• Exciting times ahead in the world of healthcare! Microsoft has just announced that its new AI system can diagnose patients with an incredible accuracy that is *four times greater* than that of human doctors! This groundbreaking advancement is not just a win for technology, but a huge leap for improving patient care and reducing healthcare costs. Imagine a future where accurate diagnoses are faster and more reliable—thanks to the brilliant minds poached from Google who have come together to create this powerful AI tool! Let's embrace this innovation and look forward to a healthier tomorrow!

    #AIDiagnosis #HealthcareInnovation #MicrosoftAI #FutureOfMedicine #TechForGood
    🎉 Exciting times ahead in the world of healthcare! 🌟 Microsoft has just announced that its new AI system can diagnose patients with an incredible accuracy that is *four times greater* than that of human doctors! 🤖💡 This groundbreaking advancement is not just a win for technology, but a huge leap for improving patient care and reducing healthcare costs. 💰✨ Imagine a future where accurate diagnoses are faster and more reliable—thanks to the brilliant minds poached from Google who have come together to create this powerful AI tool! 🙌 Let's embrace this innovation and look forward to a healthier tomorrow! 🚀💖 #AIDiagnosis #HealthcareInnovation #MicrosoftAI #FutureOfMedicine #TechForGood
    Microsoft Says Its New AI System Diagnosed Patients 4 Times More Accurately Than Human Doctors
    The tech giant poached several top Google researchers to help build a powerful AI tool that can diagnose patients and potentially cut health care costs.
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  • How To Capture And Summon BTs In Death Stranding 2

    Are you eager to capture and summon BTs in Death Stranding 2: On the Beach? Yes, this action is totally possible in the game, and it leads to some of the most exciting battles thus far. We've got all the details you need to help you with this mechanic.How to capture and summon BTs in Death Stranding 2If you want to capture BTs, then you need to progress further into the campaign until you reach Episode 8: Deluge. As you tackle various orders, you'll eventually receive a mission to deliver the Cryptobiote Variants to the Chronobiologist. Completing this task unlocks the Chronobiologist's facility as part of the Chiral Network. What's more, you'll also be able to fabricate a new item known as an EX Capture Grenade. How to craft an EX Capture GrenadeIt's time to capture BTs in Death Stranding 2. First, you need to craft an EX Capture Grenade. Fabricating it costs 120x chiral crystals, 30x resins, and 25x special alloys. The good news is that each crafting process nets you five of these items. Fighting Catcher BTs and capturing themWith the EX Capture Grenade, you should be able to "catch the Catchers," so to speak. Here's what you need to do:Go to any area where BTs spawn. Then, if you see a Gazer or Watcher, let it spot you.When Hunters appear--i.e. not the Golden Hunter variants--let them drag you down into the tar. This will transport you to a nearby area where a Catcher BT emerges.Fight the Catcher BT normally until its health bar is low enough--i.e. red color.When the Catcher BT opens its mouth at this stage, toss an EX Capture Grenade straight into its maw. It will be petrified before turning into dust.All you need to do now is pick up the BT Crystal that it left behind. Summoning BTs during battlesOnce you have your first BT Crystal, you'll have a chance to summon BTs in Death Stranding 2. Here's the gist:You can only summon BTs if you're currently fighting another Catcher.Open your inventory and check the Specials tab. There, you'll see the BT Crystal with the type of monster that you captured.Activating a BT Crystal costs chiral crystals, too, so make sure you have enough.The summoned BT will take on your gargantuan opponent. This creature has its own health bar, and it can stay on the battlefield for up to three minutes only.Your Catcher enemy will consider your summoned creature as a huge threat. It will likely ignore you, so you'll be able to shoot it or toss grenades at it with impunity.Moreover, if your target is at low health and it's a different type of Catcher, you can throw an EX Capture Grenade to add it to your collection.That does it for our guide on how to capture and summon BTs in Death Stranding 2. It's basically like playing Pokemon, except the monsters you're dealing with are nowhere near as cute.Lastly, since we mentioned the Chronobiologist earlier, you might be interested in a couple of NPCs with unlockable rewards. They're none other than the Pizza Chef and the Ghost Hunter.Humanity yearns to be interconnected once more, and it's up to you to deliver the goods. If you need more help, then we've got you covered in our Death Stranding 2 guides hub.
    #how #capture #summon #bts #death
    How To Capture And Summon BTs In Death Stranding 2
    Are you eager to capture and summon BTs in Death Stranding 2: On the Beach? Yes, this action is totally possible in the game, and it leads to some of the most exciting battles thus far. We've got all the details you need to help you with this mechanic.How to capture and summon BTs in Death Stranding 2If you want to capture BTs, then you need to progress further into the campaign until you reach Episode 8: Deluge. As you tackle various orders, you'll eventually receive a mission to deliver the Cryptobiote Variants to the Chronobiologist. Completing this task unlocks the Chronobiologist's facility as part of the Chiral Network. What's more, you'll also be able to fabricate a new item known as an EX Capture Grenade. How to craft an EX Capture GrenadeIt's time to capture BTs in Death Stranding 2. First, you need to craft an EX Capture Grenade. Fabricating it costs 120x chiral crystals, 30x resins, and 25x special alloys. The good news is that each crafting process nets you five of these items. Fighting Catcher BTs and capturing themWith the EX Capture Grenade, you should be able to "catch the Catchers," so to speak. Here's what you need to do:Go to any area where BTs spawn. Then, if you see a Gazer or Watcher, let it spot you.When Hunters appear--i.e. not the Golden Hunter variants--let them drag you down into the tar. This will transport you to a nearby area where a Catcher BT emerges.Fight the Catcher BT normally until its health bar is low enough--i.e. red color.When the Catcher BT opens its mouth at this stage, toss an EX Capture Grenade straight into its maw. It will be petrified before turning into dust.All you need to do now is pick up the BT Crystal that it left behind. Summoning BTs during battlesOnce you have your first BT Crystal, you'll have a chance to summon BTs in Death Stranding 2. Here's the gist:You can only summon BTs if you're currently fighting another Catcher.Open your inventory and check the Specials tab. There, you'll see the BT Crystal with the type of monster that you captured.Activating a BT Crystal costs chiral crystals, too, so make sure you have enough.The summoned BT will take on your gargantuan opponent. This creature has its own health bar, and it can stay on the battlefield for up to three minutes only.Your Catcher enemy will consider your summoned creature as a huge threat. It will likely ignore you, so you'll be able to shoot it or toss grenades at it with impunity.Moreover, if your target is at low health and it's a different type of Catcher, you can throw an EX Capture Grenade to add it to your collection.That does it for our guide on how to capture and summon BTs in Death Stranding 2. It's basically like playing Pokemon, except the monsters you're dealing with are nowhere near as cute.Lastly, since we mentioned the Chronobiologist earlier, you might be interested in a couple of NPCs with unlockable rewards. They're none other than the Pizza Chef and the Ghost Hunter.Humanity yearns to be interconnected once more, and it's up to you to deliver the goods. If you need more help, then we've got you covered in our Death Stranding 2 guides hub. #how #capture #summon #bts #death
    WWW.GAMESPOT.COM
    How To Capture And Summon BTs In Death Stranding 2
    Are you eager to capture and summon BTs in Death Stranding 2: On the Beach? Yes, this action is totally possible in the game, and it leads to some of the most exciting battles thus far. We've got all the details you need to help you with this mechanic.How to capture and summon BTs in Death Stranding 2If you want to capture BTs, then you need to progress further into the campaign until you reach Episode 8: Deluge. As you tackle various orders, you'll eventually receive a mission to deliver the Cryptobiote Variants to the Chronobiologist. Completing this task unlocks the Chronobiologist's facility as part of the Chiral Network. What's more, you'll also be able to fabricate a new item known as an EX Capture Grenade. How to craft an EX Capture GrenadeIt's time to capture BTs in Death Stranding 2. First, you need to craft an EX Capture Grenade. Fabricating it costs 120x chiral crystals, 30x resins, and 25x special alloys. The good news is that each crafting process nets you five of these items. Fighting Catcher BTs and capturing themWith the EX Capture Grenade, you should be able to "catch the Catchers," so to speak. Here's what you need to do:Go to any area where BTs spawn. Then, if you see a Gazer or Watcher, let it spot you.When Hunters appear--i.e. not the Golden Hunter variants--let them drag you down into the tar. This will transport you to a nearby area where a Catcher BT emerges.Fight the Catcher BT normally until its health bar is low enough--i.e. red color.When the Catcher BT opens its mouth at this stage, toss an EX Capture Grenade straight into its maw. It will be petrified before turning into dust.All you need to do now is pick up the BT Crystal that it left behind. Summoning BTs during battlesOnce you have your first BT Crystal, you'll have a chance to summon BTs in Death Stranding 2. Here's the gist:You can only summon BTs if you're currently fighting another Catcher.Open your inventory and check the Specials tab. There, you'll see the BT Crystal with the type of monster that you captured.Activating a BT Crystal costs chiral crystals, too, so make sure you have enough.The summoned BT will take on your gargantuan opponent. This creature has its own health bar, and it can stay on the battlefield for up to three minutes only.Your Catcher enemy will consider your summoned creature as a huge threat. It will likely ignore you, so you'll be able to shoot it or toss grenades at it with impunity.Moreover, if your target is at low health and it's a different type of Catcher, you can throw an EX Capture Grenade to add it to your collection.That does it for our guide on how to capture and summon BTs in Death Stranding 2. It's basically like playing Pokemon, except the monsters you're dealing with are nowhere near as cute.Lastly, since we mentioned the Chronobiologist earlier, you might be interested in a couple of NPCs with unlockable rewards. They're none other than the Pizza Chef and the Ghost Hunter.Humanity yearns to be interconnected once more, and it's up to you to deliver the goods. If you need more help, then we've got you covered in our Death Stranding 2 guides hub.
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  • Persona 5 Royal Art Book Gets Huge Limited-Time Discount At Amazon

