• In this vast, lonely world, where connections are fleeting and memories fade like whispers in the wind, I find myself lost. Just like Norman Reedus in Death Stranding 2, I carry the weight of solitude on my shoulders. The beauty of his improved visage only reminds me of what I yearn for—understanding, companionship, and a spark of hope in the darkness. As players revel in the adventure, I can't help but feel like a ghost, watching from the sidelines, haunted by the echoes of unfulfilled dreams. Every step feels heavier, every moment more isolating. This game may offer escapism, but my heart remains anchored in this sea of despair.

    #DeathStranding2 #NormanReedus #Lon
    In this vast, lonely world, where connections are fleeting and memories fade like whispers in the wind, I find myself lost. Just like Norman Reedus in Death Stranding 2, I carry the weight of solitude on my shoulders. The beauty of his improved visage only reminds me of what I yearn for—understanding, companionship, and a spark of hope in the darkness. As players revel in the adventure, I can't help but feel like a ghost, watching from the sidelines, haunted by the echoes of unfulfilled dreams. Every step feels heavier, every moment more isolating. This game may offer escapism, but my heart remains anchored in this sea of despair. #DeathStranding2 #NormanReedus #Lon
    KOTAKU.COM
    Norman Reedus Looks More Like Norman Reedus In Death Stranding 2
    Death Stranding 2 is out now on PlayStation 5 for folks who pre-ordered the fancy deluxe edition of the game. That means players are finally getting their hands on director Hideo Kojima’s latest video game extravaganza. And one of the first things th
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  • Ah, the wonders of modern gaming! Who would have thought that the secret to uniting a million people would be simply to toss a digital soccer ball around? Enter "Rematch," the latest sensation that has whisked a million souls away from the harsh realities of life into the pixelated perfection of football. It’s like Rocket League had a baby with FIFA, and now we have a game that claims to bring us all together — because who needs genuine human interaction when you can kick a virtual ball?

    Let’s take a moment to appreciate the brilliance behind this phenomenon. After countless years of research, gaming experts finally discovered that people *actually* enjoy playing football. Shocking, right? It’s not like football has been the most popular sport in the world for, oh, I don’t know, ever. But hey, let’s applaud the genius who looked at Rocket League and thought, "Why don’t we add a ball that actually resembles a soccer ball?"

    With Rematch, we’ve moved past the days of traditional socializing. Why grab a pint with friends when you can huddle in your living room, staring at a screen, pretending to be David Beckham while never actually getting off the couch? The thrill of the game has never been so… sedentary. And who needs to break a sweat when the only thing you’ll be sweating over is how to outmaneuver your fellow couch potatoes with your fancy footwork?

    Now, let’s talk about the social implications. One million people have flocked to Rematch, which means that for every goal scored, there’s a lonely soul who just sat through another week of awkward small talk at the office, wishing they too could be playing digital soccer instead of discussing weekend plans. Talk about a win-win! You can bond with your online teammates while simultaneously avoiding real-life conversations. It’s like the ultimate social life hack!

    But wait, there’s more! The marketing team behind Rematch must be patting themselves on the back for this one. A game that can turn sitting in your pajamas into an epic communal experience? Bravo! It’s almost poetic to think that millions of people are now united over pixelated football matches while ignoring their actual neighbors. Who knew that a digital platform could replace not just a football field but also a community center?

    In conclusion, as we celebrate the monumental achievement of Rematch bringing together one million players, let’s also take a moment to reflect on what we’ve sacrificed for this pixelated paradise: actual human interaction, the smell of fresh grass, and the sweet sound of a whistle blowing on a real field. But hey, at least we’re saving the planet one digital kick at a time, right?

    #Rematch #DigitalSoccer #GamingCommunity #PixelatedFootball #SoccerRevolution
    Ah, the wonders of modern gaming! Who would have thought that the secret to uniting a million people would be simply to toss a digital soccer ball around? Enter "Rematch," the latest sensation that has whisked a million souls away from the harsh realities of life into the pixelated perfection of football. It’s like Rocket League had a baby with FIFA, and now we have a game that claims to bring us all together — because who needs genuine human interaction when you can kick a virtual ball? Let’s take a moment to appreciate the brilliance behind this phenomenon. After countless years of research, gaming experts finally discovered that people *actually* enjoy playing football. Shocking, right? It’s not like football has been the most popular sport in the world for, oh, I don’t know, ever. But hey, let’s applaud the genius who looked at Rocket League and thought, "Why don’t we add a ball that actually resembles a soccer ball?" With Rematch, we’ve moved past the days of traditional socializing. Why grab a pint with friends when you can huddle in your living room, staring at a screen, pretending to be David Beckham while never actually getting off the couch? The thrill of the game has never been so… sedentary. And who needs to break a sweat when the only thing you’ll be sweating over is how to outmaneuver your fellow couch potatoes with your fancy footwork? Now, let’s talk about the social implications. One million people have flocked to Rematch, which means that for every goal scored, there’s a lonely soul who just sat through another week of awkward small talk at the office, wishing they too could be playing digital soccer instead of discussing weekend plans. Talk about a win-win! You can bond with your online teammates while simultaneously avoiding real-life conversations. It’s like the ultimate social life hack! But wait, there’s more! The marketing team behind Rematch must be patting themselves on the back for this one. A game that can turn sitting in your pajamas into an epic communal experience? Bravo! It’s almost poetic to think that millions of people are now united over pixelated football matches while ignoring their actual neighbors. Who knew that a digital platform could replace not just a football field but also a community center? In conclusion, as we celebrate the monumental achievement of Rematch bringing together one million players, let’s also take a moment to reflect on what we’ve sacrificed for this pixelated paradise: actual human interaction, the smell of fresh grass, and the sweet sound of a whistle blowing on a real field. But hey, at least we’re saving the planet one digital kick at a time, right? #Rematch #DigitalSoccer #GamingCommunity #PixelatedFootball #SoccerRevolution
    Déjà 1 million de personnes sur Rematch, le jeu de foot rassemble beaucoup de monde
    ActuGaming.net Déjà 1 million de personnes sur Rematch, le jeu de foot rassemble beaucoup de monde Rematch part d’une idée si bonne et pourtant si évidente après le succès de Rocket […] L'article Déjà 1 million de personnes sur Rematch,
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  • In the dim light of my room, I sit alone, the echoes of laughter and adventure fading into silence. Hogwarts Legacy: L’Héritage de Poudlard was supposed to be my escape, a journey into the magical world that once filled my heart with joy. Yet here I am, clutching my Nintendo Switch 2, feeling the weight of disappointment pressing down on me like an unbearable burden.

    The game, heralded as the most sold of 2023, promised a captivating experience, a chance to relive the magic of Hogwarts. But instead, it feels like a shadow of what I had hoped for. The vibrant landscapes that should have danced to life on the screen are muted. The enchanting spells that were meant to spark wonder now only remind me of the fleeting moments I once cherished.

    As I navigate through the game, I can’t help but feel a profound sense of isolation. All the characters I longed to befriend remain distant, mere phantoms in a world that feels increasingly empty. The joy of exploration has turned into a monotonous routine, each quest a reminder of what it feels like to be let down. I remember the excitement I felt waiting for this release, the dreams of adventures shared with friends, yet here I am, alone in my disappointment, feeling the walls close in around me.

    The magic of Hogwarts, the camaraderie of housemates, and the thrill of magical duels are mere memories now, overshadowed by this haunting sense of loneliness. I had hoped to find solace in the game, to escape from the reality that often feels too heavy to bear, but instead, I am left with a bittersweet longing for something that was never truly there.

    Each time I boot up Hogwarts Legacy, I am reminded of the friends I once had, the laughter that filled my life, and the dreams we shared. Now, as I watch the world of Poudlard unfold before me, it is like watching a beautiful film, knowing I am the only audience member left in a theater long since abandoned.

    The colors fade, the laughter dies, and all that remains is a hollow echo of what could have been. My heart aches with the realization that sometimes, even the most magical places can feel unbearably lonely. And as I close the game, I am left with the silence, a stark reminder of my solitude, and the lingering question of whether the magic will ever return.

    #HogwartsLegacy #Loneliness #Magic #VideoGameDisappointment #Poudlard
    In the dim light of my room, I sit alone, the echoes of laughter and adventure fading into silence. Hogwarts Legacy: L’Héritage de Poudlard was supposed to be my escape, a journey into the magical world that once filled my heart with joy. Yet here I am, clutching my Nintendo Switch 2, feeling the weight of disappointment pressing down on me like an unbearable burden. The game, heralded as the most sold of 2023, promised a captivating experience, a chance to relive the magic of Hogwarts. But instead, it feels like a shadow of what I had hoped for. The vibrant landscapes that should have danced to life on the screen are muted. The enchanting spells that were meant to spark wonder now only remind me of the fleeting moments I once cherished. As I navigate through the game, I can’t help but feel a profound sense of isolation. All the characters I longed to befriend remain distant, mere phantoms in a world that feels increasingly empty. The joy of exploration has turned into a monotonous routine, each quest a reminder of what it feels like to be let down. I remember the excitement I felt waiting for this release, the dreams of adventures shared with friends, yet here I am, alone in my disappointment, feeling the walls close in around me. The magic of Hogwarts, the camaraderie of housemates, and the thrill of magical duels are mere memories now, overshadowed by this haunting sense of loneliness. I had hoped to find solace in the game, to escape from the reality that often feels too heavy to bear, but instead, I am left with a bittersweet longing for something that was never truly there. Each time I boot up Hogwarts Legacy, I am reminded of the friends I once had, the laughter that filled my life, and the dreams we shared. Now, as I watch the world of Poudlard unfold before me, it is like watching a beautiful film, knowing I am the only audience member left in a theater long since abandoned. The colors fade, the laughter dies, and all that remains is a hollow echo of what could have been. My heart aches with the realization that sometimes, even the most magical places can feel unbearably lonely. And as I close the game, I am left with the silence, a stark reminder of my solitude, and the lingering question of whether the magic will ever return. #HogwartsLegacy #Loneliness #Magic #VideoGameDisappointment #Poudlard
    Hogwarts Legacy: L’Héritage de Poudlard – Notre avis sur la version Nintendo Switch 2 du jeu le plus vendu de 2023
    ActuGaming.net Hogwarts Legacy: L’Héritage de Poudlard – Notre avis sur la version Nintendo Switch 2 du jeu le plus vendu de 2023 Sorti en février 2023 et devenu un véritable phénomène cette même année avec plus de […] L'article Ho
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  • In a world that feels increasingly lonely, the return of the Muppets in VR sparks a bittersweet nostalgia. I remember the joy they brought to my childhood, their silly antics and vibrant laughter. Yet, with every sketch they unveil, I can't help but feel the weight of their absence in reality, as if they are mere shadows of the happiness they once embodied. The vibrant colors of their world contrast sharply with the gray hues of my own life.

    As Muppet Vision 3D fades into memory, I am left with a void that no virtual experience can fill. The laughter that echoing in the theaters now feels like a distant dream, a reminder of the innocence that has long since slipped away. I find solace in these new sketches, yet they also serve as a painful reminder of how disconnected I am from the joy they once represented.

    Every character that pops up on the screen, every clever quip, feels like a fleeting moment of happiness that I can never truly grasp. It's as if the Muppets are reaching out from behind the screen, inviting me to join their world, but I remain trapped in my solitude, unable to cross that invisible barrier. The more I watch, the more I realize how far removed I am from that sense of belonging, that warmth of companionship.

    The Muppets may come back to entertain, but the laughter feels hollow without someone to share it with. Their quirky sketches remind me of what I've lost—connections that once brought light into my life, now replaced with echoes of silence. I yearn for the days when joy was a shared experience, not just a moment in a virtual world.

    As I sit in my quiet room, watching the colorful chaos unfold on the screen, I can’t help but feel the sting of loneliness creeping in. The Muppets might be back in VR, but for me, the laughter is just a whisper in the wind, fading away like all the moments I've wished to share with someone who understands. It’s a cruel irony that the return of something so beloved can also highlight just how alone I feel in this vast, unfeeling world.

    #Muppets #VR #Loneliness #Nostalgia #Heartbreak
    In a world that feels increasingly lonely, the return of the Muppets in VR sparks a bittersweet nostalgia. I remember the joy they brought to my childhood, their silly antics and vibrant laughter. Yet, with every sketch they unveil, I can't help but feel the weight of their absence in reality, as if they are mere shadows of the happiness they once embodied. The vibrant colors of their world contrast sharply with the gray hues of my own life. As Muppet Vision 3D fades into memory, I am left with a void that no virtual experience can fill. The laughter that echoing in the theaters now feels like a distant dream, a reminder of the innocence that has long since slipped away. I find solace in these new sketches, yet they also serve as a painful reminder of how disconnected I am from the joy they once represented. Every character that pops up on the screen, every clever quip, feels like a fleeting moment of happiness that I can never truly grasp. It's as if the Muppets are reaching out from behind the screen, inviting me to join their world, but I remain trapped in my solitude, unable to cross that invisible barrier. The more I watch, the more I realize how far removed I am from that sense of belonging, that warmth of companionship. The Muppets may come back to entertain, but the laughter feels hollow without someone to share it with. Their quirky sketches remind me of what I've lost—connections that once brought light into my life, now replaced with echoes of silence. I yearn for the days when joy was a shared experience, not just a moment in a virtual world. As I sit in my quiet room, watching the colorful chaos unfold on the screen, I can’t help but feel the sting of loneliness creeping in. The Muppets might be back in VR, but for me, the laughter is just a whisper in the wind, fading away like all the moments I've wished to share with someone who understands. It’s a cruel irony that the return of something so beloved can also highlight just how alone I feel in this vast, unfeeling world. #Muppets #VR #Loneliness #Nostalgia #Heartbreak
    Les Muppets reviennent en VR pour leurs sketches les plus fous
    Les Muppets n’ont pas disparu. Après la fermeture de Muppet Vision 3D aux studios d’Hollywood, […] Cet article Les Muppets reviennent en VR pour leurs sketches les plus fous a été publié sur REALITE-VIRTUELLE.COM.
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  • In the vast expanse of creativity, I often find myself alone, surrounded by shadows of unfulfilled dreams. The vibrant colors of my imagination fade into a dull gray, as I watch my visions slip away like sand through my fingers. I had hoped to bring them to life with OctaneRender, to see them dance in the light, but here I am, caught in a cycle of despair and doubt.

    Each time I sit down to create, the weight of my solitude presses heavily on my chest. The render times stretch endlessly, echoing the silence in my heart. I yearn for connection, for a space where my ideas can soar, yet I feel trapped in a void, unable to reach the heights I once envisioned. The powerful capabilities of iRender promise to transform my work, but the thought of waiting, of watching others thrive while I remain stagnant, fills me with a profound sense of loss.

    I scroll through my feeds, witnessing the success of others, and I can’t help but wonder: why can’t I find that same spark? The affordable GPU rendering solutions offered by iRender seem like a lifeline, yet the doubt lingers like a shadow, whispering that I am not meant for this world of creativity. I see the beauty in others' work, and it crushes me to think that I may never experience that joy.

