• The 2025 Complete Splunk Beginner Bundle is now 25% off

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    The 2025 Complete Splunk Beginner Bundle is now 25% off

    Neowin Deals
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    Jun 14, 2025 16:00 EDT

    Today's highlighted deal comes via Neowin Deals store, where you can save 75% on The 2025 Complete Splunk Beginner Bundle
    Splunk is a powerful data platform used to gather information from multiple sources and index it for efficient access. You can then use collected data to create visualizations, analytics, and a variety of automated and security-related functions. With its web-style interface, Splunk is easy to use and is utilized by many companies worldwide.
    What's Included:

    Splunk Fundamentals for Effective Management of SOC and SIEM

    Oak Academy 38 LessonsLifetime Value
    Splunk | Splunk Core Certified User Certification Prep Lab

    Oak Academy, 63 Lessons,Lifetime, Value
    Splunk | Splunk Core Certified Power User SPLK 1002 Prep

    Oak Academy, 53 Lessons, Lifetime, Value
    Splunk| Splunk Enterprise Certified Admin Certification Prep

    Oak Academy, 68 Lessons, Lifetime, Value
    Requirements

    Basic understanding of IT and networking concepts
    Familiarity with Linux and Windows operating systems
    A computer with internet access for hands-on practice

    Good to Know

    Length of time users can access this course: lifetime
    Access options: desktop or mobile
    Redemption deadline: redeem your code within 30 days of purchase
    Experience level required: all levels
    Certificate of Completion ONLY
    Updates included
    Closed captioning NOT available
    NOT downloadable for offline viewing

    Learn more about our Lifetime deals here!

    Lifetime access to this 2025 Complete Splunk Beginner Bundle normally costs but this deal can be yours for just that's a saving of For full terms, specifications, and info, click the link below.
    Although priced in U.S. dollars, this deal is available for digital purchase worldwide.

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    #complete #splunk #beginner #bundle #now
    The 2025 Complete Splunk Beginner Bundle is now 25% off
    Deal  When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works. The 2025 Complete Splunk Beginner Bundle is now 25% off Neowin Deals · Jun 14, 2025 16:00 EDT Today's highlighted deal comes via Neowin Deals store, where you can save 75% on The 2025 Complete Splunk Beginner Bundle Splunk is a powerful data platform used to gather information from multiple sources and index it for efficient access. You can then use collected data to create visualizations, analytics, and a variety of automated and security-related functions. With its web-style interface, Splunk is easy to use and is utilized by many companies worldwide. What's Included: Splunk Fundamentals for Effective Management of SOC and SIEM Oak Academy 38 LessonsLifetime Value Splunk | Splunk Core Certified User Certification Prep Lab Oak Academy, 63 Lessons,Lifetime, Value Splunk | Splunk Core Certified Power User SPLK 1002 Prep Oak Academy, 53 Lessons, Lifetime, Value Splunk| Splunk Enterprise Certified Admin Certification Prep Oak Academy, 68 Lessons, Lifetime, Value Requirements Basic understanding of IT and networking concepts Familiarity with Linux and Windows operating systems A computer with internet access for hands-on practice Good to Know Length of time users can access this course: lifetime Access options: desktop or mobile Redemption deadline: redeem your code within 30 days of purchase Experience level required: all levels Certificate of Completion ONLY Updates included Closed captioning NOT available NOT downloadable for offline viewing Learn more about our Lifetime deals here! Lifetime access to this 2025 Complete Splunk Beginner Bundle normally costs but this deal can be yours for just that's a saving of For full terms, specifications, and info, click the link below. Although priced in U.S. dollars, this deal is available for digital purchase worldwide. We post these because we earn commission on each sale so as not to rely solely on advertising, which many of our readers block. It all helps toward paying staff reporters, servers and hosting costs. Other ways to support Neowin Whitelist Neowin by not blocking our ads Create a free member account to see fewer ads Make a donation to support our day to day running costs Subscribe to Neowin - for a year, or a year for an ad-free experience Disclosure: Neowin benefits from revenue of each sale made through our branded deals site powered by StackCommerce. Tags Report a problem with article Follow @NeowinFeed #complete #splunk #beginner #bundle #now
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    The 2025 Complete Splunk Beginner Bundle is now 25% off
    Deal  When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works. The 2025 Complete Splunk Beginner Bundle is now 25% off Neowin Deals · Jun 14, 2025 16:00 EDT Today's highlighted deal comes via Neowin Deals store, where you can save 75% on The 2025 Complete Splunk Beginner Bundle Splunk is a powerful data platform used to gather information from multiple sources and index it for efficient access. You can then use collected data to create visualizations, analytics, and a variety of automated and security-related functions. With its web-style interface, Splunk is easy to use and is utilized by many companies worldwide. What's Included: Splunk Fundamentals for Effective Management of SOC and SIEM Oak Academy 38 Lessons (3.5h) Lifetime $20.00 Value Splunk | Splunk Core Certified User Certification Prep Lab Oak Academy, 63 Lessons (6h),Lifetime, $20.00 Value Splunk | Splunk Core Certified Power User SPLK 1002 Prep Oak Academy, 53 Lessons (5.5h), Lifetime, $20.00 Value Splunk| Splunk Enterprise Certified Admin Certification Prep Oak Academy, 68 Lessons (8.5h), Lifetime, $20.00 Value Requirements Basic understanding of IT and networking concepts Familiarity with Linux and Windows operating systems A computer with internet access for hands-on practice Good to Know Length of time users can access this course: lifetime Access options: desktop or mobile Redemption deadline: redeem your code within 30 days of purchase Experience level required: all levels Certificate of Completion ONLY Updates included Closed captioning NOT available NOT downloadable for offline viewing Learn more about our Lifetime deals here! Lifetime access to this 2025 Complete Splunk Beginner Bundle normally costs $80, but this deal can be yours for just $19.99, that's a saving of $60. For full terms, specifications, and info, click the link below. Although priced in U.S. dollars, this deal is available for digital purchase worldwide. We post these because we earn commission on each sale so as not to rely solely on advertising, which many of our readers block. It all helps toward paying staff reporters, servers and hosting costs. Other ways to support Neowin Whitelist Neowin by not blocking our ads Create a free member account to see fewer ads Make a donation to support our day to day running costs Subscribe to Neowin - for $14 a year, or $28 a year for an ad-free experience Disclosure: Neowin benefits from revenue of each sale made through our branded deals site powered by StackCommerce. Tags Report a problem with article Follow @NeowinFeed
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  • FORM Brands Studio elevates London’s Air Ambulance Charity

    FORM Brands Studio has given London’s Air Ambulance Charity a new look.
    Rather than transporting patients to hospital, the charity’s doctors and paramedics treat seriously injured people at the scene from its two helicopters and eight cars. It is the only organisation performing this role in London.
    Established in 1989, it is called to a rising number of patients across the capital every year, helping more than 2,000 people in 2024.
    London’s Air Ambulance Charityneeds £17m a year to operate, 96% which comes from donations. “But 60% of Londoners don’t know we’re a charity,” says LAAC’s director of fundraising and marketing, Jayne Clarke.
    FORM Brands Studio identity for London’s Air Ambulance Charity in OOH posters
    Its new organisational strategy is about raising awareness, enhancing fundraising efforts and strengthening its connection with London’s communities.
    “We’re trying to make sure the strategy is about hope and looking forward to the future,” Clarke says.
    To accompany this new strategy, the charity also decided to change up its visual identity.

    “Our previous branding was very corporate,” Clarke admits.FORM Brands Studio won the job after a pitch. Strategy director Beth Andlaw set up the east London agency in 2022 with creative director Alex Andlaw. Before that she had been in comms and PR, and had worked with LAAC on and off for about 20 years.
    FORM Brands Studio identity for London’s Air Ambulance Charity on stage
    FORM introduced a new wordmark, colour palette, typeface, icons, motion, creative copy, messaging, fundraising memorabilia and photography. However, the existing helicopter icon was retained. “It has a lot of love and legacy,” says Clarke.
    The agency’s brand idea, Propelling Promise, was inspired by the urgent, intense nature of the work carried out by LAAC’s clinical and operational crews. That was used to give structure to creative copy lines and the new tone of voice.
    Each lead line includes an element of “propelling” to imply urgency and momentum, and “promise” to imply warmth and hope.
    That resulted in lines including “Trauma doesn’t stop. Neither do we” and “Here for London. Today, tomorrow, always.” FORM brought in Peggy Nyamekye to work on the copywriting.
    Meanwhile, the visual identity, developed with designer Mayan Mistry, comprises a gradient design system, drawing on the rotational motion of helicopter blades. Borough names are repeated in radiating patterns and overlaid with the gradient.
    Red is still central to the charity’s identity, but FORM introduced the vivid orange worn by medics on-scene. “These colours blend in the gradient, creating a visual signature that speaks to urgency, action, optimism and hope,” says Alex Andlaw.


    With the help of motion graphics designer Matt Fowler, the agency introduced movement to the branding, to reflect the aircraft’s blades in flight.
    The logo’s new wordmark is in Barlow, inspired by the existing big white lettering on the helicopter tail booms. Before, the charity’s name was written lower case in a thinner font. “Now it’s bigger, bolder and more impactful,” says Alex Andlaw.
    FORM also redesigned the icons to have more personality but still be functional. “The icons help the team talk about quite hard subjects,” he says, such as casualties, and the designs had to balance warmth and realism.
    “We did quite a few hearts, some look too detailed and some too basic,” he explains.

    The agency also created a series of collectible badges, inspired by the embroidered badges worn by the charity’s doctors and pilots.FORM Brands Studio identity for London’s Air Ambulance Charity in Instagram posts
    Meanwhile, photographer James Pearson-Howes was briefed to capture real people, places and moments from across London.
    The new branding had to resonate with very different types of donors, from the charity’s collection buckets to seven-figure corporate donations, says Clarke.
    “And the doctors wearing the brand have very strong opinions, as do the pilots. FORM took in all these views and managed to make all those people happy.”

