#Mixed-use Development Design
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injarchitects · 1 year ago
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Mixed-use Development Design | Injarch.com
With the help of Injarch.com, explore the beauty of mixed-use development design. Our innovative process results in beautiful items that are both useful and aesthetically pleasing. Let us assist you in coming up with the ideal design for your project.
Mixed-use Development Design
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iwonderwh0 · 2 years ago
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I have a theory
It was mentioned more than once, that androids in dbh don't feel pain, but somehow every time they're punched or stabbed they react as if it actually hurst: with a gasp, scream or something else, to the point of even killing a human who is "hurting" them. So I have a theory about what causes them to feel "pain" without actually feeling it in a human terms.
Pain for an android is an instant sensation of intense fear and panic that encourages them to get away from whatever causes it in a similar way pain would. So the function of it is the same as pain – to keep them safe. This way, even if it doesn't cause them pain in a physical sense, psychologically it is the same, so it is no wonder that in case someone tries to abuse them repeatedly causing them physical distress, this fear response is miserable enough to actively avoid it and seek whatever it takes to finally make it stop. It also explains the noises they make, if we look at it not as reaction to pain, but to fear.
Psychologically they are still canonically human, so I think if instead of feeling physical pain when hurt we would feel as if we just got scared with some jump-scare it'd still be pretty fucking similar to our usual pain response, in some ways better, but some others even worse.
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yewtto · 2 years ago
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Everything is exploding, post spidersona on a new tumblr account
It’s strange trying to relearn the ropes of a website I haven’t used since 2014, but im gonna try damn it
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cnu-newurbanism · 1 year ago
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Great Idea 8: Mixed-use urban centers
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The market is much more receptive to the benefits of mixed-use today, but it is still easier to talk about main street retail than to effectively build it. Read more.
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miasmaphila · 10 days ago
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In New America we address craft as a critically under valued sector of Human Skill and invest equal resources in the preservation of living history (because history always always always needs to be honored for innovation to take real hold) as we do archival history
the world is running out of glassblowers and yet you want to become a fucking doctor
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cerbreus · 13 days ago
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today has been. a work day.
#i swear to god i gotta ask the new coworker every 2 to 3 days about something i broke and how to fix it in the shaders#i wish i could just find the answers with google but i literally spent an hour and didn't come away with anything useful#i had to plug in random nodes to see if any of them worked#finally landed on one that halfway worked but it required me to change the input min value#which is a no-no because that value is directly input into a script function#thankfully i knew better than to just let 'er rip#this is the 4th time with this (my) shader that i've had to fix something gone awry#all this just to have alpha clipping on the textures#thankfully i just needed to plug in a remap node#but it feels rly embarrassing to run into so many really common issues#waughh <- guy who just read basic documentation#and has just been mish-mashing bits and pieces from forums and tutorials to get things to work#i really ought to take a course on shadergraph... and substance designer... and lighting...#maybe i can convince my boss to let me go on a sabbatical and just take a bunch of courses#sadly it feels like everyone (justifiably) is shifting away from unity development#and now that our lead left it seems unlikely we'll be leaving behind unity for any other engine until we're forced to#it feels like it's getting tougher to find answers for the ever narrowing field that is unity VR mixed reality development#*artist resources specifically because like. internet seems chock full of programming ones but im not one of those#personal stuff#its only tuesday...
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fxrheisenn · 5 months ago
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Andrus Laansalu talked about making Disco Elysium at EKA (Estonian Academy of Arts)
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"Initially, the church wasn't a focal point. There were certain characters that needed to visit this location, and I asked, "Seriously, what do we have in our church?" The others replied, "Nothing at all. Our church is completely bare—just a wheel, really. It's quite basic."
That's when I decided to unleash my creativity in the design. For example, they chose to install a glass structure at the top of the church to create a reflective surface. It was like placing an optical clock up there. Therefore, one of the most crucial aspects of designing the church was ensuring the lighting was just right to create the desired atmosphere."
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"Let me show you an example of Baroque architecture, which is rich in detail. We're also designing the interior of the church based on large cathedrals. However, the foundation you use might not yield the expected results, because the church itself doesn't require such intricate details. Sometimes, it's about simplifying the design."
