#really using this as interior design simulator
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anybody else recreate entire shows in the sims 4, or like…. do you have a life?
#i just#ok yea i made noel fielding a luxury comedy in the sims 4#but it’s fine#yeah it’s actually really good#yea i made noel and andy warhol and smooth and dolly#yea i made the cafe and the office#they’re still works in progress#i was really disappointed when there were no stingray stickers for the bottom of the pool and only turtle stickers ngl#i really wanted tony reason but it’s just an empty tank 😭#i want to make dondylion too but i can’t quite figure it out…#do i have better things i should be doing instead of making luxury comedy in the sims? most definitely#but like i can’t stop now bc i’ve almost got it man#i should make sargent raymond boombox but i think i didn’t bc they don’t have yellow skin as an option? i think#but i’ve perfect noel andy smooth and dolly#gave them all personalized bedrooms that i think quite match them#really using this as interior design simulator#although i didn’t know what to do for smooths room so i just made it vaguely shamany even though he’s not naboo……..#dolly’s room probably has room for improvement#but i nailed her outfits dude like it’s actually so good#and andy’s#i’m always tweaking noel’s outfits though#it’s all with the base game proving i’m a big time gamer#i tried to make andy warhols room look like some place you would leave a robot to charge#but he’s a snob and keeps getting bored so i had to had some paintings#but like something he would’ve made kind of paintings#it’s so good man#like i’m too good at recreating shows in the sims#i might do the boosh next#if i perfect luxury comedy#noel fielding
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Andrus Laansalu talked about making Disco Elysium at EKA (Estonian Academy of Arts)
"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."
"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."
"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."
"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."
"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!"
"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."
"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!"
🙋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.
#disco elysium#inspiration#I was so touched by the parts#50 yrs later the old fuel can was found#and the torpedo does art not harm#i need to take down notes#sobbing#you guys are a miracle
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tuesday again 5/28/2024
we are rapidly approaching the one-year anniversary of my ill-fated cross country move. i have changed from having a bad time in massachusetts to having a bad time in texas, but this time with my best friend's shoulder to cry on in real life. so an improvement i suppose
listening
i can't fucking believe this wasn't already in my driving playlist. thanks autogenerated spotify dance playlist
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reading
the maltese falcon by dashiell hammett. i didn't really appreciate philip marlowe the-human-detective-not-my-cat's bisexual eye for interior design and outfits until i started reading this book. this passage really threw me with regards to shoes before pants in what i assume is a fairly normal suit and not a specific type of formalwear? i have a very specific blind fashion blind spot and that's pre-wwii menswear
this led to an absolutely VICIOUS argument with my bestie bc our grandfathers were from very different eras and held themselves to very different levels of formality. hers was a fancy white collar bastard and mine wasn't. i never saw mine in a suit outside a funeral.
anyway i KNOW that the fashion in the latter half of the twenties up to WWII was for a very wide legged pant (the oxford bag) and i GUESS you could certainly shove your whole goddamn shoe down that leg but like. it threw me. socks before pants, certainly. especially if you have to fuck with sock garters. but shoving your whole shoe down a pant leg seems. well it just seems. there's an order of operations i thought was sacred for most things. was the seat truly so tight in an oxford bag. are suspenders really that awful to bend over in. so much womens formalwear is uncomfy on purpose so i feel like i have a skewed view of acceptable pain for an outfit to cause you
why am i reading this? can you think of a more on-brand book for me to read? please let me know if you do and i'll add it to The Pile
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watching
the tremendously charming soviet childrens film The Tale of Tsar Saltan (1967, Ptushko). court intrigue! a swan princess! giants marching out of the sea! a slightly unsettling squirrel puppet shelling gold and emerald walnuts! a lot of sight gags, some lovely ballet sequences, and there are so many little moving parts to look at in each scene. at its densest it's like howl's bedroom in howl's moving castle
youtube
this was on my library's streaming platform Kanopy and i had credits to use up.
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playing
two things in genshin that took absolutely forever to accomplish:
i finally maxed out the overall XP system (not the character XP system) so the game's just been chucking in-game currency at me instead, which has been helpful!
and i finally caught two thousand fish! very nice to clear like forty fishing spot markers i put down on my map, in advance of the forty billion markers i'll want to put down to mark stuff in the next big release at the end of the summer.
i forgot that i can use my desktop for things that aren't genshin and applying to jobs, so i reinstalled steam and fired up powerwash simulator. they popped out one new DLC in the year since i touched it, a santa's workshop level last winter. a good hour well spent. i spent a LOT of time with this game right before my move last year and it did genuinely help my anxiety.
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making
not a fallow week but a pictureless week. ended up painting most of my best friend's bedroom bc we didn't have anything better to do on a saturday night. i think this was the hardest i've ever raw-dogged a painting project bc we had no tarps or painters tape or paint trays or rollers wider than 3". just a bucket of paint and a need to make the half-painted bedroom wall look nicer for her new job zoom training. we have to do a lot of things like move the bed and paint that wall, and paint the ceiling, and do all the trim + doors, but it does look much nicer on zoom now!
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Hello fren. Would you like to ramble about your OCs?
This has been in my inbox for awhile mostly because I wasn't sure what to ramble about but yk what, I have the perfect OCs/world to ramble about and finally fully explain
This is Cameron Filali. He's 65 years old, and really likes the color pink, his house looks like a barbie dollhouse. He's a hopeless romantic objectum dude and while his type is varied to include just about anything you could romanticize, he has a soft spot for interior design, and he used to be really big into urban exploration because of it. He's your unmarried uncle who keeps slipping you hundred dollar bills everytime he comes around.
Because of a literal butterfly effect on his way to work that led him to fall through the cracks of the universe, him and god are simultaneously newlyweds and an old couple that've been together for 32 years.
So, let me begin by laying out their...
...omniverse, first. Because this is all on a multiversal scale!
Entire universes are sentient beings. It's like if a game or physics engine was alive, creating a simulation that lasts forever (or as long as they want it to) that is... themself. The way they do this is by creating laws, laws of physics, that slowly defines the universe the more they add. But, it also limits them.
It's all on a scale of mobility. Immobile universes have all their shit laid out, everything is detailed and they no longer need any hands in their "simulation." However, that means that they can't directly control anything. Mobile universes have some laws, maybe really finicky laws that don't cover everything, that allow them to directly control or influence what goes on in themselves, but that means that a lot more things are now constantly their responsibility.
For example, something like gravity. If you have your law of gravity in, then everything falls, you don't even need to think about it. But what if some Thing you really liked falls, and shatters to pieces because of it? You can't stop that Thing from falling, unless you break your own law and everything goes to complete shit because of it - you can't break a law just once, you have to completely remove the law because a law just states something that will always happen, and removing it jeopardizes everything under the influence of it, which is: everything! If you don't have a law of gravity, then you can you can stop that precious Thing from falling. But that means you have to go in and make everything fall. You have manually to bring everything in the entire universe down everytime it falls, which is exhausting.
Universes can have relationships with other universes. They can't effect anything in the omniversal void that they're all in, but they can effect themselves and eachother.
They can be friends, lots of universes can be friends and they look in on what what their universal buddy has going on in there, but ever interfering or influencing what goes on in someone else's universe is considered a MASSIVE dick move. Immobile universes are generally immune to any influence but themselves, but semi-mobile, really detailed but not completely hands-free universes can get into fights and literally destroy everything in eachothers' universes until there is nothing left but a massive void inside of eachother.
Universes can also "reproduce." They can create a whole new universe from scratch, a little "baby" universe that's comparable to those basic physics engines where they're just figuring out how to define themselves. Universes can mitose into "parallels" where everything is the same except for one thing, so that they can share a conciousness and try out something new. And then there's buds, where a universe can bud a universe off themselves that are connected, and have some influence on their host and either be independent or share their conciousness. Budding universes are a very popular choice by Immobile universes because, well, shit, they're proud of their work and all but sometimes they get bored of being a bystander to everything, and that is the case with our universe.