    FORM Brands Studio identity for London’s Air Ambulance Charity
    FORM Brands Studio identity for London’s Air Ambulance Charity in OOH posters
    #form #brands #studio #elevates #londons
    FORM Brands Studio elevates London’s Air Ambulance Charity
    FORM Brands Studio has given London’s Air Ambulance Charity a new look. Rather than transporting patients to hospital, the charity’s doctors and paramedics treat seriously injured people at the scene from its two helicopters and eight cars. It is the only organisation performing this role in London. Established in 1989, it is called to a rising number of patients across the capital every year, helping more than 2,000 people in 2024. London’s Air Ambulance Charityneeds £17m a year to operate, 96% which comes from donations. “But 60% of Londoners don’t know we’re a charity,” says LAAC’s director of fundraising and marketing, Jayne Clarke. FORM Brands Studio identity for London’s Air Ambulance Charity in OOH posters Its new organisational strategy is about raising awareness, enhancing fundraising efforts and strengthening its connection with London’s communities. “We’re trying to make sure the strategy is about hope and looking forward to the future,” Clarke says. To accompany this new strategy, the charity also decided to change up its visual identity. “Our previous branding was very corporate,” Clarke admits.FORM Brands Studio won the job after a pitch. Strategy director Beth Andlaw set up the east London agency in 2022 with creative director Alex Andlaw. Before that she had been in comms and PR, and had worked with LAAC on and off for about 20 years. FORM Brands Studio identity for London’s Air Ambulance Charity on stage FORM introduced a new wordmark, colour palette, typeface, icons, motion, creative copy, messaging, fundraising memorabilia and photography. However, the existing helicopter icon was retained. “It has a lot of love and legacy,” says Clarke. The agency’s brand idea, Propelling Promise, was inspired by the urgent, intense nature of the work carried out by LAAC’s clinical and operational crews. That was used to give structure to creative copy lines and the new tone of voice. Each lead line includes an element of “propelling” to imply urgency and momentum, and “promise” to imply warmth and hope. That resulted in lines including “Trauma doesn’t stop. Neither do we” and “Here for London. Today, tomorrow, always.” FORM brought in Peggy Nyamekye to work on the copywriting. Meanwhile, the visual identity, developed with designer Mayan Mistry, comprises a gradient design system, drawing on the rotational motion of helicopter blades. Borough names are repeated in radiating patterns and overlaid with the gradient. Red is still central to the charity’s identity, but FORM introduced the vivid orange worn by medics on-scene. “These colours blend in the gradient, creating a visual signature that speaks to urgency, action, optimism and hope,” says Alex Andlaw. With the help of motion graphics designer Matt Fowler, the agency introduced movement to the branding, to reflect the aircraft’s blades in flight. The logo’s new wordmark is in Barlow, inspired by the existing big white lettering on the helicopter tail booms. Before, the charity’s name was written lower case in a thinner font. “Now it’s bigger, bolder and more impactful,” says Alex Andlaw. FORM also redesigned the icons to have more personality but still be functional. “The icons help the team talk about quite hard subjects,” he says, such as casualties, and the designs had to balance warmth and realism. “We did quite a few hearts, some look too detailed and some too basic,” he explains. The agency also created a series of collectible badges, inspired by the embroidered badges worn by the charity’s doctors and pilots.FORM Brands Studio identity for London’s Air Ambulance Charity in Instagram posts Meanwhile, photographer James Pearson-Howes was briefed to capture real people, places and moments from across London. The new branding had to resonate with very different types of donors, from the charity’s collection buckets to seven-figure corporate donations, says Clarke. “And the doctors wearing the brand have very strong opinions, as do the pilots. FORM took in all these views and managed to make all those people happy.” FORM Brands Studio identity for London’s Air Ambulance Charity FORM Brands Studio identity for London’s Air Ambulance Charity in OOH posters #form #brands #studio #elevates #londons
    WWW.DESIGNWEEK.CO.UK
    FORM Brands Studio elevates London’s Air Ambulance Charity
    FORM Brands Studio has given London’s Air Ambulance Charity a new look. Rather than transporting patients to hospital, the charity’s doctors and paramedics treat seriously injured people at the scene from its two helicopters and eight cars. It is the only organisation performing this role in London. Established in 1989, it is called to a rising number of patients across the capital every year, helping more than 2,000 people in 2024. London’s Air Ambulance Charity (LAAC) needs £17m a year to operate, 96% which comes from donations. “But 60% of Londoners don’t know we’re a charity,” says LAAC’s director of fundraising and marketing, Jayne Clarke. FORM Brands Studio identity for London’s Air Ambulance Charity in OOH posters Its new organisational strategy is about raising awareness, enhancing fundraising efforts and strengthening its connection with London’s communities. “We’re trying to make sure the strategy is about hope and looking forward to the future,” Clarke says. To accompany this new strategy, the charity also decided to change up its visual identity. “Our previous branding was very corporate,” Clarke admits.FORM Brands Studio won the job after a pitch. Strategy director Beth Andlaw set up the east London agency in 2022 with creative director Alex Andlaw. Before that she had been in comms and PR, and had worked with LAAC on and off for about 20 years. FORM Brands Studio identity for London’s Air Ambulance Charity on stage FORM introduced a new wordmark, colour palette, typeface, icons, motion, creative copy, messaging, fundraising memorabilia and photography. However, the existing helicopter icon was retained. “It has a lot of love and legacy,” says Clarke. The agency’s brand idea, Propelling Promise, was inspired by the urgent, intense nature of the work carried out by LAAC’s clinical and operational crews. That was used to give structure to creative copy lines and the new tone of voice. Each lead line includes an element of “propelling” to imply urgency and momentum, and “promise” to imply warmth and hope. That resulted in lines including “Trauma doesn’t stop. Neither do we” and “Here for London. Today, tomorrow, always.” FORM brought in Peggy Nyamekye to work on the copywriting. Meanwhile, the visual identity, developed with designer Mayan Mistry, comprises a gradient design system, drawing on the rotational motion of helicopter blades. Borough names are repeated in radiating patterns and overlaid with the gradient. Red is still central to the charity’s identity, but FORM introduced the vivid orange worn by medics on-scene. “These colours blend in the gradient, creating a visual signature that speaks to urgency, action, optimism and hope,” says Alex Andlaw. https://d3faj0w6aqatyx.cloudfront.net/uploads/2025/06/LAA_OOH_TUBE_1920x1080.mp4 With the help of motion graphics designer Matt Fowler, the agency introduced movement to the branding, to reflect the aircraft’s blades in flight. The logo’s new wordmark is in Barlow, inspired by the existing big white lettering on the helicopter tail booms. Before, the charity’s name was written lower case in a thinner font. “Now it’s bigger, bolder and more impactful,” says Alex Andlaw. FORM also redesigned the icons to have more personality but still be functional. “The icons help the team talk about quite hard subjects,” he says, such as casualties, and the designs had to balance warmth and realism. “We did quite a few hearts, some look too detailed and some too basic,” he explains. The agency also created a series of collectible badges, inspired by the embroidered badges worn by the charity’s doctors and pilots.FORM Brands Studio identity for London’s Air Ambulance Charity in Instagram posts Meanwhile, photographer James Pearson-Howes was briefed to capture real people, places and moments from across London. The new branding had to resonate with very different types of donors, from the charity’s collection buckets to seven-figure corporate donations, says Clarke. “And the doctors wearing the brand have very strong opinions, as do the pilots. FORM took in all these views and managed to make all those people happy.” https://d3faj0w6aqatyx.cloudfront.net/uploads/2025/06/LAA_OOH_BILLBOARD_1920x1080.mp4 FORM Brands Studio identity for London’s Air Ambulance Charity FORM Brands Studio identity for London’s Air Ambulance Charity in OOH posters
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  • Dev snapshot: Godot 4.5 dev 5