    Persona 5 + Persona 5 Royal: Official Design Works| Limited Time Deal See Persona fans can get the recently translated Persona 5 Royal art book for its best price yet. Persona 5 + Persona 5 Royal: Official Design Works is on sale for. This is a limited-time deal with limited availability. At the time of writing, 20% of Amazon's stock has already been claimed by Atlus fans. Persona 5 + Persona 5 Royal: Official Design Works| Limited Time Deal This is essentially a two-in-one art book, as you're getting an in-depth look at both Persona 5 and its enhanced and expanded edition, Persona 5 Royal.Because it covers two games, this recently translated work is bigger than the average video game art book. The 544-page hardcover is filled with artwork from the earliest stages of development to materials used to promote the finished games.The concept art, sketches, character illustrations, and design drawings are accompanied by commentary from the development team throughout. It also includes an exclusive interview with Persona series artist Shigenori Soejima.If you're interested in picking up a book that takes an in-depth look at the art direction of one of the most stylish games in its genre, you probably shouldn't wait too long. Official Design Works books covering older entries in the Persona and Shin Megami Tensei series have been out of print for years. See If you haven't played it, Persona 5 tells the story of the Phantom Thieves, high school students who save people from the twisted desires of those around them by awakening the power of their true selves. It's wonderfully weird stuff, and worth checking out. It's available on all modern platforms, and since it has been out for a few years, you can usually get a pretty good deal on the incredible RPG that'll keep you busy for dozens of hours. If you really want to spoil yourself, you can also check out this collector's edition for Persona 5 Royal. The 1 More Edition is back in stock for its original retail price for Nintendo Switch.Continue Reading at GameSpot
    #persona #royal #art #book #gets
    Persona 5 Royal Art Book Gets Huge Limited-Time Discount At Amazon
    Persona 5 + Persona 5 Royal: Official Design Works| Limited Time Deal See Persona fans can get the recently translated Persona 5 Royal art book for its best price yet. Persona 5 + Persona 5 Royal: Official Design Works is on sale for. This is a limited-time deal with limited availability. At the time of writing, 20% of Amazon's stock has already been claimed by Atlus fans. Persona 5 + Persona 5 Royal: Official Design Works| Limited Time Deal This is essentially a two-in-one art book, as you're getting an in-depth look at both Persona 5 and its enhanced and expanded edition, Persona 5 Royal.Because it covers two games, this recently translated work is bigger than the average video game art book. The 544-page hardcover is filled with artwork from the earliest stages of development to materials used to promote the finished games.The concept art, sketches, character illustrations, and design drawings are accompanied by commentary from the development team throughout. It also includes an exclusive interview with Persona series artist Shigenori Soejima.If you're interested in picking up a book that takes an in-depth look at the art direction of one of the most stylish games in its genre, you probably shouldn't wait too long. Official Design Works books covering older entries in the Persona and Shin Megami Tensei series have been out of print for years. See If you haven't played it, Persona 5 tells the story of the Phantom Thieves, high school students who save people from the twisted desires of those around them by awakening the power of their true selves. It's wonderfully weird stuff, and worth checking out. It's available on all modern platforms, and since it has been out for a few years, you can usually get a pretty good deal on the incredible RPG that'll keep you busy for dozens of hours. If you really want to spoil yourself, you can also check out this collector's edition for Persona 5 Royal. The 1 More Edition is back in stock for its original retail price for Nintendo Switch.Continue Reading at GameSpot #persona #royal #art #book #gets
    WWW.GAMESPOT.COM
    Persona 5 Royal Art Book Gets Huge Limited-Time Discount At Amazon
    Persona 5 + Persona 5 Royal: Official Design Works $54.70 (was $75) | Limited Time Deal See at Amazon Persona fans can get the recently translated Persona 5 Royal art book for its best price yet. Persona 5 + Persona 5 Royal: Official Design Works is on sale for $54.70 (was $75) at Amazon. This is a limited-time deal with limited availability. At the time of writing, 20% of Amazon's stock has already been claimed by Atlus fans. Persona 5 + Persona 5 Royal: Official Design Works $54.70 (was $75) | Limited Time Deal This is essentially a two-in-one art book, as you're getting an in-depth look at both Persona 5 and its enhanced and expanded edition, Persona 5 Royal.Because it covers two games, this recently translated work is bigger than the average video game art book. The 544-page hardcover is filled with artwork from the earliest stages of development to materials used to promote the finished games.The concept art, sketches, character illustrations, and design drawings are accompanied by commentary from the development team throughout. It also includes an exclusive interview with Persona series artist Shigenori Soejima.If you're interested in picking up a book that takes an in-depth look at the art direction of one of the most stylish games in its genre, you probably shouldn't wait too long. Official Design Works books covering older entries in the Persona and Shin Megami Tensei series have been out of print for years. See at Amazon If you haven't played it, Persona 5 tells the story of the Phantom Thieves, high school students who save people from the twisted desires of those around them by awakening the power of their true selves. It's wonderfully weird stuff, and worth checking out. It's available on all modern platforms, and since it has been out for a few years, you can usually get a pretty good deal on the incredible RPG that'll keep you busy for dozens of hours. If you really want to spoil yourself, you can also check out this collector's edition for Persona 5 Royal. The 1 More Edition is back in stock for its original $120 retail price for Nintendo Switch.Continue Reading at GameSpot
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  • Every Main Naruto Character's Age, Height, And Birthday

