaced by a CG monkey. (Image courtesy of Paramount Pictures) Visual effects enabled the atmospherics on Wolfs to be art directed, which is not always possible with practical snow. (Image courtesy of Apple Studios) One of the most complex musical numbers in Better Man is “Rock DJ,” which required LiDAR scans of Regent Street and doing full 3D motion capture with the dancers dancing down the whole length of the street to work out how best to shoot it. (Image courtesy of Paramount Pictures) Cinematographer Dan Mindel favors on-set practical effects because the reactions from the cast come across as being more genuine, which was the case for Twisters. (Image courtesy of Universal Pictures) Storyboards are an essential part of the planning process. “When I finish a screenplay, the first thing I do is to storyboard, not just to define the visual element of the movie, but also to rewrite the movie through images,” Villeneuve explains. “Those storyboards inform my crew about the design, costumes, accessories and vehicles, and [they] create a visual inner rhythm of the film. This is the first step towards visual effects where there will be a conversation that will start from the boards. That will be translated into previs to help the animators know where we are going because the movie has to be made in a certain timeframe and needs choreography to make sure everybody is moving in the same direction.” The approach towards filmmaking has not changed over the years. “You have a camera and a couple of actors in front of you, and it’s about finding the right angle; the rest is noise. I try to protect the intimacy around the camera as much as possible and focus on that because if you don’t believe the actor, then you won’t believe anything.” Before transforming singer Robbie Williams into a CG primate, Michael Gracey started as a visual effects artist. “I feel so fortu- nate to have come from a visual effects background early on in my career,” recalls Michael Gracey, director of Better Man. “I would sit down and do all the post myself because I didn’t trust anyone to care as much as I did. Fortunately, over the years I’ve met people who do. It’s a huge part of how I even scrapbook ideas together. Early on, I was constantly throwing stuff up in Flame, doing a video test and asking, ‘Is this going to work?’ Jumping into 3D was something I felt comfortable doing. I’ve been able to plan out or previs ideas. It’s an amazing tool to be armed with if you are a director and have big ideas and you’re trying to convey them to a lot of people.” Previs was pivotal in getting Better Man financed. “Off the page, people were like, ‘Is this monkey even going to work?’ Then they were worried that it wouldn’t work in a musical number. We showed them the previs for Feel, the first musical number, and My Way at the end of the film. I would say, ‘If you get any kind of emotion watching these musical numbers, just imagine what it’s going to be like when it’s filmed and is photoreal.” Several shots had to be stitched together to create a ‘oner’ that features numerous costume changes and 500 dancers. “For Rock DJ, we were doing LiDAR scans of Regent Street and full 3D motion capture with the dancers dancing down the whole length of the street to work out all of the transition points and how best to shoot it,” Gracey states. “That process involved Erik Wilson, the Cinematographer; Luke Millar, the Visual Effects Supervisor; Ashley Wallen, the Choreographer; and Patrick Correll, Co-Producer. Patrick would sit on set and, in DaVinci Resolve, take the feed from the camera and check every take against the blueprint that we had already previs.” Motion capture is visually jarring to shoot. “Everything that is in-camera looks perfect, then a guy walks in wearing a mocap suit and your eye zooms onto him. But the truth is, your eye does that the moment you replace him with a monkey as well. It worked out quite well because that idea is true to what it is to be famous. A famous person walks into the room and your eye immediately goes to them.” Digital effects have had a significant impact on a particular area of filmmaking. “Physical effects were a much higher art form than it is now, or it was allowed to be then than it is now,” notes Dan Mindel, Cinematographer on Twisters. “People will decline a real pyrotechnic explosion and do a digital one. But you get a much bigger reaction when there’s actual noise and flash.” It is all about collaboration. Mindel explains, “The principle that I work with is that the visual effects department will make us look great, and we have to give them the raw materials in the best possible form so they can work with it instinctually. Sometimes, as a DP, you might want to do something different, but the bottom line is, you’ve got to listen to these guys, because they know what they want. It gets a bit dogmatic, but most of the time, my relationship with visual effects is good, and especially the guys who have had a foot in the analog world at one point or another and have transitioned into the digital world. When we made Twister, it was an analog movie with digital effects, and it worked great. That’s because everyone on set doing the technical work understood both formats, and we were able to use them well.” Digital filmmaking has caused a generational gap. “The younger directors don’t think holistically,” Mindel notes. “It’s much more post-driven because they want to manipulate on the Avid or whatever platform it is going to be. What has happened is that the overreaching nature of these tools has left very little to the imagination. A movie that is heavy visual effects is mostly conceptualized on paper using computer-generated graphics and color; that insidiously sneaks into the look and feel of the movie before you know it. You see concept art blasted all over production offices. People could get used to looking at those images, and before you know it, that’s how the movie looks. That’s a very dangerous place to be, not to have the imagination to work around an issue that perhaps doesn’t manifest itself until you’re shooting.” There has to be a sense of purpose. Mindel remarks, “The ability to shoot in a way that doesn’t