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"I used Articy for the initial scriptwriting of Disco Elysium. The image only represents a tiny fraction of the text and choice variables involved. This system was also the reason I eventually abandoned the project after a year of outlining the script and shifted my focus to becoming a sound designer. My mind struggled to keep up with the dynamic graphic rules, but fortunately, a more talented writer took over afterward."
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"In terms of sound design, it's essential to develop different layers to bring out the charm of the church as a cohesive space. Although this represents only a small portion of the overall design, each layer actually requires a significant amount of time to compose the whole....... Whenever there's a shift or a change due to the dialogue itself, you need to adjust the background sounds. Each time you modify the details in the dialogue, I have to refine the background audio, ensuring that these elements build upon each other like an intricate layer of work."
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"It's funny how many scenes involve characters getting smacked in the face. My job was to recreate those, so I locked myself in the bathroom with a recorder and hit my forehead until it turned red.
As a sound designer, I really dig those unsettling, drill-like sounds. So, I mixed in creepy lectures, metal scraping, moans, and cries of pain—because I just love that stuff! (laughs)
Players will be moving through all kinds of areas, so it's super important to make the sound transitions feel natural, trying to create a more immersive vibe in certain spaces.
With all the scenes featuring big cranes, you can hear them from far away, and I wanted to capture that eerie ringing in your ears. That's going to be a thing throughout most of the game. I've found ways to really mess with players while they're playing!"
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"I've come across a lot of old objects (like phones and radios) that I needed to perfectly replicate the sounds. I started to become a bit of a hoarder, buying up different models of old phones whenever I found one to add to my collection. The sound effects I can simulate from them are really impressive."
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"Some of the devices don't actually exist in real life—just a mix of architecture and tech. When I need to create sound effects, I first look for something similar that exists in our world, then I try to simulate what the sound and appearance of that thing might have been like a century ago.
Towards the end of the game, there's a character carrying a fuel canister. We needed the sound of the canister, so we dug one up from our garage—it had been sitting there since it was five! I realized this would make the sound perfect. So, it had been there for 50 years, and after 40 years, it finally found its purpose.
In some places, I needed unique sound waves, and recreating them was a real headache until one day I happened to walk by a swimming pool and stumbled upon an old wartime torpedo. You can rotate the torpedo's probe, and it slowly rises up, like a proud zombie head. The sounds it made were exactly what I needed!"
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🙋How did you manage to get funding?
"Well, since we're in Estonia, you just need to know a wealthy person. You don't need five people—just two who can network, hang out together, and convince them to keep investing! (laughs) Back then, we constantly ran out of money and would tell them, 'Oops, looks like we spent it all! Can you invest a bit more?' That's how we made it through!"
🙋How did you all come together to make the game?
"Luck. It usually doesn't happen this way, and that's the key difference. It has to be. If not, you couldn't create a game of this scale - well, I mean in terms of budget. But creatively, Estonia definitely has writers and artists who can pull it off. With such a small population, there are a lot of quirky folks who are good friends. We were really lucky, though - lots of fortunate circumstances came together. It brought the right people together, allowing those talented fools to collaborate with us. They had experience but hadn't tackled projects of this magnitude before. So yeah, luck is pretty important!"
Lecture experience shared by 白兔YIYANG SUN on 小红书, reposted & translated by me with her permission.
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ramenheim · 2 years ago
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Everyone here saying this like they aren't dropping the period for the literal exact same reason. ♥️
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ok i know i'm one to talk but genuinely if you think 👍 or ❤️ is "passive aggressive" you might be spending a bit too much time on your phone jeez louise
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insertdisc5 · 1 year ago
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📚 A List Of Useful Websites When Making An RPG 📚
My timeloop RPG In Stars and Time is done! Which means I can clear all my ISAT gamedev related bookmarks. But I figured I would show them here, in case they can be useful to someone. These range from "useful to write a story/characters/world" to "these are SUPER rpgmaker focused and will help with the terrible math that comes with making a game".