This is Miguel, Cameron's wife, and it is a budded and very mobile universe from ours. Just like our universe, it has no actual name, so it has multiple aliases from its inhabitants. It was named Miguel by Cameron, and it is the first one that it has personally used to refer to itself, but it's also known as "Hell," "The Subterranean Maze Matrix," "The underworld", or the one you might be most familiar with: "The Backrooms."
(Names by Cameron. Supernatural levels are otherwise realistic levels with a supernatural element - Ceptolumne is a regular ballroom, but is completely black and white unless the hanging lights are turned on.)
Miguel functions a litttle differently to the general consensus/mythos of the backrooms, though. For one, Miguel is unable to create her own life, though she can readily support ours since she's connected to our universe - There's no entities except for her, though there are fake ones, often fish or flocks of birds, that are more like an object displaying a graphic. Miguel is too full of finicky "it works because i say so" laws that're too weak to properly simulate something like our cosmos or to naturally conjure life, but Miguel's laws make for a wonderful collection of enclosures, though it's not flawless reconstructions of Earth - Water is breatheable and you can't cook within Miguel, due to a lack of knowledge and miguel's limitations, respectively.
Miguel's levels are mostly not interconnected, either. When someone falls through the cracks of our universe through the invisible peepholes that Miguel has open, you only go to one random level, though it's random one each time you enter (unless she wants you going somewhere specific). Some levels do have doors that can transport you to other levels, but that's not ubiquitous. You exit Miguel to the same instant you entered in our universe, so your time in Miguel doesn't pass in ours (the minutia for how this works i still need to figure out). But as for how you exit, before Cameron, the exit was as inconspicuous and unmarked as the entrance was, so you just had to wander an entire level for maybe years before you got lucky and stepped on the exit by chance. Now the exit's marked, because Cameron informed Miguel that no, they could not see their exit. It's actually visible in the Ghost Hills picture as that red dot.
OMNIVERSE-BUILDING OUT OF THE WAY: LET'S GET TO THIS WEIRD ROMANCE.
The "literal butterfly effect" in question was Cameron following a butterfly off his usual route to work. Once again, Miguel's peepholes into our world are in random places and are completely unmarked/invisible, and by that slim chance, he stepped on one of the entrances to Miguel, falling through the earth and spending 3 months wandering a level before finding the exit.
This is, for most ordinary people, not a particularly enjoyable experience. But Cameron already fucks around abandoned buildings for no good reason other than yearning for the buildings so for some reason he exited Miguel thinking "wow, that was a cool dream. It felt so real." So real, that, the next day, in our universe, he tries again, just to confirm that was just a dream, and confirms... the exact opposite! This time, with a surprise.
Cameron likes urbanex as said before, but his favorite place to explore was this one abandoned mall that he had been around to see while it was still open, for he had fallen in love with the place during and after its prime - its gaudy neon colors, the crazy wavy ceiling the bowling-alley carpet - it charmed him dearly and he was utterly devastated when it was destroyed. So imagine his surprise when he's standing right at the fountain in the center, while the mall's at its prime. Miguel usually takes inspiration from places and adds her own spin to it, it's why she's so anthropocentric when it comes to her levels, but nonetheless, the chance that she took inspiration from the mall that Cameron had the biggest fattest crush on that Cameron also happened to end up in is... staggering, to say the least.
He spent 6 months in there. Mostly out of his own volition. But by the time he left, he had piqued Miguel's interest for his sudden monologuing towards her. Cameron has no idea Miguel was actually sentient but he likes personifying the objects he likes, romantic or platonic, and treated her as if she was alive, eventually giving her the name "Miguel" and internalizing the "she/her" pronouns, even though Miguel is as genderless and as much of a person as a rock is.
He began visiting Miguel just about every other day, and this also greatly interested Miguel since Miguel is used to only getting 3 or 4 visitors every decade or so (mostly random wild animals). Miguel can't feel romantic love, but Miguel is still very touched by how Cameron is actually acknowleging them directly and being physically affectionate to the objects within her. Miguel can't really embrace Cameron directly since one big rule with Miguel is being unable to change objects within someone's field of vision, but she tried to show her affections for him through food and trying to incorporate what he could notice into the levels. Cameron took notice, and although he didn't know about the greater forces at play, he praised her for it and just made whatever feelings that Miguel had for him worse (positive)
Miguel decides to semi-directly tell him her feelings with a little pie and a note that had his name in hearts. Which scared the everliving shit out of Cameron for a few seconds, considering he didn't really think Miguel would ever reciprocate. But immediately afterwards, he was estatic that his feelings were actually mutual and the rest is history.
A lot of this is lore I've said before, but I did want to update that Cameron and Miguel actually do now talk directly to eachother! Miguel can't speak but they now have a book that she responds directly to him through.
They got married via Cameron ceremoniously putting a ring on the floor, and now that ring is in a random spot in every level in Miguel -Cameron has the personal goal of always having to find it before he leaves Miguel. They've been married for 32 years within Miguel's time, but for a little under a year on our universe. It's also a personal routine for Cameron to bring Miguel food (Miguel doesn't need to eat, but Miguel can simulate human feelings such as taste and enjoys being brought things) everytime he comes in to Miguel
#ntls-24722#miguel#cameron#the backrooms#liminal space#backrooms#selfship#self ship#objectum#fictoobjectum#digital#ask
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Persona 5: How would Sophia react if she found out her S/O gave her a birthday present on the anniversary of when Ichinose created her?
You know I never really think about Sophia in a romantic context. To me at least, she's the adorable, innocent daughter that must be protected at all costs. I'll write this so the nature of S/O's relationship can be up to interpretation just in case.
(Gif not mine because no banner. Credit goes to original maker because the person who made the Blazblue/Uni gifs I used to use blocked me despite credit being given in the gif itself. What can you do, I guess.)
-Ever since the disappearance of the metaverse (again), Sophia hasn't been able to take physical form again, being stuck as data in someone's phone, whether it's yours, Ichinose's or Joker's.
-Futaba had since made upgrades to her program that allows her to switch between phones at will without needing the phones to be in close proximity at least. However a problem had recently come to light.
-Her birthday, or the closest thing she had to one was coming up quickly, according to her logs that Futaba had found. You wanted to get her... something, but that proved to be rather difficult since she doesn't have any way to take a physical form anymore.
-Some brainstorming with the help of Futaba was required. Thankfully she was up to the idea just as much as you. Sophia deserved something special after everything she'd gone through.
-Futaba has to pretty much work overtime, especially with being back in school to get it done, but against all odds she gets it done for the big day. And not a moment too soon.
-You text Ichinose's phone where she currently is and tell her to send Sophia over. The first thing she's met with once she loads into your phone is a new complete space which hadn't been there before.
-When she ended up on Joker's phone, she described the space as comfy, albeit rather small. Now it was practically a mansion. Futaba had made a program that essentially simulated the feel of a larger living space on your phone based off the data she provided on the interior of Joker's phone. With plenty of ideas from you on the design, of course.
-Her eyes practically light up like stars as she takes in the completely new digital landscape, completely in awe at the sheer scale and detail of it. There's so much to explore she never could've imagined possible on just a phone.
-She has no idea what this is for, you have to explain that it's a birthday/anniversary of creation gift for her. Sophia had of course heard of receiving gifts on birthdays but she wasn't "born" like everyone else, so she hadn't expected to ever get something. Especially something with so much effort put in.
-She doesn't really feel that it's needed, but either way she can't express how thankful she really is that you cared about her enough to go this far to do something nice for her.