allow any manipulation in post is the only way to guarantee that there’s just one direction the look can go in. But that could be a little dangerous for some people. Generally, the crowd I’m working with is part of a team, and there’s little thought of taking the movie to a different place than what was shot. I work in the DI with the visual effects supervisor, and we look at our work together so we’re all in agreement that it fits into the movie.” “All of the advances in technology are a push for greater control,” notes Larkin Seiple, Cinematographer on Everything Everywhere All at Once. “There are still a lot of things that we do with visual effects that we could do practically, but a lot of times it’s more efficient, or we have more attempts at it later in post, than if we had tried to do it practically. I find today, there’s still a debate about what we do on set and what we do later digitally. Many directors have been trying to do more on set, and the best visual effects supervisors I work with push to do everything in-camera as much as possible to make it as realistic as possible.” Storytelling is about figuring out where to invest your time and effort. Seiple states, “I like the adventure of filmmaking. I prefer to go to a mountain top and shoot some of the scenes, get there and be inspired, as opposed to recreate it. Now, if it’s a five-second cutaway, I don’t want production to go to a mountain top and do that. For car work, we’ll shoot the real streets, figure out the time of day and even light the plates for it. Then, I’ll project those on LED walls with actors in a car on a stage. I love doing that because then I get to control how that looks.” Visual effects have freed Fallout Cinematographer Stuart Dryburgh to shoot quicker and in places that in the past would have been deemed imperfect because of power lines, out-of-period buildings or the sky. (Image courtesy of Prime Video) Visual effects assist in achieving the desired atmospherics. Seiple says, “On Wolfs, we tried to bring in our own snow for every scene. We would shoot one take, the snow would blow left, and the next take would blow right. Janek Sirrs is probably the best visual effects supervisor I’ve worked with, and he was like, ‘Please turn off the snow. It’ll be a nightmare trying to remove the snow from all these shots then add our own snow back for continuity because you can’t have the snow changing direction every other cut.’ Or we’d have to ‘snow’ a street, which would take ages. Janek would say, ‘Let’s put enough snow on the ground to see the lighting on it and where the actors walk. We’ll do the rest of the street later because we have a perfect reference of what it should look like.” Certain photographic principles have to be carried over into post-production to make shots believable to the eye. Seiple explains, “When you make all these amazing details that should be out of focus sharper, then the image feels like a visual effect because it doesn’t work the way a lens would work.” Familiarity with the visual effects process is an asset in being able to achieve the best result. “I inadvertently come from a lot of visual effect-heavy shoots and shows, so I’m quick to have an opinion about it. Many directors love to reference the way David Fincher uses visual effects because there is such great behind-the-scenes imagery that showcases how they were able to do simple things. Also, I like to shoot tests even on an iPhone to see if this comp will work or if this idea is a good one.” Cinematographer Fabian Wagner and VFX Supervisor John Moffatt spent a lot of time in pre-production for Venom: The Last Dance discussing how to bring out the texture of the symbiote through lighting and camera angles. (Image courtesy of Columbia Pictures) Game of Thrones Director of Photography Fabian Wagner had to make key decisions while prepping and breaking down the script so visual effects had enough time to meet deadline. (Image courtesy of HBO) Twisters was an analog movie with digital effects that worked well because everyone on set doing the technical work understood both formats. (Image courtesy of Universal Pictures) For Cinematographer Larkin Seiple, storytelling is about figuring out where to invest your time and effort. Scene from the Netflix series Beef. (Image courtesy of Netflix) Cinematographer Larkin Seiple believes that all of the advances in technology are a push for greater control, which occurred on Everything Everywhere All at Once. (Image courtesy of A24) Nothing beats reality when it comes to realism. “Every project I do I talk more about the real elements to bring into the shoot than the visual effect element because the more practical stuff that you can do on set, the more it will embed the visual effects into the image, and, therefore, they’re more real,” observes Fabian Wagner, Cinematographer on Venom: The Last Dance. “It also depends on the job you’re doing in terms of how real or unreal you want it to be. Game of Thrones was a good example because it was a visual effects-heavy show, but they were keen on pushing the reality of things as much as possible. We were doing interactive lighting and practical on-set things to embed the visual effects. It was successful.” Television has a significantly compressed schedule compared to feature films. “There are fewer times to iterate. You have to be much more precise. On Game of Thrones, we knew that certain decisions had to be made early on while we were still prepping and breaking down the script. Because of their due dates, to be ready in time, they had to start the visual effects process for certain dragon scenes months before we even started shooting.” “Like everything else, it’s always about communication,” Wagner notes. “I’ve been fortunate to work with extremely talented and collaborative visual effects supervisors, visual effects producers and directors. I have become friends with most of those visual effects departments throughout the shoot, so it’s easy to stay in touch. Even when Venom: The Last Dance was posting, I would be talking to John Moffatt, who was our talented visual effects supervisor. We would exchange emails, text messages or phone calls once a week, and