#Structure Designs
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zegalba · 1 year ago
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Snake Bridge on Macclesfield Canal. location: Astbury Congleton, England
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saypanthepackagingdesign · 9 months ago
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Product Design and Sustainability: Saypan's Commitment to Eco-Friendly Solutions
Syapan: Pioneering Innovation in Product Design
In an era marked by rapid technological advancements and shifting consumer preferences, product design has emerged as a crucial factor for business success. Among the myriad of companies specializing in this field, Syapan stands out as a leading entity, renowned for its innovative solutions and commitment to excellence. This article delves into the unique aspects of Syapan's approach to product design, exploring how it distinguishes itself from competitors and continues to set industry standards.
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Innovative Branding & Packaging by Saypan - Learn More @ https://saypan.in/our-services/
Introduction to Syapan: A Synonym for Excellence in Product Design
Syapan has established itself as a beacon of innovation in product design. With a robust portfolio that spans various industries, including consumer electronics, healthcare, and automotive, the company not only responds to market demands but often anticipates and shapes them. At the core of Syapan’s philosophy is a commitment to understanding the end-user's needs and exceeding their expectations.
Strategic Approach to Design Innovation
Syapan’s product design strategy is characterized by a holistic approach, integrating functionality, aesthetics, and user experience. The company employs a multi-disciplinary team that brings together experts in design, engineering, and user interface to create products that are not only visually appealing but also highly functional and intuitive.
Ideation and Conceptualization
The initial phase of Syapan's product design involves extensive research and brainstorming sessions. By employing techniques such as design thinking and user-centric research, Syapan identifies key challenges and opportunities in the market. This phase results in the generation of innovative concepts that align with both business objectives and user expectations.
Prototyping and Testing
Syapan excels in turning ideas into tangible prototypes. Through rapid prototyping technologies like 3D printing and CNC machining, the company quickly brings concepts to life, allowing for immediate feedback and iterative development. This hands-on testing phase is critical, as it ensures that the final product will perform as intended in real-world environments.
3. Emphasis on Sustainable Design
In today's eco-conscious market, sustainability is not just a trend but a business imperative. Syapan has embraced this reality by integrating sustainable practices into its product design process. This includes the use of eco-friendly materials, optimizing product life cycles for easier recycling, and reducing the carbon footprint associated with product manufacturing.
Sustainable Materials and Processes
By selecting materials that are both sustainable and suitable for the end product, Syapan minimizes environmental impact without compromising quality. The company also continuously explores new materials and technologies that push the boundaries of what is possible in sustainable design.
Lifecycle Considerations
Syapan designs products with the entire lifecycle in mind, from manufacturing to disposal. This approach not only reduces waste but also appeals to environmentally conscious consumers, creating a strong market differentiation.
Leveraging Advanced Technologies
At the forefront of technological integration, Syapan utilizes the latest advancements to enhance its product designs. This includes the adoption of artificial intelligence (AI) for predictive design and virtual reality (VR) for immersive user testing.
Artificial Intelligence in Design
AI allows Syapan to analyze vast amounts of data quickly, predict trends, and simulate design outcomes. This predictive capability enables the company to make more informed decisions and innovate with greater confidence.
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Virtual Reality for Immersive Testing
VR technology provides a unique way for designers and stakeholders to experience a product before it goes into production. This not only helps in refining the design but also in identifying potential issues that might not be evident in traditional testing environments.
Market Impact and Client Success Stories
Syapan’s impact on the market is evidenced by its extensive list of successful projects and satisfied clients. From revolutionary consumer gadgets that have dominated their segments to medical devices that improve patient outcomes, Syapan’s designs resonate with both functionality and innovation.
Client Collaborations
Syapan’s collaborative approach with its clients ensures that the final products are not only innovative but also align perfectly with the clients' branding and business strategies. This collaborative process often leads to long-term partnerships and repeat business, which is a testament to the company’s quality and reliability.
Conclusion: The Future of Product Design with Syapan
As Syapan continues to lead and redefine the standards of product design, its focus remains on pushing the boundaries of what is possible. With a commitment to innovation, sustainability, and excellence, Syapan is not just following the trends but setting them, making it a true leader in the field of product design.
