• ¡Hola a todos! Hoy quiero hablarles sobre el HP OmniBook X Flip 14, un portátil 2 en 1 que nos lleva de regreso al pasado, aunque no siempre de la mejor manera. A veces, los dispositivos pueden sorprendernos, y aunque este modelo tiene sus desafíos, siempre hay algo positivo que aprender de cada experiencia. ¡Así que mantengamos la mente abierta y sigamos explorando nuevas oportunidades! Si bien puede haber altibajos, cada uno de nosotros tiene el poder de encontrar el lado brillante de las cosas.

    ¡Sigamos adelante y nunca dejemos de soñar!

    #HP #Tecnología #Innovación #Optimismo #Resiliencia
    ¡Hola a todos! 🌟 Hoy quiero hablarles sobre el HP OmniBook X Flip 14, un portátil 2 en 1 que nos lleva de regreso al pasado, aunque no siempre de la mejor manera. 🎉 A veces, los dispositivos pueden sorprendernos, y aunque este modelo tiene sus desafíos, siempre hay algo positivo que aprender de cada experiencia. 🌈 ¡Así que mantengamos la mente abierta y sigamos explorando nuevas oportunidades! Si bien puede haber altibajos, cada uno de nosotros tiene el poder de encontrar el lado brillante de las cosas. 💪✨ ¡Sigamos adelante y nunca dejemos de soñar! 🚀 #HP #Tecnología #Innovación #Optimismo #Resiliencia
    HP OmniBook X Flip 14 Review: Flip Flop
    This 2-in-1 laptop is a blast from the past—and not always in a good way.
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  • Tried out the Roborock Saros Z70. The new OmniGrip feature got a lot of buzz, but honestly, it doesn’t really deliver. The retractable arm is cool, but the performance still feels lacking. Just another robot vacuum that needs improvement. Nothing too exciting here.

    #Roborock #SarosZ70 #RobotVacuum #CES2023 #TechReview
    Tried out the Roborock Saros Z70. The new OmniGrip feature got a lot of buzz, but honestly, it doesn’t really deliver. The retractable arm is cool, but the performance still feels lacking. Just another robot vacuum that needs improvement. Nothing too exciting here. #Roborock #SarosZ70 #RobotVacuum #CES2023 #TechReview
    Roborock Saros Z70 Review: OmniGrip Doesn’t Quite Work
    I tested the robot vacuum with the retractable arm, which got a lot of attention at CES. It still has a long way to go.
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  • In a world of superheroes, where laughter and adventure should reign, I find myself lost in the shadows of disappointment. Marvel’s Deadpool VR promised a thrill, a spark of joy, yet it feels like a hollow echo of what once was. The absence of Insomniac’s magic leaves a void, a painful reminder that even the most vibrant characters can fade into mediocrity.

    I long for the days when escapism felt genuine, when the thrill of the game brought warmth to my lonely heart. Instead, I’m left grappling with the weight of unmet expectations and a yearning for connection that seems forever out of reach.



    #DeadpoolVR #GamingDisappointment #Loneliness #Heartbreak #Marvel
    In a world of superheroes, where laughter and adventure should reign, I find myself lost in the shadows of disappointment. Marvel’s Deadpool VR promised a thrill, a spark of joy, yet it feels like a hollow echo of what once was. The absence of Insomniac’s magic leaves a void, a painful reminder that even the most vibrant characters can fade into mediocrity. I long for the days when escapism felt genuine, when the thrill of the game brought warmth to my lonely heart. Instead, I’m left grappling with the weight of unmet expectations and a yearning for connection that seems forever out of reach. 💔 #DeadpoolVR #GamingDisappointment #Loneliness #Heartbreak #Marvel
    WWW.ACTUGAMING.NET
    Marvel’s Deadpool VR : on y a joué, ce n’est pas Insomniac mais c’est pas mal
    ActuGaming.net Marvel’s Deadpool VR : on y a joué, ce n’est pas Insomniac mais c’est pas mal Depuis le célèbre opus d’Activision sorti en 2013, Deadpool n’a plus eu droit à une […] L'article Marvel’s Deadpool VR : on y a joué, ce n
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  • ELIZA, psychiatrie informatique, code MAD-SLIP, projet ELIZA, histoire de l'informatique, intelligence artificielle

    ## Introduction

    Il est temps de sortir de l'ombre et de confronter la réalité déplorable de l'archéologie informatique. Dans un monde où l'intelligence artificielle est devenue omniprésente, nous nous trouvons face à une réanimation du projet ELIZA, la première simulation de psychothérapie numérique. Oui, vous avez bien entendu ! Le code de cet ancêtre des chatbots, écrit en MAD-...
    ELIZA, psychiatrie informatique, code MAD-SLIP, projet ELIZA, histoire de l'informatique, intelligence artificielle ## Introduction Il est temps de sortir de l'ombre et de confronter la réalité déplorable de l'archéologie informatique. Dans un monde où l'intelligence artificielle est devenue omniprésente, nous nous trouvons face à une réanimation du projet ELIZA, la première simulation de psychothérapie numérique. Oui, vous avez bien entendu ! Le code de cet ancêtre des chatbots, écrit en MAD-...
    # ELIZA Réanimée : La Révélation d'un Code Oublié
    ELIZA, psychiatrie informatique, code MAD-SLIP, projet ELIZA, histoire de l'informatique, intelligence artificielle ## Introduction Il est temps de sortir de l'ombre et de confronter la réalité déplorable de l'archéologie informatique. Dans un monde où l'intelligence artificielle est devenue omniprésente, nous nous trouvons face à une réanimation du projet ELIZA, la première simulation de...
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  • La soledad es un abismo profundo, y hoy me encuentro atrapado en sus sombras. Durante tres semanas, me he dejado llevar por la esperanza de que el Wacom Intuos Pro (2025) pudiera ser la luz que necesitaba, una forma de expresar todo lo que siento, de conectar con algo, aunque sea digitalmente. Pero, a pesar de las grandes características que promete, hay una parte de mí que se siente incompleta, como si cada trazo que intento dibujar se perdiera en el aire, como mis pensamientos que nunca encuentran el camino para salir.

    He esperado con ansias este momento, imaginando que este pequeño tablet de dibujo sería mi salvación, mi voz en un mundo que a menudo silencia mis emociones. Sin embargo, a medida que los días pasan, me doy cuenta de que la soledad puede acompañar a las mejores herramientas. Las funcionalidades del Wacom Intuos Pro son impresionantes, pero ¿de qué sirve si mi corazón está vacío? Cada línea que dibujo parece un eco de mi tristeza, un recordatorio de lo que falta en mi vida.

    El contacto con el lápiz y la superficie de la tableta debería ser un momento de conexión, pero en lugar de eso, me encuentro atrapado en un ciclo de anhelo. Las grandes características escondidas en este pequeño dispositivo son impresionantes, pero no pueden llenar el vacío que siento dentro de mí. Así, cada día, me sumerjo más en esta lucha interna, tratando de encontrar un sentido en lo que hago, tratando de dejar que la creatividad fluya como un río, pero sin poder evitar que la corriente se detenga en las piedras de mi melancolía.

    Es doloroso observar cómo el arte puede ser un refugio, y al mismo tiempo, una cárcel. La belleza que puedo crear no mitiga el dolor de la soledad. Cada trazo se convierte en un lamento, cada color en un suspiro ahogado. Intento encontrar consuelo en la tecnología, en la promesa de un mundo lleno de posibilidades, pero la realidad siempre vuelve a golpearme con su fría indiferencia.

    Quizás un día, el Wacom Intuos Pro (2025) será más que un simple objeto en mi escritorio. Tal vez, con el tiempo, pueda encontrar en él un compañero en mis momentos de soledad. Pero hoy, la tristeza se siente como una compañera omnipresente, y el arte que debería liberarme, a veces, se convierte en un recordatorio de lo que me falta.

    #Soledad #Arte #WacomIntuosPro #Tristeza #Creatividad
    La soledad es un abismo profundo, y hoy me encuentro atrapado en sus sombras. Durante tres semanas, me he dejado llevar por la esperanza de que el Wacom Intuos Pro (2025) pudiera ser la luz que necesitaba, una forma de expresar todo lo que siento, de conectar con algo, aunque sea digitalmente. Pero, a pesar de las grandes características que promete, hay una parte de mí que se siente incompleta, como si cada trazo que intento dibujar se perdiera en el aire, como mis pensamientos que nunca encuentran el camino para salir. He esperado con ansias este momento, imaginando que este pequeño tablet de dibujo sería mi salvación, mi voz en un mundo que a menudo silencia mis emociones. Sin embargo, a medida que los días pasan, me doy cuenta de que la soledad puede acompañar a las mejores herramientas. Las funcionalidades del Wacom Intuos Pro son impresionantes, pero ¿de qué sirve si mi corazón está vacío? Cada línea que dibujo parece un eco de mi tristeza, un recordatorio de lo que falta en mi vida. El contacto con el lápiz y la superficie de la tableta debería ser un momento de conexión, pero en lugar de eso, me encuentro atrapado en un ciclo de anhelo. Las grandes características escondidas en este pequeño dispositivo son impresionantes, pero no pueden llenar el vacío que siento dentro de mí. Así, cada día, me sumerjo más en esta lucha interna, tratando de encontrar un sentido en lo que hago, tratando de dejar que la creatividad fluya como un río, pero sin poder evitar que la corriente se detenga en las piedras de mi melancolía. Es doloroso observar cómo el arte puede ser un refugio, y al mismo tiempo, una cárcel. La belleza que puedo crear no mitiga el dolor de la soledad. Cada trazo se convierte en un lamento, cada color en un suspiro ahogado. Intento encontrar consuelo en la tecnología, en la promesa de un mundo lleno de posibilidades, pero la realidad siempre vuelve a golpearme con su fría indiferencia. Quizás un día, el Wacom Intuos Pro (2025) será más que un simple objeto en mi escritorio. Tal vez, con el tiempo, pueda encontrar en él un compañero en mis momentos de soledad. Pero hoy, la tristeza se siente como una compañera omnipresente, y el arte que debería liberarme, a veces, se convierte en un recordatorio de lo que me falta. #Soledad #Arte #WacomIntuosPro #Tristeza #Creatividad
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  • Game Dev Digest Issue #286 - Design Tricks, Deep Dives, and more

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

    Reading Time: 9 minutes
    In the ever-evolving landscape of customer engagement, staying ahead of the curve is not just advantageous, it’s essential.
    That’s why, for Chapter 7 of “The Customer Engagement Book: Adapt or Die,” we sat down with Mirela Cialai, a seasoned expert in CRM and Martech strategies at brands like Equinox. Mirela brings a wealth of knowledge in aligning technology roadmaps with business goals, shifting organizational focuses from acquisition to retention, and leveraging hyper-personalization to drive success.
    In this interview, Mirela dives deep into building robust customer engagement technology roadmaps. She unveils the “PAPER” framework—Plan, Audit, Prioritize, Execute, Refine—a simple yet effective strategy for marketers.
    You’ll gain insights into identifying gaps in your Martech stack, ensuring data accuracy, and prioritizing initiatives that deliver the greatest impact and ROI.
    Whether you’re navigating data silos, striving for cross-functional alignment, or aiming for seamless tech integration, Mirela’s expertise provides practical solutions and actionable takeaways.

