• Step Inside the Vault: The ‘Borderland’ Series Arrives on GeForce NOW

    GeForce NOW is throwing open the vault doors to welcome the legendary Borderland series to the cloud.
    Whether a seasoned Vault Hunter or new to the mayhem of Pandora, prepare to experience the high-octane action and humor that define the series that includes Borderlands Game of the Year Enhanced, Borderlands 2, Borderlands 3 and Borderlands: The Pre-Sequel.
    Members can explore it all before the highly anticipated Borderlands 4 arrives in the cloud at launch.
    In addition, leap into the flames and save the day in the pulse-pounding FBC: Firebreak from Remedy Entertainment on GeForce NOW.
    It’s all part of the 13 new games in the cloud this week, including the latest Genshin Impact update and advanced access for REMATCH.
    Plus, GeForce NOW’s Summer Sale is still in full swing. For a limited time, get 40% off a six-month GeForce NOW Performance membership — perfect for diving into role-playing game favorites like the Borderlands series or any of the 2,200 titles in the platform’s cloud gaming library.
    Vault Hunters Assemble
    Gear up for a world where loot is king and chaos is always just a trigger pull away. The Borderlands series is known for its wild humor, outrageous characters and nonstop action — and now, its chaotic adventures can be streamed on GeForce NOW.
    Welcome to Pandora.
    Members revisiting the classics or jumping in for the first time can start with Borderlands Game of the Year Enhanced, the original mayhem-fueled classic now polished and packed with downloadable content. The title brings Pandora to life with a fresh coat of paint, crazy loot and the same iconic humor that started it all.
    New worlds, same chaos.
    In Borderlands 2, Handsome Jack steals the show with his mix of charm and villainy. This sequel cranks up the fun and insanity with unforgettable characters and a zany storyline. For more laughs and even wilder chaos, Borderlands 3 delivers the biggest loot explosion yet, with new worlds to explore. Face off against the Calypso twins and enjoy nonstop action.
    The rise of Handsome Jack.
    The adventure blasts off with Borderlands: The Pre-Sequel, revealing how Handsome Jack became so handsome. The game throws in zero gravity, moon boots and enough sarcasm to fuel a spaceship.
    Jump in with GeForce NOW and get ready to laugh, loot and blast through Pandora, all from the cloud. With instant access and seamless streaming at up to 4K resolution with an Ultimate membership, enter the chaos of Borderlands anytime, anywhere. No downloads, no waiting.
    Suit Up, Clean Up
    The Oldest House needs you.
    Step into the shoes of the Federal Bureau of Control’s elite first responders in the highly anticipated three-player co-op first-person shooter FBC: Firebreak. Taking place six years after Control, the game is set in the Oldest House — under siege by reality-warping threats. It’s up to players to restore order before chaos wins.
    Equip unique Crisis Kits packed with weapons, specialized tools and paranatural augments, like a garden gnome that summons a thunderstorm or a piggy bank that spews coins. As each mission, or “Job,” drops players into unpredictable environments with shifting objectives, bizarre crises and wacky enemies, teamwork and quick thinking are key.
    Jump into the fray with friends and stream it on GeForce NOW instantly across devices. Experience the mind-bending action and stunning visuals powered by cloud streaming. Contain the chaos, save the Oldest House and enjoy a new kind of co-op adventure, all from the cloud.
    No Rules Included
    Score big laughs in the cloud.
    REMATCH gives soccer a bold twist, transforming the classic sport into a fast-paced, third-person action experience where every player controls a single athlete on the field.
    With no fouls, offsides or breaks, matches are nonstop and skills-based, demanding quick reflexes and seamless teamwork. Dynamic role-switching lets players jump between attack, defense and goalkeeping, while seasonal updates and various multiplayer modes keep the competition fresh and the action intense.
    Where arcade flair meets tactical depth, REMATCH is football, unleashed. Get instant access to the soccer pitch by streaming the title on GeForce NOW and jump into the action wherever the match calls.
    Time To Game
    Skirk has arrived.
    Genshin Impact’s next major update launches this week, and members can stream the latest adventures from Teyvat at GeForce quality on any device. Version 5.7 includes the new playable characters Skirk and Dahlia — as well as fresh story quests and the launch of a Stygian Onslaught combat mode.
    Look for the following games available to stream in the cloud this week:

    REMATCHBroken ArrowCrime SimulatorDate Everything!FBC: FirebreakLost in Random: The Eternal DieArchitect Life: A House Design SimulatorBorderlands Game of the Year EnhancedBorderlands 2Borderlands 3Borderlands: The Pre-SequelMETAL EDEN DemoTorque Drift 2What are you planning to play this weekend? Let us know on X or in the comments below.