In conclusion, Syapan’s unique blend of strategic innovation, advanced technologies, and sustainable practices makes it an exemplary leader in product design. As businesses and consumers alike increasingly value design and sustainability, Syapan’s forward-thinking approach ensures it will remain at the forefront of the industry for years to come.
Contact us
Phone : +91 96657 20007,​ +91 87672 11111​
Email : [email protected]
Website: https://saypan.in/
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tizzymcwizzy · 8 months ago
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!!!! the lore has dungeon meshi spoilers !!!!
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hey adrien why's ur family so fucked up
,,,,,,so uuuhhh i made a dungeon meshi x miraculous ladybug au HJEBEJDJFJSHH SORRY GUYS IM CRAZY
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crazycookieraider · 3 months ago
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One detail I haven't seen people point out is how whenever we see Jimmy sitting in the cockpit, he is ALWAYS seated in the left seat. And at least in aviation, the left seat is considered the Captain's seat, while the right seat is the Co-Pilot's (First Officer's) seat.
Remember the start of the game, when the course needs to be corrected to avoid the crash? He purposefully steers it wrong using the Captain's yoke. So even if they all survive the crash, even if they all end up being rescued, the blame would fall onto Curly.
Plus, even when he's in the cockpit together with Curly, getting his psych eval done and being asked a very direct question of "Have you been able to complete your mandated tasks as a Co-Pilot efficiently?" he is casually answering it while sitting in someone else's seat.
Cool bit of foreshadowing imo, but also shows how damn OBSESSED and petty Jimmy was from the very start.
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moodboardmix · 3 months ago
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Courtesy: @archiphilia
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tickfleato · 2 months ago
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My oc
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quicksilversnails · 1 month ago
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Took some notes from the Wild Life retrospective episode of the Imp & Skizz podcast featuring Grian because I thought the behind the scenes info was really interesting!
(3:15) The wild cards were all kept totally secret from the players (apart from Grian), with the exception of the superpowers and finale (as they required the players to set keybinds)
(3:45) The players were given files containing the required mods each week, which were named things like "creeper rain" to throw them off
(4:12) Wild cards were a combination of data packs and mods
(4:38) Grian told them not to read the folder name to avoid spoilers (which is kind of impossible), so everyone fully believed there would be creeper rain lol. Grian was saying it in jest but everyone took it seriously and were apologetic about having seen it, to which Grian told them not to worry
(6:58) Grian originally contacted a data pack dev called Brace for help with programming the wild cards. Some, like the shrinking/growing could be achieved with minecraft attributes, but the snails were too janky and unusable. Grian still liked the idea though, so he reached out to mod developers Henkelmax and Breadloaf, who designed the pathfinding/behaviour from scratch
(8:49) They had a debugging mode used to test the pathfinding of the snails, shown in the podcast and in Grian's credits
(10:09) Grian wants most of the credit to go to the development team and artists, as he was mostly in charge of ideas & organization!
(10:39) Grian's only regret with the snails was that they were too fast in session 3, leading to unexpectedly many deaths. They were apparently not so difficult to get away from during testing, but perhaps the testers were more used to them than the players were
(11:44) Grian: "We did develop to the lowest common denominator" ie. prioritizing how players would struggle over how worrying about if players would do too well
(12:56) Oli's voice for the snails was iconic. It cost Impulse a life because he intentionally stayed closer to it to hear the voice lol
(13:42) Danny was in charge of the snail models and animations
(14:11) During testing, the snails just sounded like Oli, which made it feel weird. They pitched up his voice so that it'd be less immediately recognizable
(15:18) The snails' jumping attack was meant to be clearly telegraphed: they would stop, wiggle, make a "ooeee" sound before jumping. Many players had their friendly creatures volume turned very low/off (as cows and other mobs are loud), which made this attack much less obvious for them
(16:57) The growing/shrinking had the least testing done for it, as it was the simplest conceptually and to program. This meant that the falling off of blocks due to the shrinking hitboxes wasn't anticipated
(17:55) Before the 1st session, Grian told them that he didn't think anyone would die to the wild card. Pearl's death made Grian pretty nervous, as he didn't want everyone dying too early in the season
(19:29) 6 lives were given, knowing that many of the death to the wild cards were unexpected/unfair. The intent was for ~3 lives to be allocated for wild cards, and ~3 for PvP.
