• Are you tired of your outdoor lights going dark just when you need them the most? Say hello to the future of illumination! With a solar-mains hybrid lamp, you can enjoy the best of both worlds! This innovative solution ensures your space is always bright, whether it's powered by the sun or traditional mains electricity.

    Imagine the freedom of knowing your garden or patio will always be lit up, creating a warm and inviting atmosphere for you and your loved ones! Embrace sustainability without sacrificing convenience. Let’s light up our lives, one solar-powered beam at a time!

    #SolarLight #HybridLamp #SustainableLiving #BrightFuture #HomeLighting
    🌞✨ Are you tired of your outdoor lights going dark just when you need them the most? Say hello to the future of illumination! With a solar-mains hybrid lamp, you can enjoy the best of both worlds! 🌍💡 This innovative solution ensures your space is always bright, whether it's powered by the sun or traditional mains electricity. 🌙💖 Imagine the freedom of knowing your garden or patio will always be lit up, creating a warm and inviting atmosphere for you and your loved ones! 🌼🌟 Embrace sustainability without sacrificing convenience. Let’s light up our lives, one solar-powered beam at a time! #SolarLight #HybridLamp #SustainableLiving #BrightFuture #HomeLighting
    HACKADAY.COM
    Solar Light? Mains Light? Yes!
    So you want a light that runs off solar power. But you don’t want it to go dark if your batteries discharge. The answer? A solar-mains hybrid lamp. You could …read more
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  • Komires: Matali Physics 6.9 Released

    We are pleased to announce the release of Matali Physics 6.9, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.9 introduces a number of improvements and fixes to Matali Physics Core, Matali Render and Matali Games modules, presents physics-driven, completely dynamic light sources, real-time object scaling with destruction, lighting model simulating global illuminationin some aspects, comprehensive support for Wayland on Linux, and more.

    Posted by komires on Jun 3rd, 2025
    What is Matali Physics?
    Matali Physics is an advanced, modern, multi-platform, high-performance 3d physics environment intended for games, VR, AR, physics-based simulations and robotics. Matali Physics consists of the advanced 3d physics engine Matali Physics Core and other physics-driven modules that all together provide comprehensive simulation of physical phenomena and physics-based modeling of both real and imaginary objects.
    What's new in version 6.9?

    Physics-driven, completely dynamic light sources. The introduced solution allows for processing hundreds of movable, long-range and shadow-casting light sources, where with each source can be assigned logic that controls its behavior, changes light parameters, volumetric effects parameters and others;
    Real-time object scaling with destruction. All groups of physics objects and groups of physics objects with constraints may be subject to destruction process during real-time scaling, allowing group members to break off at different sizes;
    Lighting model simulating global illuminationin some aspects. Based on own research and development work, processed in real time, ready for dynamic scenes, fast on mobile devices, not based on lightmaps, light probes, baked lights, etc.;
    Comprehensive support for Wayland on Linux. The latest version allows Matali Physics SDK users to create advanced, high-performance, physics-based, Vulkan-based games for modern Linux distributions where Wayland is the main display server protocol;
    Other improvements and fixes which complete list is available on the History webpage.

    What platforms does Matali Physics support?

    Android
    Android TV
    *BSD
    iOS
    iPadOS
    LinuxmacOS
    Steam Deck
    tvOS
    UWPWindowsWhat are the benefits of using Matali Physics?

    Physics simulation, graphics, sound and music integrated into one total multimedia solution where creating complex interactions and behaviors is common and relatively easy
    Composed of dedicated modules that do not require additional licences and fees
    Supports fully dynamic and destructible scenes
    Supports physics-based behavioral animations
    Supports physical AI, object motion and state change control
    Supports physics-based GUI
    Supports physics-based particle effects
    Supports multi-scene physics simulation and scene combining
    Supports physics-based photo mode
    Supports physics-driven sound
    Supports physics-driven music
    Supports debug visualization
    Fully serializable and deserializable
    Available for all major mobile, desktop and TV platforms
    New features on request
    Dedicated technical support
    Regular updates and fixes

    If you have questions related to the latest version and the use of Matali Physics environment as a game creation solution, please do not hesitate to contact us.
    #komires #matali #physics #released
    Komires: Matali Physics 6.9 Released
    We are pleased to announce the release of Matali Physics 6.9, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.9 introduces a number of improvements and fixes to Matali Physics Core, Matali Render and Matali Games modules, presents physics-driven, completely dynamic light sources, real-time object scaling with destruction, lighting model simulating global illuminationin some aspects, comprehensive support for Wayland on Linux, and more. Posted by komires on Jun 3rd, 2025 What is Matali Physics? Matali Physics is an advanced, modern, multi-platform, high-performance 3d physics environment intended for games, VR, AR, physics-based simulations and robotics. Matali Physics consists of the advanced 3d physics engine Matali Physics Core and other physics-driven modules that all together provide comprehensive simulation of physical phenomena and physics-based modeling of both real and imaginary objects. What's new in version 6.9? Physics-driven, completely dynamic light sources. The introduced solution allows for processing hundreds of movable, long-range and shadow-casting light sources, where with each source can be assigned logic that controls its behavior, changes light parameters, volumetric effects parameters and others; Real-time object scaling with destruction. All groups of physics objects and groups of physics objects with constraints may be subject to destruction process during real-time scaling, allowing group members to break off at different sizes; Lighting model simulating global illuminationin some aspects. Based on own research and development work, processed in real time, ready for dynamic scenes, fast on mobile devices, not based on lightmaps, light probes, baked lights, etc.; Comprehensive support for Wayland on Linux. The latest version allows Matali Physics SDK users to create advanced, high-performance, physics-based, Vulkan-based games for modern Linux distributions where Wayland is the main display server protocol; Other improvements and fixes which complete list is available on the History webpage. What platforms does Matali Physics support? Android Android TV *BSD iOS iPadOS LinuxmacOS Steam Deck tvOS UWPWindowsWhat are the benefits of using Matali Physics? Physics simulation, graphics, sound and music integrated into one total multimedia solution where creating complex interactions and behaviors is common and relatively easy Composed of dedicated modules that do not require additional licences and fees Supports fully dynamic and destructible scenes Supports physics-based behavioral animations Supports physical AI, object motion and state change control Supports physics-based GUI Supports physics-based particle effects Supports multi-scene physics simulation and scene combining Supports physics-based photo mode Supports physics-driven sound Supports physics-driven music Supports debug visualization Fully serializable and deserializable Available for all major mobile, desktop and TV platforms New features on request Dedicated technical support Regular updates and fixes If you have questions related to the latest version and the use of Matali Physics environment as a game creation solution, please do not hesitate to contact us. #komires #matali #physics #released
    WWW.INDIEDB.COM
    Komires: Matali Physics 6.9 Released
    We are pleased to announce the release of Matali Physics 6.9, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.9 introduces a number of improvements and fixes to Matali Physics Core, Matali Render and Matali Games modules, presents physics-driven, completely dynamic light sources, real-time object scaling with destruction, lighting model simulating global illumination (GI) in some aspects, comprehensive support for Wayland on Linux, and more. Posted by komires on Jun 3rd, 2025 What is Matali Physics? Matali Physics is an advanced, modern, multi-platform, high-performance 3d physics environment intended for games, VR, AR, physics-based simulations and robotics. Matali Physics consists of the advanced 3d physics engine Matali Physics Core and other physics-driven modules that all together provide comprehensive simulation of physical phenomena and physics-based modeling of both real and imaginary objects. What's new in version 6.9? Physics-driven, completely dynamic light sources. The introduced solution allows for processing hundreds of movable, long-range and shadow-casting light sources, where with each source can be assigned logic that controls its behavior, changes light parameters, volumetric effects parameters and others; Real-time object scaling with destruction. All groups of physics objects and groups of physics objects with constraints may be subject to destruction process during real-time scaling, allowing group members to break off at different sizes; Lighting model simulating global illumination (GI) in some aspects. Based on own research and development work, processed in real time, ready for dynamic scenes, fast on mobile devices, not based on lightmaps, light probes, baked lights, etc.; Comprehensive support for Wayland on Linux. The latest version allows Matali Physics SDK users to create advanced, high-performance, physics-based, Vulkan-based games for modern Linux distributions where Wayland is the main display server protocol; Other improvements and fixes which complete list is available on the History webpage. What platforms does Matali Physics support? Android Android TV *BSD iOS iPadOS Linux (distributions) macOS Steam Deck tvOS UWP (Desktop, Xbox Series X/S) Windows (Classic, GDK, Handheld consoles) What are the benefits of using Matali Physics? Physics simulation, graphics, sound and music integrated into one total multimedia solution where creating complex interactions and behaviors is common and relatively easy Composed of dedicated modules that do not require additional licences and fees Supports fully dynamic and destructible scenes Supports physics-based behavioral animations Supports physical AI, object motion and state change control Supports physics-based GUI Supports physics-based particle effects Supports multi-scene physics simulation and scene combining Supports physics-based photo mode Supports physics-driven sound Supports physics-driven music Supports debug visualization Fully serializable and deserializable Available for all major mobile, desktop and TV platforms New features on request Dedicated technical support Regular updates and fixes If you have questions related to the latest version and the use of Matali Physics environment as a game creation solution, please do not hesitate to contact us.
    0 Comentários 0 Compartilhamentos 0 Anterior
  • Game Dev Digest Issue #286 - Design Tricks, Deep Dives, and more

