• Android 16 update reveals the sinister reality of covert surveillance methods, but guess what? It only does so under restrictive conditions! This is an absolute disgrace! Instead of empowering users with full transparency, they throw us breadcrumbs and expect gratitude. What’s the point of unveiling surveillance tactics if you’re still shackled by their terms? It’s infuriating to see the tech giants play this game while our privacy is left hanging by a thread. We deserve better! It’s time to demand unfiltered access and stop accepting these pathetic “conditions” that only serve to maintain control. Stand up and demand your rights!

    #Android16 #Surveillance #PrivacyMatters #TechCritique #ConsumerRights
    Android 16 update reveals the sinister reality of covert surveillance methods, but guess what? It only does so under restrictive conditions! This is an absolute disgrace! Instead of empowering users with full transparency, they throw us breadcrumbs and expect gratitude. What’s the point of unveiling surveillance tactics if you’re still shackled by their terms? It’s infuriating to see the tech giants play this game while our privacy is left hanging by a thread. We deserve better! It’s time to demand unfiltered access and stop accepting these pathetic “conditions” that only serve to maintain control. Stand up and demand your rights! #Android16 #Surveillance #PrivacyMatters #TechCritique #ConsumerRights
    ARABHARDWARE.NET
    تحديث أندرويد 16 يكشف أساليب المراقبة السرية… ولكن بشروط
    The post تحديث أندرويد 16 يكشف أساليب المراقبة السرية… ولكن بشروط appeared first on عرب هاردوير.
    1 Kommentare 0 Anteile
  • Schedule 1 Patch Notes Includes Off-Road Skateboard

    Schedule 1, the silly-looking drug-dealing game that took the gaming community by storm a few months back, got a new patch today, and it's headlined by the addition of an off-road skateboard. It also includes some bug fixes, tweaks, and improvements, such as a change to how stamina is consumed while skateboarding.The off-road skateboard is added to the inventory on sale at the Shred Shack, where it'll cost you While minor in the grand scheme of things, it lets you live out your mountain-boarding dreams. If you're of a certain age, it might even let you reminisce about the mountain-board levels in Rocket Power: Beach Bandits for the PS2.This patch also tweaks a couple of other skateboarding-related things. First, the developer notes that it implemented some minor changes for skateboard animations. Second, stamina consumption while on a skateboard has changed from instantaneous to gradual, which will likely smooth out the skateboarding experience.Continue Reading at GameSpot
    #schedule #patch #notes #includes #offroad
    Schedule 1 Patch Notes Includes Off-Road Skateboard
    Schedule 1, the silly-looking drug-dealing game that took the gaming community by storm a few months back, got a new patch today, and it's headlined by the addition of an off-road skateboard. It also includes some bug fixes, tweaks, and improvements, such as a change to how stamina is consumed while skateboarding.The off-road skateboard is added to the inventory on sale at the Shred Shack, where it'll cost you While minor in the grand scheme of things, it lets you live out your mountain-boarding dreams. If you're of a certain age, it might even let you reminisce about the mountain-board levels in Rocket Power: Beach Bandits for the PS2.This patch also tweaks a couple of other skateboarding-related things. First, the developer notes that it implemented some minor changes for skateboard animations. Second, stamina consumption while on a skateboard has changed from instantaneous to gradual, which will likely smooth out the skateboarding experience.Continue Reading at GameSpot #schedule #patch #notes #includes #offroad
    WWW.GAMESPOT.COM
    Schedule 1 Patch Notes Includes Off-Road Skateboard
    Schedule 1, the silly-looking drug-dealing game that took the gaming community by storm a few months back, got a new patch today, and it's headlined by the addition of an off-road skateboard. It also includes some bug fixes, tweaks, and improvements, such as a change to how stamina is consumed while skateboarding.The off-road skateboard is added to the inventory on sale at the Shred Shack, where it'll cost you $1,500. While minor in the grand scheme of things, it lets you live out your mountain-boarding dreams. If you're of a certain age, it might even let you reminisce about the mountain-board levels in Rocket Power: Beach Bandits for the PS2.This patch also tweaks a couple of other skateboarding-related things. First, the developer notes that it implemented some minor changes for skateboard animations. Second, stamina consumption while on a skateboard has changed from instantaneous to gradual, which will likely smooth out the skateboarding experience.Continue Reading at GameSpot
    0 Kommentare 0 Anteile
  • 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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  • Turning Points: Accept & Proceed

    12 June, 2025

    In our turning points series, design studios share some of the key moments that shaped their business. This week, we meet Accept & Proceed.

    Accept & Proceed is a London based brand and design studio that works with clients like NASA, Nike and LEGO.
    Founder David Johnston talks us through some of the decisions that defined his business.
    In 2006, Johnston took the leap to start his own business, armed with a good name and a willingness to bend the truth about his team…
    I’d gone through my career learning from big organisations, and one small organisation, and I felt like I wasn’t happy where I was. It was my dad who encouraged me to take a leap of faith and try and go it alone. With nothing more than a month’s wages in the bank and a lot of energy, I decided to go and set up an agency.
    That really just means giving yourself a name and starting to promote yourself in the world.
    Accept & Proceed founder David Johnston
    I think the name itself is a very important thing. I wanted something that was memorable but also layered in meaning. A name that starts with an “a” is very beneficial when you’re being listed in the index of books and things like that.
    But it became a bit of a compass for the way that we wanted to create work, around accepting the status quo for what it is, but with a continual commitment to proceed nonetheless.
    Because I didn’t have anyone to work with, in those early months I just made up email addresses of people that didn’t exist. That allowed me to cost projects up for multiple people. That’s obviously a degree of hustle I wouldn’t encourage in everyone, but it meant I was able to charge multiple day rates for projects where I was playing the role of four or five people.
    Self-initiated projects have long been part of the studio’s DNA and played a key role in building key client relationships.
    A&P by… was a brief to explore these letterforms without any commercial intent apart from the joy of creative expression. I started reaching out to illustrators and artists and photographers and designers that I really rated, and the things that started coming back were incredible.
    I was overwhelmed by the amount of energy and passion that people like Mr Bingo and Jason Evans were bringing to this.
    I think in so many ways, the answer to everything is community. I’ve gone on to work with a lot of the people that created these, and they also became friends. It was an early example of dissolving these illusionary boundaries around what an agency might be, but also expanding and amplifying your potential.
    The first of Accept & Proceed’s Light Calendars
    Then in 2006, I was trying to establish our portfolio and I wanted something to send out into the world that would also be an example of how Accept & Proceed thinks about design. I landed on these data visualisations that show the amount of light and darkness that would happen in London in the year ahead.
    I worked with a freelance designer called Stephen Heath on the first one – he is now our creative director.
    This kickstarted a 10-year exploration, and they became a rite of passage for new designers that came into the studio, to take that very similar data and express it in completely new ways. It culminated in an exhibition in London in 2016, showing ten years’ of prints.
    They were a labour of love, but they also meant that every single year we had a number of prints that we could send out to new potential contacts. Still when I go to the global headquarters of Nike in Beaverton in Portland, I’m amazed at how many of these sit in leaders’ offices there.
    When we first got a finance director, they couldn’t believe how much we’d invested as a business in things like this – we even had our own gallery for a while. It doesn’t make sense from a purely numbers mindset, but if you put things out there for authentic reasons, there are ripple effects over time.
    In 2017, the studio became a B-corp, the fourth creative agency in the UK to get this accreditation.
    Around 2016, I couldn’t help but look around – as we probably all have at varying points over the last 10 years – and wondered, what the fuck is going on?
    All these systems are not fit for purpose for the future – financial systems, food systems, relationship systems, energy systems. They’re not working. And I was like shit, are we part of the problem?
    Accept & Proceed’s work for the NASA Jet Propulsion Laboratory
    I’ve always thought of brand as a piece of technology that can fundamentally change our actions and the world around us. That comes with a huge responsibility.
    We probably paid four months’ wages of two people full-time just to get accredited, so it’s quite a high bar. But I like that the programme shackles you to this idea of improvement. You can’t rest on your laurels if you want to be re-accredited. It’s like the way design works as an iterative process – you have to keep getting better.
    In 2019, Johnston and his team started thinking seriously about the studio’s own brand, and created a punchy, nuanced new positioning.
    We got to a point where we’d proven we could help brands achieve their commercial aims. But we wanted to hold a position ourselves, not just be a conduit between a brand and its audience.
    It still amazes me that so few agencies actually stand for anything. We realised that all the things – vision, mission, principles – that we’ve been creating for brands for years, we hadn’t done for ourselves.
    It’s a bit like when you see a hairdresser with a really dodgy haircut. But it’s hard to cut your own hair.
    So we went through that process, which was really difficult, and we landed on “Design for the future” as our promise to the world.
    And if you’re going to have that as a promise, you better be able to describe the world you’re creating through your work, which we call “the together world.”
    Accept & Proceed’s work for Second Sea
    We stand at this most incredible moment in history where the latest technology and science is catching up with ancient wisdom, to know that we must become more entangled, more together, more whole.
    And we’ve assessed five global shifts that are happening in order to be able to take us towards a more together world through our work – interbeing, reciprocity, healing, resilience and liberation.
    The year before last, we lost three global rebrand projects based on our positioning. Every one of them said to me, “You’re right but we’re not ready.”
    But this year, I think the product market fit of what we’ve been saying for the last five years is really starting to mesh. We’re working with Arc’teryx on their 2030 landscape, evolving Nike’s move to zero, and working with LEGO on what their next 100 years might look like, which is mind-boggling work.
    I don’t think we could have won any of those opportunities had we not been talking for quite a long time about design for the future.
    In 2023, Johnston started a sunrise gathering on Hackney Marshes, which became a very significant part of his life.
    I had the flu and I had a vision in my dreamy fluey state of a particular spot on Hackney Marshes where people were gathering and watching the sunrise. I happened to tell my friend, the poet Thomas Sharp this, and he said, “That’s a premonition. You have to make it happen.”
    The first year there were five of us – this year there were 300 people for the spring equinox in March.
    I don’t fully know what these gatherings will lead to. Will Accept & Proceed start to introduce the seasons to the way we operate as a business? It’s a thought I’ve had percolating, but I don’t know. Will it be something else?
    One of the 2024 sunrise gatherings organised by Accept & Proceed founder David Johnston
    I do know that there’s major learnings around authentic community building for brands. We should do away with these buckets we put people into, of age group and location. They aren’t very true. It’s fascinating to see the breadth of people who come to these gatherings.
    Me and Laura were thinking at some point of moving out of London, but I think these sunrise gatherings are now my reason to stay. It’s the thing I didn’t know I needed until I had it. They have made London complete for me.
    There’s something so ancient about watching our star rise, and the reminder that we are actually just animals crawling upon the surface of a planet of mud. That’s what’s real. But it can be hard to remember that when you’re sitting at your computer in the studio.
    These gatherings help me better understand creativity’s true potential, for brands, for the world, and for us.