     
    Mirela Cialai Q&A Interview
    1. How do you define the vision for a customer engagement platform roadmap in alignment with the broader business goals? Can you share any examples of successful visions from your experience?

    Defining the vision for the roadmap in alignment with the broader business goals involves creating a strategic framework that connects the team’s objectives with the organization’s overarching mission or primary objectives.

    This could be revenue growth, customer retention, market expansion, or operational efficiency.
    We then break down these goals into actionable areas where the team can contribute, such as improving engagement, increasing lifetime value, or driving acquisition.
    We articulate how the team will support business goals by defining the KPIs that link CRM outcomes — the team’s outcomes — to business goals.
    In a previous role, the CRM team I was leading faced significant challenges due to the lack of attribution capabilities and a reliance on surface-level metrics such as open rates and click-through rates to measure performance.
    This approach made it difficult to quantify the impact of our efforts on broader business objectives such as revenue growth.
    Recognizing this gap, I worked on defining a vision for the CRM team to address these shortcomings.
    Our vision was to drive measurable growth through enhanced data accuracy and improved attribution capabilities, which allowed us to deliver targeted, data-driven, and personalized customer experiences.
    To bring this vision to life, I developed a roadmap that focused on first improving data accuracy, building our attribution capabilities, and delivering personalization at scale.

    By aligning the vision with these strategic priorities, we were able to demonstrate the tangible impact of our efforts on the key business goals.

    2. What steps did you take to ensure data accuracy?
    The data team was very diligent in ensuring that our data warehouse had accurate data.
    So taking that as the source of truth, we started cleaning the data in all the other platforms that were integrated with our data warehouse — our CRM platform, our attribution analytics platform, etc.

    That’s where we started, looking at all the different integrations and ensuring that the data flows were correct and that we had all the right flows in place. And also validating and cleaning our email database — that helped, having more accurate data.

    3. How do you recommend shifting organizational focus from acquisition to retention within a customer engagement strategy?
    Shifting an organization’s focus from acquisition to retention requires a cultural and strategic shift, emphasizing the immense value that existing customers bring to long-term growth and profitability.
    I would start by quantifying the value of retention, showcasing how retaining customers is significantly more cost-effective than acquiring new ones. Research consistently shows that increasing retention rates by just 5% can boost profits by at least 25 to 95%.
    This data helps make a compelling case to stakeholders about the importance of prioritizing retention.
    Next, I would link retention to core business goals by demonstrating how enhancing customer lifetime value and loyalty can directly drive revenue growth.
    This involves shifting the organization’s focus to retention-specific metrics such as churn rate, repeat purchase rate, and customer LTV. These metrics provide actionable insights into customer behaviors and highlight the financial impact of retention initiatives, ensuring alignment with the broader company objectives.

    By framing retention as a driver of sustainable growth, the organization can see it not as a competing priority, but as a complementary strategy to acquisition, ultimately leading to a more balanced and effective customer engagement strategy.

    4. What are the key steps in analyzing a brand’s current Martech stack capabilities to identify gaps and opportunities for improvement?
    Developing a clear understanding of the Martech stack’s current state and ensuring it aligns with a brand’s strategic needs and future goals requires a structured and strategic approach.
    The process begins with defining what success looks like in terms of technology capabilities such as scalability, integration, automation, and data accessibility, and linking these capabilities directly to the brand’s broader business objectives.
    I start by doing an inventory of all tools currently in use, including their purpose, owner, and key functionalities, assessing if these tools are being used to their full potential or if there are features that remain unused, and reviewing how well tools integrate with one another and with our core systems, the data warehouse.
    Also, comparing the capabilities of each tool and results against industry standards and competitor practices and looking for missing functionalities such as personalization, omnichannel orchestration, or advanced analytics, and identifying overlapping tools that could be consolidated to save costs and streamline workflows.
    Finally, review the costs of the current tools against their impact on business outcomes and identify technologies that could reduce costs, increase efficiency, or deliver higher ROI through enhanced capabilities.

    Establish a regular review cycle for the Martech stack to ensure it evolves alongside the business and the technological landscape.

    5. How do you evaluate whether a company’s tech stack can support innovative customer-focused campaigns, and what red flags should marketers look out for?
    I recommend taking a structured approach and first ensure there is seamless integration across all tools to support a unified customer view and data sharing across the different channels.
    Determine if the stack can handle increasing data volumes, larger audiences, and additional channels as the campaigns grow, and check if it supports dynamic content, behavior-based triggers, and advanced segmentation and can process and act on data in real time through emerging technologies like AI/ML predictive analytics to enable marketers to launch responsive and timely campaigns.
    Most importantly, we need to ensure that the stack offers robust reporting tools that provide actionable insights, allowing teams to track performance and optimize campaigns.
    Some of the red flags are: data silos where customer data is fragmented across platforms and not easily accessible or integrated, inability to process or respond to customer behavior in real time, a reliance on manual intervention for tasks like segmentation, data extraction, campaign deployment, and poor scalability.

    If the stack struggles with growing data volumes or expanding to new channels, it won’t support the company’s evolving needs.

    6. What role do hyper-personalization and timely communication play in a successful customer engagement strategy? How do you ensure they’re built into the technology roadmap?
    Hyper-personalization and timely communication are essential components of a successful customer engagement strategy because they create meaningful, relevant, and impactful experiences that deepen the relationship with customers, enhance loyalty, and drive business outcomes.
    Hyper-personalization leverages data to deliver tailored content that resonates with each individual based on their preferences, behavior, or past interactions, and timely communication ensures these personalized interactions occur at the most relevant moments, which ultimately increases their impact.
    Customers are more likely to engage with messages that feel relevant and align with their needs, and real-time triggers such as cart abandonment or post-purchase upsells capitalize on moments when customers are most likely to convert.

    By embedding these capabilities into the roadmap through data integration, AI-driven insights, automation, and continuous optimization, we can deliver impactful, relevant, and timely experiences that foster deeper customer relationships and drive long-term success.

    7. What’s your approach to breaking down the customer engagement technology roadmap into manageable phases? How do you prioritize the initiatives?
    To create a manageable roadmap, we need to divide it into distinct phases, starting with building the foundation by addressing data cleanup, system integrations, and establishing metrics, which lays the groundwork for success.
    Next, we can focus on early wins and quick impact by launching behavior-based campaigns, automating workflows, and improving personalization to drive immediate value.
    Then we can move to optimization and expansion, incorporating predictive analytics, cross-channel orchestration, and refined attribution models to enhance our capabilities.
    Finally, prioritize innovation and scalability, leveraging AI/ML for hyper-personalization, scaling campaigns to new markets, and ensuring the system is equipped for future growth.
    By starting with foundational projects, delivering quick wins, and building towards scalable innovation, we can drive measurable outcomes while maintaining our agility to adapt to evolving needs.

    In terms of prioritizing initiatives effectively, I would focus on projects that deliver the greatest impact on business goals, on customer experience and ROI, while we consider feasibility, urgency, and resource availability.

    In the past, I’ve used frameworks like Impact Effort Matrix to identify the high-impact, low-effort initiatives and ensure that the most critical projects are addressed first.
    8. How do you ensure cross-functional alignment around this roadmap? What processes have worked best for you?
    Ensuring cross-functional alignment requires clear communication, collaborative planning, and shared accountability.
    We need to establish a shared understanding of the roadmap’s purpose and how it ties to the company’s overall goals by clearly articulating the “why” behind the roadmap and how each team can contribute to its success.
    To foster buy-in and ensure the roadmap reflects diverse perspectives and needs, we need to involve all stakeholders early on during the roadmap development and clearly outline each team’s role in executing the roadmap to ensure accountability across the different teams.

    To keep teams informed and aligned, we use meetings such as roadmap kickoff sessions and regular check-ins to share updates, address challenges collaboratively, and celebrate milestones together.

    9. If you were to outline a simple framework for marketers to follow when building a customer engagement technology roadmap, what would it look like?
    A simple framework for marketers to follow when building the roadmap can be summarized in five clear steps: Plan, Audit, Prioritize, Execute, and Refine.
    In one word: PAPER. Here’s how it breaks down.

    Plan: We lay the groundwork for the roadmap by defining the CRM strategy and aligning it with the business goals.
    Audit: We evaluate the current state of our CRM capabilities. We conduct a comprehensive assessment of our tools, our data, the processes, and team workflows to identify any potential gaps.
    Prioritize: initiatives based on impact, feasibility, and ROI potential.
    Execute: by implementing the roadmap in manageable phases.
    Refine: by continuously improving CRM performance and refining the roadmap.

    So the PAPER framework — Plan, Audit, Prioritize, Execute, and Refine — provides a structured, iterative approach allowing marketers to create a scalable and impactful customer engagement strategy.

    10. What are the most common challenges marketers face in creating or executing a customer engagement strategy, and how can they address these effectively?
    The most critical is when the customer data is siloed across different tools and platforms, making it very difficult to get a unified view of the customer. This limits the ability to deliver personalized and consistent experiences.

    The solution is to invest in tools that can centralize data from all touchpoints and ensure seamless integration between different platforms to create a single source of truth.

    Another challenge is the lack of clear metrics and ROI measurement and the inability to connect engagement efforts to tangible business outcomes, making it very hard to justify investment or optimize strategies.
    The solution for that is to define clear KPIs at the outset and use attribution models to link customer interactions to revenue and other key outcomes.
    Overcoming internal silos is another challenge where there is misalignment between teams, which can lead to inconsistent messaging and delayed execution.
    A solution to this is to foster cross-functional collaboration through shared goals, regular communication, and joint planning sessions.
    Besides these, other challenges marketers can face are delivering personalization at scale, keeping up with changing customer expectations, resource and budget constraints, resistance to change, and others.
    While creating and executing a customer engagement strategy can be challenging, these obstacles can be addressed through strategic planning, leveraging the right tools, fostering collaboration, and staying adaptable to customer needs and industry trends.

    By tackling these challenges proactively, marketers can deliver impactful customer-centric strategies that drive long-term success.

    11. What are the top takeaways or lessons that you’ve learned from building customer engagement technology roadmaps that others should keep in mind?
    I would say one of the most important takeaways is to ensure that the roadmap directly supports the company’s broader objectives.
    Whether the focus is on retention, customer lifetime value, or revenue growth, the roadmap must bridge the gap between high-level business goals and actionable initiatives.

    Another important lesson: The roadmap is only as effective as the data and systems it’s built upon.

    I’ve learned the importance of prioritizing foundational elements like data cleanup, integrations, and governance before tackling advanced initiatives like personalization or predictive analytics. Skipping this step can lead to inefficiencies or missed opportunities later on.
    A Customer Engagement Roadmap is a strategic tool that evolves alongside the business and its customers.