(21:13) The developers were all fans of the Life Series!
(22:43) The shrinking/growing was intentionally pretty simple to ease players/viewers into the concept and build up toward more dramatic wild cards like the snails
(25:38) In the hunger episode, Grian didn't know which foods would be good
(25:58) Grian thinks that "it's unfair that Grian already knows everything" is valid criticism, but that it's important for him to be involved with the ideas. Having someone else do that is like having someone else record his videos: Life Series is his brainchild
(26:35) Well before the season began, while they were still developing the concept, Grian asked the other players for wild card ideas that would meet a few criteria. All of them ended up being unused for one reason or another. Impulse thinks his ideas were very "inside the box" because he was viewing things through what was possible in vanilla Minecraft. His idea was to have a scavenger hunt where the players would search to find a relic. The first person to find it would get a buff. Skizz's idea was for every player to turn into a random passive mob for every given interval of time. They would have to find every other player of the same mob type as them or else the whole group loses a life.
(29:44) The food qualities were weighted by the rarity of the item, so very common blocks like dirt and cobblestone would never give anything good. The other items were randomly selected
(30:23) Regular blocks/items cannot be made edible normally, so they had to circumvent that and custom code a fix for items not stacking correctly
(32:41) While a lot of players do want to win, the main priority is creating entertainment, which prioritizes playing recklessly
(33:20) The food wild card wasn't included in the finale because it would've felt like "too much". There was a higher risk of technical issues since it changed the data values of items, and Grian didn't want someone's last death to be because they ate their sword. In his mind, it was a good and fun wild card, but didn't need to be repeated in the finale. Impulse points out that they all would have collected more rare items by that point, removing the incentive to search for blocks to eat
(33:46) The wild cards in the finale were nerfed from their original sessions. The shrinking/growing had a smaller height range, the snails moved slower, etc.
(36:21) The personalized snail skins were a late addition by Danny, who made 18 skins very quickly
(36:49) Grian did not anticipate the snails becoming as popular with fans as they were. After the session released, they had the idea to release the snail merchandise, which directly funded the rest of the season
(39:20) Grian spent what "felt like every day" testing with the developers. They'd record the sessions on Tuesdays, meet up with the dev team, talk about what need to be done, testing, bugs, etc, edit and upload on Saturday, and would get a few days grace before starting again
(40:01) After the snail session, Grian was worried that the season would be very short due to all the deaths. They were considering toning down the later wild cards but ultimately didn't change them too much
(40:36) The time wild card was carefully balanced. If it had gone even a little faster, many players likely would have died because they wouldn't have time to react to threats like baby zombies or creepers.
(40:57) While sessions normally run for a variable amount of time, session 4 was hardcoded at 2 hours. Grian ended the session ~10 minutes early, just after they hit max speed, because he felt like things were getting dicey
(42:46) When the wild card first activates, it looks a lot like the server had frozen or crashed. Grian told the players before the session started that it would look like the game was broken, but that it isn't broken. Skizz tabbed out anyway and missed the beginning 😔
(43:30) Having the rain start just as the wild card began was a good visual indicator of time slowing down. This was a suggestion from the dev team (probably Brace)
(44:41) Impulse and Grian "cheesed" the end of the session by going branch mining. Grian wanted players to take advantage of the wild cards (eg. mining quickly, helping to kill someone), and not have them just be an annoyance.