    Naruto's legacy is unshakable by this point. In 1999, Masashi Kishimoto's manga debuted in Weekly Shonen Jump, where it went on to last for roughly 15 years. The original story came to an end in 2014, producing 72 volumes and 700 chapters in the process. Describing the manga as a success would be a huge understatement, and it eventually became one of the big three shonen stories alongside One Piece and Bleach. Less than two years after Naruto's conclusion, a sequel manga called Boruto started to be published, and it is still going strong nearly a decade later. Combining these two, this shonen franchise has consistently produced high-quality content for 25 years.
    #every #main #naruto #character039s #age
    Every Main Naruto Character's Age, Height, And Birthday
    Naruto's legacy is unshakable by this point. In 1999, Masashi Kishimoto's manga debuted in Weekly Shonen Jump, where it went on to last for roughly 15 years. The original story came to an end in 2014, producing 72 volumes and 700 chapters in the process. Describing the manga as a success would be a huge understatement, and it eventually became one of the big three shonen stories alongside One Piece and Bleach. Less than two years after Naruto's conclusion, a sequel manga called Boruto started to be published, and it is still going strong nearly a decade later. Combining these two, this shonen franchise has consistently produced high-quality content for 25 years. #every #main #naruto #character039s #age
    GAMERANT.COM
    Every Main Naruto Character's Age, Height, And Birthday
    Naruto's legacy is unshakable by this point. In 1999, Masashi Kishimoto's manga debuted in Weekly Shonen Jump, where it went on to last for roughly 15 years. The original story came to an end in 2014, producing 72 volumes and 700 chapters in the process. Describing the manga as a success would be a huge understatement, and it eventually became one of the big three shonen stories alongside One Piece and Bleach. Less than two years after Naruto's conclusion, a sequel manga called Boruto started to be published, and it is still going strong nearly a decade later. Combining these two, this shonen franchise has consistently produced high-quality content for 25 years.
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  • Bloodborne Official Strategy Guide Gets Huge Discount At Amazon