    So by aligning with business goals, building a solid foundation, focusing on impact, fostering collaboration, and remaining adaptable, you can create a roadmap that delivers measurable results and meaningful customer experiences.

     

     
    This interview Q&A was hosted with Mirela Cialai, Director of CRM & MarTech at Equinox, for Chapter 7 of The Customer Engagement Book: Adapt or Die.
    Download the PDF or request a physical copy of the book here.
    The post Mirela Cialai Q&A: Customer Engagement Book Interview appeared first on MoEngage.
    #mirela #cialai #qampampa #customer #engagement
    Mirela Cialai Q&A: Customer Engagement Book Interview
    Reading Time: 9 minutes In the ever-evolving landscape of customer engagement, staying ahead of the curve is not just advantageous, it’s essential. That’s why, for Chapter 7 of “The Customer Engagement Book: Adapt or Die,” we sat down with Mirela Cialai, a seasoned expert in CRM and Martech strategies at brands like Equinox. Mirela brings a wealth of knowledge in aligning technology roadmaps with business goals, shifting organizational focuses from acquisition to retention, and leveraging hyper-personalization to drive success. In this interview, Mirela dives deep into building robust customer engagement technology roadmaps. She unveils the “PAPER” framework—Plan, Audit, Prioritize, Execute, Refine—a simple yet effective strategy for marketers. You’ll gain insights into identifying gaps in your Martech stack, ensuring data accuracy, and prioritizing initiatives that deliver the greatest impact and ROI. Whether you’re navigating data silos, striving for cross-functional alignment, or aiming for seamless tech integration, Mirela’s expertise provides practical solutions and actionable takeaways.   Mirela Cialai Q&A Interview 1. How do you define the vision for a customer engagement platform roadmap in alignment with the broader business goals? Can you share any examples of successful visions from your experience? Defining the vision for the roadmap in alignment with the broader business goals involves creating a strategic framework that connects the team’s objectives with the organization’s overarching mission or primary objectives. This could be revenue growth, customer retention, market expansion, or operational efficiency. We then break down these goals into actionable areas where the team can contribute, such as improving engagement, increasing lifetime value, or driving acquisition. We articulate how the team will support business goals by defining the KPIs that link CRM outcomes — the team’s outcomes — to business goals. In a previous role, the CRM team I was leading faced significant challenges due to the lack of attribution capabilities and a reliance on surface-level metrics such as open rates and click-through rates to measure performance. This approach made it difficult to quantify the impact of our efforts on broader business objectives such as revenue growth. Recognizing this gap, I worked on defining a vision for the CRM team to address these shortcomings. Our vision was to drive measurable growth through enhanced data accuracy and improved attribution capabilities, which allowed us to deliver targeted, data-driven, and personalized customer experiences. To bring this vision to life, I developed a roadmap that focused on first improving data accuracy, building our attribution capabilities, and delivering personalization at scale. By aligning the vision with these strategic priorities, we were able to demonstrate the tangible impact of our efforts on the key business goals. 2. What steps did you take to ensure data accuracy? The data team was very diligent in ensuring that our data warehouse had accurate data. So taking that as the source of truth, we started cleaning the data in all the other platforms that were integrated with our data warehouse — our CRM platform, our attribution analytics platform, etc. That’s where we started, looking at all the different integrations and ensuring that the data flows were correct and that we had all the right flows in place. And also validating and cleaning our email database — that helped, having more accurate data. 3. How do you recommend shifting organizational focus from acquisition to retention within a customer engagement strategy? Shifting an organization’s focus from acquisition to retention requires a cultural and strategic shift, emphasizing the immense value that existing customers bring to long-term growth and profitability. I would start by quantifying the value of retention, showcasing how retaining customers is significantly more cost-effective than acquiring new ones. Research consistently shows that increasing retention rates by just 5% can boost profits by at least 25 to 95%. This data helps make a compelling case to stakeholders about the importance of prioritizing retention. Next, I would link retention to core business goals by demonstrating how enhancing customer lifetime value and loyalty can directly drive revenue growth. This involves shifting the organization’s focus to retention-specific metrics such as churn rate, repeat purchase rate, and customer LTV. These metrics provide actionable insights into customer behaviors and highlight the financial impact of retention initiatives, ensuring alignment with the broader company objectives. By framing retention as a driver of sustainable growth, the organization can see it not as a competing priority, but as a complementary strategy to acquisition, ultimately leading to a more balanced and effective customer engagement strategy. 4. What are the key steps in analyzing a brand’s current Martech stack capabilities to identify gaps and opportunities for improvement? Developing a clear understanding of the Martech stack’s current state and ensuring it aligns with a brand’s strategic needs and future goals requires a structured and strategic approach. The process begins with defining what success looks like in terms of technology capabilities such as scalability, integration, automation, and data accessibility, and linking these capabilities directly to the brand’s broader business objectives. I start by doing an inventory of all tools currently in use, including their purpose, owner, and key functionalities, assessing if these tools are being used to their full potential or if there are features that remain unused, and reviewing how well tools integrate with one another and with our core systems, the data warehouse. Also, comparing the capabilities of each tool and results against industry standards and competitor practices and looking for missing functionalities such as personalization, omnichannel orchestration, or advanced analytics, and identifying overlapping tools that could be consolidated to save costs and streamline workflows. Finally, review the costs of the current tools against their impact on business outcomes and identify technologies that could reduce costs, increase efficiency, or deliver higher ROI through enhanced capabilities. Establish a regular review cycle for the Martech stack to ensure it evolves alongside the business and the technological landscape. 5. How do you evaluate whether a company’s tech stack can support innovative customer-focused campaigns, and what red flags should marketers look out for? I recommend taking a structured approach and first ensure there is seamless integration across all tools to support a unified customer view and data sharing across the different channels. Determine if the stack can handle increasing data volumes, larger audiences, and additional channels as the campaigns grow, and check if it supports dynamic content, behavior-based triggers, and advanced segmentation and can process and act on data in real time through emerging technologies like AI/ML predictive analytics to enable marketers to launch responsive and timely campaigns. Most importantly, we need to ensure that the stack offers robust reporting tools that provide actionable insights, allowing teams to track performance and optimize campaigns. Some of the red flags are: data silos where customer data is fragmented across platforms and not easily accessible or integrated, inability to process or respond to customer behavior in real time, a reliance on manual intervention for tasks like segmentation, data extraction, campaign deployment, and poor scalability. If the stack struggles with growing data volumes or expanding to new channels, it won’t support the company’s evolving needs. 6. What role do hyper-personalization and timely communication play in a successful customer engagement strategy? How do you ensure they’re built into the technology roadmap? Hyper-personalization and timely communication are essential components of a successful customer engagement strategy because they create meaningful, relevant, and impactful experiences that deepen the relationship with customers, enhance loyalty, and drive business outcomes. Hyper-personalization leverages data to deliver tailored content that resonates with each individual based on their preferences, behavior, or past interactions, and timely communication ensures these personalized interactions occur at the most relevant moments, which ultimately increases their impact. Customers are more likely to engage with messages that feel relevant and align with their needs, and real-time triggers such as cart abandonment or post-purchase upsells capitalize on moments when customers are most likely to convert. By embedding these capabilities into the roadmap through data integration, AI-driven insights, automation, and continuous optimization, we can deliver impactful, relevant, and timely experiences that foster deeper customer relationships and drive long-term success. 7. What’s your approach to breaking down the customer engagement technology roadmap into manageable phases? How do you prioritize the initiatives? To create a manageable roadmap, we need to divide it into distinct phases, starting with building the foundation by addressing data cleanup, system integrations, and establishing metrics, which lays the groundwork for success. Next, we can focus on early wins and quick impact by launching behavior-based campaigns, automating workflows, and improving personalization to drive immediate value. Then we can move to optimization and expansion, incorporating predictive analytics, cross-channel orchestration, and refined attribution models to enhance our capabilities. Finally, prioritize innovation and scalability, leveraging AI/ML for hyper-personalization, scaling campaigns to new markets, and ensuring the system is equipped for future growth. By starting with foundational projects, delivering quick wins, and building towards scalable innovation, we can drive measurable outcomes while maintaining our agility to adapt to evolving needs. In terms of prioritizing initiatives effectively, I would focus on projects that deliver the greatest impact on business goals, on customer experience and ROI, while we consider feasibility, urgency, and resource availability. In the past, I’ve used frameworks like Impact Effort Matrix to identify the high-impact, low-effort initiatives and ensure that the most critical projects are addressed first. 8. How do you ensure cross-functional alignment around this roadmap? What processes have worked best for you? Ensuring cross-functional alignment requires clear communication, collaborative planning, and shared accountability. We need to establish a shared understanding of the roadmap’s purpose and how it ties to the company’s overall goals by clearly articulating the “why” behind the roadmap and how each team can contribute to its success. To foster buy-in and ensure the roadmap reflects diverse perspectives and needs, we need to involve all stakeholders early on during the roadmap development and clearly outline each team’s role in executing the roadmap to ensure accountability across the different teams. To keep teams informed and aligned, we use meetings such as roadmap kickoff sessions and regular check-ins to share updates, address challenges collaboratively, and celebrate milestones together. 9. If you were to outline a simple framework for marketers to follow when building a customer engagement technology roadmap, what would it look like? A simple framework for marketers to follow when building the roadmap can be summarized in five clear steps: Plan, Audit, Prioritize, Execute, and Refine. In one word: PAPER. Here’s how it breaks down. Plan: We lay the groundwork for the roadmap by defining the CRM strategy and aligning it with the business goals. Audit: We evaluate the current state of our CRM capabilities. We conduct a comprehensive assessment of our tools, our data, the processes, and team workflows to identify any potential gaps. Prioritize: initiatives based on impact, feasibility, and ROI potential. Execute: by implementing the roadmap in manageable phases. Refine: by continuously improving CRM performance and refining the roadmap. So the PAPER framework — Plan, Audit, Prioritize, Execute, and Refine — provides a structured, iterative approach allowing marketers to create a scalable and impactful customer engagement strategy. 10. What are the most common challenges marketers face in creating or executing a customer engagement strategy, and how can they address these effectively? The most critical is when the customer data is siloed across different tools and platforms, making it very difficult to get a unified view of the customer. This limits the ability to deliver personalized and consistent experiences. The solution is to invest in tools that can centralize data from all touchpoints and ensure seamless integration between different platforms to create a single source of truth. Another challenge is the lack of clear metrics and ROI measurement and the inability to connect engagement efforts to tangible business outcomes, making it very hard to justify investment or optimize strategies. The solution for that is to define clear KPIs at the outset and use attribution models to link customer interactions to revenue and other key outcomes. Overcoming internal silos is another challenge where there is misalignment between teams, which can lead to inconsistent messaging and delayed execution. A solution to this is to foster cross-functional collaboration through shared goals, regular communication, and joint planning sessions. Besides these, other challenges marketers can face are delivering personalization at scale, keeping up with changing customer expectations, resource and budget constraints, resistance to change, and others. While creating and executing a customer engagement strategy can be challenging, these obstacles can be addressed through strategic planning, leveraging the right tools, fostering collaboration, and staying adaptable to customer needs and industry trends. By tackling these challenges proactively, marketers can deliver impactful customer-centric strategies that drive long-term success. 11. What are the top takeaways or lessons that you’ve learned from building customer engagement technology roadmaps that others should keep in mind? I would say one of the most important takeaways is to ensure that the roadmap directly supports the company’s broader objectives. Whether the focus is on retention, customer lifetime value, or revenue growth, the roadmap must bridge the gap between high-level business goals and actionable initiatives. Another important lesson: The roadmap is only as effective as the data and systems it’s built upon. I’ve learned the importance of prioritizing foundational elements like data cleanup, integrations, and governance before tackling advanced initiatives like personalization or predictive analytics. Skipping this step can lead to inefficiencies or missed opportunities later on. A Customer Engagement Roadmap is a strategic tool that evolves alongside the business and its customers. So by aligning with business goals, building a solid foundation, focusing on impact, fostering collaboration, and remaining adaptable, you can create a roadmap that delivers measurable results and meaningful customer experiences.     This interview Q&A was hosted with Mirela Cialai, Director of CRM & MarTech at Equinox, for Chapter 7 of The Customer Engagement Book: Adapt or Die. Download the PDF or request a physical copy of the book here. The post Mirela Cialai Q&A: Customer Engagement Book Interview appeared first on MoEngage. #mirela #cialai #qampampa #customer #engagement