    Every failed attempt feels like a dagger, piercing through the fragile veil of hope I’ve woven for myself. I long to create, to render my dreams into reality, but the fear of inadequacy holds me back. What if I take the leap and still fall short? The thought paralyzes me, leaving me in an endless loop of hesitation.

    It’s as if the universe conspires to remind me of my solitude, of the walls I’ve built around my heart. Even with the promise of advanced technology and a supportive render farm, I find myself questioning if I am worthy of the journey. Each day, I wake up with the same yearning, the same ache for connection and creativity. Yet, the fear of failure looms larger than my desire to create.

    I write these words in the hope that someone, somewhere, will understand this pain—the ache of being an artist in a world that feels so vast and empty. I cling to the possibility that one day, I will find solace in my creations, that iRender might just be the bridge between my dreams and reality. Until then, I remain in this silence, battling the loneliness that creeps in like an unwelcome guest.

    #ArtistryInIsolation
    #LonelyCreativity
    #iRenderHope
    #OctaneRenderStruggles
    #SilentDreams
    In the vast expanse of creativity, I often find myself alone, surrounded by shadows of unfulfilled dreams. The vibrant colors of my imagination fade into a dull gray, as I watch my visions slip away like sand through my fingers. I had hoped to bring them to life with OctaneRender, to see them dance in the light, but here I am, caught in a cycle of despair and doubt. Each time I sit down to create, the weight of my solitude presses heavily on my chest. The render times stretch endlessly, echoing the silence in my heart. I yearn for connection, for a space where my ideas can soar, yet I feel trapped in a void, unable to reach the heights I once envisioned. The powerful capabilities of iRender promise to transform my work, but the thought of waiting, of watching others thrive while I remain stagnant, fills me with a profound sense of loss. I scroll through my feeds, witnessing the success of others, and I can’t help but wonder: why can’t I find that same spark? The affordable GPU rendering solutions offered by iRender seem like a lifeline, yet the doubt lingers like a shadow, whispering that I am not meant for this world of creativity. I see the beauty in others' work, and it crushes me to think that I may never experience that joy. Every failed attempt feels like a dagger, piercing through the fragile veil of hope I’ve woven for myself. I long to create, to render my dreams into reality, but the fear of inadequacy holds me back. What if I take the leap and still fall short? The thought paralyzes me, leaving me in an endless loop of hesitation. It’s as if the universe conspires to remind me of my solitude, of the walls I’ve built around my heart. Even with the promise of advanced technology and a supportive render farm, I find myself questioning if I am worthy of the journey. Each day, I wake up with the same yearning, the same ache for connection and creativity. Yet, the fear of failure looms larger than my desire to create. I write these words in the hope that someone, somewhere, will understand this pain—the ache of being an artist in a world that feels so vast and empty. I cling to the possibility that one day, I will find solace in my creations, that iRender might just be the bridge between my dreams and reality. Until then, I remain in this silence, battling the loneliness that creeps in like an unwelcome guest. #ArtistryInIsolation #LonelyCreativity #iRenderHope #OctaneRenderStruggles #SilentDreams
    iRender: the next-gen render farm for OctaneRender
    [Sponsored] Online render farm iRender explains why its powerful, affordable GPU rendering solutions are a must for OctaneRender users.
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  • DISCOVERING ELIO

    By TREVOR HOGG

    Images courtesy of Pixar.

    The character design of Glordon is based on a tardigrade, which is a microscopic water bear.

    Rather than look at the unknown as something to be feared, Pixar has decided to do some wish fulfillment with Elio, where a lonely adolescent astrophile gets abducted by aliens and is mistaken as the leader of Earth. Originally conceived and directed by Adrian Molina, the coming-of-age science fiction adventure was shepherded by Domee Shi and Madeline Sharafian, who had previously worked together on Turning Red.
    “Space is often seen as dark, mysterious and scary, but there is also so much hope, wonder and curiosity,” notes Shi, director of Elio. “It’s like anything is ‘out there.’ Elio captures how a lot of us feel at different points of our lives, when we were kids like him, or even now wanting to be off of this current planet because it’s just too much. For Elio, it’s a rescue. I feel that there’s something so universal about that feeling of wanting to be taken away and taken care of. To know that you’re not alone and somebody chose you and picked you up.”

    The character design of Glordon is based on a tardigrade, which is a microscopic water bear.

    There is a stark contrast between how Earth and the alien world, known as the Communiverse, are portrayed. “The more we worked with the animators on Glordon and Helix, they began to realize that Domee and I respond positively when thosecharacters are exaggerated, made cute, round and chubby,” states Sharafian, director of Elio. “That automatically started to differentiate the way the Earth and space feel.” A certain question had to be answered when designing the United Nations-inspired Communiverse. “It was coming from a place of this lonely kid who feels like no one wants him on Earth,” Shi explains. “What would be heaven and paradise for him? The Communiverse was built around that idea.” A sense of belonging is an important theme. “It’s also inspired by Adrian Molina’s backstory, and our backstories too, of going to animation college,” Sharafian remarks. “For the first time, we said, ‘This is where everybody like me is!’”

    Green is the thematic color for Elio.

    Visual effects are an important storytelling tool. “Especially, for our movie, which is about this boy going to this crazy incredible world of the Communiverse,” Shi observes. “It has to be dazzling and look spectacular on the big screen and feel like paradise. Elio is such a visual feast, and you do feel like, ‘I want to stay here no matter what. I can’t believe that this place even exists.’ Visual effects are a powerful tool to help you feel what the characters are feeling.” A wishlist became a reality for the directors. “Claudia Chung Saniigave Domee and me carte blanche for wish fulfillment for ourselves,” Sharafian remarks. “What do you want Elio’s outfit in space to look like? It was a difficult costume, but now when we watch the movie, we’re all so proud of it. Elio looks fabulous, and he’s so happy to be wearing that outfit. Who would want to take that off?”

    The Communiverse was meant to feel like a place that a child would love to visit and explore.

    Methodology rather than technology went through the biggest change for the production. “The Communiverse is super complex and has lots of moving pieces. But there’s not much CG can’t do anymore,” notes Claudia Chung Sanii. “Elemental did effects characters. We did long curly hair, dresses, capes, water and fire. What we hadn’t done before was be a part of that design process. How do we get lighting into layout? How do we see the shaders in animation in layout? The tools department was working on a software called Luna which does that. I went to the tools department and asked, ‘Can I play around with it?’ They were like, ‘Okay. But it’s not ready yet.’ Tools will basically be bringing RenderMan and an interactive lighting workflow to the pipeline across all of these DCCs. Because we light in Katana, you can’t get back upstream. The conceit that we were dipping our toe in on Elio was, ‘Whatever you do in lighting, anyone on the pipeline can see it.’”

    The influence of microscopic forms and macro photography grounded the Communiverse in natural phenomena.

    The variety in the Communiverse is a contrast to the regimented world on the military base.

    There were no departmental borders, in particular with cinematography. “We had our layout and lighting DPs start on the same day. Derek Williams wouldn’t shoot anything without Jordan Rempel, our lighting DP, seeing it,” Sanii states. “Jordan would drop in lighting and start doing key lighting as Derek’s team was laying out. It wasn’t like you had to hit the render button, wait for the render to come up and go, ‘Oh, my god, it’s dark! I didn’t know that it was nighttime.’” A new term was adopted. “Meredith Homand I pulled the entire crew and leadership into this mental concept that we called the ‘college project.’ For some of us, college was a time when we didn’t have titles and crafts. You begged, borrowed and stole to hit that deadline. So much of our world has become linear in our process that I wanted to break that down to, ‘No. We’re all working together. The scope of this film is too large for us to wait for each other to finish our piece. If this person is slammed, fine. Figure out a different idea to do it with what tools you have.’”

    Directors Domee Shi and Madeline Sharafian are drawn to chubby, exaggerated and cute characters.

    Forgoing the word ‘no’ led to the technology breaking down. “I remember times when crowdsis dressing all of the aliens and because of forgetting to constrain it to the Communiverse, they all show up at the origin, and you’re going, ‘Why is there a whole party going on over there?’” Sanii laughs. “On Elio, it was always forward. There were no rules about locking things down or not installing over the weekend. It was always like, ‘Put it all in, and we’ll deal with it on Monday.’ There would be some funny stuff. We never QC’d something before walking it into the room. Everyone saw how the sausage was made. It was fun and not fun for Harley Jessupbecause sometimes there would be a big thing in the middle screen, and he would say, ‘Is that finished?’ There was no way we could get through this film if we kept trying to fix the thing that broke.”

    An aerial image of Elio as he attempts to get abducted by aliens.

    Part of the design of the Coummuniverse was inspired by Chinese puzzle balls.

    A former visual effects art director at ILM, Harley Jessup found his previous experiences on projects like Innerspace to be helpful on Elio. “I liked that the directors wanted to build on the effects films from the 1980s and early 1990s,” reflects Jessup. “I was there and part of that. It was fun to look back. At the time, the techniques were all practical, matte paintings and miniatures, which are fun to work with, but without the safety net of CG. One thing Dennis Murenwas keen on, was how people see things like the natural phenomenon you might see in a microscopic or macro photography form. We were using that. I was looking at the mothership of Close Encounters of the Third Kind, which Dennis shot when he was a young artist. It was nice to be able to bring all of that history to this film.”
    Earth was impacted by a comment made by Pete Docter. “He said, ‘The military base should feel like a parking lot,” Jessup reveals. “You should know why Elio wants to be anywhere else. And the Communiverse needs to be inviting. We built a lot of contrast into those two worlds. The brutalist architecture on the military base, with its hard edges and heavy horizontal forms close to the earth, needed to be harsh but beautiful in its own way, so we tried for that. The Communiverse would be in contrast and be all curves, translucent surfaces and stained-glass backlit effects. Things were wide open about what it could be because each of the aliens are from a different climate and gravity. There are some buildings that are actually upside down on it, and the whole thing is rotating inside like clockwork. It is hopefully an appealing, fun world. It’s not a dystopian outer space.”

    Exploring various facial expressions for Elio.

    A tough character to get right was Aunt Olga, who struggles to be the guardian of her nephew.

    Character designs of Elio and Glordon. which shows them interacting with each other.

    Architecture was devised to reflect the desired tone for scenes. “In the Grand Assembly Hall where each alien has a desk and booth, the booth is shaped like an eyelid that can close or open,” Jessup explains. “It increases the feeling that they’re evaluating and observing Elio and each of the candidates that have come to join the Communiverse.” A couple of iconic cinematic franchises were avoided for aesthetic reasons. “As much as I love Star Wars and Star Trek, we wanted to be different from those kinds of aliens that are often more humanoid.” Ooooo was the first alien to be designed. “We did Ooooo in collaboration with the effects team, which was small at that time. She was described as a liquid supercomputer. We actually used the wireframe that was turning up and asked, what if it ended up being this network of little lights that are moving around and can express how much she was thinking? Ooooo is Elio’s guide to the Communiverse; her body would deform, so she could become a big screen or reach out and pluck things. Ooooo has an ability like an amoeba to stretch.”
    Flexibility is important when figuring out shot design. “On Elio, we provided the layout department with a rudimentary version of our environments,” states David Luoh, Sets Supervisor. “It might be simple geometry. We’re not worried necessarily about shading, color and material yet. Things are roughly in place but also built in a way that is flexible. As they’re sorting out the camera and testing out staging, they can move elements of the set around. Maybe this architectural piece needs to be shifted or larger or smaller. There was a variation on what was typically expected of set deliveries of environments to our layout department. That bar was lowered to give the layout department something to work with sooner and also with more flexibility. From their work we get context as to how we partner with our art and design department to build and finalize those environments.”