    Bloodborne Complete Edition Guideor if eligible for 25% coupon See The 744-page Bloodborne Complete Edition Guide is on sale for . Published last fall by Future Press, the official guidebook rarely is discounted by more than a few bucks. The 25% price cut is already a terrific deal, but shoppers in the Midwest and potentially elsewhere can score an additional 25% discount. With that factored in, you'll only pay --nearly 50% off the book's MSRP. Click the coupon box under the price to get the extra discount at checkout. If you don't see a coupon box to click, the offer isn't available in your region.The Complete Edition is roughly 200 pages longer than the 2017 Collector's Edition Guide. This is because the Complete Edition also includes The Old Hunters expansion, which received its own 224-page physical guide in 2015. Along with everything you need to 100% the base game and DLC, the guide includes concept art, a deep dive into the lore of Yharnam, an interview with director Hidetaka Miyazaki, and a reference index for in-game lore.You could use some of the money you're saving to pick up Bloodborne's official art book, which is on sale for. If you already own the art book, check out the upcoming Deluxe Edition of Bloodborne's first graphic novel for Continue Reading at GameSpot
    #bloodborne #official #strategy #guide #gets
    Bloodborne Official Strategy Guide Gets Huge Discount At Amazon
    Bloodborne Complete Edition Guideor if eligible for 25% coupon See The 744-page Bloodborne Complete Edition Guide is on sale for . Published last fall by Future Press, the official guidebook rarely is discounted by more than a few bucks. The 25% price cut is already a terrific deal, but shoppers in the Midwest and potentially elsewhere can score an additional 25% discount. With that factored in, you'll only pay --nearly 50% off the book's MSRP. Click the coupon box under the price to get the extra discount at checkout. If you don't see a coupon box to click, the offer isn't available in your region.The Complete Edition is roughly 200 pages longer than the 2017 Collector's Edition Guide. This is because the Complete Edition also includes The Old Hunters expansion, which received its own 224-page physical guide in 2015. Along with everything you need to 100% the base game and DLC, the guide includes concept art, a deep dive into the lore of Yharnam, an interview with director Hidetaka Miyazaki, and a reference index for in-game lore.You could use some of the money you're saving to pick up Bloodborne's official art book, which is on sale for. If you already own the art book, check out the upcoming Deluxe Edition of Bloodborne's first graphic novel for Continue Reading at GameSpot #bloodborne #official #strategy #guide #gets
    WWW.GAMESPOT.COM
    Bloodborne Official Strategy Guide Gets Huge Discount At Amazon
    Bloodborne Complete Edition Guide (Hardcover) $45.50 (was $60) or $34.12 if eligible for 25% coupon See at Amazon The 744-page Bloodborne Complete Edition Guide is on sale for $45.50 at Amazon. Published last fall by Future Press, the official guidebook rarely is discounted by more than a few bucks. The 25% price cut is already a terrific deal, but shoppers in the Midwest and potentially elsewhere can score an additional 25% discount. With that factored in, you'll only pay $34.12--nearly 50% off the book's $60 MSRP. Click the coupon box under the price to get the extra discount at checkout. If you don't see a coupon box to click, the offer isn't available in your region.The Complete Edition is roughly 200 pages longer than the 2017 Collector's Edition Guide. This is because the Complete Edition also includes The Old Hunters expansion, which received its own 224-page physical guide in 2015. Along with everything you need to 100% the base game and DLC, the guide includes concept art, a deep dive into the lore of Yharnam, an interview with director Hidetaka Miyazaki, and a reference index for in-game lore.You could use some of the money you're saving to pick up Bloodborne's official art book, which is on sale for $32 (was $45) at Amazon. If you already own the art book, check out the upcoming Deluxe Edition of Bloodborne's first graphic novel for $25.Continue Reading at GameSpot
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  • One Piece: Oda Reveals How Both Zoro and Sanji Will Surpass Kaido

    Powerscaling has always been a huge deal in the One Piece fandom, especially when it comes to the characters of Zoro and Sanji. Powerscaling can be controversial, but one thing is for sure at this point in the story — Zoro and Sanji will surpass the Yonko by the end of the story. Oda has already revealed how this is possible for them.
    #one #piece #oda #reveals #how
    One Piece: Oda Reveals How Both Zoro and Sanji Will Surpass Kaido
    Powerscaling has always been a huge deal in the One Piece fandom, especially when it comes to the characters of Zoro and Sanji. Powerscaling can be controversial, but one thing is for sure at this point in the story — Zoro and Sanji will surpass the Yonko by the end of the story. Oda has already revealed how this is possible for them. #one #piece #oda #reveals #how
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    One Piece: Oda Reveals How Both Zoro and Sanji Will Surpass Kaido
    Powerscaling has always been a huge deal in the One Piece fandom, especially when it comes to the characters of Zoro and Sanji. Powerscaling can be controversial, but one thing is for sure at this point in the story — Zoro and Sanji will surpass the Yonko by the end of the story. Oda has already revealed how this is possible for them.
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  • Hades 2's Secret Mortal Kombat Tribute Explained

    There are a handful of video game franchises that have been around for so long and that have been so influential that they've transcended the medium. Mortal Kombat is one such franchise, having become a household name overnight when it originally hit arcade floors in 1992, and it having a wealth of multimedia adaptations and spinoffs in the 33 years since. But alongside their own projects, hugely influential franchises like Mortal Kombat are often referenced throughout the medium they mostly belong to, and Hades 2 is the most recent example of that.
    #hades #2039s #secret #mortal #kombat
    Hades 2's Secret Mortal Kombat Tribute Explained
    There are a handful of video game franchises that have been around for so long and that have been so influential that they've transcended the medium. Mortal Kombat is one such franchise, having become a household name overnight when it originally hit arcade floors in 1992, and it having a wealth of multimedia adaptations and spinoffs in the 33 years since. But alongside their own projects, hugely influential franchises like Mortal Kombat are often referenced throughout the medium they mostly belong to, and Hades 2 is the most recent example of that. #hades #2039s #secret #mortal #kombat
    GAMERANT.COM
    Hades 2's Secret Mortal Kombat Tribute Explained
    There are a handful of video game franchises that have been around for so long and that have been so influential that they've transcended the medium. Mortal Kombat is one such franchise, having become a household name overnight when it originally hit arcade floors in 1992, and it having a wealth of multimedia adaptations and spinoffs in the 33 years since. But alongside their own projects, hugely influential franchises like Mortal Kombat are often referenced throughout the medium they mostly belong to, and Hades 2 is the most recent example of that.
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  • HOW DISGUISE BUILT OUT THE VIRTUAL ENVIRONMENTS FOR A MINECRAFT MOVIE

    By TREVOR HOGG

    Images courtesy of Warner Bros. Pictures.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Virtually conceptualizing the layout of Midport Village.

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

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

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

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

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

    Doing a virtual scale study of the Mountainside.

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

    Piglots cause mayhem during the Wingsuit Chase.