    Replicube
    A game by Walaber Entertainment LLCDev snapshot: Godot 4.5 dev 5By:
    Thaddeus Crews2 June 2025Pre-releaseBrrr… Do you feel that? That’s the cold front of the feature freeze just around the corner. It’s not upon us just yet, but this is likely to be our final development snapshot of the 4.5 release cycle. As we enter the home stretch of new features, bugs are naturally going to follow suit, meaning bug reports and feedback will be especially important for a smooth beta timeframe.Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.The cover illustration is from Replicube, a programming puzzle game where you write code to recreate voxelized objects. It is developed by Walaber Entertainment LLC. You can get the game on Steam.HighlightsIn case you missed them, see the 4.5 dev 1, 4.5 dev 2, 4.5 dev 3, and 4.5 dev 4 release notes for an overview of some key features which were already in those snapshots, and are therefore still available for testing in dev 5.Native visionOS supportNormally, our featured highlights in these development blogs come from long-time contributors. This makes sense of course, as it’s generally those users that have the familiarity necessary for major changes or additions that are commonly used for these highlights. That’s why it might surprise you to hear that visionOS support comes to us from Ricardo Sanchez-Saez, whose pull request GH-105628 is his very first contribution to the engine! It might not surprise you to hear that Ricardo is part of the visionOS engineering team at Apple, which certainly helps get his foot in the door, but that still makes visionOS the first officially-supported platform integration in about a decade.For those unfamiliar, visionOS is Apple’s XR environment. We’re no strangers to XR as a concept, but XR platforms are as distinct from one another as traditional platforms. visionOS users have expressed a strong interest in integrating with our ever-growing XR community, and now we can make that happen. See you all in the next XR Game Jam!GDScript: Abstract classesWhile the Godot Engine utilizes abstract classes—a class that cannot be directly instantiated—frequently, this was only ever supported internally. Thanks to the efforts of Aaron Franke, this paradigm is now available to GDScript users. Now if a user wants to introduce their own abstract class, they merely need to declare it via the new abstract keyword:abstract class_name MyAbstract extends Node
    The purpose of an abstract class is to create a baseline for other classes to derive from:class_name ExtendsMyAbstract extends MyAbstract
    Shader bakerFrom the technical gurus behind implementing ubershaders, Darío Samo and Pedro J. Estébanez bring us another miracle of rendering via GH-102552: shader baker exporting. This is an optional feature that can be enabled at export time to speed up shader compilation massively. This feature works with ubershaders automatically without any work from the user. Using shader baking is strongly recommended when targeting Apple devices or D3D12 since it makes the biggest difference there!Before:After:However, it comes with tradeoffs:Export time will be much longer.Build size will be much larger since the baked shaders can take up a lot of space.We have removed several MoltenVK bug workarounds from the Forward+ shader, therefore we no longer guarantee support for the Forward+ renderer on Intel Macs. If you are targeting Intel Macs, you should use the Mobile or Compatibility renderers.Baking for Vulkan can be done from any device, but baking for D3D12 needs to be done from a Windows device and baking for Apple .metallib requires a Metal compiler.Web: WebAssembly SIMD supportAs you might recall, Godot 4.0 initially released under the assumption that multi-threaded web support would become the standard, and only supported that format for web builds. This assumption unfortunately proved to be wishful thinking, and was reverted in 4.3 by allowing for single-threaded builds once more. However, this doesn’t mean that these single-threaded environments are inherently incapable of parallel processing; it just requires alternative implementations. One such implementation, SIMD, is a perfect candidate thanks to its support across all major browsers. To that end, web-wiz Adam Scott has taken to integrating this implementation for our web builds by default.Inline color pickersWhile it’s always been possible to see what kind of variable is assigned to an exported color in the inspector, some users have expressed a keen interest in allowing for this functionality within the script editor itself. This is because it would mean seeing what kind of color is represented by a variable without it needing to be exposed, as well as making it more intuitive at a glance as to what color a name or code corresponds to. Koliur Rahman has blessed us with this quality-of-life goodness, which adds an inline color picker GH-105724. Now no matter where the color is declared, users will be able to immediately and intuitively know what is actually represented in a non-intrusive manner.Rendering goodiesThe renderer got a fair amount of love this snapshot; not from any one PR, but rather a multitude of community members bringing some long-awaited features to light. Raymond DiDonato helped SMAA 1x make its transition from addon to fully-fledged engine feature. Capry brings bent normal maps to further enhance specular occlusion and indirect lighting. Our very own Clay John converted our Compatibility backend to use a fragment shader copy instead of a blit copy, working around common sample rate issues on mobile devices. More technical information on these rendering changes can be found in their associated PRs.SMAA comparison:OffOnBent normal map comparison:BeforeAfterAnd more!There are too many exciting changes to list them all here, but here’s a curated selection:Animation: Add alphabetical sorting to Animation Player.Animation: Add animation filtering to animation editor.Audio: Implement seek operation for Theora video files, improve multi-channel audio resampling.Core: Add --scene command line argument.Core: Overhaul resource duplication.Core: Use Grisu2 algorithm in String::num_scientific to fix serializing.Editor: Add “Quick Load” button to EditorResourcePicker.Editor: Add PROPERTY_HINT_INPUT_NAME for use with @export_custom to allow using input actions.Editor: Add named EditorScripts to the command palette.GUI: Add file sort to FileDialog.I18n: Add translation preview in editor.Import: Add Channel Remap settings to ResourceImporterTexture.Physics: Improve performance with non-monitoring areas when using Jolt Physics.Porting: Android: Add export option for custom theme attributes.Porting: Android: Add support for 16 KB page sizes, update to NDK r28b.Porting: Android: Remove the gradle_build/compress_native_libraries export option.Porting: Web: Use actual PThread pool size for get_default_thread_pool_size.Porting: Windows/macOS/Linux: Use SSE 4.2 as a baseline when compiling Godot.Rendering: Add new StandardMaterial properties to allow users to control FPS-style objects.Rendering: FTI - Optimize SceneTree traversal.Changelog109 contributors submitted 252 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-dev4 snapshot.This release is built from commit 64b09905c.DownloadsGodot is downloading...Godot exists thanks to donations from people like you. Help us continue our work:Make a DonationStandard build includes support for GDScript and GDExtension..NET buildincludes support for C#, as well as GDScript and GDExtension.While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Known issuesWindows executableshave been signed with an expired certificate. You may see warnings from Windows Defender’s SmartScreen when running this version, or outright be prevented from running the executables with a double-click. Running Godot from the command line can circumvent this. We will soon have a renewed certificate which will be used for future builds.With every release, we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.Bug reportsAs a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.In particular, any change that would cause a regression in your projects is very important to report.SupportGodot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund.Donate now
    #dev #snapshot #godot
    Dev snapshot: Godot 4.5 dev 5
    Replicube A game by Walaber Entertainment LLCDev snapshot: Godot 4.5 dev 5By: Thaddeus Crews2 June 2025Pre-releaseBrrr… Do you feel that? That’s the cold front of the feature freeze just around the corner. It’s not upon us just yet, but this is likely to be our final development snapshot of the 4.5 release cycle. As we enter the home stretch of new features, bugs are naturally going to follow suit, meaning bug reports and feedback will be especially important for a smooth beta timeframe.Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.The cover illustration is from Replicube, a programming puzzle game where you write code to recreate voxelized objects. It is developed by Walaber Entertainment LLC. You can get the game on Steam.HighlightsIn case you missed them, see the 4.5 dev 1, 4.5 dev 2, 4.5 dev 3, and 4.5 dev 4 release notes for an overview of some key features which were already in those snapshots, and are therefore still available for testing in dev 5.Native visionOS supportNormally, our featured highlights in these development blogs come from long-time contributors. This makes sense of course, as it’s generally those users that have the familiarity necessary for major changes or additions that are commonly used for these highlights. That’s why it might surprise you to hear that visionOS support comes to us from Ricardo Sanchez-Saez, whose pull request GH-105628 is his very first contribution to the engine! It might not surprise you to hear that Ricardo is part of the visionOS engineering team at Apple, which certainly helps get his foot in the door, but that still makes visionOS the first officially-supported platform integration in about a decade.For those unfamiliar, visionOS is Apple’s XR environment. We’re no strangers to XR as a concept, but XR platforms are as distinct from one another as traditional platforms. visionOS users have expressed a strong interest in integrating with our ever-growing XR community, and now we can make that happen. See you all in the next XR Game Jam!GDScript: Abstract classesWhile the Godot Engine utilizes abstract classes—a class that cannot be directly instantiated—frequently, this was only ever supported internally. Thanks to the efforts of Aaron Franke, this paradigm is now available to GDScript users. Now if a user wants to introduce their own abstract class, they merely need to declare it via the new abstract keyword:abstract class_name MyAbstract extends Node The purpose of an abstract class is to create a baseline for other classes to derive from:class_name ExtendsMyAbstract extends MyAbstract Shader bakerFrom the technical gurus behind implementing ubershaders, Darío Samo and Pedro J. Estébanez bring us another miracle of rendering via GH-102552: shader baker exporting. This is an optional feature that can be enabled at export time to speed up shader compilation massively. This feature works with ubershaders automatically without any work from the user. Using shader baking is strongly recommended when targeting Apple devices or D3D12 since it makes the biggest difference there!Before:After:However, it comes with tradeoffs:Export time will be much longer.Build size will be much larger since the baked shaders can take up a lot of space.We have removed several MoltenVK bug workarounds from the Forward+ shader, therefore we no longer guarantee support for the Forward+ renderer on Intel Macs. If you are targeting Intel Macs, you should use the Mobile or Compatibility renderers.Baking for Vulkan can be done from any device, but baking for D3D12 needs to be done from a Windows device and baking for Apple .metallib requires a Metal compiler.Web: WebAssembly SIMD supportAs you might recall, Godot 4.0 initially released under the assumption that multi-threaded web support would become the standard, and only supported that format for web builds. This assumption unfortunately proved to be wishful thinking, and was reverted in 4.3 by allowing for single-threaded builds once more. However, this doesn’t mean that these single-threaded environments are inherently incapable of parallel processing; it just requires alternative implementations. One such implementation, SIMD, is a perfect candidate thanks to its support across all major browsers. To that end, web-wiz Adam Scott has taken to integrating this implementation for our web builds by default.Inline color pickersWhile it’s always been possible to see what kind of variable is assigned to an exported color in the inspector, some users have expressed a keen interest in allowing for this functionality within the script editor itself. This is because it would mean seeing what kind of color is represented by a variable without it needing to be exposed, as well as making it more intuitive at a glance as to what color a name or code corresponds to. Koliur Rahman has blessed us with this quality-of-life goodness, which adds an inline color picker GH-105724. Now no matter where the color is declared, users will be able to immediately and intuitively know what is actually represented in a non-intrusive manner.Rendering goodiesThe renderer got a fair amount of love this snapshot; not from any one PR, but rather a multitude of community members bringing some long-awaited features to light. Raymond DiDonato helped SMAA 1x make its transition from addon to fully-fledged engine feature. Capry brings bent normal maps to further enhance specular occlusion and indirect lighting. Our very own Clay John converted our Compatibility backend to use a fragment shader copy instead of a blit copy, working around common sample rate issues on mobile devices. More technical information on these rendering changes can be found in their associated PRs.SMAA comparison:OffOnBent normal map comparison:BeforeAfterAnd more!There are too many exciting changes to list them all here, but here’s a curated selection:Animation: Add alphabetical sorting to Animation Player.Animation: Add animation filtering to animation editor.Audio: Implement seek operation for Theora video files, improve multi-channel audio resampling.Core: Add --scene command line argument.Core: Overhaul resource duplication.Core: Use Grisu2 algorithm in String::num_scientific to fix serializing.Editor: Add “Quick Load” button to EditorResourcePicker.Editor: Add PROPERTY_HINT_INPUT_NAME for use with @export_custom to allow using input actions.Editor: Add named EditorScripts to the command palette.GUI: Add file sort to FileDialog.I18n: Add translation preview in editor.Import: Add Channel Remap settings to ResourceImporterTexture.Physics: Improve performance with non-monitoring areas when using Jolt Physics.Porting: Android: Add export option for custom theme attributes.Porting: Android: Add support for 16 KB page sizes, update to NDK r28b.Porting: Android: Remove the gradle_build/compress_native_libraries export option.Porting: Web: Use actual PThread pool size for get_default_thread_pool_size.Porting: Windows/macOS/Linux: Use SSE 4.2 as a baseline when compiling Godot.Rendering: Add new StandardMaterial properties to allow users to control FPS-style objects.Rendering: FTI - Optimize SceneTree traversal.Changelog109 contributors submitted 252 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-dev4 snapshot.This release is built from commit 64b09905c.DownloadsGodot is downloading...Godot exists thanks to donations from people like you. Help us continue our work:Make a DonationStandard build includes support for GDScript and GDExtension..NET buildincludes support for C#, as well as GDScript and GDExtension.While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Known issuesWindows executableshave been signed with an expired certificate. You may see warnings from Windows Defender’s SmartScreen when running this version, or outright be prevented from running the executables with a double-click. Running Godot from the command line can circumvent this. We will soon have a renewed certificate which will be used for future builds.With every release, we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.Bug reportsAs a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.In particular, any change that would cause a regression in your projects is very important to report.SupportGodot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund.Donate now #dev #snapshot #godot
    GODOTENGINE.ORG
    Dev snapshot: Godot 4.5 dev 5
    Replicube A game by Walaber Entertainment LLCDev snapshot: Godot 4.5 dev 5By: Thaddeus Crews2 June 2025Pre-releaseBrrr… Do you feel that? That’s the cold front of the feature freeze just around the corner. It’s not upon us just yet, but this is likely to be our final development snapshot of the 4.5 release cycle. As we enter the home stretch of new features, bugs are naturally going to follow suit, meaning bug reports and feedback will be especially important for a smooth beta timeframe.Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.The cover illustration is from Replicube, a programming puzzle game where you write code to recreate voxelized objects. It is developed by Walaber Entertainment LLC (Bluesky, Twitter). You can get the game on Steam.HighlightsIn case you missed them, see the 4.5 dev 1, 4.5 dev 2, 4.5 dev 3, and 4.5 dev 4 release notes for an overview of some key features which were already in those snapshots, and are therefore still available for testing in dev 5.Native visionOS supportNormally, our featured highlights in these development blogs come from long-time contributors. This makes sense of course, as it’s generally those users that have the familiarity necessary for major changes or additions that are commonly used for these highlights. That’s why it might surprise you to hear that visionOS support comes to us from Ricardo Sanchez-Saez, whose pull request GH-105628 is his very first contribution to the engine! It might not surprise you to hear that Ricardo is part of the visionOS engineering team at Apple, which certainly helps get his foot in the door, but that still makes visionOS the first officially-supported platform integration in about a decade.For those unfamiliar, visionOS is Apple’s XR environment. We’re no strangers to XR as a concept (see our recent XR blogpost highlighting the latest Godot XR Game Jam), but XR platforms are as distinct from one another as traditional platforms. visionOS users have expressed a strong interest in integrating with our ever-growing XR community, and now we can make that happen. See you all in the next XR Game Jam!GDScript: Abstract classesWhile the Godot Engine utilizes abstract classes—a class that cannot be directly instantiated—frequently, this was only ever supported internally. Thanks to the efforts of Aaron Franke, this paradigm is now available to GDScript users (GH-67777). Now if a user wants to introduce their own abstract class, they merely need to declare it via the new abstract keyword:abstract class_name MyAbstract extends Node The purpose of an abstract class is to create a baseline for other classes to derive from:class_name ExtendsMyAbstract extends MyAbstract Shader bakerFrom the technical gurus behind implementing ubershaders, Darío Samo and Pedro J. Estébanez bring us another miracle of rendering via GH-102552: shader baker exporting. This is an optional feature that can be enabled at export time to speed up shader compilation massively. This feature works with ubershaders automatically without any work from the user. Using shader baking is strongly recommended when targeting Apple devices or D3D12 since it makes the biggest difference there (over 20× decrease in load times in the TPS demo)!Before:After:However, it comes with tradeoffs:Export time will be much longer.Build size will be much larger since the baked shaders can take up a lot of space.We have removed several MoltenVK bug workarounds from the Forward+ shader, therefore we no longer guarantee support for the Forward+ renderer on Intel Macs. If you are targeting Intel Macs, you should use the Mobile or Compatibility renderers.Baking for Vulkan can be done from any device, but baking for D3D12 needs to be done from a Windows device and baking for Apple .metallib requires a Metal compiler (macOS with Xcode / Command Line Tools installed).Web: WebAssembly SIMD supportAs you might recall, Godot 4.0 initially released under the assumption that multi-threaded web support would become the standard, and only supported that format for web builds. This assumption unfortunately proved to be wishful thinking, and was reverted in 4.3 by allowing for single-threaded builds once more. However, this doesn’t mean that these single-threaded environments are inherently incapable of parallel processing; it just requires alternative implementations. One such implementation, SIMD, is a perfect candidate thanks to its support across all major browsers. To that end, web-wiz Adam Scott has taken to integrating this implementation for our web builds by default (GH-106319).Inline color pickersWhile it’s always been possible to see what kind of variable is assigned to an exported color in the inspector, some users have expressed a keen interest in allowing for this functionality within the script editor itself. This is because it would mean seeing what kind of color is represented by a variable without it needing to be exposed, as well as making it more intuitive at a glance as to what color a name or code corresponds to. Koliur Rahman has blessed us with this quality-of-life goodness, which adds an inline color picker GH-105724. Now no matter where the color is declared, users will be able to immediately and intuitively know what is actually represented in a non-intrusive manner.Rendering goodiesThe renderer got a fair amount of love this snapshot; not from any one PR, but rather a multitude of community members bringing some long-awaited features to light. Raymond DiDonato helped SMAA 1x make its transition from addon to fully-fledged engine feature (GH-102330). Capry brings bent normal maps to further enhance specular occlusion and indirect lighting (GH-89988). Our very own Clay John converted our Compatibility backend to use a fragment shader copy instead of a blit copy, working around common sample rate issues on mobile devices (GH-106267). More technical information on these rendering changes can be found in their associated PRs.SMAA comparison:OffOnBent normal map comparison:BeforeAfterAnd more!There are too many exciting changes to list them all here, but here’s a curated selection:Animation: Add alphabetical sorting to Animation Player (GH-103584).Animation: Add animation filtering to animation editor (GH-103130).Audio: Implement seek operation for Theora video files, improve multi-channel audio resampling (GH-102360).Core: Add --scene command line argument (GH-105302).Core: Overhaul resource duplication (GH-100673).Core: Use Grisu2 algorithm in String::num_scientific to fix serializing (GH-98750).Editor: Add “Quick Load” button to EditorResourcePicker (GH-104490).Editor: Add PROPERTY_HINT_INPUT_NAME for use with @export_custom to allow using input actions (GH-96611).Editor: Add named EditorScripts to the command palette (GH-99318).GUI: Add file sort to FileDialog (GH-105723).I18n: Add translation preview in editor (GH-96921).Import: Add Channel Remap settings to ResourceImporterTexture (GH-99676).Physics: Improve performance with non-monitoring areas when using Jolt Physics (GH-106490).Porting: Android: Add export option for custom theme attributes (GH-106724).Porting: Android: Add support for 16 KB page sizes, update to NDK r28b (GH-106358).Porting: Android: Remove the gradle_build/compress_native_libraries export option (GH-106359).Porting: Web: Use actual PThread pool size for get_default_thread_pool_size() (GH-104458).Porting: Windows/macOS/Linux: Use SSE 4.2 as a baseline when compiling Godot (GH-59595).Rendering: Add new StandardMaterial properties to allow users to control FPS-style objects (hands, weapons, tools close to the camera) (GH-93142).Rendering: FTI - Optimize SceneTree traversal (GH-106244).Changelog109 contributors submitted 252 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-dev4 snapshot.This release is built from commit 64b09905c.DownloadsGodot is downloading...Godot exists thanks to donations from people like you. Help us continue our work:Make a DonationStandard build includes support for GDScript and GDExtension..NET build (marked as mono) includes support for C#, as well as GDScript and GDExtension.While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Known issuesWindows executables (both the editor and export templates) have been signed with an expired certificate. You may see warnings from Windows Defender’s SmartScreen when running this version, or outright be prevented from running the executables with a double-click (GH-106373). Running Godot from the command line can circumvent this. We will soon have a renewed certificate which will be used for future builds.With every release, we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.Bug reportsAs a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot).SupportGodot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund.Donate now
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  • Trump makes a last-minute backtrack on his pick to lead NASA