    This article was originally published on GameDevDigest.comEnjoy!What was Radiant AI, anyway? - A ridiculously deep dive into Oblivion's controversial AI system and its legacyblog.paavo.meConsider The Horse Game - No I don’t think every dev should make a horse game. But I do think every developer should at least look at them, maybe even play one because, it is very important that you understand the importance of genre, fandom, and how visibility works. Even if you are not making a horse game, the lessons you can learn by looking at this sub genre are very similar to other genres, just not as blatantly clear as they are with horse games.howtomarketagame.comMaking a killing: The playful 2D terror of Psycasso® - I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a freshtwist.UnityIntroduction to Asset Manager transfer methods in Unity - Unity's Asset Manager is a user-friendly digital asset management platform supporting over 70 file formats to help teams centralize, organize, discover, and use assets seamlessly across projects. It reduces redundant work by design, making cross-team collaboration smoother and accelerating production workflows.UnityVideosRules of the Game: Five Tricks of Highly Effective Designers - Every working designer has them: unique techniques or "tricks" that they use when crafting gameplay. Sure, there's the general game design wisdom that everyone agrees on and can be found in many a game design book, but experienced game designers often have very specific rules that are personal to them, techniques that not everyone knows about or even agrees with. In this GDC 2015 session, five experienced game designers join the stage for 10 minutes each to share one game design "trick" that they use.Game Developers ConferenceBinding of Isaac Style Room Generator in Unity- Our third part in the series - making the rooms!Game Dev GarnetIntroduction to Unity Behavior | Unity Tutorial - In this video you'll become familiar with the core concepts of Unity Behavior, including a live example.LlamAcademyHow I got my demo ready for Steam Next Fest - It's Steam Next Fest, and I've got a game in the showcase. So here are 7 tips for making the most of this demo sharing festival.Game Maker's ToolkitOptimizing lighting in Projekt Z: Beyond Order - 314 Arts studio lead and founder Justin Miersch discuss how the team used the Screen Space Global Illumination feature in Unity’s High Definition Render Pipeline, along with the Unity Profiler and Timeline to overcome the lighting challenges they faced in building Projekt Z: Beyond Order.UnityMemory Arenas in Unity: Heap Allocation Without the GC - In this video, we explore how to build a custom memory arena in Unity using unsafe code and manual heap allocation. You’ll learn how to allocate raw memory for temporary graph-like structures—such as crafting trees or decision planners—without triggering the garbage collector. We’ll walk through the concept of stack frames, translate that to heap-based arena allocation, and implement a fast, disposable system that gives you full control over memory layout and lifetime. Perfect for performance-critical systems where GC spikes aren’t acceptable.git-amendCloth Animation Using The Compute Shader - In this video, we dive into cloth simulation using OpenGL compute shaders. By applying simple mathematical equations, we’ll achieve smooth, dynamic movement. We'll explore particle-based simulation, tackle synchronization challenges with double buffering, and optimize rendering using triangle strips for efficient memory usage. Whether you're familiar with compute shaders or just getting started, this is the perfect way to step up your real-time graphics skills!OGLDEVHow we're designing games for a broader audience - Our games are too hardBiteMe GamesAssetsLearn Game Dev - Unity, Godot, Unreal, Gamemaker, Blender & C# - Make games like a pro.Passionate about video games? Then start making your own! Our latest bundle will help you learn vital game development skills. Master the most popular creation platforms like Unity, Godot, Unreal, GameMaker, Blender, and C#—now that’s a sharp-lookin’ bundle! Build a 2.5D farming RPG with Unreal Engine, create a micro turn-based RPG in Godot, explore game optimization, and so much more.__Big Bang Unreal & Unity Asset Packs Bundle - 5000+ unrivaled assets in one bundle. Calling all game devs—build your worlds with this gigantic bundle of over 5000 assets, including realistic and stylized environments, SFX packs, and powerful tools. Perfect for hobbyists, beginners, and professional developers alike, you'll gain access to essential resources, tutorials, and beta-testing–ready content to start building immediately. The experts at Leartes Studios have curated an amazing library packed with value, featuring environments, VFX packs, and tutorial courses on Unreal Engine, Blender, Substance Painter, and ZBrush. Get the assets you need to bring your game to life—and help support One Tree Planted with your purchase! This bundle provides Unity Asset Store keys directly with your purchase, and FAB keys via redemption through Cosmos, if the product is available on those platforms.Humble Bundle AffiliateGameplay Tools 50% Off - Core systems, half the price. Get pro-grade tools to power your gameplay—combat, cutscenes, UI, and more. Including: HTrace: World Space Global Illumination, VFX Graph - Ultra Mega Pack - Vol.1, Magic Animation Blend, Utility Intelligence: Utility AI Framework for Unity 6, Build for iOS/macOS on Windows>?Unity AffiliateHi guys, I created a website about 6 years in which I host all my field recordings and foley sounds. All free to download and use CC0. There is currently 50+ packs with 1000's of sounds and hours of field recordings all perfect for game SFX and UI. - I think game designers can benefit from a wide range of sounds on the site, especially those that enhance immersion and atmosphere.signaturesounds.orgSmartAddresser - Automate Addressing, Labeling, and Version Control for Unity's Addressable Asset System.CyberAgentGameEntertainment Open SourceEasyCS - EasyCS is an easy-to-use and flexible framework for Unity, adopting a Data-Driven Entity & Actor-Component approach. It bridges Unity's classic OOP with powerful data-oriented patterns, without forcing a complete ECS paradigm shift or a mindset change. Build smarter, not harder.Watcher3056 Open SourceBinding-Of-Isaac_Map-Generator - Binding of Isaac map generator for Unity2DGarnetKane99 Open SourceHelion - A modern fast paced Doom FPS engineHelion-Engine Open SourcePixelationFx - Pixelation post effect for Unity UrpNullTale Open SourceExtreme Add-Ons Bundle For Blender & ZBrush - Extraordinary quality—Extreme add-ons Get quality add-ons for Blender and ZBrush with our latest bundle! We’ve teamed up with the pros at FlippedNormals to deliver a gigantic library of powerful tools for your next game development project. Add new life to your creative work with standout assets like Real-time Hair ZBrush Plugin, Physical Starlight and Atmosphere, Easy Mesh ZBrush Plugin, and more. Get the add-ons you need to bring color and individuality to your next project—and help support Extra Life with your purchase!Humble Bundle AffiliateShop up to 50% off Gabriel Aguiar Prod - Publisher Sale - Gabriel Aguiar Prod. is best known for his extensive VFX assets that help many developers prototype and ship games with special effects. His support and educational material are also invaluable resources for the game dev community. PLUS get VFX Graph - Stylized Fire - Vol. 1 for FREE with code GAP2025Unity AffiliateSpotlightDream Garden - Dream Garden is a simulation game about building tiny cute garden dioramas. A large selection of tools, plants, decorations and customization awaits you. Try all of them and create your dream garden.Campfire StudioMy game, Call Of Dookie. Demo available on SteamYou can subscribe to the free weekly newsletter on GameDevDigest.comThis post includes affiliate links; I may receive compensation if you purchase products or services from the different links provided in this article.
    #game #dev #digest #issue #design
    Game Dev Digest Issue #286 - Design Tricks, Deep Dives, and more
    This article was originally published on GameDevDigest.comEnjoy!What was Radiant AI, anyway? - A ridiculously deep dive into Oblivion's controversial AI system and its legacyblog.paavo.meConsider The Horse Game - No I don’t think every dev should make a horse game. But I do think every developer should at least look at them, maybe even play one because, it is very important that you understand the importance of genre, fandom, and how visibility works. Even if you are not making a horse game, the lessons you can learn by looking at this sub genre are very similar to other genres, just not as blatantly clear as they are with horse games.howtomarketagame.comMaking a killing: The playful 2D terror of Psycasso® - I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a freshtwist.UnityIntroduction to Asset Manager transfer methods in Unity - Unity's Asset Manager is a user-friendly digital asset management platform supporting over 70 file formats to help teams centralize, organize, discover, and use assets seamlessly across projects. It reduces redundant work by design, making cross-team collaboration smoother and accelerating production workflows.UnityVideosRules of the Game: Five Tricks of Highly Effective Designers - Every working designer has them: unique techniques or "tricks" that they use when crafting gameplay. Sure, there's the general game design wisdom that everyone agrees on and can be found in many a game design book, but experienced game designers often have very specific rules that are personal to them, techniques that not everyone knows about or even agrees with. In this GDC 2015 session, five experienced game designers join the stage for 10 minutes each to share one game design "trick" that they use.Game Developers ConferenceBinding of Isaac Style Room Generator in Unity- Our third part in the series - making the rooms!Game Dev GarnetIntroduction to Unity Behavior | Unity Tutorial - In this video you'll become familiar with the core concepts of Unity Behavior, including a live example.LlamAcademyHow I got my demo ready for Steam Next Fest - It's Steam Next Fest, and I've got a game in the showcase. So here are 7 tips for making the most of this demo sharing festival.Game Maker's ToolkitOptimizing lighting in Projekt Z: Beyond Order - 314 Arts studio lead and founder Justin Miersch discuss how the team used the Screen Space Global Illumination feature in Unity’s High Definition Render Pipeline, along with the Unity Profiler and Timeline to overcome the lighting challenges they faced in building Projekt Z: Beyond Order.UnityMemory Arenas in Unity: Heap Allocation Without the GC - In this video, we explore how to build a custom memory arena in Unity using unsafe code and manual heap allocation. You’ll learn how to allocate raw memory for temporary graph-like structures—such as crafting trees or decision planners—without triggering the garbage collector. We’ll walk through the concept of stack frames, translate that to heap-based arena allocation, and implement a fast, disposable system that gives you full control over memory layout and lifetime. Perfect for performance-critical systems where GC spikes aren’t acceptable.git-amendCloth Animation Using The Compute Shader - In this video, we dive into cloth simulation using OpenGL compute shaders. By applying simple mathematical equations, we’ll achieve smooth, dynamic movement. We'll explore particle-based simulation, tackle synchronization challenges with double buffering, and optimize rendering using triangle strips for efficient memory usage. Whether you're familiar with compute shaders or just getting started, this is the perfect way to step up your real-time graphics skills!OGLDEVHow we're designing games for a broader audience - Our games are too hardBiteMe GamesAssetsLearn Game Dev - Unity, Godot, Unreal, Gamemaker, Blender & C# - Make games like a pro.Passionate about video games? Then start making your own! Our latest bundle will help you learn vital game development skills. Master the most popular creation platforms like Unity, Godot, Unreal, GameMaker, Blender, and C#—now that’s a sharp-lookin’ bundle! Build a 2.5D farming RPG with Unreal Engine, create a micro turn-based RPG in Godot, explore game optimization, and so much more.__Big Bang Unreal & Unity Asset Packs Bundle - 5000+ unrivaled assets in one bundle. Calling all game devs—build your worlds with this gigantic bundle of over 5000 assets, including realistic and stylized environments, SFX packs, and powerful tools. Perfect for hobbyists, beginners, and professional developers alike, you'll gain access to essential resources, tutorials, and beta-testing–ready content to start building immediately. The experts at Leartes Studios have curated an amazing library packed with value, featuring environments, VFX packs, and tutorial courses on Unreal Engine, Blender, Substance Painter, and ZBrush. Get the assets you need to bring your game to life—and help support One Tree Planted with your purchase! This bundle provides Unity Asset Store keys directly with your purchase, and FAB keys via redemption through Cosmos, if the product is available on those platforms.Humble Bundle AffiliateGameplay Tools 50% Off - Core systems, half the price. Get pro-grade tools to power your gameplay—combat, cutscenes, UI, and more. Including: HTrace: World Space Global Illumination, VFX Graph - Ultra Mega Pack - Vol.1, Magic Animation Blend, Utility Intelligence: Utility AI Framework for Unity 6, Build for iOS/macOS on Windows>?Unity AffiliateHi guys, I created a website about 6 years in which I host all my field recordings and foley sounds. All free to download and use CC0. There is currently 50+ packs with 1000's of sounds and hours of field recordings all perfect for game SFX and UI. - I think game designers can benefit from a wide range of sounds on the site, especially those that enhance immersion and atmosphere.signaturesounds.orgSmartAddresser - Automate Addressing, Labeling, and Version Control for Unity's Addressable Asset System.CyberAgentGameEntertainment Open SourceEasyCS - EasyCS is an easy-to-use and flexible framework for Unity, adopting a Data-Driven Entity & Actor-Component approach. It bridges Unity's classic OOP with powerful data-oriented patterns, without forcing a complete ECS paradigm shift or a mindset change. Build smarter, not harder.Watcher3056 Open SourceBinding-Of-Isaac_Map-Generator - Binding of Isaac map generator for Unity2DGarnetKane99 Open SourceHelion - A modern fast paced Doom FPS engineHelion-Engine Open SourcePixelationFx - Pixelation post effect for Unity UrpNullTale Open SourceExtreme Add-Ons Bundle For Blender & ZBrush - Extraordinary quality—Extreme add-ons Get quality add-ons for Blender and ZBrush with our latest bundle! We’ve teamed up with the pros at FlippedNormals to deliver a gigantic library of powerful tools for your next game development project. Add new life to your creative work with standout assets like Real-time Hair ZBrush Plugin, Physical Starlight and Atmosphere, Easy Mesh ZBrush Plugin, and more. Get the add-ons you need to bring color and individuality to your next project—and help support Extra Life with your purchase!Humble Bundle AffiliateShop up to 50% off Gabriel Aguiar Prod - Publisher Sale - Gabriel Aguiar Prod. is best known for his extensive VFX assets that help many developers prototype and ship games with special effects. His support and educational material are also invaluable resources for the game dev community. PLUS get VFX Graph - Stylized Fire - Vol. 1 for FREE with code GAP2025Unity AffiliateSpotlightDream Garden - Dream Garden is a simulation game about building tiny cute garden dioramas. A large selection of tools, plants, decorations and customization awaits you. Try all of them and create your dream garden.Campfire StudioMy game, Call Of Dookie. Demo available on SteamYou can subscribe to the free weekly newsletter on GameDevDigest.comThis post includes affiliate links; I may receive compensation if you purchase products or services from the different links provided in this article. #game #dev #digest #issue #design
    GAMEDEV.NET
    Game Dev Digest Issue #286 - Design Tricks, Deep Dives, and more
    This article was originally published on GameDevDigest.comEnjoy!What was Radiant AI, anyway? - A ridiculously deep dive into Oblivion's controversial AI system and its legacyblog.paavo.meConsider The Horse Game - No I don’t think every dev should make a horse game (unlike horror, which I still think everyone should at least one). But I do think every developer should at least look at them, maybe even play one because, it is very important that you understand the importance of genre, fandom, and how visibility works. Even if you are not making a horse game, the lessons you can learn by looking at this sub genre are very similar to other genres, just not as blatantly clear as they are with horse games.howtomarketagame.comMaking a killing: The playful 2D terror of Psycasso® - I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a fresh (if gruesome) twist.UnityIntroduction to Asset Manager transfer methods in Unity - Unity's Asset Manager is a user-friendly digital asset management platform supporting over 70 file formats to help teams centralize, organize, discover, and use assets seamlessly across projects. It reduces redundant work by design, making cross-team collaboration smoother and accelerating production workflows.UnityVideosRules of the Game: Five Tricks of Highly Effective Designers - Every working designer has them: unique techniques or "tricks" that they use when crafting gameplay. Sure, there's the general game design wisdom that everyone agrees on and can be found in many a game design book, but experienced game designers often have very specific rules that are personal to them, techniques that not everyone knows about or even agrees with. In this GDC 2015 session, five experienced game designers join the stage for 10 minutes each to share one game design "trick" that they use.Game Developers ConferenceBinding of Isaac Style Room Generator in Unity [Full Tutorial] - Our third part in the series - making the rooms!Game Dev GarnetIntroduction to Unity Behavior | Unity Tutorial - In this video you'll become familiar with the core concepts of Unity Behavior, including a live example.LlamAcademyHow I got my demo ready for Steam Next Fest - It's Steam Next Fest, and I've got a game in the showcase. So here are 7 tips for making the most of this demo sharing festival.Game Maker's ToolkitOptimizing lighting in Projekt Z: Beyond Order - 314 Arts studio lead and founder Justin Miersch discuss how the team used the Screen Space Global Illumination feature in Unity’s High Definition Render Pipeline (HDRP), along with the Unity Profiler and Timeline to overcome the lighting challenges they faced in building Projekt Z: Beyond Order.UnityMemory Arenas in Unity: Heap Allocation Without the GC - In this video, we explore how to build a custom memory arena in Unity using unsafe code and manual heap allocation. You’ll learn how to allocate raw memory for temporary graph-like structures—such as crafting trees or decision planners—without triggering the garbage collector. We’ll walk through the concept of stack frames, translate that to heap-based arena allocation, and implement a fast, disposable system that gives you full control over memory layout and lifetime. Perfect for performance-critical systems where GC spikes aren’t acceptable.git-amendCloth Animation Using The Compute Shader - In this video, we dive into cloth simulation using OpenGL compute shaders. By applying simple mathematical equations, we’ll achieve smooth, dynamic movement. We'll explore particle-based simulation, tackle synchronization challenges with double buffering, and optimize rendering using triangle strips for efficient memory usage. Whether you're familiar with compute shaders or just getting started, this is the perfect way to step up your real-time graphics skills!OGLDEVHow we're designing games for a broader audience - Our games are too hardBiteMe GamesAssetsLearn Game Dev - Unity, Godot, Unreal, Gamemaker, Blender & C# - Make games like a pro.Passionate about video games? Then start making your own! Our latest bundle will help you learn vital game development skills. Master the most popular creation platforms like Unity, Godot, Unreal, GameMaker, Blender, and C#—now that’s a sharp-lookin’ bundle! Build a 2.5D farming RPG with Unreal Engine, create a micro turn-based RPG in Godot, explore game optimization, and so much more.__Big Bang Unreal & Unity Asset Packs Bundle - 5000+ unrivaled assets in one bundle. Calling all game devs—build your worlds with this gigantic bundle of over 5000 assets, including realistic and stylized environments, SFX packs, and powerful tools. Perfect for hobbyists, beginners, and professional developers alike, you'll gain access to essential resources, tutorials, and beta-testing–ready content to start building immediately. The experts at Leartes Studios have curated an amazing library packed with value, featuring environments, VFX packs, and tutorial courses on Unreal Engine, Blender, Substance Painter, and ZBrush. Get the assets you need to bring your game to life—and help support One Tree Planted with your purchase! This bundle provides Unity Asset Store keys directly with your purchase, and FAB keys via redemption through Cosmos, if the product is available on those platforms.Humble Bundle AffiliateGameplay Tools 50% Off - Core systems, half the price. Get pro-grade tools to power your gameplay—combat, cutscenes, UI, and more. Including: HTrace: World Space Global Illumination, VFX Graph - Ultra Mega Pack - Vol.1, Magic Animation Blend, Utility Intelligence (v2): Utility AI Framework for Unity 6, Build for iOS/macOS on Windows>?Unity AffiliateHi guys, I created a website about 6 years in which I host all my field recordings and foley sounds. All free to download and use CC0. There is currently 50+ packs with 1000's of sounds and hours of field recordings all perfect for game SFX and UI. - I think game designers can benefit from a wide range of sounds on the site, especially those that enhance immersion and atmosphere.signaturesounds.orgSmartAddresser - Automate Addressing, Labeling, and Version Control for Unity's Addressable Asset System.CyberAgentGameEntertainment Open SourceEasyCS - EasyCS is an easy-to-use and flexible framework for Unity, adopting a Data-Driven Entity & Actor-Component approach. It bridges Unity's classic OOP with powerful data-oriented patterns, without forcing a complete ECS paradigm shift or a mindset change. Build smarter, not harder.Watcher3056 Open SourceBinding-Of-Isaac_Map-Generator - Binding of Isaac map generator for Unity2DGarnetKane99 Open SourceHelion - A modern fast paced Doom FPS engineHelion-Engine Open SourcePixelationFx - Pixelation post effect for Unity UrpNullTale Open SourceExtreme Add-Ons Bundle For Blender & ZBrush - Extraordinary quality—Extreme add-ons Get quality add-ons for Blender and ZBrush with our latest bundle! We’ve teamed up with the pros at FlippedNormals to deliver a gigantic library of powerful tools for your next game development project. Add new life to your creative work with standout assets like Real-time Hair ZBrush Plugin, Physical Starlight and Atmosphere, Easy Mesh ZBrush Plugin, and more. Get the add-ons you need to bring color and individuality to your next project—and help support Extra Life with your purchase!Humble Bundle AffiliateShop up to 50% off Gabriel Aguiar Prod - Publisher Sale - Gabriel Aguiar Prod. is best known for his extensive VFX assets that help many developers prototype and ship games with special effects. His support and educational material are also invaluable resources for the game dev community. PLUS get VFX Graph - Stylized Fire - Vol. 1 for FREE with code GAP2025Unity AffiliateSpotlightDream Garden - Dream Garden is a simulation game about building tiny cute garden dioramas. A large selection of tools, plants, decorations and customization awaits you. Try all of them and create your dream garden.[You can find it on Steam]Campfire StudioMy game, Call Of Dookie. Demo available on SteamYou can subscribe to the free weekly newsletter on GameDevDigest.comThis post includes affiliate links; I may receive compensation if you purchase products or services from the different links provided in this article.
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  • Chic Minimalist Tiny Home Delivers Style With Effortless Mobility For Modern Nomads