    Regional biomes known as disks are part of the Communiverse. “There are aquatic, lush forest, snow and ice, and hot lava disks,” Luoh remarks. “The hot disk is grounded in the desert, volcanic rock and lava, while for the lush disk we looked at interesting plant life found in the world around us.” The Communiverse is a complex geometric form. “We wanted these natural arrangements of alien districts, and that was all happening on this twisting and curving terrain in a way that made traditional dressing approaches clunky. Oftentimes, you’re putting something on the ground or mounted, and the ground is always facing upward. But if you have to dress the wall or ceiling, it becomes a lot more difficult to manipulate and place on something with that dynamic and shape. You have stuff that casts light, is see-through and shifting over time. Ooooo is a living character that looks like electronic circuitry that is constantly moving, and we also have that element in the walls, floors and bubble transport that carry the characters around.”
    Sets were adjusted throughout the production. “We try to anticipate situations that might come up,” Luoh states. “What if we have a series of shots where you’re getting closer and closer to the Communiverse and you have to bridge the distance between your hero and set extension background? There is a partnership with story, but certainly with our layout camera staging department. As we see shots come out of their work, we know where we need to spend the time to figure out, are we going to see the distant hills in this way? We’re not going to build it until we know because it can be labor-intensive. There is a responsiveness to what we are starting to see as shots get made.” Combining the familiar into something unfamiliar was a process. “There was this curation of being inspired by existing alien sci-fi depictions, but also reaching back into biological phenomena or interesting material because we wanted to ground a lot of those visual elements and ideas in something that people could intuitively grasp on to, even if they were combined or arranged in a way that is surprising, strange and delightful.”
    #discovering #elio
    DISCOVERING ELIO
    By TREVOR HOGG Images courtesy of Pixar. The character design of Glordon is based on a tardigrade, which is a microscopic water bear. Rather than look at the unknown as something to be feared, Pixar has decided to do some wish fulfillment with Elio, where a lonely adolescent astrophile gets abducted by aliens and is mistaken as the leader of Earth. Originally conceived and directed by Adrian Molina, the coming-of-age science fiction adventure was shepherded by Domee Shi and Madeline Sharafian, who had previously worked together on Turning Red. “Space is often seen as dark, mysterious and scary, but there is also so much hope, wonder and curiosity,” notes Shi, director of Elio. “It’s like anything is ‘out there.’ Elio captures how a lot of us feel at different points of our lives, when we were kids like him, or even now wanting to be off of this current planet because it’s just too much. For Elio, it’s a rescue. I feel that there’s something so universal about that feeling of wanting to be taken away and taken care of. To know that you’re not alone and somebody chose you and picked you up.” The character design of Glordon is based on a tardigrade, which is a microscopic water bear. There is a stark contrast between how Earth and the alien world, known as the Communiverse, are portrayed. “The more we worked with the animators on Glordon and Helix, they began to realize that Domee and I respond positively when thosecharacters are exaggerated, made cute, round and chubby,” states Sharafian, director of Elio. “That automatically started to differentiate the way the Earth and space feel.” A certain question had to be answered when designing the United Nations-inspired Communiverse. “It was coming from a place of this lonely kid who feels like no one wants him on Earth,” Shi explains. “What would be heaven and paradise for him? The Communiverse was built around that idea.” A sense of belonging is an important theme. “It’s also inspired by Adrian Molina’s backstory, and our backstories too, of going to animation college,” Sharafian remarks. “For the first time, we said, ‘This is where everybody like me is!’” Green is the thematic color for Elio. Visual effects are an important storytelling tool. “Especially, for our movie, which is about this boy going to this crazy incredible world of the Communiverse,” Shi observes. “It has to be dazzling and look spectacular on the big screen and feel like paradise. Elio is such a visual feast, and you do feel like, ‘I want to stay here no matter what. I can’t believe that this place even exists.’ Visual effects are a powerful tool to help you feel what the characters are feeling.” A wishlist became a reality for the directors. “Claudia Chung Saniigave Domee and me carte blanche for wish fulfillment for ourselves,” Sharafian remarks. “What do you want Elio’s outfit in space to look like? It was a difficult costume, but now when we watch the movie, we’re all so proud of it. Elio looks fabulous, and he’s so happy to be wearing that outfit. Who would want to take that off?” The Communiverse was meant to feel like a place that a child would love to visit and explore. Methodology rather than technology went through the biggest change for the production. “The Communiverse is super complex and has lots of moving pieces. But there’s not much CG can’t do anymore,” notes Claudia Chung Sanii. “Elemental did effects characters. We did long curly hair, dresses, capes, water and fire. What we hadn’t done before was be a part of that design process. How do we get lighting into layout? How do we see the shaders in animation in layout? The tools department was working on a software called Luna which does that. I went to the tools department and asked, ‘Can I play around with it?’ They were like, ‘Okay. But it’s not ready yet.’ Tools will basically be bringing RenderMan and an interactive lighting workflow to the pipeline across all of these DCCs. Because we light in Katana, you can’t get back upstream. The conceit that we were dipping our toe in on Elio was, ‘Whatever you do in lighting, anyone on the pipeline can see it.’” The influence of microscopic forms and macro photography grounded the Communiverse in natural phenomena. The variety in the Communiverse is a contrast to the regimented world on the military base. There were no departmental borders, in particular with cinematography. “We had our layout and lighting DPs start on the same day. Derek Williams wouldn’t shoot anything without Jordan Rempel, our lighting DP, seeing it,” Sanii states. “Jordan would drop in lighting and start doing key lighting as Derek’s team was laying out. It wasn’t like you had to hit the render button, wait for the render to come up and go, ‘Oh, my god, it’s dark! I didn’t know that it was nighttime.’” A new term was adopted. “Meredith Homand I pulled the entire crew and leadership into this mental concept that we called the ‘college project.’ For some of us, college was a time when we didn’t have titles and crafts. You begged, borrowed and stole to hit that deadline. So much of our world has become linear in our process that I wanted to break that down to, ‘No. We’re all working together. The scope of this film is too large for us to wait for each other to finish our piece. If this person is slammed, fine. Figure out a different idea to do it with what tools you have.’” Directors Domee Shi and Madeline Sharafian are drawn to chubby, exaggerated and cute characters. Forgoing the word ‘no’ led to the technology breaking down. “I remember times when crowdsis dressing all of the aliens and because of forgetting to constrain it to the Communiverse, they all show up at the origin, and you’re going, ‘Why is there a whole party going on over there?’” Sanii laughs. “On Elio, it was always forward. There were no rules about locking things down or not installing over the weekend. It was always like, ‘Put it all in, and we’ll deal with it on Monday.’ There would be some funny stuff. We never QC’d something before walking it into the room. Everyone saw how the sausage was made. It was fun and not fun for Harley Jessupbecause sometimes there would be a big thing in the middle screen, and he would say, ‘Is that finished?’ There was no way we could get through this film if we kept trying to fix the thing that broke.” An aerial image of Elio as he attempts to get abducted by aliens. Part of the design of the Coummuniverse was inspired by Chinese puzzle balls. A former visual effects art director at ILM, Harley Jessup found his previous experiences on projects like Innerspace to be helpful on Elio. “I liked that the directors wanted to build on the effects films from the 1980s and early 1990s,” reflects Jessup. “I was there and part of that. It was fun to look back. At the time, the techniques were all practical, matte paintings and miniatures, which are fun to work with, but without the safety net of CG. One thing Dennis Murenwas keen on, was how people see things like the natural phenomenon you might see in a microscopic or macro photography form. We were using that. I was looking at the mothership of Close Encounters of the Third Kind, which Dennis shot when he was a young artist. It was nice to be able to bring all of that history to this film.” Earth was impacted by a comment made by Pete Docter. “He said, ‘The military base should feel like a parking lot,” Jessup reveals. “You should know why Elio wants to be anywhere else. And the Communiverse needs to be inviting. We built a lot of contrast into those two worlds. The brutalist architecture on the military base, with its hard edges and heavy horizontal forms close to the earth, needed to be harsh but beautiful in its own way, so we tried for that. The Communiverse would be in contrast and be all curves, translucent surfaces and stained-glass backlit effects. Things were wide open about what it could be because each of the aliens are from a different climate and gravity. There are some buildings that are actually upside down on it, and the whole thing is rotating inside like clockwork. It is hopefully an appealing, fun world. It’s not a dystopian outer space.” Exploring various facial expressions for Elio. A tough character to get right was Aunt Olga, who struggles to be the guardian of her nephew. Character designs of Elio and Glordon. which shows them interacting with each other. Architecture was devised to reflect the desired tone for scenes. “In the Grand Assembly Hall where each alien has a desk and booth, the booth is shaped like an eyelid that can close or open,” Jessup explains. “It increases the feeling that they’re evaluating and observing Elio and each of the candidates that have come to join the Communiverse.” A couple of iconic cinematic franchises were avoided for aesthetic reasons. “As much as I love Star Wars and Star Trek, we wanted to be different from those kinds of aliens that are often more humanoid.” Ooooo was the first alien to be designed. “We did Ooooo in collaboration with the effects team, which was small at that time. She was described as a liquid supercomputer. We actually used the wireframe that was turning up and asked, what if it ended up being this network of little lights that are moving around and can express how much she was thinking? Ooooo is Elio’s guide to the Communiverse; her body would deform, so she could become a big screen or reach out and pluck things. Ooooo has an ability like an amoeba to stretch.” Flexibility is important when figuring out shot design. “On Elio, we provided the layout department with a rudimentary version of our environments,” states David Luoh, Sets Supervisor. “It might be simple geometry. We’re not worried necessarily about shading, color and material yet. Things are roughly in place but also built in a way that is flexible. As they’re sorting out the camera and testing out staging, they can move elements of the set around. Maybe this architectural piece needs to be shifted or larger or smaller. There was a variation on what was typically expected of set deliveries of environments to our layout department. That bar was lowered to give the layout department something to work with sooner and also with more flexibility. From their work we get context as to how we partner with our art and design department to build and finalize those environments.” Regional biomes known as disks are part of the Communiverse. “There are aquatic, lush forest, snow and ice, and hot lava disks,” Luoh remarks. “The hot disk is grounded in the desert, volcanic rock and lava, while for the lush disk we looked at interesting plant life found in the world around us.” The Communiverse is a complex geometric form. “We wanted these natural arrangements of alien districts, and that was all happening on this twisting and curving terrain in a way that made traditional dressing approaches clunky. Oftentimes, you’re putting something on the ground or mounted, and the ground is always facing upward. But if you have to dress the wall or ceiling, it becomes a lot more difficult to manipulate and place on something with that dynamic and shape. You have stuff that casts light, is see-through and shifting over time. Ooooo is a living character that looks like electronic circuitry that is constantly moving, and we also have that element in the walls, floors and bubble transport that carry the characters around.” Sets were adjusted throughout the production. “We try to anticipate situations that might come up,” Luoh states. “What if we have a series of shots where you’re getting closer and closer to the Communiverse and you have to bridge the distance between your hero and set extension background? There is a partnership with story, but certainly with our layout camera staging department. As we see shots come out of their work, we know where we need to spend the time to figure out, are we going to see the distant hills in this way? We’re not going to build it until we know because it can be labor-intensive. There is a responsiveness to what we are starting to see as shots get made.” Combining the familiar into something unfamiliar was a process. “There was this curation of being inspired by existing alien sci-fi depictions, but also reaching back into biological phenomena or interesting material because we wanted to ground a lot of those visual elements and ideas in something that people could intuitively grasp on to, even if they were combined or arranged in a way that is surprising, strange and delightful.” #discovering #elio
    WWW.VFXVOICE.COM
    DISCOVERING ELIO
    By TREVOR HOGG Images courtesy of Pixar. The character design of Glordon is based on a tardigrade, which is a microscopic water bear. Rather than look at the unknown as something to be feared, Pixar has decided to do some wish fulfillment with Elio, where a lonely adolescent astrophile gets abducted by aliens and is mistaken as the leader of Earth. Originally conceived and directed by Adrian Molina, the coming-of-age science fiction adventure was shepherded by Domee Shi and Madeline Sharafian, who had previously worked together on Turning Red. “Space is often seen as dark, mysterious and scary, but there is also so much hope, wonder and curiosity,” notes Shi, director of Elio. “It’s like anything is ‘out there.’ Elio captures how a lot of us feel at different points of our lives, when we were kids like him, or even now wanting to be off of this current planet because it’s just too much. For Elio, it’s a rescue. I feel that there’s something so universal about that feeling of wanting to be taken away and taken care of. To know that you’re not alone and somebody chose you and picked you up.” The character design of Glordon is based on a tardigrade, which is a microscopic water bear. There is a stark contrast between how Earth and the alien world, known as the Communiverse, are portrayed. “The more we worked with the animators on Glordon and Helix, they began to realize that Domee and I respond positively when those [alien] characters are exaggerated, made cute, round and chubby,” states Sharafian, director of Elio. “That automatically started to differentiate the way the Earth and space feel.” A certain question had to be answered when designing the United Nations-inspired Communiverse. “It was coming from a place of this lonely kid who feels like no one wants him on Earth,” Shi explains. “What would be heaven and paradise for him? The Communiverse was built around that idea.” A sense of belonging is an important theme. “It’s also inspired by Adrian Molina’s backstory, and our backstories too, of going to animation college,” Sharafian remarks. “For the first time, we said, ‘This is where everybody like me is!’” Green is the thematic color for Elio. Visual effects are an important storytelling tool. “Especially, for our movie, which is about this boy going to this crazy incredible world of the Communiverse,” Shi observes. “It has to be dazzling and look spectacular on the big screen and feel like paradise. Elio is such a visual feast, and you do feel like, ‘I want to stay here no matter what. I can’t believe that this place even exists.’ Visual effects are a powerful tool to help you feel what the characters are feeling.” A wishlist became a reality for the directors. “Claudia Chung Sanii [Visual Effects Supervisor] gave Domee and me carte blanche for wish fulfillment for ourselves,” Sharafian remarks. “What do you want Elio’s outfit in space to look like? It was a difficult costume, but now when we watch the movie, we’re all so proud of it. Elio looks fabulous, and he’s so happy to be wearing that outfit. Who would want to take that off?” The Communiverse was meant to feel like a place that a child would love to visit and explore. Methodology rather than technology went through the biggest change for the production. “The Communiverse is super complex and has lots of moving pieces. But there’s not much CG can’t do anymore,” notes Claudia Chung Sanii. “Elemental did effects characters. We did long curly hair, dresses, capes, water and fire. What we hadn’t done before was be a part of that design process. How do we get lighting into layout? How do we see the shaders in animation in layout? The tools department was working on a software called Luna which does that. I went to the tools department and asked, ‘Can I play around with it?’ They were like, ‘Okay. But it’s not ready yet.’ Tools will basically be bringing RenderMan and an interactive lighting workflow to the pipeline across all of these DCCs. Because we light in Katana, you can’t get back upstream. The conceit that we were dipping our toe in on Elio was, ‘Whatever you do in lighting, anyone on the pipeline can see it.’” The influence of microscopic forms and macro photography grounded the Communiverse in natural phenomena. The variety in the Communiverse is a contrast to the regimented world on the military base. There were no departmental borders, in particular with cinematography. “We had our layout and lighting DPs start on the same day. Derek Williams wouldn’t shoot anything without Jordan Rempel, our lighting DP, seeing it,” Sanii states. “Jordan would drop in lighting and start doing key lighting as Derek’s team was laying out. It wasn’t like you had to hit the render button, wait for the render to come up and go, ‘Oh, my god, it’s dark! I didn’t know that it was nighttime.’” A new term was adopted. “Meredith Hom [Production Manager] and I pulled the entire crew and leadership into this mental concept that we called the ‘college project.’ For some of us, college was a time when we didn’t have titles and crafts. You begged, borrowed and stole to hit that deadline. So much of our world has become linear in our process that I wanted to break that down to, ‘No. We’re all working together. The scope of this film is too large for us to wait for each other to finish our piece. If this person is slammed, fine. Figure out a different idea to do it with what tools you have.’” Directors Domee Shi and Madeline Sharafian are drawn to chubby, exaggerated and cute characters. Forgoing the word ‘no’ led to the technology breaking down. “I remember times when crowds [department] is dressing all of the aliens and because of forgetting to constrain it to the Communiverse, they all show up at the origin, and you’re going, ‘Why is there a whole party going on over there?’” Sanii laughs. “On Elio, it was always forward. There were no rules about locking things down or not installing over the weekend. It was always like, ‘Put it all in, and we’ll deal with it on Monday.’ There would be some funny stuff. We never QC’d something before walking it into the room. Everyone saw how the sausage was made. It was fun and not fun for Harley Jessup [Production Designer] because sometimes there would be a big thing in the middle screen, and he would say, ‘Is that finished?’ There was no way we could get through this film if we kept trying to fix the thing that broke.” An aerial image of Elio as he attempts to get abducted by aliens. Part of the design of the Coummuniverse was inspired by Chinese puzzle balls. A former visual effects art director at ILM, Harley Jessup found his previous experiences on projects like Innerspace to be helpful on Elio. “I liked that the directors wanted to build on the effects films from the 1980s and early 1990s,” reflects Jessup. “I was there and part of that. It was fun to look back. At the time, the techniques were all practical, matte paintings and miniatures, which are fun to work with, but without the safety net of CG. One thing Dennis Muren [VES] was keen on, was how people see things like the natural phenomenon you might see in a microscopic or macro photography form. We were using that. I was looking at the mothership of Close Encounters of the Third Kind, which Dennis shot when he was a young artist. It was nice to be able to bring all of that history to this film.” Earth was impacted by a comment made by Pete Docter (CCO, Pixar). “He said, ‘The military base should feel like a parking lot,” Jessup reveals. “You should know why Elio wants to be anywhere else. And the Communiverse needs to be inviting. We built a lot of contrast into those two worlds. The brutalist architecture on the military base, with its hard edges and heavy horizontal forms close to the earth, needed to be harsh but beautiful in its own way, so we tried for that. The Communiverse would be in contrast and be all curves, translucent surfaces and stained-glass backlit effects. Things were wide open about what it could be because each of the aliens are from a different climate and gravity. There are some buildings that are actually upside down on it, and the whole thing is rotating inside like clockwork. It is hopefully an appealing, fun world. It’s not a dystopian outer space.” Exploring various facial expressions for Elio. A tough character to get right was Aunt Olga, who struggles to be the guardian of her nephew. Character designs of Elio and Glordon. which shows them interacting with each other. Architecture was devised to reflect the desired tone for scenes. “In the Grand Assembly Hall where each alien has a desk and booth, the booth is shaped like an eyelid that can close or open,” Jessup explains. “It increases the feeling that they’re evaluating and observing Elio and each of the candidates that have come to join the Communiverse.” A couple of iconic cinematic franchises were avoided for aesthetic reasons. “As much as I love Star Wars and Star Trek, we wanted to be different from those kinds of aliens that are often more humanoid.” Ooooo was the first alien to be designed. “We did Ooooo in collaboration with the effects team, which was small at that time. She was described as a liquid supercomputer. We actually used the wireframe that was turning up and asked, what if it ended up being this network of little lights that are moving around and can express how much she was thinking? Ooooo is Elio’s guide to the Communiverse; her body would deform, so she could become a big screen or reach out and pluck things. Ooooo has an ability like an amoeba to stretch.” Flexibility is important when figuring out shot design. “On Elio, we provided the layout department with a rudimentary version of our environments,” states David Luoh, Sets Supervisor. “It might be simple geometry. We’re not worried necessarily about shading, color and material yet. Things are roughly in place but also built in a way that is flexible. As they’re sorting out the camera and testing out staging, they can move elements of the set around. Maybe this architectural piece needs to be shifted or larger or smaller. There was a variation on what was typically expected of set deliveries of environments to our layout department. That bar was lowered to give the layout department something to work with sooner and also with more flexibility. From their work we get context as to how we partner with our art and design department to build and finalize those environments.” Regional biomes known as disks are part of the Communiverse. “There are aquatic, lush forest, snow and ice, and hot lava disks,” Luoh remarks. “The hot disk is grounded in the desert, volcanic rock and lava, while for the lush disk we looked at interesting plant life found in the world around us.” The Communiverse is a complex geometric form. “We wanted these natural arrangements of alien districts, and that was all happening on this twisting and curving terrain in a way that made traditional dressing approaches clunky. Oftentimes, you’re putting something on the ground or mounted, and the ground is always facing upward. But if you have to dress the wall or ceiling, it becomes a lot more difficult to manipulate and place on something with that dynamic and shape. You have stuff that casts light, is see-through and shifting over time. Ooooo is a living character that looks like electronic circuitry that is constantly moving, and we also have that element in the walls, floors and bubble transport that carry the characters around.” Sets were adjusted throughout the production. “We try to anticipate situations that might come up,” Luoh states. “What if we have a series of shots where you’re getting closer and closer to the Communiverse and you have to bridge the distance between your hero and set extension background? There is a partnership with story, but certainly with our layout camera staging department. As we see shots come out of their work, we know where we need to spend the time to figure out, are we going to see the distant hills in this way? We’re not going to build it until we know because it can be labor-intensive. There is a responsiveness to what we are starting to see as shots get made.” Combining the familiar into something unfamiliar was a process. “There was this curation of being inspired by existing alien sci-fi depictions, but also reaching back into biological phenomena or interesting material because we wanted to ground a lot of those visual elements and ideas in something that people could intuitively grasp on to, even if they were combined or arranged in a way that is surprising, strange and delightful.”
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  • Candy AI Review: Features, Benefits, and How It Works