This is what I used to make my RPG game, but it could be useful for writers, game devs of all genres, DMs, artists, what have you. YIPPEE
Writing (Names)
Behind The Name - Why don't you have this bookmarked already. Search for names and their meanings from all over the world!
Medieval Names Archive - Medieval names. Useful. For ME
City and Town Name Generator - Create "fake" names for cities, generated from datasets from any country you desire! I used those for the couple city names in ISAT. I say "fake" in quotes because some of them do end up being actual city names, especially for french generated ones. Don't forget to double check you're not 1. just taking a real city name or 2. using a word that's like, Very Bad, especially if you don't know the country you're taking inspiration from! Don't want to end up with Poopaville, USA
Writing (Words)
Onym - A website full of websites that are full of words. And by that I mean dictionaries, thesauruses, translators, glossaries, ways to mix up words, and way more. HIGHLY recommend checking this website out!!!
Moby Thesaurus - My thesaurus of choice!
Rhyme Zone - Find words that rhyme with others. Perfect for poets, lyricists, punmasters.
In Different Languages - Search for a word, have it translated in MANY different languages in one page.
ASSETS
In general, I will say: just look up what you want on itch.io. There are SO MANY assets for you to buy on itch.io. You want a font? You want a background? You want a sound effect? You want a plugin? A pixel base? An attack animation? A cool UI?!?!?! JUST GO ON ITCH.IO!!!!!!
Visual Assets (General)
Creative Market - Shop for all kinds of assets, from fonts to mockups to templates to brushes to WHATEVER YOU WANT
Velvetyne - Cool and weird fonts
Chevy Ray's Pixel Fonts - They're good fonts.
Contrast Checker - Stop making your text white when your background is lime green no one can read that shit babe!!!!!!
Visual Assets (Game Focused)
Interface In Game - Screenshots of UI (User Interfaces) from SO MANY GAMES. Shows you everything and you can just look at what every single menu in a game looks like. You can also sort them by game genre! GREAT reference!
Game UI Database - Same as above!
Sound Assets
Zapsplat, Freesound - There are many sound effect websites out there but those are the ones I saved. Royalty free!
Shapeforms - Paid packs for music and sounds and stuff.
Other
CloudConvert - Convert files into other files. MAKE THAT .AVI A .MOV
EZGifs - Make those gifs bigger. Smaller. Optimize them. Take a video and make it a gif. The Sky Is The Limit
Marketing
Press Kitty - Did not end up needing this- this will help with creating a press kit! Useful for ANY indie dev. Yes, even if you're making a tiny game, you should have a press kit. You never know!!!
presskit() - Same as above, but a different one.
Itch.io Page Image Guide and Templates - Make your project pages on itch.io look nice.
MOOMANiBE's IGF post - If you're making indie games, you might wanna try and submit your game to the Independent Game Festival at some point. Here are some tips on how, and why you should.
Game Design (General)
An insightful thread where game developers discuss hidden mechanics designed to make games feel more interesting - Title says it all. Check those comments too.
Game Design (RPGs)
Yanfly "Let's Make a Game" Comics - INCREDIBLY useful tips on how to make RPGs, going from dungeons to towns to enemy stats!!!!
Attack Patterns - A nice post on enemy attack patterns, and what attacks you should give your enemies to make them challenging (but not TOO challenging!) A very good starting point.
How To Balance An RPG - Twitter thread on how to balance player stats VS enemy stats.
Nobody Cares About It But It’s The Only Thing That Matters: Pacing And Level Design In JRPGs - a Good Post.
Game Design (Visual Novels)
Feniks Renpy Tutorials - They're good tutorials.
I played over 100 visual novels in one month and here’s my advice to devs. - General VN advice. Also highly recommend this whole blog for help on marketing your games.