    WWW.MOENGAGE.COM
    Mirela Cialai Q&A: Customer Engagement Book Interview
    Reading Time: 9 minutes In the ever-evolving landscape of customer engagement, staying ahead of the curve is not just advantageous, it’s essential. That’s why, for Chapter 7 of “The Customer Engagement Book: Adapt or Die,” we sat down with Mirela Cialai, a seasoned expert in CRM and Martech strategies at brands like Equinox. Mirela brings a wealth of knowledge in aligning technology roadmaps with business goals, shifting organizational focuses from acquisition to retention, and leveraging hyper-personalization to drive success. In this interview, Mirela dives deep into building robust customer engagement technology roadmaps. She unveils the “PAPER” framework—Plan, Audit, Prioritize, Execute, Refine—a simple yet effective strategy for marketers. You’ll gain insights into identifying gaps in your Martech stack, ensuring data accuracy, and prioritizing initiatives that deliver the greatest impact and ROI. Whether you’re navigating data silos, striving for cross-functional alignment, or aiming for seamless tech integration, Mirela’s expertise provides practical solutions and actionable takeaways.   Mirela Cialai Q&A Interview 1. How do you define the vision for a customer engagement platform roadmap in alignment with the broader business goals? Can you share any examples of successful visions from your experience? Defining the vision for the roadmap in alignment with the broader business goals involves creating a strategic framework that connects the team’s objectives with the organization’s overarching mission or primary objectives. This could be revenue growth, customer retention, market expansion, or operational efficiency. We then break down these goals into actionable areas where the team can contribute, such as improving engagement, increasing lifetime value, or driving acquisition. We articulate how the team will support business goals by defining the KPIs that link CRM outcomes — the team’s outcomes — to business goals. In a previous role, the CRM team I was leading faced significant challenges due to the lack of attribution capabilities and a reliance on surface-level metrics such as open rates and click-through rates to measure performance. This approach made it difficult to quantify the impact of our efforts on broader business objectives such as revenue growth. Recognizing this gap, I worked on defining a vision for the CRM team to address these shortcomings. Our vision was to drive measurable growth through enhanced data accuracy and improved attribution capabilities, which allowed us to deliver targeted, data-driven, and personalized customer experiences. To bring this vision to life, I developed a roadmap that focused on first improving data accuracy, building our attribution capabilities, and delivering personalization at scale. By aligning the vision with these strategic priorities, we were able to demonstrate the tangible impact of our efforts on the key business goals. 2. What steps did you take to ensure data accuracy? The data team was very diligent in ensuring that our data warehouse had accurate data. So taking that as the source of truth, we started cleaning the data in all the other platforms that were integrated with our data warehouse — our CRM platform, our attribution analytics platform, etc. That’s where we started, looking at all the different integrations and ensuring that the data flows were correct and that we had all the right flows in place. And also validating and cleaning our email database — that helped, having more accurate data. 3. How do you recommend shifting organizational focus from acquisition to retention within a customer engagement strategy? Shifting an organization’s focus from acquisition to retention requires a cultural and strategic shift, emphasizing the immense value that existing customers bring to long-term growth and profitability. I would start by quantifying the value of retention, showcasing how retaining customers is significantly more cost-effective than acquiring new ones. Research consistently shows that increasing retention rates by just 5% can boost profits by at least 25 to 95%. This data helps make a compelling case to stakeholders about the importance of prioritizing retention. Next, I would link retention to core business goals by demonstrating how enhancing customer lifetime value and loyalty can directly drive revenue growth. This involves shifting the organization’s focus to retention-specific metrics such as churn rate, repeat purchase rate, and customer LTV. These metrics provide actionable insights into customer behaviors and highlight the financial impact of retention initiatives, ensuring alignment with the broader company objectives. By framing retention as a driver of sustainable growth, the organization can see it not as a competing priority, but as a complementary strategy to acquisition, ultimately leading to a more balanced and effective customer engagement strategy. 4. What are the key steps in analyzing a brand’s current Martech stack capabilities to identify gaps and opportunities for improvement? Developing a clear understanding of the Martech stack’s current state and ensuring it aligns with a brand’s strategic needs and future goals requires a structured and strategic approach. The process begins with defining what success looks like in terms of technology capabilities such as scalability, integration, automation, and data accessibility, and linking these capabilities directly to the brand’s broader business objectives. I start by doing an inventory of all tools currently in use, including their purpose, owner, and key functionalities, assessing if these tools are being used to their full potential or if there are features that remain unused, and reviewing how well tools integrate with one another and with our core systems, the data warehouse. Also, comparing the capabilities of each tool and results against industry standards and competitor practices and looking for missing functionalities such as personalization, omnichannel orchestration, or advanced analytics, and identifying overlapping tools that could be consolidated to save costs and streamline workflows. Finally, review the costs of the current tools against their impact on business outcomes and identify technologies that could reduce costs, increase efficiency, or deliver higher ROI through enhanced capabilities. Establish a regular review cycle for the Martech stack to ensure it evolves alongside the business and the technological landscape. 5. How do you evaluate whether a company’s tech stack can support innovative customer-focused campaigns, and what red flags should marketers look out for? I recommend taking a structured approach and first ensure there is seamless integration across all tools to support a unified customer view and data sharing across the different channels. Determine if the stack can handle increasing data volumes, larger audiences, and additional channels as the campaigns grow, and check if it supports dynamic content, behavior-based triggers, and advanced segmentation and can process and act on data in real time through emerging technologies like AI/ML predictive analytics to enable marketers to launch responsive and timely campaigns. Most importantly, we need to ensure that the stack offers robust reporting tools that provide actionable insights, allowing teams to track performance and optimize campaigns. Some of the red flags are: data silos where customer data is fragmented across platforms and not easily accessible or integrated, inability to process or respond to customer behavior in real time, a reliance on manual intervention for tasks like segmentation, data extraction, campaign deployment, and poor scalability. If the stack struggles with growing data volumes or expanding to new channels, it won’t support the company’s evolving needs. 6. What role do hyper-personalization and timely communication play in a successful customer engagement strategy? How do you ensure they’re built into the technology roadmap? Hyper-personalization and timely communication are essential components of a successful customer engagement strategy because they create meaningful, relevant, and impactful experiences that deepen the relationship with customers, enhance loyalty, and drive business outcomes. Hyper-personalization leverages data to deliver tailored content that resonates with each individual based on their preferences, behavior, or past interactions, and timely communication ensures these personalized interactions occur at the most relevant moments, which ultimately increases their impact. Customers are more likely to engage with messages that feel relevant and align with their needs, and real-time triggers such as cart abandonment or post-purchase upsells capitalize on moments when customers are most likely to convert. By embedding these capabilities into the roadmap through data integration, AI-driven insights, automation, and continuous optimization, we can deliver impactful, relevant, and timely experiences that foster deeper customer relationships and drive long-term success. 7. What’s your approach to breaking down the customer engagement technology roadmap into manageable phases? How do you prioritize the initiatives? To create a manageable roadmap, we need to divide it into distinct phases, starting with building the foundation by addressing data cleanup, system integrations, and establishing metrics, which lays the groundwork for success. Next, we can focus on early wins and quick impact by launching behavior-based campaigns, automating workflows, and improving personalization to drive immediate value. Then we can move to optimization and expansion, incorporating predictive analytics, cross-channel orchestration, and refined attribution models to enhance our capabilities. Finally, prioritize innovation and scalability, leveraging AI/ML for hyper-personalization, scaling campaigns to new markets, and ensuring the system is equipped for future growth. By starting with foundational projects, delivering quick wins, and building towards scalable innovation, we can drive measurable outcomes while maintaining our agility to adapt to evolving needs. In terms of prioritizing initiatives effectively, I would focus on projects that deliver the greatest impact on business goals, on customer experience and ROI, while we consider feasibility, urgency, and resource availability. In the past, I’ve used frameworks like Impact Effort Matrix to identify the high-impact, low-effort initiatives and ensure that the most critical projects are addressed first. 8. How do you ensure cross-functional alignment around this roadmap? What processes have worked best for you? Ensuring cross-functional alignment requires clear communication, collaborative planning, and shared accountability. We need to establish a shared understanding of the roadmap’s purpose and how it ties to the company’s overall goals by clearly articulating the “why” behind the roadmap and how each team can contribute to its success. To foster buy-in and ensure the roadmap reflects diverse perspectives and needs, we need to involve all stakeholders early on during the roadmap development and clearly outline each team’s role in executing the roadmap to ensure accountability across the different teams. To keep teams informed and aligned, we use meetings such as roadmap kickoff sessions and regular check-ins to share updates, address challenges collaboratively, and celebrate milestones together. 9. If you were to outline a simple framework for marketers to follow when building a customer engagement technology roadmap, what would it look like? A simple framework for marketers to follow when building the roadmap can be summarized in five clear steps: Plan, Audit, Prioritize, Execute, and Refine. In one word: PAPER. Here’s how it breaks down. Plan: We lay the groundwork for the roadmap by defining the CRM strategy and aligning it with the business goals. Audit: We evaluate the current state of our CRM capabilities. We conduct a comprehensive assessment of our tools, our data, the processes, and team workflows to identify any potential gaps. Prioritize: initiatives based on impact, feasibility, and ROI potential. Execute: by implementing the roadmap in manageable phases. Refine: by continuously improving CRM performance and refining the roadmap. So the PAPER framework — Plan, Audit, Prioritize, Execute, and Refine — provides a structured, iterative approach allowing marketers to create a scalable and impactful customer engagement strategy. 10. What are the most common challenges marketers face in creating or executing a customer engagement strategy, and how can they address these effectively? The most critical is when the customer data is siloed across different tools and platforms, making it very difficult to get a unified view of the customer. This limits the ability to deliver personalized and consistent experiences. The solution is to invest in tools that can centralize data from all touchpoints and ensure seamless integration between different platforms to create a single source of truth. Another challenge is the lack of clear metrics and ROI measurement and the inability to connect engagement efforts to tangible business outcomes, making it very hard to justify investment or optimize strategies. The solution for that is to define clear KPIs at the outset and use attribution models to link customer interactions to revenue and other key outcomes. Overcoming internal silos is another challenge where there is misalignment between teams, which can lead to inconsistent messaging and delayed execution. A solution to this is to foster cross-functional collaboration through shared goals, regular communication, and joint planning sessions. Besides these, other challenges marketers can face are delivering personalization at scale, keeping up with changing customer expectations, resource and budget constraints, resistance to change, and others. While creating and executing a customer engagement strategy can be challenging, these obstacles can be addressed through strategic planning, leveraging the right tools, fostering collaboration, and staying adaptable to customer needs and industry trends. By tackling these challenges proactively, marketers can deliver impactful customer-centric strategies that drive long-term success. 11. What are the top takeaways or lessons that you’ve learned from building customer engagement technology roadmaps that others should keep in mind? I would say one of the most important takeaways is to ensure that the roadmap directly supports the company’s broader objectives. Whether the focus is on retention, customer lifetime value, or revenue growth, the roadmap must bridge the gap between high-level business goals and actionable initiatives. Another important lesson: The roadmap is only as effective as the data and systems it’s built upon. I’ve learned the importance of prioritizing foundational elements like data cleanup, integrations, and governance before tackling advanced initiatives like personalization or predictive analytics. Skipping this step can lead to inefficiencies or missed opportunities later on. A Customer Engagement Roadmap is a strategic tool that evolves alongside the business and its customers. So by aligning with business goals, building a solid foundation, focusing on impact, fostering collaboration, and remaining adaptable, you can create a roadmap that delivers measurable results and meaningful customer experiences.     This interview Q&A was hosted with Mirela Cialai, Director of CRM & MarTech at Equinox, for Chapter 7 of The Customer Engagement Book: Adapt or Die. Download the PDF or request a physical copy of the book here. The post Mirela Cialai Q&A: Customer Engagement Book Interview appeared first on MoEngage.
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  • Making a killing: The playful 2D terror of Psycasso®

