• design/leader: Sheppard Robson’s Michael Davies

    Michael Davies is head of Stix Design, the graphic design and branding arm of architecture firm Sheppard Robson. He’s worked on BBC Cardiff, UCL Marshgate and Freshfields law firm’s London HQ.
    Design
    What would your monograph be called?
    No, I don’t shop at High and Mighty. I am the first-born son of West African parents, and growing up, I stood out because I was very tall – I’m now 6’ 7” – and also one of the only black kids at school. This led to a strong desire to fit in.
    Maybe this has made me always feel really comfortable as part of the team, working shoulder-to-shoulder to create work that stands out. But, of course, this instinct to collaborate is balanced with my idiosyncrasies and expressing my own perspectives on work and life.
    And yes, I shop at the same places as everyone else.
    What recent design work made you a bit jealous?
    I really like the wayfinding scheme at Borough Yards by f.r.a. When I first went there, the designs really spoke to me as a body of work. The work hit every button – intuition, intrigue, interaction, story-telling. The lot.
    It’s how I would love to have answered the brief.
    f.r.a.’s wayfinding work at Borough Yards
    What’s an unusual place you get inspiration from?
    I have a few. Salts Mill at Saltaire – a former mill housing art galleries, shops, and cafe and diner – and The Pheasantry Cafe at Bushy Park, but my current favourite has to be the ground floor cafe at the V&A.
    The sheer scale of its beauty and ambience is always surprising. They’ll throw in a quartet every now and then, in case you might think it isn’t atmospheric enough. It’s great for people-watching, too – I bet it’s a good spot for writers.
    Name something that is brilliantly designed, but overlooked.
    It has to be a brand new pencil. The very sight of one conjures up so much potential before you’ve even made a mark.
    What object in your studio best sums up your taste?
    Perhaps not strictly an object, but I Iove the cupboard-sized meeting room in the far corner of the second floor of our Camden office. It has a huge, cantilevered window that looks out onto our green roof.
    In the summer it turns into a full-on meadow. It’s a great place to feel the breeze, feel connected to nature and think.
    The view from the second floor meeting room
    Leadership
    What feedback felt brutal at the time, but turned out to be useful?
    Earlier in my senior career I worked for someone who’d employed a number of us from a previous agency. The familiarity was a key factor in why I took the position.
    A good friend and design director there advised me to step up and assume full responsibility for all aspects of the projects I worked on – “Don’t wait for instruction from your design leader, try to come forward with solutions rather than asking what should you do.”
    His implication was, “Don’t be too comfortable” and try not to lean into my design leader too often. Be more proactive.
    This proved to be a difficult period of transition for me at the time, with lots of sleepless nights questioning my every decision. Eventually, I learned there’s a value to making mistakes as it afforded me the opportunity to grow. That outcome was career-changing.
    What’s an underappreciated skill that design leaders need?
    Make the process as enjoyable as you can. A little self-deprecation and good humour goes a long way. Don’t take yourself too seriously, and be honest with praise – say when something goes well or looks great, just as you would when it doesn’t.
    What keeps you up at night?
    I work with a smallish team in a large organisation, so occasionally, several jobs might come in from different directions, all at the same time. That can be quite stressful. There’s always that one job that’s taking too long to land, you take on others to fill the gap and then it suddenly drops – arrrgh!
    What trait is non-negotiable in new hires?
    Working alongside so many different skill-sets here at Sheppard Robson affords us the luxury of attacking problems from all sides.
    The key to doing this successfully is through open lines of communication. I need good communicators and great listeners. Their work will always speak for itself, but those two traits make all the difference.
    Complete this sentence, “I wish more clients…”
    …would allow us to just lead the way. I know this isn’t always easy for clients, seeing as creativity is a totally different language/science to some.
    However, there’s no need to fight the process. Take your time selecting the right agency, then trust us, and enjoy the journey.
    #designleader #sheppard #robsons #michael #davies
    design/leader: Sheppard Robson’s Michael Davies
    Michael Davies is head of Stix Design, the graphic design and branding arm of architecture firm Sheppard Robson. He’s worked on BBC Cardiff, UCL Marshgate and Freshfields law firm’s London HQ. Design What would your monograph be called? No, I don’t shop at High and Mighty. I am the first-born son of West African parents, and growing up, I stood out because I was very tall – I’m now 6’ 7” – and also one of the only black kids at school. This led to a strong desire to fit in. Maybe this has made me always feel really comfortable as part of the team, working shoulder-to-shoulder to create work that stands out. But, of course, this instinct to collaborate is balanced with my idiosyncrasies and expressing my own perspectives on work and life. And yes, I shop at the same places as everyone else. What recent design work made you a bit jealous? I really like the wayfinding scheme at Borough Yards by f.r.a. When I first went there, the designs really spoke to me as a body of work. The work hit every button – intuition, intrigue, interaction, story-telling. The lot. It’s how I would love to have answered the brief. f.r.a.’s wayfinding work at Borough Yards What’s an unusual place you get inspiration from? I have a few. Salts Mill at Saltaire – a former mill housing art galleries, shops, and cafe and diner – and The Pheasantry Cafe at Bushy Park, but my current favourite has to be the ground floor cafe at the V&A. The sheer scale of its beauty and ambience is always surprising. They’ll throw in a quartet every now and then, in case you might think it isn’t atmospheric enough. It’s great for people-watching, too – I bet it’s a good spot for writers. Name something that is brilliantly designed, but overlooked. It has to be a brand new pencil. The very sight of one conjures up so much potential before you’ve even made a mark. What object in your studio best sums up your taste? Perhaps not strictly an object, but I Iove the cupboard-sized meeting room in the far corner of the second floor of our Camden office. It has a huge, cantilevered window that looks out onto our green roof. In the summer it turns into a full-on meadow. It’s a great place to feel the breeze, feel connected to nature and think. The view from the second floor meeting room Leadership What feedback felt brutal at the time, but turned out to be useful? Earlier in my senior career I worked for someone who’d employed a number of us from a previous agency. The familiarity was a key factor in why I took the position. A good friend and design director there advised me to step up and assume full responsibility for all aspects of the projects I worked on – “Don’t wait for instruction from your design leader, try to come forward with solutions rather than asking what should you do.” His implication was, “Don’t be too comfortable” and try not to lean into my design leader too often. Be more proactive. This proved to be a difficult period of transition for me at the time, with lots of sleepless nights questioning my every decision. Eventually, I learned there’s a value to making mistakes as it afforded me the opportunity to grow. That outcome was career-changing. What’s an underappreciated skill that design leaders need? Make the process as enjoyable as you can. A little self-deprecation and good humour goes a long way. Don’t take yourself too seriously, and be honest with praise – say when something goes well or looks great, just as you would when it doesn’t. What keeps you up at night? I work with a smallish team in a large organisation, so occasionally, several jobs might come in from different directions, all at the same time. That can be quite stressful. There’s always that one job that’s taking too long to land, you take on others to fill the gap and then it suddenly drops – arrrgh! What trait is non-negotiable in new hires? Working alongside so many different skill-sets here at Sheppard Robson affords us the luxury of attacking problems from all sides. The key to doing this successfully is through open lines of communication. I need good communicators and great listeners. Their work will always speak for itself, but those two traits make all the difference. Complete this sentence, “I wish more clients…” …would allow us to just lead the way. I know this isn’t always easy for clients, seeing as creativity is a totally different language/science to some. However, there’s no need to fight the process. Take your time selecting the right agency, then trust us, and enjoy the journey. #designleader #sheppard #robsons #michael #davies
    WWW.DESIGNWEEK.CO.UK
    design/leader: Sheppard Robson’s Michael Davies
    Michael Davies is head of Stix Design, the graphic design and branding arm of architecture firm Sheppard Robson. He’s worked on BBC Cardiff, UCL Marshgate and Freshfields law firm’s London HQ. Design What would your monograph be called? No, I don’t shop at High and Mighty. I am the first-born son of West African parents, and growing up, I stood out because I was very tall – I’m now 6’ 7” – and also one of the only black kids at school. This led to a strong desire to fit in. Maybe this has made me always feel really comfortable as part of the team, working shoulder-to-shoulder to create work that stands out. But, of course, this instinct to collaborate is balanced with my idiosyncrasies and expressing my own perspectives on work and life. And yes, I shop at the same places as everyone else. What recent design work made you a bit jealous? I really like the wayfinding scheme at Borough Yards by f.r.a. When I first went there, the designs really spoke to me as a body of work. The work hit every button – intuition, intrigue, interaction, story-telling. The lot. It’s how I would love to have answered the brief. f.r.a.’s wayfinding work at Borough Yards What’s an unusual place you get inspiration from? I have a few. Salts Mill at Saltaire – a former mill housing art galleries, shops, and cafe and diner – and The Pheasantry Cafe at Bushy Park, but my current favourite has to be the ground floor cafe at the V&A. The sheer scale of its beauty and ambience is always surprising. They’ll throw in a quartet every now and then, in case you might think it isn’t atmospheric enough. It’s great for people-watching, too – I bet it’s a good spot for writers. Name something that is brilliantly designed, but overlooked. It has to be a brand new pencil. The very sight of one conjures up so much potential before you’ve even made a mark. What object in your studio best sums up your taste? Perhaps not strictly an object, but I Iove the cupboard-sized meeting room in the far corner of the second floor of our Camden office. It has a huge, cantilevered window that looks out onto our green roof. In the summer it turns into a full-on meadow. It’s a great place to feel the breeze, feel connected to nature and think. The view from the second floor meeting room Leadership What feedback felt brutal at the time, but turned out to be useful? Earlier in my senior career I worked for someone who’d employed a number of us from a previous agency. The familiarity was a key factor in why I took the position. A good friend and design director there advised me to step up and assume full responsibility for all aspects of the projects I worked on – “Don’t wait for instruction from your design leader, try to come forward with solutions rather than asking what should you do.” His implication was, “Don’t be too comfortable” and try not to lean into my design leader too often. Be more proactive. This proved to be a difficult period of transition for me at the time, with lots of sleepless nights questioning my every decision. Eventually, I learned there’s a value to making mistakes as it afforded me the opportunity to grow. That outcome was career-changing. What’s an underappreciated skill that design leaders need? Make the process as enjoyable as you can. A little self-deprecation and good humour goes a long way. Don’t take yourself too seriously, and be honest with praise – say when something goes well or looks great, just as you would when it doesn’t. What keeps you up at night? I work with a smallish team in a large organisation, so occasionally, several jobs might come in from different directions, all at the same time. That can be quite stressful. There’s always that one job that’s taking too long to land, you take on others to fill the gap and then it suddenly drops – arrrgh! What trait is non-negotiable in new hires? Working alongside so many different skill-sets here at Sheppard Robson affords us the luxury of attacking problems from all sides. The key to doing this successfully is through open lines of communication. I need good communicators and great listeners. Their work will always speak for itself, but those two traits make all the difference. Complete this sentence, “I wish more clients…” …would allow us to just lead the way. I know this isn’t always easy for clients, seeing as creativity is a totally different language/science to some. However, there’s no need to fight the process. Take your time selecting the right agency, then trust us, and enjoy the journey.
    0 Commentarii 0 Distribuiri
  • Hanging Art In the Bathroom Is Not As Gross As It Seems—Here's Why Designers LOVE It