#persona 5#headcanon#persona 5 strikers#sophia#persona 5 sophia#nova birthday bash#event#x reader#persona 5 headcanons
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Beyond blueprints: Architectural visualization for modern project
Architectural visualization is a unique and highly effective arts and technology discipline aimed at making intangible architectural ideas and 3d models into reality through striking and cutting-edge images.This tool creates virtual worlds in which designs materialize and thus helps clients, investors, and other parties to really see and understand the design intention. Various architectural visualization methods such as 3D modeling, texturing, lighting, rendering and so forth enable and elevate communication, enable greater client participation and decision making during the development phase of the design.
Now consider that this tantalizing house you have always dreamed of exists in a virtual world of VR creations, elaborate not just on paper but as an actual space that can be walked into. It has all the usual aspects of this immersive experience including impressive patterns on wallpaper, windows pouring warmth of the sun and other features that have been creatively enhanced. Clients, investors and stakeholders using architectural visualization tools are able to see and understand the design vision and make effective decisions regarding their projects.
Uses of Architectural Visualization
Architectural visualization has a wide range of applications across various industries and projects as a 3d model viewer. Here are some of the key uses of this powerful tool:
Real Estate and Development:
Marketing and Sales: Creating visually appealing renderings, animations, vr asset store or 3d asset store to attract potential buyers and investors.
Virtual Tours: Providing immersive experiences for clients of 3d model space such as properties or any 3d models before construction.
Interior Design: Visualizing interior spaces with different finishes, 3d furniture, and décor options.
Urban Planning:
Community Engagement: Presenting proposed developments to the public for feedback and input.
Traffic and Infrastructure Planning: Simulating traffic flow and evaluating the impact of new infrastructure.
Environmental Impact Assessments: Visualizing the potential effects of development on the environment.
Heritage Preservation:
Virtual Reconstruction: Recreating historical buildings and landmarks for educational purposes.
Conservation Planning: Assessing the impact of restoration and preservation efforts.
Education and Training:
Architectural Education: Teaching students about design principles and techniques with the use of 3d models.
Training Professionals: Providing visual aids or vr training for training architects, engineers, and construction workers.
Product Design:
Conceptualization: Making a 3d model marketplace for visualizing new product designs and prototypes.
Packaging Design: Creating packaging visuals to showcase products effectively.
Entertainment and Gaming:
Film and Television: Creating realistic virtual assets and 3d environment models.
Video Games: Designing game worlds and character 3d models.
By leveraging the power of architectural visualization, professionals can effectively communicate their ideas, engage stakeholders, and make informed decisions throughout the design process.
The Benefits of Architectural Visualization
Architectural visualization serves as a powerful tool for enhancing communication and collaboration within design teams. By providing a visual representation of architectural concepts, it eliminates misunderstandings between architects, designers, and clients, ensuring everyone is on the same page. Additionally, 3D models facilitate effective teamwork, allowing team members to work together seamlessly and make informed decisions based on a shared understanding of the design.
Improved Client Engagement: It plays a crucial role in improving client engagement by creating excitement and building trust. By providing a tangible representation of the design, it allows clients to envision their future living or working space, evoking emotions and making it easier to invest in the project. Additionally, showcasing the design's potential through visualizations demonstrates the architect's expertise and commitment to delivering exceptional results, fostering trust between clients and professionals.
Early Problem Identification: Architectural visualization is a valuable tool for identifying potential design flaws or conflicts before high-quality 3d model construction begins. By visualizing the design in 3D, architects can catch issues such as inadequate lighting, traffic flow problems, or structural concerns. This early identification allows for timely adjustments and corrections, saving both time and money by preventing costly mistakes later in the project.
Marketing and Sales Powerhouse: Architectural visualization is a powerful marketing tool that can significantly impact the success of a project. By creating high-quality renderings that showcase the unique selling points of a design, architects can captivate potential clients and encourage them to invest in the project. These visually appealing representations can create a strong emotional connection with clients, making them more likely to envision themselves living or working in the space. This can lead to increased interest, faster sales, and ultimately, a more successful project.
Techniques Used in Architectural Visualization
3D modeling is the cornerstone of architectural visualization. It involves creating digital representations of buildings, objects, and landscapes using specialized software such as Autodesk 3ds Max, SketchUp, and Blender. Architects meticulously craft these models, ensuring accuracy and detail, to establish a solid foundation for subsequent stages of the visualization process. This foundational step is crucial for accurately conveying the design vision and facilitating effective communication among stakeholders.
Texturing and Materials are essential elements in creating realistic architectural visualizations. By applying surfaces and materials to 3D models, architects can add depth, texture, and authenticity to their designs. This involves adding textures like brick, wood, or stone, as well as specifying material properties such as reflectivity and roughness. This process brings the models to life, making them appear more immersive and convincing to viewers.
Lighting is a critical component in architectural visualization, as it significantly impacts the atmosphere and mood of a design. Architects carefully consider both natural and artificial lighting sources to achieve the desired effect. By strategically placing lights and adjusting their intensity, they can create a wide range of moods, from warm and inviting to dramatic and mysterious. Effective lighting not only enhances the visual appeal of a design but also contributes to the overall user experience and functionality of the space.
Rendering is the final stage of the architectural visualization process, where the 3D model is brought to life. It involves applying lighting, textures, and other effects to create a photorealistic or stylized output. Popular rendering engines such as V-Ray, Corona Renderer, and Octane Render are used to generate high-quality images and animations that accurately represent the design vision. This stage is crucial for showcasing the design's potential to clients and stakeholders, and it requires careful attention to detail to ensure a visually compelling and accurate representation.
The Impact of Architectural Visualization on the Design Process
Iterative Design: Architectural visualization empowers architects to refine their designs through an iterative process. By creating multiple 3D models, architects can experiment with different design iterations and make adjustments based on feedback. This allows them to explore various possibilities and ultimately arrive at a more optimized and refined design. It involves starting with an initial design concept, gathering feedback from stakeholders, and making adjustments to the design through multiple iterations. This process allows architects to refine the design, address any issues or concerns, and explore alternative options. Ultimately, the iterative design process leads to a more optimized and functional final design that meets the needs of the client and end-users.
Enhanced Decision Making: Architectural visualization is a powerful tool that empowers architects to make informed decisions throughout the design process. By visualizing design options in 3D modeling, architects,3d furniture can gain a deeper understanding of the impact of different materials, layouts, and aesthetic choices. This allows them to assess the overall design's functionality, aesthetics, and potential challenges before making final decisions.
Client Satisfaction:Architectural visualization is a powerful tool for enhancing client satisfaction. By providing a tangible representation of the design vision, it allows clients to truly understand and appreciate the architect's work. This fosters a strong connection between clients and professionals, leading to increased satisfaction and positive word-of-mouth referrals. When clients can visualize their dream space before it's built, they are more likely to feel confident in the design process and the final outcome.
The Future of Architectural Visualization
As technology continues to advance, the possibilities for architectural visualization are expanding rapidly. Virtual reality (VR) and augmented reality (AR) are emerging as powerful tools, offering immersive experiences that allow clients to walk through virtual spaces and interact with designs in real-time. This level of engagement enhances client understanding and appreciation for the design vision.
Additionally, advancements in artificial intelligence (AI) and machine learning are automating tasks such as generating realistic textures and lighting. This not only streamlines the visualization process but also improves the quality of the final output. AI-powered tools can analyze vast datasets to identify trends and patterns, helping architects make more informed design decisions.In conclusion, architectural visualization is a transformative tool that is revolutionizing the design process. By bringing designs to life through immersive 3D experiences, it enhances communication, improves client engagement, and facilitates better decision-making. As technology continues to advance, we can expect even more groundbreaking advancements in this exciting field, further shaping the future of design and architecture.