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

    “One of the biggest challenges for me was managing constant iteration while keeping our environments clean, organized and easy to update,” Finlayson notes. “Because the virtual sets were reviewed regularly by the director and other heads of departments, feedback was often implemented live in the room. This meant the environments had to be flexible. But overall, this was an amazing project to work on, and I am so grateful for the incredible VAD team I was a part of – Heide Nichols, Pat Younis, Jake Tuckand Laura. Everyone on this team worked so collaboratively, seamlessly and in such a supportive way that I never felt like I was out of my depth.” There was another challenge that is more to do with familiarity. “Having a VAD on a film is still a relatively new process in production,” Bell states. “There were moments where other departments were still learning what we did and how to best work with us. That said, the response was overwhelmingly positive. I remember being on set at the Simulcam station and seeing how excited people were to look at the virtual environments as they walked by, often stopping for a chat and a virtual tour. Instead of seeing just a huge blue curtain, they were stoked to see something Minecraft and could get a better sense of what they were actually shooting.”
    #how #disguise #built #out #virtual
    HOW DISGUISE BUILT OUT THE VIRTUAL ENVIRONMENTS FOR A MINECRAFT MOVIE
    By TREVOR HOGG Images courtesy of Warner Bros. Pictures. Rather than a world constructed around photorealistic pixels, a video game created by Markus Persson has taken the boxier 3D voxel route, which has become its signature aesthetic, and sparked an international phenomenon that finally gets adapted into a feature with the release of A Minecraft Movie. Brought onboard to help filmmaker Jared Hess in creating the environments that the cast of Jason Momoa, Jack Black, Sebastian Hansen, Emma Myers and Danielle Brooks find themselves inhabiting was Disguise under the direction of Production VFX Supervisor Dan Lemmon. “s the Senior Unreal Artist within the Virtual Art Departmenton Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” —Talia Finlayson, Creative Technologist, Disguise Interior and exterior environments had to be created, such as the shop owned by Steve. “Prior to working on A Minecraft Movie, I held more technical roles, like serving as the Virtual Production LED Volume Operator on a project for Apple TV+ and Paramount Pictures,” notes Talia Finlayson, Creative Technologist for Disguise. “But as the Senior Unreal Artist within the Virtual Art Departmenton Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” The project provided new opportunities. “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance,” notes Laura Bell, Creative Technologist for Disguise. “But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.” Set designs originally created by the art department in Rhinoceros 3D were transformed into fully navigable 3D environments within Unreal Engine. “These scenes were far more than visualizations,” Finlayson remarks. “They were interactive tools used throughout the production pipeline. We would ingest 3D models and concept art, clean and optimize geometry using tools like Blender, Cinema 4D or Maya, then build out the world in Unreal Engine. This included applying materials, lighting and extending environments. These Unreal scenes we created were vital tools across the production and were used for a variety of purposes such as enabling the director to explore shot compositions, block scenes and experiment with camera movement in a virtual space, as well as passing along Unreal Engine scenes to the visual effects vendors so they could align their digital environments and set extensions with the approved production layouts.” A virtual exploration of Steve’s shop in Midport Village. Certain elements have to be kept in mind when constructing virtual environments. “When building virtual environments, you need to consider what can actually be built, how actors and cameras will move through the space, and what’s safe and practical on set,” Bell observes. “Outside the areas where strict accuracy is required, you want the environments to blend naturally with the original designs from the art department and support the story, creating a space that feels right for the scene, guides the audience’s eye and sets the right tone. Things like composition, lighting and small environmental details can be really fun to work on, but also serve as beautiful additions to help enrich a story.” “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance. But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.” —Laura Bell, Creative Technologist, Disguise Among the buildings that had to be created for Midport Village was Steve’sLava Chicken Shack. Concept art was provided that served as visual touchstones. “We received concept art provided by the amazing team of concept artists,” Finlayson states. “Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging. Sometimes we would also help the storyboard artists by sending through images of the Unreal Engine worlds to help them geographically position themselves in the worlds and aid in their storyboarding.” At times, the video game assets came in handy. “Exteriors often involved large-scale landscapes and stylized architectural elements, which had to feel true to the Minecraft world,” Finlayson explains. “In some cases, we brought in geometry from the game itself to help quickly block out areas. For example, we did this for the Elytra Flight Chase sequence, which takes place through a large canyon.” Flexibility was critical. “A key technical challenge we faced was ensuring that the Unreal levels were built in a way that allowed for fast and flexible iteration,” Finlayson remarks. “Since our environments were constantly being reviewed by the director, production designer, DP and VFX supervisor, we needed to be able to respond quickly to feedback, sometimes live during a review session. To support this, we had to keep our scenes modular and well-organized; that meant breaking environments down into manageable components and maintaining clean naming conventions. By setting up the levels this way, we could make layout changes, swap assets or adjust lighting on the fly without breaking the scene or slowing down the process.” Production schedules influence the workflows, pipelines and techniques. “No two projects will ever feel exactly the same,” Bell notes. “For example, Pat Younisadapted his typical VR setup to allow scene reviews using a PS5 controller, which made it much more comfortable and accessible for the director. On a more technical side, because everything was cubes and voxels, my Blender workflow ended up being way heavier on the re-mesh modifier than usual, definitely not something I’ll run into again anytime soon!” A virtual study and final still of the cast members standing outside of the Lava Chicken Shack. “We received concept art provided by the amazing team of concept artists. Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging.” —Talia Finlayson, Creative Technologist, Disguise The design and composition of virtual environments tended to remain consistent throughout principal photography. “The only major design change I can recall was the removal of a second story from a building in Midport Village to allow the camera crane to get a clear shot of the chicken perched above Steve’s lava chicken shack,” Finlayson remarks. “I would agree that Midport Village likely went through the most iterations,” Bell responds. “The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled. I remember rebuilding the stairs leading up to the rampart five or six times, using different configurations based on the physically constructed stairs. This was because there were storyboarded sequences of the film’s characters, Henry, Steve and Garrett, being chased by piglins, and the action needed to match what could be achieved practically on set.” Virtually conceptualizing the layout of Midport Village. Complex virtual environments were constructed for the final battle and the various forest scenes throughout the movie. “What made these particularly challenging was the way physical set pieces were repurposed and repositioned to serve multiple scenes and locations within the story,” Finlayson reveals. “The same built elements had to appear in different parts of the world, so we had to carefully adjust the virtual environments to accommodate those different positions.” Bell is in agreement with her colleague. “The forest scenes were some of the more complex environments to manage. It could get tricky, particularly when the filming schedule shifted. There was one day on set where the order of shots changed unexpectedly, and because the physical sets looked so similar, I initially loaded a different perspective than planned. Fortunately, thanks to our workflow, Lindsay Georgeand I were able to quickly open the recorded sequence in Unreal Engine and swap out the correct virtual environment for the live composite without any disruption to the shoot.” An example of the virtual and final version of the Woodland Mansion. “Midport Village likely went through the most iterations. The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled.” —Laura Bell, Creative Technologist, Disguise Extensive detail was given to the center of the sets where the main action unfolds. “For these areas, we received prop layouts from the prop department to ensure accurate placement and alignment with the physical builds,” Finlayson explains. “These central environments were used heavily for storyboarding, blocking and department reviews, so precision was essential. As we moved further out from the practical set, the environments became more about blocking and spatial context rather than fine detail. We worked closely with Production Designer Grant Major to get approval on these extended environments, making sure they aligned with the overall visual direction. We also used creatures and crowd stand-ins provided by the visual effects team. These gave a great sense of scale and placement during early planning stages and allowed other departments to better understand how these elements would be integrated into the scenes.” Cast members Sebastian Hansen, Danielle Brooks and Emma Myers stand in front of the Earth Portal Plateau environment. Doing a virtual scale study of the Mountainside. Practical requirements like camera moves, stunt choreography and crane setups had an impact on the creation of virtual environments. “Sometimes we would adjust layouts slightly to open up areas for tracking shots or rework spaces to accommodate key action beats, all while keeping the environment feeling cohesive and true to the Minecraft world,” Bell states. “Simulcam bridged the physical and virtual worlds on set, overlaying Unreal Engine environments onto live-action scenes in real-time, giving the director, DP and other department heads a fully-realized preview of shots and enabling precise, informed decisions during production. It also recorded critical production data like camera movement paths, which was handed over to the post-production team to give them the exact tracks they needed, streamlining the visual effects pipeline.” Piglots cause mayhem during the Wingsuit Chase. Virtual versions of the exterior and interior of the Safe House located in the Enchanted Woods. “One of the biggest challenges for me was managing constant iteration while keeping our environments clean, organized and easy to update,” Finlayson notes. “Because the virtual sets were reviewed regularly by the director and other heads of departments, feedback was often implemented live in the room. This meant the environments had to be flexible. But overall, this was an amazing project to work on, and I am so grateful for the incredible VAD team I was a part of – Heide Nichols, Pat Younis, Jake Tuckand Laura. Everyone on this team worked so collaboratively, seamlessly and in such a supportive way that I never felt like I was out of my depth.” There was another challenge that is more to do with familiarity. “Having a VAD on a film is still a relatively new process in production,” Bell states. “There were moments where other departments were still learning what we did and how to best work with us. That said, the response was overwhelmingly positive. I remember being on set at the Simulcam station and seeing how excited people were to look at the virtual environments as they walked by, often stopping for a chat and a virtual tour. Instead of seeing just a huge blue curtain, they were stoked to see something Minecraft and could get a better sense of what they were actually shooting.” #how #disguise #built #out #virtual
