• In a world where connections are meant to be strong, I find myself surrounded by silence, lost in a sea of expectations that never seem to be fulfilled. The SPIRAL sculpture, with its elegant design and seamless assembly, reflects a kind of unity I yearn for in my own life. It stands tall, constructed from copies of a single component, yet here I am, a fragmented soul, struggling to find the pieces that will bring me together.

    Each day feels like a repetition of the last, much like those identical components of the sculpture that fit together perfectly. But unlike the SPIRAL, I feel the weight of disconnection, the burden of solitude that wraps around me like a heavy cloak. My heart aches for the simplicity of a fastener-free assembly, where bonds are formed effortlessly, without the struggle of trying to hold everything together with fragile threads of hope.

    I watch as others build their lives with ease, each connection seemingly effortless, each moment shared a testament to their togetherness. Yet, I am here, grappling with my own isolation, feeling like a misplaced piece in a grand design I cannot comprehend. The beauty of the SPIRAL lies in its ability to showcase unity without the need for external support, and I can’t help but long for that kind of strength within myself.

    Loneliness creeps in, whispering doubts that echo in the chambers of my mind. Why can’t I find my place? Why can’t I assemble the parts of my life into something beautiful? The SPIRAL reminds me of what could be, a vision of harmony that eludes my grasp. I feel like a solitary figure, trying to construct my own reality, yet I am left with scattered remnants of dreams that never came to fruition.

    Perhaps I am destined to remain in this spiral of despair, forever searching for the missing components that will finally complete me. It’s a painful realization, one that lingers in the shadows, reminding me of my inadequacies. Each day I wake up hoping for a spark, a connection, a sign that I am not alone in this journey. Yet, the quiet remains, a constant companion that echoes my fears.

    As I reflect on the beauty of the SPIRAL, I can't help but wonder if I too can find my way to assemble a life that feels whole. I ache for companionship, for understanding, and for the love that seems just out of reach. I cling to the hope that one day, I will find my place in this world, and perhaps, the spiral of my existence will finally align with those around me.

    Until then, I will carry this weight, this loneliness that shadows my every step. I will continue to strive for connection, even when it feels impossible. Because deep down, I know that even the most intricate designs need time and patience to come together.

    #Loneliness #Connection #Isolation #Hope #EmotionalJourney
    In a world where connections are meant to be strong, I find myself surrounded by silence, lost in a sea of expectations that never seem to be fulfilled. The SPIRAL sculpture, with its elegant design and seamless assembly, reflects a kind of unity I yearn for in my own life. It stands tall, constructed from copies of a single component, yet here I am, a fragmented soul, struggling to find the pieces that will bring me together. Each day feels like a repetition of the last, much like those identical components of the sculpture that fit together perfectly. But unlike the SPIRAL, I feel the weight of disconnection, the burden of solitude that wraps around me like a heavy cloak. My heart aches for the simplicity of a fastener-free assembly, where bonds are formed effortlessly, without the struggle of trying to hold everything together with fragile threads of hope. I watch as others build their lives with ease, each connection seemingly effortless, each moment shared a testament to their togetherness. Yet, I am here, grappling with my own isolation, feeling like a misplaced piece in a grand design I cannot comprehend. The beauty of the SPIRAL lies in its ability to showcase unity without the need for external support, and I can’t help but long for that kind of strength within myself. Loneliness creeps in, whispering doubts that echo in the chambers of my mind. Why can’t I find my place? Why can’t I assemble the parts of my life into something beautiful? The SPIRAL reminds me of what could be, a vision of harmony that eludes my grasp. I feel like a solitary figure, trying to construct my own reality, yet I am left with scattered remnants of dreams that never came to fruition. Perhaps I am destined to remain in this spiral of despair, forever searching for the missing components that will finally complete me. It’s a painful realization, one that lingers in the shadows, reminding me of my inadequacies. Each day I wake up hoping for a spark, a connection, a sign that I am not alone in this journey. Yet, the quiet remains, a constant companion that echoes my fears. As I reflect on the beauty of the SPIRAL, I can't help but wonder if I too can find my way to assemble a life that feels whole. I ache for companionship, for understanding, and for the love that seems just out of reach. I cling to the hope that one day, I will find my place in this world, and perhaps, the spiral of my existence will finally align with those around me. Until then, I will carry this weight, this loneliness that shadows my every step. I will continue to strive for connection, even when it feels impossible. Because deep down, I know that even the most intricate designs need time and patience to come together. #Loneliness #Connection #Isolation #Hope #EmotionalJourney
    Spiral Connector Makes Fastener-Free Assemblies
    [Anton Gaia]’s SPIRAL sculpture resembles an organizer or modern shelving unit, but what’s really interesting is how it goes together. It’s made entirely from assembling copies of a single component …read more
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  • Four science-based rules that will make your conversations flow

    One of the four pillars of good conversation is levity. You needn’t be a comedian, you can but have some funTetra Images, LLC/Alamy
    Conversation lies at the heart of our relationships – yet many of us find it surprisingly hard to talk to others. We may feel anxious at the thought of making small talk with strangers and struggle to connect with the people who are closest to us. If that sounds familiar, Alison Wood Brooks hopes to help. She is a professor at Harvard Business School, where she teaches an oversubscribed course called “TALK: How to talk gooder in business and life”, and the author of a new book, Talk: The science of conversation and the art of being ourselves. Both offer four key principles for more meaningful exchanges. Conversations are inherently unpredictable, says Wood Brooks, but they follow certain rules – and knowing their architecture makes us more comfortable with what is outside of our control. New Scientist asked her about the best ways to apply this research to our own chats.
    David Robson: Talking about talking feels quite meta. Do you ever find yourself critiquing your own performance?
    Alison Wood Brooks: There are so many levels of “meta-ness”. I have often felt like I’m floating over the room, watching conversations unfold, even as I’m involved in them myself. I teach a course at Harvard, andall get to experience this feeling as well. There can be an uncomfortable period of hypervigilance, but I hope that dissipates over time as they develop better habits. There is a famous quote from Charlie Parker, who was a jazz saxophonist. He said something like, “Practise, practise, practise, and then when you get on stage, let it all go and just wail.” I think that’s my approach to conversation. Even when you’re hyper-aware of conversation dynamics, you have to remember the true delight of being with another human mind, and never lose the magic of being together. Think ahead, but once you’re talking, let it all go and just wail.

    Reading your book, I learned that a good way to enliven a conversation is to ask someone why they are passionate about what they do. So, where does your passion for conversation come from?
    I have two answers to this question. One is professional. Early in my professorship at Harvard, I had been studying emotions by exploring how people talk about their feelings and the balance between what we feel inside and how we express that to others. And I realised I just had this deep, profound interest in figuring out how people talk to each other about everything, not just their feelings. We now have scientific tools that allow us to capture conversations and analyse them at large scale. Natural language processing, machine learning, the advent of AI – all this allows us to take huge swathes of transcript data and process it much more efficiently.

    Receive a weekly dose of discovery in your inbox.

    Sign up to newsletter

    The personal answer is that I’m an identical twin, and I spent my whole life, from the moment I opened my newborn eyes, existing next to a person who’s an exact copy of myself. It was like observing myself at very close range, interacting with the world, interacting with other people. I could see when she said and did things well, and I could try to do that myself. And I saw when her jokes failed, or she stumbled over her words – I tried to avoid those mistakes. It was a very fortunate form of feedback that not a lot of people get. And then, as a twin, you’ve got this person sharing a bedroom, sharing all your clothes, going to all the same parties and playing on the same sports teams, so we were just constantly in conversation with each other. You reached this level of shared reality that is so incredible, and I’ve spent the rest of my life trying to help other people get there in their relationships, too.
    “TALK” cleverly captures your framework for better conversations: topics, asking, levity and kindness. Let’s start at the beginning. How should we decide what to talk about?
    My first piece of advice is to prepare. Some people do this naturally. They already think about the things that they should talk about with somebody before they see them. They should lean into this habit. Some of my students, however, think it’s crazy. They think preparation will make the conversation seem rigid and forced and overly scripted. But just because you’ve thought ahead about what you might talk about doesn’t mean you have to talk about those things once the conversation is underway. It does mean, however, that you always have an idea waiting for you when you’re not sure what to talk about next. Having just one topic in your back pocket can help you in those anxiety-ridden moments. It makes things more fluent, which is important for establishing a connection. Choosing a topic is not only important at the start of a conversation. We’re constantly making decisions about whether we should stay on one subject, drift to something else or totally shift gears and go somewhere wildly different.
    Sometimes the topic of conversation is obvious. Even then, knowing when to switch to a new one can be trickyMartin Parr/Magnum Photos
    What’s your advice when making these decisions?
    There are three very clear signs that suggest that it’s time to switch topics. The first is longer mutual pauses. The second is more uncomfortable laughter, which we use to fill the space that we would usually fill excitedly with good content. And the third sign is redundancy. Once you start repeating things that have already been said on the topic, it’s a sign that you should move to something else.
    After an average conversation, most people feel like they’ve covered the right number of topics. But if you ask people after conversations that didn’t go well, they’ll more often say that they didn’t talk about enough things, rather than that they talked about too many things. This suggests that a common mistake is lingering too long on a topic after you’ve squeezed all the juice out of it.
    The second element of TALK is asking questions. I think a lot of us have heard the advice to ask more questions, yet many people don’t apply it. Why do you think that is?
    Many years of research have shown that the human mind is remarkably egocentric. Often, we are so focused on our own perspective that we forget to even ask someone else to share what’s in their mind. Another reason is fear. You’re interested in the other person, and you know you should ask them questions, but you’re afraid of being too intrusive, or that you will reveal your own incompetence, because you feel you should know the answer already.

    What kinds of questions should we be asking – and avoiding?
    In the book, I talk about the power of follow-up questions that build on anything that your partner has just said. It shows that you heard them, that you care and that you want to know more. Even one follow-up question can springboard us away from shallow talk into something deeper and more meaningful.
    There are, however, some bad patterns of question asking, such as “boomerasking”. Michael Yeomansand I have a recent paper about this, and oh my gosh, it’s been such fun to study. It’s a play on the word boomerang: it comes back to the person who threw it. If I ask you what you had for breakfast, and you tell me you had Special K and banana, and then I say, “Well, let me tell you about my breakfast, because, boy, was it delicious” – that’s boomerasking. Sometimes it’s a thinly veiled way of bragging or complaining, but sometimes I think people are genuinely interested to hear from their partner, but then the partner’s answer reminds them so much of their own life that they can’t help but start sharing their perspective. In our research, we have found that this makes your partner feel like you weren’t interested in their perspective, so it seems very insincere. Sharing your own perspective is important. It’s okay at some point to bring the conversation back to yourself. But don’t do it so soon that it makes your partner feel like you didn’t hear their answer or care about it.
    Research by Alison Wood Brooks includes a recent study on “boomerasking”, a pitfall you should avoid to make conversations flowJanelle Bruno
    What are the benefits of levity?
    When we think of conversations that haven’t gone well, we often think of moments of hostility, anger or disagreement, but a quiet killer of conversation is boredom. Levity is the antidote. These small moments of sparkle or fizz can pull us back in and make us feel engaged with each other again.
    Our research has shown that we give status and respect to people who make us feel good, so much so that in a group of people, a person who can land even one appropriate joke is more likely to be voted as the leader. And the joke doesn’t even need to be very funny! It’s the fact that they were confident enough to try it and competent enough to read the room.
    Do you have any practical steps that people can apply to generate levity, even if they’re not a natural comedian?
    Levity is not just about being funny. In fact, aiming to be a comedian is not the right goal. When we watch stand-up on Netflix, comedians have rehearsed those jokes and honed them and practised them for a long time, and they’re delivering them in a monologue to an audience. It’s a completely different task from a live conversation. In real dialogue, what everybody is looking for is to feel engaged, and that doesn’t require particularly funny jokes or elaborate stories. When you see opportunities to make it fun or lighten the mood, that’s what you need to grab. It can come through a change to a new, fresh topic, or calling back to things that you talked about earlier in the conversation or earlier in your relationship. These callbacks – which sometimes do refer to something funny – are such a nice way of showing that you’ve listened and remembered. A levity move could also involve giving sincere compliments to other people. When you think nice things, when you admire someone, make sure you say it out loud.