    There are a few things an interior designer wouldn’t dare put in a bathroom. Carpet? Definitely not. Only overhead lighting? Design blasphemy. But there is one feature that finds its way into the bathroom all the time—rarely questioned, though maybe it should be—and that’s artwork. We get it: who doesn’t want to add a little personality to a space that otherwise is quite functional? Still, design fans are often split on the addition, especially when it comes to certain types of art. Related StoriesAn oil painting resting above a clawfoot bathtub or a framed graphic print next to a mirror infuses your bathroom with warmth and storytelling, a very necessary addition to a space that's often centered around pure function. “In a bathroom, where surfaces tend to be hard and the layout driven by function, a thoughtful piece can shift the entire ambience,” shares interior designer Linette Dai. “It brings dimension to the everyday.”According to designer Ali Milch, art can transform the entire experience from “routine to restorative.” But, is it the bathroom the bestplace to put a favorite photo or heirloom painting? With moisture in the mix and potential for it being in the “splash zone”, you need to be considerate of the art you bring in and where it’s placed. To help guide your curation, we chatted with interior designers and experts on how to integrate art into your space in a way that is both beautiful and bathroom-appropriate.Be Wary of HumidityMaybe this one is obvious, but when placing art in the bathroom, be sure to look for materials that aren’t prone to water damage. “We recommend framing art with a sealed backing and UV-protective acrylic instead of glass, which is both lighter and more resistant to moisture—an important consideration in steamy bathrooms,” Cathy Glazer, founder of Artfully Walls, shares. “Plus, acrylic is much safer than glass if dropped, especially on hard tile floors, as it won’t shatter.”Dai agrees that acrylic is the way to go when putting framed works into the bathroom, “I usually recommend acrylic glazing to avoid moisture damage. For humid environments, prints or photography mounted directly on aluminum or face-mounted under acrylic are durable and beautiful.”Make It Your Creative CanvasCourtsey of Ali MilchUnless you have a sprawling space, chances are your bathroom’s square footage is limited. Rather than viewing this as a constraint, think about it as an opportunity to get creative. “Because they’re smaller and more self-contained,invite experimentation—think unexpected pieces, playful themes, or striking colors,” shares Glazer. “Art helps turn the bathroom into a moment of surprise and style.”“It doesn’t have to feel stuffy or overly formal,” Milch adds. “In a recent Tribeca project, we installed a kitschy iMessage bubble with the text ‘I love you too’ on the wall facing the entry. It’s a lighthearted, personal touch.”While it’s fun to get whimsical with your bathroom art, Dai also suggests still approaching it with a curated eye and saving anything that is precious or too high-maintenance for the powder room. “In full baths, I tend to be more selective based on how the space is ventilated and used day-to-day,” she shares. “Powder rooms, on the other hand, offer more freedom. That’s where I love incorporating oil paintings. They bring soul and a sense of history, and can make even the smallest space feel elevated.”Keep Materials And Size In MindAnother material worth considering adding? Ceramics. “Ceramic pieces also work beautifully, especially when there’s open shelving or decorative niches to display them,” shares Milch. Be wary of larger-scale sculptures, as they could potentially be slightly disruptive to the space. “Any type of artwork can work in a bathroom depending on the spatial allowances, but the typical bathroom is suited to wall hangings versus sculptures,” says Sarah Latham of L Interiors.And don’t forget to be mindful of scale. “As for size, I always opt for larger pieces in smaller spaces, it may feel counter-intuitive, but it makes a tight space feel larger,” Anastasia Casey of The Interior Collective shares. “I look for works that complement the finishes and palette without overwhelming it.”Let It Set The ToneCourtesy of Annie SloanArtwork in the bathroom doesn’t just decorate it; it can define it. “In bathrooms, there’s often less visual competition—no bold furniture or patterned textiles—so the art naturally becomes more of a focal point,” Dai adds. “That’s why the mood it sets matters so much. I think more intentionally about subject matter—what someone will see up close, often in moments of solitude,” shares Dai. Whether it’s a serene landscape photo or storied painting, don’t underestimate what a piece of art can do for the most utilitarian room in the house. With the right materials and placement, it can hold its own—moisture and all—while adding a design moment and feels considered and unexpected.Follow House Beautiful on Instagram and TikTok.
    #hanging #art #bathroom #not #gross
    Hanging Art In the Bathroom Is Not As Gross As It Seems—Here's Why Designers LOVE It
    There are a few things an interior designer wouldn’t dare put in a bathroom. Carpet? Definitely not. Only overhead lighting? Design blasphemy. But there is one feature that finds its way into the bathroom all the time—rarely questioned, though maybe it should be—and that’s artwork. We get it: who doesn’t want to add a little personality to a space that otherwise is quite functional? Still, design fans are often split on the addition, especially when it comes to certain types of art. Related StoriesAn oil painting resting above a clawfoot bathtub or a framed graphic print next to a mirror infuses your bathroom with warmth and storytelling, a very necessary addition to a space that's often centered around pure function. “In a bathroom, where surfaces tend to be hard and the layout driven by function, a thoughtful piece can shift the entire ambience,” shares interior designer Linette Dai. “It brings dimension to the everyday.”According to designer Ali Milch, art can transform the entire experience from “routine to restorative.” But, is it the bathroom the bestplace to put a favorite photo or heirloom painting? With moisture in the mix and potential for it being in the “splash zone”, you need to be considerate of the art you bring in and where it’s placed. To help guide your curation, we chatted with interior designers and experts on how to integrate art into your space in a way that is both beautiful and bathroom-appropriate.Be Wary of HumidityMaybe this one is obvious, but when placing art in the bathroom, be sure to look for materials that aren’t prone to water damage. “We recommend framing art with a sealed backing and UV-protective acrylic instead of glass, which is both lighter and more resistant to moisture—an important consideration in steamy bathrooms,” Cathy Glazer, founder of Artfully Walls, shares. “Plus, acrylic is much safer than glass if dropped, especially on hard tile floors, as it won’t shatter.”Dai agrees that acrylic is the way to go when putting framed works into the bathroom, “I usually recommend acrylic glazing to avoid moisture damage. For humid environments, prints or photography mounted directly on aluminum or face-mounted under acrylic are durable and beautiful.”Make It Your Creative CanvasCourtsey of Ali MilchUnless you have a sprawling space, chances are your bathroom’s square footage is limited. Rather than viewing this as a constraint, think about it as an opportunity to get creative. “Because they’re smaller and more self-contained,invite experimentation—think unexpected pieces, playful themes, or striking colors,” shares Glazer. “Art helps turn the bathroom into a moment of surprise and style.”“It doesn’t have to feel stuffy or overly formal,” Milch adds. “In a recent Tribeca project, we installed a kitschy iMessage bubble with the text ‘I love you too’ on the wall facing the entry. It’s a lighthearted, personal touch.”While it’s fun to get whimsical with your bathroom art, Dai also suggests still approaching it with a curated eye and saving anything that is precious or too high-maintenance for the powder room. “In full baths, I tend to be more selective based on how the space is ventilated and used day-to-day,” she shares. “Powder rooms, on the other hand, offer more freedom. That’s where I love incorporating oil paintings. They bring soul and a sense of history, and can make even the smallest space feel elevated.”Keep Materials And Size In MindAnother material worth considering adding? Ceramics. “Ceramic pieces also work beautifully, especially when there’s open shelving or decorative niches to display them,” shares Milch. Be wary of larger-scale sculptures, as they could potentially be slightly disruptive to the space. “Any type of artwork can work in a bathroom depending on the spatial allowances, but the typical bathroom is suited to wall hangings versus sculptures,” says Sarah Latham of L Interiors.And don’t forget to be mindful of scale. “As for size, I always opt for larger pieces in smaller spaces, it may feel counter-intuitive, but it makes a tight space feel larger,” Anastasia Casey of The Interior Collective shares. “I look for works that complement the finishes and palette without overwhelming it.”Let It Set The ToneCourtesy of Annie SloanArtwork in the bathroom doesn’t just decorate it; it can define it. “In bathrooms, there’s often less visual competition—no bold furniture or patterned textiles—so the art naturally becomes more of a focal point,” Dai adds. “That’s why the mood it sets matters so much. I think more intentionally about subject matter—what someone will see up close, often in moments of solitude,” shares Dai. Whether it’s a serene landscape photo or storied painting, don’t underestimate what a piece of art can do for the most utilitarian room in the house. With the right materials and placement, it can hold its own—moisture and all—while adding a design moment and feels considered and unexpected.Follow House Beautiful on Instagram and TikTok. #hanging #art #bathroom #not #gross
    WWW.HOUSEBEAUTIFUL.COM
    Hanging Art In the Bathroom Is Not As Gross As It Seems—Here's Why Designers LOVE It
    There are a few things an interior designer wouldn’t dare put in a bathroom. Carpet? Definitely not. Only overhead lighting? Design blasphemy. But there is one feature that finds its way into the bathroom all the time—rarely questioned, though maybe it should be—and that’s artwork. We get it: who doesn’t want to add a little personality to a space that otherwise is quite functional? Still, design fans are often split on the addition, especially when it comes to certain types of art. Related StoriesAn oil painting resting above a clawfoot bathtub or a framed graphic print next to a mirror infuses your bathroom with warmth and storytelling, a very necessary addition to a space that's often centered around pure function. “In a bathroom, where surfaces tend to be hard and the layout driven by function, a thoughtful piece can shift the entire ambience,” shares interior designer Linette Dai. “It brings dimension to the everyday.”According to designer Ali Milch, art can transform the entire experience from “routine to restorative.” But, is it the bathroom the best (read: most hygienic) place to put a favorite photo or heirloom painting? With moisture in the mix and potential for it being in the “splash zone” (sorry, but it's true), you need to be considerate of the art you bring in and where it’s placed. To help guide your curation, we chatted with interior designers and experts on how to integrate art into your space in a way that is both beautiful and bathroom-appropriate.Be Wary of HumidityMaybe this one is obvious, but when placing art in the bathroom, be sure to look for materials that aren’t prone to water damage. “We recommend framing art with a sealed backing and UV-protective acrylic instead of glass, which is both lighter and more resistant to moisture—an important consideration in steamy bathrooms,” Cathy Glazer, founder of Artfully Walls, shares. “Plus, acrylic is much safer than glass if dropped, especially on hard tile floors, as it won’t shatter.”Dai agrees that acrylic is the way to go when putting framed works into the bathroom, “I usually recommend acrylic glazing to avoid moisture damage. For humid environments, prints or photography mounted directly on aluminum or face-mounted under acrylic are durable and beautiful.”Make It Your Creative CanvasCourtsey of Ali MilchUnless you have a sprawling space, chances are your bathroom’s square footage is limited. Rather than viewing this as a constraint, think about it as an opportunity to get creative. “Because they’re smaller and more self-contained, [bathrooms] invite experimentation—think unexpected pieces, playful themes, or striking colors,” shares Glazer. “Art helps turn the bathroom into a moment of surprise and style.”“It doesn’t have to feel stuffy or overly formal,” Milch adds. “In a recent Tribeca project, we installed a kitschy iMessage bubble with the text ‘I love you too’ on the wall facing the entry. It’s a lighthearted, personal touch.”While it’s fun to get whimsical with your bathroom art (pro tip: secondhand stores can be a great place for unique finds), Dai also suggests still approaching it with a curated eye and saving anything that is precious or too high-maintenance for the powder room. “In full baths, I tend to be more selective based on how the space is ventilated and used day-to-day,” she shares. “Powder rooms, on the other hand, offer more freedom. That’s where I love incorporating oil paintings. They bring soul and a sense of history, and can make even the smallest space feel elevated.”Keep Materials And Size In MindAnother material worth considering adding? Ceramics. “Ceramic pieces also work beautifully, especially when there’s open shelving or decorative niches to display them,” shares Milch. Be wary of larger-scale sculptures, as they could potentially be slightly disruptive to the space. “Any type of artwork can work in a bathroom depending on the spatial allowances, but the typical bathroom is suited to wall hangings versus sculptures,” says Sarah Latham of L Interiors.And don’t forget to be mindful of scale. “As for size, I always opt for larger pieces in smaller spaces, it may feel counter-intuitive, but it makes a tight space feel larger,” Anastasia Casey of The Interior Collective shares. “I look for works that complement the finishes and palette without overwhelming it.”Let It Set The ToneCourtesy of Annie SloanArtwork in the bathroom doesn’t just decorate it; it can define it. “In bathrooms, there’s often less visual competition—no bold furniture or patterned textiles—so the art naturally becomes more of a focal point,” Dai adds. “That’s why the mood it sets matters so much. I think more intentionally about subject matter—what someone will see up close, often in moments of solitude,” shares Dai. Whether it’s a serene landscape photo or storied painting, don’t underestimate what a piece of art can do for the most utilitarian room in the house. With the right materials and placement, it can hold its own—moisture and all—while adding a design moment and feels considered and unexpected.Follow House Beautiful on Instagram and TikTok.
    0 Commentarii 0 Distribuiri
  • Pixar Slate Reveal: What We Learned About Toy Story 5, Hoppers, And More

    Pixar has been delighting audiences with its house animation style and world-building for three decades, and the Disney-owned animation studio is showing no signs of slowing down. And unlike Andy, they haven’t aged out of playing with their toys. 
    At the Annecy’s International Animation Film Festival, Pixar dropped a series of announcements, teasers, and special previews of their upcoming slate, including the much-anticipated first-look at Toy Story 5. 

    Den of Geek attended a private screening, with remarks from Pixar’s Chief Creative Officer, Pete Docter, in early June ahead of the festival. During the presentation to the press, Docter hinted at the company putting its focus and energy to its theatrical slate, a notable change after recent releases like Dream Productions, set in the Inside Out universe, and the original Win or Lose debuted in early 2025. It’s a telling sign for Disney’s shifting approach to Disney+. The studio’s latest film, Elio, hit theaters on June 20th.
    “Our hope is that we can somehow tap into the things that people remember about the communal experience of seeing things together,” Docter said. “It’s different than sitting at home on your computer watching somethingwhen you sit with other human beings in the dark and watch the flickering light on the screen. There’s something kind of magic about that.” 

    Pixar is aiming to be back on a timeline of three films every two years, with Toy Story 5 and an original story titled Hoppers releasing in 2026, and another original, Gatto, hitting theaters in 2027. 
    Docter boldly stated that Pixar is “standing on one of the strongest slates we’ve ever had.” While bullish for a studio that has had an unprecedented run of success in the world of animated features, the early footage we saw leaves plenty of room for optimism.
    Is Pixar so back? Here’s what we learned from the presentation and footage… 
    Toy Story 5 – June 19, 2026 
    Woody, Buzz, Jesse and the gang will all be returning for the fifth feature film in one of Pixar’s most beloved franchises. Docter confirmed Tom Hanks, Tim Allen and Joan Cusack will reprise their respective roles.
    Written and directed by Andrew Stanton, who has worked on all of the films, and co-directed by McKenna Harris, Toy Story 5 catches up to our modern, tech-oriented world, and how that affects children’s interests. Bonnie, now eight, is given a brand new, shiny tablet, called a Lily Pad. The new tech allows Bonnie to stay connected and chat with all of her friends, slowly detaching her from her old toys. But just like all the other toys, Lily can talk, and she’s quite sneaky. Lily believes Bonnie needs to get rid of her old, childish toys completely. Feeling Bonnie slipping away, the toys call Woody for back up, but after not seeing Buzz for some time, the two go back to their old ways of constantly butting heads. 
    “With some films, you’ll struggle to find new things to talk about. And you know, this is. We still are finding new aspects of what it is to be a toy… There’s more of a spotlight on Jesse, so there’s that’s a whole nother facet to it as well. And she’s just such a rich, wonderful character to see on screen,” Docter says.

    Pixar screened the opening scene for press, which saw a fresh pallet of new Buzz Lightyear figures washed up in a shipping container on a remote island. Think Toy Story meets Cast Away as the Lightyears band together to concoct a way to get home, wherever that might be, in an unexpectedly gripping start to the fifth installment.

    Join our mailing list
    Get the best of Den of Geek delivered right to your inbox!