    The Botanical Cabin by Plume is a refreshing testament to the enduring appeal of minimal living. Designed and crafted in France, this tiny house is more than a fleeting trend or a clever response to spatial constraints. It is a study in how thoughtful design can elevate even the most compact of footprints into something both beautiful and deeply functional. Built on a trailer, the Botanical Cabin measures just under twenty feet in length, yet every inch is meticulously utilized, creating a home that feels open, airy, and full of light.
    As you move inside, you are immediately struck by the cabin’s abundant natural illumination. Large windows frame the greenery outside, inviting the outdoors in and making the interior feel much larger than its modest measurements suggest. The layout flows effortlessly from one space to the next, with clever woodwork offering moments of privacy without sacrificing openness. There is a gentle rhythm to the way spaces are defined, making the entire experience feel both cozy and uncluttered.
    Designer: Plume

    The kitchen, though compact, is a masterclass in efficiency. A built-in breakfast bar serves as both a dining area and a generous workspace for meal prep. The use of wood throughout the kitchen and living areas unifies the aesthetic but also brings a warmth that is often missing from modern, small-scale structures. Each detail, from the mini fridge to the compact stove, is chosen for practicality without compromising the visual serenity of the space.
    Every element in the Botanical Cabin seems to have a purpose that goes beyond mere utility. The ethereal, soft decor imparts a whimsical quality, turning this portable dwelling into a sanctuary for romantic getaways or peaceful solo retreats. It is easy to imagine settling into its intimate nooks with a book or gazing out at the landscape in quiet contemplation. The cabin’s atmosphere is one of gentle luxury, where comfort is derived from simplicity rather than abundance.

    Plume’s approach to design, evident in the Botanical Cabin, is rooted in a deep respect for both craftsmanship and environment. The use of natural materials and a restrained palette is pleasing to the eye and also fosters a sense of harmony with the surroundings. This is a home that invites reflection, not just on the space itself but on the kind of life one wishes to lead within its walls. It encourages a slower, more intentional way of living, where each object and every moment is appreciated.
    For those of us who find inspiration in architecture and interiors, the Botanical Cabin is a reminder of how powerful minimal design can be. It proves that a small home does not have to feel temporary or incomplete. Instead, it can be a place of real belonging, where design and daily life are intertwined with grace. The Botanical Cabin stands as a quiet ode to the beauty of less, and in its simplicity, it offers endless possibilities for living well.

    The post Chic Minimalist Tiny Home Delivers Style With Effortless Mobility For Modern Nomads first appeared on Yanko Design.
    #chic #minimalist #tiny #home #delivers
    Chic Minimalist Tiny Home Delivers Style With Effortless Mobility For Modern Nomads
    The Botanical Cabin by Plume is a refreshing testament to the enduring appeal of minimal living. Designed and crafted in France, this tiny house is more than a fleeting trend or a clever response to spatial constraints. It is a study in how thoughtful design can elevate even the most compact of footprints into something both beautiful and deeply functional. Built on a trailer, the Botanical Cabin measures just under twenty feet in length, yet every inch is meticulously utilized, creating a home that feels open, airy, and full of light. As you move inside, you are immediately struck by the cabin’s abundant natural illumination. Large windows frame the greenery outside, inviting the outdoors in and making the interior feel much larger than its modest measurements suggest. The layout flows effortlessly from one space to the next, with clever woodwork offering moments of privacy without sacrificing openness. There is a gentle rhythm to the way spaces are defined, making the entire experience feel both cozy and uncluttered. Designer: Plume The kitchen, though compact, is a masterclass in efficiency. A built-in breakfast bar serves as both a dining area and a generous workspace for meal prep. The use of wood throughout the kitchen and living areas unifies the aesthetic but also brings a warmth that is often missing from modern, small-scale structures. Each detail, from the mini fridge to the compact stove, is chosen for practicality without compromising the visual serenity of the space. Every element in the Botanical Cabin seems to have a purpose that goes beyond mere utility. The ethereal, soft decor imparts a whimsical quality, turning this portable dwelling into a sanctuary for romantic getaways or peaceful solo retreats. It is easy to imagine settling into its intimate nooks with a book or gazing out at the landscape in quiet contemplation. The cabin’s atmosphere is one of gentle luxury, where comfort is derived from simplicity rather than abundance. Plume’s approach to design, evident in the Botanical Cabin, is rooted in a deep respect for both craftsmanship and environment. The use of natural materials and a restrained palette is pleasing to the eye and also fosters a sense of harmony with the surroundings. This is a home that invites reflection, not just on the space itself but on the kind of life one wishes to lead within its walls. It encourages a slower, more intentional way of living, where each object and every moment is appreciated. For those of us who find inspiration in architecture and interiors, the Botanical Cabin is a reminder of how powerful minimal design can be. It proves that a small home does not have to feel temporary or incomplete. Instead, it can be a place of real belonging, where design and daily life are intertwined with grace. The Botanical Cabin stands as a quiet ode to the beauty of less, and in its simplicity, it offers endless possibilities for living well. The post Chic Minimalist Tiny Home Delivers Style With Effortless Mobility For Modern Nomads first appeared on Yanko Design. #chic #minimalist #tiny #home #delivers
    WWW.YANKODESIGN.COM
    Chic Minimalist Tiny Home Delivers Style With Effortless Mobility For Modern Nomads
    The Botanical Cabin by Plume is a refreshing testament to the enduring appeal of minimal living. Designed and crafted in France, this tiny house is more than a fleeting trend or a clever response to spatial constraints. It is a study in how thoughtful design can elevate even the most compact of footprints into something both beautiful and deeply functional. Built on a trailer, the Botanical Cabin measures just under twenty feet in length, yet every inch is meticulously utilized, creating a home that feels open, airy, and full of light. As you move inside, you are immediately struck by the cabin’s abundant natural illumination. Large windows frame the greenery outside, inviting the outdoors in and making the interior feel much larger than its modest measurements suggest. The layout flows effortlessly from one space to the next, with clever woodwork offering moments of privacy without sacrificing openness. There is a gentle rhythm to the way spaces are defined, making the entire experience feel both cozy and uncluttered. Designer: Plume The kitchen, though compact, is a masterclass in efficiency. A built-in breakfast bar serves as both a dining area and a generous workspace for meal prep. The use of wood throughout the kitchen and living areas unifies the aesthetic but also brings a warmth that is often missing from modern, small-scale structures. Each detail, from the mini fridge to the compact stove, is chosen for practicality without compromising the visual serenity of the space. Every element in the Botanical Cabin seems to have a purpose that goes beyond mere utility. The ethereal, soft decor imparts a whimsical quality, turning this portable dwelling into a sanctuary for romantic getaways or peaceful solo retreats. It is easy to imagine settling into its intimate nooks with a book or gazing out at the landscape in quiet contemplation. The cabin’s atmosphere is one of gentle luxury, where comfort is derived from simplicity rather than abundance. Plume’s approach to design, evident in the Botanical Cabin, is rooted in a deep respect for both craftsmanship and environment. The use of natural materials and a restrained palette is pleasing to the eye and also fosters a sense of harmony with the surroundings. This is a home that invites reflection, not just on the space itself but on the kind of life one wishes to lead within its walls. It encourages a slower, more intentional way of living, where each object and every moment is appreciated. For those of us who find inspiration in architecture and interiors, the Botanical Cabin is a reminder of how powerful minimal design can be. It proves that a small home does not have to feel temporary or incomplete. Instead, it can be a place of real belonging, where design and daily life are intertwined with grace. The Botanical Cabin stands as a quiet ode to the beauty of less, and in its simplicity, it offers endless possibilities for living well. The post Chic Minimalist Tiny Home Delivers Style With Effortless Mobility For Modern Nomads first appeared on Yanko Design.
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  • Nitecore’s new tactical flashlight is a rechargeable 8,000 lumens powerhouse

    While most people probably rely on their smartphones’ flashlights in times when we need a bit of physical illumination, it’s still not always that powerful. There are situations when you would need an actual flashlight, and a strong and tactical one at that, like during power outages, when your card breaks down on a dimly lit road, or in medical and security emergencies. It can also be useful to have a lightweight but powerful device as your EDC or everyday carry gear.
    The Nitecore EDC37 emerges as a contender for a reliable and powerful tactical flashlight, boasting an astonishing 8000-lumen output in a design that emphasizes both performance and portability. This USB-C rechargeable, flat tactical flashlight aims to redefine what users can expect from a compact illumination tool. Its lightweight design also makes you rethink about adding this device to your every day bag since you never know when you’re going to need it.
    Designer: Nitecore

    The standout feature of the Nitecore EDC37 is undoubtedly its incredible 8000-lumen maximum output. This level of brightness is usually found in much larger, search-oriented flashlights, making its inclusion in an EDC form factor truly remarkable. Such power suggests an ability to light up vast areas, pierce through darkness, and handle demanding tasks where visibility is critical. It also has multiple LED configuration so you can switch from wide flood coverage or on a focused throw. The OLED display shows real-time runtime display and output level feedback while the Rapid Lock mechanism with a dedicated switch will lessen accidental activation. The control scheme is intuitive as a circular power button lets you adjust to four brightness levels while the larger mode button lets you play around with the other features.