he would send me updates, which we would talk about it. If I gave any notes or thoughts, John would listen, and if it were possible to do anything about, he would. In the end, it’s about those personal relationships, and if you have those, that can go a long way.” Wagner has had to deal with dragons, superheroes and symbiotes. “They’re all the same to me! For the symbiote, we had two previous films to see what they had done, where they had succeeded and where we could improve it slightly. While prepping, John and I spent a lot of time talking about how to bring out the texture of the symbiote and help it with the lighting and camera angles. One of the earliest tests was to see what would happen if we backlit or side lit it as well as trying different textures for reflections. We came up with something we all were happy with, and that’s what we did on set. It was down to trying to speak the same language and aiming for the same thing, which in this case was, ‘How could we make the symbiote look the coolest?’” Visual effects has become a crucial department throughout the filmmaking process. “The relationship with the visual effects supervisor is new,” states Stuart Dryburgh, Cinematographer on Fallout. “We didn’t really have that. On The Piano, the extent of the visual effects was having somebody scribbling in a lightning strike over a stormy sky and a little flash of an animated puppet. Runaway Bride had a two-camera setup where one of the cameras pushed into the frame, and that was digitally removed, but we weren’t using it the way we’re using it now. For [the 2026 Netflix limited series] East of Eden, we’re recreating 19th and early 20th century Connecticut, Boston and Salinas, California in New Zealand. While we have some great sets built and historical buildings that we can use, there is a lot of set extension and modification, and some complete bluescreen scenes, which allow us to more realistically portray a historical environment than we could have done back in the day.” The presence of a visual effects supervisor simplified principal photography. Dryburgh adds, “In many ways, using visual effects frees you to shoot quicker and in places that might otherwise be deemed imperfect because of one little thing, whether it’s power lines or out-of-period buildings or sky. All of those can be easily fixed. Most of us have been doing it for long enough that we have a good idea of what can and can’t be done and how it’s done so that the visual effects supervisor isn’t the arbiter.” Lighting cannot be arbitrarily altered in post as it never looks right. “Whether you set the lighting on the set and the background artist has to match that, or you have an existing background and you, as a DP, have to match that – that is the lighting trick to the whole thing,” Dryburgh observes. “Everything has to be the same, a soft or hard light, the direction and color. Those things all need to line up in a composited shot; that is crucial.” Every director has his or her own approach to filmmaking. “Harold Ramis told me, ‘I’ll deal with the acting and the words. You just make it look nice, alright?’ That’s the conversation we had about shots, and it worked out well. [Director] Garth Davis, who I’m working with now, is a terrific photographer in his own right and has a great visual sense, so he’s much more involved in anything visual, whether it be the designs of the sets, creation of the visual effects, my lighting or choice of lenses. It becomes much more collaborative. And that applies to the visual effects department as well.” Recreating vintage lenses digitally is an important part of the visual aesthetic. “As digital photography has become crisper, better and sharper, people have chosen to use fewer perfect optics, such as lenses that are softer on the edges or give a flare characteristic. Before production, we have the camera department shoot all of these lens grids of different packages and ranges, and visual effects takes that information so they can model every lens. If they’re doing a fully CG background, they can apply that lens characteristic,” remarks Dryburgh. Television schedules for productions like House of the Dragon do not allow a lot of time to iterate, so decisions have to be precise. (Image courtesy of HBO) Bluescreen and stunt doubles on Twisters. (Image courtesy of Universal Pictures) “The principle that I work with is that the visual effects department will make us look great, and we have to give them the raw materials in the best possible form so they can work with it instinctually. Sometimes, as a DP, you might want to do something different, but the bottom line is, you’ve got to listen to these guys because they know what they want. It gets a bit dogmatic, but most of the time, my relationship with visual effects is good, and especially the guys who have had a foot in the analog world at one point or another and have transitioned into the digital world.” —Dan Mindel, Cinematographer, Twisters Cinematographers like Greig Fraser have adopted Unreal Engine. “Greig has an incredible curiosity about new technology, and that helped us specifically with Dune: Part Two,” Villeneuve explains. “Greig was using Unreal Engine to capture natural environments. For example, if we decide to shoot in that specific rocky area, we’ll capture the whole area with drones to recreate the terrain in the computer. If I said, ‘I want to shoot in that valley on November 3rd and have the sun behind the actors. At what time is it? You have to be there at 9:45 am.’ We built the whole schedule like a puzzle to maximize the power of natural light, but that came through those studies, which were made with the software usually used for video games.” Technology is essentially a tool that keeps evolving. Villeneuve adds, “Sometimes, I don’t know if I feel like a dinosaur or if my last movie will be done in this house behind the computer alone. It would be much less tiring to do that, but seriously, the beauty of cinema is the idea of bringing many artists together to create poetry.”
    Like
    Love
    Wow
    Sad
    Angry
    634
    0 Comments 0 Shares
  • US science is being wrecked, and its leadership is fighting the last war