(45:30) Keeping the client and server-side time stay in sync was challenging. The sky's motion was changed to be smoother on client-side. The players were also not as fast as the server (around 2x faster), the server was going faster than that, and the time of day was even faster
(46:56) The sounds were pitched up/down based on the speed to add to the effect
(27:46) In testing, if the players were made 7x faster, it would be basically unplayable, which was why it was capped at 2x speed. This made mobs very dangerous, as they were now faster than players and could catch up to you and kill you easily
(49:01) On several occasions, they had to extend the fuse duration of creepers to make them more fair. In the time session, their speed was only increased by ~10%
(49:39) Usually, Grian was the one to test the wild cards and notice when things like creeper speed would be an issue, since he was the one with experience making videos
(50:50) A challenge with balancing wild cards is accounting for the playstyles of so many players: reckless players like Scar and Skizz, "kind and gentle" players like Bigb who would stay off to the sides, and "the sweat squad" (Scott, Impulse) who play very cautiously
(52:48) Trivia Bot was the only wild card that was not planned in advance. Grian was struggling to come up with a wild card for that episode, and wanted to have a wild card available that could give people lives in case many people died to early wild cards without it feeling cheap.
(53:33) Trivia seemed a little boring on its face, so presentation was essential
(54:34) This one made Grian the most stressed due to all the moving parts involved in making it (coding and pathfinding mostly by Henkelmax, visuals by Hoffen, audio/music, questions)
(55:08) Trivia Bot's design was based on Grumbot and Mettaton from Undertale. Hoffen drew concept art shown in the video
(58:32) They show Trivia Bot's custom animation for becoming a snail and it's really cool
(59:12) The music was the most stressful part of the project. Grian spent 2-3 days looking through Epidemic Sounds for a Trivia Bot theme song and couldn't find anything good. He commissioned Zera @hopepetal for a theme song, which is played in the podcast. However, Grian realized he needed a full audio package, so he commissioned Oli late in development, who created the final soundtrack and many audio variations
(1:01:38) Grian wants to send appreciation for everyone who worked on the project, even if their work ultimately went unused
(1:02:58) Skizz was happy to give back however he could by staying on standby in the final episode as a zombie, as the players were able to "reap all the benefits" of the hard work of the development team
(1:05:21) Grian didn't know any of the trivia questions beforehand, which were done by fans of the series. The goal was for ~50% of the questions to be answered correctly, which was approximately met
(1:07:11) Players couldn't get questions about themselves because it would be too easy. This would encourage players to leave their bot, allowing other players to mess with them
(1:07:57) Grian felt a little left out from the discovery element of the wild cards, and decided to mess with Scar by hiding his bot. He wasn't expecting Scar to die from it, and could tell that he was genuinely a little upset by it. Grian felt bad about it, which led to a genuine in-game alliance between them
(1:12:32) Grian was very close to letting Trivia Bot give lives as rewards, but decided it would feel too cheap
(1:14:38) Mob swap was slightly toned down, with more camels and sniffers spawning
(1:15:07) Evokers didn't drop totems anymore. Instead, there was a minuscule chance a warden or wither would spawn, which would drop a totem if killed. Grian was a little disappointed that the warden got cheesed in the end
(1:17:45) Having the mobs start passive and turn hostile was mostly for the presentation, building anticipation, and so players could predict where mobs would spawn and react accordingly, making things feel less unfair
(1:20:32) There was no superpower made for Skizz (or Mumbo presumably)
(1:20:38) The superpowers were another late addition. There was a large design doc where Grian created all the powers, which were handed over to Henkelmax and completed over 4 days
(1:21:42) Grian avoided superpowers involving strength, that could cause someone to die easily. Most of the powers were social or movement-based, which couldn't be used for offence as easily
(1:22:25) Some powers were randomly assigned, others weren't. Impulse's was random. Cleo's, Bigb's, Lizzie's, Grian's were assigned.