    Design disciplines in this article

    Brands in this article

    What to read next

    Features

    Turning Points: Cultural branding agency EDIT

    Brand Identity
    20 Nov, 2024
    #turning #points #accept #ampamp #proceed
    Turning Points: Accept & Proceed
    12 June, 2025 In our turning points series, design studios share some of the key moments that shaped their business. This week, we meet Accept & Proceed. Accept & Proceed is a London based brand and design studio that works with clients like NASA, Nike and LEGO. Founder David Johnston talks us through some of the decisions that defined his business. In 2006, Johnston took the leap to start his own business, armed with a good name and a willingness to bend the truth about his team… I’d gone through my career learning from big organisations, and one small organisation, and I felt like I wasn’t happy where I was. It was my dad who encouraged me to take a leap of faith and try and go it alone. With nothing more than a month’s wages in the bank and a lot of energy, I decided to go and set up an agency. That really just means giving yourself a name and starting to promote yourself in the world. Accept & Proceed founder David Johnston I think the name itself is a very important thing. I wanted something that was memorable but also layered in meaning. A name that starts with an “a” is very beneficial when you’re being listed in the index of books and things like that. But it became a bit of a compass for the way that we wanted to create work, around accepting the status quo for what it is, but with a continual commitment to proceed nonetheless. Because I didn’t have anyone to work with, in those early months I just made up email addresses of people that didn’t exist. That allowed me to cost projects up for multiple people. That’s obviously a degree of hustle I wouldn’t encourage in everyone, but it meant I was able to charge multiple day rates for projects where I was playing the role of four or five people. Self-initiated projects have long been part of the studio’s DNA and played a key role in building key client relationships. A&P by… was a brief to explore these letterforms without any commercial intent apart from the joy of creative expression. I started reaching out to illustrators and artists and photographers and designers that I really rated, and the things that started coming back were incredible. I was overwhelmed by the amount of energy and passion that people like Mr Bingo and Jason Evans were bringing to this. I think in so many ways, the answer to everything is community. I’ve gone on to work with a lot of the people that created these, and they also became friends. It was an early example of dissolving these illusionary boundaries around what an agency might be, but also expanding and amplifying your potential. The first of Accept & Proceed’s Light Calendars Then in 2006, I was trying to establish our portfolio and I wanted something to send out into the world that would also be an example of how Accept & Proceed thinks about design. I landed on these data visualisations that show the amount of light and darkness that would happen in London in the year ahead. I worked with a freelance designer called Stephen Heath on the first one – he is now our creative director. This kickstarted a 10-year exploration, and they became a rite of passage for new designers that came into the studio, to take that very similar data and express it in completely new ways. It culminated in an exhibition in London in 2016, showing ten years’ of prints. They were a labour of love, but they also meant that every single year we had a number of prints that we could send out to new potential contacts. Still when I go to the global headquarters of Nike in Beaverton in Portland, I’m amazed at how many of these sit in leaders’ offices there. When we first got a finance director, they couldn’t believe how much we’d invested as a business in things like this – we even had our own gallery for a while. It doesn’t make sense from a purely numbers mindset, but if you put things out there for authentic reasons, there are ripple effects over time. In 2017, the studio became a B-corp, the fourth creative agency in the UK to get this accreditation. Around 2016, I couldn’t help but look around – as we probably all have at varying points over the last 10 years – and wondered, what the fuck is going on? All these systems are not fit for purpose for the future – financial systems, food systems, relationship systems, energy systems. They’re not working. And I was like shit, are we part of the problem? Accept & Proceed’s work for the NASA Jet Propulsion Laboratory I’ve always thought of brand as a piece of technology that can fundamentally change our actions and the world around us. That comes with a huge responsibility. We probably paid four months’ wages of two people full-time just to get accredited, so it’s quite a high bar. But I like that the programme shackles you to this idea of improvement. You can’t rest on your laurels if you want to be re-accredited. It’s like the way design works as an iterative process – you have to keep getting better. In 2019, Johnston and his team started thinking seriously about the studio’s own brand, and created a punchy, nuanced new positioning. We got to a point where we’d proven we could help brands achieve their commercial aims. But we wanted to hold a position ourselves, not just be a conduit between a brand and its audience. It still amazes me that so few agencies actually stand for anything. We realised that all the things – vision, mission, principles – that we’ve been creating for brands for years, we hadn’t done for ourselves. It’s a bit like when you see a hairdresser with a really dodgy haircut. But it’s hard to cut your own hair. So we went through that process, which was really difficult, and we landed on “Design for the future” as our promise to the world. And if you’re going to have that as a promise, you better be able to describe the world you’re creating through your work, which we call “the together world.” Accept & Proceed’s work for Second Sea We stand at this most incredible moment in history where the latest technology and science is catching up with ancient wisdom, to know that we must become more entangled, more together, more whole. And we’ve assessed five global shifts that are happening in order to be able to take us towards a more together world through our work – interbeing, reciprocity, healing, resilience and liberation. The year before last, we lost three global rebrand projects based on our positioning. Every one of them said to me, “You’re right but we’re not ready.” But this year, I think the product market fit of what we’ve been saying for the last five years is really starting to mesh. We’re working with Arc’teryx on their 2030 landscape, evolving Nike’s move to zero, and working with LEGO on what their next 100 years might look like, which is mind-boggling work. I don’t think we could have won any of those opportunities had we not been talking for quite a long time about design for the future. In 2023, Johnston started a sunrise gathering on Hackney Marshes, which became a very significant part of his life. I had the flu and I had a vision in my dreamy fluey state of a particular spot on Hackney Marshes where people were gathering and watching the sunrise. I happened to tell my friend, the poet Thomas Sharp this, and he said, “That’s a premonition. You have to make it happen.” The first year there were five of us – this year there were 300 people for the spring equinox in March. I don’t fully know what these gatherings will lead to. Will Accept & Proceed start to introduce the seasons to the way we operate as a business? It’s a thought I’ve had percolating, but I don’t know. Will it be something else? One of the 2024 sunrise gatherings organised by Accept & Proceed founder David Johnston I do know that there’s major learnings around authentic community building for brands. We should do away with these buckets we put people into, of age group and location. They aren’t very true. It’s fascinating to see the breadth of people who come to these gatherings. Me and Laura were thinking at some point of moving out of London, but I think these sunrise gatherings are now my reason to stay. It’s the thing I didn’t know I needed until I had it. They have made London complete for me. There’s something so ancient about watching our star rise, and the reminder that we are actually just animals crawling upon the surface of a planet of mud. That’s what’s real. But it can be hard to remember that when you’re sitting at your computer in the studio. These gatherings help me better understand creativity’s true potential, for brands, for the world, and for us. Design disciplines in this article Brands in this article What to read next Features Turning Points: Cultural branding agency EDIT Brand Identity 20 Nov, 2024 #turning #points #accept #ampamp #proceed
    WWW.DESIGNWEEK.CO.UK
    Turning Points: Accept & Proceed
    12 June, 2025 In our turning points series, design studios share some of the key moments that shaped their business. This week, we meet Accept & Proceed. Accept & Proceed is a London based brand and design studio that works with clients like NASA, Nike and LEGO. Founder David Johnston talks us through some of the decisions that defined his business. In 2006, Johnston took the leap to start his own business, armed with a good name and a willingness to bend the truth about his team… I’d gone through my career learning from big organisations, and one small organisation, and I felt like I wasn’t happy where I was. It was my dad who encouraged me to take a leap of faith and try and go it alone. With nothing more than a month’s wages in the bank and a lot of energy, I decided to go and set up an agency. That really just means giving yourself a name and starting to promote yourself in the world. Accept & Proceed founder David Johnston I think the name itself is a very important thing. I wanted something that was memorable but also layered in meaning. A name that starts with an “a” is very beneficial when you’re being listed in the index of books and things like that. But it became a bit of a compass for the way that we wanted to create work, around accepting the status quo for what it is, but with a continual commitment to proceed nonetheless. Because I didn’t have anyone to work with, in those early months I just made up email addresses of people that didn’t exist. That allowed me to cost projects up for multiple people. That’s obviously a degree of hustle I wouldn’t encourage in everyone, but it meant I was able to charge multiple day rates for projects where I was playing the role of four or five people. Self-initiated projects have long been part of the studio’s DNA and played a key role in building key client relationships. A&P by… was a brief to explore these letterforms without any commercial intent apart from the joy of creative expression. I started reaching out to illustrators and artists and photographers and designers that I really rated, and the things that started coming back were incredible. I was overwhelmed by the amount of energy and passion that people like Mr Bingo and Jason Evans were bringing to this. I think in so many ways, the answer to everything is community. I’ve gone on to work with a lot of the people that created these, and they also became friends. It was an early example of dissolving these illusionary boundaries around what an agency might be, but also expanding and amplifying your potential. The first of Accept & Proceed’s Light Calendars Then in 2006, I was trying to establish our portfolio and I wanted something to send out into the world that would also be an example of how Accept & Proceed thinks about design. I landed on these data visualisations that show the amount of light and darkness that would happen in London in the year ahead. I worked with a freelance designer called Stephen Heath on the first one – he is now our creative director. This kickstarted a 10-year exploration, and they became a rite of passage for new designers that came into the studio, to take that very similar data and express it in completely new ways. It culminated in an exhibition in London in 2016, showing ten years’ of prints. They were a labour of love, but they also meant that every single year we had a number of prints that we could send out to new potential contacts. Still when I go to the global headquarters of Nike in Beaverton in Portland, I’m amazed at how many of these sit in leaders’ offices there. When we first got a finance director, they couldn’t believe how much we’d invested as a business in things like this – we even had our own gallery for a while. It doesn’t make sense from a purely numbers mindset, but if you put things out there for authentic reasons, there are ripple effects over time. In 2017, the studio became a B-corp, the fourth creative agency in the UK to get this accreditation. Around 2016, I couldn’t help but look around – as we probably all have at varying points over the last 10 years – and wondered, what the fuck is going on? All these systems are not fit for purpose for the future – financial systems, food systems, relationship systems, energy systems. They’re not working. And I was like shit, are we part of the problem? Accept & Proceed’s work for the NASA Jet Propulsion Laboratory I’ve always thought of brand as a piece of technology that can fundamentally change our actions and the world around us. That comes with a huge responsibility. We probably paid four months’ wages of two people full-time just to get accredited, so it’s quite a high bar. But I like that the programme shackles you to this idea of improvement. You can’t rest on your laurels if you want to be re-accredited. It’s like the way design works as an iterative process – you have to keep getting better. In 2019, Johnston and his team started thinking seriously about the studio’s own brand, and created a punchy, nuanced new positioning. We got to a point where we’d proven we could help brands achieve their commercial aims. But we wanted to hold a position ourselves, not just be a conduit between a brand and its audience. It still amazes me that so few agencies actually stand for anything. We realised that all the things – vision, mission, principles – that we’ve been creating for brands for years, we hadn’t done for ourselves. It’s a bit like when you see a hairdresser with a really dodgy haircut. But it’s hard to cut your own hair. So we went through that process, which was really difficult, and we landed on “Design for the future” as our promise to the world. And if you’re going to have that as a promise, you better be able to describe the world you’re creating through your work, which we call “the together world.” Accept & Proceed’s work for Second Sea We stand at this most incredible moment in history where the latest technology and science is catching up with ancient wisdom, to know that we must become more entangled, more together, more whole. And we’ve assessed five global shifts that are happening in order to be able to take us towards a more together world through our work – interbeing, reciprocity, healing, resilience and liberation. The year before last, we lost three global rebrand projects based on our positioning. Every one of them said to me, “You’re right but we’re not ready.” But this year, I think the product market fit of what we’ve been saying for the last five years is really starting to mesh. We’re working with Arc’teryx on their 2030 landscape, evolving Nike’s move to zero, and working with LEGO on what their next 100 years might look like, which is mind-boggling work. I don’t think we could have won any of those opportunities had we not been talking for quite a long time about design for the future. In 2023, Johnston started a sunrise gathering on Hackney Marshes, which became a very significant part of his life. I had the flu and I had a vision in my dreamy fluey state of a particular spot on Hackney Marshes where people were gathering and watching the sunrise. I happened to tell my friend, the poet Thomas Sharp this, and he said, “That’s a premonition. You have to make it happen.” The first year there were five of us – this year there were 300 people for the spring equinox in March. I don’t fully know what these gatherings will lead to. Will Accept & Proceed start to introduce the seasons to the way we operate as a business? It’s a thought I’ve had percolating, but I don’t know. Will it be something else? One of the 2024 sunrise gatherings organised by Accept & Proceed founder David Johnston I do know that there’s major learnings around authentic community building for brands. We should do away with these buckets we put people into, of age group and location. They aren’t very true. It’s fascinating to see the breadth of people who come to these gatherings. Me and Laura were thinking at some point of moving out of London, but I think these sunrise gatherings are now my reason to stay. It’s the thing I didn’t know I needed until I had it. They have made London complete for me. There’s something so ancient about watching our star rise, and the reminder that we are actually just animals crawling upon the surface of a planet of mud. That’s what’s real. But it can be hard to remember that when you’re sitting at your computer in the studio. These gatherings help me better understand creativity’s true potential, for brands, for the world, and for us. Design disciplines in this article Brands in this article What to read next Features Turning Points: Cultural branding agency EDIT Brand Identity 20 Nov, 2024
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  • Micro Center nerd store fills the Fry’s vacuum with its return to Silicon Valley