    This brings us to the last element of TALK: kindness. Why do we so often fail to be as kind as we would like?
    Wobbles in kindness often come back to our egocentrism. Research shows that we underestimate how much other people’s perspectives differ from our own, and we forget that we have the tools to ask other people directly in conversation for their perspective. Being a kinder conversationalist is about trying to focus on your partner’s perspective and then figuring what they need and helping them to get it.
    Finally, what is your number one tip for readers to have a better conversation the next time they speak to someone?
    Every conversation is surprisingly tricky and complex. When things don’t go perfectly, give yourself and others more grace. There will be trips and stumbles and then a little grace can go very, very far.
    Topics:
    #four #sciencebased #rules #that #will
    Four science-based rules that will make your conversations flow
    One of the four pillars of good conversation is levity. You needn’t be a comedian, you can but have some funTetra Images, LLC/Alamy Conversation lies at the heart of our relationships – yet many of us find it surprisingly hard to talk to others. We may feel anxious at the thought of making small talk with strangers and struggle to connect with the people who are closest to us. If that sounds familiar, Alison Wood Brooks hopes to help. She is a professor at Harvard Business School, where she teaches an oversubscribed course called “TALK: How to talk gooder in business and life”, and the author of a new book, Talk: The science of conversation and the art of being ourselves. Both offer four key principles for more meaningful exchanges. Conversations are inherently unpredictable, says Wood Brooks, but they follow certain rules – and knowing their architecture makes us more comfortable with what is outside of our control. New Scientist asked her about the best ways to apply this research to our own chats. David Robson: Talking about talking feels quite meta. Do you ever find yourself critiquing your own performance? Alison Wood Brooks: There are so many levels of “meta-ness”. I have often felt like I’m floating over the room, watching conversations unfold, even as I’m involved in them myself. I teach a course at Harvard, andall get to experience this feeling as well. There can be an uncomfortable period of hypervigilance, but I hope that dissipates over time as they develop better habits. There is a famous quote from Charlie Parker, who was a jazz saxophonist. He said something like, “Practise, practise, practise, and then when you get on stage, let it all go and just wail.” I think that’s my approach to conversation. Even when you’re hyper-aware of conversation dynamics, you have to remember the true delight of being with another human mind, and never lose the magic of being together. Think ahead, but once you’re talking, let it all go and just wail. Reading your book, I learned that a good way to enliven a conversation is to ask someone why they are passionate about what they do. So, where does your passion for conversation come from? I have two answers to this question. One is professional. Early in my professorship at Harvard, I had been studying emotions by exploring how people talk about their feelings and the balance between what we feel inside and how we express that to others. And I realised I just had this deep, profound interest in figuring out how people talk to each other about everything, not just their feelings. We now have scientific tools that allow us to capture conversations and analyse them at large scale. Natural language processing, machine learning, the advent of AI – all this allows us to take huge swathes of transcript data and process it much more efficiently. Receive a weekly dose of discovery in your inbox. Sign up to newsletter The personal answer is that I’m an identical twin, and I spent my whole life, from the moment I opened my newborn eyes, existing next to a person who’s an exact copy of myself. It was like observing myself at very close range, interacting with the world, interacting with other people. I could see when she said and did things well, and I could try to do that myself. And I saw when her jokes failed, or she stumbled over her words – I tried to avoid those mistakes. It was a very fortunate form of feedback that not a lot of people get. And then, as a twin, you’ve got this person sharing a bedroom, sharing all your clothes, going to all the same parties and playing on the same sports teams, so we were just constantly in conversation with each other. You reached this level of shared reality that is so incredible, and I’ve spent the rest of my life trying to help other people get there in their relationships, too. “TALK” cleverly captures your framework for better conversations: topics, asking, levity and kindness. Let’s start at the beginning. How should we decide what to talk about? My first piece of advice is to prepare. Some people do this naturally. They already think about the things that they should talk about with somebody before they see them. They should lean into this habit. Some of my students, however, think it’s crazy. They think preparation will make the conversation seem rigid and forced and overly scripted. But just because you’ve thought ahead about what you might talk about doesn’t mean you have to talk about those things once the conversation is underway. It does mean, however, that you always have an idea waiting for you when you’re not sure what to talk about next. Having just one topic in your back pocket can help you in those anxiety-ridden moments. It makes things more fluent, which is important for establishing a connection. Choosing a topic is not only important at the start of a conversation. We’re constantly making decisions about whether we should stay on one subject, drift to something else or totally shift gears and go somewhere wildly different. Sometimes the topic of conversation is obvious. Even then, knowing when to switch to a new one can be trickyMartin Parr/Magnum Photos What’s your advice when making these decisions? There are three very clear signs that suggest that it’s time to switch topics. The first is longer mutual pauses. The second is more uncomfortable laughter, which we use to fill the space that we would usually fill excitedly with good content. And the third sign is redundancy. Once you start repeating things that have already been said on the topic, it’s a sign that you should move to something else. After an average conversation, most people feel like they’ve covered the right number of topics. But if you ask people after conversations that didn’t go well, they’ll more often say that they didn’t talk about enough things, rather than that they talked about too many things. This suggests that a common mistake is lingering too long on a topic after you’ve squeezed all the juice out of it. The second element of TALK is asking questions. I think a lot of us have heard the advice to ask more questions, yet many people don’t apply it. Why do you think that is? Many years of research have shown that the human mind is remarkably egocentric. Often, we are so focused on our own perspective that we forget to even ask someone else to share what’s in their mind. Another reason is fear. You’re interested in the other person, and you know you should ask them questions, but you’re afraid of being too intrusive, or that you will reveal your own incompetence, because you feel you should know the answer already. What kinds of questions should we be asking – and avoiding? In the book, I talk about the power of follow-up questions that build on anything that your partner has just said. It shows that you heard them, that you care and that you want to know more. Even one follow-up question can springboard us away from shallow talk into something deeper and more meaningful. There are, however, some bad patterns of question asking, such as “boomerasking”. Michael Yeomansand I have a recent paper about this, and oh my gosh, it’s been such fun to study. It’s a play on the word boomerang: it comes back to the person who threw it. If I ask you what you had for breakfast, and you tell me you had Special K and banana, and then I say, “Well, let me tell you about my breakfast, because, boy, was it delicious” – that’s boomerasking. Sometimes it’s a thinly veiled way of bragging or complaining, but sometimes I think people are genuinely interested to hear from their partner, but then the partner’s answer reminds them so much of their own life that they can’t help but start sharing their perspective. In our research, we have found that this makes your partner feel like you weren’t interested in their perspective, so it seems very insincere. Sharing your own perspective is important. It’s okay at some point to bring the conversation back to yourself. But don’t do it so soon that it makes your partner feel like you didn’t hear their answer or care about it. Research by Alison Wood Brooks includes a recent study on “boomerasking”, a pitfall you should avoid to make conversations flowJanelle Bruno What are the benefits of levity? When we think of conversations that haven’t gone well, we often think of moments of hostility, anger or disagreement, but a quiet killer of conversation is boredom. Levity is the antidote. These small moments of sparkle or fizz can pull us back in and make us feel engaged with each other again. Our research has shown that we give status and respect to people who make us feel good, so much so that in a group of people, a person who can land even one appropriate joke is more likely to be voted as the leader. And the joke doesn’t even need to be very funny! It’s the fact that they were confident enough to try it and competent enough to read the room. Do you have any practical steps that people can apply to generate levity, even if they’re not a natural comedian? Levity is not just about being funny. In fact, aiming to be a comedian is not the right goal. When we watch stand-up on Netflix, comedians have rehearsed those jokes and honed them and practised them for a long time, and they’re delivering them in a monologue to an audience. It’s a completely different task from a live conversation. In real dialogue, what everybody is looking for is to feel engaged, and that doesn’t require particularly funny jokes or elaborate stories. When you see opportunities to make it fun or lighten the mood, that’s what you need to grab. It can come through a change to a new, fresh topic, or calling back to things that you talked about earlier in the conversation or earlier in your relationship. These callbacks – which sometimes do refer to something funny – are such a nice way of showing that you’ve listened and remembered. A levity move could also involve giving sincere compliments to other people. When you think nice things, when you admire someone, make sure you say it out loud. This brings us to the last element of TALK: kindness. Why do we so often fail to be as kind as we would like? Wobbles in kindness often come back to our egocentrism. Research shows that we underestimate how much other people’s perspectives differ from our own, and we forget that we have the tools to ask other people directly in conversation for their perspective. Being a kinder conversationalist is about trying to focus on your partner’s perspective and then figuring what they need and helping them to get it. Finally, what is your number one tip for readers to have a better conversation the next time they speak to someone? Every conversation is surprisingly tricky and complex. When things don’t go perfectly, give yourself and others more grace. There will be trips and stumbles and then a little grace can go very, very far. Topics: #four #sciencebased #rules #that #will
    WWW.NEWSCIENTIST.COM
    Four science-based rules that will make your conversations flow
    One of the four pillars of good conversation is levity. You needn’t be a comedian, you can but have some funTetra Images, LLC/Alamy Conversation lies at the heart of our relationships – yet many of us find it surprisingly hard to talk to others. We may feel anxious at the thought of making small talk with strangers and struggle to connect with the people who are closest to us. If that sounds familiar, Alison Wood Brooks hopes to help. She is a professor at Harvard Business School, where she teaches an oversubscribed course called “TALK: How to talk gooder in business and life”, and the author of a new book, Talk: The science of conversation and the art of being ourselves. Both offer four key principles for more meaningful exchanges. Conversations are inherently unpredictable, says Wood Brooks, but they follow certain rules – and knowing their architecture makes us more comfortable with what is outside of our control. New Scientist asked her about the best ways to apply this research to our own chats. David Robson: Talking about talking feels quite meta. Do you ever find yourself critiquing your own performance? Alison Wood Brooks: There are so many levels of “meta-ness”. I have often felt like I’m floating over the room, watching conversations unfold, even as I’m involved in them myself. I teach a course at Harvard, and [my students] all get to experience this feeling as well. There can be an uncomfortable period of hypervigilance, but I hope that dissipates over time as they develop better habits. There is a famous quote from Charlie Parker, who was a jazz saxophonist. He said something like, “Practise, practise, practise, and then when you get on stage, let it all go and just wail.” I think that’s my approach to conversation. Even when you’re hyper-aware of conversation dynamics, you have to remember the true delight of being with another human mind, and never lose the magic of being together. Think ahead, but once you’re talking, let it all go and just wail. Reading your book, I learned that a good way to enliven a conversation is to ask someone why they are passionate about what they do. So, where does your passion for conversation come from? I have two answers to this question. One is professional. Early in my professorship at Harvard, I had been studying emotions by exploring how people talk about their feelings and the balance between what we feel inside and how we express that to others. And I realised I just had this deep, profound interest in figuring out how people talk to each other about everything, not just their feelings. We now have scientific tools that allow us to capture conversations and analyse them at large scale. Natural language processing, machine learning, the advent of AI – all this allows us to take huge swathes of transcript data and process it much more efficiently. Receive a weekly dose of discovery in your inbox. Sign up to newsletter The personal answer is that I’m an identical twin, and I spent my whole life, from the moment I opened my newborn eyes, existing next to a person who’s an exact copy of myself. It was like observing myself at very close range, interacting with the world, interacting with other people. I could see when she said and did things well, and I could try to do that myself. And I saw when her jokes failed, or she stumbled over her words – I tried to avoid those mistakes. It was a very fortunate form of feedback that not a lot of people get. And then, as a twin, you’ve got this person sharing a bedroom, sharing all your clothes, going to all the same parties and playing on the same sports teams, so we were just constantly in conversation with each other. You reached this level of shared reality that is so incredible, and I’ve spent the rest of my life trying to help other people get there in their relationships, too. “TALK” cleverly captures your framework for better conversations: topics, asking, levity and kindness. Let’s start at the beginning. How should we decide what to talk about? My first piece of advice is to prepare. Some people do this naturally. They already think about the things that they should talk about with somebody before they see them. They should lean into this habit. Some of my students, however, think it’s crazy. They think preparation will make the conversation seem rigid and forced and overly scripted. But just because you’ve thought ahead about what you might talk about doesn’t mean you have to talk about those things once the conversation is underway. It does mean, however, that you always have an idea waiting for you when you’re not sure what to talk about next. Having just one topic in your back pocket can help you in those anxiety-ridden moments. It makes things more fluent, which is important for establishing a connection. Choosing a topic is not only important at the start of a conversation. We’re constantly making decisions about whether we should stay on one subject, drift to something else or totally shift gears and go somewhere wildly different. Sometimes the topic of conversation is obvious. Even then, knowing when to switch to a new one can be trickyMartin Parr/Magnum Photos What’s your advice when making these decisions? There are three very clear signs that suggest that it’s time to switch topics. The first is longer mutual pauses. The second is more uncomfortable laughter, which we use to fill the space that we would usually fill excitedly with good content. And the third sign is redundancy. Once you start repeating things that have already been said on the topic, it’s a sign that you should move to something else. After an average conversation, most people feel like they’ve covered the right number of topics. But if you ask people after conversations that didn’t go well, they’ll more often say that they didn’t talk about enough things, rather than that they talked about too many things. This suggests that a common mistake is lingering too long on a topic after you’ve squeezed all the juice out of it. The second element of TALK is asking questions. I think a lot of us have heard the advice to ask more questions, yet many people don’t apply it. Why do you think that is? Many years of research have shown that the human mind is remarkably egocentric. Often, we are so focused on our own perspective that we forget to even ask someone else to share what’s in their mind. Another reason is fear. You’re interested in the other person, and you know you should ask them questions, but you’re afraid of being too intrusive, or that you will reveal your own incompetence, because you feel you should know the answer already. What kinds of questions should we be asking – and avoiding? In the book, I talk about the power of follow-up questions that build on anything that your partner has just said. It shows that you heard them, that you care and that you want to know more. Even one follow-up question can springboard us away from shallow talk into something deeper and more meaningful. There are, however, some bad patterns of question asking, such as “boomerasking”. Michael Yeomans [at Imperial College London] and I have a recent paper about this, and oh my gosh, it’s been such fun to study. It’s a play on the word boomerang: it comes back to the person who threw it. If I ask you what you had for breakfast, and you tell me you had Special K and banana, and then I say, “Well, let me tell you about my breakfast, because, boy, was it delicious” – that’s boomerasking. Sometimes it’s a thinly veiled way of bragging or complaining, but sometimes I think people are genuinely interested to hear from their partner, but then the partner’s answer reminds them so much of their own life that they can’t help but start sharing their perspective. In our research, we have found that this makes your partner feel like you weren’t interested in their perspective, so it seems very insincere. Sharing your own perspective is important. It’s okay at some point to bring the conversation back to yourself. But don’t do it so soon that it makes your partner feel like you didn’t hear their answer or care about it. Research by Alison Wood Brooks includes a recent study on “boomerasking”, a pitfall you should avoid to make conversations flowJanelle Bruno What are the benefits of levity? When we think of conversations that haven’t gone well, we often think of moments of hostility, anger or disagreement, but a quiet killer of conversation is boredom. Levity is the antidote. These small moments of sparkle or fizz can pull us back in and make us feel engaged with each other again. Our research has shown that we give status and respect to people who make us feel good, so much so that in a group of people, a person who can land even one appropriate joke is more likely to be voted as the leader. And the joke doesn’t even need to be very funny! It’s the fact that they were confident enough to try it and competent enough to read the room. Do you have any practical steps that people can apply to generate levity, even if they’re not a natural comedian? Levity is not just about being funny. In fact, aiming to be a comedian is not the right goal. When we watch stand-up on Netflix, comedians have rehearsed those jokes and honed them and practised them for a long time, and they’re delivering them in a monologue to an audience. It’s a completely different task from a live conversation. In real dialogue, what everybody is looking for is to feel engaged, and that doesn’t require particularly funny jokes or elaborate stories. When you see opportunities to make it fun or lighten the mood, that’s what you need to grab. It can come through a change to a new, fresh topic, or calling back to things that you talked about earlier in the conversation or earlier in your relationship. These callbacks – which sometimes do refer to something funny – are such a nice way of showing that you’ve listened and remembered. A levity move could also involve giving sincere compliments to other people. When you think nice things, when you admire someone, make sure you say it out loud. This brings us to the last element of TALK: kindness. Why do we so often fail to be as kind as we would like? Wobbles in kindness often come back to our egocentrism. Research shows that we underestimate how much other people’s perspectives differ from our own, and we forget that we have the tools to ask other people directly in conversation for their perspective. Being a kinder conversationalist is about trying to focus on your partner’s perspective and then figuring what they need and helping them to get it. Finally, what is your number one tip for readers to have a better conversation the next time they speak to someone? Every conversation is surprisingly tricky and complex. When things don’t go perfectly, give yourself and others more grace. There will be trips and stumbles and then a little grace can go very, very far. Topics:
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  • MindsEye review – a dystopian future that plays like it’s from 2012

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

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

    Classic splitscreens, traditional face replacements and new approaches to machine learning-assisted face swapping allowed for twinning shots in ‘Mickey 17’. An excerpt from issue #32 of befores & afters magazine.
    The art of representing two characters on screen at the same time has become known as ‘twinning’. For Mickey 17 visual effects supervisor Dan Glass, the effect of seeing both Mickey 17 and 18 together was one he looked to achieve with a variety of methodologies. “With a technique like that,” he says, “you always want to use a range of tricks, because you don’t want people to figure it out. You want to keep them like, ‘Oh, wait a minute. How did they…?”
    “Going back to the way that Director Bong is so prepared and organized,” adds Glass, “it again makes the world of difference with that kind of work, because he thumbnails every shot. Then, some of them are a bit more fleshed out in storyboards. You can look at it and go, ‘Okay, in this situation, this is what the camera’s doing, this is what the actor’s doing,’ which in itself is quite interesting, because he pre-thinks all of this. You’d think that the actors show up and basically just have to follow the steps like robots. It’s not like that. He gives them an environment to work in, but the shots do end up extraordinarily close to what he thumbnails, and it made it a lot simpler to go through.”

    Those different approaches to twinning ranged from simple splitscreens, to traditional face replacements, and then substantially with a machine learned AI approach, now usually termed ‘face swapping’. What made the twinning work a tougher task than usual, suggests Glass, was the fact that the two Pattinson characters are virtually identical.
    “Normally, when you’re doing some kind of face replacement, you’re comparing it to a memory of the face. But this was right in front of you as two Mickeys looking strikingly similar.”
    Here’s how a typical twinning shot was achieved, as described by Glass. “Because Mickey was mostly dressed the same, with only a slight hair change, we were able to have Robert play both roles and to do them one after another. Sometimes, you have to do these things where hair and makeup or costume has a significant variation, so you’re either waiting a long time, which slows production, or you’re coming back at another time to do the different roles, which always makes the process a lot more complicated to match, but we were able to do that immediately.”

    “Based on the design of the shot,” continues Glass, “I would recommend which of Robert’s parts should be shot first. This was most often determined by which role had more impact on the camera movement. A huge credit goes to Robert for his ability to flip between the roles so effortlessly.”
    In the film, Mickey 17 is more passive and Mickey 18 is more aggressive. Pattinson reflected the distinct characters in his actions, including for a moment in which they fight. This fight, overseen by stunt coordinator Paul Lowe, represented moments of close interaction between the two Mickeys. It was here that a body double was crucial in shooting. The body double was also relied upon for the classic twinning technique of shooting ‘dirty’ over-the- shoulder out of focus shots of the double—ie. 17 looking at 18. However, it was quickly determined that even these would need face replacement work. “Robert’s jawline is so distinct that even those had to be replaced or shot as split screens,” observes Glass.

    When the shot was a moving one, no motion control was employed. “I’ve never been a big advocate for motion control,” states Glass. “To me it’s applicable when you’re doing things like miniatures where you need many matching passes, but I think when performances are involved, it interferes too much. It slows down a production’s speed of movement, but it’s also restrictive. Performance and camera always benefit from more flexibility.”
    “It helped tremendously that Director Bong and DOP Darius Khondji shot quite classically with minimal crane and Steadicam moves,” says Glass. “So, a lot of the moves are pan and dolly. There are some Steadicams in there that we were sometimes able to do splitscreens on. I wasn’t always sure that we could get away with the splitscreen as we shot it, but since we were always shooting the two roles, we had the footage to assess the practicality later. We were always prepared to go down a CG or machine learning route, but where we could use the splitscreen, that was the preference.”
    The Hydralite rig, developed by Volucap. Source:
    Rising Sun Pictureshandled the majority of twinning visual effects, completing them as splitscreen composites, 2D face replacements, and most notably via their machine learning toolset REVIZE, which utilized facial and body capture of Pattinson to train a model of his face and torso to swap for the double’s. A custom capture rig, dubbed the ‘Crazy Rig’ and now officially, The Hydralite, was devised and configured by Volucap to capture multiple angles of Robert on set in each lighting environment in order to produce the best possible reference for the machine learning algorithm. “For me, it was a completely legitimate use of the technique,” attests Glass, in terms of the machine learning approach. “All of the footage that we used to go into that process was captured on our movie for our movie. There’s nothing historic, or going through past libraries of footage, and it was all with Robert’s approval. I think the results were tremendous.”
    “It’s staggering to me as I watch the movie that the performances of each character are so flawlessly consistent throughout the film, because I know how much we were jumping around,” notes Glass. “I did encourage that we rehearse scenes ahead. Let’s say 17 was going to be the first role we captured, I’d have them rehearse it the other way around so that the double knew what he was going to do. Therefore, eyelines, movement, pacing and in instances where we were basically replacing the likeness of his head or even torso, we were still able to use the double’s performance and then map to that.”