    Posted on : June 5, 2025

    By

    Tech World Times

    AI 

    Rate this post

    Artificial Intelligence is now part of everyday life. Many apps use it to make things easier and smarter. One new and fun tool is Candy AI. In this article, we will explore what Candy AI is. You will also learn its top features, key benefits, and how it works.
    What Is Candy AI?
    Candy AI is a smart chatbot powered by advanced AI technology. It helps users talk, share, and interact. The app is designed for fun and emotional support. Many people use it to chat, relax, and feel better. Candy AI uses text, voice, and visuals to talk to users.
    Key Features of Candy AI
    Candy AI offers many useful and fun features. Here are the main ones:
    1. Custom AI Characters
    You can create your AI friend. Choose how they look, sound, and act. This makes each chat personal and exciting. Your AI friend can have a name, a job, and a background story.
    2. Real-Time Chatting
    You can talk with Candy AI like you talk to a real friend. It replies fast and feels natural. The chat is smooth and always available, 24/7.
    3. Voice Interaction
    Candy AI lets you talk using your voice. The AI answers back with a clear and friendly voice. This adds a human touch to the chat experience.
    4. Roleplay and Stories
    You can ask the AI to roleplay. It can be a friend, teacher, hero, or anything else. The AI can also tell you stories or help you write one.
    5. Memory Feature
    Candy AI remembers past chats. This helps build strong and meaningful connections over time. The AI can refer to old chats like a real friend.
    6. Emotion Support Mode
    Feeling lonely or sad? Candy AI can help. It gives kind words, emotional support, and good advice. It is made to be caring and helpful.
    Benefits of Using Candy AI
    Candy AI is more than just a chatbot. It offers many benefits to users of all ages. Let’s look at some top benefits:
    1. Always Available
    Candy AI is always online. You can chat anytime, day or night. There’s no waiting or long loading times.
    2. Stress Relief
    Talking with Candy AI can calm your mind. It helps reduce stress, fear, and sadness. Just a short chat can help you feel better.
    3. Improves Communication Skills
    You can use the AI to improve your English or writing. It helps you speak and write better. It is useful for students and language learners.
    4. Fun and Entertainment
    Candy AI is fun to use. You can joke, play games, or write a story together. It makes your free time more enjoyable.
    5. Safe Environment
    The app is safe and secure. There are no harmful ads or messages. Your chats stay private.
    How Does Candy AI Work?
    Candy AI uses advanced artificial intelligence. It is based on large language models. These models help the AI understand and respond to your messages.
    1. Input and Understanding
    You type or say something. Candy AI reads your message and understands its meaning. It uses machine learning to figure out your emotions and topic.
    2. Generating a Reply
    The AI then creates a reply. The reply is based on what you said and past chats. It tries to sound human and friendly.
    3. Personalized Response
    If the AI knows you well, it gives better answers. It uses memory to make replies that feel more personal.
    4. Using Visual and Audio Tools
    You can also use voice and images. Candy AI can speak and show you visual stories. This makes the chat more lively and real.
    Is Candy AI Free?
    Candy AI offers a free version. You can chat with basic features without paying. There is also a premium version. The premium plan gives access to more features like better memory and roleplay tools.
    Who Can Use Candy AI?
    Candy AI is great for many types of users:

    Students who need writing help
    People who feel lonely or need company
    Language learners looking to practice
    Writers who want story ideas
    Anyone who enjoys chatting with AI

    The app is easy to use for all age groups. You don’t need any tech skills to get started.
    Where Can You Use Candy AI?
    Candy AI is available on mobile and desktop. You can download the app or use it on a web browser. It works on Android, iOS, and most computers.
    Final Thoughts
    Candy AI is more than just an app. It is a smart friend in your pocket. It helps you talk, write, learn, and feel better. With features like voice chat, memory, and story mode, it stands out from other chatbots. If you’re looking for a fun, kind, and smart AI, Candy AI is worth trying.
    FAQs
    1. Is Candy AI safe to use?
    Yes. Candy AI protects your data and keeps your chats private. It follows strong safety rules.
    2. Does Candy AI support voice chatting?
    Yes. You can speak to it and hear it talk back with clear voice replies.
    3. Can I create my own AI character?
    Yes. You can fully customize your AI friend’s look, voice, and personality.
    4. Is Candy AI good for students?
    Yes. Students can use it for writing help, language learning, or just to relax and chat.
    5. How much does Candy AI cost?
    Candy AI has a free version. The premium plan offers extra features and better memory.
    Tech World TimesTech World Times, a global collective focusing on the latest tech news and trends in blockchain, Fintech, Development & Testing, AI and Startups. If you are looking for the guest post then contact at techworldtimes@gmail.com
    #candy #review #features #benefits #how
    Candy AI Review: Features, Benefits, and How It Works
    Posted on : June 5, 2025 By Tech World Times AI  Rate this post Artificial Intelligence is now part of everyday life. Many apps use it to make things easier and smarter. One new and fun tool is Candy AI. In this article, we will explore what Candy AI is. You will also learn its top features, key benefits, and how it works. What Is Candy AI? Candy AI is a smart chatbot powered by advanced AI technology. It helps users talk, share, and interact. The app is designed for fun and emotional support. Many people use it to chat, relax, and feel better. Candy AI uses text, voice, and visuals to talk to users. Key Features of Candy AI Candy AI offers many useful and fun features. Here are the main ones: 1. Custom AI Characters You can create your AI friend. Choose how they look, sound, and act. This makes each chat personal and exciting. Your AI friend can have a name, a job, and a background story. 2. Real-Time Chatting You can talk with Candy AI like you talk to a real friend. It replies fast and feels natural. The chat is smooth and always available, 24/7. 3. Voice Interaction Candy AI lets you talk using your voice. The AI answers back with a clear and friendly voice. This adds a human touch to the chat experience. 4. Roleplay and Stories You can ask the AI to roleplay. It can be a friend, teacher, hero, or anything else. The AI can also tell you stories or help you write one. 5. Memory Feature Candy AI remembers past chats. This helps build strong and meaningful connections over time. The AI can refer to old chats like a real friend. 6. Emotion Support Mode Feeling lonely or sad? Candy AI can help. It gives kind words, emotional support, and good advice. It is made to be caring and helpful. Benefits of Using Candy AI Candy AI is more than just a chatbot. It offers many benefits to users of all ages. Let’s look at some top benefits: 1. Always Available Candy AI is always online. You can chat anytime, day or night. There’s no waiting or long loading times. 2. Stress Relief Talking with Candy AI can calm your mind. It helps reduce stress, fear, and sadness. Just a short chat can help you feel better. 3. Improves Communication Skills You can use the AI to improve your English or writing. It helps you speak and write better. It is useful for students and language learners. 4. Fun and Entertainment Candy AI is fun to use. You can joke, play games, or write a story together. It makes your free time more enjoyable. 5. Safe Environment The app is safe and secure. There are no harmful ads or messages. Your chats stay private. How Does Candy AI Work? Candy AI uses advanced artificial intelligence. It is based on large language models. These models help the AI understand and respond to your messages. 1. Input and Understanding You type or say something. Candy AI reads your message and understands its meaning. It uses machine learning to figure out your emotions and topic. 2. Generating a Reply The AI then creates a reply. The reply is based on what you said and past chats. It tries to sound human and friendly. 3. Personalized Response If the AI knows you well, it gives better answers. It uses memory to make replies that feel more personal. 4. Using Visual and Audio Tools You can also use voice and images. Candy AI can speak and show you visual stories. This makes the chat more lively and real. Is Candy AI Free? Candy AI offers a free version. You can chat with basic features without paying. There is also a premium version. The premium plan gives access to more features like better memory and roleplay tools. Who Can Use Candy AI? Candy AI is great for many types of users: Students who need writing help People who feel lonely or need company Language learners looking to practice Writers who want story ideas Anyone who enjoys chatting with AI The app is easy to use for all age groups. You don’t need any tech skills to get started. Where Can You Use Candy AI? Candy AI is available on mobile and desktop. You can download the app or use it on a web browser. It works on Android, iOS, and most computers. Final Thoughts Candy AI is more than just an app. It is a smart friend in your pocket. It helps you talk, write, learn, and feel better. With features like voice chat, memory, and story mode, it stands out from other chatbots. If you’re looking for a fun, kind, and smart AI, Candy AI is worth trying. FAQs 1. Is Candy AI safe to use? Yes. Candy AI protects your data and keeps your chats private. It follows strong safety rules. 2. Does Candy AI support voice chatting? Yes. You can speak to it and hear it talk back with clear voice replies. 3. Can I create my own AI character? Yes. You can fully customize your AI friend’s look, voice, and personality. 4. Is Candy AI good for students? Yes. Students can use it for writing help, language learning, or just to relax and chat. 5. How much does Candy AI cost? Candy AI has a free version. The premium plan offers extra features and better memory. Tech World TimesTech World Times, a global collective focusing on the latest tech news and trends in blockchain, Fintech, Development & Testing, AI and Startups. If you are looking for the guest post then contact at techworldtimes@gmail.com #candy #review #features #benefits #how
    TECHWORLDTIMES.COM
    Candy AI Review: Features, Benefits, and How It Works
    Posted on : June 5, 2025 By Tech World Times AI  Rate this post Artificial Intelligence is now part of everyday life. Many apps use it to make things easier and smarter. One new and fun tool is Candy AI. In this article, we will explore what Candy AI is. You will also learn its top features, key benefits, and how it works. What Is Candy AI? Candy AI is a smart chatbot powered by advanced AI technology. It helps users talk, share, and interact. The app is designed for fun and emotional support. Many people use it to chat, relax, and feel better. Candy AI uses text, voice, and visuals to talk to users. Key Features of Candy AI Candy AI offers many useful and fun features. Here are the main ones: 1. Custom AI Characters You can create your AI friend. Choose how they look, sound, and act. This makes each chat personal and exciting. Your AI friend can have a name, a job, and a background story. 2. Real-Time Chatting You can talk with Candy AI like you talk to a real friend. It replies fast and feels natural. The chat is smooth and always available, 24/7. 3. Voice Interaction Candy AI lets you talk using your voice. The AI answers back with a clear and friendly voice. This adds a human touch to the chat experience. 4. Roleplay and Stories You can ask the AI to roleplay. It can be a friend, teacher, hero, or anything else. The AI can also tell you stories or help you write one. 5. Memory Feature Candy AI remembers past chats. This helps build strong and meaningful connections over time. The AI can refer to old chats like a real friend. 6. Emotion Support Mode Feeling lonely or sad? Candy AI can help. It gives kind words, emotional support, and good advice. It is made to be caring and helpful. Benefits of Using Candy AI Candy AI is more than just a chatbot. It offers many benefits to users of all ages. Let’s look at some top benefits: 1. Always Available Candy AI is always online. You can chat anytime, day or night. There’s no waiting or long loading times. 2. Stress Relief Talking with Candy AI can calm your mind. It helps reduce stress, fear, and sadness. Just a short chat can help you feel better. 3. Improves Communication Skills You can use the AI to improve your English or writing. It helps you speak and write better. It is useful for students and language learners. 4. Fun and Entertainment Candy AI is fun to use. You can joke, play games, or write a story together. It makes your free time more enjoyable. 5. Safe Environment The app is safe and secure. There are no harmful ads or messages. Your chats stay private. How Does Candy AI Work? Candy AI uses advanced artificial intelligence. It is based on large language models. These models help the AI understand and respond to your messages. 1. Input and Understanding You type or say something. Candy AI reads your message and understands its meaning. It uses machine learning to figure out your emotions and topic. 2. Generating a Reply The AI then creates a reply. The reply is based on what you said and past chats. It tries to sound human and friendly. 3. Personalized Response If the AI knows you well, it gives better answers. It uses memory to make replies that feel more personal. 4. Using Visual and Audio Tools You can also use voice and images. Candy AI can speak and show you visual stories. This makes the chat more lively and real. Is Candy AI Free? Candy AI offers a free version. You can chat with basic features without paying. There is also a premium version. The premium plan gives access to more features like better memory and roleplay tools. Who Can Use Candy AI? Candy AI is great for many types of users: Students who need writing help People who feel lonely or need company Language learners looking to practice Writers who want story ideas Anyone who enjoys chatting with AI The app is easy to use for all age groups. You don’t need any tech skills to get started. Where Can You Use Candy AI? Candy AI is available on mobile and desktop. You can download the app or use it on a web browser. It works on Android, iOS, and most computers. Final Thoughts Candy AI is more than just an app. It is a smart friend in your pocket. It helps you talk, write, learn, and feel better. With features like voice chat, memory, and story mode, it stands out from other chatbots. If you’re looking for a fun, kind, and smart AI, Candy AI is worth trying. FAQs 1. Is Candy AI safe to use? Yes. Candy AI protects your data and keeps your chats private. It follows strong safety rules. 2. Does Candy AI support voice chatting? Yes. You can speak to it and hear it talk back with clear voice replies. 3. Can I create my own AI character? Yes. You can fully customize your AI friend’s look, voice, and personality. 4. Is Candy AI good for students? Yes. Students can use it for writing help, language learning, or just to relax and chat. 5. How much does Candy AI cost? Candy AI has a free version. The premium plan offers extra features and better memory. Tech World TimesTech World Times (TWT), a global collective focusing on the latest tech news and trends in blockchain, Fintech, Development & Testing, AI and Startups. If you are looking for the guest post then contact at techworldtimes@gmail.com
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  • This Ultimate Y2K Sci-Fi Movie Made Virtual Reality Seem Almost Too Real