    Silicon Valley nerds have been lonelier since Fry’s Electronics shut down in February 2021 in the midst of the pandemic. The electronics store chain was an embodiment of the valley’s tech roots.
    But Micro Center, an electronics retailer from Ohio, has opened its 29th store in Santa Clara, California. And so the nerd kingdom has returned. I see this as a big deal, following up on the opening of the Nintendo store — the second in the country after New York — in San Francisco earlier this month. After years of bad economic news, it’s nice to see signs that the Bay Area is coming back.
    No. To answer your question, nerds cannot live at the Micro Center store.
    But this isn’t just any store. It’s a symbol — a sign that shows tech still has a physical presence in Silicon Valley, in addition to places like the Buck’s Restaurant, the Denny’s where Nvidia started, the Intel Museum, the Computer History Museum, the California Academy of Sciences and the Tech Museum of Innovation. Other historic hangouts for techies like Walker’s Wagon Wheel, Atari’s headquarters, Lion & Compass — even Circuit City — have long since closed. But hey, we’ve got the Micro Center store, and the Apple spaceship is not that far away.
    The grand opening week has been going well and I got a tour of the superstore from Dan Ackerman, a veteran tech journalist who is editor-in-chief at Micro Center News. As I walked into the place, Ackerman was finishing a chat with iFixit, a tech repair publication which has its own space for podcasts inside the store. That was unexpected, as I’ve never seen a store embrace social media in such a way.
    Can you stump the geniuses at the Knowledge Bar at Micro Center?
    Nearby was the Knowledge Bar, where you can get all your tech questions answered — much like the Genius Bars in Apple Stores. And there were repair tables out in the open.
    There are a lot of things for tech enthusiasts can like about Micro Center. First, it’s not as sprawling as Fry’s, which had zany themes like ancient Egypt and a weird mix of electronics goods as well as household appliances, cosmetics, magazines and tons of snack foods.. Fry’s was a store that stereotyped nerds and Silicon Valley, which also had its own HBO television show that carried on the stereotypes.
    Nvidia’s latest RTX 50 Series GPUs were in stock at Micro Center.
    The Micro Center store, by contrast, is smaller at 40,000 square feet and stocked with many more practical nerd items. For the grand opening, this store had the very practical product of more than 4,000 graphics processing unitsin stock from Nvidiaand AMD, Ackerman told me. Some of those graphics cards cost as much as Not to be outdone. AMD has a row of GPUs at Micro Center too.
    “There were people waiting to get to the GPUs,” Ackerman said.
    On display was a gold-plated graphics card that was being auctioned off for charity. It was signed by Jensen Huang, Nvidia CEO.
    Nvidia CEO Jensen Huang signed this GPU being auctioned for charity at Micro Center.
    “I joke that whoever wins the bid should get a Jensen leather jacket as well,” said Ackerman.
    And this Micro Center store has a good locationthat is just a six-minute drive from Apple’s worldwide headquarters anda one-minute walk from the Korean Hair Salon.
    Micro Center had a previous store in Silicon Valley, near Intel’s headquarters in Santa Clara. But that store close in 2012 because the company couldn’t negotiate better terms with the landlord. For its return to the Bay Area, Micro Center bided its time and came back at a time when many other retail chains were failing. It proves that the once proud region — the birthplace of electronics — still merits its own electronics store.
    You can buy dyes for liquid-cooled tubes at Micro Center.
    Sure, we have Target, Best Buy and Walmart selling lots of electronics gear. But there’s nothing like the Akihabara electronics district in Japan, which is full of multi-story electronics stores and gaming arcades.
    But this store is loaded with today’s modern top gear, like AI PCs, Ubiquity home networking gear, and dyes for multi-colored water-cooling systems. Vendors like Razer and Logitech had their own sections. Ackerman was pleased to show me the USB-C to USB-A adapter in stock, among many obscure items. And he showed me the inventory machine that could rotate its stock of 3D-printing filaments and give you the exact SKU that you scanned with a bar code.
    Tech hobbyists can find their love at Micro Center.
    “That’s super fun. I call it Mr. Filaments,” Ackerman said of the inventory robot.
    There’s a section for hobbyists who like single-board computing and DIY projects. There’s a set of video, audio and digital content creation tools for content creators. All told, there are more than 20,000 products and over 100 tech experts who can help. It even has the numbered cashier locations where you can check out — the same kind of checkout stands that Fry’s had.
    The Mr. Filaments robot inventory system at Micro Center.
    Customers can receive authorized computer service for brands like Apple, Dell, and HP, benefiting from same-day diagnostics and repairs, thanks to over 3,000 parts on hand through partnerships with leading OEMs. I only wish it had a help desk for Comcast.
    Micro Center has gear to entertain geeks.
    Micro Center started in 1979 in Columbus, Ohio. It’s a surprise there aren’t more nerd stores, given how ubiquitous tech is around the world these days.
    But Ackerman said, “These guys are really doing it right, picking and choosing, finding the right cities, finding the right locations. That’s why Charlotte is great. Miami is a big tech hub, especially for health tech. And we’re literally five minutes away from Apple headquarters and plenty of other places. People from HP and Nvidia and other companies are coming in today to hang out.”
    “Even though this store is big, the CEOis really into curation, making sure it’s the right mix of stuff. He’s making sure it doesn’t go too far afield. So you’re not going to come in here and find, you know, hair dryers or lawncare equipment,” Ackerman said. “You’re going to find computer and home entertainment stuff, and DIY gear. There are components, just like in a Radio Shack, that hobbyists care about.”
    Dan Ackerman knows how to install a TV on your wall.
    As for the Micro Center News, Ackerman told me he has around 10 regular contributors and 20 more freelancers writing gadget reviews and other stories about tech gear. It is a kind of refuge for that vanishing breed of professional tech journalists. No wonder I was so nostalgic visiting Micro Center.
    #micro #center #nerd #store #fills
    Micro Center nerd store fills the Fry’s vacuum with its return to Silicon Valley
    Silicon Valley nerds have been lonelier since Fry’s Electronics shut down in February 2021 in the midst of the pandemic. The electronics store chain was an embodiment of the valley’s tech roots. But Micro Center, an electronics retailer from Ohio, has opened its 29th store in Santa Clara, California. And so the nerd kingdom has returned. I see this as a big deal, following up on the opening of the Nintendo store — the second in the country after New York — in San Francisco earlier this month. After years of bad economic news, it’s nice to see signs that the Bay Area is coming back. No. To answer your question, nerds cannot live at the Micro Center store. But this isn’t just any store. It’s a symbol — a sign that shows tech still has a physical presence in Silicon Valley, in addition to places like the Buck’s Restaurant, the Denny’s where Nvidia started, the Intel Museum, the Computer History Museum, the California Academy of Sciences and the Tech Museum of Innovation. Other historic hangouts for techies like Walker’s Wagon Wheel, Atari’s headquarters, Lion & Compass — even Circuit City — have long since closed. But hey, we’ve got the Micro Center store, and the Apple spaceship is not that far away. The grand opening week has been going well and I got a tour of the superstore from Dan Ackerman, a veteran tech journalist who is editor-in-chief at Micro Center News. As I walked into the place, Ackerman was finishing a chat with iFixit, a tech repair publication which has its own space for podcasts inside the store. That was unexpected, as I’ve never seen a store embrace social media in such a way. Can you stump the geniuses at the Knowledge Bar at Micro Center? Nearby was the Knowledge Bar, where you can get all your tech questions answered — much like the Genius Bars in Apple Stores. And there were repair tables out in the open. There are a lot of things for tech enthusiasts can like about Micro Center. First, it’s not as sprawling as Fry’s, which had zany themes like ancient Egypt and a weird mix of electronics goods as well as household appliances, cosmetics, magazines and tons of snack foods.. Fry’s was a store that stereotyped nerds and Silicon Valley, which also had its own HBO television show that carried on the stereotypes. Nvidia’s latest RTX 50 Series GPUs were in stock at Micro Center. The Micro Center store, by contrast, is smaller at 40,000 square feet and stocked with many more practical nerd items. For the grand opening, this store had the very practical product of more than 4,000 graphics processing unitsin stock from Nvidiaand AMD, Ackerman told me. Some of those graphics cards cost as much as Not to be outdone. AMD has a row of GPUs at Micro Center too. “There were people waiting to get to the GPUs,” Ackerman said. On display was a gold-plated graphics card that was being auctioned off for charity. It was signed by Jensen Huang, Nvidia CEO. Nvidia CEO Jensen Huang signed this GPU being auctioned for charity at Micro Center. “I joke that whoever wins the bid should get a Jensen leather jacket as well,” said Ackerman. And this Micro Center store has a good locationthat is just a six-minute drive from Apple’s worldwide headquarters anda one-minute walk from the Korean Hair Salon. Micro Center had a previous store in Silicon Valley, near Intel’s headquarters in Santa Clara. But that store close in 2012 because the company couldn’t negotiate better terms with the landlord. For its return to the Bay Area, Micro Center bided its time and came back at a time when many other retail chains were failing. It proves that the once proud region — the birthplace of electronics — still merits its own electronics store. You can buy dyes for liquid-cooled tubes at Micro Center. Sure, we have Target, Best Buy and Walmart selling lots of electronics gear. But there’s nothing like the Akihabara electronics district in Japan, which is full of multi-story electronics stores and gaming arcades. But this store is loaded with today’s modern top gear, like AI PCs, Ubiquity home networking gear, and dyes for multi-colored water-cooling systems. Vendors like Razer and Logitech had their own sections. Ackerman was pleased to show me the USB-C to USB-A adapter in stock, among many obscure items. And he showed me the inventory machine that could rotate its stock of 3D-printing filaments and give you the exact SKU that you scanned with a bar code. Tech hobbyists can find their love at Micro Center. “That’s super fun. I call it Mr. Filaments,” Ackerman said of the inventory robot. There’s a section for hobbyists who like single-board computing and DIY projects. There’s a set of video, audio and digital content creation tools for content creators. All told, there are more than 20,000 products and over 100 tech experts who can help. It even has the numbered cashier locations where you can check out — the same kind of checkout stands that Fry’s had. The Mr. Filaments robot inventory system at Micro Center. Customers can receive authorized computer service for brands like Apple, Dell, and HP, benefiting from same-day diagnostics and repairs, thanks to over 3,000 parts on hand through partnerships with leading OEMs. I only wish it had a help desk for Comcast. Micro Center has gear to entertain geeks. Micro Center started in 1979 in Columbus, Ohio. It’s a surprise there aren’t more nerd stores, given how ubiquitous tech is around the world these days. But Ackerman said, “These guys are really doing it right, picking and choosing, finding the right cities, finding the right locations. That’s why Charlotte is great. Miami is a big tech hub, especially for health tech. And we’re literally five minutes away from Apple headquarters and plenty of other places. People from HP and Nvidia and other companies are coming in today to hang out.” “Even though this store is big, the CEOis really into curation, making sure it’s the right mix of stuff. He’s making sure it doesn’t go too far afield. So you’re not going to come in here and find, you know, hair dryers or lawncare equipment,” Ackerman said. “You’re going to find computer and home entertainment stuff, and DIY gear. There are components, just like in a Radio Shack, that hobbyists care about.” Dan Ackerman knows how to install a TV on your wall. As for the Micro Center News, Ackerman told me he has around 10 regular contributors and 20 more freelancers writing gadget reviews and other stories about tech gear. It is a kind of refuge for that vanishing breed of professional tech journalists. No wonder I was so nostalgic visiting Micro Center. #micro #center #nerd #store #fills
    VENTUREBEAT.COM
    Micro Center nerd store fills the Fry’s vacuum with its return to Silicon Valley
    Silicon Valley nerds have been lonelier since Fry’s Electronics shut down in February 2021 in the midst of the pandemic. The electronics store chain was an embodiment of the valley’s tech roots. But Micro Center, an electronics retailer from Ohio, has opened its 29th store in Santa Clara, California. And so the nerd kingdom has returned. I see this as a big deal, following up on the opening of the Nintendo store — the second in the country after New York — in San Francisco earlier this month. After years of bad economic news, it’s nice to see signs that the Bay Area is coming back. No. To answer your question, nerds cannot live at the Micro Center store. But this isn’t just any store. It’s a symbol — a sign that shows tech still has a physical presence in Silicon Valley, in addition to places like the Buck’s Restaurant, the Denny’s where Nvidia started, the Intel Museum, the Computer History Museum, the California Academy of Sciences and the Tech Museum of Innovation. Other historic hangouts for techies like Walker’s Wagon Wheel, Atari’s headquarters, Lion & Compass — even Circuit City — have long since closed. But hey, we’ve got the Micro Center store, and the Apple spaceship is not that far away. The grand opening week has been going well and I got a tour of the superstore from Dan Ackerman, a veteran tech journalist who is editor-in-chief at Micro Center News. As I walked into the place, Ackerman was finishing a chat with iFixit, a tech repair publication which has its own space for podcasts inside the store. That was unexpected, as I’ve never seen a store embrace social media in such a way. Can you stump the geniuses at the Knowledge Bar at Micro Center? Nearby was the Knowledge Bar, where you can get all your tech questions answered — much like the Genius Bars in Apple Stores. And there were repair tables out in the open. There are a lot of things for tech enthusiasts can like about Micro Center. First, it’s not as sprawling as Fry’s, which had zany themes like ancient Egypt and a weird mix of electronics goods as well as household appliances, cosmetics, magazines and tons of snack foods. (The Egyptian-themed Campbell, California Fry’s store that I drove by often was 156,000 square feet, and now it’s home to a pickleball court complex). Fry’s was a store that stereotyped nerds and Silicon Valley, which also had its own HBO television show that carried on the stereotypes. Nvidia’s latest RTX 50 Series GPUs were in stock at Micro Center. The Micro Center store, by contrast, is smaller at 40,000 square feet and stocked with many more practical nerd items. For the grand opening, this store had the very practical product of more than 4,000 graphics processing units (GPUs) in stock from Nvidia (which just launched its 50 Series GPUs) and AMD, Ackerman told me. Some of those graphics cards cost as much as $4,000. Not to be outdone. AMD has a row of GPUs at Micro Center too. “There were people waiting to get to the GPUs,” Ackerman said. On display was a gold-plated graphics card that was being auctioned off for charity. It was signed by Jensen Huang, Nvidia CEO. Nvidia CEO Jensen Huang signed this GPU being auctioned for charity at Micro Center. “I joke that whoever wins the bid should get a Jensen leather jacket as well,” said Ackerman. And this Micro Center store has a good location (5201 Stevens Creek Boulevard in Santa Clara) that is just a six-minute drive from Apple’s worldwide headquarters and (perhaps better yet) a one-minute walk from the Korean Hair Salon. Micro Center had a previous store in Silicon Valley, near Intel’s headquarters in Santa Clara. But that store close in 2012 because the company couldn’t negotiate better terms with the landlord. For its return to the Bay Area, Micro Center bided its time and came back at a time when many other retail chains were failing. It proves that the once proud region — the birthplace of electronics — still merits its own electronics store. You can buy dyes for liquid-cooled tubes at Micro Center. Sure, we have Target, Best Buy and Walmart selling lots of electronics gear. But there’s nothing like the Akihabara electronics district in Japan, which is full of multi-story electronics stores and gaming arcades. But this store is loaded with today’s modern top gear, like AI PCs, Ubiquity home networking gear, and dyes for multi-colored water-cooling systems. Vendors like Razer and Logitech had their own sections. Ackerman was pleased to show me the USB-C to USB-A adapter in stock, among many obscure items. And he showed me the inventory machine that could rotate its stock of 3D-printing filaments and give you the exact SKU that you scanned with a bar code. Tech hobbyists can find their love at Micro Center. “That’s super fun. I call it Mr. Filaments,” Ackerman said of the inventory robot. There’s a section for hobbyists who like single-board computing and DIY projects. There’s a set of video, audio and digital content creation tools for content creators. All told, there are more than 20,000 products and over 100 tech experts who can help. It even has the numbered cashier locations where you can check out — the same kind of checkout stands that Fry’s had. The Mr. Filaments robot inventory system at Micro Center. Customers can receive authorized computer service for brands like Apple, Dell, and HP, benefiting from same-day diagnostics and repairs, thanks to over 3,000 parts on hand through partnerships with leading OEMs. I only wish it had a help desk for Comcast. Micro Center has gear to entertain geeks. Micro Center started in 1979 in Columbus, Ohio. It’s a surprise there aren’t more nerd stores, given how ubiquitous tech is around the world these days. But Ackerman said, “These guys are really doing it right, picking and choosing, finding the right cities, finding the right locations. That’s why Charlotte is great. Miami is a big tech hub, especially for health tech. And we’re literally five minutes away from Apple headquarters and plenty of other places. People from HP and Nvidia and other companies are coming in today to hang out.” “Even though this store is big, the CEO (Richard Mershad) is really into curation, making sure it’s the right mix of stuff. He’s making sure it doesn’t go too far afield. So you’re not going to come in here and find, you know, hair dryers or lawncare equipment,” Ackerman said. “You’re going to find computer and home entertainment stuff, and DIY gear. There are components, just like in a Radio Shack, that hobbyists care about.” Dan Ackerman knows how to install a TV on your wall. As for the Micro Center News, Ackerman told me he has around 10 regular contributors and 20 more freelancers writing gadget reviews and other stories about tech gear. It is a kind of refuge for that vanishing breed of professional tech journalists. No wonder I was so nostalgic visiting Micro Center.
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  • Hell is Us Brings a 'New-Weird' Approach to the Sci-Fi Action-RPG