    Read the full Mickey 17 issue of befores & afters magazine in PRINT from Amazon or as a DIGITAL EDITION on Patreon. Remember, you can also subscribe to the DIGITAL EDITION as a tier on the Patreon and get a new issue every time one is released.
    The post The art of two Mickeys appeared first on befores & afters.
    #art #two #mickeys
    The art of two Mickeys
    Classic splitscreens, traditional face replacements and new approaches to machine learning-assisted face swapping allowed for twinning shots in ‘Mickey 17’. An excerpt from issue #32 of befores & afters magazine. The art of representing two characters on screen at the same time has become known as ‘twinning’. For Mickey 17 visual effects supervisor Dan Glass, the effect of seeing both Mickey 17 and 18 together was one he looked to achieve with a variety of methodologies. “With a technique like that,” he says, “you always want to use a range of tricks, because you don’t want people to figure it out. You want to keep them like, ‘Oh, wait a minute. How did they…?” “Going back to the way that Director Bong is so prepared and organized,” adds Glass, “it again makes the world of difference with that kind of work, because he thumbnails every shot. Then, some of them are a bit more fleshed out in storyboards. You can look at it and go, ‘Okay, in this situation, this is what the camera’s doing, this is what the actor’s doing,’ which in itself is quite interesting, because he pre-thinks all of this. You’d think that the actors show up and basically just have to follow the steps like robots. It’s not like that. He gives them an environment to work in, but the shots do end up extraordinarily close to what he thumbnails, and it made it a lot simpler to go through.” Those different approaches to twinning ranged from simple splitscreens, to traditional face replacements, and then substantially with a machine learned AI approach, now usually termed ‘face swapping’. What made the twinning work a tougher task than usual, suggests Glass, was the fact that the two Pattinson characters are virtually identical. “Normally, when you’re doing some kind of face replacement, you’re comparing it to a memory of the face. But this was right in front of you as two Mickeys looking strikingly similar.” Here’s how a typical twinning shot was achieved, as described by Glass. “Because Mickey was mostly dressed the same, with only a slight hair change, we were able to have Robert play both roles and to do them one after another. Sometimes, you have to do these things where hair and makeup or costume has a significant variation, so you’re either waiting a long time, which slows production, or you’re coming back at another time to do the different roles, which always makes the process a lot more complicated to match, but we were able to do that immediately.” “Based on the design of the shot,” continues Glass, “I would recommend which of Robert’s parts should be shot first. This was most often determined by which role had more impact on the camera movement. A huge credit goes to Robert for his ability to flip between the roles so effortlessly.” In the film, Mickey 17 is more passive and Mickey 18 is more aggressive. Pattinson reflected the distinct characters in his actions, including for a moment in which they fight. This fight, overseen by stunt coordinator Paul Lowe, represented moments of close interaction between the two Mickeys. It was here that a body double was crucial in shooting. The body double was also relied upon for the classic twinning technique of shooting ‘dirty’ over-the- shoulder out of focus shots of the double—ie. 17 looking at 18. However, it was quickly determined that even these would need face replacement work. “Robert’s jawline is so distinct that even those had to be replaced or shot as split screens,” observes Glass. When the shot was a moving one, no motion control was employed. “I’ve never been a big advocate for motion control,” states Glass. “To me it’s applicable when you’re doing things like miniatures where you need many matching passes, but I think when performances are involved, it interferes too much. It slows down a production’s speed of movement, but it’s also restrictive. Performance and camera always benefit from more flexibility.” “It helped tremendously that Director Bong and DOP Darius Khondji shot quite classically with minimal crane and Steadicam moves,” says Glass. “So, a lot of the moves are pan and dolly. There are some Steadicams in there that we were sometimes able to do splitscreens on. I wasn’t always sure that we could get away with the splitscreen as we shot it, but since we were always shooting the two roles, we had the footage to assess the practicality later. We were always prepared to go down a CG or machine learning route, but where we could use the splitscreen, that was the preference.” The Hydralite rig, developed by Volucap. Source: Rising Sun Pictureshandled the majority of twinning visual effects, completing them as splitscreen composites, 2D face replacements, and most notably via their machine learning toolset REVIZE, which utilized facial and body capture of Pattinson to train a model of his face and torso to swap for the double’s. A custom capture rig, dubbed the ‘Crazy Rig’ and now officially, The Hydralite, was devised and configured by Volucap to capture multiple angles of Robert on set in each lighting environment in order to produce the best possible reference for the machine learning algorithm. “For me, it was a completely legitimate use of the technique,” attests Glass, in terms of the machine learning approach. “All of the footage that we used to go into that process was captured on our movie for our movie. There’s nothing historic, or going through past libraries of footage, and it was all with Robert’s approval. I think the results were tremendous.” “It’s staggering to me as I watch the movie that the performances of each character are so flawlessly consistent throughout the film, because I know how much we were jumping around,” notes Glass. “I did encourage that we rehearse scenes ahead. Let’s say 17 was going to be the first role we captured, I’d have them rehearse it the other way around so that the double knew what he was going to do. Therefore, eyelines, movement, pacing and in instances where we were basically replacing the likeness of his head or even torso, we were still able to use the double’s performance and then map to that.” Read the full Mickey 17 issue of befores & afters magazine in PRINT from Amazon or as a DIGITAL EDITION on Patreon. Remember, you can also subscribe to the DIGITAL EDITION as a tier on the Patreon and get a new issue every time one is released. The post The art of two Mickeys appeared first on befores & afters. #art #two #mickeys
    BEFORESANDAFTERS.COM
    The art of two Mickeys
    Classic splitscreens, traditional face replacements and new approaches to machine learning-assisted face swapping allowed for twinning shots in ‘Mickey 17’. An excerpt from issue #32 of befores & afters magazine. The art of representing two characters on screen at the same time has become known as ‘twinning’. For Mickey 17 visual effects supervisor Dan Glass, the effect of seeing both Mickey 17 and 18 together was one he looked to achieve with a variety of methodologies. “With a technique like that,” he says, “you always want to use a range of tricks, because you don’t want people to figure it out. You want to keep them like, ‘Oh, wait a minute. How did they…?” “Going back to the way that Director Bong is so prepared and organized,” adds Glass, “it again makes the world of difference with that kind of work, because he thumbnails every shot. Then, some of them are a bit more fleshed out in storyboards. You can look at it and go, ‘Okay, in this situation, this is what the camera’s doing, this is what the actor’s doing,’ which in itself is quite interesting, because he pre-thinks all of this. You’d think that the actors show up and basically just have to follow the steps like robots. It’s not like that. He gives them an environment to work in, but the shots do end up extraordinarily close to what he thumbnails, and it made it a lot simpler to go through.” Those different approaches to twinning ranged from simple splitscreens, to traditional face replacements, and then substantially with a machine learned AI approach, now usually termed ‘face swapping’. What made the twinning work a tougher task than usual, suggests Glass, was the fact that the two Pattinson characters are virtually identical. “Normally, when you’re doing some kind of face replacement, you’re comparing it to a memory of the face. But this was right in front of you as two Mickeys looking strikingly similar.” Here’s how a typical twinning shot was achieved, as described by Glass. “Because Mickey was mostly dressed the same, with only a slight hair change, we were able to have Robert play both roles and to do them one after another. Sometimes, you have to do these things where hair and makeup or costume has a significant variation, so you’re either waiting a long time, which slows production, or you’re coming back at another time to do the different roles, which always makes the process a lot more complicated to match, but we were able to do that immediately.” “Based on the design of the shot,” continues Glass, “I would recommend which of Robert’s parts should be shot first. This was most often determined by which role had more impact on the camera movement. A huge credit goes to Robert for his ability to flip between the roles so effortlessly.” In the film, Mickey 17 is more passive and Mickey 18 is more aggressive. Pattinson reflected the distinct characters in his actions, including for a moment in which they fight. This fight, overseen by stunt coordinator Paul Lowe, represented moments of close interaction between the two Mickeys. It was here that a body double was crucial in shooting. The body double was also relied upon for the classic twinning technique of shooting ‘dirty’ over-the- shoulder out of focus shots of the double—ie. 17 looking at 18. However, it was quickly determined that even these would need face replacement work. “Robert’s jawline is so distinct that even those had to be replaced or shot as split screens,” observes Glass. When the shot was a moving one, no motion control was employed. “I’ve never been a big advocate for motion control,” states Glass. “To me it’s applicable when you’re doing things like miniatures where you need many matching passes, but I think when performances are involved, it interferes too much. It slows down a production’s speed of movement, but it’s also restrictive. Performance and camera always benefit from more flexibility.” “It helped tremendously that Director Bong and DOP Darius Khondji shot quite classically with minimal crane and Steadicam moves,” says Glass. “So, a lot of the moves are pan and dolly. There are some Steadicams in there that we were sometimes able to do splitscreens on. I wasn’t always sure that we could get away with the splitscreen as we shot it, but since we were always shooting the two roles, we had the footage to assess the practicality later. We were always prepared to go down a CG or machine learning route, but where we could use the splitscreen, that was the preference.” The Hydralite rig, developed by Volucap. Source: https://volucap.com Rising Sun Pictures (visual effects supervisor Guido Wolter) handled the majority of twinning visual effects, completing them as splitscreen composites, 2D face replacements, and most notably via their machine learning toolset REVIZE, which utilized facial and body capture of Pattinson to train a model of his face and torso to swap for the double’s. A custom capture rig, dubbed the ‘Crazy Rig’ and now officially, The Hydralite, was devised and configured by Volucap to capture multiple angles of Robert on set in each lighting environment in order to produce the best possible reference for the machine learning algorithm. “For me, it was a completely legitimate use of the technique,” attests Glass, in terms of the machine learning approach. “All of the footage that we used to go into that process was captured on our movie for our movie. There’s nothing historic, or going through past libraries of footage, and it was all with Robert’s approval. I think the results were tremendous.” “It’s staggering to me as I watch the movie that the performances of each character are so flawlessly consistent throughout the film, because I know how much we were jumping around,” notes Glass. “I did encourage that we rehearse scenes ahead. Let’s say 17 was going to be the first role we captured, I’d have them rehearse it the other way around so that the double knew what he was going to do. Therefore, eyelines, movement, pacing and in instances where we were basically replacing the likeness of his head or even torso, we were still able to use the double’s performance and then map to that.” Read the full Mickey 17 issue of befores & afters magazine in PRINT from Amazon or as a DIGITAL EDITION on Patreon. Remember, you can also subscribe to the DIGITAL EDITION as a tier on the Patreon and get a new issue every time one is released. The post The art of two Mickeys appeared first on befores & afters.
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  • Best of Summer Game Fest 2025 trailers – Mortal Shell 2, Game Of Thrones and more

    Best of Summer Game Fest 2025 trailers – Mortal Shell 2, Game Of Thrones and more

    GameCentral

    Published June 7, 2025 3:33am

    Updated June 7, 2025 7:01am

    The Resident Evil and friends showWatch all the most interesting trailers from the biggest summer preview event of the year, including Sonic Racing: CrossWorlds, Code Vein 2, and Wu-Tang: Rise Of The Deceiver.
    You never know what you’re going to get with Summer Game Fest, the would-be replacement for E3 hosted by The Games Awards creator Geoff Keighley. Some years there’s tons of big name reveals and some years it’s mostly just AA and indie titles. This is one of those years.
    That doesn’t mean there was nothing of interest, but the mic drop reveal at the end of the two hour long show was Resident Evil Requiem, and it was by far the biggest game to be featured.
    Despite being only a day after the Nintendo Switch 2 launch, and Nintendo registered as a partner, the only time the console was even mentioned was a brief ad for Cyberpunk 2077: Ultimate Edition. Although that does probably increase the chances of a Nintendo Direct later in the month.
    There were a few notable trends for the games at this year’s Summer Game Fest: a lot of Soulslike titles with dark grey visuals, a lot of anime games, and plenty of live service titles still trying their luck at hitting the big time. So, if the thought of that doesn’t appeal you may find the pickings relatively thin. Although there’s also Jurassic World Evolution 3 and the Deadpool VR game if you fancy something different.
    Mortal Shell 2

    Expert, exclusive gaming analysis

    Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning.