    HOPPERS – © 2025 Disney/Pixar. All Rights Reserved.
    Hoppers – March 6, 2026 
    Preceding Toy Story 5 and kicking off 2026 for Pixar will be an all-new story, Hoppers. 
    The film follows Mabel, a college student and nature enthusiast as she fights to save a beloved glade near her childhood home from a highway project that will bulldoze through it– brought forth by the greedy mayor voiced by Jon Hamm. With little support from those around her, Mabel enlists the help of “hoppers,” a clever group of scientists who’ve found a way to “hop” their minds into robots. When Mabel hops into the body of a beaver, she sets off to get other animals to return to the glade, hopefully halting construction. The animals take her to meet their rather conflict-avoidant leader, King George, and she soon learns that the animal world is a lot more complex than she had thought. 
    The footage screened saw Jon Hamm’s mayor abducted by beavers in a slapstick scene that corroborated Docter’s excitement for the project. Like Pixar’s highest highs, Hoppers appears to be charming and big-hearted, and it certainly won’t hurt merchandise sales at the Disney parks with the adorably designed animals in this film. Docter compared Hoppers to Mission Impossible meets Planet Earth. We’re locked in. 
    GATTO – © 2025 Disney/Pixar. All Rights Reserved.
    Gatto – Summer 2027 
    In maybe the most creatively intriguing announcement, a new film titled Gatto is in production from the team behind Luca. Gatto will employ the same classic Pixar animation-style, but with a painterly twist to match the artistic vibe of Venice. The art direction shown in short clips was stunning and unique spin on Pixar’s house style.
    The film is set in Venice, Italy, a destination popular for its stunning architecture and romantic ambience, that some only dream of visiting one day. It’s not so ideal, however, for Nero, the protagonist of the upcoming Pixar-original film, Gato. Nero is a black cat, who people turn the other way from because they fear he’s bad luck. With no other options, Nero turns to the seedier side of the stray cat scene in Venice, where he soon finds himself in hot water with Rocco, a cat mob boss. The heart of the film is Nero’s love for music, and his budding friendship with a street musician named Maya, who is also an outsider.
    #pixar #slate #reveal #what #learned
    Pixar Slate Reveal: What We Learned About Toy Story 5, Hoppers, And More
    Pixar has been delighting audiences with its house animation style and world-building for three decades, and the Disney-owned animation studio is showing no signs of slowing down. And unlike Andy, they haven’t aged out of playing with their toys.  At the Annecy’s International Animation Film Festival, Pixar dropped a series of announcements, teasers, and special previews of their upcoming slate, including the much-anticipated first-look at Toy Story 5.  Den of Geek attended a private screening, with remarks from Pixar’s Chief Creative Officer, Pete Docter, in early June ahead of the festival. During the presentation to the press, Docter hinted at the company putting its focus and energy to its theatrical slate, a notable change after recent releases like Dream Productions, set in the Inside Out universe, and the original Win or Lose debuted in early 2025. It’s a telling sign for Disney’s shifting approach to Disney+. The studio’s latest film, Elio, hit theaters on June 20th. “Our hope is that we can somehow tap into the things that people remember about the communal experience of seeing things together,” Docter said. “It’s different than sitting at home on your computer watching somethingwhen you sit with other human beings in the dark and watch the flickering light on the screen. There’s something kind of magic about that.”  Pixar is aiming to be back on a timeline of three films every two years, with Toy Story 5 and an original story titled Hoppers releasing in 2026, and another original, Gatto, hitting theaters in 2027.  Docter boldly stated that Pixar is “standing on one of the strongest slates we’ve ever had.” While bullish for a studio that has had an unprecedented run of success in the world of animated features, the early footage we saw leaves plenty of room for optimism. Is Pixar so back? Here’s what we learned from the presentation and footage…  Toy Story 5 – June 19, 2026  Woody, Buzz, Jesse and the gang will all be returning for the fifth feature film in one of Pixar’s most beloved franchises. Docter confirmed Tom Hanks, Tim Allen and Joan Cusack will reprise their respective roles. Written and directed by Andrew Stanton, who has worked on all of the films, and co-directed by McKenna Harris, Toy Story 5 catches up to our modern, tech-oriented world, and how that affects children’s interests. Bonnie, now eight, is given a brand new, shiny tablet, called a Lily Pad. The new tech allows Bonnie to stay connected and chat with all of her friends, slowly detaching her from her old toys. But just like all the other toys, Lily can talk, and she’s quite sneaky. Lily believes Bonnie needs to get rid of her old, childish toys completely. Feeling Bonnie slipping away, the toys call Woody for back up, but after not seeing Buzz for some time, the two go back to their old ways of constantly butting heads.  “With some films, you’ll struggle to find new things to talk about. And you know, this is. We still are finding new aspects of what it is to be a toy… There’s more of a spotlight on Jesse, so there’s that’s a whole nother facet to it as well. And she’s just such a rich, wonderful character to see on screen,” Docter says. Pixar screened the opening scene for press, which saw a fresh pallet of new Buzz Lightyear figures washed up in a shipping container on a remote island. Think Toy Story meets Cast Away as the Lightyears band together to concoct a way to get home, wherever that might be, in an unexpectedly gripping start to the fifth installment. Join our mailing list Get the best of Den of Geek delivered right to your inbox! HOPPERS – © 2025 Disney/Pixar. All Rights Reserved. Hoppers – March 6, 2026  Preceding Toy Story 5 and kicking off 2026 for Pixar will be an all-new story, Hoppers.  The film follows Mabel, a college student and nature enthusiast as she fights to save a beloved glade near her childhood home from a highway project that will bulldoze through it– brought forth by the greedy mayor voiced by Jon Hamm. With little support from those around her, Mabel enlists the help of “hoppers,” a clever group of scientists who’ve found a way to “hop” their minds into robots. When Mabel hops into the body of a beaver, she sets off to get other animals to return to the glade, hopefully halting construction. The animals take her to meet their rather conflict-avoidant leader, King George, and she soon learns that the animal world is a lot more complex than she had thought.  The footage screened saw Jon Hamm’s mayor abducted by beavers in a slapstick scene that corroborated Docter’s excitement for the project. Like Pixar’s highest highs, Hoppers appears to be charming and big-hearted, and it certainly won’t hurt merchandise sales at the Disney parks with the adorably designed animals in this film. Docter compared Hoppers to Mission Impossible meets Planet Earth. We’re locked in.  GATTO – © 2025 Disney/Pixar. All Rights Reserved. Gatto – Summer 2027  In maybe the most creatively intriguing announcement, a new film titled Gatto is in production from the team behind Luca. Gatto will employ the same classic Pixar animation-style, but with a painterly twist to match the artistic vibe of Venice. The art direction shown in short clips was stunning and unique spin on Pixar’s house style. The film is set in Venice, Italy, a destination popular for its stunning architecture and romantic ambience, that some only dream of visiting one day. It’s not so ideal, however, for Nero, the protagonist of the upcoming Pixar-original film, Gato. Nero is a black cat, who people turn the other way from because they fear he’s bad luck. With no other options, Nero turns to the seedier side of the stray cat scene in Venice, where he soon finds himself in hot water with Rocco, a cat mob boss. The heart of the film is Nero’s love for music, and his budding friendship with a street musician named Maya, who is also an outsider. #pixar #slate #reveal #what #learned
    WWW.DENOFGEEK.COM
    Pixar Slate Reveal: What We Learned About Toy Story 5, Hoppers, And More
    Pixar has been delighting audiences with its house animation style and world-building for three decades, and the Disney-owned animation studio is showing no signs of slowing down. And unlike Andy, they haven’t aged out of playing with their toys.  At the Annecy’s International Animation Film Festival, Pixar dropped a series of announcements, teasers, and special previews of their upcoming slate, including the much-anticipated first-look at Toy Story 5.  Den of Geek attended a private screening, with remarks from Pixar’s Chief Creative Officer, Pete Docter, in early June ahead of the festival. During the presentation to the press, Docter hinted at the company putting its focus and energy to its theatrical slate, a notable change after recent releases like Dream Productions, set in the Inside Out universe, and the original Win or Lose debuted in early 2025. It’s a telling sign for Disney’s shifting approach to Disney+. The studio’s latest film, Elio, hit theaters on June 20th. “Our hope is that we can somehow tap into the things that people remember about the communal experience of seeing things together,” Docter said. “It’s different than sitting at home on your computer watching something [compared to] when you sit with other human beings in the dark and watch the flickering light on the screen. There’s something kind of magic about that.”  Pixar is aiming to be back on a timeline of three films every two years, with Toy Story 5 and an original story titled Hoppers releasing in 2026, and another original, Gatto, hitting theaters in 2027.  Docter boldly stated that Pixar is “standing on one of the strongest slates we’ve ever had.” While bullish for a studio that has had an unprecedented run of success in the world of animated features, the early footage we saw leaves plenty of room for optimism. Is Pixar so back? Here’s what we learned from the presentation and footage…  Toy Story 5 – June 19, 2026  Woody, Buzz, Jesse and the gang will all be returning for the fifth feature film in one of Pixar’s most beloved franchises. Docter confirmed Tom Hanks, Tim Allen and Joan Cusack will reprise their respective roles. Written and directed by Andrew Stanton, who has worked on all of the films, and co-directed by McKenna Harris, Toy Story 5 catches up to our modern, tech-oriented world, and how that affects children’s interests. Bonnie, now eight, is given a brand new, shiny tablet, called a Lily Pad. The new tech allows Bonnie to stay connected and chat with all of her friends, slowly detaching her from her old toys. But just like all the other toys, Lily can talk, and she’s quite sneaky. Lily believes Bonnie needs to get rid of her old, childish toys completely. Feeling Bonnie slipping away, the toys call Woody for back up, but after not seeing Buzz for some time, the two go back to their old ways of constantly butting heads.  “With some films, you’ll struggle to find new things to talk about. And you know, this is [Toy Story 5]. We still are finding new aspects of what it is to be a toy… There’s more of a spotlight on Jesse, so there’s that’s a whole nother facet to it as well. And she’s just such a rich, wonderful character to see on screen,” Docter says. Pixar screened the opening scene for press, which saw a fresh pallet of new Buzz Lightyear figures washed up in a shipping container on a remote island. Think Toy Story meets Cast Away as the Lightyears band together to concoct a way to get home, wherever that might be, in an unexpectedly gripping start to the fifth installment. Join our mailing list Get the best of Den of Geek delivered right to your inbox! HOPPERS – © 2025 Disney/Pixar. All Rights Reserved. Hoppers – March 6, 2026  Preceding Toy Story 5 and kicking off 2026 for Pixar will be an all-new story, Hoppers.  The film follows Mabel (Piper Curda), a college student and nature enthusiast as she fights to save a beloved glade near her childhood home from a highway project that will bulldoze through it– brought forth by the greedy mayor voiced by Jon Hamm. With little support from those around her, Mabel enlists the help of “hoppers,” a clever group of scientists who’ve found a way to “hop” their minds into robots. When Mabel hops into the body of a beaver, she sets off to get other animals to return to the glade, hopefully halting construction. The animals take her to meet their rather conflict-avoidant leader, King George (Bobby Moynihan), and she soon learns that the animal world is a lot more complex than she had thought.  The footage screened saw Jon Hamm’s mayor abducted by beavers in a slapstick scene that corroborated Docter’s excitement for the project. Like Pixar’s highest highs, Hoppers appears to be charming and big-hearted, and it certainly won’t hurt merchandise sales at the Disney parks with the adorably designed animals in this film. Docter compared Hoppers to Mission Impossible meets Planet Earth. We’re locked in.  GATTO – © 2025 Disney/Pixar. All Rights Reserved. Gatto – Summer 2027  In maybe the most creatively intriguing announcement, a new film titled Gatto is in production from the team behind Luca. Gatto will employ the same classic Pixar animation-style, but with a painterly twist to match the artistic vibe of Venice. The art direction shown in short clips was stunning and unique spin on Pixar’s house style. The film is set in Venice, Italy, a destination popular for its stunning architecture and romantic ambience, that some only dream of visiting one day. It’s not so ideal, however, for Nero, the protagonist of the upcoming Pixar-original film, Gato. Nero is a black cat, who people turn the other way from because they fear he’s bad luck. With no other options, Nero turns to the seedier side of the stray cat scene in Venice, where he soon finds himself in hot water with Rocco, a cat mob boss. The heart of the film is Nero’s love for music, and his budding friendship with a street musician named Maya, who is also an outsider.
    0 Commentarii 0 Distribuiri
  • Capcom announces Resident Evil Requiem, Year 3 for Street Fighter 6, and updates on Onimusha: Way of the Sword

    Fresh off Summer Game Fest 2025, Capcom announced a slew of new information on a trio of distinct titles! From the long-awaited announcement of the next Resident Evil to the four characters joining Street Fighter 6 and finally, a deeper look at Onimusha: Way of the Sword, we’ve got the recap ready just for you.

    Play Video

    Resident Evil Requiem revealed

    View and download image

    Download the image

    close
    Close

    Download this image

    Resident Evil Requiem features a new protagonist Grace Ashcroft, who is given a case to investigate, leading to the terrifying events to follow. While survival horror takes centerstage, Resident Evil Requiem will feature high-stakes cinematic action that will take the series in a bold new direction. Stay tuned for more info on this defining entry to the iconic series that will celebrate its 30th anniversary next year. Resident Evil Requiem will be released on February 27, 2026.

    Year 3 for Street Fighter 6 starts this summer

    Play Video

    Coming in with an uppercut, the next four characters are on their way for Year 3 of Street Fighter 6. Fans of the series may recognize these characters as they’re all returning in some way or form making this year a celebration of Street Fighter. The king Sagat will claim his throne in summer 2025. If you wait until the end of the trailer, you’ll see a short snippet of Sagat’s gameplay featuring some of his signature moves. C. Viper, the expert in spy gear, makes her way back to the series in fall 2025. Alex, the fighter with explosive power and masterful techniques, arrives in early spring 2026. Finally, the mysterious entity known as Ingrid makes her debut in a mainline Street Fighter title in late spring 2026.

    We also announced the return of the grand prize for Capcom Cup 12 taking place next year in Japan! Think you have what it takes to compete? We do! Register for the Capcom Pro Tour and find out.

    Street Fighter Years 1-2 Fighters Edition also just released, which includes all characters from Year 1 and 2, and their colors 3-10 for Outfit 1. This is the perfect K.O. to get to caught up on all things Street Fighter 6.

    New weapons, souls, abilities, and foes fit for a samurai

    Play Video

    Onimusha: Way of the Sword unsheathed a more detailed look at the swordplay action you can expect in 2026. Set during the Edo period, our new protagonist Miyamoto Musashi must explore a Kyoto twisted by the influence of malevolence known as Malice. 

    In the latest trailer titled 2nd Trailer: Formidable Foes Emerge, we offer a further peek into the dark fantasy environments scattered with fearsome new enemies and showcase the riveting action like the powerful Issen that all form a samurai experience worthy of the legendary Musashi. Acting opposite our protagonist is his conniving rival Sasaki Ganryu who also wields an Oni Gauntlet and is an Onimusha in his own right. How will their stories intertwine? At the end of the trailer, a woman emerges from the glow of Musashi’s Oni Gauntlet. What role does she play?

    If you want your hands on something Onimusha, the remaster of Onimusha 2: Samurai’s Destiny featuring Jubei Yagyu was just released back in May. Though the gameplay may be different than what you can expect in Onimusha: Way of the Sword, the basic principles like souls, Genma, and dark fantasy ambience will be similar. New features in the remaster include a new Hell mode difficulty where taking one strike equals a game over, auto-save, easy weapon switching, and a new gallery mode. You can also play the first title Onimusha: Warlords with the Onimusha 1+2 pack, available now.

    That’s the short and sweet recap of everything Capcom announced at Summer Game Fest, but there’s far more to share for each title in the future. Whether you’re a fan of survival horror, samurai action, or a good old street fight, there’s something for everyone in Capcom’s 2025 and 2026! Thanks for all the support!
    #capcom #announces #resident #evil #requiem
    Capcom announces Resident Evil Requiem, Year 3 for Street Fighter 6, and updates on Onimusha: Way of the Sword
    Fresh off Summer Game Fest 2025, Capcom announced a slew of new information on a trio of distinct titles! From the long-awaited announcement of the next Resident Evil to the four characters joining Street Fighter 6 and finally, a deeper look at Onimusha: Way of the Sword, we’ve got the recap ready just for you. Play Video Resident Evil Requiem revealed View and download image Download the image close Close Download this image Resident Evil Requiem features a new protagonist Grace Ashcroft, who is given a case to investigate, leading to the terrifying events to follow. While survival horror takes centerstage, Resident Evil Requiem will feature high-stakes cinematic action that will take the series in a bold new direction. Stay tuned for more info on this defining entry to the iconic series that will celebrate its 30th anniversary next year. Resident Evil Requiem will be released on February 27, 2026. Year 3 for Street Fighter 6 starts this summer Play Video Coming in with an uppercut, the next four characters are on their way for Year 3 of Street Fighter 6. Fans of the series may recognize these characters as they’re all returning in some way or form making this year a celebration of Street Fighter. The king Sagat will claim his throne in summer 2025. If you wait until the end of the trailer, you’ll see a short snippet of Sagat’s gameplay featuring some of his signature moves. C. Viper, the expert in spy gear, makes her way back to the series in fall 2025. Alex, the fighter with explosive power and masterful techniques, arrives in early spring 2026. Finally, the mysterious entity known as Ingrid makes her debut in a mainline Street Fighter title in late spring 2026. We also announced the return of the grand prize for Capcom Cup 12 taking place next year in Japan! Think you have what it takes to compete? We do! Register for the Capcom Pro Tour and find out. Street Fighter Years 1-2 Fighters Edition also just released, which includes all characters from Year 1 and 2, and their colors 3-10 for Outfit 1. This is the perfect K.O. to get to caught up on all things Street Fighter 6. New weapons, souls, abilities, and foes fit for a samurai Play Video Onimusha: Way of the Sword unsheathed a more detailed look at the swordplay action you can expect in 2026. Set during the Edo period, our new protagonist Miyamoto Musashi must explore a Kyoto twisted by the influence of malevolence known as Malice.  In the latest trailer titled 2nd Trailer: Formidable Foes Emerge, we offer a further peek into the dark fantasy environments scattered with fearsome new enemies and showcase the riveting action like the powerful Issen that all form a samurai experience worthy of the legendary Musashi. Acting opposite our protagonist is his conniving rival Sasaki Ganryu who also wields an Oni Gauntlet and is an Onimusha in his own right. How will their stories intertwine? At the end of the trailer, a woman emerges from the glow of Musashi’s Oni Gauntlet. What role does she play? If you want your hands on something Onimusha, the remaster of Onimusha 2: Samurai’s Destiny featuring Jubei Yagyu was just released back in May. Though the gameplay may be different than what you can expect in Onimusha: Way of the Sword, the basic principles like souls, Genma, and dark fantasy ambience will be similar. New features in the remaster include a new Hell mode difficulty where taking one strike equals a game over, auto-save, easy weapon switching, and a new gallery mode. You can also play the first title Onimusha: Warlords with the Onimusha 1+2 pack, available now. That’s the short and sweet recap of everything Capcom announced at Summer Game Fest, but there’s far more to share for each title in the future. Whether you’re a fan of survival horror, samurai action, or a good old street fight, there’s something for everyone in Capcom’s 2025 and 2026! Thanks for all the support! #capcom #announces #resident #evil #requiem
    BLOG.PLAYSTATION.COM
    Capcom announces Resident Evil Requiem, Year 3 for Street Fighter 6, and updates on Onimusha: Way of the Sword
    Fresh off Summer Game Fest 2025, Capcom announced a slew of new information on a trio of distinct titles! From the long-awaited announcement of the next Resident Evil to the four characters joining Street Fighter 6 and finally, a deeper look at Onimusha: Way of the Sword, we’ve got the recap ready just for you. Play Video Resident Evil Requiem revealed View and download image Download the image close Close Download this image Resident Evil Requiem features a new protagonist Grace Ashcroft, who is given a case to investigate, leading to the terrifying events to follow. While survival horror takes centerstage, Resident Evil Requiem will feature high-stakes cinematic action that will take the series in a bold new direction. Stay tuned for more info on this defining entry to the iconic series that will celebrate its 30th anniversary next year. Resident Evil Requiem will be released on February 27, 2026. Year 3 for Street Fighter 6 starts this summer Play Video Coming in with an uppercut, the next four characters are on their way for Year 3 of Street Fighter 6. Fans of the series may recognize these characters as they’re all returning in some way or form making this year a celebration of Street Fighter. The king Sagat will claim his throne in summer 2025. If you wait until the end of the trailer, you’ll see a short snippet of Sagat’s gameplay featuring some of his signature moves. C. Viper, the expert in spy gear, makes her way back to the series in fall 2025. Alex, the fighter with explosive power and masterful techniques, arrives in early spring 2026. Finally, the mysterious entity known as Ingrid makes her debut in a mainline Street Fighter title in late spring 2026. We also announced the return of the $1,000,000 grand prize for Capcom Cup 12 taking place next year in Japan! Think you have what it takes to compete? We do! Register for the Capcom Pro Tour and find out. Street Fighter Years 1-2 Fighters Edition also just released, which includes all characters from Year 1 and 2, and their colors 3-10 for Outfit 1. This is the perfect K.O. to get to caught up on all things Street Fighter 6. New weapons, souls, abilities, and foes fit for a samurai Play Video Onimusha: Way of the Sword unsheathed a more detailed look at the swordplay action you can expect in 2026. Set during the Edo period, our new protagonist Miyamoto Musashi must explore a Kyoto twisted by the influence of malevolence known as Malice.  In the latest trailer titled 2nd Trailer: Formidable Foes Emerge, we offer a further peek into the dark fantasy environments scattered with fearsome new enemies and showcase the riveting action like the powerful Issen that all form a samurai experience worthy of the legendary Musashi. Acting opposite our protagonist is his conniving rival Sasaki Ganryu who also wields an Oni Gauntlet and is an Onimusha in his own right. How will their stories intertwine? At the end of the trailer, a woman emerges from the glow of Musashi’s Oni Gauntlet. What role does she play? If you want your hands on something Onimusha, the remaster of Onimusha 2: Samurai’s Destiny featuring Jubei Yagyu was just released back in May. Though the gameplay may be different than what you can expect in Onimusha: Way of the Sword, the basic principles like souls, Genma, and dark fantasy ambience will be similar. New features in the remaster include a new Hell mode difficulty where taking one strike equals a game over, auto-save, easy weapon switching, and a new gallery mode. You can also play the first title Onimusha: Warlords with the Onimusha 1+2 pack, available now. That’s the short and sweet recap of everything Capcom announced at Summer Game Fest, but there’s far more to share for each title in the future. Whether you’re a fan of survival horror, samurai action, or a good old street fight, there’s something for everyone in Capcom’s 2025 and 2026! Thanks for all the support!
    Like
    Love
    Wow
    Sad
    Angry
    686
    0 Commentarii 0 Distribuiri
  • 6 "Unexpected Spots" You Should Tidy Up This Summer, According to Pro Organizers