I hope that was useful! If it was. Maybe. You'd like to buy me a coffee. Or maybe you could check out my comics and games. Or just my new critically acclaimed game In Stars and Time. If you want. Ok bye
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r0th3freak4rtist · 2 months ago
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Otra idea rara para un AU de digital circus me bino pero we, la verdad solo me centré en el diseño de algunos personajes junto con su "estética"
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Another weird idea for a digital circus AU, but the truth is, that I only focused on the design of some characters along with their "aesthetics"
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El diseño que más me gustó fué el de Gangle ( me atrevo a decir que es la más hermosa del grupo jajajaja) pero aún tengo mis dudas sobre algunos diseños, sobretodo con el de Zooble ya que como éste es básicamente una mezcla random de partes puss no me decido que parte va en en dónde y que (pensé en hacerle un diseño medio cyberpunk).
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The design that I liked the most was Gangle's (I dare say that she is the most beautiful of the group hahaha) but I still have my doubts about some designs, especially with Zooble's since they're basically a random mix of parts, I can't decide which part goes where and what (I thought about making a kind of cyberpunk design).
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Un ejemplo de alturas y las siluetas. Tengan en mente que estos son conceptos y no están del todo desarrollados
Ps: utilize como inspiración algunos diseños de otros aus de "tadc", @chez-cinnamon y @sm-baby para ser específicos, les recomiendo sus blogs
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An example of heights and silhouettes. Keep in mind that these are concepts and are not fully developed.
Ps: I used as inspiration some designs from other "tadc" users, chez-cinnamon and sm-baby to be specific, I recommend their blogs
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theaawalker · 2 months ago
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Steps to Write a Cunning Femme Fatale
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1. Establish Her Persona
Define Her Allure: Craft her as enigmatic, charming, and intelligent. She should draw people in with her charisma and mystique.
Give Her Depth: Avoid clichés by giving her a unique backstory, motivations, or vulnerabilities that shape her actions.
Choose Her Strengths: Highlight skills like manipulation, resourcefulness, or combat abilities that give her an edge.
2. Shape Her Role in the Plot
Decide Her Purpose: Determine if she’s an ally, antagonist, or morally gray character, and how her actions drive the story.
Design Power Dynamics: Show how she wields control or influence over other characters, often exploiting weaknesses.
Weave Intrigue: Keep her intentions ambiguous to maintain tension and mystery.
3. Build Her Relationships
Contrast With Others: Develop relationships that show how she contrasts with or complements other characters (e.g., a vulnerable hero or a rival villain).
Show Complexity: Explore the layers in her interactions, such as her ability to mix truth with deception.
Reveal Gradually: Unfold her true nature over time, leaving both characters and the audience guessing.
4. Create a Striking Appearance
Use Symbolism: Incorporate elements of her look that reflect her personality, like bold colors, sleek outfits, or unique accessories.
Convey Confidence: Show her self-assuredness in the way she moves, speaks, and holds herself.
Highlight Ambiguity: Blend qualities that make her both alluring and dangerous (e.g., a soft smile hiding sharp intent).
5. Show Her in Action
Establish Power Plays: Showcase her intelligence and cunning through strategic actions, manipulations, or daring risks.
Create High Stakes: Put her in situations where she must outwit others or face consequences.
Balance Strength and Vulnerability: Let her excel in some areas while occasionally exposing a flaw or fear to humanize her.
6. Develop a Satisfying Arc
Choose Her Outcome: Decide if she triumphs, meets her downfall, or remains ambiguous at the story’s end.
Reflect Growth or Decline: Show how her actions shape her destiny—whether she evolves, succumbs, or holds her ground.
Tie Back to Themes: Ensure her arc aligns with the overarching themes of the story, like betrayal, love, or revenge.
Examples of Femme Fatales in Stories
1. Film Examples
Phyllis Dietrichson (Double Indemnity): Uses charm and manipulation to pull others into her schemes, embodying the classic femme fatale archetype.
Mal Cobb (Inception): A tragic yet dangerous figure, her motivations blur the lines between reality and illusion.
Nikita (La Femme Nikita): Balances vulnerability and lethal skill, creating a layered and compelling character.
2. Literature Examples
Catherine Tramell (Basic Instinct): A brilliant, enigmatic writer whose intelligence and seduction make her a master manipulator.
Milady de Winter (The Three Musketeers): A cunning and ruthless antagonist, she uses her wits and charm to outmaneuver the heroes.