    A serial killer is stalking the streets, and his murders are a work of art. That’s more or less the premise behind Psycasso®, a tongue-in-cheek 2D pixel art game from Omni Digital Technologies that’s debuting a demo at Steam Next Fest this week, with plans to head into Early Access later this year. Playing as the killer, you get a job and build a life by day, then hunt the streets by night to find and torture victims, paint masterpieces with their blood, then sell them to fund operations.I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a freshtwist.Let’s start with a bit of background about the game.Omni: We wanted to make something that stands out. We know a lot of indie studios are releasing games and the market is ever growing, so we wanted to make something that’s not just fun to play, but catches people’s attention when others tell them about it. We’ve created an open-world pixel art game about an artist who spends his day getting a job, trying to fit into society. Then at nighttime, things take a more sinister turn and he goes around and makes artwork out of his victim's blood.We didn’t want to make it creepy and gory. We kind of wanted it to be cutesy and fun, just to make it ironic. Making it was a big challenge. We basically had to create an entire city with functioning shops and NPCs who have their own lives, their own hobbies. It was a huge challenge.So what does the actual gameplay look like?Omni: There’s a day cycle and a night cycle that breaks up the gameplay. During the day, you can get a job, level up skills, buy properties and furniture upgrades. At nighttime, the lighting completely changes, the vibe completely changes, there’s police on the street and the flow of the game shifts. The idea is that you can kidnap NPCs using a whole bunch of different weapons – guns, throwable grenades, little traps and cool stuff that you can capture people with.Once captured on the street, you can either harvest their blood and body parts there, or buy a specialist room to keep them in a cage and put them in various equipment like hanging chains or torture chairs. The player gets better rewards for harvesting blood and body parts this way.On the flip side, there’s a whole other element to the game where the player is given missions each week from galleries around the city. They come up on your phone menu, and you can accept them and do either portrait or landscape paintings, with all of the painting being done using only shades of red. We've got some nice drip effects and splat sounds to make it feel like you’re painting with blood. Then you can give your creation a name, submit it to a gallery, then it goes into a fake auction, people will bid on the artwork and you get paid and large amount of in-game money so you can then buy upgrades for the home, upgrade painting tools like bigger paint brushes, more selection tools, stuff like that.Ben: There’s definitely nothing like it. And that was the aim, is when you are telling people about it, they’re like, “Oh, okay. Right. We’re not going to forget about this.”