    The flashlight has a runtime of up to 190 hours on the lowest setting but they didn’t specify how long it would last if you use the full 8,000-lumen output. The integration of USB-C charging is another significant advantage. This modern charging standard offers convenience and faster charging times compared to older micro-USB ports. The construction of the Nitecore EDC37 likely adheres to the brand’s reputation for durability. Aerospace-grade aluminum alloy is a common material choice, ensuring robustness against impacts and wear. An anodized finish would further enhance its longevity and resistance to the elements.

    All in all, the Nitecore EDC37 8000 Lumen USB-C Rechargeable Flat EDC Flashlight appears to be a groundbreaking illumination tool. Its combination of extreme brightness, a portable flat design, and the convenience of USB-C recharging makes it an exciting option for EDC enthusiasts, outdoor adventurers, and professionals who require a high-performance lighting solution in a compact package.

    The post Nitecore’s new tactical flashlight is a rechargeable 8,000 lumens powerhouse first appeared on Yanko Design.
    #nitecores #new #tactical #flashlight #rechargeable
    Nitecore’s new tactical flashlight is a rechargeable 8,000 lumens powerhouse
    While most people probably rely on their smartphones’ flashlights in times when we need a bit of physical illumination, it’s still not always that powerful. There are situations when you would need an actual flashlight, and a strong and tactical one at that, like during power outages, when your card breaks down on a dimly lit road, or in medical and security emergencies. It can also be useful to have a lightweight but powerful device as your EDC or everyday carry gear. The Nitecore EDC37 emerges as a contender for a reliable and powerful tactical flashlight, boasting an astonishing 8000-lumen output in a design that emphasizes both performance and portability. This USB-C rechargeable, flat tactical flashlight aims to redefine what users can expect from a compact illumination tool. Its lightweight design also makes you rethink about adding this device to your every day bag since you never know when you’re going to need it. Designer: Nitecore The standout feature of the Nitecore EDC37 is undoubtedly its incredible 8000-lumen maximum output. This level of brightness is usually found in much larger, search-oriented flashlights, making its inclusion in an EDC form factor truly remarkable. Such power suggests an ability to light up vast areas, pierce through darkness, and handle demanding tasks where visibility is critical. It also has multiple LED configuration so you can switch from wide flood coverage or on a focused throw. The OLED display shows real-time runtime display and output level feedback while the Rapid Lock mechanism with a dedicated switch will lessen accidental activation. The control scheme is intuitive as a circular power button lets you adjust to four brightness levels while the larger mode button lets you play around with the other features. The flashlight has a runtime of up to 190 hours on the lowest setting but they didn’t specify how long it would last if you use the full 8,000-lumen output. The integration of USB-C charging is another significant advantage. This modern charging standard offers convenience and faster charging times compared to older micro-USB ports. The construction of the Nitecore EDC37 likely adheres to the brand’s reputation for durability. Aerospace-grade aluminum alloy is a common material choice, ensuring robustness against impacts and wear. An anodized finish would further enhance its longevity and resistance to the elements. All in all, the Nitecore EDC37 8000 Lumen USB-C Rechargeable Flat EDC Flashlight appears to be a groundbreaking illumination tool. Its combination of extreme brightness, a portable flat design, and the convenience of USB-C recharging makes it an exciting option for EDC enthusiasts, outdoor adventurers, and professionals who require a high-performance lighting solution in a compact package. The post Nitecore’s new tactical flashlight is a rechargeable 8,000 lumens powerhouse first appeared on Yanko Design. #nitecores #new #tactical #flashlight #rechargeable
    WWW.YANKODESIGN.COM
    Nitecore’s new tactical flashlight is a rechargeable 8,000 lumens powerhouse
    While most people probably rely on their smartphones’ flashlights in times when we need a bit of physical illumination, it’s still not always that powerful. There are situations when you would need an actual flashlight, and a strong and tactical one at that, like during power outages, when your card breaks down on a dimly lit road, or in medical and security emergencies. It can also be useful to have a lightweight but powerful device as your EDC or everyday carry gear. The Nitecore EDC37 emerges as a contender for a reliable and powerful tactical flashlight, boasting an astonishing 8000-lumen output in a design that emphasizes both performance and portability. This USB-C rechargeable, flat tactical flashlight aims to redefine what users can expect from a compact illumination tool. Its lightweight design also makes you rethink about adding this device to your every day bag since you never know when you’re going to need it. Designer: Nitecore The standout feature of the Nitecore EDC37 is undoubtedly its incredible 8000-lumen maximum output. This level of brightness is usually found in much larger, search-oriented flashlights, making its inclusion in an EDC form factor truly remarkable. Such power suggests an ability to light up vast areas, pierce through darkness, and handle demanding tasks where visibility is critical. It also has multiple LED configuration so you can switch from wide flood coverage or on a focused throw. The OLED display shows real-time runtime display and output level feedback while the Rapid Lock mechanism with a dedicated switch will lessen accidental activation. The control scheme is intuitive as a circular power button lets you adjust to four brightness levels while the larger mode button lets you play around with the other features. The flashlight has a runtime of up to 190 hours on the lowest setting but they didn’t specify how long it would last if you use the full 8,000-lumen output. The integration of USB-C charging is another significant advantage. This modern charging standard offers convenience and faster charging times compared to older micro-USB ports. The construction of the Nitecore EDC37 likely adheres to the brand’s reputation for durability. Aerospace-grade aluminum alloy is a common material choice, ensuring robustness against impacts and wear. An anodized finish would further enhance its longevity and resistance to the elements. All in all, the Nitecore EDC37 8000 Lumen USB-C Rechargeable Flat EDC Flashlight appears to be a groundbreaking illumination tool. Its combination of extreme brightness, a portable flat design, and the convenience of USB-C recharging makes it an exciting option for EDC enthusiasts, outdoor adventurers, and professionals who require a high-performance lighting solution in a compact package. The post Nitecore’s new tactical flashlight is a rechargeable 8,000 lumens powerhouse first appeared on Yanko Design.
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  • Associate Ad Product Producer at Gameloft