    Since its reveal, Hell is Us has been something of an enigma. As an action-RPG that hones in on detective-style investigations within a hauntingly alluring world filled with weird monsters to explore, it's a type of game that tasks players to meet it on its strange and unorthodox terms. For its developers, Hell is Us also represents a game that pushes back against contemporary trends of gaming that places its story and gameplay in a neat package and instead trusts players to piece together just what the hell is going on within the corrupted land of Hadea, and how to survive it.After playing several hours of the opening of Hell is Us along with some mid-game dungeon crawling, I came away with a clearer idea of developer Rogue Factor's new-weird-influenced take on an action-adventure game that pushes players to mind the finer details of the world and maintain poise during some of the intense engagements. So far, Hell is Us is a game that makes charting out into a familiar yet deeply alien world feel captivating.Hell is Us - May 2025 ScreenshotsHell is Us takes place in an alternate 1990s where the fictional European country Hadea is in the midst of a civil war following the events of a mysterious, supernatural incursion known as the "calamity." Playing as Remy, a United Nations peacekeeper and former resident of Hadea, he's detained by a mysterious organization following his mission into Hadea to find his parents. With the organization and its leader pressing down on Remy, he has to recall the fateful decisions he made with the surviving factions and how he fought off the seemingly otherworldly creatures known as Hollow Walkers.The main plot of Hell is Us reminded me of a mix between Death Stranding and Prince of Persia: The Sands of Time.“The main plot of Hell is Us reminded me of a mix between Death Stranding and Prince of Persia: The Sands of Time, which focuses on immersing players into a world that takes a sudden and violent turn to the weird and with a seemingly unreliable protagonist recounting his interpretation of events. Hell is Us fully commits to its premise of a bleak setting and being a stranger in an even stranger land, one that feels familiar with its backwoods and small towns clinging onto survival, but feels so disorientingly strange with the rise of Hollow Walkers and portals that have turned the European countryside into an alien landscape.PlayWhat immediately drew me into Hell is Us was its unusual approach to storytelling and immersing players within its strange world. The sense of mystery is palpable in Hell is Us, and I was constantly walking into areas that had grotesque monsters or strange anomalies that drew my eye. I was especially taken in by the plight of the surviving characters, who struggled to endure in their ramshackle sanctuaries held together by duct tape and dwindling hope. This story very much chucks you into the deep end with its narrative and gameplay flow as you explore the different open zones filled with their puzzles and points of interest.What I found most intriguing, and what I suspect many players will have to come to grips with, is how Hell is Us takes a largely unguided approach to gathering intel and charting out to complete quests with no mini-maps or waypoints to help you in your trek. This very '90s adventure game approach puts the onus on players to listen to the details that the surviving characters bring up in conversations and read the well-organized intel from Remy's personal datapad. It's the type of game that demands a certain level of attention, or else you can find yourself wandering at length to figure out where to go next.PlayOuter Wilds is a particular example that inspired the dev team for its approach to a largely unguided adventure game that gradually expands in scope as more players use their growing knowledge. Speaking with creative director Jonathan Jacques Belletête, the approach the devs took with Hell is Us was all about trusting players with figuring out the mystery and embracing the campaign's more methodical approach to progression.Hell Is UsRogue FactorSep 4, 2025"So at first we really wanted to go full hardcore with this game, like players would have a little notebook and a pen to write notes, because that's where we came from when we played games in our youth, but what inspired us was the general fatigue we've felt with this new contemporary era, like games should never have a problem too big for players to solve because you have to reach every type of player possible," said the creative director. PlayHell is Us is equal parts an investigation game and an action-RPG, and there's a surprising amount of combat to engage with while you're on the desolate road. On the surface, Hell is Us has the makings of a soulslike – and it certainly has some of those elements under the hood – but it goes in a direction with combat and power progression that's more about managing your poise and picking the best moments to strike against enemies that can easily take you out. Some of my favorite moments came using my powered-up weapons to dish out some chunky damage while sending in my drone to stun other enemies off in the wings.Hell is Us is equal parts an investigation game and an action-RPG, and there's a surprising amount of combat to engage with while you're on the desolate road.“The Hollow Walkers in Hell is Us are some of the most visually distinct and unnerving video game enemies I've seen in a long time. They're highly aggressive and can come in large numbers. Still, things get more unnerving once you face off against the powered-up walkers that can summon support enemies that were very much giving The Angels from Neon Genesis Evangelion vibes. Once these enemies appear, you'll have to switch up to take them down fast before you can finish off the main walker.PlayMuch like a souls game, stamina management is critical for survival, and I found myself constantly having to be decisive with my skills so as not to overexte nd myself against unforgiving enemies. One interesting wrinkle that took me time to get used to was the fact that health and stamina share a single bar. With your health being your primary source, the more health you lose in a fight, the less stamina you'll have to fight.While you have limited health items, the Lymbic Pulse skill is the best way to help you stay in the fight. Similar to Nioh 1 and 2, activating the pulse immediately after seeing a glow around Remy will instantly restore health and stamina based on the attacks you dish out. It's a very risk-reward approach to combat, and depending on how intense the combat gets, it can be easy to forget to hit the pulse and lose out on health. I found the engagements surprisingly challenging and unrelenting, yet I still felt good about scraping through once I figured out how best to clear out the foes.PlayCombat took the most time for me to get used to, as it's far more survival- and resource-driven than Dark Souls or Elden Ring. Some battles were so unforgiving that I felt unfairly outmatched by the numbers and aggression of the walkers. Still, I managed to rally and rethink my approach by going for it. According to the creative director, he likened their approach to combat with the act of boxing, which is also about managing stamina and dealing with decisive blows when you can."This is us trying to put our own spin on third-person melee combat, and we're always a bit inspired by From Software, but it was important for us to put our spin on," he said. "Like in real life, you pretty much just have one hit point, right? It's all stamina, and when once you're tired and you get hit, you're done. Like, I boxed for a very long time, and when your stamina is done, you're done. So that's where we were coming at it. The more damage you take and the more health you lose, that'll directly affect your efficiency in combat, but we also added in our balance to that with the Lymbic Pulse, to help your restore your health when you do take those risks to lay in damage – and that gives us a bit of a signature to the game as well."PlayI was thoroughly impressed with the visuals and atmosphere of Hell is Us, and it presents such a compelling yet still bizarre mix of fantasy and science fiction. Along with the other games mentioned, another piece of media that served as a key influence was Alex Garland's 2018 film Annihilation, which dealt with exploring an environment that underwent radical and violent change. It presents such an intriguing setting, but at times, the hardened and traditional adventure game approach Hell is Us takes to taking in the details and surviving this world felt a bit too stoic for its own good.Still, I was very invested in the bizarre, new-weird setting that Rogue Factor has crafted, and it so far has the makings of being one of 2025's more original and creative takes on the action-RPG experience. Given that this year saw the rise of Blue Prince's reinvention of a roguelite puzzle adventure, it'd be fitting for Hell is Us to succeed with its own reinvention with its new type of role-playing experience.
    #hell #brings #039newweird039 #approach #scifi
    Hell is Us Brings a 'New-Weird' Approach to the Sci-Fi Action-RPG
    Since its reveal, Hell is Us has been something of an enigma. As an action-RPG that hones in on detective-style investigations within a hauntingly alluring world filled with weird monsters to explore, it's a type of game that tasks players to meet it on its strange and unorthodox terms. For its developers, Hell is Us also represents a game that pushes back against contemporary trends of gaming that places its story and gameplay in a neat package and instead trusts players to piece together just what the hell is going on within the corrupted land of Hadea, and how to survive it.After playing several hours of the opening of Hell is Us along with some mid-game dungeon crawling, I came away with a clearer idea of developer Rogue Factor's new-weird-influenced take on an action-adventure game that pushes players to mind the finer details of the world and maintain poise during some of the intense engagements. So far, Hell is Us is a game that makes charting out into a familiar yet deeply alien world feel captivating.Hell is Us - May 2025 ScreenshotsHell is Us takes place in an alternate 1990s where the fictional European country Hadea is in the midst of a civil war following the events of a mysterious, supernatural incursion known as the "calamity." Playing as Remy, a United Nations peacekeeper and former resident of Hadea, he's detained by a mysterious organization following his mission into Hadea to find his parents. With the organization and its leader pressing down on Remy, he has to recall the fateful decisions he made with the surviving factions and how he fought off the seemingly otherworldly creatures known as Hollow Walkers.The main plot of Hell is Us reminded me of a mix between Death Stranding and Prince of Persia: The Sands of Time.“The main plot of Hell is Us reminded me of a mix between Death Stranding and Prince of Persia: The Sands of Time, which focuses on immersing players into a world that takes a sudden and violent turn to the weird and with a seemingly unreliable protagonist recounting his interpretation of events. Hell is Us fully commits to its premise of a bleak setting and being a stranger in an even stranger land, one that feels familiar with its backwoods and small towns clinging onto survival, but feels so disorientingly strange with the rise of Hollow Walkers and portals that have turned the European countryside into an alien landscape.PlayWhat immediately drew me into Hell is Us was its unusual approach to storytelling and immersing players within its strange world. The sense of mystery is palpable in Hell is Us, and I was constantly walking into areas that had grotesque monsters or strange anomalies that drew my eye. I was especially taken in by the plight of the surviving characters, who struggled to endure in their ramshackle sanctuaries held together by duct tape and dwindling hope. This story very much chucks you into the deep end with its narrative and gameplay flow as you explore the different open zones filled with their puzzles and points of interest.What I found most intriguing, and what I suspect many players will have to come to grips with, is how Hell is Us takes a largely unguided approach to gathering intel and charting out to complete quests with no mini-maps or waypoints to help you in your trek. This very '90s adventure game approach puts the onus on players to listen to the details that the surviving characters bring up in conversations and read the well-organized intel from Remy's personal datapad. It's the type of game that demands a certain level of attention, or else you can find yourself wandering at length to figure out where to go next.PlayOuter Wilds is a particular example that inspired the dev team for its approach to a largely unguided adventure game that gradually expands in scope as more players use their growing knowledge. Speaking with creative director Jonathan Jacques Belletête, the approach the devs took with Hell is Us was all about trusting players with figuring out the mystery and embracing the campaign's more methodical approach to progression.Hell Is UsRogue FactorSep 4, 2025"So at first we really wanted to go full hardcore with this game, like players would have a little notebook and a pen to write notes, because that's where we came from when we played games in our youth, but what inspired us was the general fatigue we've felt with this new contemporary era, like games should never have a problem too big for players to solve because you have to reach every type of player possible," said the creative director. PlayHell is Us is equal parts an investigation game and an action-RPG, and there's a surprising amount of combat to engage with while you're on the desolate road. On the surface, Hell is Us has the makings of a soulslike – and it certainly has some of those elements under the hood – but it goes in a direction with combat and power progression that's more about managing your poise and picking the best moments to strike against enemies that can easily take you out. Some of my favorite moments came using my powered-up weapons to dish out some chunky damage while sending in my drone to stun other enemies off in the wings.Hell is Us is equal parts an investigation game and an action-RPG, and there's a surprising amount of combat to engage with while you're on the desolate road.