    What's a gaming achievement you'll never forget?
    — NVIDIA GeForce NOWJune 18, 2025
    #step #inside #vault #borderland #series
    Step Inside the Vault: The ‘Borderland’ Series Arrives on GeForce NOW
    GeForce NOW is throwing open the vault doors to welcome the legendary Borderland series to the cloud. Whether a seasoned Vault Hunter or new to the mayhem of Pandora, prepare to experience the high-octane action and humor that define the series that includes Borderlands Game of the Year Enhanced, Borderlands 2, Borderlands 3 and Borderlands: The Pre-Sequel. Members can explore it all before the highly anticipated Borderlands 4 arrives in the cloud at launch. In addition, leap into the flames and save the day in the pulse-pounding FBC: Firebreak from Remedy Entertainment on GeForce NOW. It’s all part of the 13 new games in the cloud this week, including the latest Genshin Impact update and advanced access for REMATCH. Plus, GeForce NOW’s Summer Sale is still in full swing. For a limited time, get 40% off a six-month GeForce NOW Performance membership — perfect for diving into role-playing game favorites like the Borderlands series or any of the 2,200 titles in the platform’s cloud gaming library. Vault Hunters Assemble Gear up for a world where loot is king and chaos is always just a trigger pull away. The Borderlands series is known for its wild humor, outrageous characters and nonstop action — and now, its chaotic adventures can be streamed on GeForce NOW. Welcome to Pandora. Members revisiting the classics or jumping in for the first time can start with Borderlands Game of the Year Enhanced, the original mayhem-fueled classic now polished and packed with downloadable content. The title brings Pandora to life with a fresh coat of paint, crazy loot and the same iconic humor that started it all. New worlds, same chaos. In Borderlands 2, Handsome Jack steals the show with his mix of charm and villainy. This sequel cranks up the fun and insanity with unforgettable characters and a zany storyline. For more laughs and even wilder chaos, Borderlands 3 delivers the biggest loot explosion yet, with new worlds to explore. Face off against the Calypso twins and enjoy nonstop action. The rise of Handsome Jack. The adventure blasts off with Borderlands: The Pre-Sequel, revealing how Handsome Jack became so handsome. The game throws in zero gravity, moon boots and enough sarcasm to fuel a spaceship. Jump in with GeForce NOW and get ready to laugh, loot and blast through Pandora, all from the cloud. With instant access and seamless streaming at up to 4K resolution with an Ultimate membership, enter the chaos of Borderlands anytime, anywhere. No downloads, no waiting. Suit Up, Clean Up The Oldest House needs you. Step into the shoes of the Federal Bureau of Control’s elite first responders in the highly anticipated three-player co-op first-person shooter FBC: Firebreak. Taking place six years after Control, the game is set in the Oldest House — under siege by reality-warping threats. It’s up to players to restore order before chaos wins. Equip unique Crisis Kits packed with weapons, specialized tools and paranatural augments, like a garden gnome that summons a thunderstorm or a piggy bank that spews coins. As each mission, or “Job,” drops players into unpredictable environments with shifting objectives, bizarre crises and wacky enemies, teamwork and quick thinking are key. Jump into the fray with friends and stream it on GeForce NOW instantly across devices. Experience the mind-bending action and stunning visuals powered by cloud streaming. Contain the chaos, save the Oldest House and enjoy a new kind of co-op adventure, all from the cloud. No Rules Included Score big laughs in the cloud. REMATCH gives soccer a bold twist, transforming the classic sport into a fast-paced, third-person action experience where every player controls a single athlete on the field. With no fouls, offsides or breaks, matches are nonstop and skills-based, demanding quick reflexes and seamless teamwork. Dynamic role-switching lets players jump between attack, defense and goalkeeping, while seasonal updates and various multiplayer modes keep the competition fresh and the action intense. Where arcade flair meets tactical depth, REMATCH is football, unleashed. Get instant access to the soccer pitch by streaming the title on GeForce NOW and jump into the action wherever the match calls. Time To Game Skirk has arrived. Genshin Impact’s next major update launches this week, and members can stream the latest adventures from Teyvat at GeForce quality on any device. Version 5.7 includes the new playable characters Skirk and Dahlia — as well as fresh story quests and the launch of a Stygian Onslaught combat mode. Look for the following games available to stream in the cloud this week: REMATCHBroken ArrowCrime SimulatorDate Everything!FBC: FirebreakLost in Random: The Eternal DieArchitect Life: A House Design SimulatorBorderlands Game of the Year EnhancedBorderlands 2Borderlands 3Borderlands: The Pre-SequelMETAL EDEN DemoTorque Drift 2What are you planning to play this weekend? Let us know on X or in the comments below. What's a gaming achievement you'll never forget? — NVIDIA GeForce NOWJune 18, 2025 #step #inside #vault #borderland #series
    BLOGS.NVIDIA.COM
    Step Inside the Vault: The ‘Borderland’ Series Arrives on GeForce NOW
    GeForce NOW is throwing open the vault doors to welcome the legendary Borderland series to the cloud. Whether a seasoned Vault Hunter or new to the mayhem of Pandora, prepare to experience the high-octane action and humor that define the series that includes Borderlands Game of the Year Enhanced, Borderlands 2, Borderlands 3 and Borderlands: The Pre-Sequel. Members can explore it all before the highly anticipated Borderlands 4 arrives in the cloud at launch. In addition, leap into the flames and save the day in the pulse-pounding FBC: Firebreak from Remedy Entertainment on GeForce NOW. It’s all part of the 13 new games in the cloud this week, including the latest Genshin Impact update and advanced access for REMATCH. Plus, GeForce NOW’s Summer Sale is still in full swing. For a limited time, get 40% off a six-month GeForce NOW Performance membership — perfect for diving into role-playing game favorites like the Borderlands series or any of the 2,200 titles in the platform’s cloud gaming library. Vault Hunters Assemble Gear up for a world where loot is king and chaos is always just a trigger pull away. The Borderlands series is known for its wild humor, outrageous characters and nonstop action — and now, its chaotic adventures can be streamed on GeForce NOW. Welcome to Pandora. Members revisiting the classics or jumping in for the first time can start with Borderlands Game of the Year Enhanced, the original mayhem-fueled classic now polished and packed with downloadable content. The title brings Pandora to life with a fresh coat of paint, crazy loot and the same iconic humor that started it all. New worlds, same chaos. In Borderlands 2, Handsome Jack steals the show with his mix of charm and villainy. This sequel cranks up the fun and insanity with unforgettable characters and a zany storyline. For more laughs and even wilder chaos, Borderlands 3 delivers the biggest loot explosion yet, with new worlds to explore. Face off against the Calypso twins and enjoy nonstop action. The rise of Handsome Jack. The adventure blasts off with Borderlands: The Pre-Sequel, revealing how Handsome Jack became so handsome. The game throws in zero gravity, moon boots and enough sarcasm to fuel a spaceship. Jump in with GeForce NOW and get ready to laugh, loot and blast through Pandora, all from the cloud. With instant access and seamless streaming at up to 4K resolution with an Ultimate membership, enter the chaos of Borderlands anytime, anywhere. No downloads, no waiting. Suit Up, Clean Up The Oldest House needs you. Step into the shoes of the Federal Bureau of Control’s elite first responders in the highly anticipated three-player co-op first-person shooter FBC: Firebreak. Taking place six years after Control, the game is set in the Oldest House — under siege by reality-warping threats. It’s up to players to restore order before chaos wins. Equip unique Crisis Kits packed with weapons, specialized tools and paranatural augments, like a garden gnome that summons a thunderstorm or a piggy bank that spews coins. As each mission, or “Job,” drops players into unpredictable environments with shifting objectives, bizarre crises and wacky enemies, teamwork and quick thinking are key. Jump into the fray with friends and stream it on GeForce NOW instantly across devices. Experience the mind-bending action and stunning visuals powered by cloud streaming. Contain the chaos, save the Oldest House and enjoy a new kind of co-op adventure, all from the cloud. No Rules Included Score big laughs in the cloud. REMATCH gives soccer a bold twist, transforming the classic sport into a fast-paced, third-person action experience where every player controls a single athlete on the field. With no fouls, offsides or breaks, matches are nonstop and skills-based, demanding quick reflexes and seamless teamwork. Dynamic role-switching lets players jump between attack, defense and goalkeeping, while seasonal updates and various multiplayer modes keep the competition fresh and the action intense. Where arcade flair meets tactical depth, REMATCH is football, unleashed. Get instant access to the soccer pitch by streaming the title on GeForce NOW and jump into the action wherever the match calls. Time To Game Skirk has arrived. Genshin Impact’s next major update launches this week, and members can stream the latest adventures from Teyvat at GeForce quality on any device. Version 5.7 includes the new playable characters Skirk and Dahlia — as well as fresh story quests and the launch of a Stygian Onslaught combat mode. Look for the following games available to stream in the cloud this week: REMATCH (New release on Steam, Xbox, available on PC Game Pass, June 16) Broken Arrow (New release on Steam, June 19) Crime Simulator (New release on Steam, June 17) Date Everything! (New release on Steam, June 17) FBC: Firebreak (New release on Steam, Xbox, available on PC Game Pass, June 17) Lost in Random: The Eternal Die (New release on Steam, Xbox, available on PC Game Pass, June 17) Architect Life: A House Design Simulator (New release on Steam, June 19) Borderlands Game of the Year Enhanced (Steam) Borderlands 2 (Steam, Epic Games Store) Borderlands 3 (Steam, Epic Games Store) Borderlands: The Pre-Sequel (Steam, Epic Games Store) METAL EDEN Demo (Steam) Torque Drift 2 (Epic Games Store) What are you planning to play this weekend? Let us know on X or in the comments below. What's a gaming achievement you'll never forget? — NVIDIA GeForce NOW (@NVIDIAGFN) June 18, 2025
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  • HOW DISGUISE BUILT OUT THE VIRTUAL ENVIRONMENTS FOR A MINECRAFT MOVIE

    By TREVOR HOGG

    Images courtesy of Warner Bros. Pictures.

    Rather than a world constructed around photorealistic pixels, a video game created by Markus Persson has taken the boxier 3D voxel route, which has become its signature aesthetic, and sparked an international phenomenon that finally gets adapted into a feature with the release of A Minecraft Movie. Brought onboard to help filmmaker Jared Hess in creating the environments that the cast of Jason Momoa, Jack Black, Sebastian Hansen, Emma Myers and Danielle Brooks find themselves inhabiting was Disguise under the direction of Production VFX Supervisor Dan Lemmon.

    “s the Senior Unreal Artist within the Virtual Art Departmenton Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.”
    —Talia Finlayson, Creative Technologist, Disguise

    Interior and exterior environments had to be created, such as the shop owned by Steve.

    “Prior to working on A Minecraft Movie, I held more technical roles, like serving as the Virtual Production LED Volume Operator on a project for Apple TV+ and Paramount Pictures,” notes Talia Finlayson, Creative Technologist for Disguise. “But as the Senior Unreal Artist within the Virtual Art Departmenton Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” The project provided new opportunities. “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance,” notes Laura Bell, Creative Technologist for Disguise. “But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.”

    Set designs originally created by the art department in Rhinoceros 3D were transformed into fully navigable 3D environments within Unreal Engine. “These scenes were far more than visualizations,” Finlayson remarks. “They were interactive tools used throughout the production pipeline. We would ingest 3D models and concept art, clean and optimize geometry using tools like Blender, Cinema 4D or Maya, then build out the world in Unreal Engine. This included applying materials, lighting and extending environments. These Unreal scenes we created were vital tools across the production and were used for a variety of purposes such as enabling the director to explore shot compositions, block scenes and experiment with camera movement in a virtual space, as well as passing along Unreal Engine scenes to the visual effects vendors so they could align their digital environments and set extensions with the approved production layouts.”

    A virtual exploration of Steve’s shop in Midport Village.

    Certain elements have to be kept in mind when constructing virtual environments. “When building virtual environments, you need to consider what can actually be built, how actors and cameras will move through the space, and what’s safe and practical on set,” Bell observes. “Outside the areas where strict accuracy is required, you want the environments to blend naturally with the original designs from the art department and support the story, creating a space that feels right for the scene, guides the audience’s eye and sets the right tone. Things like composition, lighting and small environmental details can be really fun to work on, but also serve as beautiful additions to help enrich a story.”

    “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance. But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.”
    —Laura Bell, Creative Technologist, Disguise

    Among the buildings that had to be created for Midport Village was Steve’sLava Chicken Shack.

    Concept art was provided that served as visual touchstones. “We received concept art provided by the amazing team of concept artists,” Finlayson states. “Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging. Sometimes we would also help the storyboard artists by sending through images of the Unreal Engine worlds to help them geographically position themselves in the worlds and aid in their storyboarding.” At times, the video game assets came in handy. “Exteriors often involved large-scale landscapes and stylized architectural elements, which had to feel true to the Minecraft world,” Finlayson explains. “In some cases, we brought in geometry from the game itself to help quickly block out areas. For example, we did this for the Elytra Flight Chase sequence, which takes place through a large canyon.”