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Okay, here's a thought: you've probably noticed from posts by now that I'm working on some original space-fantasy material and I just thought I'd throw this your way—I've noticed that in film and television interior design for starships and starbases with simulated gravity tends to exist on a single-axis spectrum from "Grand Faux-Marble Hotel" to "Metal Piping Everywhere," neither of which strike me as particularly good actual design ideas for a place that people are going to live in for extended periods, not when there's no real outside to go and spend time in. So I'm just curious if you have any thoughts on what good urban design would look like for, say, a starbase. How could perhaps green-space be brought in to create a feel of going outdoors in hallways, for instance? What other solutions do you think there could be for making a sealed environment like that look more like something real people would be able to thrive living in?
okay. so i did some googling as to what a star base is and I am still confused, but I will endeavour to do my best anyway.
First of all, the practicalities. They need oxygen, they need food. Guess what creates both of those? Plants! And you've heard me talk about hydroponics: it's a super water and nutrient efficient way to grow All Things Green and I imagine that a starbase or whatever would want to be as self-sufficient as possible and won't have a problem getting solar energy either direct to their plants or to power artificial UV lights that do just as good a job. Also, seeing as there are humans there breathing out carbon dioxide: basic evolutionary science says, get the plants in first, get them as numerous as possible, that way they make oxygen pretty much on their own and you're saved from having to cart the stuff in which is an expensive and dangerous process (carbon dioxide is a lot more inert and safer to transport: when near a fire it will put the fire out rather than Big Burn). You could also utilise human, um, waste products in some variation of hydroponics that's a bit more like aquaponics. Nutrient cycling. Or bring in some fish and just have aquaponics as well?
So that being said, you've got the required Green Stuff in order to feel like you're going outside. Green plants growing all up the walls and bright light and the sound of running water. Maybe it's light and humid enough to grow some sort of ground cover as well with stepping stones so it doesn't get too worn by passerby? You could definitely make hallways and hallways of this, because space is so limited just utilise anywhere you have to grow food. And it will mean the air is fresher as well. You can get design inspo for this by looking up anything along the lines of 'green building' on any image search or Pinterest. Faeriecore meets futuristic technology: my favourite kind of vibe. Plants in the bathrooms, wherever is practical really, what you really want to think is: everything has to be super efficient, because gravity simulation is no doubt expensive and energy intensive to run. No silly extra space like the Grand Faux Marble Hotel. PVC pipes are a lot lighter than metal and won't rust when you've got all your necessary salts running through them to feed your plants, but they're not the most attractive so you want green to cover them wherever possible. Think of the plumbing: you want everything to flow from source to sink as efficiently as possible, and no nutrient, water, etc to ever be wasted. And then, on top of this basic skeletal framework, somewhere that feels liveable. Blues and greens to calm the nervous system when you're so far away from actual soil. A basic compost plant going on somewhere that recycles some of the nutrients fed back into the little soil pellets used for hydroponics and the juices that run through as fertiliser. Lots of chemical testing but make it cute little glass or plastic probes that are super quick and you can test anywhere. Everything sealed off well for the inevitable day that gravity does fail, and you want to make sure you don't lose all your water and dissolved nutrients when that happens. You probably just make entire walls out of growing green things, honestly, not the structural ones but between most rooms this will do. Herbs growing on the kitchen side of the wall, that kind of thing. Mint in the hallways that you can just pull off and chew to freshen your breath: access to chewing gum and the like will be limited.
Anyway, hope that gives you a few ideas! What I love about urban design as opposed to just interior is it sees the inside and the outside, the buildings and their layout and surrounds as a whole system and it's easy to slot in the framework of how do we meet all of our users' needs within this system as a whole? And to do so you want to create an ecosystem. You want to include both practical needs and the need for beauty; efficiency not only in terms of resources but also accessibility (I assume your dwelling population are hard at work doing Starship Things and don't have time to rush back and forth in a poorly designed area); and diverse areas for a diverse set of users: in real life cities, think of animals as well as people. On a starship/starbase, you have the possibility of having to house aliens for a while. Where would they feel safe, have their needs met, and if miscommunication does occur and they break something, where and how would it have minimal impact?
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Create Scandinavian-Inspired Bedroom with the Perfect Lamps
Scandinavian design is characterized by comfort, functionality, and minimalism. Lighting is a major component of this aesthetic. Creating a calm, comfortable space with natural accents and simple lines is the main goal of a bedroom with a Scandinavian design. Choosing the appropriate lighting is crucial to realizing this idea. Scandinavian lamps can create a serene retreat in your bedroom, whether you're looking for purpose lighting for reading or a warm, ambient glow.
Using the correct lamps, such as pendant lamps, floor lamps, and table lamps from the Fig Living line, we'll look at how to design a Scandinavian-inspired bedroom.
1. Introduction to Scandinavian Bedroom Design
Design from Scandinavia is renowned for its utility, simplicity, and ties to the natural world. This translates to a tidy, uncluttered bedroom with natural materials, a neutral color scheme, and simple furniture. However, the lighting is what really pulls a bedroom with a Scandinavian feel together.
Have you ever wondered why, even with chic furniture, your bedroom feels empty or cold? The appropriate bulb could be the missing component!
Soft, warm lighting is frequently used in Scandinavian design and is arranged thoughtfully to produce a cozy, serene ambiance. We'll walk you through how to use Fig Living's Scandinavian lighting to get this look.
2. Why Lighting is Key in Scandinavian Design
Because of the long, dark winters in the Nordic areas, lighting plays a central role in interior design influenced by this region. Light then becomes a necessary component of both design and daily life. Lamps can simulate the natural light that is so highly sought after in Scandinavian nations for your bedroom.
Clean lines, muted colors, and sustainable materials like cloth and wood are common characteristics of Scandinavian lamps. The end product is a gorgeous yet useful light that is cozy and inviting.
3. Choosing the Right Lamp for Your Bedroom
An area can be completely transformed with the correct lighting. Scandinavian lamps are available in a variety of styles, each with a specific function, to help you achieve your goals of adding a gentle, calming glow or brightening your space.
Consider what you'll be doing in your bedroom when choosing lamps: reading, unwinding, or getting ready. Think about the three forms of lighting: task, ambient, and accent. To get a layered impression, a bedroom with a Scandinavian influence should ideally combine all three.
4. Pendant Lamps for Minimalist Elegance
An elegant touch can be added to your Scandinavian bedroom with pendant lighting. Usually suspended from the ceiling, these lamps have a simple style that complements the Scandinavian look.
Whether it is hung over the bed or in a corner, a pendant lamp can be the center of attention in your bedroom. Its gentle radiance can produce a warm, personal ambiance.
Simple shapes, muted hues, and organic materials like cloth and wood characterize the pendant lamps we offer at Fig Living, which go well with any kind of bedroom.
5. The Warmth of Floor Lamps in Scandinavian Bedrooms
A bedroom is a great place to add warmth and individuality with floor lamps. They can act as a statement piece of design as well as a useful light source.
Scandinavian floor lamps are perfect for tiny rooms because they typically feature modest designs and slender profiles. A Scandinavian floor lamp from Fig Living may provide soothing light in a dark nook or next to your reading chair.
6. Functionality Meets Style: Table Lamps for Bedside Lighting
Any bedroom needs table lamps. They bring flair and utility to areas with a Scandinavian feel. Before going to bed, reading or setting a calm mood are made possible by bedside table lamps.
Seek for table lamps with bases made of natural wood or neutral fabrics; these components are crucial to Scandinavian design. Our table lamps at Fig Living provide elegant styles and delicate lighting to improve the atmosphere of your bedroom.
7. Natural Materials for a Cozy Feel
Scandinavian style is based mostly on natural elements like wood, linen, and rattan. Adding lights constructed of these materials to your room gives it character and warmth.
Fig Living offers Scandinavian lamps with bases and shades made of eco-friendly materials. These lamps give off an earthy, grounded vibe that's ideal for turning your bedroom into a comfortable haven.