    NASA's next mission will be to find a new agency leader, following a dramatic reversal from President Donald Trump. In a post made on Truth Social, the president withdrew his nomination of Jared Isaacman as the head of NASA. As first reported by Semafor, the pullback comes just a few days before Isaacman was due in front of the US Senate for a confirmation vote.
    Trump detailed in the post that he will soon announce another nominee who is more aligned with the president's mission and will "put America First in Space." Liz Huston, a White House spokesperson, said in a statement that it was "essential that the next leader of NASA is in complete alignment with President Trump’s America First agenda." According to The New York Times, unnamed sources attribute the withdrawal to Isaacman's previous donations to "prominent Democrats."
    Besides his role as CEO of payment processing company Shift4, Isaacman has been venturing into the world of commercial space travel. The billionaire businessman has been to space twice now, even serving as the mission commander of the Polaris Dawn mission that was operated by SpaceX and saw the first commercial spacewalk. Isaacman was known as a close ally of Elon Musk, who is the CEO of SpaceX and recently left his White House role as an adviser to the president.This article originally appeared on Engadget at
    #trump #makes #lastminute #backtrack #his
    Trump makes a last-minute backtrack on his pick to lead NASA
    NASA's next mission will be to find a new agency leader, following a dramatic reversal from President Donald Trump. In a post made on Truth Social, the president withdrew his nomination of Jared Isaacman as the head of NASA. As first reported by Semafor, the pullback comes just a few days before Isaacman was due in front of the US Senate for a confirmation vote. Trump detailed in the post that he will soon announce another nominee who is more aligned with the president's mission and will "put America First in Space." Liz Huston, a White House spokesperson, said in a statement that it was "essential that the next leader of NASA is in complete alignment with President Trump’s America First agenda." According to The New York Times, unnamed sources attribute the withdrawal to Isaacman's previous donations to "prominent Democrats." Besides his role as CEO of payment processing company Shift4, Isaacman has been venturing into the world of commercial space travel. The billionaire businessman has been to space twice now, even serving as the mission commander of the Polaris Dawn mission that was operated by SpaceX and saw the first commercial spacewalk. Isaacman was known as a close ally of Elon Musk, who is the CEO of SpaceX and recently left his White House role as an adviser to the president.This article originally appeared on Engadget at #trump #makes #lastminute #backtrack #his
    WWW.ENGADGET.COM
    Trump makes a last-minute backtrack on his pick to lead NASA
    NASA's next mission will be to find a new agency leader, following a dramatic reversal from President Donald Trump. In a post made on Truth Social, the president withdrew his nomination of Jared Isaacman as the head of NASA. As first reported by Semafor, the pullback comes just a few days before Isaacman was due in front of the US Senate for a confirmation vote. Trump detailed in the post that he will soon announce another nominee who is more aligned with the president's mission and will "put America First in Space." Liz Huston, a White House spokesperson, said in a statement that it was "essential that the next leader of NASA is in complete alignment with President Trump’s America First agenda." According to The New York Times, unnamed sources attribute the withdrawal to Isaacman's previous donations to "prominent Democrats." Besides his role as CEO of payment processing company Shift4, Isaacman has been venturing into the world of commercial space travel. The billionaire businessman has been to space twice now, even serving as the mission commander of the Polaris Dawn mission that was operated by SpaceX and saw the first commercial spacewalk. Isaacman was known as a close ally of Elon Musk, who is the CEO of SpaceX and recently left his White House role as an adviser to the president.This article originally appeared on Engadget at https://www.engadget.com/science/space/trump-makes-a-last-minute-backtrack-on-his-pick-to-lead-nasa-153253836.html?src=rss
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  • Associate Software Engineer, Tools - Overwatch 2 | Irvine, CA at Blizzard Entertainment

    Associate Software Engineer, Tools - Overwatch 2 | Irvine, CABlizzard EntertainmentIrvine California 92618 United States of America1 hour agoApplyTeam Name:OverwatchJob Title:Associate Software Engineer, Tools - Overwatch 2 | Irvine, CARequisition ID:R025122Job Description:Soldiers, scientists, adventurers, oddities…engineers! We are the Overwatch team, and we’re looking for a new hero who loves to collaborate and empower artists to help make Overwatch 2. Our team prides itself on our culture of inclusivity, collaboration, and innovation. We are seeking a talented, motivated, and experienced Tools Engineer with 1+ years of experience who shares our values:We take responsibility for delivering our work.We collaborate constantly, helping each other to be successful.We continuously improve our knowledge, workflows and processes.We communicate openly and considerately, elevating issues, opportunities, and sharing feedback.We have high integrity and share a sense of ownership in our success.We have passion for the game, our players, quality work, and technology.This philosophy, along with the Blizzard values of “Gameplay First” and “Play Nice, Play Fair,” has made Overwatch one of Blizzard's most successful games, and it has forged a bond of trust with our worldwide player community that is extremely important to us.As a mid-level tools engineer on the Overwatch team, you will be part of a talented and passionate team developing a world class game editor, unlocking the potential of our artists and designers to create compelling and epic features that will keep players engaged for years to come. The ideal candidate will have a broad knowledge of the game development process, including but not limited to UX, workflow design, data processing, and various 3D art disciplines as well as have at least 3 years of relevant experience.Responsibilities:Collaborate with the Design, Art, and Engineering teams to simplify, improve, and create tools to maximize team efficiency and unlock creativityIdentify and resolve workflow issues and discover opportunities for improvementMaintain tools for performance, stability, and error-free operationRequirements:Strong Programming skills in C#Programming knowledge in C++Passion for tools and software development with a service-oriented attitudeStrong code review, interpersonal and communications skills1+ years of experience in software developmentPluses:UI design experienceExperience with WPFExperience with art pipelinesExperience automating processesA degree in computer science, or a related fieldYour PlatformBest known for iconic video game universes including Warcraft®, Overwatch®, Diablo®, and StarCraft®, Blizzard Entertainment, Inc., a division of Activision Blizzard, which was acquired by Microsoft, is a premier developer and publisher of entertainment experiences. Blizzard Entertainment has created some of the industry’s most critically acclaimed and genre-defining games over the last 30 years, with a track record that includes multiple Game of the Year awards. Blizzard Entertainment engages tens of millions of players around the world with titles available on PC via Battle.net®, Xbox, PlayStation, Nintendo Switch, iOS, and Android.Our WorldActivision Blizzard, Inc., is one of the world's largest and most successful interactive entertainment companies and is at the intersection of media, technology and entertainment. We are home to some of the most beloved entertainment franchises including Call of Duty®, World of Warcraft®, Overwatch®, Diablo®, Candy Crush™ and Bubble Witch™. Our combined entertainment network delights hundreds of millions of monthly active users in 196 countries, making us the largest gaming network on the planet!Our ability to build immersive and innovate worlds is only enhanced by diverse teams working in an inclusive environment. We aspire to have a culture where everyone can thrive in order to connect and engage the world through epic entertainment. We provide a suite of benefits that promote physical, emotional and financial well-being for ‘Every World’ - we’ve got our employees covered!The video game industry and therefore our business is fast-paced and will continue to evolve. As such, the duties and responsibilities of this role may be changed as directed by the Company at any time to promote and support our business and relationships with industry partners.We love hearing from anyone who is enthusiastic about changing the games industry. Not sure you meet all qualifications? Let us decide! Research shows that women and members of other under-represented groups tend to not apply to jobs when they think they may not meet every qualification, when, in fact, they often do! We are committed to creating a diverse and inclusive environment and strongly encourage you to apply.We are committed to working with and providing reasonable assistance to individuals with physical and mental disabilities. If you are a disabled individual requiring an accommodation to apply for an open position, please email your request to accommodationrequests@activisionblizzard.com. General employment questions cannot be accepted or processed here. Thank you for your interest.We are an equal opportunity employer and value diversity at our company. We do not discriminate on the basis of race, religion, color, national origin, gender, sexual orientation, gender identity, age, marital status, veteran status, or disability status, among other characteristics.RewardsWe provide a suite of benefits that promote physical, emotional and financial well-being for ‘Every World’ - we’ve got our employees covered! Subject to eligibility requirements, the Company offers comprehensive benefits including:Medical, dental, vision, health savings account or health reimbursement account, healthcare spending accounts, dependent care spending accounts, life and AD&D insurance, disability insurance;401with Company match, tuition reimbursement, charitable donation matching;Paid holidays and vacation, paid sick time, floating holidays, compassion and bereavement leaves, parental leave;Mental health & wellbeing programs, fitness programs, free and discounted games, and a variety of other voluntary benefit programs like supplemental life & disability, legal service, ID protection, rental insurance, and others;If the Company requires that you move geographic locations for the job, then you may also be eligible for relocation assistance.Eligibility to participate in these benefits may vary for part time and temporary full-time employees and interns with the Company. You can learn more by visiting / .In the U.S., the standard base pay range for this role is - Hourly. These values reflect the expected base pay range of new hires across all U.S. locations. Ultimately, your specific range and offer will be based on several factors, including relevant experience, performance, and work location. Your Talent Professional can share this role’s range details for your local geography during the hiring process. In addition to a competitive base pay, employees in this role may be eligible for incentive compensation. Incentive compensation is not guaranteed. While we strive to provide competitive offers to successful candidates, new hire compensation is negotiable.