    Associate Ad Product ProducerGameloftHo Chi Minh City Ho Chi Minh City vn17 minutes agoApplyJob DescriptionAssist in the production and delivery of rich media ads, ensuring projects are completed on time and within scope.Track project progress using toolsand escalate issues to senior producers when necessary.Communicate with external partners to clarify briefs, provide feedback, and ensure timely, high-quality deliverables.Maintain clear documentation and regularly update internal tracking sheets for outsourced work.Review deliverables to ensure they meet creative standards and technical specifications.Collaborate with QA, developers, and cross-functional teams to resolve issues and maintain alignment throughout the project lifecycle.Qualifications1–2 years of experience in digital production, advertising, or game-related project management.Strong organizational skills with attention to detail and the ability to manage multiple projects and deadlines.Proficient in Englishand skilled in Google Workspace as well as task tracking platformsEffective communicator and team player, with a proactive mindset and strong problem-solving skills.Familiar with mobile ad platforms and basic technical knowledge of mobile ecosystems; data analysis experience is a plus.Quick to adapt and eager to learn new tools, technologies, and workflows.Additional InformationRecruitment Process:Screening callTestInterviewOfferWork Location and Hours:Work location: 26 Ung Van Khiem, Binh Thanh District, Ho Chi Minh City.Work hours: 08:30 AM - 06:00 PM, Monday - Friday.Why Join Gameloft?You want to work in an exceptional industry and create games downloaded more than 1 billion times per year.You want to be part of a talented and supportive team of pioneers who have a passion for creating video games.You want to contribute to a vibrant and dynamic atmosphere.You want to join a global company and meet great people around the world.You will work on an employment contract with competitive remuneration and benefits package.You are looking for a fun place to work in the heart of the city.What We Offer:A hybrid working model.A dynamic workplace environment, with over 18 nationalities, where hundreds of world-renowned game titles were born.A range of well-being events and policies to support employees physically, mentally, and emotionally.An open-space office, a cafeteria, a terrace and a Gaming Area.Various training packages, including internal training, sponsorship training, and e-learning.Opportunities to collaborate and train with Gameloft worldwide experts and develop yourselves.An attractive monthly salary alongside Tet and other performance bonuses.Minimum 12 days of paid annual leave, plus 5 days of paid sick leave, Christmas leave, Birthday leave,...100% coverage of mandatory insurance and extra healthcare insurance.A monthly allowance to support lunch meals and working-from-home electricity and Internet bills.Other benefits from one of the best employers in Vietnam.What's more?Want to know more? Visit our websites:Company DescriptionJoin The Game!Leader in the development and publishing of multiplatform games, Gameloft® has established itself as a pioneer in the industry, creating innovative gaming experiences for 25 years. Gameloft creates games for all digital platforms, from mobile to cross-platform titles for PC and consoles. Gameloft operates its own established franchises such as Asphalt®, Dragon Mania Legends, March of Empires, and Dungeon Hunter, and also partners with major rights holders including LEGO®, Universal, Illumination, Hasbro®, Fox Digital Entertainment, Lamborghini®, and Ferrari®. Gameloft distributes its games in over 100 countries and employs 3,000 people worldwide. Every month, 1 billion unique users can be reached by advertisers in Gameloft games with Gameloft for brands, a leading B2B offering dedicated to brands and agencies. Gameloft is a Vivendi company.
    Create Your Profile — Game companies can contact you with their relevant job openings.
    Apply
    #associate #product #producer #gameloft
    Associate Ad Product Producer at Gameloft
    Associate Ad Product ProducerGameloftHo Chi Minh City Ho Chi Minh City vn17 minutes agoApplyJob DescriptionAssist in the production and delivery of rich media ads, ensuring projects are completed on time and within scope.Track project progress using toolsand escalate issues to senior producers when necessary.Communicate with external partners to clarify briefs, provide feedback, and ensure timely, high-quality deliverables.Maintain clear documentation and regularly update internal tracking sheets for outsourced work.Review deliverables to ensure they meet creative standards and technical specifications.Collaborate with QA, developers, and cross-functional teams to resolve issues and maintain alignment throughout the project lifecycle.Qualifications1–2 years of experience in digital production, advertising, or game-related project management.Strong organizational skills with attention to detail and the ability to manage multiple projects and deadlines.Proficient in Englishand skilled in Google Workspace as well as task tracking platformsEffective communicator and team player, with a proactive mindset and strong problem-solving skills.Familiar with mobile ad platforms and basic technical knowledge of mobile ecosystems; data analysis experience is a plus.Quick to adapt and eager to learn new tools, technologies, and workflows.Additional InformationRecruitment Process:Screening callTestInterviewOfferWork Location and Hours:Work location: 26 Ung Van Khiem, Binh Thanh District, Ho Chi Minh City.Work hours: 08:30 AM - 06:00 PM, Monday - Friday.Why Join Gameloft?You want to work in an exceptional industry and create games downloaded more than 1 billion times per year.You want to be part of a talented and supportive team of pioneers who have a passion for creating video games.You want to contribute to a vibrant and dynamic atmosphere.You want to join a global company and meet great people around the world.You will work on an employment contract with competitive remuneration and benefits package.You are looking for a fun place to work in the heart of the city.What We Offer:A hybrid working model.A dynamic workplace environment, with over 18 nationalities, where hundreds of world-renowned game titles were born.A range of well-being events and policies to support employees physically, mentally, and emotionally.An open-space office, a cafeteria, a terrace and a Gaming Area.Various training packages, including internal training, sponsorship training, and e-learning.Opportunities to collaborate and train with Gameloft worldwide experts and develop yourselves.An attractive monthly salary alongside Tet and other performance bonuses.Minimum 12 days of paid annual leave, plus 5 days of paid sick leave, Christmas leave, Birthday leave,...100% coverage of mandatory insurance and extra healthcare insurance.A monthly allowance to support lunch meals and working-from-home electricity and Internet bills.Other benefits from one of the best employers in Vietnam.What's more?Want to know more? Visit our websites:Company DescriptionJoin The Game!Leader in the development and publishing of multiplatform games, Gameloft® has established itself as a pioneer in the industry, creating innovative gaming experiences for 25 years. Gameloft creates games for all digital platforms, from mobile to cross-platform titles for PC and consoles. Gameloft operates its own established franchises such as Asphalt®, Dragon Mania Legends, March of Empires, and Dungeon Hunter, and also partners with major rights holders including LEGO®, Universal, Illumination, Hasbro®, Fox Digital Entertainment, Lamborghini®, and Ferrari®. Gameloft distributes its games in over 100 countries and employs 3,000 people worldwide. Every month, 1 billion unique users can be reached by advertisers in Gameloft games with Gameloft for brands, a leading B2B offering dedicated to brands and agencies. Gameloft is a Vivendi company. Create Your Profile — Game companies can contact you with their relevant job openings. Apply #associate #product #producer #gameloft
    Associate Ad Product Producer at Gameloft
    Associate Ad Product ProducerGameloftHo Chi Minh City Ho Chi Minh City vn17 minutes agoApplyJob DescriptionAssist in the production and delivery of rich media ads, ensuring projects are completed on time and within scope.Track project progress using tools (e.g., JIRA) and escalate issues to senior producers when necessary.Communicate with external partners to clarify briefs, provide feedback, and ensure timely, high-quality deliverables.Maintain clear documentation and regularly update internal tracking sheets for outsourced work.Review deliverables to ensure they meet creative standards and technical specifications.Collaborate with QA, developers, and cross-functional teams to resolve issues and maintain alignment throughout the project lifecycle.Qualifications1–2 years of experience in digital production, advertising, or game-related project management.Strong organizational skills with attention to detail and the ability to manage multiple projects and deadlines.Proficient in English (written and spoken) and skilled in Google Workspace as well as task tracking platforms (e.g., JIRA,Confluence)Effective communicator and team player, with a proactive mindset and strong problem-solving skills.Familiar with mobile ad platforms and basic technical knowledge of mobile ecosystems; data analysis experience is a plus.Quick to adapt and eager to learn new tools, technologies, and workflows.Additional InformationRecruitment Process:(1) Screening call ( Only candidates whose qualifications align with the role will be contacted. We sincerely appreciate your understanding)(2) Test(3) Interview(s)(4) OfferWork Location and Hours:Work location: 26 Ung Van Khiem, Binh Thanh District, Ho Chi Minh City.Work hours: 08:30 AM - 06:00 PM, Monday - Friday.Why Join Gameloft?You want to work in an exceptional industry and create games downloaded more than 1 billion times per year.You want to be part of a talented and supportive team of pioneers who have a passion for creating video games.You want to contribute to a vibrant and dynamic atmosphere.You want to join a global company and meet great people around the world.You will work on an employment contract with competitive remuneration and benefits package.You are looking for a fun place to work in the heart of the city.What We Offer:A hybrid working model.A dynamic workplace environment, with over 18 nationalities, where hundreds of world-renowned game titles were born.A range of well-being events and policies to support employees physically, mentally, and emotionally.An open-space office, a cafeteria, a terrace and a Gaming Area.Various training packages, including internal training, sponsorship training, and e-learning (iLearn, Udemy,...).Opportunities to collaborate and train with Gameloft worldwide experts and develop yourselves.An attractive monthly salary alongside Tet and other performance bonuses.Minimum 12 days of paid annual leave, plus 5 days of paid sick leave, Christmas leave, Birthday leave,...100% coverage of mandatory insurance and extra healthcare insurance.A monthly allowance to support lunch meals and working-from-home electricity and Internet bills.Other benefits from one of the best employers in Vietnam.What's more?Want to know more? Visit our websites:Company DescriptionJoin The Game!Leader in the development and publishing of multiplatform games, Gameloft® has established itself as a pioneer in the industry, creating innovative gaming experiences for 25 years. Gameloft creates games for all digital platforms, from mobile to cross-platform titles for PC and consoles. Gameloft operates its own established franchises such as Asphalt®, Dragon Mania Legends, March of Empires, and Dungeon Hunter, and also partners with major rights holders including LEGO®, Universal, Illumination, Hasbro®, Fox Digital Entertainment, Lamborghini®, and Ferrari®. Gameloft distributes its games in over 100 countries and employs 3,000 people worldwide. Every month, 1 billion unique users can be reached by advertisers in Gameloft games with Gameloft for brands, a leading B2B offering dedicated to brands and agencies. Gameloft is a Vivendi company. Create Your Profile — Game companies can contact you with their relevant job openings. Apply
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  • Thermasol’s New Saunas Meld Scandinavian Design With Wellness Innovation

    Wellness is no longer something we seek out. It’s something we’re building into our homes. From infrared panels and cold plunges to entire rooms designed for rest and recovery, the wellness-at-home movement is reshaping how we live and reset. Thermasol, a pioneer in steam and sauna innovation since 1958, embraces this shift with a new collection of Scandinavian-inspired saunas that bring spa-level luxury to both indoor and outdoor spaces in your home. With natural materials, European craftsmanship, and smart features like WiFi-enabled controls and ambient lighting, each sauna is designed to transform daily rituals into immersive moments of restoration.
    Aalto Indoor Sauna
    The new indoor models – Aalto, Astra, and Lumaria – each take a distinct approach to serenity. Aalto, named after the Finnish word for “wave,” features sculptural lines and a seamless blend of wood and glass, creating an organic sense of flow.
    Astra Indoor Sauna
    Astra, derived from the Latin word for “stars,” offers a luminous experience with a sleek, corner-friendly layout that maximizes space without compromising elegance.
    Lumaria Indoor Sauna
    Lumaria, a combination of the words “lumina”and “aria”, lives up to its name by blending gentle illumination and refined design in two flexible sizes. The Medium fits two to three people while the Large fits up to five – perfect for home wellness areas of all shapes and scales.
    Ombra Outdoor Sauna
    Designed by award-winning designer Bojan Črešnar, Thermasol’s five new outdoor saunas feel like you’re stepping away for a short vacation away from home. Each model is a study in contrast – bold yet serene, architectural yet inviting. The Ombra uses tinted, reflective glass that offers privacy while maximizing the views. Wavy wood accents add an organic warmth to the otherwise streamlined facade.
    Ombra Outdoor Sauna
    Ombra Outdoor Sauna
    Ombra Outdoor Sauna
    Vue Outdoor Sauna
    Vue Outdoor Sauna
    Vue Outdoor Sauna
    The Vue opens up to nature with a striking full-glass front, while the Fortis leans into warmth and durability with thermally modified wood and layered insulation.
    Fortis Outdoor Sauna
    Fortis Outdoor Sauna
    Spectra Outdoor Sauna
    For those with smaller footprints, the Spectra delivers big on style in a compact form, and the Vera is tailored for balconies, rooftops, and garden corners, bringing wellness to even the coziest of spaces.
    Spectra Outdoor Sauna
    With this new collection, Thermasol continues to evolve what wellness can look and feel like at home. These saunas merge design, technology, and tradition in ways that feel both elevated and deeply personal. Whether you’re carving out a moment of stillness indoors or soaking in the quiet of your backyard, these saunas invite you to pause, reset, and reconnect – no spa membership required.
    Vera Outdoor Sauna
    To learn more about Thermasol’s newest saunas and bring tranquility into your own home, visit thermasol.com.
    Imagery courtesy of Thermosol.
    #thermasols #new #saunas #meld #scandinavian
    Thermasol’s New Saunas Meld Scandinavian Design With Wellness Innovation
    Wellness is no longer something we seek out. It’s something we’re building into our homes. From infrared panels and cold plunges to entire rooms designed for rest and recovery, the wellness-at-home movement is reshaping how we live and reset. Thermasol, a pioneer in steam and sauna innovation since 1958, embraces this shift with a new collection of Scandinavian-inspired saunas that bring spa-level luxury to both indoor and outdoor spaces in your home. With natural materials, European craftsmanship, and smart features like WiFi-enabled controls and ambient lighting, each sauna is designed to transform daily rituals into immersive moments of restoration. Aalto Indoor Sauna The new indoor models – Aalto, Astra, and Lumaria – each take a distinct approach to serenity. Aalto, named after the Finnish word for “wave,” features sculptural lines and a seamless blend of wood and glass, creating an organic sense of flow. Astra Indoor Sauna Astra, derived from the Latin word for “stars,” offers a luminous experience with a sleek, corner-friendly layout that maximizes space without compromising elegance. Lumaria Indoor Sauna Lumaria, a combination of the words “lumina”and “aria”, lives up to its name by blending gentle illumination and refined design in two flexible sizes. The Medium fits two to three people while the Large fits up to five – perfect for home wellness areas of all shapes and scales. Ombra Outdoor Sauna Designed by award-winning designer Bojan Črešnar, Thermasol’s five new outdoor saunas feel like you’re stepping away for a short vacation away from home. Each model is a study in contrast – bold yet serene, architectural yet inviting. The Ombra uses tinted, reflective glass that offers privacy while maximizing the views. Wavy wood accents add an organic warmth to the otherwise streamlined facade. Ombra Outdoor Sauna Ombra Outdoor Sauna Ombra Outdoor Sauna Vue Outdoor Sauna Vue Outdoor Sauna Vue Outdoor Sauna The Vue opens up to nature with a striking full-glass front, while the Fortis leans into warmth and durability with thermally modified wood and layered insulation. Fortis Outdoor Sauna Fortis Outdoor Sauna Spectra Outdoor Sauna For those with smaller footprints, the Spectra delivers big on style in a compact form, and the Vera is tailored for balconies, rooftops, and garden corners, bringing wellness to even the coziest of spaces. Spectra Outdoor Sauna With this new collection, Thermasol continues to evolve what wellness can look and feel like at home. These saunas merge design, technology, and tradition in ways that feel both elevated and deeply personal. Whether you’re carving out a moment of stillness indoors or soaking in the quiet of your backyard, these saunas invite you to pause, reset, and reconnect – no spa membership required. Vera Outdoor Sauna To learn more about Thermasol’s newest saunas and bring tranquility into your own home, visit thermasol.com. Imagery courtesy of Thermosol. #thermasols #new #saunas #meld #scandinavian
    DESIGN-MILK.COM
    Thermasol’s New Saunas Meld Scandinavian Design With Wellness Innovation
    Wellness is no longer something we seek out. It’s something we’re building into our homes. From infrared panels and cold plunges to entire rooms designed for rest and recovery, the wellness-at-home movement is reshaping how we live and reset. Thermasol, a pioneer in steam and sauna innovation since 1958, embraces this shift with a new collection of Scandinavian-inspired saunas that bring spa-level luxury to both indoor and outdoor spaces in your home. With natural materials, European craftsmanship, and smart features like WiFi-enabled controls and ambient lighting, each sauna is designed to transform daily rituals into immersive moments of restoration. Aalto Indoor Sauna The new indoor models – Aalto, Astra, and Lumaria – each take a distinct approach to serenity. Aalto, named after the Finnish word for “wave,” features sculptural lines and a seamless blend of wood and glass, creating an organic sense of flow. Astra Indoor Sauna Astra, derived from the Latin word for “stars,” offers a luminous experience with a sleek, corner-friendly layout that maximizes space without compromising elegance. Lumaria Indoor Sauna Lumaria, a combination of the words “lumina” (which means light) and “aria” (or melody), lives up to its name by blending gentle illumination and refined design in two flexible sizes. The Medium fits two to three people while the Large fits up to five – perfect for home wellness areas of all shapes and scales. Ombra Outdoor Sauna Designed by award-winning designer Bojan Črešnar, Thermasol’s five new outdoor saunas feel like you’re stepping away for a short vacation away from home. Each model is a study in contrast – bold yet serene, architectural yet inviting. The Ombra uses tinted, reflective glass that offers privacy while maximizing the views. Wavy wood accents add an organic warmth to the otherwise streamlined facade. Ombra Outdoor Sauna Ombra Outdoor Sauna Ombra Outdoor Sauna Vue Outdoor Sauna Vue Outdoor Sauna Vue Outdoor Sauna The Vue opens up to nature with a striking full-glass front, while the Fortis leans into warmth and durability with thermally modified wood and layered insulation. Fortis Outdoor Sauna Fortis Outdoor Sauna Spectra Outdoor Sauna For those with smaller footprints, the Spectra delivers big on style in a compact form, and the Vera is tailored for balconies, rooftops, and garden corners, bringing wellness to even the coziest of spaces. Spectra Outdoor Sauna With this new collection, Thermasol continues to evolve what wellness can look and feel like at home. These saunas merge design, technology, and tradition in ways that feel both elevated and deeply personal. Whether you’re carving out a moment of stillness indoors or soaking in the quiet of your backyard, these saunas invite you to pause, reset, and reconnect – no spa membership required. Vera Outdoor Sauna To learn more about Thermasol’s newest saunas and bring tranquility into your own home, visit thermasol.com. Imagery courtesy of Thermosol.
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  • Matali Physics 6.9 Presents Physics-driven, Completely Dynamic Light Sources