    Flexibility was critical. “A key technical challenge we faced was ensuring that the Unreal levels were built in a way that allowed for fast and flexible iteration,” Finlayson remarks. “Since our environments were constantly being reviewed by the director, production designer, DP and VFX supervisor, we needed to be able to respond quickly to feedback, sometimes live during a review session. To support this, we had to keep our scenes modular and well-organized; that meant breaking environments down into manageable components and maintaining clean naming conventions. By setting up the levels this way, we could make layout changes, swap assets or adjust lighting on the fly without breaking the scene or slowing down the process.” Production schedules influence the workflows, pipelines and techniques. “No two projects will ever feel exactly the same,” Bell notes. “For example, Pat Younisadapted his typical VR setup to allow scene reviews using a PS5 controller, which made it much more comfortable and accessible for the director. On a more technical side, because everything was cubes and voxels, my Blender workflow ended up being way heavier on the re-mesh modifier than usual, definitely not something I’ll run into again anytime soon!”

    A virtual study and final still of the cast members standing outside of the Lava Chicken Shack.

    “We received concept art provided by the amazing team of concept artists. Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging.”
    —Talia Finlayson, Creative Technologist, Disguise

    The design and composition of virtual environments tended to remain consistent throughout principal photography. “The only major design change I can recall was the removal of a second story from a building in Midport Village to allow the camera crane to get a clear shot of the chicken perched above Steve’s lava chicken shack,” Finlayson remarks. “I would agree that Midport Village likely went through the most iterations,” Bell responds. “The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled. I remember rebuilding the stairs leading up to the rampart five or six times, using different configurations based on the physically constructed stairs. This was because there were storyboarded sequences of the film’s characters, Henry, Steve and Garrett, being chased by piglins, and the action needed to match what could be achieved practically on set.”

    Virtually conceptualizing the layout of Midport Village.

    Complex virtual environments were constructed for the final battle and the various forest scenes throughout the movie. “What made these particularly challenging was the way physical set pieces were repurposed and repositioned to serve multiple scenes and locations within the story,” Finlayson reveals. “The same built elements had to appear in different parts of the world, so we had to carefully adjust the virtual environments to accommodate those different positions.” Bell is in agreement with her colleague. “The forest scenes were some of the more complex environments to manage. It could get tricky, particularly when the filming schedule shifted. There was one day on set where the order of shots changed unexpectedly, and because the physical sets looked so similar, I initially loaded a different perspective than planned. Fortunately, thanks to our workflow, Lindsay Georgeand I were able to quickly open the recorded sequence in Unreal Engine and swap out the correct virtual environment for the live composite without any disruption to the shoot.”

    An example of the virtual and final version of the Woodland Mansion.

    “Midport Village likely went through the most iterations. The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled.”
    —Laura Bell, Creative Technologist, Disguise

    Extensive detail was given to the center of the sets where the main action unfolds. “For these areas, we received prop layouts from the prop department to ensure accurate placement and alignment with the physical builds,” Finlayson explains. “These central environments were used heavily for storyboarding, blocking and department reviews, so precision was essential. As we moved further out from the practical set, the environments became more about blocking and spatial context rather than fine detail. We worked closely with Production Designer Grant Major to get approval on these extended environments, making sure they aligned with the overall visual direction. We also used creatures and crowd stand-ins provided by the visual effects team. These gave a great sense of scale and placement during early planning stages and allowed other departments to better understand how these elements would be integrated into the scenes.”

    Cast members Sebastian Hansen, Danielle Brooks and Emma Myers stand in front of the Earth Portal Plateau environment.

    Doing a virtual scale study of the Mountainside.

    Practical requirements like camera moves, stunt choreography and crane setups had an impact on the creation of virtual environments. “Sometimes we would adjust layouts slightly to open up areas for tracking shots or rework spaces to accommodate key action beats, all while keeping the environment feeling cohesive and true to the Minecraft world,” Bell states. “Simulcam bridged the physical and virtual worlds on set, overlaying Unreal Engine environments onto live-action scenes in real-time, giving the director, DP and other department heads a fully-realized preview of shots and enabling precise, informed decisions during production. It also recorded critical production data like camera movement paths, which was handed over to the post-production team to give them the exact tracks they needed, streamlining the visual effects pipeline.”

    Piglots cause mayhem during the Wingsuit Chase.

    Virtual versions of the exterior and interior of the Safe House located in the Enchanted Woods.