    WWW.VFXVOICE.COM
    HOW DISGUISE BUILT OUT THE VIRTUAL ENVIRONMENTS FOR A MINECRAFT MOVIE
    By TREVOR HOGG Images courtesy of Warner Bros. Pictures. Rather than a world constructed around photorealistic pixels, a video game created by Markus Persson has taken the boxier 3D voxel route, which has become its signature aesthetic, and sparked an international phenomenon that finally gets adapted into a feature with the release of A Minecraft Movie. Brought onboard to help filmmaker Jared Hess in creating the environments that the cast of Jason Momoa, Jack Black, Sebastian Hansen, Emma Myers and Danielle Brooks find themselves inhabiting was Disguise under the direction of Production VFX Supervisor Dan Lemmon. “[A]s the Senior Unreal Artist within the Virtual Art Department (VAD) on Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” —Talia Finlayson, Creative Technologist, Disguise Interior and exterior environments had to be created, such as the shop owned by Steve (Jack Black). “Prior to working on A Minecraft Movie, I held more technical roles, like serving as the Virtual Production LED Volume Operator on a project for Apple TV+ and Paramount Pictures,” notes Talia Finlayson, Creative Technologist for Disguise. “But as the Senior Unreal Artist within the Virtual Art Department (VAD) on Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” The project provided new opportunities. “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance,” notes Laura Bell, Creative Technologist for Disguise. “But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.” Set designs originally created by the art department in Rhinoceros 3D were transformed into fully navigable 3D environments within Unreal Engine. “These scenes were far more than visualizations,” Finlayson remarks. “They were interactive tools used throughout the production pipeline. We would ingest 3D models and concept art, clean and optimize geometry using tools like Blender, Cinema 4D or Maya, then build out the world in Unreal Engine. This included applying materials, lighting and extending environments. These Unreal scenes we created were vital tools across the production and were used for a variety of purposes such as enabling the director to explore shot compositions, block scenes and experiment with camera movement in a virtual space, as well as passing along Unreal Engine scenes to the visual effects vendors so they could align their digital environments and set extensions with the approved production layouts.” A virtual exploration of Steve’s shop in Midport Village. Certain elements have to be kept in mind when constructing virtual environments. “When building virtual environments, you need to consider what can actually be built, how actors and cameras will move through the space, and what’s safe and practical on set,” Bell observes. “Outside the areas where strict accuracy is required, you want the environments to blend naturally with the original designs from the art department and support the story, creating a space that feels right for the scene, guides the audience’s eye and sets the right tone. Things like composition, lighting and small environmental details can be really fun to work on, but also serve as beautiful additions to help enrich a story.” “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance. But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.” —Laura Bell, Creative Technologist, Disguise Among the buildings that had to be created for Midport Village was Steve’s (Jack Black) Lava Chicken Shack. Concept art was provided that served as visual touchstones. “We received concept art provided by the amazing team of concept artists,” Finlayson states. “Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging. Sometimes we would also help the storyboard artists by sending through images of the Unreal Engine worlds to help them geographically position themselves in the worlds and aid in their storyboarding.” At times, the video game assets came in handy. “Exteriors often involved large-scale landscapes and stylized architectural elements, which had to feel true to the Minecraft world,” Finlayson explains. “In some cases, we brought in geometry from the game itself to help quickly block out areas. For example, we did this for the Elytra Flight Chase sequence, which takes place through a large canyon.” Flexibility was critical. “A key technical challenge we faced was ensuring that the Unreal levels were built in a way that allowed for fast and flexible iteration,” Finlayson remarks. “Since our environments were constantly being reviewed by the director, production designer, DP and VFX supervisor, we needed to be able to respond quickly to feedback, sometimes live during a review session. To support this, we had to keep our scenes modular and well-organized; that meant breaking environments down into manageable components and maintaining clean naming conventions. By setting up the levels this way, we could make layout changes, swap assets or adjust lighting on the fly without breaking the scene or slowing down the process.” Production schedules influence the workflows, pipelines and techniques. “No two projects will ever feel exactly the same,” Bell notes. “For example, Pat Younis [VAD Art Director] adapted his typical VR setup to allow scene reviews using a PS5 controller, which made it much more comfortable and accessible for the director. On a more technical side, because everything was cubes and voxels, my Blender workflow ended up being way heavier on the re-mesh modifier than usual, definitely not something I’ll run into again anytime soon!” A virtual study and final still of the cast members standing outside of the Lava Chicken Shack. “We received concept art provided by the amazing team of concept artists. Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging.” —Talia Finlayson, Creative Technologist, Disguise The design and composition of virtual environments tended to remain consistent throughout principal photography. “The only major design change I can recall was the removal of a second story from a building in Midport Village to allow the camera crane to get a clear shot of the chicken perched above Steve’s lava chicken shack,” Finlayson remarks. “I would agree that Midport Village likely went through the most iterations,” Bell responds. “The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled. I remember rebuilding the stairs leading up to the rampart five or six times, using different configurations based on the physically constructed stairs. This was because there were storyboarded sequences of the film’s characters, Henry, Steve and Garrett, being chased by piglins, and the action needed to match what could be achieved practically on set.” Virtually conceptualizing the layout of Midport Village. Complex virtual environments were constructed for the final battle and the various forest scenes throughout the movie. “What made these particularly challenging was the way physical set pieces were repurposed and repositioned to serve multiple scenes and locations within the story,” Finlayson reveals. “The same built elements had to appear in different parts of the world, so we had to carefully adjust the virtual environments to accommodate those different positions.” Bell is in agreement with her colleague. “The forest scenes were some of the more complex environments to manage. It could get tricky, particularly when the filming schedule shifted. There was one day on set where the order of shots changed unexpectedly, and because the physical sets looked so similar, I initially loaded a different perspective than planned. Fortunately, thanks to our workflow, Lindsay George [VP Tech] and I were able to quickly open the recorded sequence in Unreal Engine and swap out the correct virtual environment for the live composite without any disruption to the shoot.” An example of the virtual and final version of the Woodland Mansion. “Midport Village likely went through the most iterations. The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled.” —Laura Bell, Creative Technologist, Disguise Extensive detail was given to the center of the sets where the main action unfolds. “For these areas, we received prop layouts from the prop department to ensure accurate placement and alignment with the physical builds,” Finlayson explains. “These central environments were used heavily for storyboarding, blocking and department reviews, so precision was essential. As we moved further out from the practical set, the environments became more about blocking and spatial context rather than fine detail. We worked closely with Production Designer Grant Major to get approval on these extended environments, making sure they aligned with the overall visual direction. We also used creatures and crowd stand-ins provided by the visual effects team. These gave a great sense of scale and placement during early planning stages and allowed other departments to better understand how these elements would be integrated into the scenes.” Cast members Sebastian Hansen, Danielle Brooks and Emma Myers stand in front of the Earth Portal Plateau environment. Doing a virtual scale study of the Mountainside. Practical requirements like camera moves, stunt choreography and crane setups had an impact on the creation of virtual environments. “Sometimes we would adjust layouts slightly to open up areas for tracking shots or rework spaces to accommodate key action beats, all while keeping the environment feeling cohesive and true to the Minecraft world,” Bell states. “Simulcam bridged the physical and virtual worlds on set, overlaying Unreal Engine environments onto live-action scenes in real-time, giving the director, DP and other department heads a fully-realized preview of shots and enabling precise, informed decisions during production. It also recorded critical production data like camera movement paths, which was handed over to the post-production team to give them the exact tracks they needed, streamlining the visual effects pipeline.” Piglots cause mayhem during the Wingsuit Chase. Virtual versions of the exterior and interior of the Safe House located in the Enchanted Woods. “One of the biggest challenges for me was managing constant iteration while keeping our environments clean, organized and easy to update,” Finlayson notes. “Because the virtual sets were reviewed regularly by the director and other heads of departments, feedback was often implemented live in the room. This meant the environments had to be flexible. But overall, this was an amazing project to work on, and I am so grateful for the incredible VAD team I was a part of – Heide Nichols [VAD Supervisor], Pat Younis, Jake Tuck [Unreal Artist] and Laura. Everyone on this team worked so collaboratively, seamlessly and in such a supportive way that I never felt like I was out of my depth.” There was another challenge that is more to do with familiarity. “Having a VAD on a film is still a relatively new process in production,” Bell states. “There were moments where other departments were still learning what we did and how to best work with us. That said, the response was overwhelmingly positive. I remember being on set at the Simulcam station and seeing how excited people were to look at the virtual environments as they walked by, often stopping for a chat and a virtual tour. Instead of seeing just a huge blue curtain, they were stoked to see something Minecraft and could get a better sense of what they were actually shooting.”
    0 التعليقات 0 المشاركات
  • Watch Ben Starr Date Himself In Date Everything