    The hibernation haze of winter has finally cleared, which means you're probably waking up right now to all the clutter you've accumulated throughout the season—and you’re not alone. According to Anton Liakhov, an interior designer, organizer, and founder of Roomtery, spring and summer's first rays of sunshine have a direct effect on your psyche. The warm light, paired with blue skies and cool breezes, inspires a fresh start, a full social calendar, and the dire need to clean house. “It's like waking up to discover we're surrounded by items we no longer need,” Liakhov says. “That seasonal nudge gives us permission to let go and begin again for brighter, lighter living.” While things like gift wrapping essentials, cold-weather accessories, seasonal decor, cozy candles, and throw blankets create a snug ambience, they also clutter your space. Spring, he says, triggers an awakening to it all. Related StoriesSo, where do you start? Spring and summer are optimal times to tackle areas like entryways, mudrooms, garages, as well as outdoor storage. If it’s warm enough to open the doors and work outside, “it’s time to sort through patio furniture, gardening equipment, and outdoor toys," says Liakhov. Of course, what you choose to toss is up to your discretion. The best things to declutter at any time of year are the things taking up physical and mental space. Still, if you’re looking for specific items, we asked three professional organziers which things you should part with to keep your house spick and span for the warm-weather months ahead. Holiday Wrapping EssentialsJohner Images//Getty ImagesThe holiday season is still far off in the distance, so use this time as an opportunity to get rid of excess wrapping paper, tissue paper, gift boxes, and bags. "We accumulate more Christmas wrap than we'll ever need," says Liakhov. what you will realistically use, and toss or donate the rest. Worn-out OuterwearKypros//Getty ImagesSpeaking of seasonal items to sift through, Shantae Duckworth, founder of Shantaeize Your Space, says spring is the perfect time to re-evaluate the winter coats hanging in your closet. “If you didn’t reach for it this winter, you probably won’t next year either,” Duckworth says. In other words, ditch the bulk. If you're tight on space, consider using vacuum compression bags to flatten your remaining outerwear and store it flat in the attic or basement until temperatures dip again.Spring/Summer Clothes You Don’t WearKinga Krzeminska//Getty ImagesOne of the perks of an early summer clean is streamlining your seasonal closet before the heat really settles in. According to Nick Friedman, cofounder of College HUNKS Hauling Junk & Moving, last year’s untouched spring or summer clothes have no place in your closet or dresser drawers. You can tackle your closet by adhering to Friedman’s golden rule: If you didn’t wear it in the past 12 months, donate it. From there, Friedman recommends curating your wardrobe “like a seasonal menu; keep only what you reach for on display and use vacuum bags or rolling under-the-bed bins to store off-season items.” Unused Beauty ItemsCatherine Falls Commercial//Getty ImagesIn addition to clothing, Friedman says that beauty cabinets also require frequent decluttering, especially ahead of the summer months when you typically favor sunscreen and skincare products over makeup. “If your sunscreen has expired, it’s not doing you any favors,” he points out. Old SPF, makeup, and/or skincare products can go, and unused or unopened items can usually be donated. “Not only does this clear up bathroom clutter,” Friedman adds, “but it also protects your health.”Expired Pantry & Freezer Foodsfcafotodigital//Getty ImagesLiakhov and Duckworth agree: Springtime is the time to clean out your pantry and freezer of any expired items, like aged spices, canned foods, and sauces. You can even take it one step further and recycle any containers that are past their prime, including cracked lids or warped bottoms.Seasonal Sports EquipmentJulius//Getty ImagesWinter sports aficionados, this one’s for you. Liakhov lists snowshoes, sleds, and ski helmets as equipment to evaluate before storing them away for the season. “If it's broken, hasn't been touched in years, or no longer a part of your lifestyle, let it go before it gets another dust coating,” he adds. While you're at it, give your summer gear a once-over so you can replace anything broken or faulty before it all disappears from stores. Follow House Beautiful on Instagram and TikTok.
    #quotunexpected #spotsquot #you #should #tidy
    6 "Unexpected Spots" You Should Tidy Up This Summer, According to Pro Organizers
    The hibernation haze of winter has finally cleared, which means you're probably waking up right now to all the clutter you've accumulated throughout the season—and you’re not alone. According to Anton Liakhov, an interior designer, organizer, and founder of Roomtery, spring and summer's first rays of sunshine have a direct effect on your psyche. The warm light, paired with blue skies and cool breezes, inspires a fresh start, a full social calendar, and the dire need to clean house. “It's like waking up to discover we're surrounded by items we no longer need,” Liakhov says. “That seasonal nudge gives us permission to let go and begin again for brighter, lighter living.” While things like gift wrapping essentials, cold-weather accessories, seasonal decor, cozy candles, and throw blankets create a snug ambience, they also clutter your space. Spring, he says, triggers an awakening to it all. Related StoriesSo, where do you start? Spring and summer are optimal times to tackle areas like entryways, mudrooms, garages, as well as outdoor storage. If it’s warm enough to open the doors and work outside, “it’s time to sort through patio furniture, gardening equipment, and outdoor toys," says Liakhov. Of course, what you choose to toss is up to your discretion. The best things to declutter at any time of year are the things taking up physical and mental space. Still, if you’re looking for specific items, we asked three professional organziers which things you should part with to keep your house spick and span for the warm-weather months ahead. Holiday Wrapping EssentialsJohner Images//Getty ImagesThe holiday season is still far off in the distance, so use this time as an opportunity to get rid of excess wrapping paper, tissue paper, gift boxes, and bags. "We accumulate more Christmas wrap than we'll ever need," says Liakhov. what you will realistically use, and toss or donate the rest. Worn-out OuterwearKypros//Getty ImagesSpeaking of seasonal items to sift through, Shantae Duckworth, founder of Shantaeize Your Space, says spring is the perfect time to re-evaluate the winter coats hanging in your closet. “If you didn’t reach for it this winter, you probably won’t next year either,” Duckworth says. In other words, ditch the bulk. If you're tight on space, consider using vacuum compression bags to flatten your remaining outerwear and store it flat in the attic or basement until temperatures dip again.Spring/Summer Clothes You Don’t WearKinga Krzeminska//Getty ImagesOne of the perks of an early summer clean is streamlining your seasonal closet before the heat really settles in. According to Nick Friedman, cofounder of College HUNKS Hauling Junk & Moving, last year’s untouched spring or summer clothes have no place in your closet or dresser drawers. You can tackle your closet by adhering to Friedman’s golden rule: If you didn’t wear it in the past 12 months, donate it. From there, Friedman recommends curating your wardrobe “like a seasonal menu; keep only what you reach for on display and use vacuum bags or rolling under-the-bed bins to store off-season items.” Unused Beauty ItemsCatherine Falls Commercial//Getty ImagesIn addition to clothing, Friedman says that beauty cabinets also require frequent decluttering, especially ahead of the summer months when you typically favor sunscreen and skincare products over makeup. “If your sunscreen has expired, it’s not doing you any favors,” he points out. Old SPF, makeup, and/or skincare products can go, and unused or unopened items can usually be donated. “Not only does this clear up bathroom clutter,” Friedman adds, “but it also protects your health.”Expired Pantry & Freezer Foodsfcafotodigital//Getty ImagesLiakhov and Duckworth agree: Springtime is the time to clean out your pantry and freezer of any expired items, like aged spices, canned foods, and sauces. You can even take it one step further and recycle any containers that are past their prime, including cracked lids or warped bottoms.Seasonal Sports EquipmentJulius//Getty ImagesWinter sports aficionados, this one’s for you. Liakhov lists snowshoes, sleds, and ski helmets as equipment to evaluate before storing them away for the season. “If it's broken, hasn't been touched in years, or no longer a part of your lifestyle, let it go before it gets another dust coating,” he adds. While you're at it, give your summer gear a once-over so you can replace anything broken or faulty before it all disappears from stores. Follow House Beautiful on Instagram and TikTok. #quotunexpected #spotsquot #you #should #tidy
    WWW.HOUSEBEAUTIFUL.COM
    6 "Unexpected Spots" You Should Tidy Up This Summer, According to Pro Organizers
    The hibernation haze of winter has finally cleared, which means you're probably waking up right now to all the clutter you've accumulated throughout the season—and you’re not alone. According to Anton Liakhov, an interior designer, organizer, and founder of Roomtery, spring and summer's first rays of sunshine have a direct effect on your psyche. The warm light, paired with blue skies and cool breezes, inspires a fresh start, a full social calendar, and the dire need to clean house. “It's like waking up to discover we're surrounded by items we no longer need,” Liakhov says. “That seasonal nudge gives us permission to let go and begin again for brighter, lighter living.” While things like gift wrapping essentials, cold-weather accessories, seasonal decor, cozy candles, and throw blankets create a snug ambience, they also clutter your space. Spring, he says, triggers an awakening to it all. Related StoriesSo, where do you start? Spring and summer are optimal times to tackle areas like entryways, mudrooms, garages, as well as outdoor storage. If it’s warm enough to open the doors and work outside, “it’s time to sort through patio furniture, gardening equipment, and outdoor toys," says Liakhov. Of course, what you choose to toss is up to your discretion. The best things to declutter at any time of year are the things taking up physical and mental space. Still, if you’re looking for specific items, we asked three professional organziers which things you should part with to keep your house spick and span for the warm-weather months ahead. Holiday Wrapping EssentialsJohner Images//Getty ImagesThe holiday season is still far off in the distance, so use this time as an opportunity to get rid of excess wrapping paper, tissue paper, gift boxes, and bags. "We accumulate more Christmas wrap than we'll ever need," says Liakhov. Save what you will realistically use, and toss or donate the rest. Worn-out OuterwearKypros//Getty ImagesSpeaking of seasonal items to sift through, Shantae Duckworth, founder of Shantaeize Your Space, says spring is the perfect time to re-evaluate the winter coats hanging in your closet. “If you didn’t reach for it this winter, you probably won’t next year either,” Duckworth says. In other words, ditch the bulk. If you're tight on space, consider using vacuum compression bags to flatten your remaining outerwear and store it flat in the attic or basement until temperatures dip again.Spring/Summer Clothes You Don’t WearKinga Krzeminska//Getty ImagesOne of the perks of an early summer clean is streamlining your seasonal closet before the heat really settles in. According to Nick Friedman, cofounder of College HUNKS Hauling Junk & Moving, last year’s untouched spring or summer clothes have no place in your closet or dresser drawers. You can tackle your closet by adhering to Friedman’s golden rule: If you didn’t wear it in the past 12 months, donate it. From there, Friedman recommends curating your wardrobe “like a seasonal menu; keep only what you reach for on display and use vacuum bags or rolling under-the-bed bins to store off-season items.” Unused Beauty ItemsCatherine Falls Commercial//Getty ImagesIn addition to clothing, Friedman says that beauty cabinets also require frequent decluttering, especially ahead of the summer months when you typically favor sunscreen and skincare products over makeup. “If your sunscreen has expired, it’s not doing you any favors,” he points out. Old SPF, makeup, and/or skincare products can go, and unused or unopened items can usually be donated. “Not only does this clear up bathroom clutter,” Friedman adds, “but it also protects your health.”Expired Pantry & Freezer Foodsfcafotodigital//Getty ImagesLiakhov and Duckworth agree: Springtime is the time to clean out your pantry and freezer of any expired items, like aged spices, canned foods, and sauces. You can even take it one step further and recycle any containers that are past their prime, including cracked lids or warped bottoms.Seasonal Sports EquipmentJulius//Getty ImagesWinter sports aficionados, this one’s for you. Liakhov lists snowshoes, sleds, and ski helmets as equipment to evaluate before storing them away for the season. “If it's broken, hasn't been touched in years, or no longer a part of your lifestyle, let it go before it gets another dust coating,” he adds. While you're at it, give your summer gear a once-over so you can replace anything broken or faulty before it all disappears from stores. Follow House Beautiful on Instagram and TikTok.
    0 Commentarii 0 Distribuiri
  • Painkiller RTX is a path-traced upgrade to a classic but almost forgotten shooter

    Nvidia's RTX Remix is a remarkable tool that allows game modders to bring state-of-the-art path traced visuals to classic PC games. We've seen Portal RTX from Nvidia already, along with the development of a full-on remaster of Half-Life 2 - but I was excited to see a community of modders take on 2004's Painkiller, enhanced now to become Painkiller RTX. It's still a work-in-progress project as of version 0.1.6, but what I've seen so far is still highly impressive - and if you have the means, I recommend checking it out.
    The whole reason RTX Remix works with the original Painkiller is due to its custom rendering technology, known as the PainEngine. This 2004 release from People Can Fly Studios was built around Direct X 8.1, which gave it stellar visuals at the time, including bloom effects – specular lighting with limited bump mapping and full framebuffer distortion effects. Those visuals dazzled top-end GPU owners of the time, but like a great number of PC releases from that era, it had a DX7 fallback which culled the fancier shading effects and could even run on GPUs like the original GeForce.
    RTX Remix uses the fixed function DX7 path and replaces the core rendering with the path tracer - and that is how I have been playing the game these last few days, taking in the sights and sounds of Painkiller with a new lick of paint. It's an upgrade that has made me appreciate it all the more now in 2025 as it is quite a special game that history has mostly forgotten.