    “One of the biggest challenges for me was managing constant iteration while keeping our environments clean, organized and easy to update,” Finlayson notes. “Because the virtual sets were reviewed regularly by the director and other heads of departments, feedback was often implemented live in the room. This meant the environments had to be flexible. But overall, this was an amazing project to work on, and I am so grateful for the incredible VAD team I was a part of – Heide Nichols, Pat Younis, Jake Tuckand Laura. Everyone on this team worked so collaboratively, seamlessly and in such a supportive way that I never felt like I was out of my depth.” There was another challenge that is more to do with familiarity. “Having a VAD on a film is still a relatively new process in production,” Bell states. “There were moments where other departments were still learning what we did and how to best work with us. That said, the response was overwhelmingly positive. I remember being on set at the Simulcam station and seeing how excited people were to look at the virtual environments as they walked by, often stopping for a chat and a virtual tour. Instead of seeing just a huge blue curtain, they were stoked to see something Minecraft and could get a better sense of what they were actually shooting.”
    #how #disguise #built #out #virtual
    HOW DISGUISE BUILT OUT THE VIRTUAL ENVIRONMENTS FOR A MINECRAFT MOVIE
    By TREVOR HOGG Images courtesy of Warner Bros. Pictures. Rather than a world constructed around photorealistic pixels, a video game created by Markus Persson has taken the boxier 3D voxel route, which has become its signature aesthetic, and sparked an international phenomenon that finally gets adapted into a feature with the release of A Minecraft Movie. Brought onboard to help filmmaker Jared Hess in creating the environments that the cast of Jason Momoa, Jack Black, Sebastian Hansen, Emma Myers and Danielle Brooks find themselves inhabiting was Disguise under the direction of Production VFX Supervisor Dan Lemmon. “s the Senior Unreal Artist within the Virtual Art Departmenton Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” —Talia Finlayson, Creative Technologist, Disguise Interior and exterior environments had to be created, such as the shop owned by Steve. “Prior to working on A Minecraft Movie, I held more technical roles, like serving as the Virtual Production LED Volume Operator on a project for Apple TV+ and Paramount Pictures,” notes Talia Finlayson, Creative Technologist for Disguise. “But as the Senior Unreal Artist within the Virtual Art Departmenton Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” The project provided new opportunities. “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance,” notes Laura Bell, Creative Technologist for Disguise. “But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.” Set designs originally created by the art department in Rhinoceros 3D were transformed into fully navigable 3D environments within Unreal Engine. “These scenes were far more than visualizations,” Finlayson remarks. “They were interactive tools used throughout the production pipeline. We would ingest 3D models and concept art, clean and optimize geometry using tools like Blender, Cinema 4D or Maya, then build out the world in Unreal Engine. This included applying materials, lighting and extending environments. These Unreal scenes we created were vital tools across the production and were used for a variety of purposes such as enabling the director to explore shot compositions, block scenes and experiment with camera movement in a virtual space, as well as passing along Unreal Engine scenes to the visual effects vendors so they could align their digital environments and set extensions with the approved production layouts.” A virtual exploration of Steve’s shop in Midport Village. Certain elements have to be kept in mind when constructing virtual environments. “When building virtual environments, you need to consider what can actually be built, how actors and cameras will move through the space, and what’s safe and practical on set,” Bell observes. “Outside the areas where strict accuracy is required, you want the environments to blend naturally with the original designs from the art department and support the story, creating a space that feels right for the scene, guides the audience’s eye and sets the right tone. Things like composition, lighting and small environmental details can be really fun to work on, but also serve as beautiful additions to help enrich a story.” “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance. But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.” —Laura Bell, Creative Technologist, Disguise Among the buildings that had to be created for Midport Village was Steve’sLava Chicken Shack. Concept art was provided that served as visual touchstones. “We received concept art provided by the amazing team of concept artists,” Finlayson states. “Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging. Sometimes we would also help the storyboard artists by sending through images of the Unreal Engine worlds to help them geographically position themselves in the worlds and aid in their storyboarding.” At times, the video game assets came in handy. “Exteriors often involved large-scale landscapes and stylized architectural elements, which had to feel true to the Minecraft world,” Finlayson explains. “In some cases, we brought in geometry from the game itself to help quickly block out areas. For example, we did this for the Elytra Flight Chase sequence, which takes place through a large canyon.” Flexibility was critical. “A key technical challenge we faced was ensuring that the Unreal levels were built in a way that allowed for fast and flexible iteration,” Finlayson remarks. “Since our environments were constantly being reviewed by the director, production designer, DP and VFX supervisor, we needed to be able to respond quickly to feedback, sometimes live during a review session. To support this, we had to keep our scenes modular and well-organized; that meant breaking environments down into manageable components and maintaining clean naming conventions. By setting up the levels this way, we could make layout changes, swap assets or adjust lighting on the fly without breaking the scene or slowing down the process.” Production schedules influence the workflows, pipelines and techniques. “No two projects will ever feel exactly the same,” Bell notes. “For example, Pat Younisadapted his typical VR setup to allow scene reviews using a PS5 controller, which made it much more comfortable and accessible for the director. On a more technical side, because everything was cubes and voxels, my Blender workflow ended up being way heavier on the re-mesh modifier than usual, definitely not something I’ll run into again anytime soon!” A virtual study and final still of the cast members standing outside of the Lava Chicken Shack. “We received concept art provided by the amazing team of concept artists. Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging.” —Talia Finlayson, Creative Technologist, Disguise The design and composition of virtual environments tended to remain consistent throughout principal photography. “The only major design change I can recall was the removal of a second story from a building in Midport Village to allow the camera crane to get a clear shot of the chicken perched above Steve’s lava chicken shack,” Finlayson remarks. “I would agree that Midport Village likely went through the most iterations,” Bell responds. “The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled. I remember rebuilding the stairs leading up to the rampart five or six times, using different configurations based on the physically constructed stairs. This was because there were storyboarded sequences of the film’s characters, Henry, Steve and Garrett, being chased by piglins, and the action needed to match what could be achieved practically on set.” Virtually conceptualizing the layout of Midport Village. Complex virtual environments were constructed for the final battle and the various forest scenes throughout the movie. “What made these particularly challenging was the way physical set pieces were repurposed and repositioned to serve multiple scenes and locations within the story,” Finlayson reveals. “The same built elements had to appear in different parts of the world, so we had to carefully adjust the virtual environments to accommodate those different positions.” Bell is in agreement with her colleague. “The forest scenes were some of the more complex environments to manage. It could get tricky, particularly when the filming schedule shifted. There was one day on set where the order of shots changed unexpectedly, and because the physical sets looked so similar, I initially loaded a different perspective than planned. Fortunately, thanks to our workflow, Lindsay Georgeand I were able to quickly open the recorded sequence in Unreal Engine and swap out the correct virtual environment for the live composite without any disruption to the shoot.” An example of the virtual and final version of the Woodland Mansion. “Midport Village likely went through the most iterations. The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled.” —Laura Bell, Creative Technologist, Disguise Extensive detail was given to the center of the sets where the main action unfolds. “For these areas, we received prop layouts from the prop department to ensure accurate placement and alignment with the physical builds,” Finlayson explains. “These central environments were used heavily for storyboarding, blocking and department reviews, so precision was essential. As we moved further out from the practical set, the environments became more about blocking and spatial context rather than fine detail. We worked closely with Production Designer Grant Major to get approval on these extended environments, making sure they aligned with the overall visual direction. We also used creatures and crowd stand-ins provided by the visual effects team. These gave a great sense of scale and placement during early planning stages and allowed other departments to better understand how these elements would be integrated into the scenes.” Cast members Sebastian Hansen, Danielle Brooks and Emma Myers stand in front of the Earth Portal Plateau environment. Doing a virtual scale study of the Mountainside. Practical requirements like camera moves, stunt choreography and crane setups had an impact on the creation of virtual environments. “Sometimes we would adjust layouts slightly to open up areas for tracking shots or rework spaces to accommodate key action beats, all while keeping the environment feeling cohesive and true to the Minecraft world,” Bell states. “Simulcam bridged the physical and virtual worlds on set, overlaying Unreal Engine environments onto live-action scenes in real-time, giving the director, DP and other department heads a fully-realized preview of shots and enabling precise, informed decisions during production. It also recorded critical production data like camera movement paths, which was handed over to the post-production team to give them the exact tracks they needed, streamlining the visual effects pipeline.” Piglots cause mayhem during the Wingsuit Chase. Virtual versions of the exterior and interior of the Safe House located in the Enchanted Woods. “One of the biggest challenges for me was managing constant iteration while keeping our environments clean, organized and easy to update,” Finlayson notes. “Because the virtual sets were reviewed regularly by the director and other heads of departments, feedback was often implemented live in the room. This meant the environments had to be flexible. But overall, this was an amazing project to work on, and I am so grateful for the incredible VAD team I was a part of – Heide Nichols, Pat Younis, Jake Tuckand Laura. Everyone on this team worked so collaboratively, seamlessly and in such a supportive way that I never felt like I was out of my depth.” There was another challenge that is more to do with familiarity. “Having a VAD on a film is still a relatively new process in production,” Bell states. “There were moments where other departments were still learning what we did and how to best work with us. That said, the response was overwhelmingly positive. I remember being on set at the Simulcam station and seeing how excited people were to look at the virtual environments as they walked by, often stopping for a chat and a virtual tour. Instead of seeing just a huge blue curtain, they were stoked to see something Minecraft and could get a better sense of what they were actually shooting.” #how #disguise #built #out #virtual
    WWW.VFXVOICE.COM
    HOW DISGUISE BUILT OUT THE VIRTUAL ENVIRONMENTS FOR A MINECRAFT MOVIE
    By TREVOR HOGG Images courtesy of Warner Bros. Pictures. Rather than a world constructed around photorealistic pixels, a video game created by Markus Persson has taken the boxier 3D voxel route, which has become its signature aesthetic, and sparked an international phenomenon that finally gets adapted into a feature with the release of A Minecraft Movie. Brought onboard to help filmmaker Jared Hess in creating the environments that the cast of Jason Momoa, Jack Black, Sebastian Hansen, Emma Myers and Danielle Brooks find themselves inhabiting was Disguise under the direction of Production VFX Supervisor Dan Lemmon. “[A]s the Senior Unreal Artist within the Virtual Art Department (VAD) on Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” —Talia Finlayson, Creative Technologist, Disguise Interior and exterior environments had to be created, such as the shop owned by Steve (Jack Black). “Prior to working on A Minecraft Movie, I held more technical roles, like serving as the Virtual Production LED Volume Operator on a project for Apple TV+ and Paramount Pictures,” notes Talia Finlayson, Creative Technologist for Disguise. “But as the Senior Unreal Artist within the Virtual Art Department (VAD) on Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” The project provided new opportunities. “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance,” notes Laura Bell, Creative Technologist for Disguise. “But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.” Set designs originally created by the art department in Rhinoceros 3D were transformed into fully navigable 3D environments within Unreal Engine. “These scenes were far more than visualizations,” Finlayson remarks. “They were interactive tools used throughout the production pipeline. We would ingest 3D models and concept art, clean and optimize geometry using tools like Blender, Cinema 4D or Maya, then build out the world in Unreal Engine. This included applying materials, lighting and extending environments. These Unreal scenes we created were vital tools across the production and were used for a variety of purposes such as enabling the director to explore shot compositions, block scenes and experiment with camera movement in a virtual space, as well as passing along Unreal Engine scenes to the visual effects vendors so they could align their digital environments and set extensions with the approved production layouts.” A virtual exploration of Steve’s shop in Midport Village. Certain elements have to be kept in mind when constructing virtual environments. “When building virtual environments, you need to consider what can actually be built, how actors and cameras will move through the space, and what’s safe and practical on set,” Bell observes. “Outside the areas where strict accuracy is required, you want the environments to blend naturally with the original designs from the art department and support the story, creating a space that feels right for the scene, guides the audience’s eye and sets the right tone. Things like composition, lighting and small environmental details can be really fun to work on, but also serve as beautiful additions to help enrich a story.” “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance. But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.” —Laura Bell, Creative Technologist, Disguise Among the buildings that had to be created for Midport Village was Steve’s (Jack Black) Lava Chicken Shack. Concept art was provided that served as visual touchstones. “We received concept art provided by the amazing team of concept artists,” Finlayson states. “Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging. Sometimes we would also help the storyboard artists by sending through images of the Unreal Engine worlds to help them geographically position themselves in the worlds and aid in their storyboarding.” At times, the video game assets came in handy. “Exteriors often involved large-scale landscapes and stylized architectural elements, which had to feel true to the Minecraft world,” Finlayson explains. “In some cases, we brought in geometry from the game itself to help quickly block out areas. For example, we did this for the Elytra Flight Chase sequence, which takes place through a large canyon.” Flexibility was critical. “A key technical challenge we faced was ensuring that the Unreal levels were built in a way that allowed for fast and flexible iteration,” Finlayson remarks. “Since our environments were constantly being reviewed by the director, production designer, DP and VFX supervisor, we needed to be able to respond quickly to feedback, sometimes live during a review session. To support this, we had to keep our scenes modular and well-organized; that meant breaking environments down into manageable components and maintaining clean naming conventions. By setting up the levels this way, we could make layout changes, swap assets or adjust lighting on the fly without breaking the scene or slowing down the process.” Production schedules influence the workflows, pipelines and techniques. “No two projects will ever feel exactly the same,” Bell notes. “For example, Pat Younis [VAD Art Director] adapted his typical VR setup to allow scene reviews using a PS5 controller, which made it much more comfortable and accessible for the director. On a more technical side, because everything was cubes and voxels, my Blender workflow ended up being way heavier on the re-mesh modifier than usual, definitely not something I’ll run into again anytime soon!” A virtual study and final still of the cast members standing outside of the Lava Chicken Shack. “We received concept art provided by the amazing team of concept artists. Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging.” —Talia Finlayson, Creative Technologist, Disguise The design and composition of virtual environments tended to remain consistent throughout principal photography. “The only major design change I can recall was the removal of a second story from a building in Midport Village to allow the camera crane to get a clear shot of the chicken perched above Steve’s lava chicken shack,” Finlayson remarks. “I would agree that Midport Village likely went through the most iterations,” Bell responds. “The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled. I remember rebuilding the stairs leading up to the rampart five or six times, using different configurations based on the physically constructed stairs. This was because there were storyboarded sequences of the film’s characters, Henry, Steve and Garrett, being chased by piglins, and the action needed to match what could be achieved practically on set.” Virtually conceptualizing the layout of Midport Village. Complex virtual environments were constructed for the final battle and the various forest scenes throughout the movie. “What made these particularly challenging was the way physical set pieces were repurposed and repositioned to serve multiple scenes and locations within the story,” Finlayson reveals. “The same built elements had to appear in different parts of the world, so we had to carefully adjust the virtual environments to accommodate those different positions.” Bell is in agreement with her colleague. “The forest scenes were some of the more complex environments to manage. It could get tricky, particularly when the filming schedule shifted. There was one day on set where the order of shots changed unexpectedly, and because the physical sets looked so similar, I initially loaded a different perspective than planned. Fortunately, thanks to our workflow, Lindsay George [VP Tech] and I were able to quickly open the recorded sequence in Unreal Engine and swap out the correct virtual environment for the live composite without any disruption to the shoot.” An example of the virtual and final version of the Woodland Mansion. “Midport Village likely went through the most iterations. The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled.” —Laura Bell, Creative Technologist, Disguise Extensive detail was given to the center of the sets where the main action unfolds. “For these areas, we received prop layouts from the prop department to ensure accurate placement and alignment with the physical builds,” Finlayson explains. “These central environments were used heavily for storyboarding, blocking and department reviews, so precision was essential. As we moved further out from the practical set, the environments became more about blocking and spatial context rather than fine detail. We worked closely with Production Designer Grant Major to get approval on these extended environments, making sure they aligned with the overall visual direction. We also used creatures and crowd stand-ins provided by the visual effects team. These gave a great sense of scale and placement during early planning stages and allowed other departments to better understand how these elements would be integrated into the scenes.” Cast members Sebastian Hansen, Danielle Brooks and Emma Myers stand in front of the Earth Portal Plateau environment. Doing a virtual scale study of the Mountainside. Practical requirements like camera moves, stunt choreography and crane setups had an impact on the creation of virtual environments. “Sometimes we would adjust layouts slightly to open up areas for tracking shots or rework spaces to accommodate key action beats, all while keeping the environment feeling cohesive and true to the Minecraft world,” Bell states. “Simulcam bridged the physical and virtual worlds on set, overlaying Unreal Engine environments onto live-action scenes in real-time, giving the director, DP and other department heads a fully-realized preview of shots and enabling precise, informed decisions during production. It also recorded critical production data like camera movement paths, which was handed over to the post-production team to give them the exact tracks they needed, streamlining the visual effects pipeline.” Piglots cause mayhem during the Wingsuit Chase. Virtual versions of the exterior and interior of the Safe House located in the Enchanted Woods. “One of the biggest challenges for me was managing constant iteration while keeping our environments clean, organized and easy to update,” Finlayson notes. “Because the virtual sets were reviewed regularly by the director and other heads of departments, feedback was often implemented live in the room. This meant the environments had to be flexible. But overall, this was an amazing project to work on, and I am so grateful for the incredible VAD team I was a part of – Heide Nichols [VAD Supervisor], Pat Younis, Jake Tuck [Unreal Artist] and Laura. Everyone on this team worked so collaboratively, seamlessly and in such a supportive way that I never felt like I was out of my depth.” There was another challenge that is more to do with familiarity. “Having a VAD on a film is still a relatively new process in production,” Bell states. “There were moments where other departments were still learning what we did and how to best work with us. That said, the response was overwhelmingly positive. I remember being on set at the Simulcam station and seeing how excited people were to look at the virtual environments as they walked by, often stopping for a chat and a virtual tour. Instead of seeing just a huge blue curtain, they were stoked to see something Minecraft and could get a better sense of what they were actually shooting.”
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  • Who knew that the North American weigh station would become the highlight of coast-to-coast trips? Forget the majestic mountains and serene lakes; nothing screams 'excitement' like a pit stop to check if your truck’s load is as heavy as your existential dread.