    The first annoucement was Mortal Shell 2, a sequel to the 2020 Dark Souls clone that is still one of our favourite Soulslikes not made by FromSoftware. Developed by a mere 30-man teamthe sequel seems to be going for a more overt horror atmosphere, while there was a lot more gun combat than usual for the genre. It’s out sometime in 2026.
    Death Stranding 2: On The Beach
    It’s never a surprise to see Hideo Kojima at a Geoff Keighley event but the cut scene he decided to show for Death Stranding 2 was not exactly the most enthralling. It featured Luca Marinelli as Neil and his real-life wife Alyssa Jung as therapist Lucy, arguing about the fact that he’s forgotten who she is. Neil is apparently the villain of the piece, and the one dressed up in Solid Snake cosplay in some of the previous images. The game itself is out in just a few weeks, on June 26.
    Sonic Racing: CrossWorlds
    Sega had a strange little dig at Mario Kart World during their reveal of Sonic’s latest kart racer, pointing out that it has cross-play… even though Mario Kart is obviously only on Nintendo formats. The game looked good, but the focus of the demonstration was crossover characters from other games, including Hatsune Miku, Ichiban Kasuga from Like A Dragon, Joker from Persona 5, and Steve from Minecraft. The game will be released on September 25 for every format imaginable.
    Code Vein 2
    We’re really not sure the art style in this unexpected sequel to the 2019 Soulslike works very well, with its anime characters and realistic backdrops, but at least it’s something a bit different. The original didn’t seem quite successful enough to justify a follow-up, but the action looks good and at least it’s one Soulslike that’s not copying FromSoftware’s visuals as well as its gameplay. It’ll be released for Xbox Series X, PlayStation 5, and PC sometime next year.
    Game Of Thrones: War For Westeros
    It does seem madness that there’s never been a console action game based on Game Of Thrones. There still isn’t, but at least this real-time strategy game isn’t just some seedy mobile title. Unfortunately, the pre-rendered trailer never showed a hint of any gameplay, so there’s no clue as to what it’s actually like, but apparently it involves ‘ruthless free-for-all battles where trust is fleeting and power is everything’. It’s out next year and seems to be PC-only, which is a shame as it could have worked as a spiritual sequel to EA’s old Lord Of The Rings real-time strategies.
    Onimusha: Way Of The Sword
    It’s been a very busy week for Capcom this week, with Pragmata re-unveiled at the State of Play on Wednesday and Resident Evil Requiem being the big reveal at the end of Summer Game Fest. But we also got a new gameplay trailer for the reboot of Onimusha, which looks extremely pretty and continued the series’ tradition of not even trying to have anyone sound like they’re actually from Japan. There’s no release date yet, but it’s out next year on Xbox Series X/S, PlayStation 5, and PC.
    Felt That: Boxing
    One of the strangest reveals of the show was what seems to be a Muppet version of Punch-Out!!, with the potty-mouthed puppets taking part in what also probably counts as a homage to Rocky. The gameplay does seem almost identical to Nintendo’s old boxing game but hopefully there’s a bit more to it than that. The game doesn’t have a release date and is currently scheduled only for PC.
    ARC Raiders
    Expected to be the next big thing in online shooters, the only thing ARC Raiders has been missing is a release date, but it finally got that at Summer Game Fest. It’ll be out on October 30 for Xbox Series X/S, PlayStation 5, and PC, which is interesting because that’s right around the time you’d expect this year’s Call Of Duty to come out – and the new Battlefield, if EA launches it this year. ARC Raiders’ strong word of mouth gives it a head start though, which could make for an interesting autumn shootout.
    Out Of Words
    When we interviewed Jospeh Fares about Split Fiction, we asked him why he thought no one had ever tried to copy his games, despite their huge success. He didn’t know but finally another developer seems to have wondered the same thing and Out Of Words does look very reminiscent of It Takes Two in particular. The hand-crafted, stop motion visuals are neat though and it’s definitely one to watch, even if it doesn’t have a release date yet.
    Lego Voyagers
    Another game taking inspiration from Split Fiction, at least in the sense that it has a friend pass that means only one person has to own a copy of the game to play online co-op. It’s by the creators of the very good Lego Builder’s Journey and rather than being based on Lego licensed sets, or any other established toy line, it’s all about solving puzzles by building Lego structures. If it’s as good as Lego Builder’s Journey it’ll be doing very well indeed, although there’s no release date yet.
    Mixtape
    Between South Of Midnight and The Midnight Walk, and Out Of Words, stop motion animation Is suddenly very popular for video games. The art style in this new game from Annapurna was notably different though, and while we’re not entirely sure what’s going on in terms of the gameplay the 80s soundtrack sounds like it’ll be the best thing since GTA: Vice City.
    Acts Of Blood
    Made by just nine people in Indonesia, this very bloody looking beat ‘em-up looked extremely impressive, and also very reminiscent of the violence in Oldboy. We didn’t quite gather what was going on in terms of the story but we’re sure revenge has something to do with it, as you beat down hordes of goons and get a Mortal Kombat style view of an opponent’s skeleton, when you manage to put a big enough dent in it. It’ll be out on PC next summer.
    Scott Pilgrim EX
    We can’t say we’ve ever been fans of Scott Pilgrim, either the comics or the film, but the 2D graphics for this new scrolling beat ‘em-up look gorgeous. It’s clearly intended as follow-up to Ubisoft’s film tie-in from 2010, which was well received by many, and is by the same team behind Teenage Mutant Ninja Turtles: Shredder’s Revenge and Marvel Cosmic Invasion. It’ll be out on current and last gen consoles and PC next year.
    Hitman: World of Assassination
    Although 007 First Light did get a quick name check on stage, developer and publisher IO Interactive instead spent their time talking about Agent 47 in MindsEye and Mads Mikkelsen in Hitman: World of Assassination. He’ll be reprising the role of Le Chiffre as the latest elusive target in the game – a special character, usually played by a famous actor, that is only available to assassinate for 30 days, starting from today. That’s neat but it’s also interesting that it implied IO has a considerable amount of leeway with the Bond licence and what they can do with it.
    Lego Party!
    The other Lego game to be unveiled was an outrageously obvious clone of Mario Party, only with 300 different minifigures instead of the Mushroom Kingdom crew. These can be rearranged in trillions of different combinations, in order to compete for stars golden bricks and play 60 different mini-games. We’re big fans of Mario Partyso if this manages to be as fun as Nintendo’s games then we’re all for it. It’ll be release for both consoles and PC this year.
    Blighted
    A new game from Drinkbox Studios, makers of Guacamelee! and Nobody Saves The World is immediately of interest but this Diablo-esque role-player looks a bit more serious and horror tinged than their previous games. It also seems to be channelling Hades creator Supergiant Games, none of which is a bad thing. Whether it’s a Metroidvania or not isn’t clear but at certainly points in the trailer it definitely seems to have co-op. It’s not certain which formats it’s coming to but it’s out on PC next year.
    Infinitesimals
    A lot of people are probably going to compare this to online survival game Grounded, but the plot makes it sound like a more serious version of Pikmin, with aliens visiting Earth and battling with both insects and some sort of mechanical robot menace, as you search for your lost crew. It’s out for consoles and PC next year and while there’s very little concrete information on the gameplay the visuals certainly look impressive.
    Wu-Tang: Rise Of The Deceiver
    Whether you care about the Wu-Tang Clan or not this had some of the nicest visuals of any game at the show. They seemed fairly obviously influenced by the Into The Spider-Verse movies, but that’s no bad thing, and we’re only surprised that hasn’t happened before. The idea of a Wu-Tan action role-playing game was leaked quite a while ago, where it was described as Diablo meets Hi-Fi Rush, which does seem to fit with what you see in the trailer. There’s no release date so far.
    Into The Unwell
    There were a lot of great looking games at the show, but this might have been our favourite, with its 40s style animation reminiscent of a 3D Cuphead. It’s a bit hard to tell exactly what’s going on with the story but you seem to be playing an alcohol abusing cartoon character who’s been tricked by the Devil into… taking part in a third person action roguelite, that also has three-player co-op. There’s no release date but if it looks as good as it plays it’ll be doing very well indeed.
    Stranger than Heaven
    The final reveal before Resident Evil Requiem was what was previously codenamed Project Century and while it looks like a Yakuza spin-off it’s not actually part of the franchise, even though it’s by the same developer. Sega didn’t explain much, but when the game was first introduced it was set in Japan in 1915 and yet this trailer is set in 1943.

    More Trending

    Given the codename that probably implies you’re playing in multiple time periods across the whole century. There was no mention of formats or a release date though, so it’s probably still quite a while away from release.

    Resident Evil Requiem was the biggest news of the nightEmail gamecentral@metro.co.uk, leave a comment below, follow us on Twitter.
    To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here.
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    #best #summer #game #fest #trailers
    Best of Summer Game Fest 2025 trailers – Mortal Shell 2, Game Of Thrones and more
    Best of Summer Game Fest 2025 trailers – Mortal Shell 2, Game Of Thrones and more GameCentral Published June 7, 2025 3:33am Updated June 7, 2025 7:01am The Resident Evil and friends showWatch all the most interesting trailers from the biggest summer preview event of the year, including Sonic Racing: CrossWorlds, Code Vein 2, and Wu-Tang: Rise Of The Deceiver. You never know what you’re going to get with Summer Game Fest, the would-be replacement for E3 hosted by The Games Awards creator Geoff Keighley. Some years there’s tons of big name reveals and some years it’s mostly just AA and indie titles. This is one of those years. That doesn’t mean there was nothing of interest, but the mic drop reveal at the end of the two hour long show was Resident Evil Requiem, and it was by far the biggest game to be featured. Despite being only a day after the Nintendo Switch 2 launch, and Nintendo registered as a partner, the only time the console was even mentioned was a brief ad for Cyberpunk 2077: Ultimate Edition. Although that does probably increase the chances of a Nintendo Direct later in the month. There were a few notable trends for the games at this year’s Summer Game Fest: a lot of Soulslike titles with dark grey visuals, a lot of anime games, and plenty of live service titles still trying their luck at hitting the big time. So, if the thought of that doesn’t appeal you may find the pickings relatively thin. Although there’s also Jurassic World Evolution 3 and the Deadpool VR game if you fancy something different. Mortal Shell 2 Expert, exclusive gaming analysis Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. The first annoucement was Mortal Shell 2, a sequel to the 2020 Dark Souls clone that is still one of our favourite Soulslikes not made by FromSoftware. Developed by a mere 30-man teamthe sequel seems to be going for a more overt horror atmosphere, while there was a lot more gun combat than usual for the genre. It’s out sometime in 2026. Death Stranding 2: On The Beach It’s never a surprise to see Hideo Kojima at a Geoff Keighley event but the cut scene he decided to show for Death Stranding 2 was not exactly the most enthralling. It featured Luca Marinelli as Neil and his real-life wife Alyssa Jung as therapist Lucy, arguing about the fact that he’s forgotten who she is. Neil is apparently the villain of the piece, and the one dressed up in Solid Snake cosplay in some of the previous images. The game itself is out in just a few weeks, on June 26. Sonic Racing: CrossWorlds Sega had a strange little dig at Mario Kart World during their reveal of Sonic’s latest kart racer, pointing out that it has cross-play… even though Mario Kart is obviously only on Nintendo formats. The game looked good, but the focus of the demonstration was crossover characters from other games, including Hatsune Miku, Ichiban Kasuga from Like A Dragon, Joker from Persona 5, and Steve from Minecraft. The game will be released on September 25 for every format imaginable. Code Vein 2 We’re really not sure the art style in this unexpected sequel to the 2019 Soulslike works very well, with its anime characters and realistic backdrops, but at least it’s something a bit different. The original didn’t seem quite successful enough to justify a follow-up, but the action looks good and at least it’s one Soulslike that’s not copying FromSoftware’s visuals as well as its gameplay. It’ll be released for Xbox Series X, PlayStation 5, and PC sometime next year. Game Of Thrones: War For Westeros It does seem madness that there’s never been a console action game based on Game Of Thrones. There still isn’t, but at least this real-time strategy game isn’t just some seedy mobile title. Unfortunately, the pre-rendered trailer never showed a hint of any gameplay, so there’s no clue as to what it’s actually like, but apparently it involves ‘ruthless free-for-all battles where trust is fleeting and power is everything’. It’s out next year and seems to be PC-only, which is a shame as it could have worked as a spiritual sequel to EA’s old Lord Of The Rings real-time strategies. Onimusha: Way Of The Sword It’s been a very busy week for Capcom this week, with Pragmata re-unveiled at the State of Play on Wednesday and Resident Evil Requiem being the big reveal at the end of Summer Game Fest. But we also got a new gameplay trailer for the reboot of Onimusha, which looks extremely pretty and continued the series’ tradition of not even trying to have anyone sound like they’re actually from Japan. There’s no release date yet, but it’s out next year on Xbox Series X/S, PlayStation 5, and PC. Felt That: Boxing One of the strangest reveals of the show was what seems to be a Muppet version of Punch-Out!!, with the potty-mouthed puppets taking part in what also probably counts as a homage to Rocky. The gameplay does seem almost identical to Nintendo’s old boxing game but hopefully there’s a bit more to it than that. The game doesn’t have a release date and is currently scheduled only for PC. ARC Raiders Expected to be the next big thing in online shooters, the only thing ARC Raiders has been missing is a release date, but it finally got that at Summer Game Fest. It’ll be out on October 30 for Xbox Series X/S, PlayStation 5, and PC, which is interesting because that’s right around the time you’d expect this year’s Call Of Duty to come out – and the new Battlefield, if EA launches it this year. ARC Raiders’ strong word of mouth gives it a head start though, which could make for an interesting autumn shootout. Out Of Words When we interviewed Jospeh Fares about Split Fiction, we asked him why he thought no one had ever tried to copy his games, despite their huge success. He didn’t know but finally another developer seems to have wondered the same thing and Out Of Words does look very reminiscent of It Takes Two in particular. The hand-crafted, stop motion visuals are neat though and it’s definitely one to watch, even if it doesn’t have a release date yet. Lego Voyagers Another game taking inspiration from Split Fiction, at least in the sense that it has a friend pass that means only one person has to own a copy of the game to play online co-op. It’s by the creators of the very good Lego Builder’s Journey and rather than being based on Lego licensed sets, or any other established toy line, it’s all about solving puzzles by building Lego structures. If it’s as good as Lego Builder’s Journey it’ll be doing very well indeed, although there’s no release date yet. Mixtape Between South Of Midnight and The Midnight Walk, and Out Of Words, stop motion animation Is suddenly very popular for video games. The art style in this new game from Annapurna was notably different though, and while we’re not entirely sure what’s going