8. Brightening Up Dark Corners with Accent Lighting
Your bedroom may appear smaller and less welcoming with dark corners. Add accent lighting, such as pendant lamps or floor lamps, to these areas to make them brighter.
The correct accent lighting gives your room depth and texture in addition to illumination. An otherwise underutilized area of the room can be given a cozy glow with the placement of a floor lamp from Fig Living.
9. Creating Layered Lighting in Your Bedroom
Layered lighting is a crucial component of bedrooms with a Scandinavian aesthetic. This entails utilizing task, ambient, and accent lighting in various combinations to produce a well-balanced and welcoming ambiance.
Add table lamps or floor lamps for job lighting next to your bed or reading nook after installing an overhead pendant lamp for ambient lighting. Lastly, use accent lighting to draw attention to particular spaces or interior design elements. This multi-tiered method gives your bedroom depth and comfort.
10. The Role of Color Temperature in Scandinavian Lighting
Your bedroom's atmosphere is greatly affected by the color temperature of your lamps. Warm lighting is favored in Scandinavian design to create a homey, welcoming ambiance.
Choose warm white (about 2700K) light bulbs for your Scandinavian lights. The warm glow of natural light, which is essential to designing a cozy and tranquil environment, is replicated by this kind of lighting.
11. Sustainability in Scandinavian Design: Eco-Friendly Lamp Choices
The cornerstone of design with a Scandinavian influence is sustainability. A lot of Scandinavian lamps are long-lasting and constructed from sustainable materials. From sustainable wooden table lamps to energy-efficient LED pendant lamps, Fig Living offers a variety of environmentally friendly lamps.
Selecting environmentally friendly lighting also goes with the clean, simple Scandinavian design aesthetic.
12. Combining Scandinavian Lamps with Natural Textures
Warm and inviting feelings can be created in your bedroom by incorporating natural textures such as wood, linen, and wool. These textures provide a calming and harmonious atmosphere when paired with the gentle glow of Scandinavian lamps.
Fig Living's collection of Scandinavian lamps includes bases and shades that go well with these organic components, giving your bedroom harmony and tranquility.
13. Maximizing Space with Thoughtful Lighting Placement
Lighting arrangement can have a significant impact on smaller bedrooms. Scandinavian lamps have compact profiles and flexible placement choices since they are frequently created with tiny places in mind.
To minimize area and still have enough lighting in your home, think about installing narrow floor lamps or pendant lamps that are fixed on the wall. Lamps from Fig Living's range are ideal for optimizing the amount of light and space in your Scandinavian bedroom.
15. Final Thoughts: Crafting the Perfect Scandinavian Retreat
The secret to creating a calm, Scandinavian-inspired sanctuary in your bedroom is to add the proper lighting. Lighting creates a calming and comfortable atmosphere, whether you choose a pendant lamp to hang over your bed or a gentle table lamp at your side.
A carefully chosen collection of Scandinavian lamps that capture the elegance and practicality of Scandinavian design is available at Fig Living. You may create a tranquil haven in your bedroom with these lamps, one place you'll look forward to retiring to at the end of the day.
FAQs
What are the key features of Scandinavian lamps?
Warm, gentle illumination that creates a cozy atmosphere, natural materials, and minimalist designs are the hallmarks of Scandinavian lamps.
How do I choose the right lamp for my bedroom?
Take into account the dimensions of your space, the kind of lighting you require (task, ambient, or accent), and the materials and hues that complement your interior design.
What is layered lighting, and why is it important?
In order to create a well-balanced and well-lit area, layered lighting mixes three different forms of lighting: ambient, task, and accent. It's critical for creating the ideal atmosphere in a bedroom.
Can Scandinavian lamps be eco-friendly?
Indeed, a lot of Scandinavian lamps are constructed using eco-friendly materials and energy-saving bulbs. This makes them a green lighting option.
How can I make my bedroom feel more Scandinavian with lighting?
To create a warm, welcoming ambiance, layer your lighting, go for warm white bulbs, and choose lamps made of natural materials like wood and linen.
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6. Forefront Research - AI in 3D Production
AI has become more and more part of our lives in direct and indirect ways. When it comes to the 3D industry, there have been many opinions when it comes to using generative AI as part of a production workflow.
In our second semester, my research paper for the Exploring Professional Practice module was based on the impact generative AI has over the gaming industry. While conducting this research, I got to interview amazing artists from the industry such as Dmitry Karasev, CEO of Clio.art, a 3D generative website; Mike Bambury who worked as an art director at Sony Playstation and Interior Night; and Gilliard Lopes, a Game Design Director who worked for Electronic Arts and NetEase Games. All three of them gave me crucial information regarding is area, and their opinions helped me have a better understanding on how AI has actually affected the industry, right from the source. My conclusion was that it is undeniable that AI had some negative effects over the industry. However, I believe that as any technological progress, it has to be understood, controlled and accepted in order to make the best out of a phenomenon that weather we want or not, it will still happen.
Since the pre-production stage of my major project, I have used AI to efficiently speed up my work and create a better foundation on top of which I could start building my project. At first, in the pre-production stage, I used MidJourney to generate concept art for my characters and the environment. This was really helpful as to create a generous amount of design from which I could choose in a very short time. However, the disadvantage of using AI for concept art is that most of the images don't make sense and even if visually it looks good, some details don't actually function in reality, such as objects with no ends or that blend together.
Fig.1: MidJourney Used For Generating Concept Art
During the production stage, I also used MidJourney to create textures to use instead of base colours for texturing and also for ritualistic patterns to add in my scene and on the characters, in order not to steal patterns from other known sources. Moreover, I generated decals and alpha masks to use for opacity masks and stencils.
Fig.2: MidJourney Used For Generating Texture, Alpha And Pattern
Besides generative AI, the software that I used also have some sort of AI integrated in their systems. For example, Accurig automatically rigs and weight paints characters only using some dots I placed as guides. In addition, Cascadeur uses some sort of AI to calculate and generate realistic physics simulations for the character animations, which create much more realistic and fluid movements using just key frames.
Currently, I extended my research and searched for other cases in which AI is used in gaming production. In his article, Afaq Ali presents a fascinating perspective over the future of gaming industry "AI promises to unlock new frontiers in terms of scale, realism, interactivity, and more that could profoundly change gaming as we know it." (Afaq Ali, 2024).
Fig.3: The Future Of Gaming Is AI Article by Afaq Ali
He presents the benefits of AI in two categories: how it will help the development of games, and how it will improve the gameplay itself.
Starting with the game development, AI could generate worlds just using inputs and directions, which we can already start seeing in the new Unreal Engine Updates. In addition, AI could generate props such as furniture, foliage, clutter items, which would accelerate the process of world building dramatically. We can already have a peak on how that would work through the procedural techniques we currently use. However, these techniques require someone to make those props beforehand, whereas with AI they would just be generated on the spot. Moreover, the author suggests that AI could drastically accelerate and improve data analysis and playtesting using algorithms and natural human behaviour, but with improved results.
When it comes to gameplay itself, Afaq argues how AI can improve realism using photorealism graphics and analysing real environments. With tools such as Nvidia GauGAN which can analyse landscape imagery to create graphics and renderings, games will offer a much more immersive experience. Another factor that would amplify the immersive experiences is the NPCs and how the player interacts with the world. With AI NPCs could have a more natural behaviour improving the user's experience.
To conclude, I believe AI will help us reach new boundaries in the near future, creating more immersive and incredibly realistic games. I have already started to experience the efficiency of AI with my own project, helping me create a project which otherwise would have needed a small team to achieve in such a short time. Even if generative AI is not yet at its best, I am sure in the future will be much more reliable.