    Create Your Profile — Game companies can contact you with their relevant job openings.
    Apply
    #associate #software #engineer #tools #overwatch
    Associate Software Engineer, Tools - Overwatch 2 | Irvine, CA at Blizzard Entertainment
    Associate Software Engineer, Tools - Overwatch 2 | Irvine, CABlizzard EntertainmentIrvine California 92618 United States of America1 hour agoApplyTeam Name:OverwatchJob Title:Associate Software Engineer, Tools - Overwatch 2 | Irvine, CARequisition ID:R025122Job Description:Soldiers, scientists, adventurers, oddities…engineers! We are the Overwatch team, and we’re looking for a new hero who loves to collaborate and empower artists to help make Overwatch 2. Our team prides itself on our culture of inclusivity, collaboration, and innovation. We are seeking a talented, motivated, and experienced Tools Engineer with 1+ years of experience who shares our values:We take responsibility for delivering our work.We collaborate constantly, helping each other to be successful.We continuously improve our knowledge, workflows and processes.We communicate openly and considerately, elevating issues, opportunities, and sharing feedback.We have high integrity and share a sense of ownership in our success.We have passion for the game, our players, quality work, and technology.This philosophy, along with the Blizzard values of “Gameplay First” and “Play Nice, Play Fair,” has made Overwatch one of Blizzard's most successful games, and it has forged a bond of trust with our worldwide player community that is extremely important to us.As a mid-level tools engineer on the Overwatch team, you will be part of a talented and passionate team developing a world class game editor, unlocking the potential of our artists and designers to create compelling and epic features that will keep players engaged for years to come. The ideal candidate will have a broad knowledge of the game development process, including but not limited to UX, workflow design, data processing, and various 3D art disciplines as well as have at least 3 years of relevant experience.Responsibilities:Collaborate with the Design, Art, and Engineering teams to simplify, improve, and create tools to maximize team efficiency and unlock creativityIdentify and resolve workflow issues and discover opportunities for improvementMaintain tools for performance, stability, and error-free operationRequirements:Strong Programming skills in C#Programming knowledge in C++Passion for tools and software development with a service-oriented attitudeStrong code review, interpersonal and communications skills1+ years of experience in software developmentPluses:UI design experienceExperience with WPFExperience with art pipelinesExperience automating processesA degree in computer science, or a related fieldYour PlatformBest known for iconic video game universes including Warcraft®, Overwatch®, Diablo®, and StarCraft®, Blizzard Entertainment, Inc., a division of Activision Blizzard, which was acquired by Microsoft, is a premier developer and publisher of entertainment experiences. Blizzard Entertainment has created some of the industry’s most critically acclaimed and genre-defining games over the last 30 years, with a track record that includes multiple Game of the Year awards. Blizzard Entertainment engages tens of millions of players around the world with titles available on PC via Battle.net®, Xbox, PlayStation, Nintendo Switch, iOS, and Android.Our WorldActivision Blizzard, Inc., is one of the world's largest and most successful interactive entertainment companies and is at the intersection of media, technology and entertainment. We are home to some of the most beloved entertainment franchises including Call of Duty®, World of Warcraft®, Overwatch®, Diablo®, Candy Crush™ and Bubble Witch™. Our combined entertainment network delights hundreds of millions of monthly active users in 196 countries, making us the largest gaming network on the planet!Our ability to build immersive and innovate worlds is only enhanced by diverse teams working in an inclusive environment. We aspire to have a culture where everyone can thrive in order to connect and engage the world through epic entertainment. We provide a suite of benefits that promote physical, emotional and financial well-being for ‘Every World’ - we’ve got our employees covered!The video game industry and therefore our business is fast-paced and will continue to evolve. As such, the duties and responsibilities of this role may be changed as directed by the Company at any time to promote and support our business and relationships with industry partners.We love hearing from anyone who is enthusiastic about changing the games industry. Not sure you meet all qualifications? Let us decide! Research shows that women and members of other under-represented groups tend to not apply to jobs when they think they may not meet every qualification, when, in fact, they often do! We are committed to creating a diverse and inclusive environment and strongly encourage you to apply.We are committed to working with and providing reasonable assistance to individuals with physical and mental disabilities. If you are a disabled individual requiring an accommodation to apply for an open position, please email your request to accommodationrequests@activisionblizzard.com. General employment questions cannot be accepted or processed here. Thank you for your interest.We are an equal opportunity employer and value diversity at our company. We do not discriminate on the basis of race, religion, color, national origin, gender, sexual orientation, gender identity, age, marital status, veteran status, or disability status, among other characteristics.RewardsWe provide a suite of benefits that promote physical, emotional and financial well-being for ‘Every World’ - we’ve got our employees covered! Subject to eligibility requirements, the Company offers comprehensive benefits including:Medical, dental, vision, health savings account or health reimbursement account, healthcare spending accounts, dependent care spending accounts, life and AD&D insurance, disability insurance;401with Company match, tuition reimbursement, charitable donation matching;Paid holidays and vacation, paid sick time, floating holidays, compassion and bereavement leaves, parental leave;Mental health & wellbeing programs, fitness programs, free and discounted games, and a variety of other voluntary benefit programs like supplemental life & disability, legal service, ID protection, rental insurance, and others;If the Company requires that you move geographic locations for the job, then you may also be eligible for relocation assistance.Eligibility to participate in these benefits may vary for part time and temporary full-time employees and interns with the Company. You can learn more by visiting / .In the U.S., the standard base pay range for this role is - Hourly. These values reflect the expected base pay range of new hires across all U.S. locations. Ultimately, your specific range and offer will be based on several factors, including relevant experience, performance, and work location. Your Talent Professional can share this role’s range details for your local geography during the hiring process. In addition to a competitive base pay, employees in this role may be eligible for incentive compensation. Incentive compensation is not guaranteed. While we strive to provide competitive offers to successful candidates, new hire compensation is negotiable. Create Your Profile — Game companies can contact you with their relevant job openings. Apply #associate #software #engineer #tools #overwatch
    Associate Software Engineer, Tools - Overwatch 2 | Irvine, CA at Blizzard Entertainment
    Associate Software Engineer, Tools - Overwatch 2 | Irvine, CABlizzard EntertainmentIrvine California 92618 United States of America1 hour agoApplyTeam Name:OverwatchJob Title:Associate Software Engineer, Tools - Overwatch 2 | Irvine, CARequisition ID:R025122Job Description:Soldiers, scientists, adventurers, oddities…engineers! We are the Overwatch team, and we’re looking for a new hero who loves to collaborate and empower artists to help make Overwatch 2. Our team prides itself on our culture of inclusivity, collaboration, and innovation. We are seeking a talented, motivated, and experienced Tools Engineer with 1+ years of experience who shares our values:We take responsibility for delivering our work.We collaborate constantly, helping each other to be successful.We continuously improve our knowledge, workflows and processes.We communicate openly and considerately, elevating issues, opportunities, and sharing feedback.We have high integrity and share a sense of ownership in our success.We have passion for the game, our players, quality work, and technology.This philosophy, along with the Blizzard values of “Gameplay First” and “Play Nice, Play Fair,” has made Overwatch one of Blizzard's most successful games, and it has forged a bond of trust with our worldwide player community that is extremely important to us.As a mid-level tools engineer on the Overwatch team, you will be part of a talented and passionate team developing a world class game editor, unlocking the potential of our artists and designers to create compelling and epic features that will keep players engaged for years to come. The ideal candidate will have a broad knowledge of the game development process, including but not limited to UX, workflow design, data processing, and various 3D art disciplines as well as have at least 3 years of relevant experience.Responsibilities:Collaborate with the Design, Art, and Engineering teams to simplify, improve, and create tools to maximize team efficiency and unlock creativityIdentify and resolve workflow issues and discover opportunities for improvementMaintain tools for performance, stability, and error-free operationRequirements:Strong Programming skills in C#Programming knowledge in C++Passion for tools and software development with a service-oriented attitudeStrong code review, interpersonal and communications skills1+ years of experience in software developmentPluses:UI design experienceExperience with WPFExperience with art pipelinesExperience automating processesA degree in computer science, or a related fieldYour PlatformBest known for iconic video game universes including Warcraft®, Overwatch®, Diablo®, and StarCraft®, Blizzard Entertainment, Inc. (www.blizzard.com), a division of Activision Blizzard, which was acquired by Microsoft (NASDAQ: MSFT), is a premier developer and publisher of entertainment experiences. Blizzard Entertainment has created some of the industry’s most critically acclaimed and genre-defining games over the last 30 years, with a track record that includes multiple Game of the Year awards. Blizzard Entertainment engages tens of millions of players around the world with titles available on PC via Battle.net®, Xbox, PlayStation, Nintendo Switch, iOS, and Android.Our WorldActivision Blizzard, Inc., is one of the world's largest and most successful interactive entertainment companies and is at the intersection of media, technology and entertainment. We are home to some of the most beloved entertainment franchises including Call of Duty®, World of Warcraft®, Overwatch®, Diablo®, Candy Crush™ and Bubble Witch™. Our combined entertainment network delights hundreds of millions of monthly active users in 196 countries, making us the largest gaming network on the planet!Our ability to build immersive and innovate worlds is only enhanced by diverse teams working in an inclusive environment. We aspire to have a culture where everyone can thrive in order to connect and engage the world through epic entertainment. We provide a suite of benefits that promote physical, emotional and financial well-being for ‘Every World’ - we’ve got our employees covered!The video game industry and therefore our business is fast-paced and will continue to evolve. As such, the duties and responsibilities of this role may be changed as directed by the Company at any time to promote and support our business and relationships with industry partners.We love hearing from anyone who is enthusiastic about changing the games industry. Not sure you meet all qualifications? Let us decide! Research shows that women and members of other under-represented groups tend to not apply to jobs when they think they may not meet every qualification, when, in fact, they often do! We are committed to creating a diverse and inclusive environment and strongly encourage you to apply.We are committed to working with and providing reasonable assistance to individuals with physical and mental disabilities. If you are a disabled individual requiring an accommodation to apply for an open position, please email your request to accommodationrequests@activisionblizzard.com. General employment questions cannot be accepted or processed here. Thank you for your interest.We are an equal opportunity employer and value diversity at our company. We do not discriminate on the basis of race, religion, color, national origin, gender, sexual orientation, gender identity, age, marital status, veteran status, or disability status, among other characteristics.RewardsWe provide a suite of benefits that promote physical, emotional and financial well-being for ‘Every World’ - we’ve got our employees covered! Subject to eligibility requirements, the Company offers comprehensive benefits including:Medical, dental, vision, health savings account or health reimbursement account, healthcare spending accounts, dependent care spending accounts, life and AD&D insurance, disability insurance;401(k) with Company match, tuition reimbursement, charitable donation matching;Paid holidays and vacation, paid sick time, floating holidays, compassion and bereavement leaves, parental leave;Mental health & wellbeing programs, fitness programs, free and discounted games, and a variety of other voluntary benefit programs like supplemental life & disability, legal service, ID protection, rental insurance, and others;If the Company requires that you move geographic locations for the job, then you may also be eligible for relocation assistance.Eligibility to participate in these benefits may vary for part time and temporary full-time employees and interns with the Company. You can learn more by visiting https://www.benefitsforeveryworld.com/ .In the U.S., the standard base pay range for this role is $30.05 - $55.59 Hourly. These values reflect the expected base pay range of new hires across all U.S. locations. Ultimately, your specific range and offer will be based on several factors, including relevant experience, performance, and work location. Your Talent Professional can share this role’s range details for your local geography during the hiring process. In addition to a competitive base pay, employees in this role may be eligible for incentive compensation. Incentive compensation is not guaranteed. While we strive to provide competitive offers to successful candidates, new hire compensation is negotiable. Create Your Profile — Game companies can contact you with their relevant job openings. Apply
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  • On this day: May 31

    May 31: Dragon Boat Festival in China and Taiwan; World No Tobacco Day

    Bessarion

    455 – Petronius Maximus, the ruler of the Western Roman Empire, was stoned to death by a mob as he fled Rome ahead of the arrival of a Vandal force that sacked the city.
    1223 – Mongol invasion of Kievan Rus': Mongol forces defeated a Kievan Rus' army at the Battle of the Kalka River in present-day Ukraine.
    1468 – Cardinal Bessarionannounced his donation of 746 Greek and Latin codices to the Republic of Venice, forming the Biblioteca Marciana.
    1935 – A magnitude-7.7 earthquake struck Balochistan in British India, now part of Pakistan, killing between 30,000 and 60,000 people.
    2013 – A tornado struck Central Oklahoma, killing eight people and injuring more than 150 others.
    Albertino MussatoJoseph GrimaldiDina BoluarteMbaye DiagneMore anniversaries:
    May 30
    May 31
    June 1

    Archive
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    #this #day
    On this day: May 31
    May 31: Dragon Boat Festival in China and Taiwan; World No Tobacco Day Bessarion 455 – Petronius Maximus, the ruler of the Western Roman Empire, was stoned to death by a mob as he fled Rome ahead of the arrival of a Vandal force that sacked the city. 1223 – Mongol invasion of Kievan Rus': Mongol forces defeated a Kievan Rus' army at the Battle of the Kalka River in present-day Ukraine. 1468 – Cardinal Bessarionannounced his donation of 746 Greek and Latin codices to the Republic of Venice, forming the Biblioteca Marciana. 1935 – A magnitude-7.7 earthquake struck Balochistan in British India, now part of Pakistan, killing between 30,000 and 60,000 people. 2013 – A tornado struck Central Oklahoma, killing eight people and injuring more than 150 others. Albertino MussatoJoseph GrimaldiDina BoluarteMbaye DiagneMore anniversaries: May 30 May 31 June 1 Archive By email List of days of the year About #this #day
    EN.WIKIPEDIA.ORG
    On this day: May 31
    May 31: Dragon Boat Festival in China and Taiwan (2025); World No Tobacco Day Bessarion 455 – Petronius Maximus, the ruler of the Western Roman Empire, was stoned to death by a mob as he fled Rome ahead of the arrival of a Vandal force that sacked the city. 1223 – Mongol invasion of Kievan Rus': Mongol forces defeated a Kievan Rus' army at the Battle of the Kalka River in present-day Ukraine. 1468 – Cardinal Bessarion (pictured) announced his donation of 746 Greek and Latin codices to the Republic of Venice, forming the Biblioteca Marciana. 1935 – A magnitude-7.7 earthquake struck Balochistan in British India, now part of Pakistan, killing between 30,000 and 60,000 people. 2013 – A tornado struck Central Oklahoma, killing eight people and injuring more than 150 others. Albertino Mussato (d. 1329)Joseph Grimaldi (d. 1837)Dina Boluarte (b. 1962)Mbaye Diagne (d. 1994) More anniversaries: May 30 May 31 June 1 Archive By email List of days of the year About
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  • Technical Artist - Unannounced Game | Irvine, CA or Albany, NY at Blizzard Entertainment