on in terms of the gameplay the 80s soundtrack sounds like it’ll be the best thing since GTA: Vice City. Acts Of Blood Made by just nine people in Indonesia, this very bloody looking beat ‘em-up looked extremely impressive, and also very reminiscent of the violence in Oldboy. We didn’t quite gather what was going on in terms of the story but we’re sure revenge has something to do with it, as you beat down hordes of goons and get a Mortal Kombat style view of an opponent’s skeleton, when you manage to put a big enough dent in it. It’ll be out on PC next summer. Scott Pilgrim EX We can’t say we’ve ever been fans of Scott Pilgrim, either the comics or the film, but the 2D graphics for this new scrolling beat ‘em-up look gorgeous. It’s clearly intended as follow-up to Ubisoft’s film tie-in from 2010, which was well received by many, and is by the same team behind Teenage Mutant Ninja Turtles: Shredder’s Revenge and Marvel Cosmic Invasion. It’ll be out on current and last gen consoles and PC next year. Hitman: World of Assassination Although 007 First Light did get a quick name check on stage, developer and publisher IO Interactive instead spent their time talking about Agent 47 in MindsEye and Mads Mikkelsen in Hitman: World of Assassination. He’ll be reprising the role of Le Chiffre as the latest elusive target in the game – a special character, usually played by a famous actor, that is only available to assassinate for 30 days, starting from today. That’s neat but it’s also interesting that it implied IO has a considerable amount of leeway with the Bond licence and what they can do with it. Lego Party! The other Lego game to be unveiled was an outrageously obvious clone of Mario Party, only with 300 different minifigures instead of the Mushroom Kingdom crew. These can be rearranged in trillions of different combinations, in order to compete for stars golden bricks and play 60 different mini-games. We’re big fans of Mario Partyso if this manages to be as fun as Nintendo’s games then we’re all for it. It’ll be release for both consoles and PC this year. Blighted A new game from Drinkbox Studios, makers of Guacamelee! and Nobody Saves The World is immediately of interest but this Diablo-esque role-player looks a bit more serious and horror tinged than their previous games. It also seems to be channelling Hades creator Supergiant Games, none of which is a bad thing. Whether it’s a Metroidvania or not isn’t clear but at certainly points in the trailer it definitely seems to have co-op. It’s not certain which formats it’s coming to but it’s out on PC next year. Infinitesimals A lot of people are probably going to compare this to online survival game Grounded, but the plot makes it sound like a more serious version of Pikmin, with aliens visiting Earth and battling with both insects and some sort of mechanical robot menace, as you search for your lost crew. It’s out for consoles and PC next year and while there’s very little concrete information on the gameplay the visuals certainly look impressive. Wu-Tang: Rise Of The Deceiver Whether you care about the Wu-Tang Clan or not this had some of the nicest visuals of any game at the show. They seemed fairly obviously influenced by the Into The Spider-Verse movies, but that’s no bad thing, and we’re only surprised that hasn’t happened before. The idea of a Wu-Tan action role-playing game was leaked quite a while ago, where it was described as Diablo meets Hi-Fi Rush, which does seem to fit with what you see in the trailer. There’s no release date so far. Into The Unwell There were a lot of great looking games at the show, but this might have been our favourite, with its 40s style animation reminiscent of a 3D Cuphead. It’s a bit hard to tell exactly what’s going on with the story but you seem to be playing an alcohol abusing cartoon character who’s been tricked by the Devil into… taking part in a third person action roguelite, that also has three-player co-op. There’s no release date but if it looks as good as it plays it’ll be doing very well indeed. Stranger than Heaven The final reveal before Resident Evil Requiem was what was previously codenamed Project Century and while it looks like a Yakuza spin-off it’s not actually part of the franchise, even though it’s by the same developer. Sega didn’t explain much, but when the game was first introduced it was set in Japan in 1915 and yet this trailer is set in 1943. More Trending Given the codename that probably implies you’re playing in multiple time periods across the whole century. There was no mention of formats or a release date though, so it’s probably still quite a while away from release. Resident Evil Requiem was the biggest news of the nightEmail gamecentral@metro.co.uk, leave a comment below, follow us on Twitter. To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy #best #summer #game #fest #trailers
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    Best of Summer Game Fest 2025 trailers – Mortal Shell 2, Game Of Thrones and more
    Best of Summer Game Fest 2025 trailers – Mortal Shell 2, Game Of Thrones and more GameCentral Published June 7, 2025 3:33am Updated June 7, 2025 7:01am The Resident Evil and friends show (YouTube) Watch all the most interesting trailers from the biggest summer preview event of the year, including Sonic Racing: CrossWorlds, Code Vein 2, and Wu-Tang: Rise Of The Deceiver. You never know what you’re going to get with Summer Game Fest, the would-be replacement for E3 hosted by The Games Awards creator Geoff Keighley. Some years there’s tons of big name reveals and some years it’s mostly just AA and indie titles. This is one of those years. That doesn’t mean there was nothing of interest, but the mic drop reveal at the end of the two hour long show was Resident Evil Requiem, and it was by far the biggest game to be featured. Despite being only a day after the Nintendo Switch 2 launch, and Nintendo registered as a partner, the only time the console was even mentioned was a brief ad for Cyberpunk 2077: Ultimate Edition. Although that does probably increase the chances of a Nintendo Direct later in the month. There were a few notable trends for the games at this year’s Summer Game Fest: a lot of Soulslike titles with dark grey visuals, a lot of anime games, and plenty of live service titles still trying their luck at hitting the big time. So, if the thought of that doesn’t appeal you may find the pickings relatively thin. Although there’s also Jurassic World Evolution 3 and the Deadpool VR game if you fancy something different. Mortal Shell 2 Expert, exclusive gaming analysis Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. The first annoucement was Mortal Shell 2, a sequel to the 2020 Dark Souls clone that is still one of our favourite Soulslikes not made by FromSoftware. Developed by a mere 30-man team (Keighley was keen to highlight that many of the games were by surprisingly small developers) the sequel seems to be going for a more overt horror atmosphere, while there was a lot more gun combat than usual for the genre. It’s out sometime in 2026. Death Stranding 2: On The Beach It’s never a surprise to see Hideo Kojima at a Geoff Keighley event but the cut scene he decided to show for Death Stranding 2 was not exactly the most enthralling. It featured Luca Marinelli as Neil and his real-life wife Alyssa Jung as therapist Lucy, arguing about the fact that he’s forgotten who she is. Neil is apparently the villain of the piece, and the one dressed up in Solid Snake cosplay in some of the previous images. The game itself is out in just a few weeks, on June 26. Sonic Racing: CrossWorlds Sega had a strange little dig at Mario Kart World during their reveal of Sonic’s latest kart racer, pointing out that it has cross-play… even though Mario Kart is obviously only on Nintendo formats. The game looked good, but the focus of the demonstration was crossover characters from other games, including Hatsune Miku, Ichiban Kasuga from Like A Dragon, Joker from Persona 5, and Steve from Minecraft. The game will be released on September 25 for every format imaginable. Code Vein 2 We’re really not sure the art style in this unexpected sequel to the 2019 Soulslike works very well, with its anime characters and realistic backdrops, but at least it’s something a bit different. The original didn’t seem quite successful enough to justify a follow-up, but the action looks good and at least it’s one Soulslike that’s not copying FromSoftware’s visuals as well as its gameplay. It’ll be released for Xbox Series X, PlayStation 5, and PC sometime next year. Game Of Thrones: War For Westeros It does seem madness that there’s never been a console action game based on Game Of Thrones. There still isn’t, but at least this real-time strategy game isn’t just some seedy mobile title. Unfortunately, the pre-rendered trailer never showed a hint of any gameplay, so there’s no clue as to what it’s actually like, but apparently it involves ‘ruthless free-for-all battles where trust is fleeting and power is everything’. It’s out next year and seems to be PC-only, which is a shame as it could have worked as a spiritual sequel to EA’s old Lord Of The Rings real-time strategies. Onimusha: Way Of The Sword It’s been a very busy week for Capcom this week, with Pragmata re-unveiled at the State of Play on Wednesday and Resident Evil Requiem being the big reveal at the end of Summer Game Fest. But we also got a new gameplay trailer for the reboot of Onimusha, which looks extremely pretty and continued the series’ tradition of not even trying to have anyone sound like they’re actually from Japan (like Resident Evil, the originals only had English voiceovers). There’s no release date yet, but it’s out next year on Xbox Series X/S, PlayStation 5, and PC. Felt That: Boxing One of the strangest reveals of the show was what seems to be a Muppet version of Punch-Out!!, with the potty-mouthed puppets taking part in what also probably counts as a homage to Rocky. The gameplay does seem almost identical to Nintendo’s old boxing game but hopefully there’s a bit more to it than that. The game doesn’t have a release date and is currently scheduled only for PC. ARC Raiders Expected to be the next big thing in online shooters, the only thing ARC Raiders has been missing is a release date, but it finally got that at Summer Game Fest. It’ll be out on October 30 for Xbox Series X/S, PlayStation 5, and PC, which is interesting because that’s right around the time you’d expect this year’s Call Of Duty to come out – and the new Battlefield, if EA launches it this year. ARC Raiders’ strong word of mouth gives it a head start though, which could make for an interesting autumn shootout. Out Of Words When we interviewed Jospeh Fares about Split Fiction, we asked him why he thought no one had ever tried to copy his games, despite their huge success. He didn’t know but finally another developer seems to have wondered the same thing and Out Of Words does look very reminiscent of It Takes Two in particular. The hand-crafted, stop motion visuals are neat though and it’s definitely one to watch, even if it doesn’t have a release date yet. Lego Voyagers Another game taking inspiration from Split Fiction, at least in the sense that it has a friend pass that means only one person has to own a copy of the game to play online co-op. It’s by the creators of the very good Lego Builder’s Journey and rather than being based on Lego licensed sets, or any other established toy line, it’s all about solving puzzles by building Lego structures. If it’s as good as Lego Builder’s Journey it’ll be doing very well indeed, although there’s no release date yet. Mixtape Between South Of Midnight and The Midnight Walk, and Out Of Words, stop motion animation Is suddenly very popular for video games. The art style in this new game from Annapurna was notably different though, and while we’re not entirely sure what’s going on in terms of the gameplay the 80s soundtrack sounds like it’ll be the best thing since GTA: Vice City. Acts Of Blood Made by just nine people in Indonesia, this very bloody looking beat ‘em-up looked extremely impressive, and also very reminiscent of the violence in Oldboy. We didn’t quite gather what was going on in terms of the story but we’re sure revenge has something to do with it, as you beat down hordes of goons and get a Mortal Kombat style view of an opponent’s skeleton, when you manage to put a big enough dent in it. It’ll be out on PC next summer. Scott Pilgrim EX We can’t say we’ve ever been fans of Scott Pilgrim, either the comics or the film, but the 2D graphics for this new scrolling beat ‘em-up look gorgeous. It’s clearly intended as follow-up to Ubisoft’s film tie-in from 2010, which was well received by many, and is by the same team behind Teenage Mutant Ninja Turtles: Shredder’s Revenge and Marvel Cosmic Invasion (which was also at Summer Game Fest and announced Rocket Racoon and She-Hulk as characters). It’ll be out on current and last gen consoles and PC next year. Hitman: World of Assassination Although 007 First Light did get a quick name check on stage, developer and publisher IO Interactive instead spent their time talking about Agent 47 in MindsEye and Mads Mikkelsen in Hitman: World of Assassination (aka Hitman 3). He’ll be reprising the role of Le Chiffre as the latest elusive target in the game – a special character, usually played by a famous actor, that is only available to assassinate for 30 days, starting from today. That’s neat but it’s also interesting that it implied IO has a considerable amount of leeway with the Bond licence and what they can do with it. Lego Party! The other Lego game to be unveiled was an outrageously obvious clone of Mario Party, only with 300 different minifigures instead of the Mushroom Kingdom crew. These can be rearranged in trillions of different combinations, in order to compete for stars golden bricks and play 60 different mini-games. We’re big fans of Mario Party (and Lego) so if this manages to be as fun as Nintendo’s games then we’re all for it. It’ll be release for both consoles and PC this year. Blighted A new game from Drinkbox Studios, makers of Guacamelee! and Nobody Saves The World is immediately of interest but this Diablo-esque role-player looks a bit more serious and horror tinged than their previous games. It also seems to be channelling Hades creator Supergiant Games, none of which is a bad thing. Whether it’s a Metroidvania or not isn’t clear but at certainly points in the trailer it definitely seems to have co-op. It’s not certain which formats it’s coming to but it’s out on PC next year. Infinitesimals A lot of people are probably going to compare this to online survival game Grounded, but the plot makes it sound like a more serious version of Pikmin, with aliens visiting Earth and battling with both insects and some sort of mechanical robot menace, as you search for your lost crew. It’s out for consoles and PC next year and while there’s very little concrete information on the gameplay the visuals certainly look impressive. Wu-Tang: Rise Of The Deceiver Whether you care about the Wu-Tang Clan or not this had some of the nicest visuals of any game at the show. They seemed fairly obviously influenced by the Into The Spider-Verse movies, but that’s no bad thing, and we’re only surprised that hasn’t happened before. The idea of a Wu-Tan action role-playing game was leaked quite a while ago, where it was described as Diablo meets Hi-Fi Rush, which does seem to fit with what you see in the trailer. There’s no release date so far. Into The Unwell There were a lot of great looking games at the show, but this might have been our favourite, with its 40s style animation reminiscent of a 3D Cuphead. It’s a bit hard to tell exactly what’s going on with the story but you seem to be playing an alcohol abusing cartoon character who’s been tricked by the Devil into… taking part in a third person action roguelite, that also has three-player co-op. There’s no release date but if it looks as good as it plays it’ll be doing very well indeed. Stranger than Heaven The final reveal before Resident Evil Requiem was what was previously codenamed Project Century and while it looks like a Yakuza spin-off it’s not actually part of the franchise, even though it’s by the same developer. Sega didn’t explain much, but when the game was first introduced it was set in Japan in 1915 and yet this trailer is set in 1943 (i.e. in the middle of the Second World War). More Trending Given the codename that probably implies you’re playing in multiple time periods across the whole century. There was no mention of formats or a release date though, so it’s probably still quite a while away from release. Resident Evil Requiem was the biggest news of the night (YouTube) Email gamecentral@metro.co.uk, leave a comment below, follow us on Twitter. To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy
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  • Resident Evil 9 returns to Raccoon City, coming next February