    Missing the big picture

    US science is being wrecked, and its leadership is fighting the last war

    Facing an extreme budget, the National Academies hosted an event that ignored it.

    John Timmer



    Jun 4, 2025 6:00 pm

    |

    16

    Credit:

    JHVE Photo

    Credit:

    JHVE Photo

    Story text

    Size

    Small
    Standard
    Large

    Width
    *

    Standard
    Wide

    Links

    Standard
    Orange

    * Subscribers only
      Learn more

    WASHINGTON, DC—The general outline of the Trump administration's proposed 2026 budget was released a few weeks back, and it included massive cuts for most agencies, including every one that funds scientific research. Late last week, those agencies began releasing details of what the cuts would mean for the actual projects and people they support. And the results are as bad as the initial budget had suggested: one-of-a-kind scientific experiment facilities and hardware retired, massive cuts in supported scientists, and entire areas of research halted.
    And this comes in an environment where previously funded grants are being terminated, funding is being held up for ideological screening, and universities have been subject to arbitrary funding freezes. Collectively, things are heading for damage to US science that will take decades to recover from. It's a radical break from the trajectory science had been on.
    That's the environment that the US's National Academies of Science found itself in yesterday while hosting the State of the Science event in Washington, DC. It was an obvious opportunity for the nation's leading scientific organization to warn the nation of the consequences of the path that the current administration has been traveling. Instead, the event largely ignored the present to worry about a future that may never exist.
    The proposed cuts
    The top-line budget numbers proposed earlier indicated things would be bad: nearly 40 percent taken off the National Institutes of Health's budget, the National Science Foundation down by over half. But now, many of the details of what those cuts mean are becoming apparent.
    NASA's budget includes sharp cuts for planetary science, which would be cut in half and then stay flat for the rest of the decade, with the Mars Sample Return mission canceled. All other science budgets, including Earth Science and Astrophysics, take similar hits; one astronomer posted a graphic showing how many present and future missions that would mean. Active missions that have returned unprecedented data, like Juno and New Horizons, would go, as would two Mars orbiters. As described by Science magazine's news team, "The plans would also kill off nearly every major science mission the agency has not yet begun to build."

    A chart prepared by astronomer Laura Lopez showing just how many astrophysics missions will be cancelled.

    Credit:

    Laura Lopez

    The National Science Foundation, which funds much of the US's fundamental research, is also set for brutal cuts. Biology, engineering, and education will all be slashed by over 70 percent; computer science, math and physical science, and social and behavioral science will all see cuts of over 60 percent. International programs will take an 80 percent cut. The funding rate of grant proposals is expected to drop from 26 percent to just 7 percent, meaning the vast majority of grants submitted to the NSF will be a waste of time. The number of people involved in NSF-funded activities will drop from over 300,000 to just 90,000. Almost every program to broaden participation in science will be eliminated.
    As for specifics, they're equally grim. The fleet of research ships will essentially become someone else's problem: "The FY 2026 Budget Request will enable partial support of some ships." We've been able to better pin down the nature and location of gravitational wave events as detectors in Japan and Italy joined the original two LIGO detectors; the NSF will reverse that progress by shutting one of the LIGOs. The NSF's contributions to detectors at the Large Hadron Collider will be cut by over half, and one of the two very large telescopes it was helping fund will be cancelled. "Access to the telescopes at Kitt Peak and Cerro Tololo will be phased out," and the NSF will transfer the facilities to other organizations.
    The Department of Health and Human Services has been less detailed about the specific cuts its divisions will see, largely focusing on the overall numbers, which are down considerably. The NIH, which is facing a cut of over 40 percent, will be reorganized, with its 19 institutes pared down to just eight. This will result in some odd pairings, such as the dental and eye institutes ending up in the same place; genomics and biomedical imaging will likewise end up under the same roof. Other groups like the Centers for Disease Control and Prevention and the Food and Drug Administration will also face major cuts.

    Issues go well beyond the core science agencies, as well. In the Department of Energy, funding for wind, solar, and renewable grid integration has been zeroed out, essentially ending all programs in this area. Hydrogen and fuel cells face a similar fate. Collectively, these had gotten over billion dollars in 2024's budget. Other areas of science at the DOE, such as high-energy physics, fusion, and biology, receive relatively minor cuts that are largely in line with the ones faced by administration priorities like fossil and nuclear energy.

    Will this happen?
    It goes without saying that this would amount to an abandonment of US scientific leadership at a time when most estimates of China's research spending show it approaching US-like levels of support. Not only would it eliminate many key facilities, instruments, and institutions that have helped make the US a scientific powerhouse, but it would also block the development of newer and additional ones. The harms are so widespread that even topics that the administration claims are priorities would see severe cuts.
    And the damage is likely to last for generations, as support is cut at every stage of the educational pipeline that prepares people for STEM careers. This includes careers in high-tech industries, which may require relocation overseas due to a combination of staffing concerns and heightened immigration controls.
    That said, we've been here before in the first Trump administration, when budgets were proposed with potentially catastrophic implications for US science. But Congress limited the damage and maintained reasonably consistent budgets for most agencies.
    Can we expect that to happen again? So far, the signs are not especially promising. The House has largely adopted the Trump administration's budget priorities, despite the fact that the budget they pass turns its back on decades of supposed concerns about deficit spending. While the Senate has yet to take up the budget, it has also been very pliant during the second Trump administration, approving grossly unqualified cabinet picks such as Robert F. Kennedy Jr.