“The Hollow Walkers in Hell is Us are some of the most visually distinct and unnerving video game enemies I've seen in a long time. They're highly aggressive and can come in large numbers. Still, things get more unnerving once you face off against the powered-up walkers that can summon support enemies that were very much giving The Angels from Neon Genesis Evangelion vibes. Once these enemies appear, you'll have to switch up to take them down fast before you can finish off the main walker.PlayMuch like a souls game, stamina management is critical for survival, and I found myself constantly having to be decisive with my skills so as not to overexte nd myself against unforgiving enemies. One interesting wrinkle that took me time to get used to was the fact that health and stamina share a single bar. With your health being your primary source, the more health you lose in a fight, the less stamina you'll have to fight.While you have limited health items, the Lymbic Pulse skill is the best way to help you stay in the fight. Similar to Nioh 1 and 2, activating the pulse immediately after seeing a glow around Remy will instantly restore health and stamina based on the attacks you dish out. It's a very risk-reward approach to combat, and depending on how intense the combat gets, it can be easy to forget to hit the pulse and lose out on health. I found the engagements surprisingly challenging and unrelenting, yet I still felt good about scraping through once I figured out how best to clear out the foes.PlayCombat took the most time for me to get used to, as it's far more survival- and resource-driven than Dark Souls or Elden Ring. Some battles were so unforgiving that I felt unfairly outmatched by the numbers and aggression of the walkers. Still, I managed to rally and rethink my approach by going for it. According to the creative director, he likened their approach to combat with the act of boxing, which is also about managing stamina and dealing with decisive blows when you can."This is us trying to put our own spin on third-person melee combat, and we're always a bit inspired by From Software, but it was important for us to put our spin on," he said. "Like in real life, you pretty much just have one hit point, right? It's all stamina, and when once you're tired and you get hit, you're done. Like, I boxed for a very long time, and when your stamina is done, you're done. So that's where we were coming at it. The more damage you take and the more health you lose, that'll directly affect your efficiency in combat, but we also added in our balance to that with the Lymbic Pulse, to help your restore your health when you do take those risks to lay in damage – and that gives us a bit of a signature to the game as well."PlayI was thoroughly impressed with the visuals and atmosphere of Hell is Us, and it presents such a compelling yet still bizarre mix of fantasy and science fiction. Along with the other games mentioned, another piece of media that served as a key influence was Alex Garland's 2018 film Annihilation, which dealt with exploring an environment that underwent radical and violent change. It presents such an intriguing setting, but at times, the hardened and traditional adventure game approach Hell is Us takes to taking in the details and surviving this world felt a bit too stoic for its own good.Still, I was very invested in the bizarre, new-weird setting that Rogue Factor has crafted, and it so far has the makings of being one of 2025's more original and creative takes on the action-RPG experience. Given that this year saw the rise of Blue Prince's reinvention of a roguelite puzzle adventure, it'd be fitting for Hell is Us to succeed with its own reinvention with its new type of role-playing experience. #hell #brings #039newweird039 #approach #scifi
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    Hell is Us Brings a 'New-Weird' Approach to the Sci-Fi Action-RPG
    Since its reveal, Hell is Us has been something of an enigma. As an action-RPG that hones in on detective-style investigations within a hauntingly alluring world filled with weird monsters to explore, it's a type of game that tasks players to meet it on its strange and unorthodox terms. For its developers, Hell is Us also represents a game that pushes back against contemporary trends of gaming that places its story and gameplay in a neat package and instead trusts players to piece together just what the hell is going on within the corrupted land of Hadea, and how to survive it.After playing several hours of the opening of Hell is Us along with some mid-game dungeon crawling, I came away with a clearer idea of developer Rogue Factor's new-weird-influenced take on an action-adventure game that pushes players to mind the finer details of the world and maintain poise during some of the intense engagements. So far, Hell is Us is a game that makes charting out into a familiar yet deeply alien world feel captivating.Hell is Us - May 2025 ScreenshotsHell is Us takes place in an alternate 1990s where the fictional European country Hadea is in the midst of a civil war following the events of a mysterious, supernatural incursion known as the "calamity." Playing as Remy, a United Nations peacekeeper and former resident of Hadea, he's detained by a mysterious organization following his mission into Hadea to find his parents. With the organization and its leader pressing down on Remy, he has to recall the fateful decisions he made with the surviving factions and how he fought off the seemingly otherworldly creatures known as Hollow Walkers.The main plot of Hell is Us reminded me of a mix between Death Stranding and Prince of Persia: The Sands of Time.“The main plot of Hell is Us reminded me of a mix between Death Stranding and Prince of Persia: The Sands of Time, which focuses on immersing players into a world that takes a sudden and violent turn to the weird and with a seemingly unreliable protagonist recounting his interpretation of events. Hell is Us fully commits to its premise of a bleak setting and being a stranger in an even stranger land, one that feels familiar with its backwoods and small towns clinging onto survival, but feels so disorientingly strange with the rise of Hollow Walkers and portals that have turned the European countryside into an alien landscape.PlayWhat immediately drew me into Hell is Us was its unusual approach to storytelling and immersing players within its strange world. The sense of mystery is palpable in Hell is Us, and I was constantly walking into areas that had grotesque monsters or strange anomalies that drew my eye. I was especially taken in by the plight of the surviving characters, who struggled to endure in their ramshackle sanctuaries held together by duct tape and dwindling hope. This story very much chucks you into the deep end with its narrative and gameplay flow as you explore the different open zones filled with their puzzles and points of interest.What I found most intriguing, and what I suspect many players will have to come to grips with, is how Hell is Us takes a largely unguided approach to gathering intel and charting out to complete quests with no mini-maps or waypoints to help you in your trek. This very '90s adventure game approach puts the onus on players to listen to the details that the surviving characters bring up in conversations and read the well-organized intel from Remy's personal datapad. It's the type of game that demands a certain level of attention, or else you can find yourself wandering at length to figure out where to go next.PlayOuter Wilds is a particular example that inspired the dev team for its approach to a largely unguided adventure game that gradually expands in scope as more players use their growing knowledge. Speaking with creative director Jonathan Jacques Belletête, the approach the devs took with Hell is Us was all about trusting players with figuring out the mystery and embracing the campaign's more methodical approach to progression.Hell Is UsRogue FactorSep 4, 2025"So at first we really wanted to go full hardcore with this game, like players would have a little notebook and a pen to write notes, because that's where we came from when we played games in our youth, but what inspired us was the general fatigue we've felt with this new contemporary era, like games should never have a problem too big for players to solve because you have to reach every type of player possible," said the creative director. PlayHell is Us is equal parts an investigation game and an action-RPG, and there's a surprising amount of combat to engage with while you're on the desolate road. On the surface, Hell is Us has the makings of a soulslike – and it certainly has some of those elements under the hood – but it goes in a direction with combat and power progression that's more about managing your poise and picking the best moments to strike against enemies that can easily take you out. Some of my favorite moments came using my powered-up weapons to dish out some chunky damage while sending in my drone to stun other enemies off in the wings.Hell is Us is equal parts an investigation game and an action-RPG, and there's a surprising amount of combat to engage with while you're on the desolate road.“The Hollow Walkers in Hell is Us are some of the most visually distinct and unnerving video game enemies I've seen in a long time. They're highly aggressive and can come in large numbers. Still, things get more unnerving once you face off against the powered-up walkers that can summon support enemies that were very much giving The Angels from Neon Genesis Evangelion vibes. Once these enemies appear, you'll have to switch up to take them down fast before you can finish off the main walker.PlayMuch like a souls game, stamina management is critical for survival, and I found myself constantly having to be decisive with my skills so as not to overexte nd myself against unforgiving enemies. One interesting wrinkle that took me time to get used to was the fact that health and stamina share a single bar. With your health being your primary source, the more health you lose in a fight, the less stamina you'll have to fight.While you have limited health items, the Lymbic Pulse skill is the best way to help you stay in the fight. Similar to Nioh 1 and 2, activating the pulse immediately after seeing a glow around Remy will instantly restore health and stamina based on the attacks you dish out. It's a very risk-reward approach to combat, and depending on how intense the combat gets, it can be easy to forget to hit the pulse and lose out on health. I found the engagements surprisingly challenging and unrelenting, yet I still felt good about scraping through once I figured out how best to clear out the foes.PlayCombat took the most time for me to get used to, as it's far more survival- and resource-driven than Dark Souls or Elden Ring. Some battles were so unforgiving that I felt unfairly outmatched by the numbers and aggression of the walkers. Still, I managed to rally and rethink my approach by going for it. According to the creative director, he likened their approach to combat with the act of boxing, which is also about managing stamina and dealing with decisive blows when you can."This is us trying to put our own spin on third-person melee combat, and we're always a bit inspired by From Software, but it was important for us to put our spin on," he said. "Like in real life, you pretty much just have one hit point, right? It's all stamina, and when once you're tired and you get hit, you're done. Like, I boxed for a very long time, and when your stamina is done, you're done. So that's where we were coming at it. The more damage you take and the more health you lose, that'll directly affect your efficiency in combat, but we also added in our balance to that with the Lymbic Pulse, to help your restore your health when you do take those risks to lay in damage – and that gives us a bit of a signature to the game as well."PlayI was thoroughly impressed with the visuals and atmosphere of Hell is Us, and it presents such a compelling yet still bizarre mix of fantasy and science fiction. Along with the other games mentioned, another piece of media that served as a key influence was Alex Garland's 2018 film Annihilation, which dealt with exploring an environment that underwent radical and violent change. It presents such an intriguing setting, but at times, the hardened and traditional adventure game approach Hell is Us takes to taking in the details and surviving this world felt a bit too stoic for its own good.Still, I was very invested in the bizarre, new-weird setting that Rogue Factor has crafted, and it so far has the makings of being one of 2025's more original and creative takes on the action-RPG experience. Given that this year saw the rise of Blue Prince's reinvention of a roguelite puzzle adventure, it'd be fitting for Hell is Us to succeed with its own reinvention with its new type of role-playing experience.
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  • The Phoenician Scheme Review: Wes Anderson’s Best Movie in Over a Decade