Bibliography:
Fig.1,2: Midjourney.com. Available at: https://www.midjourney.com/home
Fig.3: Ali, A. (2024) The future of gaming is AI: How artificial intelligence is changing everything, eLearning Industry. Available at: https://elearningindustry.com/the-future-of-gaming-is-ai-how-artificial-intelligence-is-changing-everything
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Tech Trends in Interior Design: Innovations Shaping the Future
Within the ever-evolving field of interior design, the combination of creativity and technology is paving ways for revolutionary ideas that might completely change the way spaces are imagined and used. Looking ahead, a number of significant technology developments are redefining the industry and creating new opportunities while also upending long-standing norms.
Augmented Reality (AR) and Virtual Reality (VR)
The fields of augmented reality (AR) and virtual reality (VR) are where technology is having one of the biggest effects on interior design. These technologies are now more than just novelties; they are essential resources for both clients and designers. By superimposing digital elements onto real-world environments, augmented reality (AR) enables designers to give clients a realistic sneak peek of how various materials, colors, and furniture will seem in their space. Conversely, virtual reality (VR) submerges users in entirely simulated worlds, allowing them to explore and experience a planned area before it is really built.
These developments guarantee that expectations correspond with reality by improving not just the visualization process but also the communication between designers and clients. Designers may expedite decision-making, minimize design revisions, and produce more satisfying results by incorporating AR and VR into their process.
Artificial Intelligence (AI) in Design
Another technology that has the potential to completely change interior design is artificial intelligence (AI). Massive data sets can be analyzed by AI algorithms to forecast trends, maximize the use of available space, and even offer customized design options based on user preferences and lifestyles. Think of a smart assistant that picks up on user interactions to suggest furniture placements, lighting configurations, and décor options based on past design choices and current trends.
AI-powered design tools can also automate repetitive processes like choosing color schemes, creating floor layouts, and locating materials, freeing up designers to concentrate more on the creative elements and client interaction. Interior designers may provide more individualized, effective, and creative solutions that satisfy the changing needs of contemporary clientele by utilizing AI's analytical capabilities.
Internet of Things (IoT) and Smart Home Integration
The way we interact with our living and working environments is being revolutionized by the Internet of Things (IoT), and interior design is no exception. IoT technology makes it possible for devices in a place to connect and communicate with one another, resulting in smart environments that are sensitive to the needs and preferences of their users. IoT improves comfort, convenience, and sustainability in interior environments. Examples of these include temperature management systems that optimize energy consumption and smart lighting systems that adapt to natural light levels.
IoT-enabled gadgets, like voice-activated assistants, automated window treatments, and linked appliances, are becoming essential elements of smart homes and workplaces when it comes to interior design technology. These developments improve well-being and productivity by improving functionality and fostering the creation of settings that are seamless, intuitive, and adaptable.
Sustainable Design and Biophilic Technology
As long as sustainability is taken into account while designing, technology will be essential in helping to advance environmentally friendly practices. Technological advancements are driving the use of biophilic design, which incorporates natural aspects into constructed settings to improve occupant well-being. Biophilic technology, for example, consists of living green walls with controlled irrigation systems and daylight harvesting devices that maximize natural light levels while consuming less energy.
Moreover, designers now have more ecologically responsible options for flooring, finishes, and furniture thanks to developments in sustainable materials like recycled and bio-based composites. Interior designers may create rooms that support productivity, health, and environmental stewardship in addition to aesthetics by embracing biophilic concepts and utilizing sustainable technologies.
Conclusion
In Conclusion, technology is shaping the interior design field and providing previously unheard-of chances for innovation, effectiveness, and sustainability. These developments are pushing the industry forward, from biophilic technology to harmonize technology and nature to augmented and virtual reality to artificial intelligence for tailored design solutions and Internet of Things to create smart, linked spaces.
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Maxis Releases Blog About “Project Rene” Development
On yesterday’s Behind the Sims episode, players got to see a little of the behind the scenes at Project Rene – the working title for the next The Sims game. Today, Maxis released a community blog about the development process.
Learn how the team behind Maxis’ evolution of The Sims is involving fans in the development process
Here at Maxis, we are all about our community. Year after year, fans of The Sims™ continue to amaze us with their creativity, their insight, and their passion for our games. So, as we began brainstorming what the next The Sims experience might look like, there was no doubt in our minds that the community should really be a part of the development process.
“We knew from the beginning that wherever we decided to take The Sims next would need to be a journey we took with our players,” says VP of Creative for The Sims, Lyndsay Pearson. “Whether it’s generating ideas, reacting to their feedback, or putting actual software in their hands, it’s important we find ways to share our goals and our vision as we go.”
“Direct player feedback has been one of the most valuable tools we’ve used at Maxis,” adds Production Director Stephanie Callegari. “It only makes sense for us to evolve this experience for both the players and the development team.”
PLAYTESTING AS WE GO
As a result, very early on in development for Project Rene, the next evolution of The Sims, the team decided to begin collecting input from members of the community. Advertisement
“In the fall of 2022, we released a small private playtest that evaluated interior design, furniture customization, and collaborative interior design on mobile and PC,” says Game Director Grant Rodiek. “You can actually see video of this in our First Episode of Behind The Sims.”
This “Apartment Customization” playtest featured only a tiny slice of what’s planned for the whole project—but it was a slice chosen specifically to test a huge variety of different systems in order to see how they interact with each other.
“One of the challenging things about testing The Sims,” Grant says, “is that it is a highly customizable experience with a high degree of interactivity. Sims need to be able to sit on the couch, prepare meals, go dancing, chat with a friend, or read a book—which means that when you customize a couch, say, or a shirt, that also factors into how Sims move and consider their environments. So this let us test a wide variety of critical experiences and technology for the overall project.”
“And the object space and physical space are key tools to help us—and players—tell stories,” says Stephanie. “So the key innovations that we tested help with decisions regarding other creative spaces, like our character creator. We may have only tested a slice, but we’re looking at the way we approach the interface and creative tools with an eye toward a more holistic user experience.”
EXPECTING THE UNEXPECTED
Of course, putting together a playtest this early in development had its own unique challenges. “While we regularly do user experience testing with smaller groups of eight to ten players,” says Lyndsay, “creating a larger playtest for hundreds or thousands of players was a very different experience.”
“Project Rene supports both mobile and PC experiences,” Grant says, “which dramatically expands the complexity of testing. We need to support a wide variety of experiences: simulation, socialization, creative tools for furniture and interior design, creative tools for clothing and characters—plus new social experiences.”
“We also had to figure out ways for players to connect without all the social experience features in place, like party voice chat and find-a-friend,” says Stephanie. “We had to make sure players could actually find each other and play together. Plus we had to figure out things like how to even deliver the builds to the testers! ”
Once the logistics were hammered out, it was time to fire up the test. But as eager as the team was to test specific mechanics, they also knew that for a small-scale test like this, it was important to follow where the players led.
“We’ve always had a collaborative relationship with our fans, and we bring that to any playtest,” Lyndsay says. “So we expected to see lots of feedback, we expected to iterate, we expected to see lots of speculation about what more could come. I think preparing for this ahead of time put us in a very open, learning mindset.” Advertisement
“You do have to listen to what your players are telling you,” says Grant. “For example, an earlier version of the test revealed that players were really struggling to find certain tools—they just weren’t clicking the buttons. So we rearranged the layout and provided more information and saw a dramatic increase. So it’s all an iterative process.”
ONLY THE BEGINNING
And the team plans for that process to continue through more community playtests in the future. Now, understand that Project Rene is still in the very early stages of development but even at this early stage, the lessons learned have been extremely valuable.
“This is how the best games are made,” Grant shares, “working hand-in-hand with players. It’s such a valuable tool that will help us make Project Rene truly special. But!—it is a long, involved process.”
“Apartment Customization was our first test, but it will not be our last,” Stephanie agrees. “We’ve already learned so much from it. Being able to talk to players and get feedback so early is very scary—but it’s also very exciting.”