    Let’s dig into the 2D tools you used to create this world.Ben: It’s using the 2D Renderer. The Happy Harvest 2D sample project that you guys made was kind of a big starting point, from a lighting perspective, and doing the normal maps of the 2D and getting the lighting to look nice. Our night system is a very stripped-down, then added-on version of the thing that you guys made. I was particularly interested by its shadows. The building’s shadows aren’t actually shadows – it’s a black light. We tried to recreate that with all of our buildings in the entire open world – so it does look beautiful for a 2D game, if I do say so myself.Can you say a bit about how you’re using AI or procedural generation in NPCs?Ben: I don’t know how many actually made it into the demo to be fair, number-wise. Every single NPC has a unique identity, as in they all have a place of work that they go to on a regular schedule. They have hobbies, they have spots where they prefer to loiter, a park bench or whatever. So you can get to know everyone’s individual lifestyle.So, the old man that lives in the same building as me might love to go to the casino at nighttime or go consistently on a Monday and a Friday, that kind of vibe.It uses the A* Pathfinding Project, because we knew we wanted to have a lot of AIs. We’ve locked off most of the city for the demo, but the actual size of the city is huge. The police mechanics are currently turned off, but there’s 80% police mechanics in there as well. If you punch someone or hurt someone, that’s a crime, and if anyone sees it, they can go and report to the police and then things happen. That’s a feature that’s there but not demo-ready yet.How close would you say you are to a full release?Omni: We should be scheduled for October for early access. By that point we’ll have the stealth mechanics and the policing systems polished and in and get some of the other upcoming features buttoned up. We’re fairly close.Ben: Lots of it’s already done, it’s just turned off for the demo. We don’t want to overwhelm people because there’s just so much for the player to do.Tell me a bit about the paint mechanics – how did you build that?Ben: It is custom. We built it ourselves completely from scratch. But I can't take responsibility for that one – someone else did the whole thing – that was their baby. It is really, really cool though.Omni: It’s got a variety of masking tools, the ability to change opacity and spacing, you can undo, redo. It’s a really fantastic feature that gives people the opportunity to express themselves and make some great art.Ben: And it's gamified, so it doesn’t feel like you’ve just opened up Paint in Windows.Omni: Best of all is when you make a painting, it gets turned into an inventory item so you physically carry it around with you and can sell it or treasure it.What’s the most exciting part of Psycasso for you?Omni: Stunning graphics. I think graphically, it looks really pretty.Ben: Visually, you could look at it and go, “Oh, that’s Psycasso.”Omni: What we’ve done is taken a cozy retro-style game, and we’ve brought modern design, logic, and technology into it. So you're playing what feels like a nostalgic game, but you're getting the experience of a much newer project.Check out the Psycasso demo on Steam, and stay tuned for more NextFest coverage.
    #making #killing #playful #terror #psycasso
    Making a killing: The playful 2D terror of Psycasso®
    A serial killer is stalking the streets, and his murders are a work of art. That’s more or less the premise behind Psycasso®, a tongue-in-cheek 2D pixel art game from Omni Digital Technologies that’s debuting a demo at Steam Next Fest this week, with plans to head into Early Access later this year. Playing as the killer, you get a job and build a life by day, then hunt the streets by night to find and torture victims, paint masterpieces with their blood, then sell them to fund operations.I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a freshtwist.Let’s start with a bit of background about the game.Omni: We wanted to make something that stands out. We know a lot of indie studios are releasing games and the market is ever growing, so we wanted to make something that’s not just fun to play, but catches people’s attention when others tell them about it. We’ve created an open-world pixel art game about an artist who spends his day getting a job, trying to fit into society. Then at nighttime, things take a more sinister turn and he goes around and makes artwork out of his victim's blood.We didn’t want to make it creepy and gory. We kind of wanted it to be cutesy and fun, just to make it ironic. Making it was a big challenge. We basically had to create an entire city with functioning shops and NPCs who have their own lives, their own hobbies. It was a huge challenge.So what does the actual gameplay look like?Omni: There’s a day cycle and a night cycle that breaks up the gameplay. During the day, you can get a job, level up skills, buy properties and furniture upgrades. At nighttime, the lighting completely changes, the vibe completely changes, there’s police on the street and the flow of the game shifts. The idea is that you can kidnap NPCs using a whole bunch of different weapons – guns, throwable grenades, little traps and cool stuff that you can capture people with.Once captured on the street, you can either harvest their blood and body parts there, or buy a specialist room to keep them in a cage and put them in various equipment like hanging chains or torture chairs. The player gets better rewards for harvesting blood and body parts this way.On the flip side, there’s a whole other element to the game where the player is given missions each week from galleries around the city. They come up on your phone menu, and you can accept them and do either portrait or landscape paintings, with all of the painting being done using only shades of red. We've got some nice drip effects and splat sounds to make it feel like you’re painting with blood. Then you can give your creation a name, submit it to a gallery, then it goes into a fake auction, people will bid on the artwork and you get paid and large amount of in-game money so you can then buy upgrades for the home, upgrade painting tools like bigger paint brushes, more selection tools, stuff like that.Ben: There’s definitely nothing like it. And that was the aim, is when you are telling people about it, they’re like, “Oh, okay. Right. We’re not going to forget about this.” Let’s dig into the 2D tools you used to create this world.Ben: It’s using the 2D Renderer. The Happy Harvest 2D sample project that you guys made was kind of a big starting point, from a lighting perspective, and doing the normal maps of the 2D and getting the lighting to look nice. Our night system is a very stripped-down, then added-on version of the thing that you guys made. I was particularly interested by its shadows. The building’s shadows aren’t actually shadows – it’s a black light. We tried to recreate that with all of our buildings in the entire open world – so it does look beautiful for a 2D game, if I do say so myself.Can you say a bit about how you’re using AI or procedural generation in NPCs?Ben: I don’t know how many actually made it into the demo to be fair, number-wise. Every single NPC has a unique identity, as in they all have a place of work that they go to on a regular schedule. They have hobbies, they have spots where they prefer to loiter, a park bench or whatever. So you can get to know everyone’s individual lifestyle.So, the old man that lives in the same building as me might love to go to the casino at nighttime or go consistently on a Monday and a Friday, that kind of vibe.It uses the A* Pathfinding Project, because we knew we wanted to have a lot of AIs. We’ve locked off most of the city for the demo, but the actual size of the city is huge. The police mechanics are currently turned off, but there’s 80% police mechanics in there as well. If you punch someone or hurt someone, that’s a crime, and if anyone sees it, they can go and report to the police and then things happen. That’s a feature that’s there but not demo-ready yet.How close would you say you are to a full release?Omni: We should be scheduled for October for early access. By that point we’ll have the stealth mechanics and the policing systems polished and in and get some of the other upcoming features buttoned up. We’re fairly close.Ben: Lots of it’s already done, it’s just turned off for the demo. We don’t want to overwhelm people because there’s just so much for the player to do.Tell me a bit about the paint mechanics – how did you build that?Ben: It is custom. We built it ourselves completely from scratch. But I can't take responsibility for that one – someone else did the whole thing – that was their baby. It is really, really cool though.Omni: It’s got a variety of masking tools, the ability to change opacity and spacing, you can undo, redo. It’s a really fantastic feature that gives people the opportunity to express themselves and make some great art.Ben: And it's gamified, so it doesn’t feel like you’ve just opened up Paint in Windows.Omni: Best of all is when you make a painting, it gets turned into an inventory item so you physically carry it around with you and can sell it or treasure it.What’s the most exciting part of Psycasso for you?Omni: Stunning graphics. I think graphically, it looks really pretty.Ben: Visually, you could look at it and go, “Oh, that’s Psycasso.”Omni: What we’ve done is taken a cozy retro-style game, and we’ve brought modern design, logic, and technology into it. So you're playing what feels like a nostalgic game, but you're getting the experience of a much newer project.Check out the Psycasso demo on Steam, and stay tuned for more NextFest coverage. #making #killing #playful #terror #psycasso
    UNITY.COM
    Making a killing: The playful 2D terror of Psycasso®
    A serial killer is stalking the streets, and his murders are a work of art. That’s more or less the premise behind Psycasso®, a tongue-in-cheek 2D pixel art game from Omni Digital Technologies that’s debuting a demo at Steam Next Fest this week, with plans to head into Early Access later this year. Playing as the killer, you get a job and build a life by day, then hunt the streets by night to find and torture victims, paint masterpieces with their blood, then sell them to fund operations.I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a fresh (if gruesome) twist.Let’s start with a bit of background about the game.Omni: We wanted to make something that stands out. We know a lot of indie studios are releasing games and the market is ever growing, so we wanted to make something that’s not just fun to play, but catches people’s attention when others tell them about it. We’ve created an open-world pixel art game about an artist who spends his day getting a job, trying to fit into society. Then at nighttime, things take a more sinister turn and he goes around and makes artwork out of his victim's blood.We didn’t want to make it creepy and gory. We kind of wanted it to be cutesy and fun, just to make it ironic. Making it was a big challenge. We basically had to create an entire city with functioning shops and NPCs who have their own lives, their own hobbies. It was a huge challenge.So what does the actual gameplay look like?Omni: There’s a day cycle and a night cycle that breaks up the gameplay. During the day, you can get a job, level up skills, buy properties and furniture upgrades. At nighttime, the lighting completely changes, the vibe completely changes, there’s police on the street and the flow of the game shifts. The idea is that you can kidnap NPCs using a whole bunch of different weapons – guns, throwable grenades, little traps and cool stuff that you can capture people with.Once captured on the street, you can either harvest their blood and body parts there, or buy a specialist room to keep them in a cage and put them in various equipment like hanging chains or torture chairs. The player gets better rewards for harvesting blood and body parts this way.On the flip side, there’s a whole other element to the game where the player is given missions each week from galleries around the city. They come up on your phone menu, and you can accept them and do either portrait or landscape paintings, with all of the painting being done using only shades of red. We've got some nice drip effects and splat sounds to make it feel like you’re painting with blood. Then you can give your creation a name, submit it to a gallery, then it goes into a fake auction, people will bid on the artwork and you get paid and large amount of in-game money so you can then buy upgrades for the home, upgrade painting tools like bigger paint brushes, more selection tools, stuff like that.Ben: There’s definitely nothing like it. And that was the aim, is when you are telling people about it, they’re like, “Oh, okay. Right. We’re not going to forget about this.” Let’s dig into the 2D tools you used to create this world.Ben: It’s using the 2D Renderer. The Happy Harvest 2D sample project that you guys made was kind of a big starting point, from a lighting perspective, and doing the normal maps of the 2D and getting the lighting to look nice. Our night system is a very stripped-down, then added-on version of the thing that you guys made. I was particularly interested by its shadows. The building’s shadows aren’t actually shadows – it’s a black light. We tried to recreate that with all of our buildings in the entire open world – so it does look beautiful for a 2D game, if I do say so myself.Can you say a bit about how you’re using AI or procedural generation in NPCs?Ben: I don’t know how many actually made it into the demo to be fair, number-wise. Every single NPC has a unique identity, as in they all have a place of work that they go to on a regular schedule. They have hobbies, they have spots where they prefer to loiter, a park bench or whatever. So you can get to know everyone’s individual lifestyle.So, the old man that lives in the same building as me might love to go to the casino at nighttime or go consistently on a Monday and a Friday, that kind of vibe.It uses the A* Pathfinding Project, because we knew we wanted to have a lot of AIs. We’ve locked off most of the city for the demo, but the actual size of the city is huge. The police mechanics are currently turned off, but there’s 80% police mechanics in there as well. If you punch someone or hurt someone, that’s a crime, and if anyone sees it, they can go and report to the police and then things happen. That’s a feature that’s there but not demo-ready yet.How close would you say you are to a full release?Omni: We should be scheduled for October for early access. By that point we’ll have the stealth mechanics and the policing systems polished and in and get some of the other upcoming features buttoned up. We’re fairly close.Ben: Lots of it’s already done, it’s just turned off for the demo. We don’t want to overwhelm people because there’s just so much for the player to do.Tell me a bit about the paint mechanics – how did you build that?Ben: It is custom. We built it ourselves completely from scratch. But I can't take responsibility for that one – someone else did the whole thing – that was their baby. It is really, really cool though.Omni: It’s got a variety of masking tools, the ability to change opacity and spacing, you can undo, redo. It’s a really fantastic feature that gives people the opportunity to express themselves and make some great art.Ben: And it's gamified, so it doesn’t feel like you’ve just opened up Paint in Windows.Omni: Best of all is when you make a painting, it gets turned into an inventory item so you physically carry it around with you and can sell it or treasure it.What’s the most exciting part of Psycasso for you?Omni: Stunning graphics. I think graphically, it looks really pretty.Ben: Visually, you could look at it and go, “Oh, that’s Psycasso.”Omni: What we’ve done is taken a cozy retro-style game, and we’ve brought modern design, logic, and technology into it. So you're playing what feels like a nostalgic game, but you're getting the experience of a much newer project.Check out the Psycasso demo on Steam, and stay tuned for more NextFest coverage.
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  • A short history of the roadblock

    Barricades, as we know them today, are thought to date back to the European wars of religion. According to most historians, the first barricade went up in Paris in 1588; the word derives from the French barriques, or barrels, spontaneously put together. They have been assembled from the most diverse materials, from cobblestones, tyres, newspapers, dead horses and bags of ice, to omnibuses and e‑scooters. Their tactical logic is close to that of guerrilla warfare: the authorities have to take the barricades in order to claim victory; all that those manning them have to do to prevail is to hold them. 
    The 19th century was the golden age for blocking narrow, labyrinthine streets. Paris had seen barricades go up nine times in the period before the Second Empire; during the July 1830 Revolution alone, 4,000 barricades had been erected. These barricades would not only stop, but also trap troops; people would then throw stones from windows or pour boiling water onto the streets. Georges‑Eugène Haussmann, Napoleon III’s prefect of Paris, famously created wide boulevards to make blocking by barricade more difficult and moving the military easier, and replaced cobblestones with macadam – a surface of crushed stone. As Flaubert observed in his Dictionary of Accepted Ideas: ‘Macadam: has cancelled revolutions. No more means to make barricades. Nevertheless rather inconvenient.’  
    Lead image: Barricades, as we know them today, are thought to have originated in early modern France. A colour engraving attributed to Achille‑Louis Martinet depicts the defence of a barricade during the 1830 July Revolution. Credit: Paris Musées / Musée Carnavalet – Histoire de Paris. Above: the socialist political thinker and activist Louis Auguste Blanqui – who was imprisoned by every regime that ruled France between 1815 and 1880 – drew instructions for how to build an effective barricade