    To fully enjoy the modders' work on the path-traced upgrade to Painkiller, we highly recommend this video.Watch on YouTube
    Painkiller is primarily a singleplayer first-person shooter that bucked the trends of the time period. After Half-Life and Halo: Combat Evolved, many first person shooters trended towards a more grounded and storytelling-based design. The classic FPS franchises like Quake or Unreal had gone on to become wholly focused on multiplayer, or else transitioned to the storytelling route - like Doom 3, for example. Painkiller took all of those 'modern' trappings and threw them in the garbage. A narrative only exists in a loose sense with pre-rendered video that bookends the game’s chapters, acting only as a flimsy excuse to send the player to visually distinct levels that have no thematic linking beyond pointing you towards enemies that you should dispatch with a variety of weapons.
    The basic gameplay sounds familiar if you ever played Doom Eternal or Doom 2016. It is simple on paper, but thanks to the enemy and level variety and the brilliant weaponry, it does not get tiring. The game enhanced its traditional FPS gameplay with an extensive use of Havok physics – where a great deal of the game’s environmental objects could be broken up into tiny pieces with rigid body movement on all the little fragments, or environmental objects could be manipulated with ragdoll or rope physics. Sometimes it is there for purely visual entertainment but other times it has a gameplay purpose with destructible objects often containing valuable resources or being useful as a physics weapon against the game's enemies.
    So, what's the score with Painkiller RTX? Well, the original's baked lighting featured hardly any moving lights and no real-time perspective-correct shadows - so all of that is added as part and parcel of the path-traced visuals. The RTX renderer also takes advantage of ray-traced fog volumes, showing shadows in the fog in the areas where light is obscured. Another aspect you might notice is that the game’s various pickups have been now made to be light-emissive. In the original game, emissives textures are used to keep things full bright even in darkness, but they themselves emit no light. Since the path tracer fully supports emissive lighting from any arbitrary surface, they all now cast light, making them stand out even more in the environment.

    To see this content please enable targeting cookies.

    The original game extensively used physics objects, which tended to lead to a clash in lighting and shading for any moving objects, which were incongruous then with the static baked lighting. Turn on the path tracer and these moving objects are grounded into the environment with shadows of their own, while receiving and casting light themselves. Boss battles are transformed as those enemies are also fully grounded in the surrounding environments, perfectly integrated into the path-traced visuals - and even if the titanic enemies are off-screen, their shadows are not.
    The main difference in many scenes is just down to the new lighting - it's more physicalised now as dynamic objects are properly integrated, no longer floating or glowing strangely. One reason for this is due to lighting resolution. The original lighting was limited by trying to fit in 256MB of VRAM, competing for space with the game’s high resolution textures. Painkiller RTX's lighting and shadowing is achieved at a per-pixel level in the path tracer, which by necessity means that you tend to see more nuance, along with more bounce lighting as it is no longer erased away by bilinear filtering on chunky light map textures.
    Alongside more dynamism and detail, there are a few new effects too. Lit fog is heavily used now in many levels - perhaps at its best in the asylum level where the moonlight and rain are now illuminated, giving the level more ambience than it had before. There is also some occasional usage of glass lighting effects like the stain glass windows in the game now filtering light through them properly, colouring the light on the ground in the pattern of the individual mosaic patterns found on their surface.

    Half-Life 2 RTX - built on RTX Remix - recently received a demo release. It's the flagship project for the technology, but modders have delivered path traced versions of many modern games.Watch on YouTube
    New textures and materials interact with the path tracer in ways that transform the game. For some objects, I believe the modders used Quixel megascan assets to give the materials parallax along with a high resolution that is artistically similar to the original game. A stoney ground in the graveyard now actually looks stoney, thanks to a different texture: a rocky material with craggy bits and crevices that obscure light and cast micro shadows, for example. Ceramic tiles on the floor now show varying levels of depth and cracks that pick up a very dull level of reflectivity from the moon-lit sky.
    Some textures are also updated by running them through generative tools which interpret dark areas of the baked textures as recesses and lighter areas as raised edges and assigns them a heightmap. This automated process works quite well for textures whose baked features are easily interpreted, but for textures that had a lot of noise added into them to simulate detail, the automated process can be less successful.
    That is the main issue I would say with the RTX version so far: some of these automated textures have a few too many bumps in them, making them appear unnatural. But that is just the heightmap data as the added in material values to give the textures sheen tend to look universally impressive. The original game barely has any reflectivity, and now a number of select surfaces show reflections in full effect, like the marble floors at the end of the game's second level. For the most part though, the remix of textures from this mod is subtle, with many textures still being as diffuse as found in the original game: rocky and dirty areas in particular look much the same as before, just with more accurately rendered shadows and bounce lighting - but without the plasticy sheen you might typically find in a seventh generation game.

    Whether maxed on an RTX 5090 or running on optimised settings on an RTX 4060, the current work-in-progress version of Painkiller RTX can certainly challenge hardware. | Image credit: Digital Foundry

    Make no mistake though: path tracing doesn't come cheap and to play this game at decent frame-rates, you either need to invest in high performance hardware or else accept some compromises to settings. Being a user mod that's still in development, I imagine this could improve in later versions but at the moment, Painkiller RTX maxed out is very heavy - even heavier than Portal RTX. So if you want to play it on a lower-end GPU, I recommend my optimised settings for Portal RTX, which basically amounts to turning down the amount of possible light bounces to save on performance and skimping a bit in other areas.
    Even with that, an RTX 4060 was really struggling to run the game well. With frame generation on and DLSS set to 1080p balanced with the transformer model, 80fps to 90fps was the best I could achieve in the general combat zones, with the heaviest stages dipping into the 70s - and even into the 60s with frame generation.
    The mod is still work-in-progress, but even now, Painkiller RTX is still a lot of fun and it can look stunning if your hardware is up to it. But even if you can't run it, I do hope this piece and its accompanying video pique your interest in checking out Painkiller in some form. Even without the path-traced upgrade, this is a classic first-person shooter that's often overlooked and more than holds its own against some of the period's better known games.
    #painkiller #rtx #pathtraced #upgrade #classic
    Painkiller RTX is a path-traced upgrade to a classic but almost forgotten shooter
    Nvidia's RTX Remix is a remarkable tool that allows game modders to bring state-of-the-art path traced visuals to classic PC games. We've seen Portal RTX from Nvidia already, along with the development of a full-on remaster of Half-Life 2 - but I was excited to see a community of modders take on 2004's Painkiller, enhanced now to become Painkiller RTX. It's still a work-in-progress project as of version 0.1.6, but what I've seen so far is still highly impressive - and if you have the means, I recommend checking it out. The whole reason RTX Remix works with the original Painkiller is due to its custom rendering technology, known as the PainEngine. This 2004 release from People Can Fly Studios was built around Direct X 8.1, which gave it stellar visuals at the time, including bloom effects – specular lighting with limited bump mapping and full framebuffer distortion effects. Those visuals dazzled top-end GPU owners of the time, but like a great number of PC releases from that era, it had a DX7 fallback which culled the fancier shading effects and could even run on GPUs like the original GeForce. RTX Remix uses the fixed function DX7 path and replaces the core rendering with the path tracer - and that is how I have been playing the game these last few days, taking in the sights and sounds of Painkiller with a new lick of paint. It's an upgrade that has made me appreciate it all the more now in 2025 as it is quite a special game that history has mostly forgotten. To fully enjoy the modders' work on the path-traced upgrade to Painkiller, we highly recommend this video.Watch on YouTube Painkiller is primarily a singleplayer first-person shooter that bucked the trends of the time period. After Half-Life and Halo: Combat Evolved, many first person shooters trended towards a more grounded and storytelling-based design. The classic FPS franchises like Quake or Unreal had gone on to become wholly focused on multiplayer, or else transitioned to the storytelling route - like Doom 3, for example. Painkiller took all of those 'modern' trappings and threw them in the garbage. A narrative only exists in a loose sense with pre-rendered video that bookends the game’s chapters, acting only as a flimsy excuse to send the player to visually distinct levels that have no thematic linking beyond pointing you towards enemies that you should dispatch with a variety of weapons. The basic gameplay sounds familiar if you ever played Doom Eternal or Doom 2016. It is simple on paper, but thanks to the enemy and level variety and the brilliant weaponry, it does not get tiring. The game enhanced its traditional FPS gameplay with an extensive use of Havok physics – where a great deal of the game’s environmental objects could be broken up into tiny pieces with rigid body movement on all the little fragments, or environmental objects could be manipulated with ragdoll or rope physics. Sometimes it is there for purely visual entertainment but other times it has a gameplay purpose with destructible objects often containing valuable resources or being useful as a physics weapon against the game's enemies. So, what's the score with Painkiller RTX? Well, the original's baked lighting featured hardly any moving lights and no real-time perspective-correct shadows - so all of that is added as part and parcel of the path-traced visuals. The RTX renderer also takes advantage of ray-traced fog volumes, showing shadows in the fog in the areas where light is obscured. Another aspect you might notice is that the game’s various pickups have been now made to be light-emissive. In the original game, emissives textures are used to keep things full bright even in darkness, but they themselves emit no light. Since the path tracer fully supports emissive lighting from any arbitrary surface, they all now cast light, making them stand out even more in the environment. To see this content please enable targeting cookies. The original game extensively used physics objects, which tended to lead to a clash in lighting and shading for any moving objects, which were incongruous then with the static baked lighting. Turn on the path tracer and these moving objects are grounded into the environment with shadows of their own, while receiving and casting light themselves. Boss battles are transformed as those enemies are also fully grounded in the surrounding environments, perfectly integrated into the path-traced visuals - and even if the titanic enemies are off-screen, their shadows are not. The main difference in many scenes is just down to the new lighting - it's more physicalised now as dynamic objects are properly integrated, no longer floating or glowing strangely. One reason for this is due to lighting resolution. The original lighting was limited by trying to fit in 256MB of VRAM, competing for space with the game’s high resolution textures. Painkiller RTX's lighting and shadowing is achieved at a per-pixel level in the path tracer, which by necessity means that you tend to see more nuance, along with more bounce lighting as it is no longer erased away by bilinear filtering on chunky light map textures. Alongside more dynamism and detail, there are a few new effects too. Lit fog is heavily used now in many levels - perhaps at its best in the asylum level where the moonlight and rain are now illuminated, giving the level more ambience than it had before. There is also some occasional usage of glass lighting effects like the stain glass windows in the game now filtering light through them properly, colouring the light on the ground in the pattern of the individual mosaic patterns found on their surface. Half-Life 2 RTX - built on RTX Remix - recently received a demo release. It's the flagship project for the technology, but modders have delivered path traced versions of many modern games.Watch on YouTube New textures and materials interact with the path tracer in ways that transform the game. For some objects, I believe the modders used Quixel megascan assets to give the materials parallax along with a high resolution that is artistically similar to the original game. A stoney ground in the graveyard now actually looks stoney, thanks to a different texture: a rocky material with craggy bits and crevices that obscure light and cast micro shadows, for example. Ceramic tiles on the floor now show varying levels of depth and cracks that pick up a very dull level of reflectivity from the moon-lit sky. Some textures are also updated by running them through generative tools which interpret dark areas of the baked textures as recesses and lighter areas as raised edges and assigns them a heightmap. This automated process works quite well for textures whose baked features are easily interpreted, but for textures that had a lot of noise added into them to simulate detail, the automated process can be less successful. That is the main issue I would say with the RTX version so far: some of these automated textures have a few too many bumps in them, making them appear unnatural. But that is just the heightmap data as the added in material values to give the textures sheen tend to look universally impressive. The original game barely has any reflectivity, and now a number of select surfaces show reflections in full effect, like the marble floors at the end of the game's second level. For the most part though, the remix of textures from this mod is subtle, with many textures still being as diffuse as found in the original game: rocky and dirty areas in particular look much the same as before, just with more accurately rendered shadows and bounce lighting - but without the plasticy sheen you might typically find in a seventh generation game. Whether maxed on an RTX 5090 or running on optimised settings on an RTX 4060, the current work-in-progress version of Painkiller RTX can certainly challenge hardware. | Image credit: Digital Foundry Make no mistake though: path tracing doesn't come cheap and to play this game at decent frame-rates, you either need to invest in high performance hardware or else accept some compromises to settings. Being a user mod that's still in development, I imagine this could improve in later versions but at the moment, Painkiller RTX maxed out is very heavy - even heavier than Portal RTX. So if you want to play it on a lower-end GPU, I recommend my optimised settings for Portal RTX, which basically amounts to turning down the amount of possible light bounces to save on performance and skimping a bit in other areas. Even with that, an RTX 4060 was really struggling to run the game well. With frame generation on and DLSS set to 1080p balanced with the transformer model, 80fps to 90fps was the best I could achieve in the general combat zones, with the heaviest stages dipping into the 70s - and even into the 60s with frame generation. The mod is still work-in-progress, but even now, Painkiller RTX is still a lot of fun and it can look stunning if your hardware is up to it. But even if you can't run it, I do hope this piece and its accompanying video pique your interest in checking out Painkiller in some form. Even without the path-traced upgrade, this is a classic first-person shooter that's often overlooked and more than holds its own against some of the period's better known games. #painkiller #rtx #pathtraced #upgrade #classic
    WWW.EUROGAMER.NET
    Painkiller RTX is a path-traced upgrade to a classic but almost forgotten shooter
    Nvidia's RTX Remix is a remarkable tool that allows game modders to bring state-of-the-art path traced visuals to classic PC games. We've seen Portal RTX from Nvidia already, along with the development of a full-on remaster of Half-Life 2 - but I was excited to see a community of modders take on 2004's Painkiller, enhanced now to become Painkiller RTX. It's still a work-in-progress project as of version 0.1.6, but what I've seen so far is still highly impressive - and if you have the means, I recommend checking it out. The whole reason RTX Remix works with the original Painkiller is due to its custom rendering technology, known as the PainEngine. This 2004 release from People Can Fly Studios was built around Direct X 8.1, which gave it stellar visuals at the time, including bloom effects – specular lighting with limited bump mapping and full framebuffer distortion effects. Those visuals dazzled top-end GPU owners of the time, but like a great number of PC releases from that era, it had a DX7 fallback which culled the fancier shading effects and could even run on GPUs like the original GeForce. RTX Remix uses the fixed function DX7 path and replaces the core rendering with the path tracer - and that is how I have been playing the game these last few days, taking in the sights and sounds of Painkiller with a new lick of paint. It's an upgrade that has made me appreciate it all the more now in 2025 as it is quite a special game that history has mostly forgotten. To fully enjoy the modders' work on the path-traced upgrade to Painkiller, we highly recommend this video.Watch on YouTube Painkiller is primarily a singleplayer first-person shooter that bucked the trends of the time period. After Half-Life and Halo: Combat Evolved, many first person shooters trended towards a more grounded and storytelling-based design. The classic FPS franchises like Quake or Unreal had gone on to become wholly focused on multiplayer, or else transitioned to the storytelling route - like Doom 3, for example. Painkiller took all of those 'modern' trappings and threw them in the garbage. A narrative only exists in a loose sense with pre-rendered video that bookends the game’s chapters, acting only as a flimsy excuse to send the player to visually distinct levels that have no thematic linking beyond pointing you towards enemies that you should dispatch with a variety of weapons. The basic gameplay sounds familiar if you ever played Doom Eternal or Doom 2016. It is simple on paper, but thanks to the enemy and level variety and the brilliant weaponry, it does not get tiring. The game enhanced its traditional FPS gameplay with an extensive use of Havok physics – where a great deal of the game’s environmental objects could be broken up into tiny pieces with rigid body movement on all the little fragments, or environmental objects could be manipulated with ragdoll or rope physics. Sometimes it is there for purely visual entertainment but other times it has a gameplay purpose with destructible objects often containing valuable resources or being useful as a physics weapon against the game's enemies. So, what's the score with Painkiller RTX? Well, the original's baked lighting featured hardly any moving lights and no real-time perspective-correct shadows - so all of that is added as part and parcel of the path-traced visuals. The RTX renderer also takes advantage of ray-traced fog volumes, showing shadows in the fog in the areas where light is obscured. Another aspect you might notice is that the game’s various pickups have been now made to be light-emissive. In the original game, emissives textures are used to keep things full bright even in darkness, but they themselves emit no light. Since the path tracer fully supports emissive lighting from any arbitrary surface, they all now cast light, making them stand out even more in the environment. To see this content please enable targeting cookies. The original game extensively used physics objects, which tended to lead to a clash in lighting and shading for any moving objects, which were incongruous then with the static baked lighting. Turn on the path tracer and these moving objects are grounded into the environment with shadows of their own, while receiving and casting light themselves. Boss battles are transformed as those enemies are also fully grounded in the surrounding environments, perfectly integrated into the path-traced visuals - and even if the titanic enemies are off-screen, their shadows are not. The main difference in many scenes is just down to the new lighting - it's more physicalised now as dynamic objects are properly integrated, no longer floating or glowing strangely. One reason for this is due to lighting resolution. The original lighting was limited by trying to fit in 256MB of VRAM, competing for space with the game’s high resolution textures. Painkiller RTX's lighting and shadowing is achieved at a per-pixel level in the path tracer, which by necessity means that you tend to see more nuance, along with more bounce lighting as it is no longer erased away by bilinear filtering on chunky light map textures. Alongside more dynamism and detail, there are a few new effects too. Lit fog is heavily used now in many levels - perhaps at its best in the asylum level where the moonlight and rain are now illuminated, giving the level more ambience than it had before. There is also some occasional usage of glass lighting effects like the stain glass windows in the game now filtering light through them properly, colouring the light on the ground in the pattern of the individual mosaic patterns found on their surface. Half-Life 2 RTX - built on RTX Remix - recently received a demo release. It's the flagship project for the technology, but modders have delivered path traced versions of many modern games.Watch on YouTube New textures and materials interact with the path tracer in ways that transform the game. For some objects, I believe the modders used Quixel megascan assets to give the materials parallax along with a high resolution that is artistically similar to the original game. A stoney ground in the graveyard now actually looks stoney, thanks to a different texture: a rocky material with craggy bits and crevices that obscure light and cast micro shadows, for example. Ceramic tiles on the floor now show varying levels of depth and cracks that pick up a very dull level of reflectivity from the moon-lit sky. Some textures are also updated by running them through generative tools which interpret dark areas of the baked textures as recesses and lighter areas as raised edges and assigns them a heightmap. This automated process works quite well for textures whose baked features are easily interpreted, but for textures that had a lot of noise added into them to simulate detail, the automated process can be less successful. That is the main issue I would say with the RTX version so far: some of these automated textures have a few too many bumps in them, making them appear unnatural. But that is just the heightmap data as the added in material values to give the textures sheen tend to look universally impressive. The original game barely has any reflectivity, and now a number of select surfaces show reflections in full effect, like the marble floors at the end of the game's second level. For the most part though, the remix of textures from this mod is subtle, with many textures still being as diffuse as found in the original game: rocky and dirty areas in particular look much the same as before, just with more accurately rendered shadows and bounce lighting - but without the plasticy sheen you might typically find in a seventh generation game. Whether maxed on an RTX 5090 or running on optimised settings on an RTX 4060, the current work-in-progress version of Painkiller RTX can certainly challenge hardware. | Image credit: Digital Foundry Make no mistake though: path tracing doesn't come cheap and to play this game at decent frame-rates, you either need to invest in high performance hardware or else accept some compromises to settings. Being a user mod that's still in development, I imagine this could improve in later versions but at the moment, Painkiller RTX maxed out is very heavy - even heavier than Portal RTX. So if you want to play it on a lower-end GPU, I recommend my optimised settings for Portal RTX, which basically amounts to turning down the amount of possible light bounces to save on performance and skimping a bit in other areas. Even with that, an RTX 4060 was really struggling to run the game well. With frame generation on and DLSS set to 1080p balanced with the transformer model, 80fps to 90fps was the best I could achieve in the general combat zones, with the heaviest stages dipping into the 70s - and even into the 60s with frame generation. The mod is still work-in-progress, but even now, Painkiller RTX is still a lot of fun and it can look stunning if your hardware is up to it. But even if you can't run it, I do hope this piece and its accompanying video pique your interest in checking out Painkiller in some form. Even without the path-traced upgrade, this is a classic first-person shooter that's often overlooked and more than holds its own against some of the period's better known games.
    0 Commentarii 0 Distribuiri
  • Fractal Design Meshify 3