(1:24:25) Grian gave himself the mimic because it could easily backfire (like in Grian's fall damage death), and because it would've been confusing for a player who wasn't aware of the other powers. They likely would've spent the episode just figuring out how everything worked and not actually using the power to its best ability
Lots of discussion about the superpowers and how they interacted in the episode itself, go watch if you're interested :)
(1:33:38) Talk on how the series "standard" rules evolved since 3rd Life. There was no keep inventory, and no restrictions on enchanting levels or potions, which created slow or unbalanced fights
(1:36:23) 3rd Life was designed to be an experimental series, which made Grian eager to improve it. For example, some people just weren't dying in 3L, leading to the boogeyman in LL, and so on
(1:37:17) The goal with the seasons isn't to one-up the previous one, but to create a different experience every time, which keeps things engaging for the creators
(1:38:31) At the end of each session, Grian would ask the group if they had fun and how they felt about the wild cards. According the Skizz, the answer was "a resounding yes"
(1:39:08) Grian had moments throughout the season where he personally felt like things didn't go well for him, and was anxious for the rest of the group's episodes. Things worked out while editing the raw footage, though. His issues were never with the wild cards themselves, but his own actions (traps not working, spending too long branch mining), but would always find funny moments in his footage
(1:43:41) Everyone in the Life Series cast genuinely likes and genuinely respects everybody else in the group. This allows them to make the show and get mad at each other, because they know it's all just in-character
(1:44:50) It'd be hard to top Wild Life in spectacle, and Grian doesn't want to start an arms race with himself. The next season could potentially be closer to 3rd Life, but Grian's not sure yet. For Grian, Wild Life was the most enjoyable
(1:45:20) Grian: "As long as people keep enjoying [the Life Series] then I'd love to keep doing it"
(1:49:35) With the finale, Grian knew how the wild cards played out the previous sessions and was able to adjust them
(1:49:56) Grian's goal was to create safe chaos where everyone knew what was happening and wouldn't die to them, which didn't go entirely to plan. The snails were 60% of their original speed and people still died
(1:51:03) Grian made a precise timeline of when each wild card would start/stop, it wasn't randomized.
(1:54:16) All the superpowers were randomized, with Bdubs' power being removed from circulation because it didn't have much use in a finale setting
(1:56:10) It was important for Grian that in the final moments, the wild cards were removed, so there were no interruptions. The timing worked out well because there were a few people left and it ended within ~10 minutes (this implies that the change wasn't based on # of players alive, as people had speculated based on Gem's death)
(1:58:48) The players all randomly switched to zombie skins throughout the session to mess with people on NameMC. Well-played :)
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honehonn3honey · 3 months ago
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A protection that becomes more creepy
Azul in my heart. You can see the original art here and read the monster list here @lustlovehart
[Alt under the cut]
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My first concept, since my style could not simulate the texture of slime in its purest state
It is quite thick so water can not enter or wet. Only small puddles where you can accumulate
It is a monster and that, magic, but I can imagine that it can only reach a height by the pressure, it can come out expelled sometimes
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ethosiab · 4 months ago
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impulse and skittlesman
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raycatzdraws · 6 months ago
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A Linked Universe meets The Dark Crystal AU! I don't even remember what started it at this point. I remembered that the Dark Crystal and Age of Resistance are things I like, blinked, and woke up three days later with an AU and a bunch of art.
The designs and the story are a wip and for fun so expect a lot of variation! (I have a few different beginnings, ideas for different designs, etc)! :D
In addition to #linked universe I'll be using the tags #the dark crystal lu au and #courage of the dark crystal!
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zegalba · 1 year ago
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Budapest's Gellért Hill's Huge Water Reservoir. One of the most spectacular and popular facilities of the Budapest Waterworks, the vast space contains 106 columns.
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saypanthepackagingdesign · 11 months ago
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Product Design Pioneers Saypan Bold Innovations
Introduction: In the fast-paced world of consumer goods, product design stands as the cornerstone of innovation and differentiation. Saypan, recognized as a top product design company, has been at the forefront of this dynamic landscape. Through a combination of advanced technology and a human-centered approach, Saypan has redefined the boundaries of product design, delivering solutions that resonate with consumers on a profound level.
Key Takeaways:
Innovative Technologies: Saypan harnesses advanced technologies such as AI, AR, and 3D printing to push the boundaries of product design.
Human-Centered Design: Putting the needs and preferences of users at the forefront, Saypan ensures that its designs are intuitive, accessible, and enjoyable.
Sustainability Focus: Saypan is committed to sustainability, using eco-friendly materials and practices to minimize environmental impact.
Continuous Improvement: Through iterative design processes and user feedback, Saypan continually refines its products to meet evolving consumer demands.