    Titans of industry cannot come to terms. Despite the literal gap between them being a matter of feet—maybe 30 or so by my count—when their two locomotives come to a standstill in a tunnel with miles of track in either direction, Zsa-zsa Kordais unable to bridge the final inches with Leland and Reagan. It’s an odd situation that becomes odder still when all parties realize the fate of their multimillion-dollar venture must now come down to a game of chance: and this one a bet on whether a Middle Eastern princecan sink a granny shot from below his knees while playing basketball’s ugly, redheaded step-cousin, HORSE. 
    It was at this exact moment I realized Wes Anderson had returned to full, magnificently daffy form. As easily the prodigal Texan’s best film in over a decade, The Phoenician Scheme rekindles much of the mirth that informed so many of Anderson’s early films. It is also the first instance one has had any narrative propulsion or tension since his last masterpiece, The Grand Budapest Hotel. While I would hesitate to place such lofty titles onto Phoenician, rest assured that it’s a balmy good time at the cinema where longtime fans get to again spend an evening with impeccably dressed cheats, droll scoundrels, and other variants on the unseemly father figure.

    Take del Toro’s Korda for instance. He begins the film by surviving what is jointly his sixth plane crash and assassination attempt.He isn’t sure who wants to kill him, but he seems confident it’s probably justified. Of his nine children, eight prepubescent boys live at home with him where their resentments already border on the homicidal. And the other offspring, a daughter he never really knew, wants nothing to do with him, even after he promises to bequeath her his entire fortune “on a trial basis.” Indeed, despite being a novitiate nun, Lieslhas a tough time with forgiveness, especially when it comes to a would-be patriarch or patron.
    She does agree to at least get to know the old man, though, after he decides to gallivant around the world in a bid to save his empire. Rather boldly they even board plane after plane, alongside Korda’s ineffectual Swedish nanny-turned-attendant, Bjorn. Together they meet a starry ensemble of walk-on cameos and eccentric business partners, my favorite of which is a preternaturally giddy Jeffrey Wright. Yet always operating beneath the surface is another tale of resentments between bad parents and their adult children. That plus a kooky murder mystery where Zsa-Zsa somehow keeps avoiding being the dead body.