    Pros
    Excellent cooling performanceBrilliantly designed front fan bracketsBeautiful lighting effects in tested Ambience Pro RGB versionElaborate, web-accessible software controls for lighting, fans

    Cons
    Only minimal dust filtrationHigh price for our Ambience Pro test model

    Fractal Design Meshify 3 Specs

    120mm or 140mm Fan Positions
    6

    120mm to 200mm Fans Included
    3

    Dimensions20.1 by 9.1 by 17.2 inches

    Fan Controller Included?

    Front Panel Ports
    HD Audio

    Front Panel Ports
    USB 3.2 Gen 1 Type-AFront Panel Ports
    USB 3.2 Gen 2 Type-C

    Included Fan Lighting Color
    Addressable RGB

    Internal 2.5-Inch Bays
    6

    Internal 3.5-Inch Bays
    2

    Internal Chassis Lighting Color
    None

    Maximum CPU Cooler Height
    173

    Maximum GPU Length
    349

    Motherboard Form Factors Supported
    ATX

    Motherboard Form Factors Supported
    MicroATX

    Motherboard Form Factors Supported
    Mini-ITX

    PCI Expansion Slot Positions
    7

    Power Supply Form Factor Supported
    ATX

    Power Supply Maximum Length
    180

    Power Supply Mounting Location
    Bottom

    Side Window?
    YesWeight
    20.2

    All Specs

    Fractal Design boosts its latest Meshify PC case with a trio of 140mm ARGB fans behind its now-iconic “crumpled mesh” front face. Starting at a mid-market for its base model, the Meshify 3 also comes in upgraded versions with nifty extras that creep up the price. These include items like ARGB fan trim, ARGB side panel lighting, an ARGB strip surrounding the face panel, and even an ARGB controller that connects to the web. Taken together, all that can bump the price as high as the MSRP for the deluxe, spectacular Ambience Pro RGB version of the case we tested. Whatever the feature mix you opt for, the case’s robust cooling performance shines. At the high end of the range, though, factor in the case’s biggest shortfall—its lack of inlet-air dust filtration—given what competitors deliver in -plus cases. Our current ATX tower favorite, the NZXT H7 Flow, isn't much better equipped with filters and isn't as striking as the Ambience Pro case in all its lit glory, but it costs much less.Design: A Crumpled ClassicPC-case feature trends have changed a bit in the eight years that Fractal Design has been putting its signature crumpled-mesh faces on classic mid-tower cases.This latest version adds an air deflector at the front of the power supply shroud to force a bit more airflow past your hot graphics card. This Ambience Pro RGB variant’s feature set, as noted, has a USB-based ARGB controller, as well as lighting around the front face, along the bottom of the left side panel’s window, and on the three fans. Buyers willing to forgo most of the lit-up bling can get the basic “RGB” version with just the fan lighting for and those willing to give up even that helping of ARGB can get the base “TG” version for Our sample was in white; all three models are also available in black, and buyers who yearn for further simplification will find an additional “Solid” variant sold exclusively in black, with a painted steel panel on the left side in place of the window.Fractal Design has merged the headphone and microphone jacks of previous versions into a single four-pole connector on the Meshify 3. This connector functions as a normal headphone jack when one is plugged in; the extra pole serves the monaural microphone of a combined headset plug. Fractal also ditched the reset button of previous cases, but kept the twin USB 3 Type-A and a single Type-C port. And, this time around, the lighted power-on indicator ring that surrounds the power button is ARGB.Though the mesh that covers the face and top panel could potentially filter out some inbound dust, the only part of the Meshify 3 that’s explicitly designed as a dust trap is under the power supply’s air inlet. Sliding out from the case’s side, it’s partially disguised as a portion of the rear case foot.The Meshify 3’s back panel features a pattern of vent slots spaced to allow a fan to be screwed directly into the slots. Also back here are surface-mounted PCI Express expansion-card slots with replaceable covers, a plastic screw-tab cover with a built-in push tab at the bottom to ease its removal, and a removable power supply bracket that’s secured with two large knurled screws. Power supply insertion is through the case’s rear panel; the design lacks the space to slide in the power supply from the side.Both side panels are secured at the top with snaps, and Fractal Design added a pair of tabs to make that task a little easier. Those tabs also have screw holes, enabling you to further secure your side panels against accidental removal.A nylon pull tab at the center of the top panel’s back edge serves a similar function. To release that panel and lift it off, you must first slide it back a quarter inch or so.The front ARGB fans have 140mm frames, but there’s too little space behind them to mount a 420mm-format radiator vertically. That’s because radiator end caps tend to extend the total size by around 40mm.On the other hand, those really motivated to place a radiator behind the front panel’s fans will find that a 360mm-format unit will work, but only by removing the 140mm fans and flipping the fan-mount brackets over.Fractal Design’s brilliance shines through with these very basic sheet-metal brackets that flip to support either 120mm or 140mm fans without hindering airflow.The top panel is fully removable to ease radiator installation and removal, but it does not benefit from the front panel’s design wizardry. While its straight-edged brackets will cover a portion of the fan’s blades when fans are mounted directly on them, its 330mm-plus of length is sufficient to support every 280mm-format radiator we can think of.Also, notice the removable cable shroud running up and down the case near the front. It is adjustable to fit motherboards up to 10.9 inches deep. That is less than the 13-inch max depth of Extended ATX, but it’s still sufficient to fit the slightly oversized enthusiast-class motherboard models that sometimes still get called EATX.The lower front fan’s air deflector is removable and sits far enough above the case’s floor to be used in conjunction with a pair of 2.5-inch drive bays hidden beneath it.We removed the cable shroud for a clearer shot of this area. Keen observers might note the mounting slot for its lower edge at the top of the photo.Two drive trays, three push-in cable clips, and the ARGB controller are all found behind the motherboard tray. The card bracket’s removable covers and the removable power supply bracket are shown in the image below detached and in front of the case, and the photo also shows the gap beneath the removable front fan duct into which some builders may want to install a pair of 2.5-inch drives.Recommended by Our EditorsMore drive storage is visible here on the back of the motherboard tray. Configured from the factory to hold two 3.5-inch drives, these brackets on the back of the motherboard tray can be repositioned to hold four 2.5-inch drives instead.Held in place by a hook-and-loop Velcro-style strap, the included ARGB controller has USB and PWM input on the top, proprietary combination connectors on the side, and an old-fashioned SATA power connector on its bottom to power it up.Note that Fractal designed special outer shells on the proprietary ARGB/PWM combo connectors. This design is to prevent them from being mistakenly connected to anything USB Type-C, from which they appear to borrow their form. As with several others, this photo again shows the 10mm gap between the bottom panel’s 2.5-inch drive mounts and the underside of the front fan’s air guide.As for the controller box itself, here’s a shot of the connectors that we couldn’t see in the ARGB controller’s previous photos, including the SATA power inlet.Of the two output cables we did see, one is for the case's chain of fans, and the other is for this version of the case’s “Ambience Pro” lighting. Four telescoping contact pins allow the front panel’s portion to separate easily from the rest of that latter cable without an awkward tether.Building With the Fractal Design Meshify 3: Perfect Parts PacksFractal's accessory kits are hard to top in terms of neatness and clear labeling. Start with the screws: The Meshify 3 includes 24 M3 mounting screws, nine #6-32 screws to attach the motherboard to case standoffs, four #6-32 screws with hex/Phillips combo heads for power supply installation, and eight #6-32 shoulder screws for mounting 3.5-inch drives on damping grommets.You also get eight damping grommets, four cable ties, and an extra motherboard standoff.Our case being the Ambience Pro RGB version, it also includes a breakout cable that goes from the case’s proprietary ARGB/PWM connector to a standard ARGB strip and a standard PWM fan, along with an extension cable for the proprietary connector.Connecting the case to our motherboard are a power-button lead, an HD Audio header cable for the headset combo jack, a 19-pin USB 3.x for the Type-A ports, and a Gen 2x2 Type-E internal cable for the single Type-C external port. The case’s RGB controller also connects to one our motherboard’s USB 2.0 breakout headers and one of its PWM fan headers.The white version of the Meshify 3 includes chrome hardware, but since our standard Asus ATX test motherboard is black, I flexed my design chops and used black screws to attach it. I can also divulge that I initially forgot to reinstall the cable shroud, which required me later in the build to remove the graphics card, install the shroud, and reinstall the card. Oops!The RGB controller uses a web interface to select its various lighting and fan modes, rather than forcing users to install software, and it stores those settings on the controller rather than leaving components in the OS. You can dictate a "startup" lighting effect separately from the regular run of lighting that the case cycles through. Using it allowed us to switch from the case’s soft blue default to something a little more, shall we say, festive.The light controller’s “Sunset” mode looked like a softer variation of our CPU cooler’s Rainbow mode in this test. Nice.Testing the Fractal Design Meshify 3: Cool It, ManToday’s build leverages the ATX hardware from our most recent case evaluation platform, including its full-sized Cooler Master GX III Gold 850W power supply and mid-size Corsair iCue H100i RGB Pro XT CPU cooler.Apparently, that little scoop that pushes air upward from the lower of the three front fans does have some positive effect on overall case temperature. Our CPU, motherboard, and GPU numbers all show slightly lower temperatures than its five most closely-matched recently reviewed rivals.And just in case you thought that Fractal Design might have gotten its high score by overspeeding its fans a bit…it didn’t. Fan noise is tied for second place in this test group, behind the Super Flower Zillion Direct.The biggest nit we can pick is that some of the Meshify 3’s airflow enhancement might be due to its lack of flow-restricting dust filters.
    #fractal #design #meshify
    Fractal Design Meshify 3
    Pros Excellent cooling performanceBrilliantly designed front fan bracketsBeautiful lighting effects in tested Ambience Pro RGB versionElaborate, web-accessible software controls for lighting, fans Cons Only minimal dust filtrationHigh price for our Ambience Pro test model Fractal Design Meshify 3 Specs 120mm or 140mm Fan Positions 6 120mm to 200mm Fans Included 3 Dimensions20.1 by 9.1 by 17.2 inches Fan Controller Included? Front Panel Ports HD Audio Front Panel Ports USB 3.2 Gen 1 Type-AFront Panel Ports USB 3.2 Gen 2 Type-C Included Fan Lighting Color Addressable RGB Internal 2.5-Inch Bays 6 Internal 3.5-Inch Bays 2 Internal Chassis Lighting Color None Maximum CPU Cooler Height 173 Maximum GPU Length 349 Motherboard Form Factors Supported ATX Motherboard Form Factors Supported MicroATX Motherboard Form Factors Supported Mini-ITX PCI Expansion Slot Positions 7 Power Supply Form Factor Supported ATX Power Supply Maximum Length 180 Power Supply Mounting Location Bottom Side Window? YesWeight 20.2 All Specs Fractal Design boosts its latest Meshify PC case with a trio of 140mm ARGB fans behind its now-iconic “crumpled mesh” front face. Starting at a mid-market for its base model, the Meshify 3 also comes in upgraded versions with nifty extras that creep up the price. These include items like ARGB fan trim, ARGB side panel lighting, an ARGB strip surrounding the face panel, and even an ARGB controller that connects to the web. Taken together, all that can bump the price as high as the MSRP for the deluxe, spectacular Ambience Pro RGB version of the case we tested. Whatever the feature mix you opt for, the case’s robust cooling performance shines. At the high end of the range, though, factor in the case’s biggest shortfall—its lack of inlet-air dust filtration—given what competitors deliver in -plus cases. Our current ATX tower favorite, the NZXT H7 Flow, isn't much better equipped with filters and isn't as striking as the Ambience Pro case in all its lit glory, but it costs much less.Design: A Crumpled ClassicPC-case feature trends have changed a bit in the eight years that Fractal Design has been putting its signature crumpled-mesh faces on classic mid-tower cases.This latest version adds an air deflector at the front of the power supply shroud to force a bit more airflow past your hot graphics card. This Ambience Pro RGB variant’s feature set, as noted, has a USB-based ARGB controller, as well as lighting around the front face, along the bottom of the left side panel’s window, and on the three fans. Buyers willing to forgo most of the lit-up bling can get the basic “RGB” version with just the fan lighting for and those willing to give up even that helping of ARGB can get the base “TG” version for Our sample was in white; all three models are also available in black, and buyers who yearn for further simplification will find an additional “Solid” variant sold exclusively in black, with a painted steel panel on the left side in place of the window.Fractal Design has merged the headphone and microphone jacks of previous versions into a single four-pole connector on the Meshify 3. This connector functions as a normal headphone jack when one is plugged in; the extra pole serves the monaural microphone of a combined headset plug. Fractal also ditched the reset button of previous cases, but kept the twin USB 3 Type-A and a single Type-C port. And, this time around, the lighted power-on indicator ring that surrounds the power button is ARGB.Though the mesh that covers the face and top panel could potentially filter out some inbound dust, the only part of the Meshify 3 that’s explicitly designed as a dust trap is under the power supply’s air inlet. Sliding out from the case’s side, it’s partially disguised as a portion of the rear case foot.The Meshify 3’s back panel features a pattern of vent slots spaced to allow a fan to be screwed directly into the slots. Also back here are surface-mounted PCI Express expansion-card slots with replaceable covers, a plastic screw-tab cover with a built-in push tab at the bottom to ease its removal, and a removable power supply bracket that’s secured with two large knurled screws. Power supply insertion is through the case’s rear panel; the design lacks the space to slide in the power supply from the side.Both side panels are secured at the top with snaps, and Fractal Design added a pair of tabs to make that task a little easier. Those tabs also have screw holes, enabling you to further secure your side panels against accidental removal.A nylon pull tab at the center of the top panel’s back edge serves a similar function. To release that panel and lift it off, you must first slide it back a quarter inch or so.The front ARGB fans have 140mm frames, but there’s too little space behind them to mount a 420mm-format radiator vertically. That’s because radiator end caps tend to extend the total size by around 40mm.On the other hand, those really motivated to place a radiator behind the front panel’s fans will find that a 360mm-format unit will work, but only by removing the 140mm fans and flipping the fan-mount brackets over.Fractal Design’s brilliance shines through with these very basic sheet-metal brackets that flip to support either 120mm or 140mm fans without hindering airflow.The top panel is fully removable to ease radiator installation and removal, but it does not benefit from the front panel’s design wizardry. While its straight-edged brackets will cover a portion of the fan’s blades when fans are mounted directly on them, its 330mm-plus of length is sufficient to support every 280mm-format radiator we can think of.Also, notice the removable cable shroud running up and down the case near the front. It is adjustable to fit motherboards up to 10.9 inches deep. That is less than the 13-inch max depth of Extended ATX, but it’s still sufficient to fit the slightly oversized enthusiast-class motherboard models that sometimes still get called EATX.The lower front fan’s air