Collaborative Partnerships: Saypan collaborates closely with clients to understand their unique challenges and objectives, fostering long-term partnerships built on trust and innovation.
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Read More@ https://saypan.in/product-design/
Drivers:
Technological Advancements: Rapid advancements in technology have opened up new possibilities for product design, driving innovation and creativity.
Changing Consumer Preferences: Evolving consumer tastes and preferences demand products that offer superior functionality, aesthetics, and sustainability.
Globalization: The interconnectedness of global markets provides opportunities for product designers to reach diverse audiences and adapt to cultural nuances.
Competitive Pressures: Intense competition in the consumer goods industry necessitates differentiation through innovative design and user experiences.
Regulatory Requirements: Stringent regulations related to product safety, environmental sustainability, and accessibility shape design decisions and spur innovation.
Opportunities:
Customization: Personalized products offer opportunities for designers to create tailored solutions that cater to individual preferences and needs.
Smart Products: The rise of IoT and smart technologies presents opportunities to design connected products that enhance convenience, efficiency, and connectivity.
Health and Wellness: Growing awareness of health and wellness drives demand for products that promote well-being, opening up avenues for innovative design in fitness, nutrition, and mental health.
Circular Economy: Designing products with a focus on the circular economy, including durability, recyclability, and waste reduction, aligns with consumer preferences for sustainable goods.
Emerging Markets: Rapid urbanization and rising incomes in emerging markets create opportunities for designers to tap into new consumer segments and address unmet needs with innovative solutions.
Latest Trends:
Minimalism: Minimalist design principles, characterized by simplicity and functionality, are gaining traction as consumers seek clutter-free and streamlined experiences.
Biophilic Design: Incorporating elements of nature into products enhances well-being and connectivity to the natural world, aligning with growing consumer interest in sustainability and eco-consciousness.
Emotional Design: Products that evoke positive emotions and forge emotional connections with users are increasingly valued in a crowded marketplace.
Accessible Design: Designing products that are inclusive and accessible to people of all abilities reflects a commitment to diversity and ensures equal access for all users.
Sustainable Materials: The use of sustainable materials, such as recycled plastics and biodegradable alternatives, addresses environmental concerns and aligns with consumer values.
Target Audience for this Report: This report is tailored for professionals in the product design industry, including designers, engineers, marketers, and executives, who are seeking insights into the latest trends, opportunities, and drivers shaping the future of consumer products. Additionally, entrepreneurs, investors, and business leaders looking to stay ahead of the curve and identify opportunities for growth and innovation will benefit from the information presented in this report.
Important Notes:
The insights and recommendations provided in this report are based on extensive research, industry expertise, and analysis of market trends.
Saypan remains committed to delivering exceptional value to its clients and consumers through innovation, sustainability, and human-centered design.
Readers are encouraged to leverage the information in this report to inform their strategic decisions and drive positive change in their respective organizations.
Contact us
Phone : +91 96657 20007,​ +91 87672 11111​
Email : [email protected]
Website: https://saypan.in/
Follow us :
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Instagram
linkedin
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juliaknz · 2 months ago
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RSHP ARCHITECTS BBVA MÈXICO TOWER Mexico City, Mexico Image © RSHP
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artgletic · 1 year ago
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hopelessly romantic over the concept of information
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kiwiandmint · 29 days ago
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Hello! I'm just a lowly bystander who really enjoys your art(love the art style)^^
I was hoping we could see Dokja with a character named Ayin(from a game called Lobotomy Corporation)? They sort of look EXACTLY the same, so honestly, I was suffering from the lack of reference to put the two apart, ha-ha.
Thank you for your amazing art here on tumblr :D
Hi!! Apologies for the delayed response, but thank you so much for liking my art :D I’m happy that you like my art style!
I looked up who Ayin is and omg you are so right, he looks exactly like KDJ… Thus, I thought the best way to draw a comparison between these two is through this meme.
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You also get this little comic!
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I hope you like them! Once again thank you for enjoying my art! ^_^
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arc-hus · 3 months ago
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Nightlight Shed, Akaroa, New Zealand - Fabric
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