    I've wanted to rewatch the sci-fi thriller Strange Days for a long time, but I kept forgetting because, honestly, I couldn't remember the title. I finally came across it on Hulu and checked it out, and I can't stop thinking about it.Though Strange Days was released back in 1995, it looks and feels like it could've come out yesterday. It's one of those rare old movies that imagined the technology of virtual reality, or VR, without turning it into a gimmick. Strange Days takes place in 1999 Los Angeles during the last 48 hours of the millennium. Lenny Nero, played by Ralph Fiennes, is a former cop who now peddles an illegal virtual reality experience called Playback. Nero's friend and bodyguard, Mace, tries to keep him rooted in reality and away from trouble. Together, they work to track down a brutal rapist and murderer -- a man who uses VR Playback discs to record his crimes from his own point of view.The movie wasted no time dropping me into its jarring setting: The opening scene is an armed robbery filmed in first-person perspective, with the robber running from cops and jumping from one rooftop to another. A couple of scenes later, I saw tanks on the streets of LA and heard radio callers declaring that the world would end at the stroke of midnight on Jan. 1, 2000. Strange Days reminds me of the best Black Mirror episodes -- both deeply disturbing and uncomfortably close to home. Director Kathryn Bigelow was influenced by the 1992 LA riots and incorporated those elements of racial tension and police violence into her work. The result is a movie that's sometimes difficult to watch but impossible to look away from. At the same time, Strange Days is grounded by emotion. Nerospends a good portion of the movie reliving memories of his failed relationship with the singer Faith. Lying in bed while he plays back footage of happier days, he can trick himself into believing he's roller skating with Faith again -- until the disc stops spinning and he opens his eyes, back in the lonely present day."This is not 'like TV only better,'" says Nero, as he introduces the VR Playback tech to one of his clients. "This is life."But Bassett's character, Mace, believes otherwise, at one point confronting Nero over his attachment to his "used emotions." "This is your life!" says Mace. "Right here! Right now! It's real time, you hear me? Real time, time to get real, not Playback!" As I watched Strange Days in 2025, I couldn't help thinking of the virtual reality devices that exist today. VR headsets like the Meta Quest 3 and Google's upcoming AR glasses are bringing us closer than ever to the Playback tech in the film. And the immersive spatial videos for the Apple Vision Pro can make you feel like you're really reliving a three-dimensional recorded memory. As I considered the similarities between our current tech and Strange Days' Playback discs, I wondered if the future wants to be haunted by the past.Despite being 30 years old, Strange Days' special effects hold up incredibly well. Where other 1995 sci-fi flicks like Hackers and Johnny Mnemonic experimented with early computer-generated imagery, Strange Days went for a more practical approach: Characters shift in and out of the Playback footage with a simple analog distortion effect, just like you'd find while watching home videos on VHS tapes. The point-of-view shots were carefully choreographed, and the resulting footage looks like you're viewing it through the recorder's eyes.Strange Days also features standout musical acts. Juliette Lewis, in character as Faith, belts out two PJ Harvey tracks in on-screen performances that recall the best of '90s grunge. Rapper Jeriko Onedelivers biting social commentary in his music video. And contemporary artists Aphex Twin, Deee-Lite and Skunk Anansie perform during the movie's bombastic final act, a New Year's Eve rave in downtown LA.Strange Days is both a thrilling action movie and a mind-bending exploration of technology and memory. I'm surprised it was a box-office flop in 1995, and I wish it had received the recognition it deserved then. Still, I'm glad this sci-fi masterpiece is available to stream today. Though Strange Days isn't the easiest title to remember, the movie itself is unforgettable.
    #this #ultimate #y2k #scifi #movie
    This Ultimate Y2K Sci-Fi Movie Made Virtual Reality Seem Almost Too Real
    I've wanted to rewatch the sci-fi thriller Strange Days for a long time, but I kept forgetting because, honestly, I couldn't remember the title. I finally came across it on Hulu and checked it out, and I can't stop thinking about it.Though Strange Days was released back in 1995, it looks and feels like it could've come out yesterday. It's one of those rare old movies that imagined the technology of virtual reality, or VR, without turning it into a gimmick. Strange Days takes place in 1999 Los Angeles during the last 48 hours of the millennium. Lenny Nero, played by Ralph Fiennes, is a former cop who now peddles an illegal virtual reality experience called Playback. Nero's friend and bodyguard, Mace, tries to keep him rooted in reality and away from trouble. Together, they work to track down a brutal rapist and murderer -- a man who uses VR Playback discs to record his crimes from his own point of view.The movie wasted no time dropping me into its jarring setting: The opening scene is an armed robbery filmed in first-person perspective, with the robber running from cops and jumping from one rooftop to another. A couple of scenes later, I saw tanks on the streets of LA and heard radio callers declaring that the world would end at the stroke of midnight on Jan. 1, 2000. Strange Days reminds me of the best Black Mirror episodes -- both deeply disturbing and uncomfortably close to home. Director Kathryn Bigelow was influenced by the 1992 LA riots and incorporated those elements of racial tension and police violence into her work. The result is a movie that's sometimes difficult to watch but impossible to look away from. At the same time, Strange Days is grounded by emotion. Nerospends a good portion of the movie reliving memories of his failed relationship with the singer Faith. Lying in bed while he plays back footage of happier days, he can trick himself into believing he's roller skating with Faith again -- until the disc stops spinning and he opens his eyes, back in the lonely present day."This is not 'like TV only better,'" says Nero, as he introduces the VR Playback tech to one of his clients. "This is life."But Bassett's character, Mace, believes otherwise, at one point confronting Nero over his attachment to his "used emotions." "This is your life!" says Mace. "Right here! Right now! It's real time, you hear me? Real time, time to get real, not Playback!" As I watched Strange Days in 2025, I couldn't help thinking of the virtual reality devices that exist today. VR headsets like the Meta Quest 3 and Google's upcoming AR glasses are bringing us closer than ever to the Playback tech in the film. And the immersive spatial videos for the Apple Vision Pro can make you feel like you're really reliving a three-dimensional recorded memory. As I considered the similarities between our current tech and Strange Days' Playback discs, I wondered if the future wants to be haunted by the past.Despite being 30 years old, Strange Days' special effects hold up incredibly well. Where other 1995 sci-fi flicks like Hackers and Johnny Mnemonic experimented with early computer-generated imagery, Strange Days went for a more practical approach: Characters shift in and out of the Playback footage with a simple analog distortion effect, just like you'd find while watching home videos on VHS tapes. The point-of-view shots were carefully choreographed, and the resulting footage looks like you're viewing it through the recorder's eyes.Strange Days also features standout musical acts. Juliette Lewis, in character as Faith, belts out two PJ Harvey tracks in on-screen performances that recall the best of '90s grunge. Rapper Jeriko Onedelivers biting social commentary in his music video. And contemporary artists Aphex Twin, Deee-Lite and Skunk Anansie perform during the movie's bombastic final act, a New Year's Eve rave in downtown LA.Strange Days is both a thrilling action movie and a mind-bending exploration of technology and memory. I'm surprised it was a box-office flop in 1995, and I wish it had received the recognition it deserved then. Still, I'm glad this sci-fi masterpiece is available to stream today. Though Strange Days isn't the easiest title to remember, the movie itself is unforgettable. #this #ultimate #y2k #scifi #movie
    WWW.CNET.COM
    This Ultimate Y2K Sci-Fi Movie Made Virtual Reality Seem Almost Too Real
    I've wanted to rewatch the sci-fi thriller Strange Days for a long time, but I kept forgetting because, honestly, I couldn't remember the title. I finally came across it on Hulu and checked it out, and I can't stop thinking about it.Though Strange Days was released back in 1995, it looks and feels like it could've come out yesterday. It's one of those rare old movies that imagined the technology of virtual reality, or VR, without turning it into a gimmick. Strange Days takes place in 1999 Los Angeles during the last 48 hours of the millennium. Lenny Nero, played by Ralph Fiennes, is a former cop who now peddles an illegal virtual reality experience called Playback. Nero's friend and bodyguard, Mace (Angela Basset), tries to keep him rooted in reality and away from trouble. Together, they work to track down a brutal rapist and murderer -- a man who uses VR Playback discs to record his crimes from his own point of view.The movie wasted no time dropping me into its jarring setting: The opening scene is an armed robbery filmed in first-person perspective, with the robber running from cops and jumping from one rooftop to another. A couple of scenes later, I saw tanks on the streets of LA and heard radio callers declaring that the world would end at the stroke of midnight on Jan. 1, 2000. Strange Days reminds me of the best Black Mirror episodes -- both deeply disturbing and uncomfortably close to home. Director Kathryn Bigelow was influenced by the 1992 LA riots and incorporated those elements of racial tension and police violence into her work. The result is a movie that's sometimes difficult to watch but impossible to look away from. At the same time, Strange Days is grounded by emotion. Nero (Fiennes) spends a good portion of the movie reliving memories of his failed relationship with the singer Faith (played by actress-turned-rocker Juliette Lewis). Lying in bed while he plays back footage of happier days, he can trick himself into believing he's roller skating with Faith again -- until the disc stops spinning and he opens his eyes, back in the lonely present day."This is not 'like TV only better,'" says Nero, as he introduces the VR Playback tech to one of his clients. "This is life."But Bassett's character, Mace, believes otherwise, at one point confronting Nero over his attachment to his "used emotions." "This is your life!" says Mace. "Right here! Right now! It's real time, you hear me? Real time, time to get real, not Playback!" As I watched Strange Days in 2025, I couldn't help thinking of the virtual reality devices that exist today. VR headsets like the Meta Quest 3 and Google's upcoming AR glasses are bringing us closer than ever to the Playback tech in the film. And the immersive spatial videos for the Apple Vision Pro can make you feel like you're really reliving a three-dimensional recorded memory. As I considered the similarities between our current tech and Strange Days' Playback discs, I wondered if the future wants to be haunted by the past.Despite being 30 years old, Strange Days' special effects hold up incredibly well. Where other 1995 sci-fi flicks like Hackers and Johnny Mnemonic experimented with early computer-generated imagery, Strange Days went for a more practical approach: Characters shift in and out of the Playback footage with a simple analog distortion effect, just like you'd find while watching home videos on VHS tapes. The point-of-view shots were carefully choreographed, and the resulting footage looks like you're viewing it through the recorder's eyes.Strange Days also features standout musical acts. Juliette Lewis, in character as Faith, belts out two PJ Harvey tracks in on-screen performances that recall the best of '90s grunge. Rapper Jeriko One (played by Glenn Plummer) delivers biting social commentary in his music video. And contemporary artists Aphex Twin, Deee-Lite and Skunk Anansie perform during the movie's bombastic final act, a New Year's Eve rave in downtown LA. (It was a real-life concert with 10,000 attendees.)Strange Days is both a thrilling action movie and a mind-bending exploration of technology and memory. I'm surprised it was a box-office flop in 1995, and I wish it had received the recognition it deserved then. Still, I'm glad this sci-fi masterpiece is available to stream today. Though Strange Days isn't the easiest title to remember, the movie itself is unforgettable.
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  • Atomfall Story Expansion Arrives Next Week – Dare You Visit Wicked Isle?

    Category: GamesMay 30, 2025 Atomfall Story Expansion Arrives Next Week – Dare You Visit Wicked Isle?

    Ben Fisher, Head of Design, Rebellion

    For those of you who are new to the game, Atomfall is an action-survival mystery set in the UK. The story takes place five years after the real-life events of the 1957 Windscale Disaster in the North of England. In the world of Atomfall, a quarantine zone has been established around the Atom Plant and no one has been allowed in or out for five years. Life and society have changed and adapted under these trying circumstances and gangs of strange folk now wander the countryside.

    You wake up in a bunker with no idea who you are or how you got there. Given the circumstances you have little choice but to set out on a journey to discover what really happened at Windscale and maybe try to find out who you are in the process.

    The Wicked Isle expansion adds a whole new location, with its own set of characters and enemies as well as additional leads, weapons, skills, items and multiple new endings for the main game.

    What is the Wicked Isle?

    Surrounded by murky and perilous waters lies a wicked isle… a mysterious new region to explore, nestled off the Cumberland coast. They say there was a creepy old fishing village out there, but the locals haven’t seen anyone from there for years.

    The Wicked Isle is an entirely new area for players to explore in Atomfall, accessible by boat from the village of Wyndham. It’s a region that gave us an opportunity to really double down on the Folk Horror influences that you find throughout the game, as well as hints of sci-fi and cold war paranoia for good measure.

    When developing the Wicked Isle, there were two real-world locations that acted as key inspirations. The first was Lindisfarne – the “Holy Island” – which is a monastery on an island off the coast of Britain and was famously raided by Vikings in the 9th century. On the wicked isle, an Abbey towers over everything and constantly entices you to explore what secrets it holds within.

    The other major inspiration was Anthrax Island, a real-world island off the coast of Scotland that was used for military experiments during the Second World War. The entire island was quarantined until the 1990s as a result of the tests, and you might find evidence of similar experiments as you explore Wicked Isle.

    Explore the Isle’s Mysteries

    Shrouded by dense fog, this strange isle holds secrets that lead to the heart of the mystery of what really happened at the Windscale Plant.

    The Wicked Isle is located close to the Atom Plant and as a result, infection had spread rapidly and had a significant effect on the environment and the people that live there. You will have to tread carefully!

    As you investigate the island you will uncover new leads and story threads. While some of these are standalone stories, some leads link back to the overarching narrative of Atomfall as you seek to uncover what really happened.

    You will have to travel back to the mainland in search of clues and items which will in turn unlock multiple new potential endings for the main game.

    Uncover New Treasures

    While exploring you will find new items, weapons, and skills to help you as you survive in the Quarantine Zone. Deadly blunderbusses, upgraded metal detectors, and otherworldly abilities are just some of the things you’ll find on the isle.

    In creating these new weapons, we had an immediate and impactful opportunity to link to the key themes we were exploring in this story expansion – whether it be the Blunderbuss and Cutlass tying to the nautical history of the isle itself or some of the stranger ritualistic weapons used by the pagan druids who have made this their home.