deflector is removable and sits far enough above the case’s floor to be used in conjunction with a pair of 2.5-inch drive bays hidden beneath it.We removed the cable shroud for a clearer shot of this area. Keen observers might note the mounting slot for its lower edge at the top of the photo.Two drive trays, three push-in cable clips, and the ARGB controller are all found behind the motherboard tray. The card bracket’s removable covers and the removable power supply bracket are shown in the image below detached and in front of the case, and the photo also shows the gap beneath the removable front fan duct into which some builders may want to install a pair of 2.5-inch drives.Recommended by Our EditorsMore drive storage is visible here on the back of the motherboard tray. Configured from the factory to hold two 3.5-inch drives, these brackets on the back of the motherboard tray can be repositioned to hold four 2.5-inch drives instead.Held in place by a hook-and-loop Velcro-style strap, the included ARGB controller has USB and PWM input on the top, proprietary combination connectors on the side, and an old-fashioned SATA power connector on its bottom to power it up.Note that Fractal designed special outer shells on the proprietary ARGB/PWM combo connectors. This design is to prevent them from being mistakenly connected to anything USB Type-C, from which they appear to borrow their form. As with several others, this photo again shows the 10mm gap between the bottom panel’s 2.5-inch drive mounts and the underside of the front fan’s air guide.As for the controller box itself, here’s a shot of the connectors that we couldn’t see in the ARGB controller’s previous photos, including the SATA power inlet.Of the two output cables we did see, one is for the case's chain of fans, and the other is for this version of the case’s “Ambience Pro” lighting. Four telescoping contact pins allow the front panel’s portion to separate easily from the rest of that latter cable without an awkward tether.Building With the Fractal Design Meshify 3: Perfect Parts PacksFractal's accessory kits are hard to top in terms of neatness and clear labeling. Start with the screws: The Meshify 3 includes 24 M3 mounting screws, nine #6-32 screws to attach the motherboard to case standoffs, four #6-32 screws with hex/Phillips combo heads for power supply installation, and eight #6-32 shoulder screws for mounting 3.5-inch drives on damping grommets.You also get eight damping grommets, four cable ties, and an extra motherboard standoff.Our case being the Ambience Pro RGB version, it also includes a breakout cable that goes from the case’s proprietary ARGB/PWM connector to a standard ARGB strip and a standard PWM fan, along with an extension cable for the proprietary connector.Connecting the case to our motherboard are a power-button lead, an HD Audio header cable for the headset combo jack, a 19-pin USB 3.x for the Type-A ports, and a Gen 2x2 Type-E internal cable for the single Type-C external port. The case’s RGB controller also connects to one our motherboard’s USB 2.0 breakout headers and one of its PWM fan headers.The white version of the Meshify 3 includes chrome hardware, but since our standard Asus ATX test motherboard is black, I flexed my design chops and used black screws to attach it. I can also divulge that I initially forgot to reinstall the cable shroud, which required me later in the build to remove the graphics card, install the shroud, and reinstall the card. Oops!The RGB controller uses a web interface to select its various lighting and fan modes, rather than forcing users to install software, and it stores those settings on the controller rather than leaving components in the OS. You can dictate a "startup" lighting effect separately from the regular run of lighting that the case cycles through. Using it allowed us to switch from the case’s soft blue default to something a little more, shall we say, festive.The light controller’s “Sunset” mode looked like a softer variation of our CPU cooler’s Rainbow mode in this test. Nice.Testing the Fractal Design Meshify 3: Cool It, ManToday’s build leverages the ATX hardware from our most recent case evaluation platform, including its full-sized Cooler Master GX III Gold 850W power supply and mid-size Corsair iCue H100i RGB Pro XT CPU cooler.Apparently, that little scoop that pushes air upward from the lower of the three front fans does have some positive effect on overall case temperature. Our CPU, motherboard, and GPU numbers all show slightly lower temperatures than its five most closely-matched recently reviewed rivals.And just in case you thought that Fractal Design might have gotten its high score by overspeeding its fans a bit…it didn’t. Fan noise is tied for second place in this test group, behind the Super Flower Zillion Direct.The biggest nit we can pick is that some of the Meshify 3’s airflow enhancement might be due to its lack of flow-restricting dust filters. #fractal #design #meshify
    ME.PCMAG.COM
    Fractal Design Meshify 3
    Pros Excellent cooling performanceBrilliantly designed front fan bracketsBeautiful lighting effects in tested Ambience Pro RGB versionElaborate, web-accessible software controls for lighting, fans Cons Only minimal dust filtrationHigh price for our Ambience Pro test model Fractal Design Meshify 3 Specs 120mm or 140mm Fan Positions 6 120mm to 200mm Fans Included 3 Dimensions (HWD) 20.1 by 9.1 by 17.2 inches Fan Controller Included? Front Panel Ports HD Audio Front Panel Ports USB 3.2 Gen 1 Type-A (2) Front Panel Ports USB 3.2 Gen 2 Type-C Included Fan Lighting Color Addressable RGB Internal 2.5-Inch Bays 6 Internal 3.5-Inch Bays 2 Internal Chassis Lighting Color None Maximum CPU Cooler Height 173 Maximum GPU Length 349 Motherboard Form Factors Supported ATX Motherboard Form Factors Supported MicroATX Motherboard Form Factors Supported Mini-ITX PCI Expansion Slot Positions 7 Power Supply Form Factor Supported ATX Power Supply Maximum Length 180 Power Supply Mounting Location Bottom Side Window(s)? Yes (Tempered Glass) Weight 20.2 All Specs Fractal Design boosts its latest Meshify PC case with a trio of 140mm ARGB fans behind its now-iconic “crumpled mesh” front face. Starting at a mid-market $139.99 for its base model, the Meshify 3 also comes in upgraded versions with nifty extras that creep up the price. These include items like ARGB fan trim, ARGB side panel lighting, an ARGB strip surrounding the face panel, and even an ARGB controller that connects to the web. Taken together, all that can bump the price as high as the $219.99 MSRP for the deluxe, spectacular Ambience Pro RGB version of the case we tested. Whatever the feature mix you opt for, the case’s robust cooling performance shines. At the high end of the range, though, factor in the case’s biggest shortfall—its lack of inlet-air dust filtration—given what competitors deliver in $200-plus cases. Our current ATX tower favorite, the NZXT H7 Flow, isn't much better equipped with filters and isn't as striking as the Ambience Pro case in all its lit glory, but it costs much less.Design: A Crumpled ClassicPC-case feature trends have changed a bit in the eight years that Fractal Design has been putting its signature crumpled-mesh faces on classic mid-tower cases. (The aesthetic crumpling is easier to see in photos of the shinier black finish, such as the Meshify 2 we reviewed in 2021.) This latest version adds an air deflector at the front of the power supply shroud to force a bit more airflow past your hot graphics card. This Ambience Pro RGB variant’s feature set, as noted, has a USB-based ARGB controller, as well as lighting around the front face, along the bottom of the left side panel’s window, and on the three fans. Buyers willing to forgo most of the lit-up bling can get the basic “RGB” version with just the fan lighting for $159.99, and those willing to give up even that helping of ARGB can get the base “TG” version for $139.99. Our sample was in white; all three models are also available in black, and buyers who yearn for further simplification will find an additional “Solid” variant sold exclusively in black, with a painted steel panel on the left side in place of the window.Fractal Design has merged the headphone and microphone jacks of previous versions into a single four-pole connector on the Meshify 3. This connector functions as a normal headphone jack when one is plugged in; the extra pole serves the monaural microphone of a combined headset plug. Fractal also ditched the reset button of previous cases, but kept the twin USB 3 Type-A and a single Type-C port. And, this time around, the lighted power-on indicator ring that surrounds the power button is ARGB.(Credit: Thomas Soderstrom)Though the mesh that covers the face and top panel could potentially filter out some inbound dust, the only part of the Meshify 3 that’s explicitly designed as a dust trap is under the power supply’s air inlet. Sliding out from the case’s side, it’s partially disguised as a portion of the rear case foot.(Credit: Thomas Soderstrom)The Meshify 3’s back panel features a pattern of vent slots spaced to allow a fan to be screwed directly into the slots. Also back here are surface-mounted PCI Express expansion-card slots with replaceable covers, a plastic screw-tab cover with a built-in push tab at the bottom to ease its removal, and a removable power supply bracket that’s secured with two large knurled screws. Power supply insertion is through the case’s rear panel; the design lacks the space to slide in the power supply from the side.(Credit: Thomas Soderstrom)Both side panels are secured at the top with snaps, and Fractal Design added a pair of tabs to make that task a little easier. Those tabs also have screw holes, enabling you to further secure your side panels against accidental removal.A nylon pull tab at the center of the top panel’s back edge serves a similar function. To release that panel and lift it off, you must first slide it back a quarter inch or so.(Credit: Thomas Soderstrom)The front ARGB fans have 140mm frames, but there’s too little space behind them to mount a 420mm-format radiator vertically. That’s because radiator end caps tend to extend the total size by around 40mm (give or take 6mm).(Credit: Thomas Soderstrom)On the other hand, those really motivated to place a radiator behind the front panel’s fans will find that a 360mm-format unit will work, but only by removing the 140mm fans and flipping the fan-mount brackets over. (They are visible in the image below.) Fractal Design’s brilliance shines through with these very basic sheet-metal brackets that flip to support either 120mm or 140mm fans without hindering airflow.(Credit: Thomas Soderstrom)The top panel is fully removable to ease radiator installation and removal, but it does not benefit from the front panel’s design wizardry. While its straight-edged brackets will cover a portion of the fan’s blades when fans are mounted directly on them, its 330mm-plus of length is sufficient to support every 280mm-format radiator we can think of.Also, notice the removable cable shroud running up and down the case near the front. It is adjustable to fit motherboards up to 10.9 inches deep. That is less than the 13-inch max depth of Extended ATX, but it’s still sufficient to fit the slightly oversized enthusiast-class motherboard models that sometimes still get called EATX.(Credit: Thomas Soderstrom)The lower front fan’s air deflector is removable and sits far enough above the case’s floor to be used in conjunction with a pair of 2.5-inch drive bays hidden beneath it. (We don’t even want to think about how we’d manage the cables in that configuration, however.)We removed the cable shroud for a clearer shot of this area. Keen observers might note the mounting slot for its lower edge at the top of the photo.(Credit: Thomas Soderstrom)Two drive trays, three push-in cable clips, and the ARGB controller are all found behind the motherboard tray. The card bracket’s removable covers and the removable power supply bracket are shown in the image below detached and in front of the case, and the photo also shows the gap beneath the removable front fan duct into which some builders may want to install a pair of 2.5-inch drives.Recommended by Our Editors(Credit: Thomas Soderstrom)More drive storage is visible here on the back of the motherboard tray. Configured from the factory to hold two 3.5-inch drives, these brackets on the back of the motherboard tray can be repositioned to hold four 2.5-inch drives instead.(Credit: Thomas Soderstrom)Held in place by a hook-and-loop Velcro-style strap, the included ARGB controller has USB and PWM input on the top, proprietary combination connectors on the side, and an old-fashioned SATA power connector on its bottom to power it up.(Credit: Thomas Soderstrom)Note that Fractal designed special outer shells on the proprietary ARGB/PWM combo connectors. This design is to prevent them from being mistakenly connected to anything USB Type-C, from which they appear to borrow their form. As with several others, this photo again shows the 10mm gap between the bottom panel’s 2.5-inch drive mounts and the underside of the front fan’s air guide.(Credit: Thomas Soderstrom)As for the controller box itself, here’s a shot of the connectors that we couldn’t see in the ARGB controller’s previous photos, including the SATA power inlet.(Credit: Thomas Soderstrom)Of the two output cables we did see, one is for the case's chain of fans, and the other is for this version of the case’s “Ambience Pro” lighting. Four telescoping contact pins allow the front panel’s portion to separate easily from the rest of that latter cable without an awkward tether.(Credit: Thomas Soderstrom)Building With the Fractal Design Meshify 3: Perfect Parts PacksFractal's accessory kits are hard to top in terms of neatness and clear labeling. Start with the screws: The Meshify 3 includes 24 M3 mounting screws, nine #6-32 screws to attach the motherboard to case standoffs, four #6-32 screws with hex/Phillips combo heads for power supply installation, and eight #6-32 shoulder screws for mounting 3.5-inch drives on damping grommets. (Credit: Thomas Soderstrom)You also get eight damping grommets, four cable ties, and an extra motherboard standoff. (But no extra screw for it! Such is life.) Our case being the Ambience Pro RGB version, it also includes a breakout cable that goes from the case’s proprietary ARGB/PWM connector to a standard ARGB strip and a standard PWM fan, along with an extension cable for the proprietary connector.Connecting the case to our motherboard are a power-button lead, an HD Audio header cable for the headset combo jack, a 19-pin USB 3.x for the Type-A ports, and a Gen 2x2 Type-E internal cable for the single Type-C external port. The case’s RGB controller also connects to one our motherboard’s USB 2.0 breakout headers and one of its PWM fan headers.(Credit: Thomas Soderstrom)The white version of the Meshify 3 includes chrome hardware, but since our standard Asus ATX test motherboard is black, I flexed my design chops and used black screws to attach it. I can also divulge that I initially forgot to reinstall the cable shroud, which required me later in the build to remove the graphics card, install the shroud, and reinstall the card. Oops!(Credit: Thomas Soderstrom)The RGB controller uses a web interface to select its various lighting and fan modes, rather than forcing users to install software, and it stores those settings on the controller rather than leaving components in the OS. You can dictate a "startup" lighting effect separately from the regular run of lighting that the case cycles through. Using it allowed us to switch from the case’s soft blue default to something a little more, shall we say, festive.(Credit: Thomas Soderstrom)(Credit: Thomas Soderstrom)(Credit: Thomas Soderstrom)(Credit: Thomas Soderstrom)The light controller’s “Sunset” mode looked like a softer variation of our CPU cooler’s Rainbow mode in this test. Nice.(Credit: Thomas Soderstrom)Testing the Fractal Design Meshify 3: Cool It, ManToday’s build leverages the ATX hardware from our most recent case evaluation platform, including its full-sized Cooler Master GX III Gold 850W power supply and mid-size Corsair iCue H100i RGB Pro XT CPU cooler.Apparently, that little scoop that pushes air upward from the lower of the three front fans does have some positive effect on overall case temperature. Our CPU, motherboard (voltage-regulator), and GPU numbers all show slightly lower temperatures than its five most closely-matched recently reviewed rivals. (These include the Corsair Frame 4000D, the SilverStone Fara 514X, and the MSI Velox 300R.)And just in case you thought that Fractal Design might have gotten its high score by overspeeding its fans a bit…it didn’t. Fan noise is tied for second place in this test group, behind the Super Flower Zillion Direct.The biggest nit we can pick is that some of the Meshify 3’s airflow enhancement might be due to its lack of flow-restricting dust filters.
    0 Commentarii 0 Distribuiri
  • Ambience announces OpenAI-powered medical coding model that outperforms physicians