    All of which would seem to call for the leadership of US science organizations to press the case for the importance of science funding to the US, and highlight the damage that these cuts would cause. But, if yesterday's National Academies event is anything to judge by, the leadership is not especially interested.
    Altered states
    As the nation's premier science organization, and one that performs lots of analyses for the government, the National Academies would seem to be in a position to have its concerns taken seriously by members of Congress. And, given that the present and future of science in the US is being set by policy choices, a meeting entitled the State of the Science would seem like the obvious place to address those concerns.
    If so, it was not obvious to Marcia McNutt, the president of the NAS, who gave the presentation. She made some oblique references to current problems, saying, that “We are embarking on a radical new experiment in what conditions promote science leadership, with the US being the treatment group, and China as the control," and acknowledged that "uncertainties over the science budgets for next year, coupled with cancellations of billions of dollars of already hard-won research grants, is causing an exodus of researchers."
    But her primary focus was on the trends that have been operative in science funding and policy leading up to but excluding the second Trump administration. McNutt suggested this was needed to look beyond the next four years. However, that ignores the obvious fact that US science will be fundamentally different if the Trump administration can follow through on its plans and policies; the trends that have been present for the last two decades will be irrelevant.
    She was also remarkably selective about her avoidance of discussing Trump administration priorities. After noting that faculty surveys have suggested they spend roughly 40 percent of their time handling regulatory requirements, she twice mentioned that the administration's anti-regulatory stance could be a net positive here. Yet she neglected to note that many of the abandoned regulations represent a retreat from science-driven policy.

    McNutt also acknowledged the problem of science losing the bipartisan support it has enjoyed, as trust in scientists among US conservatives has been on a downward trend. But she suggested it was scientists' responsibility to fix the problem, even though it's largely the product of one party deciding it can gain partisan advantage by raising doubts about scientific findings in fields like climate change and vaccine safety.
    The panel discussion that came after largely followed McNutt's lead in avoiding any mention of the current threats to science. The lone exception was Heather Wilson, president of the University of Texas at El Paso and a former Republican member of the House of Representatives and Secretary of the Air Force during the first Trump administration. Wilson took direct aim at Trump's cuts to funding for underrepresented groups, arguing, "Talent is evenly distributed, but opportunity is not." After arguing that "the moral authority of science depends on the pursuit of truth," she highlighted the cancellation of grants that had been used to study diseases that are more prevalent in some ethnic groups, saying "that's not woke science—that's genetics."
    Wilson was clearly the exception, however, as the rest of the panel largely avoided direct mention of either the damage already done to US science funding or the impending catastrophe on the horizon. We've asked the National Academies' leadership a number of questions about how it perceives its role at a time when US science is clearly under threat. As of this article's publication, however, we have not received a response.
    At yesterday's event, however, only one person showed a clear sense of what they thought that role should be—Wilson again, whose strongest words were directed at the National Academies themselves, which she said should "do what you've done since Lincoln was president," and stand up for the truth.

    John Timmer
    Senior Science Editor

    John Timmer
    Senior Science Editor

    John is Ars Technica's science editor. He has a Bachelor of Arts in Biochemistry from Columbia University, and a Ph.D. in Molecular and Cell Biology from the University of California, Berkeley. When physically separated from his keyboard, he tends to seek out a bicycle, or a scenic location for communing with his hiking boots.