    Matali Physics 6.9 Presents Physics-driven, Completely Dynamic Light Sources

    Published June 02, 2025

    Advertisement

    We are pleased to announce the release of Matali Physics 6.9, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.9 introduces a number of improvements and fixes to Matali Physics Core, Matali Render and Matali Games modules, presents physics-driven, completely dynamic light sources, real-time object scaling with destruction, lighting model simulating global illuminationin some aspects, comprehensive support for Wayland on Linux, improved simulation of stacked objects, improved physics-based photo mode, introduces optimizations for Steam Deck portable gaming console and Linux as well as provides a refreshed Matali Physics Game demo. What is Matali Physics?Matali Physics is an advanced, modern, multi-platform, high-performance 3d physics environment intended for games, VR, AR, physics-based simulations and robotics. Matali Physics consists of the advanced 3d physics engine Matali Physics Core and other physics-driven modules that all together provide comprehensive simulation of physical phenomena and physics-based modeling of both real and imaginary objects.What's new in version 6.9?Physics-driven, completely dynamic light sources. The introduced solution allows for processing hundreds of movable, long-range and shadow-casting light sources, where with each source can be assigned logic that controls its behavior, changes light parameters, volumetric effects parameters and others;Real-time object scaling with destruction. All groups of physics objects and groups of physics objects with constraints may be subject to destruction process during real-time scaling, allowing group members to break off at different sizes;Lighting model simulating global illuminationin some aspects. Based on own research and development work, processed in real time, ready for dynamic scenes, fast on mobile devices, not based on lightmaps, light probes, baked lights, etc.;Comprehensive support for Wayland on Linux. The latest version allows Matali Physics SDK users to create advanced, high-performance, physics-based, Vulkan-based games for modern Linux distributions where Wayland is the main display server protocol;Other improvements and fixes which complete list is available on the History webpage.What platforms does Matali Physics support?AndroidAndroid TV*BSDiOSiPadOSLinuxmacOSSteam DecktvOSUWPWindowsWhat are the benefits of using Matali Physics?Physics simulation, graphics, sound and music integrated into one total multimedia solution where creating complex interactions and behaviors is common and relatively easyComposed of dedicated modules that do not require additional licences and feesSupports fully dynamic and destructible scenesSupports physics-based behavioral animationsSupports physical AI, object motion and state change controlSupports physics-based GUISupports physics-based particle effectsSupports multi-scene physics simulation and scene combiningSupports physics-based photo modeSupports physics-driven soundSupports physics-driven musicSupports debug visualizationFully serializable and deserializableAvailable for all major mobile, desktop and TV platformsNew features on requestDedicated technical supportRegular updates and fixesIf you have questions related to the latest version and the use of Matali Physics environment as a game creation solution, please do not hesitate to contact us. 

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    #matali #physics #presents #physicsdriven #completely
    Matali Physics 6.9 Presents Physics-driven, Completely Dynamic Light Sources
    Matali Physics 6.9 Presents Physics-driven, Completely Dynamic Light Sources Published June 02, 2025 Advertisement We are pleased to announce the release of Matali Physics 6.9, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.9 introduces a number of improvements and fixes to Matali Physics Core, Matali Render and Matali Games modules, presents physics-driven, completely dynamic light sources, real-time object scaling with destruction, lighting model simulating global illuminationin some aspects, comprehensive support for Wayland on Linux, improved simulation of stacked objects, improved physics-based photo mode, introduces optimizations for Steam Deck portable gaming console and Linux as well as provides a refreshed Matali Physics Game demo. What is Matali Physics?Matali Physics is an advanced, modern, multi-platform, high-performance 3d physics environment intended for games, VR, AR, physics-based simulations and robotics. Matali Physics consists of the advanced 3d physics engine Matali Physics Core and other physics-driven modules that all together provide comprehensive simulation of physical phenomena and physics-based modeling of both real and imaginary objects.What's new in version 6.9?Physics-driven, completely dynamic light sources. The introduced solution allows for processing hundreds of movable, long-range and shadow-casting light sources, where with each source can be assigned logic that controls its behavior, changes light parameters, volumetric effects parameters and others;Real-time object scaling with destruction. All groups of physics objects and groups of physics objects with constraints may be subject to destruction process during real-time scaling, allowing group members to break off at different sizes;Lighting model simulating global illuminationin some aspects. Based on own research and development work, processed in real time, ready for dynamic scenes, fast on mobile devices, not based on lightmaps, light probes, baked lights, etc.;Comprehensive support for Wayland on Linux. The latest version allows Matali Physics SDK users to create advanced, high-performance, physics-based, Vulkan-based games for modern Linux distributions where Wayland is the main display server protocol;Other improvements and fixes which complete list is available on the History webpage.What platforms does Matali Physics support?AndroidAndroid TV*BSDiOSiPadOSLinuxmacOSSteam DecktvOSUWPWindowsWhat are the benefits of using Matali Physics?Physics simulation, graphics, sound and music integrated into one total multimedia solution where creating complex interactions and behaviors is common and relatively easyComposed of dedicated modules that do not require additional licences and feesSupports fully dynamic and destructible scenesSupports physics-based behavioral animationsSupports physical AI, object motion and state change controlSupports physics-based GUISupports physics-based particle effectsSupports multi-scene physics simulation and scene combiningSupports physics-based photo modeSupports physics-driven soundSupports physics-driven musicSupports debug visualizationFully serializable and deserializableAvailable for all major mobile, desktop and TV platformsNew features on requestDedicated technical supportRegular updates and fixesIf you have questions related to the latest version and the use of Matali Physics environment as a game creation solution, please do not hesitate to contact us.  Cancel 0 likes 0 comments Comments Nobody has left a comment. You can be the first! You must log in to join the conversation. Don't have a GameDev.net account? Sign up! #matali #physics #presents #physicsdriven #completely
    Matali Physics 6.9 Presents Physics-driven, Completely Dynamic Light Sources
    Matali Physics 6.9 Presents Physics-driven, Completely Dynamic Light Sources Published June 02, 2025 Advertisement We are pleased to announce the release of Matali Physics 6.9, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.9 introduces a number of improvements and fixes to Matali Physics Core, Matali Render and Matali Games modules, presents physics-driven, completely dynamic light sources, real-time object scaling with destruction, lighting model simulating global illumination (GI) in some aspects, comprehensive support for Wayland on Linux, improved simulation of stacked objects, improved physics-based photo mode, introduces optimizations for Steam Deck portable gaming console and Linux as well as provides a refreshed Matali Physics Game demo. What is Matali Physics?Matali Physics is an advanced, modern, multi-platform, high-performance 3d physics environment intended for games, VR, AR, physics-based simulations and robotics. Matali Physics consists of the advanced 3d physics engine Matali Physics Core and other physics-driven modules that all together provide comprehensive simulation of physical phenomena and physics-based modeling of both real and imaginary objects.What's new in version 6.9?Physics-driven, completely dynamic light sources. The introduced solution allows for processing hundreds of movable, long-range and shadow-casting light sources, where with each source can be assigned logic that controls its behavior, changes light parameters, volumetric effects parameters and others;Real-time object scaling with destruction. All groups of physics objects and groups of physics objects with constraints may be subject to destruction process during real-time scaling, allowing group members to break off at different sizes;Lighting model simulating global illumination (GI) in some aspects. Based on own research and development work, processed in real time, ready for dynamic scenes, fast on mobile devices, not based on lightmaps, light probes, baked lights, etc.;Comprehensive support for Wayland on Linux. The latest version allows Matali Physics SDK users to create advanced, high-performance, physics-based, Vulkan-based games for modern Linux distributions where Wayland is the main display server protocol;Other improvements and fixes which complete list is available on the History webpage.What platforms does Matali Physics support?AndroidAndroid TV*BSDiOSiPadOSLinux (distributions)macOSSteam DecktvOSUWP (Desktop, Xbox Series X/S)Windows (Classic, GDK, Handheld consoles)What are the benefits of using Matali Physics?Physics simulation, graphics, sound and music integrated into one total multimedia solution where creating complex interactions and behaviors is common and relatively easyComposed of dedicated modules that do not require additional licences and feesSupports fully dynamic and destructible scenesSupports physics-based behavioral animationsSupports physical AI, object motion and state change controlSupports physics-based GUISupports physics-based particle effectsSupports multi-scene physics simulation and scene combiningSupports physics-based photo modeSupports physics-driven soundSupports physics-driven musicSupports debug visualizationFully serializable and deserializableAvailable for all major mobile, desktop and TV platformsNew features on requestDedicated technical supportRegular updates and fixesIf you have questions related to the latest version and the use of Matali Physics environment as a game creation solution, please do not hesitate to contact us.  Cancel Save 0 likes 0 comments Comments Nobody has left a comment. You can be the first! You must log in to join the conversation. Don't have a GameDev.net account? Sign up!
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  • HOLLYWOOD VFX TOOLS FOR SPACE EXPLORATION

    By CHRIS McGOWAN

    This image of Jupiter from NASA’s James Webb Space Telescope’s NIRCamshows stunning details of the majestic planet in infrared light.Special effects have been used for decades to depict space exploration, from visits to planets and moons to zero gravity and spaceships – one need only think of the landmark 2001: A Space Odyssey. Since that era, visual effects have increasingly grown in realism and importance. VFX have been used for entertainment and for scientific purposes, outreach to the public and astronaut training in virtual reality. Compelling images and videos can bring data to life. NASA’s Scientific Visualization Studioproduces visualizations, animations and images to help scientists tell stories of their research and make science more approachable and engaging.
    A.J. Christensen is a senior visualization designer for the NASA Scientific Visualization Studioat the Goddard Space Flight Center in Greenbelt, Maryland. There, he develops data visualization techniques and designs data-driven imagery for scientific analysis and public outreach using Hollywood visual effects tools, according to NASA. SVS visualizations feature datasets from Earth-and space-based instrumentation, scientific supercomputer models and physical statistical distributions that have been analyzed and processed by computational scientists. Christensen’s specialties include working with 3D volumetric data, using the procedural cinematic software Houdini and science topics in Heliophysics, Geophysics and Astrophysics. He previously worked at the National Center for Supercomputing Applications’ Advanced Visualization Lab where he worked on more than a dozen science documentary full-dome films as well as the IMAX films Hubble 3D and A Beautiful Planet – and he worked at DNEG on the movie Interstellar, which won the 2015 Best Visual Effects Academy Award.

    This global map of CO2 was created by NASA’s Scientific Visualization Studio using a model called GEOS, short for the Goddard Earth Observing System. GEOS is a high-resolution weather reanalysis model, powered by supercomputers, that is used to represent what was happening in the atmosphere.“The NASA Scientific Visualization Studio operates like a small VFX studio that creates animations of scientific data that has been collected or analyzed at NASA. We are one of several groups at NASA that create imagery for public consumption, but we are also a part of the scientific research process, helping scientists understand and share their data through pictures and video.”
    —A.J. Christensen, Senior Visualization Designer, NASA Scientific Visualization StudioAbout his work at NASA SVS, Christensen comments, “The NASA Scientific Visualization Studio operates like a small VFX studio that creates animations of scientific data that has been collected or analyzed at NASA. We are one of several groups at NASA that create imagery for public consumption, but we are also a part of the scientific research process, helping scientists understand and share their data through pictures and video. This past year we were part of NASA’s total eclipse outreach efforts, we participated in all the major earth science and astronomy conferences, we launched a public exhibition at the Smithsonian Museum of Natural History called the Earth Information Center, and we posted hundreds of new visualizations to our publicly accessible website: svs.gsfc.nasa.gov.”