    Since his breakthrough role in Final Fantasy XVI, fans can't get enough of Ben Starr. Neither can he, as in a video for GameSpot, the voice actor decided to play through Date Everything by only dating his own character.The surreal and comedic sandbox dating sim lets you literally date everything, thanks to a pair of magical glasses called Dateviators, which transform everyday household objects into dateable characters with their own stories. Each one is brought to by a huge roster of voice actors, including Ashly Burch, Matthew Mercer, Laura Bailey, Felicia Day, Steve Blum, Ashley Johnson, as well as the game's lead designer and veteran voice actor Ray Chase of Final Fantasy XV fame. Despite more than 100 dateable objects, "resident video game narcissist" Starr has opted to only date himself. Starr actually voices multiple characters as he plays a personified door called Dorian and there are 17 variations of Dorian throughout the house. There's Front Dorian who wears a little hat, Back Dorian, which the actor said he recorded "facing away from the microphone with my hand over my mouth", as well as Trap Dorian, who happens to wear a lot less clothes than the rest.Continue Reading at GameSpot
    #watch #ben #starr #date #himself
    Watch Ben Starr Date Himself In Date Everything
    Since his breakthrough role in Final Fantasy XVI, fans can't get enough of Ben Starr. Neither can he, as in a video for GameSpot, the voice actor decided to play through Date Everything by only dating his own character.The surreal and comedic sandbox dating sim lets you literally date everything, thanks to a pair of magical glasses called Dateviators, which transform everyday household objects into dateable characters with their own stories. Each one is brought to by a huge roster of voice actors, including Ashly Burch, Matthew Mercer, Laura Bailey, Felicia Day, Steve Blum, Ashley Johnson, as well as the game's lead designer and veteran voice actor Ray Chase of Final Fantasy XV fame. Despite more than 100 dateable objects, "resident video game narcissist" Starr has opted to only date himself. Starr actually voices multiple characters as he plays a personified door called Dorian and there are 17 variations of Dorian throughout the house. There's Front Dorian who wears a little hat, Back Dorian, which the actor said he recorded "facing away from the microphone with my hand over my mouth", as well as Trap Dorian, who happens to wear a lot less clothes than the rest.Continue Reading at GameSpot #watch #ben #starr #date #himself
    WWW.GAMESPOT.COM
    Watch Ben Starr Date Himself In Date Everything
    Since his breakthrough role in Final Fantasy XVI, fans can't get enough of Ben Starr. Neither can he, as in a video for GameSpot, the voice actor decided to play through Date Everything by only dating his own character.The surreal and comedic sandbox dating sim lets you literally date everything, thanks to a pair of magical glasses called Dateviators, which transform everyday household objects into dateable characters with their own stories. Each one is brought to by a huge roster of voice actors, including Ashly Burch, Matthew Mercer, Laura Bailey, Felicia Day, Steve Blum, Ashley Johnson, as well as the game's lead designer and veteran voice actor Ray Chase of Final Fantasy XV fame. Despite more than 100 dateable objects, "resident video game narcissist" Starr has opted to only date himself. Starr actually voices multiple characters as he plays a personified door called Dorian and there are 17 variations of Dorian throughout the house. There's Front Dorian who wears a little hat, Back Dorian, which the actor said he recorded "facing away from the microphone with my hand over my mouth", as well as Trap Dorian, who happens to wear a lot less clothes than the rest.Continue Reading at GameSpot
    0 التعليقات 0 المشاركات
  • Hey there, amazing gamers!