    Something to look forward to: This year's Summer Game Fest presentation ended with a reveal trailer for Resident Evil Requiem, which Capcom confirmed is the ninth mainline title in the long-running survival horror game series. Details on the upcoming title are scant, but it is set to launch on PC and current-generation consoles in a few months.
    Capcom has not yet revealed gameplay details for Resident Evil Requiem, as the initial trailer focuses on the story, characters, and locations. The game's scenario appears to draw heavily from the franchise's history, likely to celebrate the 30th anniversary of the original Resident Evil's 1996 release.
    Much of the trailer highlights the ruins of Raccoon City, suggesting that players will revisit the setting of the series' first three entries. Brief shots clearly show the decayed remains of the city's police station – where much of Resident Evil 2 and 3 took place – with layouts that appear nearly identical to those in the 2019 and 2020 remakes.

    Another shot depicts the city's deserted landscape, featuring a crater at its center left by the missile that destroyed the town following the events of RE3. Additionally, the game's protagonist is FBI agent Grace Ashcroft, the daughter of one of the main characters from Resident Evil Outbreak, an online multiplayer spin-off released for the PlayStation 2 in 2003.
    The game's website mentions technological advancements, suggesting it will showcase the next evolution of Capcom's RE Engine. This graphics engine debuted in 2017 with Resident Evil 7, which was known for its impressive level of realism and surprisingly fast performance.

    However, more recent titles using the engine, such as Dragon's Dogma II and the enormously successful Monster Hunter Wilds, are far more demanding, in part due to their massive open-world environments.
    Capcom's shift toward open-world games has led some to speculate that the next Resident Evil title might adopt a similar gameplay structure, representing a stark contrast to the franchise's traditional preference for isolated locations. A ruined city would provide a fitting backdrop for such a radical change, but it's difficult to say what Capcom has planned.
    // Related Stories

    Other games revealed this week include Atomic Heart II, Game of Thrones: War for Westeros, Dying Light: The Beast, Lego Voyagers, Killer Inn, Felt That Boxing, Nioh 3, 007 First Light, Lumines Arise, Marvel Tōkon, Thief VR, Mortal Kombat Legacy Kollection, and more. More new titles are expected to debut this weekend during the Xbox Games Showcase 2025 on Sunday, June 8, at 1 pm ET.
    Resident Evil Requiem launches on February 27 on Steam, PlayStation 5, and Xbox Series consoles.
    #resident #evil #returns #raccoon #city
    Resident Evil 9 returns to Raccoon City, coming next February
    Something to look forward to: This year's Summer Game Fest presentation ended with a reveal trailer for Resident Evil Requiem, which Capcom confirmed is the ninth mainline title in the long-running survival horror game series. Details on the upcoming title are scant, but it is set to launch on PC and current-generation consoles in a few months. Capcom has not yet revealed gameplay details for Resident Evil Requiem, as the initial trailer focuses on the story, characters, and locations. The game's scenario appears to draw heavily from the franchise's history, likely to celebrate the 30th anniversary of the original Resident Evil's 1996 release. Much of the trailer highlights the ruins of Raccoon City, suggesting that players will revisit the setting of the series' first three entries. Brief shots clearly show the decayed remains of the city's police station – where much of Resident Evil 2 and 3 took place – with layouts that appear nearly identical to those in the 2019 and 2020 remakes. Another shot depicts the city's deserted landscape, featuring a crater at its center left by the missile that destroyed the town following the events of RE3. Additionally, the game's protagonist is FBI agent Grace Ashcroft, the daughter of one of the main characters from Resident Evil Outbreak, an online multiplayer spin-off released for the PlayStation 2 in 2003. The game's website mentions technological advancements, suggesting it will showcase the next evolution of Capcom's RE Engine. This graphics engine debuted in 2017 with Resident Evil 7, which was known for its impressive level of realism and surprisingly fast performance. However, more recent titles using the engine, such as Dragon's Dogma II and the enormously successful Monster Hunter Wilds, are far more demanding, in part due to their massive open-world environments. Capcom's shift toward open-world games has led some to speculate that the next Resident Evil title might adopt a similar gameplay structure, representing a stark contrast to the franchise's traditional preference for isolated locations. A ruined city would provide a fitting backdrop for such a radical change, but it's difficult to say what Capcom has planned. // Related Stories Other games revealed this week include Atomic Heart II, Game of Thrones: War for Westeros, Dying Light: The Beast, Lego Voyagers, Killer Inn, Felt That Boxing, Nioh 3, 007 First Light, Lumines Arise, Marvel Tōkon, Thief VR, Mortal Kombat Legacy Kollection, and more. More new titles are expected to debut this weekend during the Xbox Games Showcase 2025 on Sunday, June 8, at 1 pm ET. Resident Evil Requiem launches on February 27 on Steam, PlayStation 5, and Xbox Series consoles. #resident #evil #returns #raccoon #city
    WWW.TECHSPOT.COM
    Resident Evil 9 returns to Raccoon City, coming next February
    Something to look forward to: This year's Summer Game Fest presentation ended with a reveal trailer for Resident Evil Requiem, which Capcom confirmed is the ninth mainline title in the long-running survival horror game series. Details on the upcoming title are scant, but it is set to launch on PC and current-generation consoles in a few months. Capcom has not yet revealed gameplay details for Resident Evil Requiem, as the initial trailer focuses on the story, characters, and locations. The game's scenario appears to draw heavily from the franchise's history, likely to celebrate the 30th anniversary of the original Resident Evil's 1996 release. Much of the trailer highlights the ruins of Raccoon City, suggesting that players will revisit the setting of the series' first three entries. Brief shots clearly show the decayed remains of the city's police station – where much of Resident Evil 2 and 3 took place – with layouts that appear nearly identical to those in the 2019 and 2020 remakes. Another shot depicts the city's deserted landscape, featuring a crater at its center left by the missile that destroyed the town following the events of RE3. Additionally, the game's protagonist is FBI agent Grace Ashcroft, the daughter of one of the main characters from Resident Evil Outbreak, an online multiplayer spin-off released for the PlayStation 2 in 2003. The game's website mentions technological advancements, suggesting it will showcase the next evolution of Capcom's RE Engine. This graphics engine debuted in 2017 with Resident Evil 7, which was known for its impressive level of realism and surprisingly fast performance. However, more recent titles using the engine, such as Dragon's Dogma II and the enormously successful Monster Hunter Wilds, are far more demanding, in part due to their massive open-world environments. Capcom's shift toward open-world games has led some to speculate that the next Resident Evil title might adopt a similar gameplay structure, representing a stark contrast to the franchise's traditional preference for isolated locations. A ruined city would provide a fitting backdrop for such a radical change, but it's difficult to say what Capcom has planned. // Related Stories Other games revealed this week include Atomic Heart II, Game of Thrones: War for Westeros, Dying Light: The Beast, Lego Voyagers, Killer Inn, Felt That Boxing, Nioh 3, 007 First Light, Lumines Arise, Marvel Tōkon, Thief VR, Mortal Kombat Legacy Kollection, and more. More new titles are expected to debut this weekend during the Xbox Games Showcase 2025 on Sunday, June 8, at 1 pm ET. Resident Evil Requiem launches on February 27 on Steam, PlayStation 5, and Xbox Series consoles.
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  • The Invisible Visual Effects Secrets of ‘Severance’ with ILM’s Eric Leven