    From the name of the protagonist alone, Anderson seems intent to signal to audiences with any degree of film knowledge that he is playing once more in the sandbox of his influences. It is hard to imagine a cineaste like Anderson, for example, hearing the moniker “Korda” and not thinking of anti-fascist Hungarian refugee-turned-British filmmaker, Alexander Korda, who directed aesthetic classics like The Thief of Baghdadand That Hamilton Woman. Furthermore, Anderson pulls just as much from Korda contemporaries like fellow Hungarian ex-pat Michael Curtiz, particularly when Korda and Lisel wind up at a nightclub owned by Marseille Bob. And yes, another movie about traveling nannies and a precocious Liesl is alluded to as well.
    But the reason The Phoenician Scheme works so much better than Anderson’s last several movies is that while the filmmaker is visibly delighting in his references and what are almost assuredly private jokes between himself and co-writer Roman Coppola, the director also is avoiding the trap of becoming distracted by the aesthetics. Phoenician is still a beautifully designed world of straight lines and adroit square compositions, courtesy of cinematographer Bruno Delbonnel, where nothing feels natural. Not even the sun or tree vines discovered after Korda, Liesl, and Bjorn become lost in a jungle have any reality about them. But the simple pleasure of observing visual confections is not the be-all end unto itself that it previously was.
    The travelogue nature of the plot, in which a father and daughter go on an odyssey of unconventional boardroom meetings that include assassins, freedom fighters, and organized crime bigwigs, provides a skeletal structure where Anderson can graft on his increasing preference for narrative vignettes, but there is an emotional spine as well between Korda and Liesl that makes both the jokes and the pathos ebullient.
    Del Toro has never seemed bigger or more unshackled than as Zsa-zsa. Like most Anderson protagonists, Korda rarely speaks above a polite monotone, but his double-breasted confidence and adventurism provides del Toro with a refreshingly uninhibited floorspace. It also pairs nicely when bantering with Threapleton, a real discovery of a young talent who plays a nun with conviction, even as the twinge of curling judgment on her smile suggests she may never see Heaven. But then she dryly must channel the patience of Job when dodging the advances of a tipsy Bjornand the would-be buy-offs of an absentee father.
    The terrain of an unhappy adult and their aging parent is terrain Anderson has walked many times, but there’s a renewed vigor in his step in The Phoenician Scheme, perhaps because it is the first time he has crossed this territory where he is closer in age to the latter than the former. There is empathy for all parties, though, and new tricks to his whimsy, such as his elegant compositions repeatedly being shattered in close-ups where the camera is assaulted by various subjects filled with so much rage that they literally assail the fourth wall.
    The Phoenician Scheme is simply a lovely work from an artist with a fresh spring in his step. If you already count yourself among his admirers, it’s a return to form with moments of divine inspiration. For the rest, it may not cause conversion, but it’s certainly worth sharing some communion wine over.

    The Phoenician Scheme premiered at the Cannes Film Festival on May 18. It opens in limited release on May 30 and wide on June 6.