    16 Comments
    #science #being #wrecked #its #leadership
    US science is being wrecked, and its leadership is fighting the last war
    Missing the big picture US science is being wrecked, and its leadership is fighting the last war Facing an extreme budget, the National Academies hosted an event that ignored it. John Timmer – Jun 4, 2025 6:00 pm | 16 Credit: JHVE Photo Credit: JHVE Photo Story text Size Small Standard Large Width * Standard Wide Links Standard Orange * Subscribers only   Learn more WASHINGTON, DC—The general outline of the Trump administration's proposed 2026 budget was released a few weeks back, and it included massive cuts for most agencies, including every one that funds scientific research. Late last week, those agencies began releasing details of what the cuts would mean for the actual projects and people they support. And the results are as bad as the initial budget had suggested: one-of-a-kind scientific experiment facilities and hardware retired, massive cuts in supported scientists, and entire areas of research halted. And this comes in an environment where previously funded grants are being terminated, funding is being held up for ideological screening, and universities have been subject to arbitrary funding freezes. Collectively, things are heading for damage to US science that will take decades to recover from. It's a radical break from the trajectory science had been on. That's the environment that the US's National Academies of Science found itself in yesterday while hosting the State of the Science event in Washington, DC. It was an obvious opportunity for the nation's leading scientific organization to warn the nation of the consequences of the path that the current administration has been traveling. Instead, the event largely ignored the present to worry about a future that may never exist. The proposed cuts The top-line budget numbers proposed earlier indicated things would be bad: nearly 40 percent taken off the National Institutes of Health's budget, the National Science Foundation down by over half. But now, many of the details of what those cuts mean are becoming apparent. NASA's budget includes sharp cuts for planetary science, which would be cut in half and then stay flat for the rest of the decade, with the Mars Sample Return mission canceled. All other science budgets, including Earth Science and Astrophysics, take similar hits; one astronomer posted a graphic showing how many present and future missions that would mean. Active missions that have returned unprecedented data, like Juno and New Horizons, would go, as would two Mars orbiters. As described by Science magazine's news team, "The plans would also kill off nearly every major science mission the agency has not yet begun to build." A chart prepared by astronomer Laura Lopez showing just how many astrophysics missions will be cancelled. Credit: Laura Lopez The National Science Foundation, which funds much of the US's fundamental research, is also set for brutal cuts. Biology, engineering, and education will all be slashed by over 70 percent; computer science, math and physical science, and social and behavioral science will all see cuts of over 60 percent. International programs will take an 80 percent cut. The funding rate of grant proposals is expected to drop from 26 percent to just 7 percent, meaning the vast majority of grants submitted to the NSF will be a waste of time. The number of people involved in NSF-funded activities will drop from over 300,000 to just 90,000. Almost every program to broaden participation in science will be eliminated. As for specifics, they're equally grim. The fleet of research ships will essentially become someone else's problem: "The FY 2026 Budget Request will enable partial support of some ships." We've been able to better pin down the nature and location of gravitational wave events as detectors in Japan and Italy joined the original two LIGO detectors; the NSF will reverse that progress by shutting one of the LIGOs. The NSF's contributions to detectors at the Large Hadron Collider will be cut by over half, and one of the two very large telescopes it was helping fund will be cancelled. "Access to the telescopes at Kitt Peak and Cerro Tololo will be phased out," and the NSF will transfer the facilities to other organizations. The Department of Health and Human Services has been less detailed about the specific cuts its divisions will see, largely focusing on the overall numbers, which are down considerably. The NIH, which is facing a cut of over 40 percent, will be reorganized, with its 19 institutes pared down to just eight. This will result in some odd pairings, such as the dental and eye institutes ending up in the same place; genomics and biomedical imaging will likewise end up under the same roof. Other groups like the Centers for Disease Control and Prevention and the Food and Drug Administration will also face major cuts. Issues go well beyond the core science agencies, as well. In the Department of Energy, funding for wind, solar, and renewable grid integration has been zeroed out, essentially ending all programs in this area. Hydrogen and fuel cells face a similar fate. Collectively, these had gotten over billion dollars in 2024's budget. Other areas of science at the DOE, such as high-energy physics, fusion, and biology, receive relatively minor cuts that are largely in line with the ones faced by administration priorities like fossil and nuclear energy. Will this happen? It goes without saying that this would amount to an abandonment of US scientific leadership at a time when most estimates of China's research spending show it approaching US-like levels of support. Not only would it eliminate many key facilities, instruments, and institutions that have helped make the US a scientific powerhouse, but it would also block the development of newer and additional ones. The harms are so widespread that even topics that the administration claims are priorities would see severe cuts. And the damage is likely to last for generations, as support is cut at every stage of the educational pipeline that prepares people for STEM careers. This includes careers in high-tech industries, which may require relocation overseas due to a combination of staffing concerns and heightened immigration controls. That said, we've been here before in the first Trump administration, when budgets were proposed with potentially catastrophic implications for US science. But Congress limited the damage and maintained reasonably consistent budgets for most agencies. Can we expect that to happen again? So far, the signs are not especially promising. The House has largely adopted the Trump administration's budget priorities, despite the fact that the budget they pass turns its back on decades of supposed concerns about deficit spending. While the Senate has yet to take up the budget, it has also been very pliant during the second Trump administration, approving grossly unqualified cabinet picks such as Robert F. Kennedy Jr. All of which would seem to call for the leadership of US science organizations to press the case for the importance of science funding to the US, and highlight the damage that these cuts would cause. But, if yesterday's National Academies event is anything to judge by, the leadership is not especially interested. Altered states As the nation's premier science organization, and one that performs lots of analyses for the government, the National Academies would seem to be in a position to have its concerns taken seriously by members of Congress. And, given that the present and future of science in the US is being set by policy choices, a meeting entitled the State of the Science would