Amy Dunne (Gone Girl): Subverts the idea of victimhood with her calculated and chilling actions, redefining the femme fatale for modern audiences.
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Follow || Like || Comment || Repost || My Novel
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howdoesone · 2 years ago
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How does one address the social and economic needs of a region through architectural interventions?
Addressing the Social and Economic Needs of a Region through Architectural Interventions Introduction Architectural interventions have the power to address the social and economic needs of a region by creating built environments that cater to the well-being and prosperity of the community. Beyond the functional aspects, architecture has the potential to shape social interactions, enhance…
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tudtuds · 1 year ago
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Hi! How are you?
I'm happy to share another set with you. This time not the ones from my "warehouse" but completely new items developed this year, from the beginning to the end.
And I'm not exaggerating, this is probably the easiest-to-use set I've ever created.
For this set, I took inspiration from some furniture that you can find in stores that sell cheap furniture with designs like Ikea. The idea is to give the starter households a nice BEGIN so price and stats were very important to avoid the feel that we are hacking the game.
There are 22 new items in this set.
You'll need vintage glamour to use the vanities.
All items use my last set of color schemes to mix and match with a lot of Maxis items.
SEARCH TERMS "Tuds BGIN", "BGIN"
DOWNLOAD patreon.com/TudTuds (Early Access until March 26th)
FOLLOW ME instagram.com/tud.tuds
twitter.com/TudTuds Thank you so much, Tuds :D
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felixandresims · 1 year ago
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Hello, Hello, Hello :),
Time is flying so quickly. It's already February. After a month of Shop the Look, it's time to return to the Soho Set. With part four, I want to pick up on something I wanted to create for the Fayun Set, a modular seating island situation. After further developing the idea, I called it a book lounge, which reminds me of Soho with all its book shops. This Set is also my contemporary answer to the library I created for the Chateau Set :) Spoiler alert: you can mix and match the books from both collections!
The lounge consists of a long Table you can use as a dining table or desk. You can combine it with a seating platform (PSST is a loveseat) and a Ficus planter that slots into the table. The platform has lots of slots perfect for your decoration purposes.
I approached shelves differently this time. For versatility, I separated the poles from the shelves; there are three different height options and two different shelf lengths. They come in metal and wooden swatches. I had quite some fun trying out all the various combinations :) Of course, I filled them with slots until the brim!
No shelves without clutter, I created nine different book arrangements inspired by all sorts of design books. Additionally, I made the Zettel'z Light from Ingo Maurer and had fun creating a painting.
This Set is on Early Access, and you can find it here.
Thank you so much again for the love and support. I can't spoil next month just jet, but I'm sure you will be happy about what is to come :D
Happy Simming and lots of love,
Felix xx
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nasa · 10 days ago
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Spinoffs: Space Station Innovations in Your Cart (and Heart!)
You might think NASA technology is just spaceships and telescopes, but did you know the camera in your cell phone is, too? It’s one of many NASA innovations now found everywhere on Earth.
The International Space Station has had crew living on it for 25 years straight. In that time, the space station has enabled a tremendous amount of research, helping NASA and scientists better understand long-term living in space – but it’s not just knowledge coming back down to Earth! Technologies developed for the space station and experiments conducted aboard the orbiting lab also benefit people on the planet below. Here are a few of these inventions, or spinoffs, you can find in your everyday life.
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A Sunscreen That Blocks Radiation in Space – and on Your Face
After surviving for 18 months outside the International Space Station, an extremely hardy organism is now improving sunscreens and face cream products from a cosmetics company, which licensed use of the organism from NASA’s Jet Propulsion Laboratory.
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Build Muscle With or Without Gravity
Muscles atrophy quickly in space, so when astronauts began long stays on the International Space Station, they needed some specialized exercise equipment. A resistance mechanism made of a coiled metal spring formed the basis of the first way for astronauts to “lift weights” in space. Soon after, that same design became the heart of compact home gym equipment.
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Fresh Greens Every Day of the Year
The need to grow fresh food in space pushed NASA to develop indoor agriculture techniques. Thanks to the agency’s research, private companies are building on NASA’s vertical farm structure, plant-growth “recipes,” and environmental-control data to create indoor farms, resulting in higher crop yields and better-quality produce while conserving water and energy and eliminating the need for pesticides.