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    #phoenician #scheme #review #wes #andersons
    The Phoenician Scheme Review: Wes Anderson’s Best Movie in Over a Decade
    Titans of industry cannot come to terms. Despite the literal gap between them being a matter of feet—maybe 30 or so by my count—when their two locomotives come to a standstill in a tunnel with miles of track in either direction, Zsa-zsa Kordais unable to bridge the final inches with Leland and Reagan. It’s an odd situation that becomes odder still when all parties realize the fate of their multimillion-dollar venture must now come down to a game of chance: and this one a bet on whether a Middle Eastern princecan sink a granny shot from below his knees while playing basketball’s ugly, redheaded step-cousin, HORSE.  It was at this exact moment I realized Wes Anderson had returned to full, magnificently daffy form. As easily the prodigal Texan’s best film in over a decade, The Phoenician Scheme rekindles much of the mirth that informed so many of Anderson’s early films. It is also the first instance one has had any narrative propulsion or tension since his last masterpiece, The Grand Budapest Hotel. While I would hesitate to place such lofty titles onto Phoenician, rest assured that it’s a balmy good time at the cinema where longtime fans get to again spend an evening with impeccably dressed cheats, droll scoundrels, and other variants on the unseemly father figure. Take del Toro’s Korda for instance. He begins the film by surviving what is jointly his sixth plane crash and assassination attempt.He isn’t sure who wants to kill him, but he seems confident it’s probably justified. Of his nine children, eight prepubescent boys live at home with him where their resentments already border on the homicidal. And the other offspring, a daughter he never really knew, wants nothing to do with him, even after he promises to bequeath her his entire fortune “on a trial basis.” Indeed, despite being a novitiate nun, Lieslhas a tough time with forgiveness, especially when it comes to a would-be patriarch or patron. She does agree to at least get to know the old man, though, after he decides to gallivant around the world in a bid to save his empire. Rather boldly they even board plane after plane, alongside Korda’s ineffectual Swedish nanny-turned-attendant, Bjorn. Together they meet a starry ensemble of walk-on cameos and eccentric business partners, my favorite of which is a preternaturally giddy Jeffrey Wright. Yet always operating beneath the surface is another tale of resentments between bad parents and their adult children. That plus a kooky murder mystery where Zsa-Zsa somehow keeps avoiding being the dead body. From the name of the protagonist alone, Anderson seems intent to signal to audiences with any degree of film knowledge that he is playing once more in the sandbox of his influences. It is hard to imagine a cineaste like Anderson, for example, hearing the moniker “Korda” and not thinking of anti-fascist Hungarian refugee-turned-British filmmaker, Alexander Korda, who directed aesthetic classics like The Thief of Baghdadand That Hamilton Woman. Furthermore, Anderson pulls just as much from Korda contemporaries like fellow Hungarian ex-pat Michael Curtiz, particularly when Korda and Lisel wind up at a nightclub owned by Marseille Bob. And yes, another movie about traveling nannies and a precocious Liesl is alluded to as well. But the reason The Phoenician Scheme works so much better than Anderson’s last several movies is that while the filmmaker is visibly delighting in his references and what are almost assuredly private jokes between himself and co-writer Roman Coppola, the director also is avoiding the trap of becoming distracted by the aesthetics. Phoenician is still a beautifully designed world of straight lines and adroit square compositions, courtesy of cinematographer Bruno Delbonnel, where nothing feels natural. Not even the sun or tree vines discovered after Korda, Liesl, and Bjorn become lost in a jungle have any reality about them. But the simple pleasure of observing visual confections is not the be-all end unto itself that it previously was. The travelogue nature of the plot, in which a father and daughter go on an odyssey of unconventional boardroom meetings that include assassins, freedom fighters, and organized crime bigwigs, provides a skeletal structure where Anderson can graft on his increasing preference for narrative vignettes, but there is an emotional spine as well between Korda and Liesl that makes both the jokes and the pathos ebullient. Del Toro has never seemed bigger or more unshackled than as Zsa-zsa. Like most Anderson protagonists, Korda rarely speaks above a polite monotone, but his double-breasted confidence and adventurism provides del Toro with a refreshingly uninhibited floorspace. It also pairs nicely when bantering with Threapleton, a real discovery of a young talent who plays a nun with conviction, even as the twinge of curling judgment on her smile suggests she may never see Heaven. But then she dryly must channel the patience of Job when dodging the advances of a tipsy Bjornand the would-be buy-offs of an absentee father. The terrain of an unhappy adult and their aging parent is terrain Anderson has walked many times, but there’s a renewed vigor in his step in The Phoenician Scheme, perhaps because it is the first time he has crossed this territory where he is closer in age to the latter than the former. There is empathy for all parties, though, and new tricks to his whimsy, such as his elegant compositions repeatedly being shattered in close-ups where the camera is assaulted by various subjects filled with so much rage that they literally assail the fourth wall. The Phoenician Scheme is simply a lovely work from an artist with a fresh spring in his step. If you already count yourself among his admirers, it’s a return to form with moments of divine inspiration. For the rest, it may not cause conversion, but it’s certainly worth sharing some communion wine over. The Phoenician Scheme premiered at the Cannes Film Festival on May 18. It opens in limited release on May 30 and wide on June 6. Join our mailing list Get the best of Den of Geek delivered right to your inbox! #phoenician #scheme #review #wes #andersons
    WWW.DENOFGEEK.COM
    The Phoenician Scheme Review: Wes Anderson’s Best Movie in Over a Decade
    Titans of industry cannot come to terms. Despite the literal gap between them being a matter of feet—maybe 30 or so by my count—when their two locomotives come to a standstill in a tunnel with miles of track in either direction, Zsa-zsa Korda (Benicio del Toro, tyrannical, avuncular) is unable to bridge the final inches with Leland and Reagan (Tom Hanks and Bryan Cranston, stone-faced). It’s an odd situation that becomes odder still when all parties realize the fate of their multimillion-dollar venture must now come down to a game of chance: and this one a bet on whether a Middle Eastern prince (Riz Ahmed) can sink a granny shot from below his knees while playing basketball’s ugly, redheaded step-cousin, HORSE.  It was at this exact moment I realized Wes Anderson had returned to full, magnificently daffy form. As easily the prodigal Texan’s best film in over a decade, The Phoenician Scheme rekindles much of the mirth that informed so many of Anderson’s early films. It is also the first instance one has had any narrative propulsion or tension since his last masterpiece, The Grand Budapest Hotel. While I would hesitate to place such lofty titles onto Phoenician, rest assured that it’s a balmy good time at the cinema where longtime fans get to again spend an evening with impeccably dressed cheats, droll scoundrels, and other variants on the unseemly father figure. Take del Toro’s Korda for instance. He begins the film by surviving what is jointly his sixth plane crash and assassination attempt. (The industrialist’s pilots fare less happily from his habit of falling out of the sky.) He isn’t sure who wants to kill him, but he seems confident it’s probably justified. Of his nine children, eight prepubescent boys live at home with him where their resentments already border on the homicidal. And the other offspring, a daughter he never really knew, wants nothing to do with him, even after he promises to bequeath her his entire fortune “on a trial basis.” Indeed, despite being a novitiate nun, Liesl (Mia Threapleton) has a tough time with forgiveness, especially when it comes to a would-be patriarch or patron. She does agree to at least get to know the old man, though, after he decides to gallivant around the world in a bid to save his empire (hence the aforementioned HORSE of fate). Rather boldly they even board plane after plane, alongside Korda’s ineffectual Swedish nanny-turned-attendant, Bjorn (a chipper Michael Cera doing an accent about three clicks south of the Muppets’ Chef). Together they meet a starry ensemble of walk-on cameos and eccentric business partners, my favorite of which is a preternaturally giddy Jeffrey Wright. Yet always operating beneath the surface is another tale of resentments between bad parents and their adult children. That plus a kooky murder mystery where Zsa-Zsa somehow keeps avoiding being the dead body. From the name of the protagonist alone, Anderson seems intent to signal to audiences with any degree of film knowledge that he is playing once more in the sandbox of his influences. It is hard to imagine a cineaste like Anderson, for example, hearing the moniker “Korda” and not thinking of anti-fascist Hungarian refugee-turned-British filmmaker, Alexander Korda, who directed aesthetic classics like The Thief of Baghdad (1940) and That Hamilton Woman (1941). Furthermore, Anderson pulls just as much from Korda contemporaries like fellow Hungarian ex-pat Michael Curtiz, particularly when Korda and Lisel wind up at a nightclub owned by Marseille Bob (Mathieu Amalric). And yes, another movie about traveling nannies and a precocious Liesl is alluded to as well. But the reason The Phoenician Scheme works so much better than Anderson’s last several movies is that while the filmmaker is visibly delighting in his references and what are almost assuredly private jokes between himself and co-writer Roman Coppola, the director also is avoiding the trap of becoming distracted by the aesthetics. Phoenician is still a beautifully designed world of straight lines and adroit square compositions, courtesy of cinematographer Bruno Delbonnel, where nothing feels natural. Not even the sun or tree vines discovered after Korda, Liesl, and Bjorn become lost in a jungle have any reality about them. But the simple pleasure of observing visual confections is not the be-all end unto itself that it previously was. The travelogue nature of the plot, in which a father and daughter go on an odyssey of unconventional boardroom meetings that include assassins, freedom fighters, and organized crime bigwigs, provides a skeletal structure where Anderson can graft on his increasing preference for narrative vignettes, but there is an emotional spine as well between Korda and Liesl that makes both the jokes and the pathos ebullient. Del Toro has never seemed bigger or more unshackled than as Zsa-zsa. Like most Anderson protagonists, Korda rarely speaks above a polite monotone, but his double-breasted confidence and adventurism provides del Toro with a refreshingly uninhibited floorspace. It also pairs nicely when bantering with Threapleton, a real discovery of a young talent who plays a nun with conviction, even as the twinge of curling judgment on her smile suggests she may never see Heaven. But then she dryly must channel the patience of Job when dodging the advances of a tipsy Bjorn (again, Cera is having too much fun) and the would-be buy-offs of an absentee father. The terrain of an unhappy adult and their aging parent is terrain Anderson has walked many times, but there’s a renewed vigor in his step in The Phoenician Scheme, perhaps because it is the first time he has crossed this territory where he is closer in age to the latter than the former. There is empathy for all parties, though, and new tricks to his whimsy, such as his elegant compositions repeatedly being shattered in close-ups where the camera is assaulted by various subjects filled with so much rage that they literally assail the fourth wall. The Phoenician Scheme is simply a lovely work from an artist with a fresh spring in his step. If you already count yourself among his admirers, it’s a return to form with moments of divine inspiration (just wait until you see who he cast as God). For the rest, it may not cause conversion, but it’s certainly worth sharing some communion wine over. The Phoenician Scheme premiered at the Cannes Film Festival on May 18. It opens in limited release on May 30 and wide on June 6. Join our mailing list Get the best of Den of Geek delivered right to your inbox!
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