    Technical Artist - Unannounced Game | Irvine, CA or Albany, NYBlizzard EntertainmentIrvine California 92618 United States of America1 hour agoApplyTeam Name:Unannounced ProjectJob Title:Technical Artist - Unannounced Game | Irvine, CA or Albany, NYRequisition ID:R025437Job Description:At Blizzard, we craft genre-defining games and legendary worlds for all to share. Through unparalleled creativity and storytelling, we create immersive universes and iconic characters that are beloved across platforms, borders, backgrounds, and generations -- only made possible by building a work environment that cultivates the artistry of game development and unleashes the aspirations of our people.We are looking for a Technical Artist to help us craft a new, unannounced game for Blizzard. As a key member of the development team, you will be responsible for supporting and optimizing art production through technical and artistic expertise. You understand how to effectively problem solve, innovate, and collaborate to monitor and address performance problems that arise. You are comfortable operating in a dynamic environment, navigating fluid deadlines and changing priorities with purpose.This role is anticipated to be a hybrid work position, with some work on-site and some work from home. The potential home studio for this role is Irvine, CA or Albany, NY.Responsibilities:Priorities can often change in a fast-paced environment like ours, so this role includes, but is not limited to, the following responsibilities:Directly contribute to establishing and improving artist workflows for performant content in Unreal engine.Demonstrate proficiency in one or more of the following areas: creation of dynamic systems such as water/wind/weather, VFX content and material optimization, building and maintaining pipelines, procedural approaches to world content generation.Collaborate with artists and engineers to monitor content and provide documentation on best practices.Be a force multiplier providing technical support for a small team of artists and designers.Remain current on industry trends including advancement in commercial game engines and workflow efficiencies.Experience5+ years of experience in AAA tech art game teams.Knowledge & SkillsIn-depth knowledge of AAA game engines with an understanding of art implementation and integration methods.Comprehensive understanding of art pipelines and good practice including proficiency in industry-standard 3D and 2D creation software.A portfolio with examples and detailed breakdowns showcasing your practical work.Strong understanding of physically -based rendering.A strong foundation in scripting.Key AttributesA team-oriented approach to your work, understanding the importance of collaboration and partnering with all departments.The ability to inspire others with an enthusiastic approach to game development and improving core skills.Self-motivated ability to solve problems proactively.Solid understanding of game development outside of technical art.Extra PointsExperience working through early development R&D phases of a project is a plus.Unreal Engine editor utility widgets, profiling, validatorsPassion for playing a wide variety of video games.Your PlatformBest known for iconic video game universes including Warcraft®, Overwatch®, Diablo®, and StarCraft®, Blizzard Entertainment, Inc., a division of Activision Blizzard, which was acquired by Microsoft, is a premier developer and publisher of entertainment experiences. Blizzard Entertainment has created some of the industry’s most critically acclaimed and genre-defining games over the last 30 years, with a track record that includes multiple Game of the Year awards. Blizzard Entertainment engages tens of millions of players around the world with titles available on PC via Battle.net®, Xbox, PlayStation, Nintendo Switch, iOS, and Android.Our WorldActivision Blizzard, Inc., is one of the world's largest and most successful interactive entertainment companies and is at the intersection of media, technology and entertainment. We are home to some of the most beloved entertainment franchises including Call of Duty®, World of Warcraft®, Overwatch®, Diablo®, Candy Crush™ and Bubble Witch™. Our combined entertainment network delights hundreds of millions of monthly active users in 196 countries, making us the largest gaming network on the planet!Our ability to build immersive and innovative worlds is only enhanced by diverse teams working in an inclusive environment. We aspire to have a culture where everyone can thrive in order to connect and engage the world through epic entertainment. We provide a suite of benefits that promote physical, emotional and financial well-being for ‘Every World’ - we’ve got our employees covered!The videogame industry and therefore our business is fast-paced and will continue to evolve. As such, the duties and responsibilities of this role may be changed as directed by the Company at any time to promote and support our business and relationships with industry partners.We love hearing from anyone who is enthusiastic about changing the games industry. Not sure you meet all qualifications? Let us decide! Research shows that women and members of other under-represented groups tend to not apply to jobs when they think they may not meet every qualification, when, in fact, they often do! We are committed to creating a diverse and inclusive environment and strongly encourage you to apply.We are committed to working with and providing reasonable assistance to individuals with physical and mental disabilities. If you are a disabled individual requiring an accommodation to apply for an open position, please email your request to accommodationrequests@activisionblizzard.com. General employment questions cannot be accepted or processed here. Thank you for your interest.We are an equal opportunity employer and value diversity at our company. We do not discriminate on the basis of race, religion, color, national origin, gender, sexual orientation, gender identity, age, marital status, veteran status, or disability status, among other characteristics.RewardsWe provide a suite of benefits that promote physical, emotional and financial well-being for ‘Every World’ - we’ve got our employees covered! Subject to eligibility requirements, the Company offers comprehensive benefits including:Medical, dental, vision, health savings account or health reimbursement account, healthcare spending accounts, dependent care spending accounts, life and AD&D insurance, disability insurance;401with Company match, tuition reimbursement, charitable donation matching;Paid holidays and vacation, paid sick time, floating holidays, compassion and bereavement leaves, parental leave;Mental health & wellbeing programs, fitness programs, free and discounted games, and a variety of other voluntary benefit programs like supplemental life & disability, legal service, ID protection, rental insurance, and others;If the Company requires that you move geographic locations for the job, then you may also be eligible for relocation assistance.Eligibility to participate in these benefits may vary for part time and temporary full-time employees and interns with the Company. You can learn more by visiting / .In the U.S., the standard base pay range for this role is - Hourly. These values reflect the expected base pay range of new hires across all U.S. locations. Ultimately, your specific range and offer will be based on several factors, including relevant experience, performance, and work location. Your Talent Professional can share this role’s range details for your local geography during the hiring process. In addition to a competitive base pay, employees in this role may be eligible for incentive compensation. Incentive compensation is not guaranteed. While we strive to provide competitive offers to successful candidates, new hire compensation is negotiable.

    Create Your Profile — Game companies can contact you with their relevant job openings.
    Apply
    #technical #artist #unannounced #game #irvine
    Technical Artist - Unannounced Game | Irvine, CA or Albany, NY at Blizzard Entertainment
    Technical Artist - Unannounced Game | Irvine, CA or Albany, NYBlizzard EntertainmentIrvine California 92618 United States of America1 hour agoApplyTeam Name:Unannounced ProjectJob Title:Technical Artist - Unannounced Game | Irvine, CA or Albany, NYRequisition ID:R025437Job Description:At Blizzard, we craft genre-defining games and legendary worlds for all to share. Through unparalleled creativity and storytelling, we create immersive universes and iconic characters that are beloved across platforms, borders, backgrounds, and generations -- only made possible by building a work environment that cultivates the artistry of game development and unleashes the aspirations of our people.We are looking for a Technical Artist to help us craft a new, unannounced game for Blizzard. As a key member of the development team, you will be responsible for supporting and optimizing art production through technical and artistic expertise. You understand how to effectively problem solve, innovate, and collaborate to monitor and address performance problems that arise. You are comfortable operating in a dynamic environment, navigating fluid deadlines and changing priorities with purpose.This role is anticipated to be a hybrid work position, with some work on-site and some work from home. The potential home studio for this role is Irvine, CA or Albany, NY.Responsibilities:Priorities can often change in a fast-paced environment like ours, so this role includes, but is not limited to, the following responsibilities:Directly contribute to establishing and improving artist workflows for performant content in Unreal engine.Demonstrate proficiency in one or more of the following areas: creation of dynamic systems such as water/wind/weather, VFX content and material optimization, building and maintaining pipelines, procedural approaches to world content generation.Collaborate with artists and engineers to monitor content and provide documentation on best practices.Be a force multiplier providing technical support for a small team of artists and designers.Remain current on industry trends including advancement in commercial game engines and workflow efficiencies.Experience5+ years of experience in AAA tech art game teams.Knowledge & SkillsIn-depth knowledge of AAA game engines with an understanding of art implementation and integration methods.Comprehensive understanding of art pipelines and good practice including proficiency in industry-standard 3D and 2D creation software.A portfolio with examples and detailed breakdowns showcasing your practical work.Strong understanding of physically -based rendering.A strong foundation in scripting.Key AttributesA team-oriented approach to your work, understanding the importance of collaboration and partnering with all departments.The ability to inspire others with an enthusiastic approach to game development and improving core skills.Self-motivated ability to solve problems proactively.Solid understanding of game development outside of technical art.Extra PointsExperience working through early development R&D phases of a project is a plus.Unreal Engine editor utility widgets, profiling, validatorsPassion for playing a wide variety of video games.Your PlatformBest known for iconic video game universes including Warcraft®, Overwatch®, Diablo®, and StarCraft®, Blizzard Entertainment, Inc., a division of Activision Blizzard, which was acquired by Microsoft, is a premier developer and publisher of entertainment experiences. Blizzard Entertainment has created some of the industry’s most critically acclaimed and genre-defining games over the last 30 years, with a track record that includes multiple Game of the Year awards. Blizzard Entertainment engages tens of millions of players around the world with titles available on PC via Battle.net®, Xbox, PlayStation, Nintendo Switch, iOS, and Android.Our WorldActivision Blizzard, Inc., is one of the world's largest and most successful interactive entertainment companies and is at the intersection of media, technology and entertainment. We are home to some of the most beloved entertainment franchises including Call of Duty®, World of Warcraft®, Overwatch®, Diablo®, Candy Crush™ and Bubble Witch™. Our combined entertainment network delights hundreds of millions of monthly active users in 196 countries, making us the largest gaming network on the planet!Our ability to build immersive and innovative worlds is only enhanced by diverse teams working in an inclusive environment. We aspire to have a culture where everyone can thrive in order to connect and engage the world through epic entertainment. We provide a suite of benefits that promote physical, emotional and financial well-being for ‘Every World’ - we’ve got our employees covered!The videogame industry and therefore our business is fast-paced and will continue to evolve. As such, the duties and responsibilities of this role may be changed as directed by the Company at any time to promote and support our business and relationships with industry partners.We love hearing from anyone who is enthusiastic about changing the games industry. Not sure you meet all qualifications? Let us decide! Research shows that women and members of other under-represented groups tend to not apply to jobs when they think they may not meet every qualification, when, in fact, they often do! We are committed to creating a diverse and inclusive environment and strongly encourage you to apply.We are committed to working with and providing reasonable assistance to individuals with physical and mental disabilities. If you are a disabled individual requiring an accommodation to apply for an open position, please email your request to accommodationrequests@activisionblizzard.com. General employment questions cannot be accepted or processed here. Thank you for your interest.We are an equal opportunity employer and value diversity at our company. We do not discriminate on the basis of race, religion, color, national origin, gender, sexual orientation, gender identity, age, marital status, veteran status, or disability status, among other characteristics.RewardsWe provide a suite of benefits that promote physical, emotional and financial well-being for ‘Every World’ - we’ve got our employees covered! Subject to eligibility requirements, the Company offers comprehensive benefits including:Medical, dental, vision, health savings account or health reimbursement account, healthcare spending accounts, dependent care spending accounts, life and AD&D insurance, disability insurance;401with Company match, tuition reimbursement, charitable donation matching;Paid holidays and vacation, paid sick time, floating holidays, compassion and bereavement leaves, parental leave;Mental health & wellbeing programs, fitness programs, free and discounted games, and a variety of other voluntary benefit programs like supplemental life & disability, legal service, ID protection, rental insurance, and others;If the Company requires that you move geographic locations for the job, then you may also be eligible for relocation assistance.Eligibility to participate in these benefits may vary for part time and temporary full-time employees and interns with the Company. You can learn more by visiting / .In the U.S., the standard base pay range for this role is - Hourly. These values reflect the expected base pay range of new hires across all U.S. locations. Ultimately, your specific range and offer will be based on several factors, including relevant experience, performance, and work location. Your Talent Professional can share this role’s range details for your local geography during the hiring process. In addition to a competitive base pay, employees in this role may be eligible for incentive compensation. Incentive compensation is not guaranteed. While we strive to provide competitive offers to successful candidates, new hire compensation is negotiable. Create Your Profile — Game companies can contact you with their relevant job openings. Apply #technical #artist #unannounced #game #irvine
    Technical Artist - Unannounced Game | Irvine, CA or Albany, NY at Blizzard Entertainment
    Technical Artist - Unannounced Game | Irvine, CA or Albany, NYBlizzard EntertainmentIrvine California 92618 United States of America1 hour agoApplyTeam Name:Unannounced ProjectJob Title:Technical Artist - Unannounced Game | Irvine, CA or Albany, NYRequisition ID:R025437Job Description:At Blizzard, we craft genre-defining games and legendary worlds for all to share. Through unparalleled creativity and storytelling, we create immersive universes and iconic characters that are beloved across platforms, borders, backgrounds, and generations -- only made possible by building a work environment that cultivates the artistry of game development and unleashes the aspirations of our people.We are looking for a Technical Artist to help us craft a new, unannounced game for Blizzard. As a key member of the development team, you will be responsible for supporting and optimizing art production through technical and artistic expertise. You understand how to effectively problem solve, innovate, and collaborate to monitor and address performance problems that arise. You are comfortable operating in a dynamic environment, navigating fluid deadlines and changing priorities with purpose.This role is anticipated to be a hybrid work position, with some work on-site and some work from home. The potential home studio for this role is Irvine, CA or Albany, NY.Responsibilities:Priorities can often change in a fast-paced environment like ours, so this role includes, but is not limited to, the following responsibilities:Directly contribute to establishing and improving artist workflows for performant content in Unreal engine.Demonstrate proficiency in one or more of the following areas: creation of dynamic systems such as water/wind/weather, VFX content and material optimization, building and maintaining pipelines, procedural approaches to world content generation.Collaborate with artists and engineers to monitor content and provide documentation on best practices.Be a force multiplier providing technical support for a small team of artists and designers.Remain current on industry trends including advancement in commercial game engines and workflow efficiencies.Experience5+ years of experience in AAA tech art game teams.Knowledge & SkillsIn-depth knowledge of AAA game engines with an understanding of art implementation and integration methods.Comprehensive understanding of art pipelines and good practice including proficiency in industry-standard 3D and 2D creation software (Houdini, Substance Designer, Maya, Gaea, etc).A portfolio with examples and detailed breakdowns showcasing your practical work.Strong understanding of physically -based rendering.A strong foundation in scripting (blueprints, Python, HLSL, C++).Key AttributesA team-oriented approach to your work, understanding the importance of collaboration and partnering with all departments.The ability to inspire others with an enthusiastic approach to game development and improving core skills.Self-motivated ability to solve problems proactively.Solid understanding of game development outside of technical art (e.g. lighting, VFX, characters, animation, audio, rendering, systems).Extra PointsExperience working through early development R&D phases of a project is a plus.Unreal Engine editor utility widgets, profiling, validatorsPassion for playing a wide variety of video games.Your PlatformBest known for iconic video game universes including Warcraft®, Overwatch®, Diablo®, and StarCraft®, Blizzard Entertainment, Inc. (www.blizzard.com), a division of Activision Blizzard, which was acquired by Microsoft (NASDAQ: MSFT), is a premier developer and publisher of entertainment experiences. Blizzard Entertainment has created some of the industry’s most critically acclaimed and genre-defining games over the last 30 years, with a track record that includes multiple Game of the Year awards. Blizzard Entertainment engages tens of millions of players around the world with titles available on PC via Battle.net®, Xbox, PlayStation, Nintendo Switch, iOS, and Android.Our WorldActivision Blizzard, Inc., is one of the world's largest and most successful interactive entertainment companies and is at the intersection of media, technology and entertainment. We are home to some of the most beloved entertainment franchises including Call of Duty®, World of Warcraft®, Overwatch®, Diablo®, Candy Crush™ and Bubble Witch™. Our combined entertainment network delights hundreds of millions of monthly active users in 196 countries, making us the largest gaming network on the planet!Our ability to build immersive and innovative worlds is only enhanced by diverse teams working in an inclusive environment. We aspire to have a culture where everyone can thrive in order to connect and engage the world through epic entertainment. We provide a suite of benefits that promote physical, emotional and financial well-being for ‘Every World’ - we’ve got our employees covered!The videogame industry and therefore our business is fast-paced and will continue to evolve. As such, the duties and responsibilities of this role may be changed as directed by the Company at any time to promote and support our business and relationships with industry partners.We love hearing from anyone who is enthusiastic about changing the games industry. Not sure you meet all qualifications? Let us decide! Research shows that women and members of other under-represented groups tend to not apply to jobs when they think they may not meet every qualification, when, in fact, they often do! We are committed to creating a diverse and inclusive environment and strongly encourage you to apply.We are committed to working with and providing reasonable assistance to individuals with physical and mental disabilities. If you are a disabled individual requiring an accommodation to apply for an open position, please email your request to accommodationrequests@activisionblizzard.com. General employment questions cannot be accepted or processed here. Thank you for your interest.We are an equal opportunity employer and value diversity at our company. We do not discriminate on the basis of race, religion, color, national origin, gender, sexual orientation, gender identity, age, marital status, veteran status, or disability status, among other characteristics.RewardsWe provide a suite of benefits that promote physical, emotional and financial well-being for ‘Every World’ - we’ve got our employees covered! Subject to eligibility requirements, the Company offers comprehensive benefits including:Medical, dental, vision, health savings account or health reimbursement account, healthcare spending accounts, dependent care spending accounts, life and AD&D insurance, disability insurance;401(k) with Company match, tuition reimbursement, charitable donation matching;Paid holidays and vacation, paid sick time, floating holidays, compassion and bereavement leaves, parental leave;Mental health & wellbeing programs, fitness programs, free and discounted games, and a variety of other voluntary benefit programs like supplemental life & disability, legal service, ID protection, rental insurance, and others;If the Company requires that you move geographic locations for the job, then you may also be eligible for relocation assistance.Eligibility to participate in these benefits may vary for part time and temporary full-time employees and interns with the Company. You can learn more by visiting https://www.benefitsforeveryworld.com/ .In the U.S., the standard base pay range for this role is $29.81 - $55.14 Hourly. These values reflect the expected base pay range of new hires across all U.S. locations. Ultimately, your specific range and offer will be based on several factors, including relevant experience, performance, and work location. Your Talent Professional can share this role’s range details for your local geography during the hiring process. In addition to a competitive base pay, employees in this role may be eligible for incentive compensation. Incentive compensation is not guaranteed. While we strive to provide competitive offers to successful candidates, new hire compensation is negotiable. Create Your Profile — Game companies can contact you with their relevant job openings. Apply
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  • Peace Garden at UNESCO by Isamu Noguchi