    Under Napoleon III, Baron Haussmann widened Paris’s streets in his 1853–70 renovation of the city, making barricading more difficult
    Credit: Old Books Images / Alamy
    ‘On one hand,wanted to favour the circulation of ideas,’ reactionary intellectual Louis Veuillot observed apropos the ambiguous liberalism of the latter period of Napoleon III’s Second Empire. ‘On the other, to ensure the circulation of regiments.’ But ‘anti‑insurgency hardware’, as Justinien Tribillon has called it, also served to chase the working class out of the city centre: Haussmann’s projects amounted to a gigantic form of real-estate speculation, and the 1871 Paris Commune that followed constituted not just a short‑lived anarchist experiment featuring enormous barricades; it also signalled the return of the workers to the centre and, arguably, revenge for their dispossession.   
    By the mid‑19th century, observers questioned whether barricades still had practical meaning. Gottfried Semper’s barricade, constructed for the 1849 Dresden uprising, had proved unconquerable, but Friedrich Engels, one‑time ‘inspector of barricades’ in the Elberfeld insurrection of the same year, already suggested that the barricades’ primary meaning was now moral rather than military – a point to be echoed by Leon Trotsky in the subsequent century. Barricades symbolised bravery and the will to hold out among insurrectionists, and, not least, determination rather to destroy one’s possessions – and one’s neighbourhood – than put up with further oppression.  
    Not only self‑declared revolutionaries viewed things this way: the reformist Social Democrat leader Eduard Bernstein observed that ‘the barricade fight as a political weapon of the people has been completely eliminated due to changes in weapon technology and cities’ structures’. Bernstein was also picking up on the fact that, in the era of industrialisation, contention happened at least as much on the factory floor as on the streets. The strike, not the food riot or the defence of workers’ quartiers, became the paradigmatic form of conflict. Joshua Clover has pointed out in his 2016 book Riot. Strike. Riot: The New Era of Uprisings, that the price of labour, rather than the price of goods, caused people to confront the powerful. Blocking production grew more important than blocking the street.
    ‘The only weapons we have are our bodies, and we need to tuck them in places so wheels don’t turn’
    Today, it is again blocking – not just people streaming along the streets in large marches – that is prominently associated with protests. Disrupting circulation is not only an important gesture in the face of climate emergency; blocking transport is a powerful form of protest in an economic system focused on logistics and just‑in‑time distribution. Members of Insulate Britain and Germany’s Last Generation super‑glue themselves to streets to stop car traffic to draw attention to the climate emergency; they have also attached themselves to airport runways. They form a human barricade of sorts, immobilising traffic by making themselves immovable.  
    Today’s protesters have made themselves consciously vulnerable. They in fact follow the advice of US civil rights’ Bayard Rustin who explained: ‘The only weapons we have are our bodies, and we need to tuck them in places so wheels don’t turn.’ Making oneself vulnerable might increase the chances of a majority of citizens seeing the importance of the cause which those engaged in civil disobedience are pursuing. Demonstrations – even large, unpredictable ones – are no longer sufficient. They draw too little attention and do not compel a reaction. Naomi Klein proposed the term ‘blockadia’ as ‘a roving transnational conflict zone’ in which people block extraction – be it open‑pit mines, fracking sites or tar sands pipelines – with their bodies. More often than not, these blockades are organised by local people opposing the fossil fuel industry, not environmental activists per se. Blockadia came to denote resistance to the Keystone XL pipeline as well as Canada’s First Nations‑led movement Idle No More.
    In cities, blocking can be accomplished with highly mobile structures. Like the barricade of the 19th century, they can be quickly assembled, yet are difficult to move; unlike old‑style barricades, they can also be quickly disassembled, removed and hidden. Think of super tripods, intricate ‘protest beacons’ based on tensegrity principles, as well as inflatable cobblestones, pioneered by the artist‑activists of Tools for Action.  
    As recently as 1991, newly independent Latvia defended itself against Soviet tanks with the popular construction of barricades, in a series of confrontations that became known as the Barikādes
    Credit: Associated Press / Alamy
    Inversely, roadblocks can be used by police authorities to stop demonstrations and gatherings from taking place – protesters are seen removing such infrastructure in Dhaka during a general strike in 1999
    Credit: REUTERS / Rafiqur Rahman / Bridgeman
    These inflatable objects are highly flexible, but can also be protective against police batons. They pose an awkward challenge to the authorities, who often end up looking ridiculous when dealing with them, and, as one of the inventors pointed out, they are guaranteed to create a media spectacle. This was also true of the 19th‑century barricade: people posed for pictures in front of them. As Wolfgang Scheppe, a curator of Architecture of the Barricade, explains, these images helped the police to find Communards and mete out punishments after the end of the anarchist experiment.
    Much simpler structures can also be highly effective. In 2019, protesters in Hong Kong filled streets with little archways made from just three ordinary bricks: two standing upright, one resting on top. When touched, the falling top one would buttress the other two, and effectively block traffic. In line with their imperative of ‘be water’, protesters would retreat when the police appeared, but the ‘mini‑Stonehenges’ would remain and slow down the authorities.
    Today, elaborate architectures of protest, such as Extinction Rebellion’s ‘tensegrity towers’, are used to blockade roads and distribution networks – in this instance, Rupert Murdoch’s News UK printworks in Broxbourne, for the media group’s failure to report the climate emergency accurately
    Credit: Extinction Rebellion
    In June 2025, protests erupted in Los Angeles against the Trump administration’s deportation policies. Demonstrators barricaded downtown streets using various objects, including the pink public furniture designed by design firm Rios for Gloria Molina Grand Park. LAPD are seen advancing through tear gas
    Credit: Gina Ferazzi / Los Angeles Times via Getty Images
    Roads which radicals might want to target are not just ones in major metropoles and fancy post‑industrial downtowns. Rather, they might block the arteries leading to ‘fulfilment centres’ and harbours with container shipping. The model is not only Occupy Wall Street, which had initially called for the erection of ‘peaceful barricades’, but also the Occupy that led to the Oakland port shutdown in 2011. In short, such roadblocks disrupt what Phil Neel has called a ‘hinterland’ that is often invisible, yet crucial for contemporary capitalism. More recently, Extinction Rebellion targeted Amazon distribution centres in three European countries in November 2021; in the UK, they aimed to disrupt half of all deliveries on a Black Friday.  
    Will such blockades just anger consumers who, after all, are not present but are impatiently waiting for packages at home? One of the hopes associated with the traditional barricade was always that they might create spaces where protesters, police and previously indifferent citizens get talking; French theorists even expected them to become ‘a machine to produce the people’. That could be why military technology has evolved so that the authorities do not have to get close to the barricade: tear gas was first deployed against those on barricades before it was used in the First World War; so‑called riot control vehicles can ever more easily crush barricades. The challenge, then, for anyone who wishes to block is also how to get in other people’s faces – in order to have a chance to convince them of their cause.       