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Cultivating Hearts and Knees in Space
Gravity is a significant obstacle to bioprinting cells and growing human tissue on Earth because heavier components settle to the bottoms of petri dishes. In the absence of gravity, each cell layer stays in place, which is how it’s possible to grow heart and knee tissue on the space station. The same principle also allows mixing of complex pharmaceuticals on orbit.
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Storing Oodles of Energy
NASA chose nickel-hydrogen batteries to power the Hubble Space Telescope and the International Space Station because the technology is safe, reliable in extreme temperatures, and long-lived. NASA’s improvements brought down the cost of the technology, which is now used by large-scale utilities and renewable power plants that need to store energy generated by intermittent sources.
You can read about many more products sourced from the ISS on spinoff.nasa.gov.
Make sure to follow us on Tumblr for your regular dose of space!
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reasonsforhope · 2 years ago
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"A team of researchers at Washington University in St. Louis has developed a real-time air monitor that can detect any of the SARS-CoV-2 virus variants that are present in a room in about 5 minutes.
The proof-of-concept device was created by researchers from the McKelvey School of Engineering and the School of Medicine at Washington University...
The results are contained in a July 10 publication in Nature Communications that provides details about how the technology works.
The device holds promise as a breakthrough that - when commercially available - could be used in hospitals and health care facilities, schools, congregate living quarters, and other public places to help detect not only the SARS-CoV-2 virus, but other respiratory virus aerosol such as influenza and respiratory syncytial virus (RSV) as well.
“There is nothing at the moment that tells us how safe a room is,” Cirrito said, in the university’s news release. “If you are in a room with 100 people, you don’t want to find out five days later whether you could be sick or not. The idea with this device is that you can know essentially in real time, or every 5 minutes, if there is a live virus in the air.”
How It Works
The team combined expertise in biosensing with knowhow in designing instruments that measure the toxicity of air. The resulting device is an air sampler that operates based on what’s called “wet cyclone technology.” Air is sucked into the sampler at very high speeds and is then mixed centrifugally with a fluid containing a nanobody that recognizes the spike protein from the SARS-CoV-2 virus. That fluid, which lines the walls of the sampler, creates a surface vortex that traps the virus aerosols. The wet cyclone sampler has a pump that collects the fluid and sends it to the biosensor for detection of the virus using electrochemistry.
The success of the instrument is linked to the extremely high velocity it generates - the monitor has a flow rate of about 1,000 liters per minute - allowing it to sample a much larger volume of air over a 5-minute collection period than what is possible with currently available commercial samplers. It’s also compact - about one foot wide and 10 inches tall - and lights up when a virus is detected, alerting users to increase airflow or circulation in the room.
Testing the Monitor
To test the monitor, the team placed it in the apartments of two Covid-positive patients. The real-time air samples from the bedrooms were then compared with air samples collected from a virus-free control room. The device detected the RNA of the virus in the air samples from the bedrooms but did not detect any in the control air samples.
In laboratory experiments that aerosolized SARS-CoV-2 into a room-sized chamber, the wet cyclone and biosensor were able to detect varying levels of airborne virus concentrations after only a few minutes of sampling, according to the study.
“We are starting with SARS-CoV-2, but there are plans to also measure influenza, RSV, rhinovirus and other top pathogens that routinely infect people,” Cirrito said. “In a hospital setting, the monitor could be used to measure for staph or strep, which cause all kinds of complications for patients. This could really have a major impact on people’s health.”
The Washington University team is now working to commercialize the air quality monitor."
-via Forbes, July 11, 2023
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Holy shit. I know it's still early in the technology and more testing will inevitably be needed but holy shit.
Literally, if it bears out, this could revolutionize medicine. And maybe let immunocompromised people fucking go places again
Also, for those who don't know, Nature Communications is a very prestigious scientific journal that focuses on Pretty Big Deal research. Their review process is incredibly rigorous. This is an absolutely HUGE credibility boost to this research and prototype
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