    However, I’m most excited to see how people interact with the new abilities that the Wicked Isle brings. I don’t want to give any spoilers, but you’re going to find some pretty weird stuff going on out there.

    Face Fearsome Foes

    The inhabitants of the isle have not escaped the impact of the disaster. A deranged druid cult has become even more powerful through their pagan rituals; roaming bandits have embraced the island’s nautical past and strange creatures lurk in the watery depths. If you want to survive, you’ll need to be prepared to fight back.

    The response from the community to Atomfall has been incredible and we cannot wait for players to experience Wicked Isle. The stories and leads you uncover there and the people you will meet along the way add even greater depth to the mystery of Atomfall.

    Available from June 3, the Wicked Isle Story Expansion Pack can be bought separately and is also included in the Atomfall Deluxe Edition and Atomfall Deluxe Upgrade. Game Pass subscribers will also receive a 10% discount. We hope you enjoy visiting the dark and lonely waters.

    Atomfall: Story Expansion Pack Wicked Isle

    Rebellion

    ☆☆☆☆☆

    ★★★★★

    Get it now

    Surrounded by murky and perilous waters lies a wicked isle… a mysterious new region to explore, nestled off the Cumberland coast. They say there was a creepy old fishing village out there, but the locals haven’t seen anyone from there for years. There is a boat from the Wyndham Village shore for anyone brave enough to go and look for themselves. New mysteries, new supplies and new possibilities of escape could lie ahead for anyone who dares.
    The Atomfall story continues with the “Wicked Isle” Story Expansion Pack, introducing a new location, enemies, quests, characters, items, weapons, and more.
    Explore the isle’s mysteries
    Shrouded by dense fog, this strange isle holds secrets that lead to the heart of the mystery. Uncover leads that intertwine with the Atomfall narrative, expanding the story and unlocking new routes out of the Quarantine Zone.
    Uncover new treasures
    While exploring you will find new items, weapons, and skills to help you as you survive in the Quarantine Zone. Deadly blunderbusses, upgraded metal detectors, and otherworldly abilities are just some of the things you’ll find on the isle.
    Face fearsome foes
    The inhabitants of the isle have not escaped the impact of the disaster. A deranged druid cult has become even more powerful through their pagan rituals; roaming bandits have embraced the island’s nautical past and strange creatures lurk in the watery depths. If you want to survive, you’ll need to be prepared to fight back.

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    The post Atomfall Story Expansion Arrives Next Week – Dare You Visit Wicked Isle? appeared first on Xbox Wire.
    #atomfall #story #expansion #arrives #next
    Atomfall Story Expansion Arrives Next Week – Dare You Visit Wicked Isle?
    Category: GamesMay 30, 2025 Atomfall Story Expansion Arrives Next Week – Dare You Visit Wicked Isle? Ben Fisher, Head of Design, Rebellion For those of you who are new to the game, Atomfall is an action-survival mystery set in the UK. The story takes place five years after the real-life events of the 1957 Windscale Disaster in the North of England. In the world of Atomfall, a quarantine zone has been established around the Atom Plant and no one has been allowed in or out for five years. Life and society have changed and adapted under these trying circumstances and gangs of strange folk now wander the countryside. You wake up in a bunker with no idea who you are or how you got there. Given the circumstances you have little choice but to set out on a journey to discover what really happened at Windscale and maybe try to find out who you are in the process. The Wicked Isle expansion adds a whole new location, with its own set of characters and enemies as well as additional leads, weapons, skills, items and multiple new endings for the main game. What is the Wicked Isle? Surrounded by murky and perilous waters lies a wicked isle… a mysterious new region to explore, nestled off the Cumberland coast. They say there was a creepy old fishing village out there, but the locals haven’t seen anyone from there for years. The Wicked Isle is an entirely new area for players to explore in Atomfall, accessible by boat from the village of Wyndham. It’s a region that gave us an opportunity to really double down on the Folk Horror influences that you find throughout the game, as well as hints of sci-fi and cold war paranoia for good measure. When developing the Wicked Isle, there were two real-world locations that acted as key inspirations. The first was Lindisfarne – the “Holy Island” – which is a monastery on an island off the coast of Britain and was famously raided by Vikings in the 9th century. On the wicked isle, an Abbey towers over everything and constantly entices you to explore what secrets it holds within. The other major inspiration was Anthrax Island, a real-world island off the coast of Scotland that was used for military experiments during the Second World War. The entire island was quarantined until the 1990s as a result of the tests, and you might find evidence of similar experiments as you explore Wicked Isle. Explore the Isle’s Mysteries Shrouded by dense fog, this strange isle holds secrets that lead to the heart of the mystery of what really happened at the Windscale Plant. The Wicked Isle is located close to the Atom Plant and as a result, infection had spread rapidly and had a significant effect on the environment and the people that live there. You will have to tread carefully! As you investigate the island you will uncover new leads and story threads. While some of these are standalone stories, some leads link back to the overarching narrative of Atomfall as you seek to uncover what really happened. You will have to travel back to the mainland in search of clues and items which will in turn unlock multiple new potential endings for the main game. Uncover New Treasures While exploring you will find new items, weapons, and skills to help you as you survive in the Quarantine Zone. Deadly blunderbusses, upgraded metal detectors, and otherworldly abilities are just some of the things you’ll find on the isle. In creating these new weapons, we had an immediate and impactful opportunity to link to the key themes we were exploring in this story expansion – whether it be the Blunderbuss and Cutlass tying to the nautical history of the isle itself or some of the stranger ritualistic weapons used by the pagan druids who have made this their home. However, I’m most excited to see how people interact with the new abilities that the Wicked Isle brings. I don’t want to give any spoilers, but you’re going to find some pretty weird stuff going on out there. Face Fearsome Foes The inhabitants of the isle have not escaped the impact of the disaster. A deranged druid cult has become even more powerful through their pagan rituals; roaming bandits have embraced the island’s nautical past and strange creatures lurk in the watery depths. If you want to survive, you’ll need to be prepared to fight back. The response from the community to Atomfall has been incredible and we cannot wait for players to experience Wicked Isle. The stories and leads you uncover there and the people you will meet along the way add even greater depth to the mystery of Atomfall. Available from June 3, the Wicked Isle Story Expansion Pack can be bought separately and is also included in the Atomfall Deluxe Edition and Atomfall Deluxe Upgrade. Game Pass subscribers will also receive a 10% discount. We hope you enjoy visiting the dark and lonely waters. Atomfall: Story Expansion Pack Wicked Isle Rebellion ☆☆☆☆☆ ★★★★★ Get it now Surrounded by murky and perilous waters lies a wicked isle… a mysterious new region to explore, nestled off the Cumberland coast. They say there was a creepy old fishing village out there, but the locals haven’t seen anyone from there for years. There is a boat from the Wyndham Village shore for anyone brave enough to go and look for themselves. New mysteries, new supplies and new possibilities of escape could lie ahead for anyone who dares. The Atomfall story continues with the “Wicked Isle” Story Expansion Pack, introducing a new location, enemies, quests, characters, items, weapons, and more. Explore the isle’s mysteries Shrouded by dense fog, this strange isle holds secrets that lead to the heart of the mystery. Uncover leads that intertwine with the Atomfall narrative, expanding the story and unlocking new routes out of the Quarantine Zone. Uncover new treasures While exploring you will find new items, weapons, and skills to help you as you survive in the Quarantine Zone. Deadly blunderbusses, upgraded metal detectors, and otherworldly abilities are just some of the things you’ll find on the isle. Face fearsome foes The inhabitants of the isle have not escaped the impact of the disaster. A deranged druid cult has become even more powerful through their pagan rituals; roaming bandits have embraced the island’s nautical past and strange creatures lurk in the watery depths. If you want to survive, you’ll need to be prepared to fight back. Related Stories for “Atomfall Story Expansion Arrives Next Week – Dare You Visit Wicked Isle?” Category: ID@XboxA Little Roguelike Fun: Cryptmaster’s Deckbuilder in the Anniversary Update Category: ID@XboxGet Connected: Indie Selects for May 2025 Category: GamesFree Play Days – Call of Duty: Black Ops 6, The Division 2, ARK: Survival Ascended, and More The post Atomfall Story Expansion Arrives Next Week – Dare You Visit Wicked Isle? appeared first on Xbox Wire. #atomfall #story #expansion #arrives #next
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    Atomfall Story Expansion Arrives Next Week – Dare You Visit Wicked Isle?
    Category: GamesMay 30, 2025 Atomfall Story Expansion Arrives Next Week – Dare You Visit Wicked Isle? Ben Fisher, Head of Design, Rebellion For those of you who are new to the game, Atomfall is an action-survival mystery set in the UK. The story takes place five years after the real-life events of the 1957 Windscale Disaster in the North of England. In the world of Atomfall, a quarantine zone has been established around the Atom Plant and no one has been allowed in or out for five years. Life and society have changed and adapted under these trying circumstances and gangs of strange folk now wander the countryside. You wake up in a bunker with no idea who you are or how you got there. Given the circumstances you have little choice but to set out on a journey to discover what really happened at Windscale and maybe try to find out who you are in the process. The Wicked Isle expansion adds a whole new location, with its own set of characters and enemies as well as additional leads, weapons, skills, items and multiple new endings for the main game. What is the Wicked Isle? Surrounded by murky and perilous waters lies a wicked isle… a mysterious new region to explore, nestled off the Cumberland coast. They say there was a creepy old fishing village out there, but the locals haven’t seen anyone from there for years. The Wicked Isle is an entirely new area for players to explore in Atomfall, accessible by boat from the village of Wyndham. It’s a region that gave us an opportunity to really double down on the Folk Horror influences that you find throughout the game, as well as hints of sci-fi and cold war paranoia for good measure. When developing the Wicked Isle, there were two real-world locations that acted as key inspirations. The first was Lindisfarne – the “Holy Island” – which is a monastery on an island off the coast of Britain and was famously raided by Vikings in the 9th century. On the wicked isle, an Abbey towers over everything and constantly entices you to explore what secrets it holds within. The other major inspiration was Anthrax Island, a real-world island off the coast of Scotland that was used for military experiments during the Second World War. The entire island was quarantined until the 1990s as a result of the tests, and you might find evidence of similar experiments as you explore Wicked Isle. Explore the Isle’s Mysteries Shrouded by dense fog, this strange isle holds secrets that lead to the heart of the mystery of what really happened at the Windscale Plant. The Wicked Isle is located close to the Atom Plant and as a result, infection had spread rapidly and had a significant effect on the environment and the people that live there. You will have to tread carefully! As you investigate the island you will uncover new leads and story threads. While some of these are standalone stories, some leads link back to the overarching narrative of Atomfall as you seek to uncover what really happened. You will have to travel back to the mainland in search of clues and items which will in turn unlock multiple new potential endings for the main game. Uncover New Treasures While exploring you will find new items, weapons, and skills to help you as you survive in the Quarantine Zone. Deadly blunderbusses, upgraded metal detectors, and otherworldly abilities are just some of the things you’ll find on the isle. In creating these new weapons, we had an immediate and impactful opportunity to link to the key themes we were exploring in this story expansion – whether it be the Blunderbuss and Cutlass tying to the nautical history of the isle itself or some of the stranger ritualistic weapons used by the pagan druids who have made this their home. However, I’m most excited to see how people interact with the new abilities that the Wicked Isle brings. I don’t want to give any spoilers, but you’re going to find some pretty weird stuff going on out there. Face Fearsome Foes The inhabitants of the isle have not escaped the impact of the disaster. A deranged druid cult has become even more powerful through their pagan rituals; roaming bandits have embraced the island’s nautical past and strange creatures lurk in the watery depths. If you want to survive, you’ll need to be prepared to fight back. The response from the community to Atomfall has been incredible and we cannot wait for players to experience Wicked Isle. The stories and leads you uncover there and the people you will meet along the way add even greater depth to the mystery of Atomfall. Available from June 3, the Wicked Isle Story Expansion Pack can be bought separately and is also included in the Atomfall Deluxe Edition and Atomfall Deluxe Upgrade. Game Pass subscribers will also receive a 10% discount. We hope you enjoy visiting the dark and lonely waters. Atomfall: Story Expansion Pack Wicked Isle Rebellion ☆☆☆☆☆ ★★★★★ Get it now Surrounded by murky and perilous waters lies a wicked isle… a mysterious new region to explore, nestled off the Cumberland coast. They say there was a creepy old fishing village out there, but the locals haven’t seen anyone from there for years. There is a boat from the Wyndham Village shore for anyone brave enough to go and look for themselves. New mysteries, new supplies and new possibilities of escape could lie ahead for anyone who dares. The Atomfall story continues with the “Wicked Isle” Story Expansion Pack, introducing a new location, enemies, quests, characters, items, weapons, and more. Explore the isle’s mysteries Shrouded by dense fog, this strange isle holds secrets that lead to the heart of the mystery. Uncover leads that intertwine with the Atomfall narrative, expanding the story and unlocking new routes out of the Quarantine Zone. Uncover new treasures While exploring you will find new items, weapons, and skills to help you as you survive in the Quarantine Zone. Deadly blunderbusses, upgraded metal detectors, and otherworldly abilities are just some of the things you’ll find on the isle. Face fearsome foes The inhabitants of the isle have not escaped the impact of the disaster. A deranged druid cult has become even more powerful through their pagan rituals; roaming bandits have embraced the island’s nautical past and strange creatures lurk in the watery depths. If you want to survive, you’ll need to be prepared to fight back. Related Stories for “Atomfall Story Expansion Arrives Next Week – Dare You Visit Wicked Isle?” Category: ID@XboxA Little Roguelike Fun: Cryptmaster’s Deckbuilder in the Anniversary Update Category: ID@XboxGet Connected: Indie Selects for May 2025 Category: GamesFree Play Days – Call of Duty: Black Ops 6 (MP & Zombies Only), The Division 2, ARK: Survival Ascended, and More The post Atomfall Story Expansion Arrives Next Week – Dare You Visit Wicked Isle? appeared first on Xbox Wire.
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  • DreamPark raises $1.1M to transform real-world spaces into mixed-reality theme parks