seem like the obvious place to address those concerns. If so, it was not obvious to Marcia McNutt, the president of the NAS, who gave the presentation. She made some oblique references to current problems, saying, that “We are embarking on a radical new experiment in what conditions promote science leadership, with the US being the treatment group, and China as the control," and acknowledged that "uncertainties over the science budgets for next year, coupled with cancellations of billions of dollars of already hard-won research grants, is causing an exodus of researchers." But her primary focus was on the trends that have been operative in science funding and policy leading up to but excluding the second Trump administration. McNutt suggested this was needed to look beyond the next four years. However, that ignores the obvious fact that US science will be fundamentally different if the Trump administration can follow through on its plans and policies; the trends that have been present for the last two decades will be irrelevant. She was also remarkably selective about her avoidance of discussing Trump administration priorities. After noting that faculty surveys have suggested they spend roughly 40 percent of their time handling regulatory requirements, she twice mentioned that the administration's anti-regulatory stance could be a net positive here. Yet she neglected to note that many of the abandoned regulations represent a retreat from science-driven policy. McNutt also acknowledged the problem of science losing the bipartisan support it has enjoyed, as trust in scientists among US conservatives has been on a downward trend. But she suggested it was scientists' responsibility to fix the problem, even though it's largely the product of one party deciding it can gain partisan advantage by raising doubts about scientific findings in fields like climate change and vaccine safety. The panel discussion that came after largely followed McNutt's lead in avoiding any mention of the current threats to science. The lone exception was Heather Wilson, president of the University of Texas at El Paso and a former Republican member of the House of Representatives and Secretary of the Air Force during the first Trump administration. Wilson took direct aim at Trump's cuts to funding for underrepresented groups, arguing, "Talent is evenly distributed, but opportunity is not." After arguing that "the moral authority of science depends on the pursuit of truth," she highlighted the cancellation of grants that had been used to study diseases that are more prevalent in some ethnic groups, saying "that's not woke science—that's genetics." Wilson was clearly the exception, however, as the rest of the panel largely avoided direct mention of either the damage already done to US science funding or the impending catastrophe on the horizon. We've asked the National Academies' leadership a number of questions about how it perceives its role at a time when US science is clearly under threat. As of this article's publication, however, we have not received a response. At yesterday's event, however, only one person showed a clear sense of what they thought that role should be—Wilson again, whose strongest words were directed at the National Academies themselves, which she said should "do what you've done since Lincoln was president," and stand up for the truth. John Timmer Senior Science Editor John Timmer Senior Science Editor John is Ars Technica's science editor. He has a Bachelor of Arts in Biochemistry from Columbia University, and a Ph.D. in Molecular and Cell Biology from the University of California, Berkeley. When physically separated from his keyboard, he tends to seek out a bicycle, or a scenic location for communing with his hiking boots. 16 Comments #science #being #wrecked #its #leadership
    ARSTECHNICA.COM
    US science is being wrecked, and its leadership is fighting the last war
    Missing the big picture US science is being wrecked, and its leadership is fighting the last war Facing an extreme budget, the National Academies hosted an event that ignored it. John Timmer – Jun 4, 2025 6:00 pm | 16 Credit: JHVE Photo Credit: JHVE Photo Story text Size Small Standard Large Width * Standard Wide Links Standard Orange * Subscribers only   Learn more WASHINGTON, DC—The general outline of the Trump administration's proposed 2026 budget was released a few weeks back, and it included massive cuts for most agencies, including every one that funds scientific research. Late last week, those agencies began releasing details of what the cuts would mean for the actual projects and people they support. And the results are as bad as the initial budget had suggested: one-of-a-kind scientific experiment facilities and hardware retired, massive cuts in supported scientists, and entire areas of research halted. And this comes in an environment where previously funded grants are being terminated, funding is being held up for ideological screening, and universities have been subject to arbitrary funding freezes. Collectively, things are heading for damage to US science that will take decades to recover from. It's a radical break from the trajectory science had been on. That's the environment that the US's National Academies of Science found itself in yesterday while hosting the State of the Science event in Washington, DC. It was an obvious opportunity for the nation's leading scientific organization to warn the nation of the consequences of the path that the current administration has been traveling. Instead, the event largely ignored the present to worry about a future that may never exist. The proposed cuts The top-line budget numbers proposed earlier indicated things would be bad: nearly 40 percent taken off the National Institutes of Health's budget, the National Science Foundation down by over half. But now, many of the details of what those cuts mean are becoming apparent. NASA's budget includes sharp cuts for planetary science, which would be cut in half and then stay flat for the rest of the decade, with the Mars Sample Return mission canceled. All other science budgets, including Earth Science and Astrophysics, take similar hits; one astronomer posted a graphic showing how many present and future missions that would mean. Active missions that have returned unprecedented data, like Juno and New Horizons, would go, as would two Mars orbiters. As described by Science magazine's news team, "The plans would also kill off nearly every major science mission the agency has not yet begun to build." A chart prepared by astronomer Laura Lopez showing just how many astrophysics missions will be cancelled. Credit: Laura Lopez The National Science Foundation, which funds much of the US's fundamental research, is also set for brutal cuts. Biology, engineering, and education will all be slashed by over 70 percent; computer science, math and physical science, and social and behavioral science will all see cuts of over 60 percent. International programs will take an 80 percent cut. The funding rate of grant proposals is expected to drop from 26 percent to just 7 percent, meaning the vast majority of grants submitted to the NSF will be a waste of time. The number of people involved in NSF-funded activities will drop from over 300,000 to just 90,000. Almost every program to broaden participation in science will be eliminated. As for specifics, they're equally grim. The fleet of research ships will essentially become someone else's problem: "The FY 2026 Budget Request will enable partial support of some ships." We've been able to better pin down the nature and location of gravitational wave events as detectors in Japan and Italy joined the original two LIGO