    Peace Garden at UNESCO | © INFGM
    Located within the headquarters of UNESCO in Paris, the Peace Garden by Isamu Noguchi emerges not merely as a landscape installation but as a profound meditation on postwar diplomacy and cultural synthesis. Commissioned in the mid-1950s, the garden symbolizes the United Nations’ commitment to peace through mutual understanding and cultural dialogue.

    Peace Garden at UNESCO Technical Information

    Artist1-2: Isamu Noguchi
    Location: 7 Place de Fontenoy, 75352 Paris, France
    Client: Marcel Breuer / UNESCO
    Area: 2,400 m2 | 25,800 Sq. Ft.
    Project Year: 1958
    Photographs: © INFGM and Flick Users, See Caption Details

    It should be a quiet, moving place.
    – Isamu Noguchi 3

    Peace Garden at UNESCO Photographs

    © INFGM

    © INFGM

    © INFGM

    © INFGM

    © INFGM

    © INFGM

    © bbonthebrink, Flickr User

    © Patrice Todisco

    © bbonthebrink, Flickr User

    © bbonthebrink, Flickr User

    © Dalbera, Flckr user

    © Dalbera, Flckr user

    Park View

    Park View
    Context and Commission
    Noguchi, a Japanese-American sculptor and designer, was a poignant choice for the task. His biography embodies a convergence of East and West, as well as a lifelong engagement with public space as a vehicle for social commentary. By the time of his UNESCO commission, Noguchi had already engaged with landscape-scale sculptures, memorials, and playgrounds. The Peace Garden offered an opportunity to distill these threads into a singular work situated at the crossroads of global diplomacy.
    His selection was shaped by the broader architectural ethos of the UNESCO campus, designed by an international team including Marcel Breuer, Pier Luigi Nervi, and Bernard Zehrfuss. The ensemble called for a complementary but ideologically rich intervention, a space that could resonate as much with symbolic gravitas as with formal clarity.
    This garden was Noguchi’s first realized landscape design, and its execution was made possible through a personal introduction from Marcel Breuer, the chief architect of the UNESCO headquarters. Breuer not only facilitated the commission but also supported Noguchi’s experimental vision, which would challenge prevailing notions of diplomatic landscaping. Notably, the garden was completed in 1958 and spans approximately 2,400 square meters. It was constructed by renowned Kyoto-based master gardener Sano Toemon, marking a cross-cultural collaboration between modernist sculpture and traditional Japanese craftsmanship.
    Design Philosophy and Symbolic Intent
    Noguchi approached the Peace Garden as both sculptor and spatial thinker. He resisted creating a traditional memorial or a didactic allegory of peace. Instead, he crafted a contemplative void, a space that, through its absence of overt narrative, invited personal reflection and multiple interpretations.
    Drawing on the vocabulary of Japanese rock gardens and Zen traditions, Noguchi created a space of abstract expression that nonetheless maintained universal accessibility. The garden is composed of roughly hewn granite stones, a central water basin, and minimal vegetation. Each element is carefully positioned, creating an orchestrated tension between natural materiality and deliberate composition. This spatial language evokes notions of impermanence, balance, and introspection.
    The garden does not dictate how peace should be understood; rather, it sets a stage for experiencing peace as a spatial and emotional condition. In Noguchi’s words, the garden was to be “a quiet, moving place” rather than a monument.
    While inspired by Japanese garden typologies, particularly the stroll garden, Noguchi chose not to replicate tradition. Instead, he abstracted and reinterpreted elements such as Mt. Horai rock formations, stepping stones, and a crouching basin. These forms subtly allude to symbolic motifs without prescribing a singular reading. Noguchi negotiated directly with the Japanese government to secure donations of ten tons of stone and plant materials including camellias, maples, cherry trees, and bamboo. This act itself underscored the garden’s role as a diplomatic gesture, embedding it with botanical references to Japanese identity while maintaining a universal design language.
    Material and Spatial Composition
    Set at the base of the UNESCO building, the Peace Garden establishes a counterpoint to the architectural massing surrounding it. Its recessed layout forms a kind of spatial cloister, shielding visitors from the city’s rhythm and inviting a slower, more inward pace.
    The materials, chiefly unpolished granite, gravel, and water, speak to both permanence and mutability. The granite stones, irregular yet intentional in placement, recall tectonic forms and ancient spiritual markers. The central water feature introduces subtle movement and sound, enhancing the sensory richness of the space.
    The garden’s compositional core is its sculptural use of stone, each placement a spatial decision echoing both tectonic memory and sculptural intentionality. Noguchi collaborated on-site with Sano Toemon, whose craftsmanship adapted in real-time to the artist’s rapidly evolving vision. According to Sano, it was only after intense on-site dialogue and shared experience that he could fully comprehend and execute Noguchi’s aesthetic strategy, a testament to the garden’s improvisational and relational genesis.
    Spatially, the garden is organized not around pathways but around moments. There is no linear procession or axial symmetry; instead, it offers a field of relationships. Voids and solids, shadows and reflections, horizontality and vertical interruptions all work together to create a space that must be experienced slowly and from multiple vantage points.
    The absence of overt hierarchy in the layout allows users to construct their own narratives. It is a non-prescriptive space in which silence, texture, and light become the principal mediums of meaning.
    Peace Garden at UNESCO Plans

    Floor Plan | © Isamu Noguchi

    Floor Plan | © Isamu Noguchi
    Peace Garden at UNESCO Image Gallery

    About Isamu Noguchi
    Isamu Noguchiwas a Japanese-American sculptor, landscape architect, and designer renowned for his fusion of Eastern and Western aesthetics. Trained under Constantin Brâncuși and deeply influenced by Japanese traditions, Noguchi’s work spanned sculpture, furniture, stage sets, and public spaces. His practice was rooted in a belief that art should be integrated into everyday life, often blurring the boundaries between art, architecture, and landscape. Notable for his minimal yet emotionally resonant forms, Noguchi’s legacy includes iconic works such as the Noguchi Table, the UNESCO Peace Garden in Paris, and the Isamu Noguchi Garden Museum in New York.
    Credits and Additional Notes