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

    Clayton Sandell is a Star Wars author and enthusiast, TV storyteller, and a longtime fan of the creative people who keep Industrial Light & Magic and Skywalker Sound on the leading edge of visual effects and sound design. Follow him on InstagramBlueskyor X.
    #invisible #visual #effects #secrets #severance
    The Invisible Visual Effects Secrets of ‘Severance’ with ILM’s Eric Leven
    ILM teams with Ben Stiller and Apple TV+ to bring thousands of seamless visual effects shots to the hit drama’s second season. By Clayton Sandell There are mysterious and important secrets to be uncovered in the second season of the wildly popular Apple TV+ series Severance. About 3,500 of them are hiding in plain sight. That’s roughly the number of visual effects shots helping tell the Severance story over 10 gripping episodes in the latest season, a collaborative effort led by Industrial Light & Magic. ILM’s Eric Leven served as the Severance season two production visual effects supervisor. We asked him to help pull back the curtain on some of the show’s impressive digital artistry that most viewers will probably never notice. “This is the first show I’ve ever done where it’s nothing but invisible effects,” Leven tells ILM.com. “It’s a really different calculus because nobody talks about them. And if you’ve done them well, they are invisible to the naked eye.” With so many season two shots to choose from, Leven helped us narrow down a list of his favorite visual effects sequences to five.Before we dig in, a word of caution. This article contains plot spoilers for Severance.Severance tells the story of Mark Scout, department chief of the secretive Severed Floor located in the basement level of Lumon Industries, a multinational biotech corporation. Mark S., as he’s known to his co-workers, heads up Macrodata Refinement, a department where employees help categorize numbers without knowing the true purpose of their work.  Mark and his team – Helly R., Dylan G., and Irving B., have all undergone a surgical procedure to “sever” their personal lives from their work lives. The chip embedded in their brains effectively creates two personalities that are sometimes at odds: an “Innie” during Lumon office hours and an “Outie” at home. “This is the first show I’ve ever done where it’s nothing but invisible effects. It’s a really different calculus because nobody talks about them. And if you’ve done them well, they are invisible to the naked eye.”Eric Leven 1. The Running ManThe season one finale ends on a major cliffhanger. Mark S. learns that his Outie’s wife, Gemma – believed killed in a car crash years ago – is actually alive somewhere inside the Lumon complex. Season two opens with Mark S. arriving at the Severed Floor in a desperate search for Gemma, who he only knows as her Innie persona, Ms. Casey. The fast-paced sequence is designed to look like a single, two-minute shot. It begins with the camera making a series of rapid and elaborate moves around a frantic Mark S. as he steps out of the elevator, into the Severed Floor lobby, and begins running through the hallways. “The nice thing about that sequence was that everyone knew it was going to be difficult and challenging,” Leven says, adding that executive producer and Episode 201 director, Ben Stiller, began by mapping out the hallway run with his team. Leven recommended that a previsualization sequence – provided by The Third Floor – would help the filmmakers refine their plan before cameras rolled. “While prevising it, we didn’t worry about how we would actually photograph anything. It was just, ‘These are the visuals we want to capture,’” Leven says. “‘What does it look like for this guy to run down this hallway for two minutes? We’ll figure out how to shoot it later.’” The previs process helped determine how best to shoot the sequence, and also informed which parts of the soundstage set would have to be digitally replaced. The first shot was captured by a camera mounted on a Bolt X Cinebot motion-control arm provided by The Garage production company. The size of the motion-control setup, however, meant it could not fit in the confined space of an elevator or the existing hallways. “We couldn’t actually shoot in the elevator,” Leven says. “The whole elevator section of the set was removed and was replaced with computer graphics.” In addition to the elevator, ILM artists replaced portions of the floor, furniture, and an entire lobby wall, even adding a reflection of Adam Scott into the elevator doors. As Scott begins running, he’s picked up by a second camera mounted on a more compact, stabilized gimbal that allows the operator to quickly run behind and sometimes in front of the actor as he darts down different hallways. ILM seamlessly combined the first two Mark S. plates in a 2D composite. “Part of that is the magic of the artists at ILM who are doing that blend. But I have to give credit to Adam Scott because he ran the same way in both cameras without really being instructed,” says Leven. “Lucky for us, he led with the same foot. He used the same arm. I remember seeing it on the set, and I did a quick-and-dirty blend right there and thought, ‘Oh my gosh, this is going to work.’ So it was really nice.” The action continues at a frenetic pace, ultimately combining ten different shots to complete the sequence. “We didn’t want the very standard sleight of hand that you’ve seen a lot where you do a wipe across the white hallway,” Leven explains. “We tried to vary that as much as possible because we didn’t want to give away the gag. So, there are times when the camera will wipe across a hallway, and it’s not a computer graphics wipe. We’d hide the wipe somewhere else.” A slightly more complicated illusion comes as the camera sweeps around Mark S. from back to front as he barrels down another long hallway. “There was no way to get the camera to spin around Mark while he is running because there’s physically not enough room for the camera there,” says Leven. To capture the shot, Adam Scott ran on a treadmill placed on a green screen stage as the camera maneuvered around him. At that point, the entire hallway environment is made with computer graphics. Artists even added a few extra frames of the actor to help connect one shot to the next, selling the illusion of a single continuous take. “We painted in a bit of Adam Scott running around the corner. So if you freeze and look through it, you’ll see a bit of his heel. He never completely clears the frame,” Leven points out. Leven says ILM also provided Ben Stiller with options when it came to digitally changing up the look of Lumon’s sterile hallways: sometimes adding extra doors, vents, or even switching door handles. “I think Ben was very excited about having this opportunity,” says Leven. “He had never had a complete, fully computer graphics version of these hallways before. And now he was able to do things that he was never able to do in season one.”. 2. Let it SnowThe MDR team – Mark, Helly, Dylan, and Irving – unexpectedly find themselves in the snowy wilderness as part of a two-day Lumon Outdoor Retreat and Team-Building Occurrence, or ORTBO.  Exterior scenes were shot on location at Minnewaska State Park Preserve in New York. Throughout the ORTBO sequence, ILM performed substantial environment enhancements, making trees and landscapes appear far snowier than they were during the shoot. “It’s really nice to get the actors out there in the cold and see their breath,” Leven says. “It just wasn’t snowy during the shoot. Nearly every exterior shot was either replaced or enhanced with snow.” For a shot of Irving standing on a vast frozen lake, for example, virtually every element in the location plate – including an unfrozen lake, mountains, and trees behind actor John Turturro – was swapped out for a CG environment. Wide shots of a steep, rocky wall Irving must scale to reach his co-workers were also completely digital. Eventually, the MDR team discovers a waterfall that marks their arrival at a place called Woe’s Hollow. The location – the state park’s real-life Awosting Falls – also got extensive winter upgrades from ILM, including much more snow covering the ground and trees, an ice-covered pond, and hundreds of icicles clinging to the rocky walls. “To make it fit in the world of Severance, there’s a ton of work that has to happen,” Leven tells ILM.com.. 3. Welcome to LumonThe historic Bell Labs office complex, now known as Bell Works in Holmdel Township, New Jersey, stands in as the fictional Lumon Industries headquarters building. Exterior shots often underwent a significant digital metamorphosis, with artists transforming areas of green grass into snow-covered terrain, inserting a CG water tower, and rendering hundreds of 1980s-era cars to fill the parking lot. “We’re always adding cars, we’re always adding snow. We’re changing, subtly, the shape and the layout of the design,” says Leven. “We’re seeing new angles that we’ve never seen before. On the roof of Lumon, for example, the air conditioning units are specifically designed and created with computer graphics.” In real life, the complex is surrounded by dozens of houses, requiring the digital erasure of entire neighborhoods. “All of that is taken out,” Leven explains. “CG trees are put in, and new mountains are put in the background.” Episodes 202 and 203 feature several night scenes shot from outside the building looking in. In one sequence, a camera drone flying outside captured a long tracking shot of Helena Eaganmaking her way down a glass-enclosed walkway. The building’s atrium can be seen behind her, complete with a massive wall sculpture depicting company founder Kier Eagan. “We had to put the Kier sculpture in with the special lighting,” Leven reveals. “The entire atrium was computer graphics.” Artists completed the shot by adding CG reflections of the snowy parking lot to the side of the highly reflective building. “We have to replace what’s in the reflections because the real reflection is a parking lot with no snow or a parking lot with no cars,” explains Leven. “We’re often replacing all kinds of stuff that you wouldn’t think would need to be replaced.” Another nighttime scene shot from outside the building features Helena in a conference room overlooking the Lumon parking lot, which sits empty except for Mr. Milchickriding in on his motorcycle. “The top story, where she is standing, was practical,” says Leven, noting the shot was also captured using a drone hovering outside the window. “The second story below her was all computer graphics. Everything other than the building is computer graphics. They did shoot a motorcycle on location, getting as much practical reference as possible, but then it had to be digitally replaced after the fact to make it work with the rest of the shot.”. 4. Time in MotionEpisode seven reveals that MDR’s progress is being monitored by four dopplegang-ish observers in a control room one floor below, revealed via a complex move that has the camera traveling downward through a mass of data cables. “They built an oversize cable run, and they shot with small probe lenses. Visual effects helped by blending several plates together,” explains Leven. “It was a collaboration between many different departments, which was really nice. Visual effects helped with stuff that just couldn’t be shot for real. For example, when the camera exits the thin holes of the metal grate at the bottom of the floor, that grate is computer graphics.” The sequence continues with a sweeping motion-control time-lapse shot that travels around the control-room observers in a spiral pattern, a feat pulled off with an ingenious mix of technical innovation and old-school sleight of hand. A previs sequence from The Third Floor laid out the camera move, but because the Bolt arm motion-control rig could only travel on a straight track and cover roughly one-quarter of the required distance, The Garage came up with a way to break the shot into multiple passes. The passes would later be stitched together into one seemingly uninterrupted movement. The symmetrical set design – including the four identical workstations – helped complete the illusion, along with a clever solution that kept the four actors in the correct position relative to the camera. “The camera would basically get to the end of the track,” Leven explains. “Then everybody would switch positions 90 degrees. Everyone would get out of their chairs and move. The camera would go back to one, and it would look like one continuous move around in a circle because the room is perfectly symmetrical, and everything in it is perfectly symmetrical. We were able to move the actors, and it looks like the camera was going all the way around the room.” The final motion-control move switches from time-lapse back to real time as the camera passes by a workstation and reveals Mr. Drummondand Dr. Mauerstanding behind it. Leven notes that each pass was completed with just one take. 5. Mark vs. MarkThe Severance season two finale begins with an increasingly tense conversation between Innie Mark and Outie Mark, as the two personas use a handheld video camera to send recorded messages back and forth. Their encounter takes place at night in a Lumon birthing cabin equipped with a severance threshold that allows Mark S. to become Mark Scout each time he steps outside and onto the balcony. The cabin set was built on a soundstage at York Studios in the Bronx, New York. The balcony section consisted of the snowy floor, two chairs, and a railing, all surrounded by a blue screen background. Everything else was up to ILM to create. “It was nice to have Ben’s trust that we could just do it,” Leven remembers. “He said, ‘Hey, you’re just going to make this look great, right?’ We said, ‘Yeah, no problem.’” Artists filled in the scene with CG water, mountains, and moonlight to match the on-set lighting and of course, more snow. As Mark Scout steps onto the balcony, the camera pulls back to a wide shot, revealing the cabin’s full exterior. “They built a part of the exterior of the set. But everything other than the windows, even the railing, was digitally replaced,” Leven says. “It was nice to have Bentrust that we could just do it. He said, ‘Hey, you’re just going to make this look great, right?’ We said, ‘Yeah, no problem.’”Eric Leven Bonus: Marching Band MagicFinally, our bonus visual effects shot appears roughly halfway through the season finale. To celebrate Mark S. completing the Cold Harbor file, Mr. Milchick orders up a marching band from Lumon’s Choreography and Merriment department. Band members pour into MDR, but Leven says roughly 15 to 20 shots required adding a few more digital duplicates. “They wanted it to look like MDR was filled with band members. And for several of the shots there were holes in there. It just didn’t feel full enough,” he says. In a shot featuring a God’s-eye view of MDR, band members hold dozens of white cards above their heads, forming a giant illustration of a smiling Mark S. with text that reads “100%.” “For the top shot, we had to find a different stage because the MDR ceiling is only about eight feet tall,” recalls Leven. “And Ben really pushed to have it done practically, which I think was the right call because you’ve already got the band members, you’ve made the costumes, you’ve got the instruments. Let’s find a place to shoot it.” To get the high shot, the production team set up on an empty soundstage, placing signature MDR-green carpet on the floor. A simple foam core mock-up of the team’s desks occupied the center of the frame, with the finished CG versions added later. Even without the restraints of the practical MDR walls and ceiling, the camera could only get enough height to capture about 30 band members in the shot. So the scene was digitally expanded, with artists adding more green carpet, CG walls, and about 50 more band members. “We painted in new band members, extracting what we could from the practical plate,” Leven says. “We moved them around; we added more, just to make it look as full as Ben wanted.” Every single white card in the shot, Leven points out, is completely digital.. A Mysterious and Important Collaboration With fans now fiercely debating the many twists and turns of Severance season two, Leven is quick to credit ILM’s two main visual effects collaborators: east side effects and Mango FX INC, as well as ILM studios and artists around the globe, including San Francisco, Vancouver, Singapore, Sydney, and Mumbai. Leven also believes Severance ultimately benefited from a successful creative partnership between ILM and Ben Stiller. “This one clicked so well, and it really made a difference on the show,” Leven says. “I think we both had the same sort of visual shorthand in terms of what we wanted things to look like. One of the things I love about working with Ben is that he’s obviously grounded in reality. He wants to shoot as much stuff real as possible, but then sometimes there’s a shot that will either come to him late or he just knows is impractical to shoot. And he knows that ILM can deliver it.” — Clayton Sandell is a Star Wars author and enthusiast, TV storyteller, and a longtime fan of the creative people who keep Industrial Light & Magic and Skywalker Sound on the leading edge of visual effects and sound design. Follow him on InstagramBlueskyor X. #invisible #visual #effects #secrets #severance
    WWW.ILM.COM
    The Invisible Visual Effects Secrets of ‘Severance’ with ILM’s Eric Leven
    ILM teams with Ben Stiller and Apple TV+ to bring thousands of seamless visual effects shots to the hit drama’s second season. By Clayton Sandell There are mysterious and important secrets to be uncovered in the second season of the wildly popular Apple TV+ series Severance (2022-present). About 3,500 of them are hiding in plain sight. That’s roughly the number of visual effects shots helping tell the Severance story over 10 gripping episodes in the latest season, a collaborative effort led by Industrial Light & Magic. ILM’s Eric Leven served as the Severance season two production visual effects supervisor. We asked him to help pull back the curtain on some of the show’s impressive digital artistry that most viewers will probably never notice. “This is the first show I’ve ever done where it’s nothing but invisible effects,” Leven tells ILM.com. “It’s a really different calculus because nobody talks about them. And if you’ve done them well, they are invisible to the naked eye.” With so many season two shots to choose from, Leven helped us narrow down a list of his favorite visual effects sequences to five. (As a bonus, we’ll also dive into an iconic season finale shot featuring the Mr. Milchick-led marching band.) Before we dig in, a word of caution. This article contains plot spoilers for Severance. (And in case you’re already wondering: No, the goats are not computer-graphics.) Severance tells the story of Mark Scout (Adam Scott), department chief of the secretive Severed Floor located in the basement level of Lumon Industries, a multinational biotech corporation. Mark S., as he’s known to his co-workers, heads up Macrodata Refinement (MDR), a department where employees help categorize numbers without knowing the true purpose of their work.  Mark and his team – Helly R. (Britt Lower), Dylan G. (Zach Cherry), and Irving B. (John Turturro), have all undergone a surgical procedure to “sever” their personal lives from their work lives. The chip embedded in their brains effectively creates two personalities that are sometimes at odds: an “Innie” during Lumon office hours and an “Outie” at home. “This is the first show I’ve ever done where it’s nothing but invisible effects. It’s a really different calculus because nobody talks about them. And if you’ve done them well, they are invisible to the naked eye.”Eric Leven 1. The Running Man (Episode 201: “Hello, Ms. Cobel”) The season one finale ends on a major cliffhanger. Mark S. learns that his Outie’s wife, Gemma – believed killed in a car crash years ago – is actually alive somewhere inside the Lumon complex. Season two opens with Mark S. arriving at the Severed Floor in a desperate search for Gemma, who he only knows as her Innie persona, Ms. Casey. The fast-paced sequence is designed to look like a single, two-minute shot. It begins with the camera making a series of rapid and elaborate moves around a frantic Mark S. as he steps out of the elevator, into the Severed Floor lobby, and begins running through the hallways. “The nice thing about that sequence was that everyone knew it was going to be difficult and challenging,” Leven says, adding that executive producer and Episode 201 director, Ben Stiller, began by mapping out the hallway run with his team. Leven recommended that a previsualization sequence – provided by The Third Floor – would help the filmmakers refine their plan before cameras rolled. “While prevising it, we didn’t worry about how we would actually photograph anything. It was just, ‘These are the visuals we want to capture,’” Leven says. “‘What does it look like for this guy to run down this hallway for two minutes? We’ll figure out how to shoot it later.’” The previs process helped determine how best to shoot the sequence, and also informed which parts of the soundstage set would have to be digitally replaced. The first shot was captured by a camera mounted on a Bolt X Cinebot motion-control arm provided by The Garage production company. The size of the motion-control setup, however, meant it could not fit in the confined space of an elevator or the existing hallways. “We couldn’t actually shoot in the elevator,” Leven says. “The whole elevator section of the set was removed and was replaced with computer graphics [CG].” In addition to the elevator, ILM artists replaced portions of the floor, furniture, and an entire lobby wall, even adding a reflection of Adam Scott into the elevator doors. As Scott begins running, he’s picked up by a second camera mounted on a more compact, stabilized gimbal that allows the operator to quickly run behind and sometimes in front of the actor as he darts down different hallways. ILM seamlessly combined the first two Mark S. plates in a 2D composite. “Part of that is the magic of the artists at ILM who are doing that blend. But I have to give credit to Adam Scott because he ran the same way in both cameras without really being instructed,” says Leven. “Lucky for us, he led with the same foot. He used the same arm. I remember seeing it on the set, and I did a quick-and-dirty blend right there and thought, ‘Oh my gosh, this is going to work.’ So it was really nice.” The action continues at a frenetic pace, ultimately combining ten different shots to complete the sequence. “We didn’t want the very standard sleight of hand that you’ve seen a lot where you do a wipe across the white hallway,” Leven explains. “We tried to vary that as much as possible because we didn’t want to give away the gag. So, there are times when the camera will wipe across a hallway, and it’s not a computer graphics wipe. We’d hide the wipe somewhere else.” A slightly more complicated illusion comes as the camera sweeps around Mark S. from back to front as he barrels down another long hallway. “There was no way to get the camera to spin around Mark while he is running because there’s physically not enough room for the camera there,” says Leven. To capture the shot, Adam Scott ran on a treadmill placed on a green screen stage as the camera maneuvered around him. At that point, the entire hallway environment is made with computer graphics. Artists even added a few extra frames of the actor to help connect one shot to the next, selling the illusion of a single continuous take. “We painted in a bit of Adam Scott running around the corner. So if you freeze and look through it, you’ll see a bit of his heel. He never completely clears the frame,” Leven points out. Leven says ILM also provided Ben Stiller with options when it came to digitally changing up the look of Lumon’s sterile hallways: sometimes adding extra doors, vents, or even switching door handles. “I think Ben was very excited about having this opportunity,” says Leven. “He had never had a complete, fully computer graphics version of these hallways before. And now he was able to do things that he was never able to do in season one.” (Credit: Apple TV+). 2. Let it Snow (Episode 204: “Woe’s Hollow”) The MDR team – Mark, Helly, Dylan, and Irving – unexpectedly find themselves in the snowy wilderness as part of a two-day Lumon Outdoor Retreat and Team-Building Occurrence, or ORTBO.  Exterior scenes were shot on location at Minnewaska State Park Preserve in New York. Throughout the ORTBO sequence, ILM performed substantial environment enhancements, making trees and landscapes appear far snowier than they were during the shoot. “It’s really nice to get the actors out there in the cold and see their breath,” Leven says. “It just wasn’t snowy during the shoot. Nearly every exterior shot was either replaced or enhanced with snow.” For a shot of Irving standing on a vast frozen lake, for example, virtually every element in the location plate – including an unfrozen lake, mountains, and trees behind actor John Turturro – was swapped out for a CG environment. Wide shots of a steep, rocky wall Irving must scale to reach his co-workers were also completely digital. Eventually, the MDR team discovers a waterfall that marks their arrival at a place called Woe’s Hollow. The location – the state park’s real-life Awosting Falls – also got extensive winter upgrades from ILM, including much more snow covering the ground and trees, an ice-covered pond, and hundreds of icicles clinging to the rocky walls. “To make it fit in the world of Severance, there’s a ton of work that has to happen,” Leven tells ILM.com. (Credit: Apple TV+). 3. Welcome to Lumon (Episode 202: “Goodbye, Mrs. Selvig” & Episode 203: “Who is Alive?”) The historic Bell Labs office complex, now known as Bell Works in Holmdel Township, New Jersey, stands in as the fictional Lumon Industries headquarters building. Exterior shots often underwent a significant digital metamorphosis, with artists transforming areas of green grass into snow-covered terrain, inserting a CG water tower, and rendering hundreds of 1980s-era cars to fill the parking lot. “We’re always adding cars, we’re always adding snow. We’re changing, subtly, the shape and the layout of the design,” says Leven. “We’re seeing new angles that we’ve never seen before. On the roof of Lumon, for example, the air conditioning units are specifically designed and created with computer graphics.” In real life, the complex is surrounded by dozens of houses, requiring the digital erasure of entire neighborhoods. “All of that is taken out,” Leven explains. “CG trees are put in, and new mountains are put in the background.” Episodes 202 and 203 feature several night scenes shot from outside the building looking in. In one sequence, a camera drone flying outside captured a long tracking shot of Helena Eagan (Helly R.’s Outie) making her way down a glass-enclosed walkway. The building’s atrium can be seen behind her, complete with a massive wall sculpture depicting company founder Kier Eagan. “We had to put the Kier sculpture in with the special lighting,” Leven reveals. “The entire atrium was computer graphics.” Artists completed the shot by adding CG reflections of the snowy parking lot to the side of the highly reflective building. “We have to replace what’s in the reflections because the real reflection is a parking lot with no snow or a parking lot with no cars,” explains Leven. “We’re often replacing all kinds of stuff that you wouldn’t think would need to be replaced.” Another nighttime scene shot from outside the building features Helena in a conference room overlooking the Lumon parking lot, which sits empty except for Mr. Milchick (Tramell Tillman) riding in on his motorcycle. “The top story, where she is standing, was practical,” says Leven, noting the shot was also captured using a drone hovering outside the window. “The second story below her was all computer graphics. Everything other than the building is computer graphics. They did shoot a motorcycle on location, getting as much practical reference as possible, but then it had to be digitally replaced after the fact to make it work with the rest of the shot.” (Credit: Apple TV+). 4. Time in Motion (Episode 207: “Chikhai Bardo”) Episode seven reveals that MDR’s progress is being monitored by four dopplegang-ish observers in a control room one floor below, revealed via a complex move that has the camera traveling downward through a mass of data cables. “They built an oversize cable run, and they shot with small probe lenses. Visual effects helped by blending several plates together,” explains Leven. “It was a collaboration between many different departments, which was really nice. Visual effects helped with stuff that just couldn’t be shot for real. For example, when the camera exits the thin holes of the metal grate at the bottom of the floor, that grate is computer graphics.” The sequence continues with a sweeping motion-control time-lapse shot that travels around the control-room observers in a spiral pattern, a feat pulled off with an ingenious mix of technical innovation and old-school sleight of hand. A previs sequence from The Third Floor laid out the camera move, but because the Bolt arm motion-control rig could only travel on a straight track and cover roughly one-quarter of the required distance, The Garage came up with a way to break the shot into multiple passes. The passes would later be stitched together into one seemingly uninterrupted movement. The symmetrical set design – including the four identical workstations – helped complete the illusion, along with a clever solution that kept the four actors in the correct position relative to the camera. “The camera would basically get to the end of the track,” Leven explains. “Then everybody would switch positions 90 degrees. Everyone would get out of their chairs and move. The camera would go back to one, and it would look like one continuous move around in a circle because the room is perfectly symmetrical, and everything in it is perfectly symmetrical. We were able to move the actors, and it looks like the camera was going all the way around the room.” The final motion-control move switches from time-lapse back to real time as the camera passes by a workstation and reveals Mr. Drummond (Ólafur Darri Ólafsson) and Dr. Mauer (Robby Benson) standing behind it. Leven notes that each pass was completed with just one take. 5. Mark vs. Mark (Episode 210: “Cold Harbor”) The Severance season two finale begins with an increasingly tense conversation between Innie Mark and Outie Mark, as the two personas use a handheld video camera to send recorded messages back and forth. Their encounter takes place at night in a Lumon birthing cabin equipped with a severance threshold that allows Mark S. to become Mark Scout each time he steps outside and onto the balcony. The cabin set was built on a soundstage at York Studios in the Bronx, New York. The balcony section consisted of the snowy floor, two chairs, and a railing, all surrounded by a blue screen background. Everything else was up to ILM to create. “It was nice to have Ben’s trust that we could just do it,” Leven remembers. “He said, ‘Hey, you’re just going to make this look great, right?’ We said, ‘Yeah, no problem.’” Artists filled in the scene with CG water, mountains, and moonlight to match the on-set lighting and of course, more snow. As Mark Scout steps onto the balcony, the camera pulls back to a wide shot, revealing the cabin’s full exterior. “They built a part of the exterior of the set. But everything other than the windows, even the railing, was digitally replaced,” Leven says. “It was nice to have Ben [Stiller’s] trust that we could just do it. He said, ‘Hey, you’re just going to make this look great, right?’ We said, ‘Yeah, no problem.’”Eric Leven Bonus: Marching Band Magic (Episode 210: “Cold Harbor”) Finally, our bonus visual effects shot appears roughly halfway through the season finale. To celebrate Mark S. completing the Cold Harbor file, Mr. Milchick orders up a marching band from Lumon’s Choreography and Merriment department. Band members pour into MDR, but Leven says roughly 15 to 20 shots required adding a few more digital duplicates. “They wanted it to look like MDR was filled with band members. And for several of the shots there were holes in there. It just didn’t feel full enough,” he says. In a shot featuring a God’s-eye view of MDR, band members hold dozens of white cards above their heads, forming a giant illustration of a smiling Mark S. with text that reads “100%.” “For the top shot, we had to find a different stage because the MDR ceiling is only about eight feet tall,” recalls Leven. “And Ben really pushed to have it done practically, which I think was the right call because you’ve already got the band members, you’ve made the costumes, you’ve got the instruments. Let’s find a place to shoot it.” To get the high shot, the production team set up on an empty soundstage, placing signature MDR-green carpet on the floor. A simple foam core mock-up of the team’s desks occupied the center of the frame, with the finished CG versions added later. Even without the restraints of the practical MDR walls and ceiling, the camera could only get enough height to capture about 30 band members in the shot. So the scene was digitally expanded, with artists adding more green carpet, CG walls, and about 50 more band members. “We painted in new band members, extracting what we could from the practical plate,” Leven says. “We moved them around; we added more, just to make it look as full as Ben wanted.” Every single white card in the shot, Leven points out, is completely digital. (Credit: Apple TV+). A Mysterious and Important Collaboration With fans now fiercely debating the many twists and turns of Severance season two, Leven is quick to credit ILM’s two main visual effects collaborators: east side effects and Mango FX INC, as well as ILM studios and artists around the globe, including San Francisco, Vancouver, Singapore, Sydney, and Mumbai. Leven also believes Severance ultimately benefited from a successful creative partnership between ILM and Ben Stiller. “This one clicked so well, and it really made a difference on the show,” Leven says. “I think we both had the same sort of visual shorthand in terms of what we wanted things to look like. One of the things I love about working with Ben is that he’s obviously grounded in reality. He wants to shoot as much stuff real as possible, but then sometimes there’s a shot that will either come to him late or he just knows is impractical to shoot. And he knows that ILM can deliver it.” — Clayton Sandell is a Star Wars author and enthusiast, TV storyteller, and a longtime fan of the creative people who keep Industrial Light & Magic and Skywalker Sound on the leading edge of visual effects and sound design. Follow him on Instagram (@claytonsandell) Bluesky (@claytonsandell.com) or X (@Clayton_Sandell).
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  • The latest robot vacuum innovation will leave clean freaks drooling (and it's $450 off)