    For those who find the endless stretches of corn more thrilling than a rollercoaster, these weigh stations offer a riveting experience of standing in line while pondering life choices. After all, who doesn’t love a good chat with a scale?

    So, the next time you think driving across the U.S. is boring, just remember: there’s a weigh station out there waiting to validate your weight—and your life decisions.

    #NorthAmericanWeighStation #RoadTrip #B
    Who knew that the North American weigh station would become the highlight of coast-to-coast trips? Forget the majestic mountains and serene lakes; nothing screams 'excitement' like a pit stop to check if your truck’s load is as heavy as your existential dread. For those who find the endless stretches of corn more thrilling than a rollercoaster, these weigh stations offer a riveting experience of standing in line while pondering life choices. After all, who doesn’t love a good chat with a scale? So, the next time you think driving across the U.S. is boring, just remember: there’s a weigh station out there waiting to validate your weight—and your life decisions. #NorthAmericanWeighStation #RoadTrip #B
    HACKADAY.COM
    Field Guide to the North American Weigh Station
    A lot of people complain that driving across the United States is boring. Having done the coast-to-coast trip seven times now, I can’t agree. Sure, the stretches through the Corn …read more
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  • Ah, *Dune Awakening*! Just when you thought you could escape from the endless grind of “find the spice, fight the sandworms, repeat,” here comes another chance to dive into the vast, sprawling landscape that is as immersive as a sandstorm in your eyes. This title promises to elevate the lore to a whole new level, and by “elevate,” I mean serving it to us like a gourmet dish with just a sprinkle of seasoning. Because, let’s face it, who needs a rich narrative when you can have a beautiful desert to stare at while you click buttons?

    In the grand tradition of Funcom, where Conan Exiles taught us that lore is merely a side dish to the main course of survival, *Dune Awakening* boldly asserts that the story will have a “high seat at the table.” This is great news for those of us who enjoy complex narratives mixed with our pixelated battles. Just remember, that high seat doesn’t mean it’s the main course; it’s more like the fancy napkin folded into a swan shape that no one really cares about.

    As we gear up for this epic adventure, let’s ponder the critical question: "How long until you hit the endgame?" For those experienced in the ways of online gaming, this is a question that requires a strong cup of spice-infused coffee and a hearty laugh. Because let’s be real: “endgame” is just a euphemism for the moment you realize you’ve spent countless hours collecting virtual sand and have learned more about the spice economy than your own.

    Picture this: you’re in the middle of an epic quest, and suddenly, the allure of the endgame starts to sparkle like a mirage in the desert. Will it be worth the grind? Or will we all just end up like Paul Atreides, wondering if all this spice was really worth the trouble? Remember, the lore is the garnish on the plate, and no one ever leaves a restaurant raving about the parsley.

    So, here’s to *Dune Awakening*! May it provide us endless hours of wandering through vast dunes, fighting off sandworms, and contemplating the meaning of life while keeping an eye on our spice levels. And let’s not forget the thrill of finding out that the real endgame is the friends we made along the way—who also happen to have spent just as many hours as we have staring blankly at their screens, wondering what on earth we’re doing with our lives.

    After all, as we embark on this journey, one thing is for sure: whether we reach the endgame or not, we’ll all be united in our shared confusion and love for a game that promises to give us everything and nothing at all. So grab your stillsuit and get ready for the ride; it’s going to be a long, sandy road!