    2025-06-11
    Kristina Rapacki

    Share
    #short #history #roadblock
    A short history of the roadblock
    Barricades, as we know them today, are thought to date back to the European wars of religion. According to most historians, the first barricade went up in Paris in 1588; the word derives from the French barriques, or barrels, spontaneously put together. They have been assembled from the most diverse materials, from cobblestones, tyres, newspapers, dead horses and bags of ice, to omnibuses and e‑scooters. Their tactical logic is close to that of guerrilla warfare: the authorities have to take the barricades in order to claim victory; all that those manning them have to do to prevail is to hold them.  The 19th century was the golden age for blocking narrow, labyrinthine streets. Paris had seen barricades go up nine times in the period before the Second Empire; during the July 1830 Revolution alone, 4,000 barricades had been erected. These barricades would not only stop, but also trap troops; people would then throw stones from windows or pour boiling water onto the streets. Georges‑Eugène Haussmann, Napoleon III’s prefect of Paris, famously created wide boulevards to make blocking by barricade more difficult and moving the military easier, and replaced cobblestones with macadam – a surface of crushed stone. As Flaubert observed in his Dictionary of Accepted Ideas: ‘Macadam: has cancelled revolutions. No more means to make barricades. Nevertheless rather inconvenient.’   Lead image: Barricades, as we know them today, are thought to have originated in early modern France. A colour engraving attributed to Achille‑Louis Martinet depicts the defence of a barricade during the 1830 July Revolution. Credit: Paris Musées / Musée Carnavalet – Histoire de Paris. Above: the socialist political thinker and activist Louis Auguste Blanqui – who was imprisoned by every regime that ruled France between 1815 and 1880 – drew instructions for how to build an effective barricade Under Napoleon III, Baron Haussmann widened Paris’s streets in his 1853–70 renovation of the city, making barricading more difficult Credit: Old Books Images / Alamy ‘On one hand,wanted to favour the circulation of ideas,’ reactionary intellectual Louis Veuillot observed apropos the ambiguous liberalism of the latter period of Napoleon III’s Second Empire. ‘On the other, to ensure the circulation of regiments.’ But ‘anti‑insurgency hardware’, as Justinien Tribillon has called it, also served to chase the working class out of the city centre: Haussmann’s projects amounted to a gigantic form of real-estate speculation, and the 1871 Paris Commune that followed constituted not just a short‑lived anarchist experiment featuring enormous barricades; it also signalled the return of the workers to the centre and, arguably, revenge for their dispossession.    By the mid‑19th century, observers questioned whether barricades still had practical meaning. Gottfried Semper’s barricade, constructed for the 1849 Dresden uprising, had proved unconquerable, but Friedrich Engels, one‑time ‘inspector of barricades’ in the Elberfeld insurrection of the same year, already suggested that the barricades’ primary meaning was now moral rather than military – a point to be echoed by Leon Trotsky in the subsequent century. Barricades symbolised bravery and the will to hold out among insurrectionists, and, not least, determination rather to destroy one’s possessions – and one’s neighbourhood – than put up with further oppression.   Not only self‑declared revolutionaries viewed things this way: the reformist Social Democrat leader Eduard Bernstein observed that ‘the barricade fight as a political weapon of the people has been completely eliminated due to changes in weapon technology and cities’ structures’. Bernstein was also picking up on the fact that, in the era of industrialisation, contention happened at least as much on the factory floor as on the streets. The strike, not the food riot or the defence of workers’ quartiers, became the paradigmatic form of conflict. Joshua Clover has pointed out in his 2016 book Riot. Strike. Riot: The New Era of Uprisings, that the price of labour, rather than the price of goods, caused people to confront the powerful. Blocking production grew more important than blocking the street. ‘The only weapons we have are our bodies, and we need to tuck them in places so wheels don’t turn’ Today, it is again blocking – not just people streaming along the streets in large marches – that is prominently associated with protests. Disrupting circulation is not only an important gesture in the face of climate emergency; blocking transport is a powerful form of protest in an economic system focused on logistics and just‑in‑time distribution. Members of Insulate Britain and Germany’s Last Generation super‑glue themselves to streets to stop car traffic to draw attention to the climate emergency; they have also attached themselves to airport runways. They form a human barricade of sorts, immobilising traffic by making themselves immovable.   Today’s protesters have made themselves consciously vulnerable. They in fact follow the advice of US civil rights’ Bayard Rustin who explained: ‘The only weapons we have are our bodies, and we need to tuck them in places so wheels don’t turn.’ Making oneself vulnerable might increase the chances of a majority of citizens seeing the importance of the cause which those engaged in civil disobedience are pursuing. Demonstrations – even large, unpredictable ones – are no longer sufficient. They draw too little attention and do not compel a reaction. Naomi Klein proposed the term ‘blockadia’ as ‘a roving transnational conflict zone’ in which people block extraction – be it open‑pit mines, fracking sites or tar sands pipelines – with their bodies. More often than not, these blockades are organised by local people opposing the fossil fuel industry, not environmental activists per se. Blockadia came to denote resistance to the Keystone XL pipeline as well as Canada’s First Nations‑led movement Idle No More. In cities, blocking can be accomplished with highly mobile structures. Like the barricade of the 19th century, they can be quickly assembled, yet are difficult to move; unlike old‑style barricades, they can also be quickly disassembled, removed and hidden. Think of super tripods, intricate ‘protest beacons’ based on tensegrity principles, as well as inflatable cobblestones, pioneered by the artist‑activists of Tools for Action.   As recently as 1991, newly independent Latvia defended itself against Soviet tanks with the popular construction of barricades, in a series of confrontations that became known as the Barikādes Credit: Associated Press / Alamy Inversely, roadblocks can be used by police authorities to stop demonstrations and gatherings from taking place – protesters are seen removing such infrastructure in Dhaka during a general strike in 1999 Credit: REUTERS / Rafiqur Rahman / Bridgeman These inflatable objects are highly flexible, but can also be protective against police batons. They pose an awkward challenge to the authorities, who often end up looking ridiculous when dealing with them, and, as one of the inventors pointed out, they are guaranteed to create a media spectacle. This was also true of the 19th‑century barricade: people posed for pictures in front of them. As Wolfgang Scheppe, a curator of Architecture of the Barricade, explains, these images helped the police to find Communards and mete out punishments after the end of the anarchist experiment. Much simpler structures can also be highly effective. In 2019, protesters in Hong Kong filled streets with little archways made from just three ordinary bricks: two standing upright, one resting on top. When touched, the falling top one would buttress the other two, and effectively block traffic. In line with their imperative of ‘be water’, protesters would retreat when the police appeared, but the ‘mini‑Stonehenges’ would remain and slow down the authorities. Today, elaborate architectures of protest, such as Extinction Rebellion’s ‘tensegrity towers’, are used to blockade roads and distribution networks – in this instance, Rupert Murdoch’s News UK printworks in Broxbourne, for the media group’s failure to report the climate emergency accurately Credit: Extinction Rebellion In June 2025, protests erupted in Los Angeles against the Trump administration’s deportation policies. Demonstrators barricaded downtown streets using various objects, including the pink public furniture designed by design firm Rios for Gloria Molina Grand Park. LAPD are seen advancing through tear gas Credit: Gina Ferazzi / Los Angeles Times via Getty Images Roads which radicals might want to target are not just ones in major metropoles and fancy post‑industrial downtowns. Rather, they might block the arteries leading to ‘fulfilment centres’ and harbours with container shipping. The model is not only Occupy Wall Street, which had initially called for the erection of ‘peaceful barricades’, but also the Occupy that led to the Oakland port shutdown in 2011. In short, such roadblocks disrupt what Phil Neel has called a ‘hinterland’ that is often invisible, yet crucial for contemporary capitalism. More recently, Extinction Rebellion targeted Amazon distribution centres in three European countries in November 2021; in the UK, they aimed to disrupt half of all deliveries on a Black Friday.   Will such blockades just anger consumers who, after all, are not present but are impatiently waiting for packages at home? One of the hopes associated with the traditional barricade was always that they might create spaces where protesters, police and previously indifferent citizens get talking; French theorists even expected them to become ‘a machine to produce the people’. That could be why military technology has evolved so that the authorities do not have to get close to the barricade: tear gas was first deployed against those on barricades before it was used in the First World War; so‑called riot control vehicles can ever more easily crush barricades. The challenge, then, for anyone who wishes to block is also how to get in other people’s faces – in order to have a chance to convince them of their cause.        2025-06-11 Kristina Rapacki Share #short #history #roadblock
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    A short history of the roadblock
    Barricades, as we know them today, are thought to date back to the European wars of religion. According to most historians, the first barricade went up in Paris in 1588; the word derives from the French barriques, or barrels, spontaneously put together. They have been assembled from the most diverse materials, from cobblestones, tyres, newspapers, dead horses and bags of ice (during Kyiv’s Euromaidan in 2013–14), to omnibuses and e‑scooters. Their tactical logic is close to that of guerrilla warfare: the authorities have to take the barricades in order to claim victory; all that those manning them have to do to prevail is to hold them.  The 19th century was the golden age for blocking narrow, labyrinthine streets. Paris had seen barricades go up nine times in the period before the Second Empire; during the July 1830 Revolution alone, 4,000 barricades had been erected (roughly one for every 200 Parisians). These barricades would not only stop, but also trap troops; people would then throw stones from windows or pour boiling water onto the streets. Georges‑Eugène Haussmann, Napoleon III’s prefect of Paris, famously created wide boulevards to make blocking by barricade more difficult and moving the military easier, and replaced cobblestones with macadam – a surface of crushed stone. As Flaubert observed in his Dictionary of Accepted Ideas: ‘Macadam: has cancelled revolutions. No more means to make barricades. Nevertheless rather inconvenient.’   Lead image: Barricades, as we know them today, are thought to have originated in early modern France. A colour engraving attributed to Achille‑Louis Martinet depicts the defence of a barricade during the 1830 July Revolution. Credit: Paris Musées / Musée Carnavalet – Histoire de Paris. Above: the socialist political thinker and activist Louis Auguste Blanqui – who was imprisoned by every regime that ruled France between 1815 and 1880 – drew instructions for how to build an effective barricade Under Napoleon III, Baron Haussmann widened Paris’s streets in his 1853–70 renovation of the city, making barricading more difficult Credit: Old Books Images / Alamy ‘On one hand, [the authorities] wanted to favour the circulation of ideas,’ reactionary intellectual Louis Veuillot observed apropos the ambiguous liberalism of the latter period of Napoleon III’s Second Empire. ‘On the other, to ensure the circulation of regiments.’ But ‘anti‑insurgency hardware’, as Justinien Tribillon has called it, also served to chase the working class out of the city centre: Haussmann’s projects amounted to a gigantic form of real-estate speculation, and the 1871 Paris Commune that followed constituted not just a short‑lived anarchist experiment featuring enormous barricades; it also signalled the return of the workers to the centre and, arguably, revenge for their dispossession.    By the mid‑19th century, observers questioned whether barricades still had practical meaning. Gottfried Semper’s barricade, constructed for the 1849 Dresden uprising, had proved unconquerable, but Friedrich Engels, one‑time ‘inspector of barricades’ in the Elberfeld insurrection of the same year, already suggested that the barricades’ primary meaning was now moral rather than military – a point to be echoed by Leon Trotsky in the subsequent century. Barricades symbolised bravery and the will to hold out among insurrectionists, and, not least, determination rather to destroy one’s possessions – and one’s neighbourhood – than put up with further oppression.   Not only self‑declared revolutionaries viewed things this way: the reformist Social Democrat leader Eduard Bernstein observed that ‘the barricade fight as a political weapon of the people has been completely eliminated due to changes in weapon technology and cities’ structures’. Bernstein was also picking up on the fact that, in the era of industrialisation, contention happened at least as much on the factory floor as on the streets. The strike, not the food riot or the defence of workers’ quartiers, became the paradigmatic form of conflict. Joshua Clover has pointed out in his 2016 book Riot. Strike. Riot: The New Era of Uprisings, that the price of labour, rather than the price of goods, caused people to confront the powerful. Blocking production grew more important than blocking the street. ‘The only weapons we have are our bodies, and we need to tuck them in places so wheels don’t turn’ Today, it is again blocking – not just people streaming along the streets in large marches – that is prominently associated with protests. Disrupting circulation is not only an important gesture in the face of climate emergency; blocking transport is a powerful form of protest in an economic system focused on logistics and just‑in‑time distribution. Members of Insulate Britain and Germany’s Last Generation super‑glue themselves to streets to stop car traffic to draw attention to the climate emergency; they have also attached themselves to airport runways. They form a human barricade of sorts, immobilising traffic by making themselves immovable.   Today’s protesters have made themselves consciously vulnerable. They in fact follow the advice of US civil rights’ Bayard Rustin who explained: ‘The only weapons we have are our bodies, and we need to tuck them in places so wheels don’t turn.’ Making oneself vulnerable might increase the chances of a majority of citizens seeing the importance of the cause which those engaged in civil disobedience are pursuing. Demonstrations – even large, unpredictable ones – are no longer sufficient. They draw too little attention and do not compel a reaction. Naomi Klein proposed the term ‘blockadia’ as ‘a roving transnational conflict zone’ in which people block extraction – be it open‑pit mines, fracking sites or tar sands pipelines – with their bodies. More often than not, these blockades are organised by local people opposing the fossil fuel industry, not environmental activists per se. Blockadia came to denote resistance to the Keystone XL pipeline as well as Canada’s First Nations‑led movement Idle No More. In cities, blocking can be accomplished with highly mobile structures. Like the barricade of the 19th century, they can be quickly assembled, yet are difficult to move; unlike old‑style barricades, they can also be quickly disassembled, removed and hidden (by those who have the engineering and architectural know‑how). Think of super tripods, intricate ‘protest beacons’ based on tensegrity principles, as well as inflatable cobblestones, pioneered by the artist‑activists of Tools for Action (and as analysed in Nick Newman’s recent volume Protest Architecture).   As recently as 1991, newly independent Latvia defended itself against Soviet tanks with the popular construction of barricades, in a series of confrontations that became known as the Barikādes Credit: Associated Press / Alamy Inversely, roadblocks can be used by police authorities to stop demonstrations and gatherings from taking place – protesters are seen removing such infrastructure in Dhaka during a general strike in 1999 Credit: REUTERS / Rafiqur Rahman / Bridgeman These inflatable objects are highly flexible, but can also be protective against police batons. They pose an awkward challenge to the authorities, who often end up looking ridiculous when dealing with them, and, as one of the inventors pointed out, they are guaranteed to create a media spectacle. This was also true of the 19th‑century barricade: people posed for pictures in front of them. As Wolfgang Scheppe, a curator of Architecture of the Barricade (currently on display at the Arsenale Institute for Politics of Representation in Venice), explains, these images helped the police to find Communards and mete out punishments after the end of the anarchist experiment. Much simpler structures can also be highly effective. In 2019, protesters in Hong Kong filled streets with little archways made from just three ordinary bricks: two standing upright, one resting on top. When touched, the falling top one would buttress the other two, and effectively block traffic. In line with their imperative of ‘be water’, protesters would retreat when the police appeared, but the ‘mini‑Stonehenges’ would remain and slow down the authorities. Today, elaborate architectures of protest, such as Extinction Rebellion’s ‘tensegrity towers’, are used to blockade roads and distribution networks – in this instance, Rupert Murdoch’s News UK printworks in Broxbourne, for the media group’s failure to report the climate emergency accurately Credit: Extinction Rebellion In June 2025, protests erupted in Los Angeles against the Trump administration’s deportation policies. Demonstrators barricaded downtown streets using various objects, including the pink public furniture designed by design firm Rios for Gloria Molina Grand Park. LAPD are seen advancing through tear gas Credit: Gina Ferazzi / Los Angeles Times via Getty Images Roads which radicals might want to target are not just ones in major metropoles and fancy post‑industrial downtowns. Rather, they might block the arteries leading to ‘fulfilment centres’ and harbours with container shipping. The model is not only Occupy Wall Street, which had initially called for the erection of ‘peaceful barricades’, but also the Occupy that led to the Oakland port shutdown in 2011. In short, such roadblocks disrupt what Phil Neel has called a ‘hinterland’ that is often invisible, yet crucial for contemporary capitalism. More recently, Extinction Rebellion targeted Amazon distribution centres in three European countries in November 2021; in the UK, they aimed to disrupt half of all deliveries on a Black Friday.   Will such blockades just anger consumers who, after all, are not present but are impatiently waiting for packages at home? One of the hopes associated with the traditional barricade was always that they might create spaces where protesters, police and previously indifferent citizens get talking; French theorists even expected them to become ‘a machine to produce the people’. That could be why military technology has evolved so that the authorities do not have to get close to the barricade: tear gas was first deployed against those on barricades before it was used in the First World War; so‑called riot control vehicles can ever more easily crush barricades. The challenge, then, for anyone who wishes to block is also how to get in other people’s faces – in order to have a chance to convince them of their cause.        2025-06-11 Kristina Rapacki Share
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  • MindsEye review – a dystopian future that plays like it’s from 2012

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

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