    Ambience is part of the red-hot market that uses AI to draft clinical notes in real time as doctors consensually record their visits with patients
    #ambience #announces #openaipowered #medical #coding
    Ambience announces OpenAI-powered medical coding model that outperforms physicians
    Ambience is part of the red-hot market that uses AI to draft clinical notes in real time as doctors consensually record their visits with patients #ambience #announces #openaipowered #medical #coding
    WWW.CNBC.COM
    Ambience announces OpenAI-powered medical coding model that outperforms physicians
    Ambience is part of the red-hot market that uses AI to draft clinical notes in real time as doctors consensually record their visits with patients
    0 Commentarii 0 Distribuiri
  • MM33 Apartment / buno

    MM33 Apartment / bunoSave this picture!Apartments, Apartment Interiors•Khet Khlong Toei, Thailand

    Architects:
    buno
    Area
    Area of this architecture project

    Area: 
    54 m²

    Year
    Completion year of this architecture project

    Year: 

    2023

    Photographs

    Photographs:Napat PattrayanondMore SpecsLess Specs
    this picture!
    Text description provided by the architects. MM33 Apartment rethinks a typical domestic milieu, a commercialized urban housing unit where room sizes are predominantly determined more by the logic of sales and marketing data rather than the dynamics of life. To create more space for flexible usages and for a sense of spaciousness, the rigid sense of room making is challenged, and the assumed standard dimensions are discarded for more meticulously compact scales.this picture!this picture!this picture!this picture!The new design turns a one-bedroom apartment into an open-plan space, in which "rooms" are pushed against the boundaries to make space for an airy, unobstructed "court." These rooms—the sleeping, lounging, dressing, and bathroom areas—are reduced to their optimum sizes; although small, they fit just right, for these dimensions are carefully specified accordingly to the user's scale and requirements.  The court space is functionally for cooking and dining. But it also acts as a borrowed visual space for the rooms besides. So, the space perceived is bigger.this picture!this picture!this picture!this picture!The extension of space is possible due to the use of operable walls that gently divide the court from the others while allowing for a sense of connection, instead of fixed and opaque partitioning. The curtains permit flexibility of use and make a spacious feeling possible while not rejecting privacy where needed. In the absence of walls as room makers/dividers, the functional fixtures play a crucial role in space planning and the aesthetics of the whole. They become architectural elements. These pieces of furniture are conceptualized as individual prefab units, equipped with essential functions for small-scale urban living, potentially applicable to various other sites, while adjustable to specific conditions.this picture!this picture!The essence of materiality is fully exposed. The floor is light beige linoleum. The fixture units are constructed of structural clear-coated plywood, exposing their layered edges. The distinct coloring aims to break the box-like volume into planes, and allow more flexibility and freedom by making object selection not too restricted, as opposed to having a monotonous ambience.this picture!

    Project gallerySee allShow less
    Project locationAddress:Ari, Bangkok, ThailandLocation to be used only as a reference. It could indicate city/country but not exact address.About this officebunoOffice•••
    Published on May 25, 2025Cite: "MM33 Apartment / buno" 25 May 2025. ArchDaily. Accessed . < ISSN 0719-8884Save世界上最受欢迎的建筑网站现已推出你的母语版本!想浏览ArchDaily中国吗?是否
    You've started following your first account!Did you know?You'll now receive updates based on what you follow! Personalize your stream and start following your favorite authors, offices and users.Go to my stream
    #mm33 #apartment #buno
    MM33 Apartment / buno
    MM33 Apartment / bunoSave this picture!Apartments, Apartment Interiors•Khet Khlong Toei, Thailand Architects: buno Area Area of this architecture project Area:  54 m² Year Completion year of this architecture project Year:  2023 Photographs Photographs:Napat PattrayanondMore SpecsLess Specs this picture! Text description provided by the architects. MM33 Apartment rethinks a typical domestic milieu, a commercialized urban housing unit where room sizes are predominantly determined more by the logic of sales and marketing data rather than the dynamics of life. To create more space for flexible usages and for a sense of spaciousness, the rigid sense of room making is challenged, and the assumed standard dimensions are discarded for more meticulously compact scales.this picture!this picture!this picture!this picture!The new design turns a one-bedroom apartment into an open-plan space, in which "rooms" are pushed against the boundaries to make space for an airy, unobstructed "court." These rooms—the sleeping, lounging, dressing, and bathroom areas—are reduced to their optimum sizes; although small, they fit just right, for these dimensions are carefully specified accordingly to the user's scale and requirements.  The court space is functionally for cooking and dining. But it also acts as a borrowed visual space for the rooms besides. So, the space perceived is bigger.this picture!this picture!this picture!this picture!The extension of space is possible due to the use of operable walls that gently divide the court from the others while allowing for a sense of connection, instead of fixed and opaque partitioning. The curtains permit flexibility of use and make a spacious feeling possible while not rejecting privacy where needed. In the absence of walls as room makers/dividers, the functional fixtures play a crucial role in space planning and the aesthetics of the whole. They become architectural elements. These pieces of furniture are conceptualized as individual prefab units, equipped with essential functions for small-scale urban living, potentially applicable to various other sites, while adjustable to specific conditions.this picture!this picture!The essence of materiality is fully exposed. The floor is light beige linoleum. The fixture units are constructed of structural clear-coated plywood, exposing their layered edges. The distinct coloring aims to break the box-like volume into planes, and allow more flexibility and freedom by making object selection not too restricted, as opposed to having a monotonous ambience.this picture! Project gallerySee allShow less Project locationAddress:Ari, Bangkok, ThailandLocation to be used only as a reference. It could indicate city/country but not exact address.About this officebunoOffice••• Published on May 25, 2025Cite: "MM33 Apartment / buno" 25 May 2025. ArchDaily. Accessed . < ISSN 0719-8884Save世界上最受欢迎的建筑网站现已推出你的母语版本!想浏览ArchDaily中国吗?是否 You've started following your first account!Did you know?You'll now receive updates based on what you follow! Personalize your stream and start following your favorite authors, offices and users.Go to my stream #mm33 #apartment #buno
    WWW.ARCHDAILY.COM
    MM33 Apartment / buno
    MM33 Apartment / bunoSave this picture!Apartments, Apartment Interiors•Khet Khlong Toei, Thailand Architects: buno Area Area of this architecture project Area:  54 m² Year Completion year of this architecture project Year:  2023 Photographs Photographs:Napat PattrayanondMore SpecsLess Specs Save this picture! Text description provided by the architects. MM33 Apartment rethinks a typical domestic milieu, a commercialized urban housing unit where room sizes are predominantly determined more by the logic of sales and marketing data rather than the dynamics of life. To create more space for flexible usages and for a sense of spaciousness, the rigid sense of room making is challenged, and the assumed standard dimensions are discarded for more meticulously compact scales.Save this picture!Save this picture!Save this picture!Save this picture!The new design turns a one-bedroom apartment into an open-plan space, in which "rooms" are pushed against the boundaries to make space for an airy, unobstructed "court." These rooms—the sleeping, lounging, dressing, and bathroom areas—are reduced to their optimum sizes; although small, they fit just right, for these dimensions are carefully specified accordingly to the user's scale and requirements.  The court space is functionally for cooking and dining. But it also acts as a borrowed visual space for the rooms besides. So, the space perceived is bigger.Save this picture!Save this picture!Save this picture!Save this picture!The extension of space is possible due to the use of operable walls that gently divide the court from the others while allowing for a sense of connection, instead of fixed and opaque partitioning. The curtains permit flexibility of use and make a spacious feeling possible while not rejecting privacy where needed. In the absence of walls as room makers/dividers, the functional fixtures play a crucial role in space planning and the aesthetics of the whole. They become architectural elements. These pieces of furniture are conceptualized as individual prefab units, equipped with essential functions for small-scale urban living, potentially applicable to various other sites, while adjustable to specific conditions.Save this picture!Save this picture!The essence of materiality is fully exposed. The floor is light beige linoleum. The fixture units are constructed of structural clear-coated plywood, exposing their layered edges. The distinct coloring aims to break the box-like volume into planes, and allow more flexibility and freedom by making object selection not too restricted, as opposed to having a monotonous ambience.Save this picture! Project gallerySee allShow less Project locationAddress:Ari, Bangkok, ThailandLocation to be used only as a reference. It could indicate city/country but not exact address.About this officebunoOffice••• Published on May 25, 2025Cite: "MM33 Apartment / buno" 25 May 2025. ArchDaily. Accessed . <https://www.archdaily.com/1030326/mm33-apartment-buno&gt ISSN 0719-8884Save世界上最受欢迎的建筑网站现已推出你的母语版本!想浏览ArchDaily中国吗?是否 You've started following your first account!Did you know?You'll now receive updates based on what you follow! Personalize your stream and start following your favorite authors, offices and users.Go to my stream
    0 Commentarii 0 Distribuiri
  • Get Over 60 Customizable Stylized VFX For Your Godot Project

    Game Asset Developer BUKKBEEK has released a large, low-poly stylized VFX pack designed to meet a variety of needs. This Godot-native collection for version 4 and above requires no plug-ins and features organized folders along with ready-to-use scenes.Here's what it includes:Fire & Smoke:Fire x3Smoke x3FireballsFlamethrowerCombat:Muzzle Flash x3Bullets x2Explosion x3Impact x8Energy & Electricity:Energy Beams x3Electric Sparks x2Lightning/Lightning BallMagic & Stylized:SparklesFireworksSci-fi PortalStylized ShaderHologram ShaderNature & Ambience:Vegetation Shader & GrassFalling LeavesRainDustFirefliesGodraysBirdsWater:Water Shader & Effects x2Ground Effects x10:Pickup, Loot, Heal, Arrows, Power Up, etc.Decals:Blood Splash x2Bullet Holes x3Slime x2Cracks x3Footprints x2Handprints x2Tire SkidClaw MarkYou can use this pack in commercial and non-commercial projects. However, resale or redistribution, whether original or modified, is strictly prohibited.In addition, BUKKBEEK has included a free icon expansion pack designed to complement impact and loot drop effects or serve as UI icons. You can also submit your own icon ideas for the developer to consider adding to the pack.Purchase Godot Visual Effects Pack here and join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
    #get #over #customizable #stylized #vfx
    Get Over 60 Customizable Stylized VFX For Your Godot Project
    Game Asset Developer BUKKBEEK has released a large, low-poly stylized VFX pack designed to meet a variety of needs. This Godot-native collection for version 4 and above requires no plug-ins and features organized folders along with ready-to-use scenes.Here's what it includes:Fire & Smoke:Fire x3Smoke x3FireballsFlamethrowerCombat:Muzzle Flash x3Bullets x2Explosion x3Impact x8Energy & Electricity:Energy Beams x3Electric Sparks x2Lightning/Lightning BallMagic & Stylized:SparklesFireworksSci-fi PortalStylized ShaderHologram ShaderNature & Ambience:Vegetation Shader & GrassFalling LeavesRainDustFirefliesGodraysBirdsWater:Water Shader & Effects x2Ground Effects x10:Pickup, Loot, Heal, Arrows, Power Up, etc.Decals:Blood Splash x2Bullet Holes x3Slime x2Cracks x3Footprints x2Handprints x2Tire SkidClaw MarkYou can use this pack in commercial and non-commercial projects. However, resale or redistribution, whether original or modified, is strictly prohibited.In addition, BUKKBEEK has included a free icon expansion pack designed to complement impact and loot drop effects or serve as UI icons. You can also submit your own icon ideas for the developer to consider adding to the pack.Purchase Godot Visual Effects Pack here and join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. #get #over #customizable #stylized #vfx
    80.LV
    Get Over 60 Customizable Stylized VFX For Your Godot Project
    Game Asset Developer BUKKBEEK has released a large, low-poly stylized VFX pack designed to meet a variety of needs. This Godot-native collection for version 4 and above requires no plug-ins and features organized folders along with ready-to-use scenes.Here's what it includes:Fire & Smoke:Fire x3 (small, big, magic)Smoke x3 (small, big, poison)FireballsFlamethrowerCombat:Muzzle Flash x3 (texture, smoke, sparks)Bullets x2 (single, burst)Explosion x3 (small, big, electric)Impact x8 (dust, sci-fi, sword)Energy & Electricity:Energy Beams x3 (laser, plasma, electric)Electric Sparks x2Lightning/Lightning BallMagic & Stylized:SparklesFireworksSci-fi PortalStylized ShaderHologram ShaderNature & Ambience:Vegetation Shader & Grass (with day-night cycle)Falling LeavesRainDustFirefliesGodraysBirdsWater:Water Shader & Effects x2 (ripples, long ripples)Ground Effects x10:Pickup, Loot, Heal, Arrows, Power Up, etc.Decals:Blood Splash x2Bullet Holes x3Slime x2Cracks x3Footprints x2 (blood, mud)Handprints x2 (blood, dust)Tire SkidClaw MarkYou can use this pack in commercial and non-commercial projects. However, resale or redistribution, whether original or modified, is strictly prohibited.In addition, BUKKBEEK has included a free icon expansion pack designed to complement impact and loot drop effects or serve as UI icons. You can also submit your own icon ideas for the developer to consider adding to the pack.Purchase Godot Visual Effects Pack here and join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
    0 Commentarii 0 Distribuiri
Sponsorizeaza Paginile