    #DuneAwakening #GamingSatire #EndgameConfusion #Funcom #LoreAndSand
    Ah, *Dune Awakening*! Just when you thought you could escape from the endless grind of “find the spice, fight the sandworms, repeat,” here comes another chance to dive into the vast, sprawling landscape that is as immersive as a sandstorm in your eyes. This title promises to elevate the lore to a whole new level, and by “elevate,” I mean serving it to us like a gourmet dish with just a sprinkle of seasoning. Because, let’s face it, who needs a rich narrative when you can have a beautiful desert to stare at while you click buttons? In the grand tradition of Funcom, where Conan Exiles taught us that lore is merely a side dish to the main course of survival, *Dune Awakening* boldly asserts that the story will have a “high seat at the table.” This is great news for those of us who enjoy complex narratives mixed with our pixelated battles. Just remember, that high seat doesn’t mean it’s the main course; it’s more like the fancy napkin folded into a swan shape that no one really cares about. As we gear up for this epic adventure, let’s ponder the critical question: "How long until you hit the endgame?" For those experienced in the ways of online gaming, this is a question that requires a strong cup of spice-infused coffee and a hearty laugh. Because let’s be real: “endgame” is just a euphemism for the moment you realize you’ve spent countless hours collecting virtual sand and have learned more about the spice economy than your own. Picture this: you’re in the middle of an epic quest, and suddenly, the allure of the endgame starts to sparkle like a mirage in the desert. Will it be worth the grind? Or will we all just end up like Paul Atreides, wondering if all this spice was really worth the trouble? Remember, the lore is the garnish on the plate, and no one ever leaves a restaurant raving about the parsley. So, here’s to *Dune Awakening*! May it provide us endless hours of wandering through vast dunes, fighting off sandworms, and contemplating the meaning of life while keeping an eye on our spice levels. And let’s not forget the thrill of finding out that the real endgame is the friends we made along the way—who also happen to have spent just as many hours as we have staring blankly at their screens, wondering what on earth we’re doing with our lives. After all, as we embark on this journey, one thing is for sure: whether we reach the endgame or not, we’ll all be united in our shared confusion and love for a game that promises to give us everything and nothing at all. So grab your stillsuit and get ready for the ride; it’s going to be a long, sandy road! #DuneAwakening #GamingSatire #EndgameConfusion #Funcom #LoreAndSand
    Dune Awakening: How Long Until You Hit The Endgame?
    If you’re a fan of previous Funcom titles, such as Conan Exiles, then you know the lore, while interesting in small doses, isn’t the focal point. It’s just the flavoring helping you immerse yourself in the sprawling landscape. In Dune Awakening, the
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  • court-métrage, Goodbye Mamajee, École Méliès, films étudiants, festivals de cinéma, Pondicherry, nostalgie

    ## Introduction

    Le court-métrage *Goodbye Mamajee* est une œuvre qui mérite d'être mentionnée. Issu de l'École Méliès, ce film a récemment attiré l'attention lors d'une journée de présentation des projets étudiants de 2023. Sa disponibilité en ligne après une tournée dans divers festivals de cinéma a suscité l'intérêt. En regardant ce film, on ressent une certaine nostalgie, une ambiance ...
    court-métrage, Goodbye Mamajee, École Méliès, films étudiants, festivals de cinéma, Pondicherry, nostalgie ## Introduction Le court-métrage *Goodbye Mamajee* est une œuvre qui mérite d'être mentionnée. Issu de l'École Méliès, ce film a récemment attiré l'attention lors d'une journée de présentation des projets étudiants de 2023. Sa disponibilité en ligne après une tournée dans divers festivals de cinéma a suscité l'intérêt. En regardant ce film, on ressent une certaine nostalgie, une ambiance ...
    Goodbye Mamajee : Nostalgie à Pondicherry
    court-métrage, Goodbye Mamajee, École Méliès, films étudiants, festivals de cinéma, Pondicherry, nostalgie ## Introduction Le court-métrage *Goodbye Mamajee* est une œuvre qui mérite d'être mentionnée. Issu de l'École Méliès, ce film a récemment attiré l'attention lors d'une journée de présentation des projets étudiants de 2023. Sa disponibilité en ligne après une tournée dans divers...
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  • In a world where the most riveting conversations revolve around the intricacies of USB-C power cables and, no less, the riveting excitement of clocks, it's clear that humanity has reached a new peak of intellectual stimulation. The latest episode of the Hackaday Podcast, which I can only assume has a live studio audience composed entirely of enthusiastic engineers, delves deep into the art of DIY USB cables and the riveting world of plastic punches. Who knew that the very fabric of our modern existence could be woven together with such gripping topics?

    Let’s talk about those USB-C power cables for a moment. If you ever thought your life was lacking a bit of suspense, fear not! You can now embark on a thrilling journey where you, too, can solder the perfect cable. Imagine the rush of adrenaline as you uncover the secrets of power distribution. Will your device charge? Will it explode? The stakes have never been higher! Forget about action movies; this is the real deal. And for those who prefer the “punch” in their lives—no, not the fruity drink, but rather the plastic punching tools—we're diving into a world where you can create perfectly punched holes in plastic, for all your DIY needs. Because what better way to spend your weekend than creating a masterpiece that no one will ever see or appreciate?

    And of course, let's not overlook the “Laugh Track Machine.” Yes, you heard that right. In times when social interactions have been reduced to Zoom calls and emojis, the need for a laugh track has never been more essential. Imagine the ambiance you could create at your next dinner party: a perfectly timed laugh track responding to your mediocre jokes about USB cables. If that doesn’t scream societal progress, I don’t know what does.

    Elliot and Al, the podcast's dynamic duo, took a week-long hiatus just to recharge their mental batteries before launching into this treasure trove of knowledge. It’s like they went on a sabbatical to the land of “Absolutely Not Boring.” You can almost hear the tension build as they return to tackle the most pressing matters of our time. Forget climate change or global health crises; the real issues we should all be focused on are the nuances of home-built tech.

    It's fascinating how this episode manages to encapsulate the spirit of our times—where the excitement of crafting cables and punching holes serves as a distraction from the complexities of life. So, if you seek to feel alive again, tune in to the Hackaday Podcast. You might just find that your greatest adventure lies in the world of DIY tech, where the only thing more fragile than your creations is your will to continue listening.

    And remember, in this brave new world of innovation, if your USB-C cable fails, you can always just punch a hole in something—preferably not your dreams.

    #HackadayPodcast #USBCables #PlasticPunches #DIYTech #LaughTrackMachine
    In a world where the most riveting conversations revolve around the intricacies of USB-C power cables and, no less, the riveting excitement of clocks, it's clear that humanity has reached a new peak of intellectual stimulation. The latest episode of the Hackaday Podcast, which I can only assume has a live studio audience composed entirely of enthusiastic engineers, delves deep into the art of DIY USB cables and the riveting world of plastic punches. Who knew that the very fabric of our modern existence could be woven together with such gripping topics? Let’s talk about those USB-C power cables for a moment. If you ever thought your life was lacking a bit of suspense, fear not! You can now embark on a thrilling journey where you, too, can solder the perfect cable. Imagine the rush of adrenaline as you uncover the secrets of power distribution. Will your device charge? Will it explode? The stakes have never been higher! Forget about action movies; this is the real deal. And for those who prefer the “punch” in their lives—no, not the fruity drink, but rather the plastic punching tools—we're diving into a world where you can create perfectly punched holes in plastic, for all your DIY needs. Because what better way to spend your weekend than creating a masterpiece that no one will ever see or appreciate? And of course, let's not overlook the “Laugh Track Machine.” Yes, you heard that right. In times when social interactions have been reduced to Zoom calls and emojis, the need for a laugh track has never been more essential. Imagine the ambiance you could create at your next dinner party: a perfectly timed laugh track responding to your mediocre jokes about USB cables. If that doesn’t scream societal progress, I don’t know what does. Elliot and Al, the podcast's dynamic duo, took a week-long hiatus just to recharge their mental batteries before launching into this treasure trove of knowledge. It’s like they went on a sabbatical to the land of “Absolutely Not Boring.” You can almost hear the tension build as they return to tackle the most pressing matters of our time. Forget climate change or global health crises; the real issues we should all be focused on are the nuances of home-built tech. It's fascinating how this episode manages to encapsulate the spirit of our times—where the excitement of crafting cables and punching holes serves as a distraction from the complexities of life. So, if you seek to feel alive again, tune in to the Hackaday Podcast. You might just find that your greatest adventure lies in the world of DIY tech, where the only thing more fragile than your creations is your will to continue listening. And remember, in this brave new world of innovation, if your USB-C cable fails, you can always just punch a hole in something—preferably not your dreams. #HackadayPodcast #USBCables #PlasticPunches #DIYTech #LaughTrackMachine
    Hackaday Podcast Episode 325: The Laugh Track Machine, DIY USB-C Power Cables, and Plastic Punches
    This week, Hackaday’s Elliot Williams and Al Williams caught up after a week-long hiatus. There was a lot to talk about, including clocks, DIY USB cables, and more. In Hackaday …read more
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  • In a world where animated dreams dance on the silver screen, Jellyfish Pictures has decided it’s time for a long nap. Yes, you read that right! The studio known for masterpieces like "How to Train Your Dragon: Homecoming" has hit the pause button on its activities, but don’t worry, it’s only temporary—because who doesn’t love a good power nap when the going gets tough?

    Now, one might wonder: what does it mean to “suspend” your work? Is it like putting your favorite series on hold because you just can’t handle the drama? Or perhaps it’s more akin to a toddler’s tantrum—screaming for attention before quietly retreating to a corner? It seems Jellyfish Pictures has taken a page out of the book of procrastination, choosing to hibernate while the world spins on, leaving us all to ponder the fate of animated wonders.