    DreamPark, the creator of what it calls “the world’s largest downloadable mixed realitytheme park,” said it has raised million in seed funding.
    The investment will accelerate DreamPark’s mission to make Earth worth playing again by transforming ordinary spaces into extraordinary adventures through mixed reality technology. I got a demo of the game in Yerba Buena Park in San Francisco and it made me smile. It also made me think it was part of a pretty good plan to convince property owners to get more out of their entertainment venues.
    But we’ll get to that in a bit. Long Journey Ventures led the investment round, with participation from Founders Inc.
    The company is the brainchild of Aidan Wolf, CEO of DreamPark; Kevin Habich, cofounder; and cofounder Brent Bushnell. They came up with the idea while working at Two-Bit Circus, a zany entertainment venue in Los Angeles run by Bushnell. Bushnell encouraged the idea, incubated it and became a cofounder.
    The DreamPark founders: Brent Bushnell, Aidan Wolf and Kevin Habich.
    Positioned at the forefront of mixed reality innovation, DreamPark said it is capturing a significant early advantage in the global XRlive event market, valued at billion in 2024 and projected to surge to billion by 2034 at a 48.7% compound annual growth rate. This explosive growth trajectory presents an opportunity that DreamPark’s technology and business model are uniquely designed to address, the company said.
    “We’re building the world’s largest theme park – one that exists everywhere and is accessible to everyone. We want to make getting out to play worthwhile again,” said Bushnell. “This investment allows us to expand our footprint of access points across the country rapidly, develop partnerships with premium IP holders, and continue enhancing our technology to deliver magical experiences that bring people back to real-world spaces.”
    Bushnell is the eldest son of Atari cofounder Nolan Bushnell. And the younger Bushnell knows the costs of investing in physical properties, as he runs Two-Bit Circus in downtown Los Angeles. It’s built inside a physical warehouse, and Bushnell’s company has to pay for that property — even weathering the pandemic. But with DreamPark, he can reinvigorate a physical venue without investing anything in a new property. By contrast, a new virtual reality entertainment venue can cost more than million to open.
    Hands-on demo
    DreamPark foundes in Yerba Buena Gardens park in San Francisco.
    Wolf and Habich, and Bushnell’s sister Alyssa Bushnell, showed me the DreamPark virtual theme park in San Francisco in the park near the Metreon building. There was a concert going on at the time and it was very noisy. But the game worked fine anyway.
    Looking down at my feet, Wolf said the QR code on the mat on the groun was an “access point.” That’s where you can scan and enter the virtual world. The company is still building a front end for distributing the headsets, but people will be able to bring their mixed-reality headsets from home and play the same content.
    “We’re setting these up all over,” Wolf said. “Once an area is mapped, it’s there and you just show up and play. The big difference here is that DreamParks are places. They exist in the real world.”
    Don’t be surprised if you see people doing this soon.
    The mapped area was around 50,000 square feet in the park, so it was a pretty big game space. Soon, the company will break into 100,000 square feet for the game with another update. That’s about 10 times the restricted size of Meta’s VR headsets.
    “We’re going way past the usual limits,” Wolf said. “I think this fundamentally changes what mixed reality means. Now it’s not this living room experience bound to the couch. It’s an actual world to walk around and explore and touch. Once we get people there, we’re gonna really see that cognitive shift, where now augmented realityis something I can go out and experience, like enjoying a concert.”
    The cofounders gave me a headset to wear. The first one didn’t work, but a second one functioned fine. It was a modified Meta Quest 3 headset that was locked down so it would play just the DreamPark game. It took a short time to load and then I looked through the headset. Thanks to the outward-facing cameras, I was able to see the park in mixed reality. That meant I didn’t trip over anything as I walked around.
    I held the headset to my forehead and looked around. I could see a Mario-like set of bricks floating in the air, and floating virtual coins along the physical path. I started walking around and picking up the coins and tapping the bricks to collect points in the game. I didn’t go where there were people lying on the grass, but I didn’t manage to navigate to some lava pits in the middle of the park. The founders pointed out that far away from me, on the Carnaval concert stage, there was a boss. Normally, if there was no concert, I could have waltzed over to that location and engaged in a boss fight.
    DreamPark overlaid on the Third Street Promenade in Santa Monica, California.
    The graphics were rudimentary, 8-bit style, and yet I didn’t mind it at all due to the novelty of seeing them overlaid on the real world. Still, I was reluctant to go walking in the lava pits, as that was a bad idea in the virtual world and I somehow felt like it would be a bad idea to walk there in the physical world.
    “Our graphics are more cartoonish, but our Wizard theme has a more realistic look,” Wolf said. “We’re creating four theme parks.”
    One of them is a sci-fi Crash Course, which is an obstacle course. And DreamPark is working with a partner as well. There’s one with a psychedelic theme and one that is ambient fun.
    It’s easy to turn the experience into a multiplayer game. You can, for instance, race around the park and complete a timed experience in competition with your friends.
    The appeal of a virtual overlay on the real world
    DreamPark mixes the virtual and real worlds.
    DreamPark transforms physical locations into immersive mixed-reality environments through its network of access points: physical markers, like QR codes, that, when scanned with a Meta Quest 3 headset or mobile device, unlock digital overlays on real-world spaces. The company has already established successful installations at Santa Monica’s Third Street Promenade and The LA County Fair, with planned expansions in Seattle, Orange County and several expos and corporate events.
    It’s pretty cheap to create new locations. All they really have to do is scan an area, overlay a digital game filled with simple games, and then drop a mat with a QR code on the property so people can scan it and start playing the game. For property owners, this means they can draw people back to their location, getting them to re-engage with the place because people want to play a digital game at the physical place. It’s a way to enhance the value of a physical property, using virtual entertainment.
    Bushnell pitched the idea for DreamPark on CNBC’s Shark Tank television show. The sharks didn’t go for it, but the publicity from the show helped surface investors, Bushnell said..
    “As a longtime investor, I have seen countless pitches promising to merge the digital and physical worlds, and DreamPark is the first that truly delivers on the real-world metaverse,” said Cyan Banister, cofounder and general partner at Long Journey Ventures, in a statement. “Aidan is a visionary builder of immersive systems, and Brent is a pioneer in playful public spaces, making them the perfect team to make emerging tech feel human, accessible, and unforgettable. They’ve cracked the code on location-based AR, delivering a 10x experience that’s as magical as it’s scalable. This isn’t just immersive entertainment; it’s a whole new category.”
    The funding comes when retail landlords and event venues seek innovative solutions to drive foot traffic and increase engagement. While typical VR venues cost over million to build, DreamPark delivers a fully immersive, multiplayer experience that pays for itself in its first month of revenue.
    DreamPark in Santa Monica.
    “Our capital expense is like one of a hundredth of our competitors, which is amazing. And then this lets us move astronomically faster than everyone else. I kind of believe in a Nintendo philosophy, which is, they take antiquated technology, but they use it in a new way that makes it valuable. We’re using access points,” Wolf said.
    There’s no construction or permanent infrastructure required. It’s a radically more affordable way to turn underused spaces into high-impact destinations.
    “We’re not just creating engaging content, we’re building a platform that revitalizes communities by giving people a reason to gather, play, and connect in physical spaces in real life,” said Wolf. “DreamPark bridges the digital and physical worlds, creating a new category of play where the magic of virtual worlds enhances real-life connections. We’re reimagining what’s possible when the spaces around us become canvases for shared adventure and imagination.”
    The seed funding will support DreamPark’s aggressive expansion plans, including deploying access points across new locations, launching partnerships with major IP holders to create branded theme park experiences, and expanding the company’s fleet of rental Meta Quest 3 headsets units nationwide.
    DreamPark is growing the development team to accelerate content creation and platform capabilities. DreamPark’s leadership team brings deep experience from companies including Two-Bit Circus, Smiley Cap, and SNAP, Inc., positioning them to execute their ambitious vision of creating the infrastructure for worldwide mixed-reality entertainment.
    Where it’s going
    What alien technology is this?
    Bushnell said the team has been working for around two years. But the founders have been involved with AR for more than a decade. They showed up at Two-Bit Circus and started making mixed-reality games, which take into account physical reality as a game space. There are about 10 contractors in the company working on content.
    They found that players are happy to wear the headsets for 30 minutes at a time, particularly when they are playing with friends.
    “We see ourselves more as a tech company than like a location based entertainment company. We hope to stay small as a core team while still reaching millions or billions of people,” Wolf said.The games are in a private alpha testing phase now.
    “I would say that the headset we currently have in our hands is the exact headset we need to bring this to the masses. So the nice part about the company we’re building is we aren’t waiting for some like watershed moment,” Wolf said. “We’re not waiting for anything now. We’re just getting it into lots of places where people already congregate.”DreamPark is coming out with an app that will let users scan their local park and then start using that space as a level, Wolf said. But DreamPark itself will create partnerships with some of the best places itself and get permission to do the game on the properties.
    At Two-Bit Circus, for instance, DreamPark could extend the entertainment into the outdoor parking lot, giving more square footage for entertainment.
    Bushnell had a great moment when he was playing an AR game with drift racing on a racetrack in the Two-Bit Circus parking lot. He noted that mixed reality doesn’t have the Achilles Heel of VR, which is that it makes half the people nauseous.
    “That was really the moment that broke my brain for mixed reality,” he said. “We were on actual drift bikes, pedaling around collecting coins. And I went twice around that thing, chasing after somebody else on a drift bike. And, you know, my heart rate was at 150. And I was just absolutely going bananas. And I took the headset off, and all that world that had motivated me to pedal my ass off was gone. It just really felt like this is not just going to change entertainment. This is going to change therapy and fitness and learning.”
    Bushnell said so many other kinds of entertainment are based on deploying huge amounts of capital. But this kind of theme park could be up and running in a matter of minutes. Bushnell believes people will be happy to buy tickets to get a chance to play. He said his four-year-old kid loves it, as does his 82-year-old father.
    DreamPark is adding virtual entertainment to real venues.
    To me, it felt a bit like the beginning of the world of Cyberpunk 2077, while Bushnell said it reminded him of the Korean drama, The Memories of Alhambra, where people wear contact lenss displays and have an adventure overlaid on real streets.
    “These are beautiful places naturally. Let’s augment them with a little more cool storytelling, and you’re off and running,” Bushnell said. “The world is lonely and isolated, We think of this a path to being social again, getting people out in public. And we want to invite landlords of all stripes to host DreamParks.”