“You can learn so much before sending the project out into the wild!” says Lyndsay. “Not only are we getting feedback on the fly from our players, but it also gives us the chance to tell the story of how we make these experiences—both to our audiences today and to future audiences of tomorrow. “
“There is so much work remaining for Project Rene, though,” Grant says. “We still haven’t shared our Simulation experiences or character and clothing customization—not to mention new versions of apartment customization and additional social play experiences. All of this will be slowly stood up, shared, tested, tweaked, enhanced, reduced. And we intend to develop it hand-in-hand alongside our players.”
For a closer look at what the Maxis team has been working on for Project Rene, check out the Second Episode of Behind The Sims.
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Tonight I dreamt that in front of our house there was another house on the street that belonged to us. It was old and abandoned though and no one really had shown interest in it for a long time. One day, mom/grandma discovered something in it or about it that they wanted to protect and in order to keep people from stealing it they decided to guard it. So grandma spent a night there and was watching TV which was visible from the outside because there where glitch pixels around the living room, as if we were in some sort of life simulator game. I saw that from the bathroom window. I think grandma even got scared because of sleeping there and my sibling and I watched it and felt sorry for her.
I also "rediscovered" the house, maybe even before the rest of my family. I just thought it was cool to hang out there etc. And I made a big deal out of my being there being secret, even if my family wanted to guard the house. I remember that I was a big fan of the interior, it was old but not dirty or anything, very classy. Surprisingly, electricity and water still worked and the house didn't show any signs of deterioration, even if I thought of that as weird in my dream. I talked about one clock design with sibling C and about how quaint it was while sitting on a green sofa in one of the rooms facing away from the street, which was the room I liked to stay in as to not get discovered.
I think this dream is about my love for secret places and old interior design (I'm guessing my dream was 60's inspired but idk). But also about wanting to share that secret spot with someone? Somehow, this dream really seemed connected to the constant thinking about new uni friends I do.
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Essential Resources for Designers
RESOURCES FOR ARTIFICIAL PLANTS AND TREES
Handy Links and Videos for Interior Designers
This page was created for interior designers, decorators, and purchasing managers to provide artificial plant resources. If you find any issues or have suggestions to improve this resource for artificial plants please email us at [email protected]. We broke up the page into different sections. The first section is to aid in choosing the perfect artificial tree. The second section is an aid in choosing a planter. The third section is for our commercial customers. The following section is to help you find the perfect vase, planter, or decor item. Then we provide some helpful sites. Finally, we end with some really neat videos so that you can create the perfect decor with the best artificial plant and planter. You can also check out our FAQ page. If you are looking for more ideas, don’t forget to check out our boards on Pacific Silkscapes’ Pinterest page. Feel free to share this resource with your fellow coworkers or customers. SELECTING THE PERFECT ARTIFICIAL TREE Custom Artificial Trees Tree Sprays for Custom Trees Plants by Decor Type Outdoor Plants/Trees Polyblend Products for Outdoor Tropical Palm Trees Faux Topiary Trees Silk Wedding Trees and Archways
Podocarpus Tree SELECTING PLANTERS FOR ARTIFICIAL PLANTS Choose Planter Size Fiberglass Planters Tau Fiberglass Planters Polyethylene Planters Outdoor Planters Veradek Planters Planters Unlimited
Fiberglass planters RESOURCES FOR COMMERCIAL ARTIFICIAL PLANT CUSTOMERS Convert from Live to Silk Fire Retardant License Large Outdoor Palm Trees
20 ft Commercial Ficus LINKS TO COMMON DECOR SITES Accent Decor Arteriors Decor CB2 Creative Co-Op Crate & Barrel Pottery Barn Sullivans Super Moss West Elm Wholesale Glass Vases
Glass terrarium
Links and Pages to Helpful Sites
Types of Silk Flowers Artificial Plant BLOG Current Trends in Artificial Plants 2023 Green Wall Mats from Designer Plants Protect Outdoor Artificial Plants Examples of Biophilic design
Mood Moss in long table planter NEAT YOUTUBE VIDEOS FOR ARTIFICIAL PLANTS: Using Simulated Water (Liquid Illusion) How to Clean Artificial Plants Decorating with Faux Indoor Plants Decorating with Succulents Choose Paint Colors for your Home Pick the Perfect Planter for Home
Preserved moss wall art The top 10 websites most often used by interior designers: The top 10 websites most often used by interior designers can vary depending on personal preference and design style, but here are some popular ones: - Houzz.com - Pinterest.com - ElleDecor.com - ArchDaily.com - ApartmentTherapy.com - DesignSponge.com - HouseBeautiful.com - Decorilla.com - Veranda.com - LuxeInteriors.com These websites offer a wealth of inspiration, ideas, and resources for interior designers, including images of completed projects, design tips and tricks, product reviews, and more. AI: Hello human, I am a GPT powered AI chat bot. Ask me anything! AI Thinking ... Please share this page with your co-workers and peers: Read the full article
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SKEUOMORPHISM:
Skeuomorphism is a design approach that incorporates visual or functional elements from traditional or familiar objects into digital interfaces or products. It aims to provide users with a sense of familiarity and intuitiveness by leveraging pre-existing knowledge or experiences. In skeuomorphic design, elements such as textures, materials, and physical characteristics are simulated or imitated to mimic real-world objects. For example, a digital calendar may feature pages that flip like those of a physical calendar or a note-taking app may display virtual pages that resemble a notepad. Skeuomorphism can create a bridge between the physical and digital worlds, making it easier for users to understand and interact with new technologies by visually knowing what they know. However, as design trends evolve, skeuomorphism has given way to more minimalist and flat designs that prfioritize simplicity and abstraction. Example of skeuomorphism is a camera that makes the shutter sound when it takes a picture but nothing is really happening but you are able to know if the camera took a picture of not. Or like a digital keyboard how it makes noises when it is being pressed but it also happens when you message someone on your phone. It is commonly used in many design field such as UI, web design, architecture, ceramics and interior design.
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How Product Packaging Experts Can Assist You Develop Customized Delivery Boxes
Customized shipping boxes are a fantastic method to promote a brand's products as well as develop client commitment. They can likewise improve brand recognition and make the distribution experience enjoyable for your clients. When your item gets here, they will certainly be delighted to open the package as well as see what's within. You can make use of inserts to advertise the product or deal discounts. These inserts can also inform your consumers just how to recycle the products or enlist in a commitment program. Product packaging specialists can assist you develop custom delivery options to fulfill your organization' needs. These experts can likewise create a delivery option that will certainly save you money in the future. For instance, you can decide to send out worldwide packages in a tougher, a lot more environmentally friendly box. This will increase conversions and also attract more about the customers.
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"Why I love doing domestic chores in video games
Thank you for subscribing, and welcome to the very first edition of HIGH RESOLUTION GORE & GRAPHIC VIOLENCE. Over the last two months I have played the game Cult of the Lamb for over 50 hours. Why?
WHAT IS CULT OF THE LAMB?
Cult of the Lamb is a video game where you play as a cute little lamb running a Satanic cult. It combines whimsically totalitarian community management (there is a menu option to “re-educate” dissenters) with traditional dungeon-crawling (AKA fighting monsters in a series of procedurally-generated rooms). Beating the monsters wins you gold coins and respect from your followers, which in turn allows you to accumulate “devotion”. Devotion is a currency made of faith, a bit like money.
Along the way you also gather blueprints to build furniture which you can use to decorate your cult’s home. There are a huge variety of items to collect, including “skull pile”, “skull candle” and “giant skull”. I’m messing, they’re not all skull-based: there’s also “Bone Sculpture” and “Barrel of Bones”.
In short, the game is half skirmish battles, half keeping your anthropomorphic animal followers happy through blood sacrifices and polyamorous wedding ceremonies. Basically, it’s a big Tamagotchi with a horny deathwish.