    This is the ‘beauty shot version’ of Perpetual Ocean 2: Western Boundary Currents. The visualization starts with a rotating globe showing ocean currents. The colors used to color the flow in this version were chosen to provide a pleasing look.The Gulf Stream and connected currents.Venus, our nearby “sister” planet, beckons today as a compelling target for exploration that may connect the objects in our own solar system to those discovered around nearby stars.WORKING WITH DATA
    While Christensen is interpreting the data from active spacecraft and making it usable in different forms, such as for science and outreach, he notes, “It’s not just spacecraft that collect data. NASA maintains or monitors instruments on Earth too – on land, in the oceans and in the air. And to be precise, there are robots wandering around Mars that are collecting data, too.”
    He continues, “Sometimes the data comes to our team as raw telescope imagery, sometimes we get it as a data product that a scientist has already analyzed and extracted meaning from, and sometimes various sensor data is used to drive computational models and we work with the models’ resulting output.”

    Jupiter’s moon Europa may have life in a vast ocean beneath its icy surface.HOUDINI AND OTHER TOOLS
    “Data visualization means a lot of different things to different people, but many people on our team interpret it as a form of filmmaking,” Christensen says. “We are very inspired by the approach to visual storytelling that Hollywood uses, and we use tools that are standard for Hollywood VFX. Many professionals in our area – the visualization of 3D scientific data – were previously using other animation tools but have discovered that Houdini is the most capable of understanding and manipulating unusual data, so there has been major movement toward Houdini over the past decade.”

    Satellite imagery from NASA’s Solar Dynamics Observatoryshows the Sun in ultraviolet light colorized in light brown. Seen in ultraviolet light, the dark patches on the Sun are known as coronal holes and are regions where fast solar wind gushes out into space.Christensen explains, “We have always worked with scientific software as well – sometimes there’s only one software tool in existence to interpret a particular kind of scientific data. More often than not, scientific software does not have a GUI, so we’ve had to become proficient at learning new coding environments very quickly. IDL and Python are the generic data manipulation environments we use when something is too complicated or oversized for Houdini, but there are lots of alternatives out there. Typically, we use these tools to get the data into a format that Houdini can interpret, and then we use Houdini to do our shading, lighting and camera design, and seamlessly blend different datasets together.”

    While cruising around Saturn in early October 2004, Cassini captured a series of images that have been composed into this large global natural color view of Saturn and its rings. This grand mosaic consists of 126 images acquired in a tile-like fashion, covering one end of Saturn’s rings to the other and the entire planet in between.The black hole Gargantua and the surrounding accretion disc from the 2014 movie Interstellar.Another visualization of the black hole Gargantua.INTERSTELLAR & GARGANTUA
    Christensen recalls working for DNEG on Interstellar. “When I first started at DNEG, they asked me to work on the giant waves on Miller’s ocean planet. About a week in, my manager took me into the hall and said, ‘I was looking at your reel and saw all this astronomy stuff. We’re working on another sequence with an accretion disk around a black hole that I’m wondering if we should put you on.’ And I said, ‘Oh yeah, I’ve done lots of accretion disks.’ So, for the rest of my time on the show, I was working on the black hole team.”
    He adds, “There are a lot of people in my community that would be hesitant to label any big-budget movie sequence as a scientific visualization. The typical assumption is that for a Hollywood movie, no one cares about accuracy as long as it looks good. Guardians of the Galaxy makes it seem like space is positively littered with nebulae, and Star Wars makes it seem like asteroids travel in herds. But the black hole Gargantua in Interstellar is a good case for being called a visualization. The imagery you see in the movie is the direct result of a collaboration with an expert scientist, Dr. Kip Thorne, working with the DNEG research team using the actual Einstein equations that describe the gravity around a black hole.”

    Thorne is a Nobel Prize-winning theoretical physicist who taught at Caltech for many years. He has reached wide audiences with his books and presentations on black holes, time travel and wormholes on PBS and BBC shows. Christensen comments, “You can make the argument that some of the complexity around what a black hole actually looks like was discarded for the film, and they admit as much in the research paper that was published after the movie came out. But our team at NASA does that same thing. There is no such thing as an objectively ‘true’ scientific image – you always have to make aesthetic decisions around whether the image tells the science story, and often it makes more sense to omit information to clarify what’s important. Ultimately, Gargantua taught a whole lot of people something new about science, and that’s what a good scientific visualization aims to do.”

    The SVS produces an annual visualization of the Moon’s phase and libration comprising 8,760 hourly renderings of its precise size, orientation and illumination.FURTHER CHALLENGES
    The sheer size of the data often encountered by Christensen and his peers is a challenge. “I’m currently working with a dataset that is 400GB per timestep. It’s so big that I don’t even want to move it from one file server to another. So, then I have to make decisions about which data attributes to keep and which to discard, whether there’s a region of the data that I can cull or downsample, and I have to experiment with data compression schemes that might require me to entirely re-design the pipeline I’m using for Houdini. Of course, if I get rid of too much information, it becomes very resource-intensive to recompute everything, but if I don’t get rid of enough, then my design process becomes agonizingly slow.”
    SVS also works closely with its NASA partner groups Conceptual Image Laband Goddard Media Studiosto publish a diverse array of content. Conceptual Image Lab focuses more on the artistic side of things – producing high-fidelity renders using film animation and visual design techniques, according to NASA. Where the SVS primarily focuses on making data-based visualizations, CIL puts more emphasis on conceptual visualizations – producing animations featuring NASA spacecraft, planetary observations and simulations, according to NASA. Goddard Media Studios, on the other hand, is more focused towards public outreach – producing interviews, TV programs and documentaries. GMS continues to be the main producers behind NASA TV, and as such, much of their content is aimed towards the general public.