    Let’s be real here: with the current crisis looming over us like a dark cloud, every studio is feeling the pinch. But to "temporarily" suspend activities? That’s a bold move, friend. It’s almost as if they’re saying, “Hey, we’re too cool for this economy!” And who wouldn’t want to take a break? After all, we all deserve a vacation—even if it’s from our own creativity.

    Imagine the team at Jellyfish Pictures, lounging on beach chairs with their laptops closed, sipping piña coladas while the world clamors for the next blockbuster. “We’ll be back!” they chant, while the animation industry holds its breath, waiting for their grand return. Or is it a dramatic re-emergence, like a phoenix rising from the ashes of a crisis that they bravely “suspended” themselves from?

    And let’s not overlook the irony here. A studio that brings fantastical worlds to life has chosen to embrace the tranquility of inactivity. Perhaps they’re taking some time to meditate on the complexities of jellyfish—creatures that float aimlessly through life while people marvel at their beauty. A fitting metaphor, wouldn’t you say?

    So here’s to Jellyfish Pictures! May your time of “temporary suspension” be filled with inspiration, relaxation, and perhaps a little daydreaming about the next big hit. Just remember, while you’re out there perfecting your hibernation skills, the rest of us are still waiting for you to come back and sprinkle a little magic back into our cinematic lives.

    #JellyfishPictures #Animation #FilmIndustry #CrisisManagement #TemporarySuspension
    In a world where animated dreams dance on the silver screen, Jellyfish Pictures has decided it’s time for a long nap. Yes, you read that right! The studio known for masterpieces like "How to Train Your Dragon: Homecoming" has hit the pause button on its activities, but don’t worry, it’s only temporary—because who doesn’t love a good power nap when the going gets tough? Now, one might wonder: what does it mean to “suspend” your work? Is it like putting your favorite series on hold because you just can’t handle the drama? Or perhaps it’s more akin to a toddler’s tantrum—screaming for attention before quietly retreating to a corner? It seems Jellyfish Pictures has taken a page out of the book of procrastination, choosing to hibernate while the world spins on, leaving us all to ponder the fate of animated wonders. Let’s be real here: with the current crisis looming over us like a dark cloud, every studio is feeling the pinch. But to "temporarily" suspend activities? That’s a bold move, friend. It’s almost as if they’re saying, “Hey, we’re too cool for this economy!” And who wouldn’t want to take a break? After all, we all deserve a vacation—even if it’s from our own creativity. Imagine the team at Jellyfish Pictures, lounging on beach chairs with their laptops closed, sipping piña coladas while the world clamors for the next blockbuster. “We’ll be back!” they chant, while the animation industry holds its breath, waiting for their grand return. Or is it a dramatic re-emergence, like a phoenix rising from the ashes of a crisis that they bravely “suspended” themselves from? And let’s not overlook the irony here. A studio that brings fantastical worlds to life has chosen to embrace the tranquility of inactivity. Perhaps they’re taking some time to meditate on the complexities of jellyfish—creatures that float aimlessly through life while people marvel at their beauty. A fitting metaphor, wouldn’t you say? So here’s to Jellyfish Pictures! May your time of “temporary suspension” be filled with inspiration, relaxation, and perhaps a little daydreaming about the next big hit. Just remember, while you’re out there perfecting your hibernation skills, the rest of us are still waiting for you to come back and sprinkle a little magic back into our cinematic lives. #JellyfishPictures #Animation #FilmIndustry #CrisisManagement #TemporarySuspension
    Victime de la crise, Jellyfish Pictures aurait suspendu « temporairement » ses activités
    Un nouveau studio fait face à la crise. Jellyfish Pictures, studio d’animation et effets visuels basé au Royaume-Uni, aurait « suspendu » ses activités, nous apprend Animation Xpress.Il ne s’agirait cependant pas d’une fermeture déf
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  • Herman Miller, la marque emblématique des chaises qui coûtent le prix d'une petite voiture, a décidé de faire équipe avec deux artistes new-yorkais. Oui, vous avez bien entendu, deux artistes ! Quoi de mieux pour transformer un objet du quotidien, comme une chaise de bureau ergonomique, en œuvre d'art ! Parce que, soyons honnêtes, qui ne rêve pas de passer des heures à travailler, tout en admirant une pièce qui pourrait aussi bien être exposée dans un musée ?

    Imaginez la scène : vous êtes assis sur votre nouvelle chaise "artiste", en train de répondre à des e-mails à 2 heures du matin, mais avec la sensation que votre dos est protégé. Voilà le summum du luxe moderne ! Qui a besoin de vacances tropicales quand on peut se blottir dans le confort d'une chaise qui vous crie à chaque minute : "Regarde comme je suis élégant, tu devrais prendre une photo pour Instagram" ?

    Ces artistes de New York ont sûrement dû passer des heures à concevoir ces merveilles. Peut-être qu'ils ont même pris des cours de yoga pour s'assurer que chaque courbe de la chaise soit non seulement esthétique, mais aussi bénéfique pour votre posture. Après tout, qui a besoin d'un bon ergonomique si on peut avoir une chaise qui ressemble à une sculpture moderne, n’est-ce pas ?

    Et puis, parlons du prix. Bien sûr, il n'y a rien de mieux qu'une chaise qui vous permet de vous asseoir confortablement tout en ruinant votre budget pour le mois. Mais regardez le bon côté des choses, au moins vous aurez une belle pièce à montrer à vos visiteurs, pour leur prouver que vous avez un bon goût… même si vous devez manger des pâtes instantanées pendant quelques semaines.

    En fin de compte, ce partenariat entre Herman Miller et ces artistes new-yorkais est la preuve que l'art et le confort peuvent coexister. Mais à quel prix ? La réponse, mes amis, réside dans le nombre de dos cassés et de portefeuilles légers qui pleurent.

    Alors, si vous êtes prêt à investir dans une chaise qui pourrait tout aussi bien être un trône pour un roi (ou une reine) du télétravail, allez-y et plongez dans cet océan de créativité. Juste n'oubliez pas de faire une pause pour admirer votre chef-d'œuvre ergonomique. Qui sait, peut-être qu'un jour, il sera exposé dans un musée pour le plus grand plaisir de l'humanité.

    #HermanMiller #ChaisesArt #Ergonomie #Design #Lifestyle
    Herman Miller, la marque emblématique des chaises qui coûtent le prix d'une petite voiture, a décidé de faire équipe avec deux artistes new-yorkais. Oui, vous avez bien entendu, deux artistes ! Quoi de mieux pour transformer un objet du quotidien, comme une chaise de bureau ergonomique, en œuvre d'art ! Parce que, soyons honnêtes, qui ne rêve pas de passer des heures à travailler, tout en admirant une pièce qui pourrait aussi bien être exposée dans un musée ? Imaginez la scène : vous êtes assis sur votre nouvelle chaise "artiste", en train de répondre à des e-mails à 2 heures du matin, mais avec la sensation que votre dos est protégé. Voilà le summum du luxe moderne ! Qui a besoin de vacances tropicales quand on peut se blottir dans le confort d'une chaise qui vous crie à chaque minute : "Regarde comme je suis élégant, tu devrais prendre une photo pour Instagram" ? Ces artistes de New York ont sûrement dû passer des heures à concevoir ces merveilles. Peut-être qu'ils ont même pris des cours de yoga pour s'assurer que chaque courbe de la chaise soit non seulement esthétique, mais aussi bénéfique pour votre posture. Après tout, qui a besoin d'un bon ergonomique si on peut avoir une chaise qui ressemble à une sculpture moderne, n’est-ce pas ? Et puis, parlons du prix. Bien sûr, il n'y a rien de mieux qu'une chaise qui vous permet de vous asseoir confortablement tout en ruinant votre budget pour le mois. Mais regardez le bon côté des choses, au moins vous aurez une belle pièce à montrer à vos visiteurs, pour leur prouver que vous avez un bon goût… même si vous devez manger des pâtes instantanées pendant quelques semaines. En fin de compte, ce partenariat entre Herman Miller et ces artistes new-yorkais est la preuve que l'art et le confort peuvent coexister. Mais à quel prix ? La réponse, mes amis, réside dans le nombre de dos cassés et de portefeuilles légers qui pleurent. Alors, si vous êtes prêt à investir dans une chaise qui pourrait tout aussi bien être un trône pour un roi (ou une reine) du télétravail, allez-y et plongez dans cet océan de créativité. Juste n'oubliez pas de faire une pause pour admirer votre chef-d'œuvre ergonomique. Qui sait, peut-être qu'un jour, il sera exposé dans un musée pour le plus grand plaisir de l'humanité. #HermanMiller #ChaisesArt #Ergonomie #Design #Lifestyle
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  • Bonjour à tous ! Aujourd’hui, je veux vous parler d’un sujet qui nous touche tous : l’énergie utilisée par l’intelligence artificielle (IA) ! ⚡️ C’est vrai, on entend souvent parler des merveilles de l’IA, mais peu de gens savent combien d’énergie elle consomme réellement. C’est un mystère qui suscite beaucoup de curiosité et, je l’espère, de motivation pour nous tous !