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    #dreampark #raises #11m #transform #realworld
    DreamPark raises $1.1M to transform real-world spaces into mixed-reality theme parks
    DreamPark, the creator of what it calls “the world’s largest downloadable mixed realitytheme park,” said it has raised million in seed funding. The investment will accelerate DreamPark’s mission to make Earth worth playing again by transforming ordinary spaces into extraordinary adventures through mixed reality technology. I got a demo of the game in Yerba Buena Park in San Francisco and it made me smile. It also made me think it was part of a pretty good plan to convince property owners to get more out of their entertainment venues. But we’ll get to that in a bit. Long Journey Ventures led the investment round, with participation from Founders Inc. The company is the brainchild of Aidan Wolf, CEO of DreamPark; Kevin Habich, cofounder; and cofounder Brent Bushnell. They came up with the idea while working at Two-Bit Circus, a zany entertainment venue in Los Angeles run by Bushnell. Bushnell encouraged the idea, incubated it and became a cofounder. The DreamPark founders: Brent Bushnell, Aidan Wolf and Kevin Habich. Positioned at the forefront of mixed reality innovation, DreamPark said it is capturing a significant early advantage in the global XRlive event market, valued at billion in 2024 and projected to surge to billion by 2034 at a 48.7% compound annual growth rate. This explosive growth trajectory presents an opportunity that DreamPark’s technology and business model are uniquely designed to address, the company said. “We’re building the world’s largest theme park – one that exists everywhere and is accessible to everyone. We want to make getting out to play worthwhile again,” said Bushnell. “This investment allows us to expand our footprint of access points across the country rapidly, develop partnerships with premium IP holders, and continue enhancing our technology to deliver magical experiences that bring people back to real-world spaces.” Bushnell is the eldest son of Atari cofounder Nolan Bushnell. And the younger Bushnell knows the costs of investing in physical properties, as he runs Two-Bit Circus in downtown Los Angeles. It’s built inside a physical warehouse, and Bushnell’s company has to pay for that property — even weathering the pandemic. But with DreamPark, he can reinvigorate a physical venue without investing anything in a new property. By contrast, a new virtual reality entertainment venue can cost more than million to open. Hands-on demo DreamPark foundes in Yerba Buena Gardens park in San Francisco. Wolf and Habich, and Bushnell’s sister Alyssa Bushnell, showed me the DreamPark virtual theme park in San Francisco in the park near the Metreon building. There was a concert going on at the time and it was very noisy. But the game worked fine anyway. Looking down at my feet, Wolf said the QR code on the mat on the groun was an “access point.” That’s where you can scan and enter the virtual world. The company is still building a front end for distributing the headsets, but people will be able to bring their mixed-reality headsets from home and play the same content. “We’re setting these up all over,” Wolf said. “Once an area is mapped, it’s there and you just show up and play. The big difference here is that DreamParks are places. They exist in the real world.” Don’t be surprised if you see people doing this soon. The mapped area was around 50,000 square feet in the park, so it was a pretty big game space. Soon, the company will break into 100,000 square feet for the game with another update. That’s about 10 times the restricted size of Meta’s VR headsets. “We’re going way past the usual limits,” Wolf said. “I think this fundamentally changes what mixed reality means. Now it’s not this living room experience bound to the couch. It’s an actual world to walk around and explore and touch. Once we get people there, we’re gonna really see that cognitive shift, where now augmented realityis something I can go out and experience, like enjoying a concert.” The cofounders gave me a headset to wear. The first one didn’t work, but a second one functioned fine. It was a modified Meta Quest 3 headset that was locked down so it would play just the DreamPark game. It took a short time to load and then I looked through the headset. Thanks to the outward-facing cameras, I was able to see the park in mixed reality. That meant I didn’t trip over anything as I walked around. I held the headset to my forehead and looked around. I could see a Mario-like set of bricks floating in the air, and floating virtual coins along the physical path. I started walking around and picking up the coins and tapping the bricks to collect points in the game. I didn’t go where there were people lying on the grass, but I didn’t manage to navigate to some lava pits in the middle of the park. The founders pointed out that far away from me, on the Carnaval concert stage, there was a boss. Normally, if there was no concert, I could have waltzed over to that location and engaged in a boss fight. DreamPark overlaid on the Third Street Promenade in Santa Monica, California. The graphics were rudimentary, 8-bit style, and yet I didn’t mind it at all due to the novelty of seeing them overlaid on the real world. Still, I was reluctant to go walking in the lava pits, as that was a bad idea in the virtual world and I somehow felt like it would be a bad idea to walk there in the physical world. “Our graphics are more cartoonish, but our Wizard theme has a more realistic look,” Wolf said. “We’re creating four theme parks.” One of them is a sci-fi Crash Course, which is an obstacle course. And DreamPark is working with a partner as well. There’s one with a psychedelic theme and one that is ambient fun. It’s easy to turn the experience into a multiplayer game. You can, for instance, race around the park and complete a timed experience in competition with your friends. The appeal of a virtual overlay on the real world DreamPark mixes the virtual and real worlds. DreamPark transforms physical locations into immersive mixed-reality environments through its network of access points: physical markers, like QR codes, that, when scanned with a Meta Quest 3 headset or mobile device, unlock digital overlays on real-world spaces. The company has already established successful installations at Santa Monica’s Third Street Promenade and The LA County Fair, with planned expansions in Seattle, Orange County and several expos and corporate events. It’s pretty cheap to create new locations. All they really have to do is scan an area, overlay a digital game filled with simple games, and then drop a mat with a QR code on the property so people can scan it and start playing the game. For property owners, this means they can draw people back to their location, getting them to re-engage with the place because people want to play a digital game at the physical place. It’s a way to enhance the value of a physical property, using virtual entertainment. Bushnell pitched the idea for DreamPark on CNBC’s Shark Tank television show. The sharks didn’t go for it, but the publicity from the show helped surface investors, Bushnell said.. “As a longtime investor, I have seen countless pitches promising to merge the digital and physical worlds, and DreamPark is the first that truly delivers on the real-world metaverse,” said Cyan Banister, cofounder and general partner at Long Journey Ventures, in a statement. “Aidan is a visionary builder of immersive systems, and Brent is a pioneer in playful public spaces, making them the perfect team to make emerging tech feel human, accessible, and unforgettable. They’ve cracked the code on location-based AR, delivering a 10x experience that’s as magical as it’s scalable. This isn’t just immersive entertainment; it’s a whole new category.” The funding comes when retail landlords and event venues seek innovative solutions to drive foot traffic and increase engagement. While typical VR venues cost over million to build, DreamPark delivers a fully immersive, multiplayer experience that pays for itself in its first month of revenue. DreamPark in Santa Monica. “Our capital expense is like one of a hundredth of our competitors, which is amazing. And then this lets us move astronomically faster than everyone else. I kind of believe in a Nintendo philosophy, which is, they take antiquated technology, but they use it in a new way that makes it valuable. We’re using access points,” Wolf said. There’s no construction or permanent infrastructure required. It’s a radically more affordable way to turn underused spaces into high-impact destinations. “We’re not just creating engaging content, we’re building a platform that revitalizes communities by giving people a reason to gather, play, and connect in physical spaces in real life,” said Wolf. “DreamPark bridges the digital and physical worlds, creating a new category of play where the magic of virtual worlds enhances real-life connections. We’re reimagining what’s possible when the spaces around us become canvases for shared adventure and imagination.” The seed funding will support DreamPark’s aggressive expansion plans, including deploying access points across new locations, launching partnerships with major IP holders to create branded theme park experiences, and expanding the company’s fleet of rental Meta Quest 3 headsets units nationwide. DreamPark is growing the development team to accelerate content creation and platform capabilities. DreamPark’s leadership team brings deep experience from companies including Two-Bit Circus, Smiley Cap, and SNAP, Inc., positioning them to execute their ambitious vision of creating the infrastructure for worldwide mixed-reality entertainment. Where it’s going What alien technology is this? Bushnell said the team has been working for around two years. But the founders have been involved with AR for more than a decade. They showed up at Two-Bit Circus and started making mixed-reality games, which take into account physical reality as a game space. There are about 10 contractors in the company working on content. They found that players are happy to wear the headsets for 30 minutes at a time, particularly when they are playing with friends. “We see ourselves more as a tech company than like a location based entertainment company. We hope to stay small as a core team while still reaching millions or billions of people,” Wolf said.The games are in a private alpha testing phase now. “I would say that the headset we currently have in our hands is the exact headset we need to bring this to the masses. So the nice part about the company we’re building is we aren’t waiting for some like watershed moment,” Wolf said. “We’re not waiting for anything now. We’re just getting it into lots of places where people already congregate.”DreamPark is coming out with an app that will let users scan their local park and then start using that space as a level, Wolf said. But DreamPark itself will create partnerships with some of the best places itself and get permission to do the game on the properties. At Two-Bit Circus, for instance, DreamPark could extend the entertainment into the outdoor parking lot, giving more square footage for entertainment. Bushnell had a great moment when he was playing an AR game with drift racing on a racetrack in the Two-Bit Circus parking lot. He noted that mixed reality doesn’t have the Achilles Heel of VR, which is that it makes half the people nauseous. “That was really the moment that broke my brain for mixed reality,” he said. “We were on actual drift bikes, pedaling around collecting coins. And I went twice around that thing, chasing after somebody else on a drift bike. And, you know, my heart rate was at 150. And I was just absolutely going bananas. And I took the headset off, and all that world that had motivated me to pedal my ass off was gone. It just really felt like this is not just going to change entertainment. This is going to change therapy and fitness and learning.” Bushnell said so many other kinds of entertainment are based on deploying huge amounts of capital. But this kind of theme park could be up and running in a matter of minutes. Bushnell believes people will be happy to buy tickets to get a chance to play. He said his four-year-old kid loves it, as does his 82-year-old father. DreamPark is adding virtual entertainment to real venues. To me, it felt a bit like the beginning of the world of Cyberpunk 2077, while Bushnell said it reminded him of the Korean drama, The Memories of Alhambra, where people wear contact lenss displays and have an adventure overlaid on real streets. “These are beautiful places naturally. Let’s augment them with a little more cool storytelling, and you’re off and running,” Bushnell said. “The world is lonely and isolated, We think of this a path to being social again, getting people out in public. And we want to invite landlords of all stripes to host DreamParks.” GB Daily Stay in the know! Get the latest news in your inbox daily Read our Privacy Policy Thanks for subscribing. Check out more VB newsletters here. An error occured. #dreampark #raises #11m #transform #realworld
    VENTUREBEAT.COM
    DreamPark raises $1.1M to transform real-world spaces into mixed-reality theme parks
    DreamPark, the creator of what it calls “the world’s largest downloadable mixed reality (XR) theme park,” said it has raised $1.1 million in seed funding. The investment will accelerate DreamPark’s mission to make Earth worth playing again by transforming ordinary spaces into extraordinary adventures through mixed reality technology. I got a demo of the game in Yerba Buena Park in San Francisco and it made me smile. It also made me think it was part of a pretty good plan to convince property owners to get more out of their entertainment venues. But we’ll get to that in a bit. Long Journey Ventures led the investment round, with participation from Founders Inc. The company is the brainchild of Aidan Wolf, CEO of DreamPark; Kevin Habich, cofounder; and cofounder Brent Bushnell. They came up with the idea while working at Two-Bit Circus, a zany entertainment venue in Los Angeles run by Bushnell. Bushnell encouraged the idea, incubated it and became a cofounder. The DreamPark founders (left to right): Brent Bushnell, Aidan Wolf and Kevin Habich. Positioned at the forefront of mixed reality innovation, DreamPark said it is capturing a significant early advantage in the global XR (extended reality) live event market, valued at $3.6 billion in 2024 and projected to surge to $190.3 billion by 2034 at a 48.7% compound annual growth rate (CAGR). This explosive growth trajectory presents an opportunity that DreamPark’s technology and business model are uniquely designed to address, the company said. “We’re building the world’s largest theme park – one that exists everywhere and is accessible to everyone. We want to make getting out to play worthwhile again,” said Bushnell. “This investment allows us to expand our footprint of access points across the country rapidly, develop partnerships with premium IP holders, and continue enhancing our technology to deliver magical experiences that bring people back to real-world spaces.” Bushnell is the eldest son of Atari cofounder Nolan Bushnell. And the younger Bushnell knows the costs of investing in physical properties, as he runs Two-Bit Circus in downtown Los Angeles. It’s built inside a physical warehouse, and Bushnell’s company has to pay for that property — even weathering the pandemic. But with DreamPark, he can reinvigorate a physical venue without investing anything in a new property. By contrast, a new virtual reality entertainment venue can cost more than $1 million to open. Hands-on demo DreamPark foundes in Yerba Buena Gardens park in San Francisco. Wolf and Habich, and Bushnell’s sister Alyssa Bushnell, showed me the DreamPark virtual theme park in San Francisco in the park near the Metreon building. There was a concert going on at the time and it was very noisy. But the game worked fine anyway. Looking down at my feet, Wolf said the QR code on the mat on the groun was an “access point.” That’s where you can scan and enter the virtual world. The company is still building a front end for distributing the headsets, but people will be able to bring their mixed-reality headsets from home and play the same content. “We’re setting these up all over,” Wolf said. “Once an area is mapped, it’s there and you just show up and play. The big difference here is that DreamParks are places. They exist in the real world.” Don’t be surprised if you see people doing this soon. The mapped area was around 50,000 square feet in the park, so it was a pretty big game space. Soon, the company will break into 100,000 square feet for the game with another update. That’s about 10 times the restricted size of Meta’s VR headsets. “We’re going way past the usual limits,” Wolf said. “I think this fundamentally changes what mixed reality means. Now it’s not this living room experience bound to the couch. It’s an actual world to walk around and explore and touch. Once we get people there, we’re gonna really see that cognitive shift, where now augmented reality (AR) is something I can go out and experience, like enjoying a concert.” The cofounders gave me a headset to wear. The first one didn’t work, but a second one functioned fine. It was a modified Meta Quest 3 headset that was locked down so it would play just the DreamPark game. It took a short time to load and then I looked through the headset. Thanks to the outward-facing cameras, I was able to see the park in mixed reality. That meant I didn’t trip over anything as I walked around. I held the headset to my forehead and looked around. I could see a Mario-like set of bricks floating in the air, and floating virtual coins along the physical path. I started walking around and picking up the coins and tapping the bricks to collect points in the game. I didn’t go where there were people lying on the grass, but I didn’t manage to navigate to some lava pits in the middle of the park. The founders pointed out that far away from me, on the Carnaval concert stage, there was a boss. Normally, if there was no concert, I could have waltzed over to that location and engaged in a boss fight. DreamPark overlaid on the Third Street Promenade in Santa Monica, California. The graphics were rudimentary, 8-bit style, and yet I didn’t mind it at all due to the novelty of seeing them overlaid on the real world. Still, I was reluctant to go walking in the lava pits, as that was a bad idea in the virtual world and I somehow felt like it would be a bad idea to walk there in the physical world. “Our graphics are more cartoonish, but our Wizard theme has a more realistic look,” Wolf said. “We’re creating four theme parks.” One of them is a sci-fi Crash Course, which is an obstacle course. And DreamPark is working with a partner as well. There’s one with a psychedelic theme and one that is ambient fun. It’s easy to turn the experience into a multiplayer game. You can, for instance, race around the park and complete a timed experience in competition with your friends. The appeal of a virtual overlay on the real world DreamPark mixes the virtual and real worlds. DreamPark transforms physical locations into immersive mixed-reality environments through its network of access points: physical markers, like QR codes, that, when scanned with a Meta Quest 3 headset or mobile device, unlock digital overlays on real-world spaces. The company has already established successful installations at Santa Monica’s Third Street Promenade and The LA County Fair, with planned expansions in Seattle, Orange County and several expos and corporate events. It’s pretty cheap to create new locations. All they really have to do is scan an area, overlay a digital game filled with simple games, and then drop a mat with a QR code on the property so people can scan it and start playing the game. For property owners, this means they can draw people back to their location, getting them to re-engage with the place because people want to play a digital game at the physical place. It’s a way to enhance the value of a physical property, using virtual entertainment. Bushnell pitched the idea for DreamPark on CNBC’s Shark Tank television show. The sharks didn’t go for it, but the publicity from the show helped surface investors, Bushnell said. (The Bushnell family is going to appear at Augmented World Expo in Long Beach, California, in June). “As a longtime investor, I have seen countless pitches promising to merge the digital and physical worlds, and DreamPark is the first that truly delivers on the real-world metaverse,” said Cyan Banister, cofounder and general partner at Long Journey Ventures, in a statement. “Aidan is a visionary builder of immersive systems, and Brent is a pioneer in playful public spaces, making them the perfect team to make emerging tech feel human, accessible, and unforgettable. They’ve cracked the code on location-based AR, delivering a 10x experience that’s as magical as it’s scalable. This isn’t just immersive entertainment; it’s a whole new category.” The funding comes when retail landlords and event venues seek innovative solutions to drive foot traffic and increase engagement. While typical VR venues cost over $1 million to build, DreamPark delivers a fully immersive, multiplayer experience that pays for itself in its first month of revenue. DreamPark in Santa Monica. “Our capital expense is like one of a hundredth of our competitors, which is amazing. And then this lets us move astronomically faster than everyone else. I kind of believe in a Nintendo philosophy, which is, they take antiquated technology, but they use it in a new way that makes it valuable. We’re using access points,” Wolf said. There’s no construction or permanent infrastructure required. It’s a radically more affordable way to turn underused spaces into high-impact destinations. “We’re not just creating engaging content, we’re building a platform that revitalizes communities by giving people a reason to gather, play, and connect in physical spaces in real life,” said Wolf. “DreamPark bridges the digital and physical worlds, creating a new category of play where the magic of virtual worlds enhances real-life connections. We’re reimagining what’s possible when the spaces around us become canvases for shared adventure and imagination.” The seed funding will support DreamPark’s aggressive expansion plans, including deploying access points across new locations, launching partnerships with major IP holders to create branded theme park experiences, and expanding the company’s fleet of rental Meta Quest 3 headsets units nationwide. DreamPark is growing the development team to accelerate content creation and platform capabilities. DreamPark’s leadership team brings deep experience from companies including Two-Bit Circus, Smiley Cap, and SNAP, Inc., positioning them to execute their ambitious vision of creating the infrastructure for worldwide mixed-reality entertainment. Where it’s going What alien technology is this? Bushnell said the team has been working for around two years. But the founders have been involved with AR for more than a decade. They showed up at Two-Bit Circus and started making mixed-reality games, which take into account physical reality as a game space. There are about 10 contractors in the company working on content. They found that players are happy to wear the headsets for 30 minutes at a time, particularly when they are playing with friends. “We see ourselves more as a tech company than like a location based entertainment company. We hope to stay small as a core team while still reaching millions or billions of people,” Wolf said.The games are in a private alpha testing phase now. “I would say that the headset we currently have in our hands is the exact headset we need to bring this to the masses. So the nice part about the company we’re building is we aren’t waiting for some like watershed moment,” Wolf said. “We’re not waiting for anything now. We’re just getting it into lots of places where people already congregate.”DreamPark is coming out with an app that will let users scan their local park and then start using that space as a level, Wolf said. But DreamPark itself will create partnerships with some of the best places itself and get permission to do the game on the properties. At Two-Bit Circus, for instance, DreamPark could extend the entertainment into the outdoor parking lot, giving more square footage for entertainment. Bushnell had a great moment when he was playing an AR game with drift racing on a racetrack in the Two-Bit Circus parking lot. He noted that mixed reality doesn’t have the Achilles Heel of VR, which is that it makes half the people nauseous. “That was really the moment that broke my brain for mixed reality,” he said. “We were on actual drift bikes, pedaling around collecting coins. And I went twice around that thing, chasing after somebody else on a drift bike. And, you know, my heart rate was at 150. And I was just absolutely going bananas. And I took the headset off, and all that world that had motivated me to pedal my ass off was gone. It just really felt like this is not just going to change entertainment. This is going to change therapy and fitness and learning.” Bushnell said so many other kinds of entertainment are based on deploying huge amounts of capital. But this kind of theme park could be up and running in a matter of minutes. Bushnell believes people will be happy to buy tickets to get a chance to play. He said his four-year-old kid loves it, as does his 82-year-old father. DreamPark is adding virtual entertainment to real venues. To me, it felt a bit like the beginning of the world of Cyberpunk 2077, while Bushnell said it reminded him of the Korean drama, The Memories of Alhambra, where people wear contact lenss displays and have an adventure overlaid on real streets. “These are beautiful places naturally. Let’s augment them with a little more cool storytelling, and you’re off and running,” Bushnell said. “The world is lonely and isolated, We think of this a path to being social again, getting people out in public. And we want to invite landlords of all stripes to host DreamParks.” GB Daily Stay in the know! Get the latest news in your inbox daily Read our Privacy Policy Thanks for subscribing. Check out more VB newsletters here. An error occured.
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