    An impact crater on the moon.Image of Mars showing a partly shadowed Olympus Mons toward the upper left of the image.Mars. Hellas Basin can be seen in the lower right portion of the image.Mars slightly tilted to show the Martian North Pole.Christensen notes, “One of the more unique challenges in this field is one of bringing people from very different backgrounds to agree on a common outcome. I work on teams with scientists, communicators and technologists, and we all have different communities we’re trying to satisfy. For instance, communicators are generally trying to simplify animations so their learning goal is clear, but scientists will insist that we add text and annotations on top of the video to eliminate ambiguity and avoid misinterpretations. Often, the technologist will have to say we can’t zoom in or look at the data in a certain way because it will show the data boundaries or data resolution limits. Every shot is a negotiation, but in trying to compromise, we often push the boundaries of what has been done before, which is exciting.”
    #hollywood #vfx #tools #space #exploration
    HOLLYWOOD VFX TOOLS FOR SPACE EXPLORATION
    By CHRIS McGOWAN This image of Jupiter from NASA’s James Webb Space Telescope’s NIRCamshows stunning details of the majestic planet in infrared light.Special effects have been used for decades to depict space exploration, from visits to planets and moons to zero gravity and spaceships – one need only think of the landmark 2001: A Space Odyssey. Since that era, visual effects have increasingly grown in realism and importance. VFX have been used for entertainment and for scientific purposes, outreach to the public and astronaut training in virtual reality. Compelling images and videos can bring data to life. NASA’s Scientific Visualization Studioproduces visualizations, animations and images to help scientists tell stories of their research and make science more approachable and engaging. A.J. Christensen is a senior visualization designer for the NASA Scientific Visualization Studioat the Goddard Space Flight Center in Greenbelt, Maryland. There, he develops data visualization techniques and designs data-driven imagery for scientific analysis and public outreach using Hollywood visual effects tools, according to NASA. SVS visualizations feature datasets from Earth-and space-based instrumentation, scientific supercomputer models and physical statistical distributions that have been analyzed and processed by computational scientists. Christensen’s specialties include working with 3D volumetric data, using the procedural cinematic software Houdini and science topics in Heliophysics, Geophysics and Astrophysics. He previously worked at the National Center for Supercomputing Applications’ Advanced Visualization Lab where he worked on more than a dozen science documentary full-dome films as well as the IMAX films Hubble 3D and A Beautiful Planet – and he worked at DNEG on the movie Interstellar, which won the 2015 Best Visual Effects Academy Award. This global map of CO2 was created by NASA’s Scientific Visualization Studio using a model called GEOS, short for the Goddard Earth Observing System. GEOS is a high-resolution weather reanalysis model, powered by supercomputers, that is used to represent what was happening in the atmosphere.“The NASA Scientific Visualization Studio operates like a small VFX studio that creates animations of scientific data that has been collected or analyzed at NASA. We are one of several groups at NASA that create imagery for public consumption, but we are also a part of the scientific research process, helping scientists understand and share their data through pictures and video.” —A.J. Christensen, Senior Visualization Designer, NASA Scientific Visualization StudioAbout his work at NASA SVS, Christensen comments, “The NASA Scientific Visualization Studio operates like a small VFX studio that creates animations of scientific data that has been collected or analyzed at NASA. We are one of several groups at NASA that create imagery for public consumption, but we are also a part of the scientific research process, helping scientists understand and share their data through pictures and video. This past year we were part of NASA’s total eclipse outreach efforts, we participated in all the major earth science and astronomy conferences, we launched a public exhibition at the Smithsonian Museum of Natural History called the Earth Information Center, and we posted hundreds of new visualizations to our publicly accessible website: svs.gsfc.nasa.gov.” This is the ‘beauty shot version’ of Perpetual Ocean 2: Western Boundary Currents. The visualization starts with a rotating globe showing ocean currents. The colors used to color the flow in this version were chosen to provide a pleasing look.The Gulf Stream and connected currents.Venus, our nearby “sister” planet, beckons today as a compelling target for exploration that may connect the objects in our own solar system to those discovered around nearby stars.WORKING WITH DATA While Christensen is interpreting the data from active spacecraft and making it usable in different forms, such as for science and outreach, he notes, “It’s not just spacecraft that collect data. NASA maintains or monitors instruments on Earth too – on land, in the oceans and in the air. And to be precise, there are robots wandering around Mars that are collecting data, too.” He continues, “Sometimes the data comes to our team as raw telescope imagery, sometimes we get it as a data product that a scientist has already analyzed and extracted meaning from, and sometimes various sensor data is used to drive computational models and we work with the models’ resulting output.” Jupiter’s moon Europa may have life in a vast ocean beneath its icy surface.HOUDINI AND OTHER TOOLS “Data visualization means a lot of different things to different people, but many people on our team interpret it as a form of filmmaking,” Christensen says. “We are very inspired by the approach to visual storytelling that Hollywood uses, and we use tools that are standard for Hollywood VFX. Many professionals in our area – the visualization of 3D scientific data – were previously using other animation tools but have discovered that Houdini is the most capable of understanding and manipulating unusual data, so there has been major movement toward Houdini over the past decade.” Satellite imagery from NASA’s Solar Dynamics Observatoryshows the Sun in ultraviolet light colorized in light brown. Seen in ultraviolet light, the dark patches on the Sun are known as coronal holes and are regions where fast solar wind gushes out into space.Christensen explains, “We have always worked with scientific software as well – sometimes there’s only one software tool in existence to interpret a particular kind of scientific data. More often than not, scientific software does not have a GUI, so we’ve had to become proficient at learning new coding environments very quickly. IDL and Python are the generic data manipulation environments we use when something is too complicated or oversized for Houdini, but there are lots of alternatives out there. Typically, we use these tools to get the data into a format that Houdini can interpret, and then we use Houdini to do our shading, lighting and camera design, and seamlessly blend different datasets together.” While cruising around Saturn in early October 2004, Cassini captured a series of images that have been composed into this large global natural color view of Saturn and its rings. This grand mosaic consists of 126 images acquired in a tile-like fashion, covering one end of Saturn’s rings to the other and the entire planet in between.The black hole Gargantua and the surrounding accretion disc from the 2014 movie Interstellar.Another visualization of the black hole Gargantua.INTERSTELLAR & GARGANTUA Christensen recalls working for DNEG on Interstellar. “When I first started at DNEG, they asked me to work on the giant waves on Miller’s ocean planet. About a week in, my manager took me into the hall and said, ‘I was looking at your reel and saw all this astronomy stuff. We’re working on another sequence with an accretion disk around a black hole that I’m wondering if we should put you on.’ And I said, ‘Oh yeah, I’ve done lots of accretion disks.’ So, for the rest of my time on the show, I was working on the black hole team.” He adds, “There are a lot of people in my community that would be hesitant to label any big-budget movie sequence as a scientific visualization. The typical assumption is that for a Hollywood movie, no one cares about accuracy as long as it looks good. Guardians of the Galaxy makes it seem like space is positively littered with nebulae, and Star Wars makes it seem like asteroids travel in herds. But the black hole Gargantua in Interstellar is a good case for being called a visualization. The imagery you see in the movie is the direct result of a collaboration with an expert scientist, Dr. Kip Thorne, working with the DNEG research team using the actual Einstein equations that describe the gravity around a black hole.” Thorne is a Nobel Prize-winning theoretical physicist who taught at Caltech for many years. He has reached wide audiences with his books and presentations on black holes, time travel and wormholes on PBS and BBC shows. Christensen comments, “You can make the argument that some of the complexity around what a black hole actually looks like was discarded for the film, and they admit as much in the research paper that was published after the movie came out. But our team at NASA does that same thing. There is no such thing as an objectively ‘true’ scientific image – you always have to make aesthetic decisions around whether the image tells the science story, and often it makes more sense to omit information to clarify what’s important. Ultimately, Gargantua taught a whole lot of people something new about science, and that’s what a good scientific visualization aims to do.” The SVS produces an annual visualization of the Moon’s phase and libration comprising 8,760 hourly renderings of its precise size, orientation and illumination.FURTHER CHALLENGES The sheer size of the data often encountered by Christensen and his peers is a challenge. “I’m currently working with a dataset that is 400GB per timestep. It’s so big that I don’t even want to move it from one file server to another. So, then I have to make decisions about which data attributes to keep and which to discard, whether there’s a region of the data that I can cull or downsample, and I have to experiment with data compression schemes that might require me to entirely re-design the pipeline I’m using for Houdini. Of course, if I get rid of too much information, it becomes very resource-intensive to recompute everything, but if I don’t get rid of enough, then my design process becomes agonizingly slow.” SVS also works closely with its NASA partner groups Conceptual Image Laband Goddard Media Studiosto publish a diverse array of content. Conceptual Image Lab focuses more on the artistic side of things – producing high-fidelity renders using film animation and visual design techniques, according to NASA. Where the SVS primarily focuses on making data-based visualizations, CIL puts more emphasis on conceptual visualizations – producing animations featuring NASA spacecraft, planetary observations and simulations, according to NASA. Goddard Media Studios, on the other hand, is more focused towards public outreach – producing interviews, TV programs and documentaries. GMS continues to be the main producers behind NASA TV, and as such, much of their content is aimed towards the general public. An impact crater on the moon.Image of Mars showing a partly shadowed Olympus Mons toward the upper left of the image.Mars. Hellas Basin can be seen in the lower right portion of the image.Mars slightly tilted to show the Martian North Pole.Christensen notes, “One of the more unique challenges in this field is one of bringing people from very different backgrounds to agree on a common outcome. I work on teams with scientists, communicators and technologists, and we all have different communities we’re trying to satisfy. For instance, communicators are generally trying to simplify animations so their learning goal is clear, but scientists will insist that we add text and annotations on top of the video to eliminate ambiguity and avoid misinterpretations. Often, the technologist will have to say we can’t zoom in or look at the data in a certain way because it will show the data boundaries or data resolution limits. Every shot is a negotiation, but in trying to compromise, we often push the boundaries of what has been done before, which is exciting.” #hollywood #vfx #tools #space #exploration
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    HOLLYWOOD VFX TOOLS FOR SPACE EXPLORATION
    By CHRIS McGOWAN This image of Jupiter from NASA’s James Webb Space Telescope’s NIRCam (Near-Infrared Camera) shows stunning details of the majestic planet in infrared light. (Image courtesy of NASA, ESA and CSA) Special effects have been used for decades to depict space exploration, from visits to planets and moons to zero gravity and spaceships – one need only think of the landmark 2001: A Space Odyssey (1968). Since that era, visual effects have increasingly grown in realism and importance. VFX have been used for entertainment and for scientific purposes, outreach to the public and astronaut training in virtual reality. Compelling images and videos can bring data to life. NASA’s Scientific Visualization Studio (SVS) produces visualizations, animations and images to help scientists tell stories of their research and make science more approachable and engaging. A.J. Christensen is a senior visualization designer for the NASA Scientific Visualization Studio (SVS) at the Goddard Space Flight Center in Greenbelt, Maryland. There, he develops data visualization techniques and designs data-driven imagery for scientific analysis and public outreach using Hollywood visual effects tools, according to NASA. SVS visualizations feature datasets from Earth-and space-based instrumentation, scientific supercomputer models and physical statistical distributions that have been analyzed and processed by computational scientists. Christensen’s specialties include working with 3D volumetric data, using the procedural cinematic software Houdini and science topics in Heliophysics, Geophysics and Astrophysics. He previously worked at the National Center for Supercomputing Applications’ Advanced Visualization Lab where he worked on more than a dozen science documentary full-dome films as well as the IMAX films Hubble 3D and A Beautiful Planet – and he worked at DNEG on the movie Interstellar, which won the 2015 Best Visual Effects Academy Award. This global map of CO2 was created by NASA’s Scientific Visualization Studio using a model called GEOS, short for the Goddard Earth Observing System. GEOS is a high-resolution weather reanalysis model, powered by supercomputers, that is used to represent what was happening in the atmosphere. (Image courtesy of NASA/Goddard Space Flight Center Scientific Visualization Studio) “The NASA Scientific Visualization Studio operates like a small VFX studio that creates animations of scientific data that has been collected or analyzed at NASA. We are one of several groups at NASA that create imagery for public consumption, but we are also a part of the scientific research process, helping scientists understand and share their data through pictures and video.” —A.J. Christensen, Senior Visualization Designer, NASA Scientific Visualization Studio (SVS) About his work at NASA SVS, Christensen comments, “The NASA Scientific Visualization Studio operates like a small VFX studio that creates animations of scientific data that has been collected or analyzed at NASA. We are one of several groups at NASA that create imagery for public consumption, but we are also a part of the scientific research process, helping scientists understand and share their data through pictures and video. This past year we were part of NASA’s total eclipse outreach efforts, we participated in all the major earth science and astronomy conferences, we launched a public exhibition at the Smithsonian Museum of Natural History called the Earth Information Center, and we posted hundreds of new visualizations to our publicly accessible website: svs.gsfc.nasa.gov.” This is the ‘beauty shot version’ of Perpetual Ocean 2: Western Boundary Currents. The visualization starts with a rotating globe showing ocean currents. The colors used to color the flow in this version were chosen to provide a pleasing look. (Image courtesy of NASA/Goddard Space Flight Center Scientific Visualization Studio) The Gulf Stream and connected currents. (Image courtesy of NASA/Goddard Space Flight Center Scientific Visualization Studio) Venus, our nearby “sister” planet, beckons today as a compelling target for exploration that may connect the objects in our own solar system to those discovered around nearby stars. (Image courtesy of NASA’s Goddard Space Flight Center) WORKING WITH DATA While Christensen is interpreting the data from active spacecraft and making it usable in different forms, such as for science and outreach, he notes, “It’s not just spacecraft that collect data. NASA maintains or monitors instruments on Earth too – on land, in the oceans and in the air. And to be precise, there are robots wandering around Mars that are collecting data, too.” He continues, “Sometimes the data comes to our team as raw telescope imagery, sometimes we get it as a data product that a scientist has already analyzed and extracted meaning from, and sometimes various sensor data is used to drive computational models and we work with the models’ resulting output.” Jupiter’s moon Europa may have life in a vast ocean beneath its icy surface. (Image courtesy of NASA/Goddard Space Flight Center Scientific Visualization Studio) HOUDINI AND OTHER TOOLS “Data visualization means a lot of different things to different people, but many people on our team interpret it as a form of filmmaking,” Christensen says. “We are very inspired by the approach to visual storytelling that Hollywood uses, and we use tools that are standard for Hollywood VFX. Many professionals in our area – the visualization of 3D scientific data – were previously using other animation tools but have discovered that Houdini is the most capable of understanding and manipulating unusual data, so there has been major movement toward Houdini over the past decade.” Satellite imagery from NASA’s Solar Dynamics Observatory (SDO) shows the Sun in ultraviolet light colorized in light brown. Seen in ultraviolet light, the dark patches on the Sun are known as coronal holes and are regions where fast solar wind gushes out into space. (Image courtesy of NASA/Goddard Space Flight Center Scientific Visualization Studio) Christensen explains, “We have always worked with scientific software as well – sometimes there’s only one software tool in existence to interpret a particular kind of scientific data. More often than not, scientific software does not have a GUI, so we’ve had to become proficient at learning new coding environments very quickly. IDL and Python are the generic data manipulation environments we use when something is too complicated or oversized for Houdini, but there are lots of alternatives out there. Typically, we use these tools to get the data into a format that Houdini can interpret, and then we use Houdini to do our shading, lighting and camera design, and seamlessly blend different datasets together.” While cruising around Saturn in early October 2004, Cassini captured a series of images that have been composed into this large global natural color view of Saturn and its rings. This grand mosaic consists of 126 images acquired in a tile-like fashion, covering one end of Saturn’s rings to the other and the entire planet in between. (Image courtesy of ASA/JPL/Space Science Institute) The black hole Gargantua and the surrounding accretion disc from the 2014 movie Interstellar. (Image courtesy of DNEG and Paramount Pictures) Another visualization of the black hole Gargantua. (Image courtesy of DNEG and Paramount Pictures) INTERSTELLAR & GARGANTUA Christensen recalls working for DNEG on Interstellar (2014). “When I first started at DNEG, they asked me to work on the giant waves on Miller’s ocean planet [in the film]. About a week in, my manager took me into the hall and said, ‘I was looking at your reel and saw all this astronomy stuff. We’re working on another sequence with an accretion disk around a black hole that I’m wondering if we should put you on.’ And I said, ‘Oh yeah, I’ve done lots of accretion disks.’ So, for the rest of my time on the show, I was working on the black hole team.” He adds, “There are a lot of people in my community that would be hesitant to label any big-budget movie sequence as a scientific visualization. The typical assumption is that for a Hollywood movie, no one cares about accuracy as long as it looks good. Guardians of the Galaxy makes it seem like space is positively littered with nebulae, and Star Wars makes it seem like asteroids travel in herds. But the black hole Gargantua in Interstellar is a good case for being called a visualization. The imagery you see in the movie is the direct result of a collaboration with an expert scientist, Dr. Kip Thorne, working with the DNEG research team using the actual Einstein equations that describe the gravity around a black hole.” Thorne is a Nobel Prize-winning theoretical physicist who taught at Caltech for many years. He has reached wide audiences with his books and presentations on black holes, time travel and wormholes on PBS and BBC shows. Christensen comments, “You can make the argument that some of the complexity around what a black hole actually looks like was discarded for the film, and they admit as much in the research paper that was published after the movie came out. But our team at NASA does that same thing. There is no such thing as an objectively ‘true’ scientific image – you always have to make aesthetic decisions around whether the image tells the science story, and often it makes more sense to omit information to clarify what’s important. Ultimately, Gargantua taught a whole lot of people something new about science, and that’s what a good scientific visualization aims to do.” The SVS produces an annual visualization of the Moon’s phase and libration comprising 8,760 hourly renderings of its precise size, orientation and illumination. (Image courtesy of NASA/Goddard Space Flight Center Scientific Visualization Studio) FURTHER CHALLENGES The sheer size of the data often encountered by Christensen and his peers is a challenge. “I’m currently working with a dataset that is 400GB per timestep. It’s so big that I don’t even want to move it from one file server to another. So, then I have to make decisions about which data attributes to keep and which to discard, whether there’s a region of the data that I can cull or downsample, and I have to experiment with data compression schemes that might require me to entirely re-design the pipeline I’m using for Houdini. Of course, if I get rid of too much information, it becomes very resource-intensive to recompute everything, but if I don’t get rid of enough, then my design process becomes agonizingly slow.” SVS also works closely with its NASA partner groups Conceptual Image Lab (CIL) and Goddard Media Studios (GMS) to publish a diverse array of content. Conceptual Image Lab focuses more on the artistic side of things – producing high-fidelity renders using film animation and visual design techniques, according to NASA. Where the SVS primarily focuses on making data-based visualizations, CIL puts more emphasis on conceptual visualizations – producing animations featuring NASA spacecraft, planetary observations and simulations, according to NASA. Goddard Media Studios, on the other hand, is more focused towards public outreach – producing interviews, TV programs and documentaries. GMS continues to be the main producers behind NASA TV, and as such, much of their content is aimed towards the general public. An impact crater on the moon. (Image courtesy of NASA/Goddard Space Flight Center Scientific Visualization Studio) Image of Mars showing a partly shadowed Olympus Mons toward the upper left of the image. (Image courtesy of NASA/Goddard Space Flight Center Scientific Visualization Studio) Mars. Hellas Basin can be seen in the lower right portion of the image. (Image courtesy of NASA/Goddard Space Flight Center Scientific Visualization Studio) Mars slightly tilted to show the Martian North Pole. (Image courtesy of NASA/Goddard Space Flight Center Scientific Visualization Studio) Christensen notes, “One of the more unique challenges in this field is one of bringing people from very different backgrounds to agree on a common outcome. I work on teams with scientists, communicators and technologists, and we all have different communities we’re trying to satisfy. For instance, communicators are generally trying to simplify animations so their learning goal is clear, but scientists will insist that we add text and annotations on top of the video to eliminate ambiguity and avoid misinterpretations. Often, the technologist will have to say we can’t zoom in or look at the data in a certain way because it will show the data boundaries or data resolution limits. Every shot is a negotiation, but in trying to compromise, we often push the boundaries of what has been done before, which is exciting.”
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