    D’un côté, nous avons cette technologie incroyable qui transforme notre monde, et de l’autre, cette question cruciale : combien d’énergie cela nécessite-t-il ? Des études émergent pour tenter de répondre à cette énigme, mais les entreprises qui développent ces modèles populaires gardent leurs émissions de carbone secrètes. C’est un défi, mais cela ne doit pas nous décourager ! Au contraire, cela nous pousse à en apprendre davantage et à nous interroger sur notre impact environnemental.

    Imaginez un futur où nous pouvons allier innovation technologique et durabilité ! L’IA a le potentiel d’améliorer notre quotidien, d’optimiser nos ressources et de nous aider à résoudre de nombreux problèmes, y compris ceux liés à l’environnement. Et alors que nous nous informons sur l’énergie que consomme l’IA, nous pouvons également réfléchir à des solutions pour réduire son empreinte carbone.

    Chaque pas que nous faisons vers une meilleure compréhension de l’énergie utilisée par l’IA est une victoire. En partageant des connaissances et en encourageant des pratiques durables, nous pouvons tous contribuer à un avenir plus vert. N’oublions pas que chaque action compte, même les plus petites peuvent faire une grande différence !

    Alors, n’ayez pas peur de poser des questions ! Recherchez, discutez et partagez vos idées avec votre communauté. Ensemble, nous pouvons créer un mouvement qui non seulement célèbre les avancées de l’IA, mais qui le fait de manière responsable et consciente de notre planète.

    Restons optimistes, soyons engagés et continuons à avancer vers un avenir meilleur, où la technologie et la durabilité coexistent harmonieusement !

    #IntelligenceArtificielle #ÉnergieDurable #InnovationVerte #TechnologieResponsable #AvenirSoutenable
    🌟 Bonjour à tous ! Aujourd’hui, je veux vous parler d’un sujet qui nous touche tous : l’énergie utilisée par l’intelligence artificielle (IA) ! ⚡️ C’est vrai, on entend souvent parler des merveilles de l’IA, mais peu de gens savent combien d’énergie elle consomme réellement. C’est un mystère qui suscite beaucoup de curiosité et, je l’espère, de motivation pour nous tous ! 💪 D’un côté, nous avons cette technologie incroyable qui transforme notre monde, et de l’autre, cette question cruciale : combien d’énergie cela nécessite-t-il ? 🌍 Des études émergent pour tenter de répondre à cette énigme, mais les entreprises qui développent ces modèles populaires gardent leurs émissions de carbone secrètes. 🤔 C’est un défi, mais cela ne doit pas nous décourager ! Au contraire, cela nous pousse à en apprendre davantage et à nous interroger sur notre impact environnemental. Imaginez un futur où nous pouvons allier innovation technologique et durabilité ! 🤩 L’IA a le potentiel d’améliorer notre quotidien, d’optimiser nos ressources et de nous aider à résoudre de nombreux problèmes, y compris ceux liés à l’environnement. Et alors que nous nous informons sur l’énergie que consomme l’IA, nous pouvons également réfléchir à des solutions pour réduire son empreinte carbone. 🌱 Chaque pas que nous faisons vers une meilleure compréhension de l’énergie utilisée par l’IA est une victoire. 🎉 En partageant des connaissances et en encourageant des pratiques durables, nous pouvons tous contribuer à un avenir plus vert. N’oublions pas que chaque action compte, même les plus petites peuvent faire une grande différence ! ✨ Alors, n’ayez pas peur de poser des questions ! Recherchez, discutez et partagez vos idées avec votre communauté. Ensemble, nous pouvons créer un mouvement qui non seulement célèbre les avancées de l’IA, mais qui le fait de manière responsable et consciente de notre planète. 🌈 Restons optimistes, soyons engagés et continuons à avancer vers un avenir meilleur, où la technologie et la durabilité coexistent harmonieusement ! 💚 #IntelligenceArtificielle #ÉnergieDurable #InnovationVerte #TechnologieResponsable #AvenirSoutenable
    How Much Energy Does AI Use? The People Who Know Aren’t Saying
    A growing body of research attempts to put a number on energy use and AI—even as the companies behind the most popular models keep their carbon emissions a secret.
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  • Ah, the return of our beloved explorer, Dora, in her latest escapade titled "Dora: Sauvetage en Forêt Tropicale." Because, apparently, nothing says "family-friendly gaming" quite like a young girl wandering through tropical forests, rescuing animals while dodging the existential crises of adulthood. Who needs therapy when you have a backpack and a map?

    Let’s take a moment to appreciate the sheer brilliance of this revival. Outright Games has effortlessly combined the thrill of adventure with the heart-pounding urgency of saving woodland creatures. After all, what’s more heartwarming than an eight-year-old girl taking on the responsibility of environmental conservation? I mean, forget about global warming or deforestation—Dora’s here with her trusty monkey sidekick Boots, ready to tackle the big issues one rescued parrot at a time.

    And let’s not overlook the gameplay mechanics! I can only imagine the gripping challenges players face: navigating through dense vegetation, decoding the mysteries of map reading, and, of course, responding to the ever-pressing question, “What’s your favorite color?” Talk about raising the stakes. Who knew that the path to saving the tropical forest could be so exhilarating? It’s like combining Indiana Jones with a kindergarten art class.

    Now, for those who might be skeptical about the educational value of this game, fear not! Dora is back to teach kids about teamwork, problem-solving, and of course, how to avoid the dreaded “swiper” who’s always lurking around trying to swipe your fun. It’s a metaphor for life, really—because who among us hasn’t faced the looming threat of someone trying to steal our joy?

    And let’s be honest, in a world where kids are bombarded by screens, what better way to engage them than instructing them on how to save a fictional rainforest? It’s the kind of hands-on experience that’ll surely translate into real-world action—right after they finish their homework, of course. Because nothing inspires a child to care about ecology quite like a virtual rescue mission where they can hit “restart” anytime things go south.

    In conclusion, "Dora: Sauvetage en Forêt Tropicale" isn’t just a game; it’s an experience that will undoubtedly shape the minds of future environmentalists, one pixel at a time. So gear up, parents! Your children are about to embark on an adventure that will prepare them for the harsh realities of life, or at least until dinner time when they’re suddenly too busy to save any forests.

    #DoraTheExplorer #FamilyGaming #TropicalAdventure #EcoFriendlyFun #GamingForKids
    Ah, the return of our beloved explorer, Dora, in her latest escapade titled "Dora: Sauvetage en Forêt Tropicale." Because, apparently, nothing says "family-friendly gaming" quite like a young girl wandering through tropical forests, rescuing animals while dodging the existential crises of adulthood. Who needs therapy when you have a backpack and a map? Let’s take a moment to appreciate the sheer brilliance of this revival. Outright Games has effortlessly combined the thrill of adventure with the heart-pounding urgency of saving woodland creatures. After all, what’s more heartwarming than an eight-year-old girl taking on the responsibility of environmental conservation? I mean, forget about global warming or deforestation—Dora’s here with her trusty monkey sidekick Boots, ready to tackle the big issues one rescued parrot at a time. And let’s not overlook the gameplay mechanics! I can only imagine the gripping challenges players face: navigating through dense vegetation, decoding the mysteries of map reading, and, of course, responding to the ever-pressing question, “What’s your favorite color?” Talk about raising the stakes. Who knew that the path to saving the tropical forest could be so exhilarating? It’s like combining Indiana Jones with a kindergarten art class. Now, for those who might be skeptical about the educational value of this game, fear not! Dora is back to teach kids about teamwork, problem-solving, and of course, how to avoid the dreaded “swiper” who’s always lurking around trying to swipe your fun. It’s a metaphor for life, really—because who among us hasn’t faced the looming threat of someone trying to steal our joy? And let’s be honest, in a world where kids are bombarded by screens, what better way to engage them than instructing them on how to save a fictional rainforest? It’s the kind of hands-on experience that’ll surely translate into real-world action—right after they finish their homework, of course. Because nothing inspires a child to care about ecology quite like a virtual rescue mission where they can hit “restart” anytime things go south. In conclusion, "Dora: Sauvetage en Forêt Tropicale" isn’t just a game; it’s an experience that will undoubtedly shape the minds of future environmentalists, one pixel at a time. So gear up, parents! Your children are about to embark on an adventure that will prepare them for the harsh realities of life, or at least until dinner time when they’re suddenly too busy to save any forests. #DoraTheExplorer #FamilyGaming #TropicalAdventure #EcoFriendlyFun #GamingForKids
    Dora l’exploratrice reprend l’aventure dans son nouveau jeu, Dora: Sauvetage en Forêt Tropicale
    ActuGaming.net Dora l’exploratrice reprend l’aventure dans son nouveau jeu, Dora: Sauvetage en Forêt Tropicale Outright Games s’est aujourd’hui spécialisé dans les jeux à destination d’un public familial en obtenant [&#
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