    Style: Stroll Garden, Contemporary Japanese Garden
    Main Contractor: Sano Toemon, in collaboration with Uetō Zōen
    Listening to Stone: The Art and Life of Isamu Noguchi by Hayden Herrera
    Torres, Ana Maria. Isamu Noguchi: Studies in Space. Tokyo: Marumo Publishing, 2000. pp. 96–109.
    Sasaki, Yōji. “What Isamu Noguchi Left Behind.” Japan Landscape, no. 16, Process Architecture, 1990, p. 87.
    Treib, Marc. Noguchi in Paris: The UNESCO Garden. San Francisco: William Stout Publishers and UNESCO Publishing, 2004.
    Overseas Japanese Gardens Database. “UNESCO Garden.” Accessed May 2025.
    #peace #garden #unesco #isamu #noguchi
    Peace Garden at UNESCO by Isamu Noguchi
    Peace Garden at UNESCO | © INFGM Located within the headquarters of UNESCO in Paris, the Peace Garden by Isamu Noguchi emerges not merely as a landscape installation but as a profound meditation on postwar diplomacy and cultural synthesis. Commissioned in the mid-1950s, the garden symbolizes the United Nations’ commitment to peace through mutual understanding and cultural dialogue. Peace Garden at UNESCO Technical Information Artist1-2: Isamu Noguchi Location: 7 Place de Fontenoy, 75352 Paris, France Client: Marcel Breuer / UNESCO Area: 2,400 m2 | 25,800 Sq. Ft. Project Year: 1958 Photographs: © INFGM and Flick Users, See Caption Details It should be a quiet, moving place. – Isamu Noguchi 3 Peace Garden at UNESCO Photographs © INFGM © INFGM © INFGM © INFGM © INFGM © INFGM © bbonthebrink, Flickr User © Patrice Todisco © bbonthebrink, Flickr User © bbonthebrink, Flickr User © Dalbera, Flckr user © Dalbera, Flckr user Park View Park View Context and Commission Noguchi, a Japanese-American sculptor and designer, was a poignant choice for the task. His biography embodies a convergence of East and West, as well as a lifelong engagement with public space as a vehicle for social commentary. By the time of his UNESCO commission, Noguchi had already engaged with landscape-scale sculptures, memorials, and playgrounds. The Peace Garden offered an opportunity to distill these threads into a singular work situated at the crossroads of global diplomacy. His selection was shaped by the broader architectural ethos of the UNESCO campus, designed by an international team including Marcel Breuer, Pier Luigi Nervi, and Bernard Zehrfuss. The ensemble called for a complementary but ideologically rich intervention, a space that could resonate as much with symbolic gravitas as with formal clarity. This garden was Noguchi’s first realized landscape design, and its execution was made possible through a personal introduction from Marcel Breuer, the chief architect of the UNESCO headquarters. Breuer not only facilitated the commission but also supported Noguchi’s experimental vision, which would challenge prevailing notions of diplomatic landscaping. Notably, the garden was completed in 1958 and spans approximately 2,400 square meters. It was constructed by renowned Kyoto-based master gardener Sano Toemon, marking a cross-cultural collaboration between modernist sculpture and traditional Japanese craftsmanship. Design Philosophy and Symbolic Intent Noguchi approached the Peace Garden as both sculptor and spatial thinker. He resisted creating a traditional memorial or a didactic allegory of peace. Instead, he crafted a contemplative void, a space that, through its absence of overt narrative, invited personal reflection and multiple interpretations. Drawing on the vocabulary of Japanese rock gardens and Zen traditions, Noguchi created a space of abstract expression that nonetheless maintained universal accessibility. The garden is composed of roughly hewn granite stones, a central water basin, and minimal vegetation. Each element is carefully positioned, creating an orchestrated tension between natural materiality and deliberate composition. This spatial language evokes notions of impermanence, balance, and introspection. The garden does not dictate how peace should be understood; rather, it sets a stage for experiencing peace as a spatial and emotional condition. In Noguchi’s words, the garden was to be “a quiet, moving place” rather than a monument. While inspired by Japanese garden typologies, particularly the stroll garden, Noguchi chose not to replicate tradition. Instead, he abstracted and reinterpreted elements such as Mt. Horai rock formations, stepping stones, and a crouching basin. These forms subtly allude to symbolic motifs without prescribing a singular reading. Noguchi negotiated directly with the Japanese government to secure donations of ten tons of stone and plant materials including camellias, maples, cherry trees, and bamboo. This act itself underscored the garden’s role as a diplomatic gesture, embedding it with botanical references to Japanese identity while maintaining a universal design language. Material and Spatial Composition Set at the base of the UNESCO building, the Peace Garden establishes a counterpoint to the architectural massing surrounding it. Its recessed layout forms a kind of spatial cloister, shielding visitors from the city’s rhythm and inviting a slower, more inward pace. The materials, chiefly unpolished granite, gravel, and water, speak to both permanence and mutability. The granite stones, irregular yet intentional in placement, recall tectonic forms and ancient spiritual markers. The central water feature introduces subtle movement and sound, enhancing the sensory richness of the space. The garden’s compositional core is its sculptural use of stone, each placement a spatial decision echoing both tectonic memory and sculptural intentionality. Noguchi collaborated on-site with Sano Toemon, whose craftsmanship adapted in real-time to the artist’s rapidly evolving vision. According to Sano, it was only after intense on-site dialogue and shared experience that he could fully comprehend and execute Noguchi’s aesthetic strategy, a testament to the garden’s improvisational and relational genesis. Spatially, the garden is organized not around pathways but around moments. There is no linear procession or axial symmetry; instead, it offers a field of relationships. Voids and solids, shadows and reflections, horizontality and vertical interruptions all work together to create a space that must be experienced slowly and from multiple vantage points. The absence of overt hierarchy in the layout allows users to construct their own narratives. It is a non-prescriptive space in which silence, texture, and light become the principal mediums of meaning. Peace Garden at UNESCO Plans Floor Plan | © Isamu Noguchi Floor Plan | © Isamu Noguchi Peace Garden at UNESCO Image Gallery About Isamu Noguchi Isamu Noguchiwas a Japanese-American sculptor, landscape architect, and designer renowned for his fusion of Eastern and Western aesthetics. Trained under Constantin Brâncuși and deeply influenced by Japanese traditions, Noguchi’s work spanned sculpture, furniture, stage sets, and public spaces. His practice was rooted in a belief that art should be integrated into everyday life, often blurring the boundaries between art, architecture, and landscape. Notable for his minimal yet emotionally resonant forms, Noguchi’s legacy includes iconic works such as the Noguchi Table, the UNESCO Peace Garden in Paris, and the Isamu Noguchi Garden Museum in New York. Credits and Additional Notes Style: Stroll Garden, Contemporary Japanese Garden Main Contractor: Sano Toemon, in collaboration with Uetō Zōen Listening to Stone: The Art and Life of Isamu Noguchi by Hayden Herrera Torres, Ana Maria. Isamu Noguchi: Studies in Space. Tokyo: Marumo Publishing, 2000. pp. 96–109. Sasaki, Yōji. “What Isamu Noguchi Left Behind.” Japan Landscape, no. 16, Process Architecture, 1990, p. 87. Treib, Marc. Noguchi in Paris: The UNESCO Garden. San Francisco: William Stout Publishers and UNESCO Publishing, 2004. Overseas Japanese Gardens Database. “UNESCO Garden.” Accessed May 2025. #peace #garden #unesco #isamu #noguchi
    ARCHEYES.COM
    Peace Garden at UNESCO by Isamu Noguchi
    Peace Garden at UNESCO | © INFGM Located within the headquarters of UNESCO in Paris, the Peace Garden by Isamu Noguchi emerges not merely as a landscape installation but as a profound meditation on postwar diplomacy and cultural synthesis. Commissioned in the mid-1950s, the garden symbolizes the United Nations’ commitment to peace through mutual understanding and cultural dialogue. Peace Garden at UNESCO Technical Information Artist1-2: Isamu Noguchi Location: 7 Place de Fontenoy, 75352 Paris, France Client: Marcel Breuer / UNESCO Area: 2,400 m2 | 25,800 Sq. Ft. Project Year: 1958 Photographs: © INFGM and Flick Users, See Caption Details It should be a quiet, moving place. – Isamu Noguchi 3 Peace Garden at UNESCO Photographs © INFGM © INFGM © INFGM © INFGM © INFGM © INFGM © bbonthebrink, Flickr User © Patrice Todisco © bbonthebrink, Flickr User © bbonthebrink, Flickr User © Dalbera, Flckr user © Dalbera, Flckr user Park View Park View Context and Commission Noguchi, a Japanese-American sculptor and designer, was a poignant choice for the task. His biography embodies a convergence of East and West, as well as a lifelong engagement with public space as a vehicle for social commentary. By the time of his UNESCO commission, Noguchi had already engaged with landscape-scale sculptures, memorials, and playgrounds. The Peace Garden offered an opportunity to distill these threads into a singular work situated at the crossroads of global diplomacy. His selection was shaped by the broader architectural ethos of the UNESCO campus, designed by an international team including Marcel Breuer, Pier Luigi Nervi, and Bernard Zehrfuss. The ensemble called for a complementary but ideologically rich intervention, a space that could resonate as much with symbolic gravitas as with formal clarity. This garden was Noguchi’s first realized landscape design, and its execution was made possible through a personal introduction from Marcel Breuer, the chief architect of the UNESCO headquarters. Breuer not only facilitated the commission but also supported Noguchi’s experimental vision, which would challenge prevailing notions of diplomatic landscaping. Notably, the garden was completed in 1958 and spans approximately 2,400 square meters. It was constructed by renowned Kyoto-based master gardener Sano Toemon, marking a cross-cultural collaboration between modernist sculpture and traditional Japanese craftsmanship. Design Philosophy and Symbolic Intent Noguchi approached the Peace Garden as both sculptor and spatial thinker. He resisted creating a traditional memorial or a didactic allegory of peace. Instead, he crafted a contemplative void, a space that, through its absence of overt narrative, invited personal reflection and multiple interpretations. Drawing on the vocabulary of Japanese rock gardens and Zen traditions, Noguchi created a space of abstract expression that nonetheless maintained universal accessibility. The garden is composed of roughly hewn granite stones, a central water basin, and minimal vegetation. Each element is carefully positioned, creating an orchestrated tension between natural materiality and deliberate composition. This spatial language evokes notions of impermanence, balance, and introspection. The garden does not dictate how peace should be understood; rather, it sets a stage for experiencing peace as a spatial and emotional condition. In Noguchi’s words, the garden was to be “a quiet, moving place” rather than a monument. While inspired by Japanese garden typologies, particularly the stroll garden (池泉回遊式), Noguchi chose not to replicate tradition. Instead, he abstracted and reinterpreted elements such as Mt. Horai rock formations, stepping stones, and a crouching basin. These forms subtly allude to symbolic motifs without prescribing a singular reading. Noguchi negotiated directly with the Japanese government to secure donations of ten tons of stone and plant materials including camellias, maples, cherry trees, and bamboo. This act itself underscored the garden’s role as a diplomatic gesture, embedding it with botanical references to Japanese identity while maintaining a universal design language. Material and Spatial Composition Set at the base of the UNESCO building, the Peace Garden establishes a counterpoint to the architectural massing surrounding it. Its recessed layout forms a kind of spatial cloister, shielding visitors from the city’s rhythm and inviting a slower, more inward pace. The materials, chiefly unpolished granite, gravel, and water, speak to both permanence and mutability. The granite stones, irregular yet intentional in placement, recall tectonic forms and ancient spiritual markers. The central water feature introduces subtle movement and sound, enhancing the sensory richness of the space. The garden’s compositional core is its sculptural use of stone, each placement a spatial decision echoing both tectonic memory and sculptural intentionality. Noguchi collaborated on-site with Sano Toemon, whose craftsmanship adapted in real-time to the artist’s rapidly evolving vision. According to Sano, it was only after intense on-site dialogue and shared experience that he could fully comprehend and execute Noguchi’s aesthetic strategy, a testament to the garden’s improvisational and relational genesis. Spatially, the garden is organized not around pathways but around moments. There is no linear procession or axial symmetry; instead, it offers a field of relationships. Voids and solids, shadows and reflections, horizontality and vertical interruptions all work together to create a space that must be experienced slowly and from multiple vantage points. The absence of overt hierarchy in the layout allows users to construct their own narratives. It is a non-prescriptive space in which silence, texture, and light become the principal mediums of meaning. Peace Garden at UNESCO Plans Floor Plan | © Isamu Noguchi Floor Plan | © Isamu Noguchi Peace Garden at UNESCO Image Gallery About Isamu Noguchi Isamu Noguchi (1904–1988) was a Japanese-American sculptor, landscape architect, and designer renowned for his fusion of Eastern and Western aesthetics. Trained under Constantin Brâncuși and deeply influenced by Japanese traditions, Noguchi’s work spanned sculpture, furniture, stage sets, and public spaces. His practice was rooted in a belief that art should be integrated into everyday life, often blurring the boundaries between art, architecture, and landscape. Notable for his minimal yet emotionally resonant forms, Noguchi’s legacy includes iconic works such as the Noguchi Table, the UNESCO Peace Garden in Paris, and the Isamu Noguchi Garden Museum in New York. Credits and Additional Notes Style: Stroll Garden, Contemporary Japanese Garden Main Contractor: Sano Toemon, in collaboration with Uetō Zōen Listening to Stone: The Art and Life of Isamu Noguchi by Hayden Herrera Torres, Ana Maria. Isamu Noguchi: Studies in Space. Tokyo: Marumo Publishing, 2000. pp. 96–109. Sasaki, Yōji. “What Isamu Noguchi Left Behind.” Japan Landscape, no. 16, Process Architecture, 1990, p. 87. Treib, Marc. Noguchi in Paris: The UNESCO Garden. San Francisco: William Stout Publishers and UNESCO Publishing, 2004. Overseas Japanese Gardens Database. “UNESCO Garden.” Accessed May 2025.
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