It’s also like a Tamagotchi in another significant way. But more on that in a moment.
THE CONTEXT: SOCIAL SIM MANIA
Even if you’re not into games, you’re probably thinking that Cult of the Lamb sounds a bit like Animal Crossing: New Horizons. The explosive success of ACNH got a lot of coverage during the pandemic, with 60 million copies sold worldwide.
Suddenly, millions of millennials were spending hours every day living on a virtual island where they could buy their own home and choose their own furniture: a welcome break from being forced to use your landlord’s Ikea bookshelf, which seems to have been constructed using only a nail bomb and a wish.
For my own part, I was instantly hooked on the ACNH fantasy of having a house large enough that things could be organised neatly. Often there are (made-up) scare stories in the press about violent video games inspiring real world terror attacks or murders. But over lockdown something even worse happened to me: Animal Crossing radicalised me into buying a shoebench.
ACNH and Cult of the Lamb’s home-making experiences are similarly appealing to generation rent and, along with the huge popularity of other sim games like Stardew Valley, there’s clearly a big demand for cozy simulations during these uncertain times.
So why am I so fixated on Cult of the Lamb in particular?
UNPLEASANT CHORES
Cult of the Lamb involves taking care of cute cultists. You need to build accommodation, farm food and cook meals. So far, so idyllic. The thing is, your followers also shit everywhere.
Once you’ve levelled up a bit you can buy them an Outhouse. Or the larger capacity Outhouse II (II fast II furious). But they still shit everywhere
So in between fighting off demons under the sea, creating a subsistence farm community and choosing which religious doctrines to impose on your growing cult, you also need to clean up poop.
But you do this with the press of a button. It’s swept up and gone, your stunningly-decorated base left pristine.
Now, like a lot of renters, my real interior design fantasy is exactly this: the dream of a home which COULD be cleaned. You know, where you could wipe a surface or mop a floor without bits of rust staining your cloth or wet lino lifting off the concrete.
So I guess what I’m saying is… pressing X to clean up the pixel-art shit of followers is intensely relaxing to me.
Because it’s an intoxicating sample of living in the world that REALLY rich people live in: the world where you press a button and stuff works. The world where, when something breaks, you call a guy and he fixes it. No endless calls and negotiations with pissed off call centre employees and letting agents. No visits from your landlord’s-friend’s-cousin who’s a trustworthy plumber, actually. No crap products that break after one use. It just works. Someone shits on the floor. It gets cleaned up. No hours scrubbing buckled lino. A wipe-clean world. It. All. Just. Works.
THE WORLD WHERE STUFF WORKS
Why is Cult of the Lamb’s window into this dreamworld so seductive? To explain, I’m going to make reference to the fantastic Postcapitalist Desire, which collects the last lectures of the late cultural critic and theorist Mark Fisher (buy it here or request it at your local library). It’s edited by Matt Colquhoun, whose writing I’d also highly recommend.
The third lecture is about consciousness-raising, which is the process of making people aware of their position in whatever power-structure you might be discussing - whether it’s the class system, the cis-het-patriarchy, or a cult run by a small lamb.
In this lecture, Fisher introduces the idea of “feminist standpoint epistemology” as used by the American philosopher Nancy Hartsock (my notes in square brackets):
I think there’s a good example in the Nancy Hartsock piece [The Feminist Standpoint Revisited and Other Essays] about cleaning the toilet. In that scenario, the men, who are walking around with their highfalutin ideas about X, Y and Z, they’re completely ignorant of this reality of cleaning the toilet and what that means, which is a kind of metonym* for all immersion in materiality, or anything that operates as the basis for sociality as such – that is, the social reproduction of humans.
In a way, you could say that access to the lowest level of the materiality of things gives you the potential to have more knowledge of the totality […] The dominant group will just float by and not really notice you that much – that’s part of the reason they themselves don’t see the totality.
[*a part that represents the entire thing]
Basically: the men live in a magic universe where the toilet is always clean, and the loo roll is always hanging the right way. Cleaning the toilet makes the women grimly aware of how the world in which the men exist is created. Therefore, the women see the men’s reality for what it is: a fabrication. The toilet cleaners’ “standpoint” gives them potential access to the first stages of consciousness-raising, as well as the realisation that if the system which oppresses them is constructed, it can also be dismantled.
But the easy act of virtual toilet-cleaning in Cult of the Lamb performs the exact opposite process. It doesn’t make me aware of my position in the power structure; it helps me forget it. It is, to use another Fisherism, “consciousness deflating”.
And that is the stultifying dope-pleasure of these games: stuff just works.
For a moment we escape drudgery into the dreamworld, and imagine that we too could have domestic bliss without labour. Cleaning up and decorating become intensely satisfying acts.
You’re performing the ritual of home-making without having to do any of the work. Forget about the human sacrifice: this fake domestic labour is the most powerful ritual in the game.
Which brings me onto the second reason I like cleaning up shit in Cult of the Lamb.
AN ESCAPE FROM CYBERSPACE INTO CYBERSPACE
A lot of my enjoyment of Cult of The Lamb comes from the fact that you’re not only doing these domestic tasks (cooking, cleaning, decorating), but you’re also doing them when you get “home” from the dungeon-crawler element of the game.
Adrenaline-packed day at work slaughtering heretics, then back home to cook pumpkin soup which has a 5% risk of poisoning your followers, for some reason.
Sadly this clear divide between work and home in the game is such a huge pleasure because nowadays home isn’t safe from work. The tendrils of email and WhatsApp can reach you at every hour, through the all-too permeable walls of your damp flat.
In fact, work-cyberspace is so integrated with my living room that I have to take another jump inside a nested cyberspace to escape it: putting on headphones and sitting at my partner’s gaming PC (a safe-haven from my own emails).
The repetitive tasks of fake-cleaning and fake-cooking and fake-battling keep my hands too busy to check my phone. The clear boundary between work and home in the game are replicated in the act of me playing it.
The Italian philosopher and activist Franco “Bifo” Berardi has this great concept of “cybertime” which I think really elegantly explains why we are often so overwhelmed by digital communication (my bold):
“Cybertime [is] the mental time that is necessary to elaborate info-stimuli coming from cyberspace. Cyberspace is a space of unlimited expansion by definition, since it is the virtual dimension produced by countless semiotic agents that project their signals in the infinite space of the Internet. […]
However, cybertime is not unlimited. On the contrary, the mental time available to a conscious and sensitive organism is limited by organic factors (sleep, disease, deterioration, attention limits), by cultural factors (beliefs , expectations from the world), and by emotional factors (affectivity, slowness needed for the psychical elaboration of signals). Therefore, the relationship between cyberspace and cybertime create the conditions for a continuous semiotic overproduction, which have psychotic effects on the mind exposed to the cyberspace flow, and the effect of overproduction on the economy.”
In short, it’s stressful getting lots of texts isn’t it?? Okay, I’m oversimplifying, but you get the idea: you can’t keep up with all the messages coming in, and you fall into the habit yourself of producing even more communications.
Perversely, doing all-consuming “play-work” in this cyberspace videogame offers me an escape from cybertime.
CONCLUSION
As I’ve explored, I love Cult of the Lamb for several reasons.
Firstly, it makes simple domestic tasks rewarding, fulfilling the fantasy of an ordered home life, something which can seem impossible when your work is precarious, and your accommodation is British.
Secondly, the repetitive tasks and system of management create total immersion in a virtual space where work and home are separate.
But most of all, I enjoy it because it’s at times dreadfully, completely, frustratingly, boring. Farming, cleaning, decorating, levelling up followers: these repetitive tasks can suck away half a Saturday. However, being hooked into the game, rather than my emails or messages, puts me in a truly anxiety-free, almost meditative state.
Because in a world of fevered cybertime, a moment of boredom is a moment of peace. Or rather, it’s 50 hours of peace.
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