    ZDNET's key takeaways The Eufy E28 robot vacuum, mop, and spot cleaner combination is available for The mop performs better than more expensive flagships, and the water tank system doubles as a portable spot cleaner with a self-cleaning hose.Unplugging the spot cleaner also unplugs the charging station, and the spot cleaner requires you to brush it to scrub. more buying choices The Eufy E28 Omni robot vacuum and mop just hit its lowest price ever at a total of off with an on-page Amazon coupon.Robot vacuum manufacturers are constantly trying to outdo one another. One company develops a detachable cordless vacuum for the robot's dock, and the next makes the robot's dustbin a detachable cordless vacuum. Now, Eufy is upping the ante with the first robot vacuum to also have a detachable spot cleaner for carpet and upholstery. Also: Finally, I found a robot and handheld vacuum combo that's ideal for apartment dwellersThe Eufy Omni E28 is a robot vacuum and mop with a portable spot cleaner for carpets and upholstery. You can run your robot vacuum as you would any other, but you can also pick up the top with a built-in retractable handle and do some deep cleaning on carpets, rugs, or upholstery. I've been testing this robot vacuum over the past couple of weeks, and I'm happy to report on its performance. 
    details
    View Essentially, the deep cleaner you carry is the Omni station's clean and dirty water tank, so it's where the robot autonomously sources clean water for its mop when it's at the dock. The deep cleaner has a handle for spot-cleaning with a hose, so you can set it down near where you want to clean and plug it in without holding it as you clean. Aside from detachable cordless vacuums, a mop roller system is another big thing for robot vacuums; many makers, including SwitchBot, Yeedi, and Ecovacs, are moving away from detachable rotating mop pads and using mop rollers instead. Eufy's also done this before with the flagship S1 Pro.  Maria Diaz/ZDNETThe Omni E28 also has a mop roller, which looks similar to the S1 Pro but not identical. The Eufy Omni S1 Pro is unequivocally the best mopping robot vacuum I've ever tested, so I was excited to test the new Omni E28, which features a very similar system. Thankfully, the Omni E28 didn't disappoint. The large mop roller covers the length of the vacuum's width and leaves no streaks behind during mopping. Streaky floors are one of my biggest pet peeves when testing robot vacuum and mop combinations, and they're a more common occurrence than I'd like. Also: My favorite indoor security camera has no subscription fees and is on sale right nowEufy is also launching an E25 robot vacuum, which features the same HydroJet self-cleaning mop system as the E28. The robot's mop roller is continuously scraped clean as it spins, and it keeps clean and dirty water in separate tanks within its body, so it only mops with clean water. The mop also exerts more downward pressure to ensure deep cleaning than the S1 Pro, with 1.5kginstead of 1kg.  Maria Diaz/ZDNETHowever, continuously spraying the roller with clean water inside the robot keeps it moist. Scraping off the dirt and wringing out the dirty water as the roller spins ensures your floors are clean instead of streaky or filmy. The Eufy Omni E28, like the S1 Pro, is the closest thing to a manual mopping result you can get from a robot vacuum and mop. Also: I love a vacuum and mop to clean dry and wet messes, especially when it's on saleThe E28 and E25 robot vacuums have 20,000Pa of suction power and anti-tangle technology, including a DuoSpiral double roller brush to remove pet hair and avoid entanglements. The robots are self-emptying robot vacuums with a self-washing mop roller. The only difference is the portable spot cleaner, which only the E28 has. The Eufy Omni E28 robot vacuum and mop has dual brush rollers and a roller mop. Maria Diaz/ZDNETThe spot cleaner proved to be very effective. It's heavy, like most spot cleaners when full of water, but it has a retractable handle on top that makes it easy to carry around. You also don't have to press any buttons or move anything to release it; just unplug it, pull the retractable handle, and go. I didn't like that the spot cleaner powers the base station, so if you take it somewhere else in your home to clean, the robot's charging station is left without power until you return it. This is fine for quick cleanups, but it can be annoying when a forgetful house member takes the spot cleaner upstairs and leaves it in a room for two days after they're done. Also: This simple Amazon tablet became one of my biggest smart home upgrades yetThe spot cleaner has a self-cleaning hose attached, but no other attachments. The hose ends in a static brush head that sprays clean water, which you use to clean messes on soft surfaces, like carpets, rugs, and upholstery. Since it isn't motorized, you must manually brush the rug or fabric with the brush head to scrub it clean. Once you're done, you just have to press a button along one end of the brush head to make the spot cleaner cycle clean water through the hose without spilling, cleaning the hose for you.  These pictures were taken three minutes apart. The leftshows yogurt stains on an ottoman. I sprayed a liquid spot cleaner and went over it with the brush and water; the results are on the right. Maria Diaz/ZDNETThere's no separate detergent tank for the spot cleaner, though you could add some detergent directly into the clean water tank. I recommend using just water in the clean water tank and spraying your preferred carpet or upholstery cleaning solution directly on the stains to pre-treat them. You can then scrub the mess clean with the Eufy E28 brush and rinse out the detergent. ZDNET's buying adviceThe Eufy Omni E28 is designed to solve a big problem for many US customers: the need for regular floor cleanings and the ability to quickly clean up messes on soft surfaces in a single device. This device isn't meant to replace your existing carpet cleaner, but it's perfect for consumers who may need a spot cleaner and are also in the market for one of the best robot vacuum and mops available.Also: Spring cleaning takes me no time with my favorite smart home devicesI'm not a fan of fully carpeted living spaces, but my home has carpeted bedrooms, one of which we use as our TV room. With three young kids who have movie nights and play time in that TV room, its carpet unfortunately sees a lot of spills. I was in the market for a spot cleaner for a while, but decided to buy a full carpet cleaner instead, which I use to clean our carpets at least once every quarter.  The E28 cleaned up the soy sauce stains comparably to the larger carpet cleaner. Maria Diaz/ZDNETBut there are always little messes in between -- whether it's spilled ketchup on the carpet, a muddy shoeprint on the entryway rug, or yogurt on the fabric ottoman. So I appreciate having the Eufy Omni E28's spot cleaner always handy. Instead of dragging out a heavy carpet cleaning machine and filling it with water to clean a 6-inch in diameter spill, I can just unplug and grab the E28, clean the mess, and return it to the dock with little work on my end. It's also priced quite well for a first-of-its-kind device with a flagship-level robot vacuum and mop. The Eufy Omni E28 robot vacuum, mop, and spot cleaning combination is now available on Eufy's website and Amazon for The Eufy E25 robot vacuum and mop without the spot cleaner will be available in June for When will this deal expire? While many sales events feature deals for a specific length of time, deals are on a limited-time basis, making them subject to expire at any time. ZDNET remains committed to finding, sharing, and updating the best offers to help you maximize your savings so you can feel as confident in your purchases as we feel in our recommendations. Our ZDNET team of experts constantly monitors the deals we feature to keep our stories up-to-date. If you missed out on this deal, don't worry -- we're always sourcing new savings opportunities at ZDNET.com.
    Show more
    Featured
    #latest #robot #vacuum #innovation #will
    The latest robot vacuum innovation will leave clean freaks drooling (and it's $450 off)
    ZDNET's key takeaways The Eufy E28 robot vacuum, mop, and spot cleaner combination is available for The mop performs better than more expensive flagships, and the water tank system doubles as a portable spot cleaner with a self-cleaning hose.Unplugging the spot cleaner also unplugs the charging station, and the spot cleaner requires you to brush it to scrub. more buying choices The Eufy E28 Omni robot vacuum and mop just hit its lowest price ever at a total of off with an on-page Amazon coupon.Robot vacuum manufacturers are constantly trying to outdo one another. One company develops a detachable cordless vacuum for the robot's dock, and the next makes the robot's dustbin a detachable cordless vacuum. Now, Eufy is upping the ante with the first robot vacuum to also have a detachable spot cleaner for carpet and upholstery. Also: Finally, I found a robot and handheld vacuum combo that's ideal for apartment dwellersThe Eufy Omni E28 is a robot vacuum and mop with a portable spot cleaner for carpets and upholstery. You can run your robot vacuum as you would any other, but you can also pick up the top with a built-in retractable handle and do some deep cleaning on carpets, rugs, or upholstery. I've been testing this robot vacuum over the past couple of weeks, and I'm happy to report on its performance.  details View Essentially, the deep cleaner you carry is the Omni station's clean and dirty water tank, so it's where the robot autonomously sources clean water for its mop when it's at the dock. The deep cleaner has a handle for spot-cleaning with a hose, so you can set it down near where you want to clean and plug it in without holding it as you clean. Aside from detachable cordless vacuums, a mop roller system is another big thing for robot vacuums; many makers, including SwitchBot, Yeedi, and Ecovacs, are moving away from detachable rotating mop pads and using mop rollers instead. Eufy's also done this before with the flagship S1 Pro.  Maria Diaz/ZDNETThe Omni E28 also has a mop roller, which looks similar to the S1 Pro but not identical. The Eufy Omni S1 Pro is unequivocally the best mopping robot vacuum I've ever tested, so I was excited to test the new Omni E28, which features a very similar system. Thankfully, the Omni E28 didn't disappoint. The large mop roller covers the length of the vacuum's width and leaves no streaks behind during mopping. Streaky floors are one of my biggest pet peeves when testing robot vacuum and mop combinations, and they're a more common occurrence than I'd like. Also: My favorite indoor security camera has no subscription fees and is on sale right nowEufy is also launching an E25 robot vacuum, which features the same HydroJet self-cleaning mop system as the E28. The robot's mop roller is continuously scraped clean as it spins, and it keeps clean and dirty water in separate tanks within its body, so it only mops with clean water. The mop also exerts more downward pressure to ensure deep cleaning than the S1 Pro, with 1.5kginstead of 1kg.  Maria Diaz/ZDNETHowever, continuously spraying the roller with clean water inside the robot keeps it moist. Scraping off the dirt and wringing out the dirty water as the roller spins ensures your floors are clean instead of streaky or filmy. The Eufy Omni E28, like the S1 Pro, is the closest thing to a manual mopping result you can get from a robot vacuum and mop. Also: I love a vacuum and mop to clean dry and wet messes, especially when it's on saleThe E28 and E25 robot vacuums have 20,000Pa of suction power and anti-tangle technology, including a DuoSpiral double roller brush to remove pet hair and avoid entanglements. The robots are self-emptying robot vacuums with a self-washing mop roller. The only difference is the portable spot cleaner, which only the E28 has. The Eufy Omni E28 robot vacuum and mop has dual brush rollers and a roller mop. Maria Diaz/ZDNETThe spot cleaner proved to be very effective. It's heavy, like most spot cleaners when full of water, but it has a retractable handle on top that makes it easy to carry around. You also don't have to press any buttons or move anything to release it; just unplug it, pull the retractable handle, and go. I didn't like that the spot cleaner powers the base station, so if you take it somewhere else in your home to clean, the robot's charging station is left without power until you return it. This is fine for quick cleanups, but it can be annoying when a forgetful house member takes the spot cleaner upstairs and leaves it in a room for two days after they're done. Also: This simple Amazon tablet became one of my biggest smart home upgrades yetThe spot cleaner has a self-cleaning hose attached, but no other attachments. The hose ends in a static brush head that sprays clean water, which you use to clean messes on soft surfaces, like carpets, rugs, and upholstery. Since it isn't motorized, you must manually brush the rug or fabric with the brush head to scrub it clean. Once you're done, you just have to press a button along one end of the brush head to make the spot cleaner cycle clean water through the hose without spilling, cleaning the hose for you.  These pictures were taken three minutes apart. The leftshows yogurt stains on an ottoman. I sprayed a liquid spot cleaner and went over it with the brush and water; the results are on the right. Maria Diaz/ZDNETThere's no separate detergent tank for the spot cleaner, though you could add some detergent directly into the clean water tank. I recommend using just water in the clean water tank and spraying your preferred carpet or upholstery cleaning solution directly on the stains to pre-treat them. You can then scrub the mess clean with the Eufy E28 brush and rinse out the detergent. ZDNET's buying adviceThe Eufy Omni E28 is designed to solve a big problem for many US customers: the need for regular floor cleanings and the ability to quickly clean up messes on soft surfaces in a single device. This device isn't meant to replace your existing carpet cleaner, but it's perfect for consumers who may need a spot cleaner and are also in the market for one of the best robot vacuum and mops available.Also: Spring cleaning takes me no time with my favorite smart home devicesI'm not a fan of fully carpeted living spaces, but my home has carpeted bedrooms, one of which we use as our TV room. With three young kids who have movie nights and play time in that TV room, its carpet unfortunately sees a lot of spills. I was in the market for a spot cleaner for a while, but decided to buy a full carpet cleaner instead, which I use to clean our carpets at least once every quarter.  The E28 cleaned up the soy sauce stains comparably to the larger carpet cleaner. Maria Diaz/ZDNETBut there are always little messes in between -- whether it's spilled ketchup on the carpet, a muddy shoeprint on the entryway rug, or yogurt on the fabric ottoman. So I appreciate having the Eufy Omni E28's spot cleaner always handy. Instead of dragging out a heavy carpet cleaning machine and filling it with water to clean a 6-inch in diameter spill, I can just unplug and grab the E28, clean the mess, and return it to the dock with little work on my end. It's also priced quite well for a first-of-its-kind device with a flagship-level robot vacuum and mop. The Eufy Omni E28 robot vacuum, mop, and spot cleaning combination is now available on Eufy's website and Amazon for The Eufy E25 robot vacuum and mop without the spot cleaner will be available in June for When will this deal expire? While many sales events feature deals for a specific length of time, deals are on a limited-time basis, making them subject to expire at any time. ZDNET remains committed to finding, sharing, and updating the best offers to help you maximize your savings so you can feel as confident in your purchases as we feel in our recommendations. Our ZDNET team of experts constantly monitors the deals we feature to keep our stories up-to-date. If you missed out on this deal, don't worry -- we're always sourcing new savings opportunities at ZDNET.com. Show more Featured #latest #robot #vacuum #innovation #will
    WWW.ZDNET.COM
    The latest robot vacuum innovation will leave clean freaks drooling (and it's $450 off)
    ZDNET's key takeaways The Eufy E28 robot vacuum, mop, and spot cleaner combination is available for $999.The mop performs better than more expensive flagships, and the water tank system doubles as a portable spot cleaner with a self-cleaning hose.Unplugging the spot cleaner also unplugs the charging station, and the spot cleaner requires you to brush it to scrub. more buying choices The Eufy E28 Omni robot vacuum and mop just hit its lowest price ever at $850, a total of $450 off with an on-page Amazon coupon.Robot vacuum manufacturers are constantly trying to outdo one another. One company develops a detachable cordless vacuum for the robot's dock, and the next makes the robot's dustbin a detachable cordless vacuum. Now, Eufy is upping the ante with the first robot vacuum to also have a detachable spot cleaner for carpet and upholstery. Also: Finally, I found a robot and handheld vacuum combo that's ideal for apartment dwellersThe Eufy Omni E28 is a robot vacuum and mop with a portable spot cleaner for carpets and upholstery. You can run your robot vacuum as you would any other, but you can also pick up the top with a built-in retractable handle and do some deep cleaning on carpets, rugs, or upholstery. I've been testing this robot vacuum over the past couple of weeks, and I'm happy to report on its performance.  details View at Amazon Essentially, the deep cleaner you carry is the Omni station's clean and dirty water tank, so it's where the robot autonomously sources clean water for its mop when it's at the dock. The deep cleaner has a handle for spot-cleaning with a hose, so you can set it down near where you want to clean and plug it in without holding it as you clean. Aside from detachable cordless vacuums, a mop roller system is another big thing for robot vacuums; many makers, including SwitchBot, Yeedi, and Ecovacs, are moving away from detachable rotating mop pads and using mop rollers instead. Eufy's also done this before with the flagship S1 Pro.  Maria Diaz/ZDNETThe Omni E28 also has a mop roller, which looks similar to the S1 Pro but not identical. The Eufy Omni S1 Pro is unequivocally the best mopping robot vacuum I've ever tested, so I was excited to test the new Omni E28, which features a very similar system. Thankfully, the Omni E28 didn't disappoint. The large mop roller covers the length of the vacuum's width and leaves no streaks behind during mopping. Streaky floors are one of my biggest pet peeves when testing robot vacuum and mop combinations, and they're a more common occurrence than I'd like. Also: My favorite indoor security camera has no subscription fees and is on sale right nowEufy is also launching an E25 robot vacuum, which features the same HydroJet self-cleaning mop system as the E28. The robot's mop roller is continuously scraped clean as it spins, and it keeps clean and dirty water in separate tanks within its body, so it only mops with clean water. The mop also exerts more downward pressure to ensure deep cleaning than the S1 Pro, with 1.5kg (3.3 lbs) instead of 1kg.  Maria Diaz/ZDNETHowever, continuously spraying the roller with clean water inside the robot keeps it moist. Scraping off the dirt and wringing out the dirty water as the roller spins ensures your floors are clean instead of streaky or filmy. The Eufy Omni E28, like the S1 Pro, is the closest thing to a manual mopping result you can get from a robot vacuum and mop. Also: I love a vacuum and mop to clean dry and wet messes, especially when it's on saleThe E28 and E25 robot vacuums have 20,000Pa of suction power and anti-tangle technology, including a DuoSpiral double roller brush to remove pet hair and avoid entanglements. The robots are self-emptying robot vacuums with a self-washing mop roller. The only difference is the portable spot cleaner, which only the E28 has. The Eufy Omni E28 robot vacuum and mop has dual brush rollers and a roller mop. Maria Diaz/ZDNETThe spot cleaner proved to be very effective. It's heavy, like most spot cleaners when full of water, but it has a retractable handle on top that makes it easy to carry around. You also don't have to press any buttons or move anything to release it; just unplug it, pull the retractable handle, and go. I didn't like that the spot cleaner powers the base station, so if you take it somewhere else in your home to clean, the robot's charging station is left without power until you return it. This is fine for quick cleanups, but it can be annoying when a forgetful house member takes the spot cleaner upstairs and leaves it in a room for two days after they're done (totally not me). Also: This simple Amazon tablet became one of my biggest smart home upgrades yet (and it's on sale)The spot cleaner has a self-cleaning hose attached, but no other attachments. The hose ends in a static brush head that sprays clean water, which you use to clean messes on soft surfaces, like carpets, rugs, and upholstery. Since it isn't motorized, you must manually brush the rug or fabric with the brush head to scrub it clean. Once you're done, you just have to press a button along one end of the brush head to make the spot cleaner cycle clean water through the hose without spilling, cleaning the hose for you.  These pictures were taken three minutes apart. The left (before) shows yogurt stains on an ottoman. I sprayed a liquid spot cleaner and went over it with the brush and water; the results are on the right (after). Maria Diaz/ZDNETThere's no separate detergent tank for the spot cleaner, though you could add some detergent directly into the clean water tank. I recommend using just water in the clean water tank and spraying your preferred carpet or upholstery cleaning solution directly on the stains to pre-treat them. You can then scrub the mess clean with the Eufy E28 brush and rinse out the detergent. ZDNET's buying adviceThe Eufy Omni E28 is designed to solve a big problem for many US customers: the need for regular floor cleanings and the ability to quickly clean up messes on soft surfaces in a single device. This device isn't meant to replace your existing carpet cleaner, but it's perfect for consumers who may need a spot cleaner and are also in the market for one of the best robot vacuum and mops available.Also: Spring cleaning takes me no time with my favorite smart home devicesI'm not a fan of fully carpeted living spaces, but my home has carpeted bedrooms, one of which we use as our TV room. With three young kids who have movie nights and play time in that TV room, its carpet unfortunately sees a lot of spills. I was in the market for a spot cleaner for a while, but decided to buy a full carpet cleaner instead, which I use to clean our carpets at least once every quarter.  The E28 cleaned up the soy sauce stains comparably to the larger carpet cleaner. Maria Diaz/ZDNETBut there are always little messes in between -- whether it's spilled ketchup on the carpet, a muddy shoeprint on the entryway rug, or yogurt on the fabric ottoman. So I appreciate having the Eufy Omni E28's spot cleaner always handy. Instead of dragging out a heavy carpet cleaning machine and filling it with water to clean a 6-inch in diameter spill, I can just unplug and grab the E28, clean the mess, and return it to the dock with little work on my end. It's also priced quite well for a first-of-its-kind device with a flagship-level robot vacuum and mop. The Eufy Omni E28 robot vacuum, mop, and spot cleaning combination is now available on Eufy's website and Amazon for $1,000. The Eufy E25 robot vacuum and mop without the spot cleaner will be available in June for $900. When will this deal expire? While many sales events feature deals for a specific length of time, deals are on a limited-time basis, making them subject to expire at any time. ZDNET remains committed to finding, sharing, and updating the best offers to help you maximize your savings so you can feel as confident in your purchases as we feel in our recommendations. Our ZDNET team of experts constantly monitors the deals we feature to keep our stories up-to-date. If you missed out on this deal, don't worry -- we're always sourcing new savings opportunities at ZDNET.com. Show more Featured
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  • Racing Yacht CTO Sails to Success

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