    Today, let’s talk about something super exciting and absolutely essential for all of you proud owners of the Nintendo Switch 2! Yes, I’m talking about the LOCK SCREEN feature that you’ve probably heard about! It might seem like a small thing, but trust me, it can make a HUGE difference in how you protect your gaming world!

    In a time where security is more important than ever, our beloved devices deserve the best protection we can give them! Think about it: your Nintendo Switch 2 isn’t just a gaming console; it’s a vault of your precious memories! From those epic save data moments to screenshots that capture your greatest achievements, you don’t want just anyone getting their hands on it!

    And let's be real here, whether it’s keeping your friends from accidentally deleting your progress or ensuring your little ones aren’t accessing games they shouldn’t, that lock screen is a GAME CHANGER! By activating it, you’re not just protecting your data; you’re also preserving the joy and excitement that comes with every gaming session!

    Using the lock screen is a simple step that offers peace of mind. Just imagine being able to dive into your gaming adventure without worrying about someone else interrupting your flow! Security is about more than just privacy; it’s about creating a safe space where you can enjoy your favorite games without any interruptions! And we all know how important that is, right?

    So, let’s celebrate this fantastic feature! Embrace it, activate that lock screen, and take your gaming experience to the next level! Whether you’re on a quest to save the world or simply enjoying a cozy evening of gaming, remember that a little extra protection goes a long way!

    Also, don’t forget to share this with your fellow gamers! Let’s spread the word about the importance of security and make sure everyone is using that lock screen! Together, we can create a safer gaming community where everyone can enjoy their adventures!

    Stay positive, keep gaming, and remember: YOU have the power to protect your gaming treasures! Let’s do this!

    #NintendoSwitch2 #GamingSecurity #LockScreen #ProtectYourGames #GameOn
    🎉🌟 Hey there, amazing gamers! 🌟🎉 Today, let’s talk about something super exciting and absolutely essential for all of you proud owners of the Nintendo Switch 2! 🔥✨ Yes, I’m talking about the LOCK SCREEN feature that you’ve probably heard about! It might seem like a small thing, but trust me, it can make a HUGE difference in how you protect your gaming world! 🎮💖 In a time where security is more important than ever, our beloved devices deserve the best protection we can give them! 🛡️💪 Think about it: your Nintendo Switch 2 isn’t just a gaming console; it’s a vault of your precious memories! 💾From those epic save data moments to screenshots that capture your greatest achievements, you don’t want just anyone getting their hands on it! 🙅‍♂️🙅‍♀️ And let's be real here, whether it’s keeping your friends from accidentally deleting your progress or ensuring your little ones aren’t accessing games they shouldn’t, that lock screen is a GAME CHANGER! 🔑✨ By activating it, you’re not just protecting your data; you’re also preserving the joy and excitement that comes with every gaming session! 🌈💫 Using the lock screen is a simple step that offers peace of mind. Just imagine being able to dive into your gaming adventure without worrying about someone else interrupting your flow! 🚀💥 Security is about more than just privacy; it’s about creating a safe space where you can enjoy your favorite games without any interruptions! And we all know how important that is, right? 😄 So, let’s celebrate this fantastic feature! 🎊💖 Embrace it, activate that lock screen, and take your gaming experience to the next level! Whether you’re on a quest to save the world or simply enjoying a cozy evening of gaming, remember that a little extra protection goes a long way! 🌍💖 Also, don’t forget to share this with your fellow gamers! Let’s spread the word about the importance of security and make sure everyone is using that lock screen! Together, we can create a safer gaming community where everyone can enjoy their adventures! 🌟🤝 Stay positive, keep gaming, and remember: YOU have the power to protect your gaming treasures! Let’s do this! 💖✨ #NintendoSwitch2 #GamingSecurity #LockScreen #ProtectYourGames #GameOn
    Yes, Your Switch 2 Has A Lock Screen And You Should Use It
    Security is more important than ever these days, and that extends even to your entertainment devices. Even beyond your precious save data and screenshots, there’s a lot of important stuff on your Nintendo Switch 2 that you don’t want just anyone acce
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