detectors; the NSF will reverse that progress by shutting one of the LIGOs. The NSF's contributions to detectors at the Large Hadron Collider will be cut by over half, and one of the two very large telescopes it was helping fund will be cancelled (say goodbye to the Thirty Meter Telescope). "Access to the telescopes at Kitt Peak and Cerro Tololo will be phased out," and the NSF will transfer the facilities to other organizations. The Department of Health and Human Services has been less detailed about the specific cuts its divisions will see, largely focusing on the overall numbers, which are down considerably. The NIH, which is facing a cut of over 40 percent, will be reorganized, with its 19 institutes pared down to just eight. This will result in some odd pairings, such as the dental and eye institutes ending up in the same place; genomics and biomedical imaging will likewise end up under the same roof. Other groups like the Centers for Disease Control and Prevention and the Food and Drug Administration will also face major cuts. Issues go well beyond the core science agencies, as well. In the Department of Energy, funding for wind, solar, and renewable grid integration has been zeroed out, essentially ending all programs in this area. Hydrogen and fuel cells face a similar fate. Collectively, these had gotten over $600 billion dollars in 2024's budget. Other areas of science at the DOE, such as high-energy physics, fusion, and biology, receive relatively minor cuts that are largely in line with the ones faced by administration priorities like fossil and nuclear energy. Will this happen? It goes without saying that this would amount to an abandonment of US scientific leadership at a time when most estimates of China's research spending show it approaching US-like levels of support. Not only would it eliminate many key facilities, instruments, and institutions that have helped make the US a scientific powerhouse, but it would also block the development of newer and additional ones. The harms are so widespread that even topics that the administration claims are priorities would see severe cuts. And the damage is likely to last for generations, as support is cut at every stage of the educational pipeline that prepares people for STEM careers. This includes careers in high-tech industries, which may require relocation overseas due to a combination of staffing concerns and heightened immigration controls. That said, we've been here before in the first Trump administration, when budgets were proposed with potentially catastrophic implications for US science. But Congress limited the damage and maintained reasonably consistent budgets for most agencies. Can we expect that to happen again? So far, the signs are not especially promising. The House has largely adopted the Trump administration's budget priorities, despite the fact that the budget they pass turns its back on decades of supposed concerns about deficit spending. While the Senate has yet to take up the budget, it has also been very pliant during the second Trump administration, approving grossly unqualified cabinet picks such as Robert F. Kennedy Jr. All of which would seem to call for the leadership of US science organizations to press the case for the importance of science funding to the US, and highlight the damage that these cuts would cause. But, if yesterday's National Academies event is anything to judge by, the leadership is not especially interested. Altered states As the nation's premier science organization, and one that performs lots of analyses for the government, the National Academies would seem to be in a position to have its concerns taken seriously by members of Congress. And, given that the present and future of science in the US is being set by policy choices, a meeting entitled the State of the Science would seem like the obvious place to address those concerns. If so, it was not obvious to Marcia McNutt, the president of the NAS, who gave the presentation. She made some oblique references to current problems, saying, that “We are embarking on a radical new experiment in what conditions promote science leadership, with the US being the treatment group, and China as the control," and acknowledged that "uncertainties over the science budgets for next year, coupled with cancellations of billions of dollars of already hard-won research grants, is causing an exodus of researchers." But her primary focus was on the trends that have been operative in science funding and policy leading up to but excluding the second Trump administration. McNutt suggested this was needed to look beyond the next four years. However, that ignores the obvious fact that US science will be fundamentally different if the Trump administration can follow through on its plans and policies; the trends that have been present for the last two decades will be irrelevant. She was also remarkably selective about her avoidance of discussing Trump administration priorities. After noting that faculty surveys have suggested they spend roughly 40 percent of their time handling regulatory requirements, she twice mentioned that the administration's anti-regulatory stance could be a net positive here (once calling it "an opportunity to help"). Yet she neglected to note that many of the abandoned regulations represent a retreat from science-driven policy. McNutt also acknowledged the problem of science losing the bipartisan support it has enjoyed, as trust in scientists among US conservatives has been on a downward trend. But she suggested it was scientists' responsibility to fix the problem, even though it's largely the product of one party deciding it can gain partisan advantage by raising doubts about scientific findings in fields like climate change and vaccine safety. The panel discussion that came after largely followed McNutt's lead in avoiding any mention of the current threats to science. The lone exception was Heather Wilson, president of the University of Texas at El Paso and a former Republican member of the House of Representatives and Secretary of the Air Force during the first Trump administration. Wilson took direct aim at Trump's cuts to funding for underrepresented groups, arguing, "Talent is evenly distributed, but opportunity is not." After arguing that "the moral authority of science depends on the pursuit of truth," she highlighted the cancellation of grants that had been used to study diseases that are more prevalent in some ethnic groups, saying "that's not woke science—that's genetics." Wilson was clearly the exception, however, as the rest of the panel largely avoided direct mention of either the damage already done to US science funding or the impending catastrophe on the horizon. We've asked the National Academies' leadership a number of questions about how it perceives its role at a time when US science is clearly under threat. As of this article's publication, however, we have not received a response. At yesterday's event, however, only one person showed a clear sense of what they thought that role should be—Wilson again, whose strongest words were directed at the National Academies themselves, which she said should "do what you've done since Lincoln was president," and stand up for the truth. John Timmer Senior Science Editor John Timmer Senior Science Editor John is Ars Technica's science editor. He has a Bachelor of Arts in Biochemistry from Columbia University, and a Ph.D. in Molecular and Cell Biology from the University of California, Berkeley. When physically separated from his keyboard, he tends to seek out a bicycle, or a scenic location for communing with his hiking boots. 16 Comments
    Like
    Love
    Wow
    Sad
    Angry
    209
    0 Comments 0 Shares