#really using this as interior design simulator
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leftoversludge · 6 months ago
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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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fxrheisenn · 3 months ago
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Andrus Laansalu talked about making Disco Elysium at EKA (Estonian Academy of Arts)
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"Initially, the church wasn't a focal point. There were certain characters that needed to visit this location, and I asked, "Seriously, what do we have in our church?" The others replied, "Nothing at all. Our church is completely bare—just a wheel, really. It's quite basic."
That's when I decided to unleash my creativity in the design. For example, they chose to install a glass structure at the top of the church to create a reflective surface. It was like placing an optical clock up there. Therefore, one of the most crucial aspects of designing the church was ensuring the lighting was just right to create the desired atmosphere."
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"Let me show you an example of Baroque architecture, which is rich in detail. We're also designing the interior of the church based on large cathedrals. However, the foundation you use might not yield the expected results, because the church itself doesn't require such intricate details. Sometimes, it's about simplifying the design."
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"I used Articy for the initial scriptwriting of Disco Elysium. The image only represents a tiny fraction of the text and choice variables involved. This system was also the reason I eventually abandoned the project after a year of outlining the script and shifted my focus to becoming a sound designer. My mind struggled to keep up with the dynamic graphic rules, but fortunately, a more talented writer took over afterward."
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"In terms of sound design, it's essential to develop different layers to bring out the charm of the church as a cohesive space. Although this represents only a small portion of the overall design, each layer actually requires a significant amount of time to compose the whole....... Whenever there's a shift or a change due to the dialogue itself, you need to adjust the background sounds. Each time you modify the details in the dialogue, I have to refine the background audio, ensuring that these elements build upon each other like an intricate layer of work."
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"It's funny how many scenes involve characters getting smacked in the face. My job was to recreate those, so I locked myself in the bathroom with a recorder and hit my forehead until it turned red.
As a sound designer, I really dig those unsettling, drill-like sounds. So, I mixed in creepy lectures, metal scraping, moans, and cries of pain—because I just love that stuff! (laughs)
Players will be moving through all kinds of areas, so it's super important to make the sound transitions feel natural, trying to create a more immersive vibe in certain spaces.
With all the scenes featuring big cranes, you can hear them from far away, and I wanted to capture that eerie ringing in your ears. That's going to be a thing throughout most of the game. I've found ways to really mess with players while they're playing!"
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"I've come across a lot of old objects (like phones and radios) that I needed to perfectly replicate the sounds. I started to become a bit of a hoarder, buying up different models of old phones whenever I found one to add to my collection. The sound effects I can simulate from them are really impressive."
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"Some of the devices don't actually exist in real life—just a mix of architecture and tech. When I need to create sound effects, I first look for something similar that exists in our world, then I try to simulate what the sound and appearance of that thing might have been like a century ago.
Towards the end of the game, there's a character carrying a fuel canister. We needed the sound of the canister, so we dug one up from our garage—it had been sitting there since it was five! I realized this would make the sound perfect. So, it had been there for 50 years, and after 40 years, it finally found its purpose.
In some places, I needed unique sound waves, and recreating them was a real headache until one day I happened to walk by a swimming pool and stumbled upon an old wartime torpedo. You can rotate the torpedo's probe, and it slowly rises up, like a proud zombie head. The sounds it made were exactly what I needed!"
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🙋How did you manage to get funding?
"Well, since we're in Estonia, you just need to know a wealthy person. You don't need five people—just two who can network, hang out together, and convince them to keep investing! (laughs) Back then, we constantly ran out of money and would tell them, 'Oops, looks like we spent it all! Can you invest a bit more?' That's how we made it through!"
🙋How did you all come together to make the game?
"Luck. It usually doesn't happen this way, and that's the key difference. It has to be. If not, you couldn't create a game of this scale - well, I mean in terms of budget. But creatively, Estonia definitely has writers and artists who can pull it off. With such a small population, there are a lot of quirky folks who are good friends. We were really lucky, though - lots of fortunate circumstances came together. It brought the right people together, allowing those talented fools to collaborate with us. They had experience but hadn't tackled projects of this magnitude before. So yeah, luck is pretty important!"
Lecture experience shared by 白兔YIYANG SUN on 小红书, reposted & translated by me with her permission.
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girlfriendsofthegalaxy · 7 months ago
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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
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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
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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
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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:
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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!
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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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buildthoughts · 7 days ago
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Bdubs Builds #1
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For season 10, Bdubs has been sculpting some picturesque landscapes, but XB recently hired him to build a garden in his Guardian Temple base. When talking about builds people usually break them down into three parts: landscaping, exterior, and interior. This challenge is more of a hybrid; An interior, but instead of making chairs and cupboards, its dealing with plants and landscaping.
Down the first hall, Bdubs frames a bonsai-like tree before a small window. The shape is so distinct on this tree: Bdubs used lots of signs and fences to bend the branches just so and the leaves are in three clumps (but two are connected on the backside so it doesn't feel bare). The wall of bamboo adds detail without being distracting. The path is so good: a broken stone path that transitions to path beneath the tree, the grass and moss build up along the edges where people wouldn't be walking. The use of pots, flower pots, and similarly colored blocks to create larger pot variations is very fun. I love when builders don't just make smaller variants of a thing (boxes, barrels, trees, etc) but also make a BIG fella.
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So, originally, XB had thick pillars holding the water elevator and I liked the design of these pillars! But I understand why Bdubs pulled those out and went with a slimmer approach; This freed up more room and the pools of water complement the surrounding garden.
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To section off the garden, Bdubs put in an unobtrusive wrought iron fence. This makes a clear break between the reast of the building and the garden without distracting from the garden. Leaves crawling up the pillars and growing from the ceiling are always great. Bdubs tucks in various details like the vines and propagules. I'm not totally sold on the bush using the propagule to simulate a stem? But I can see the potential. The use of buttons on the lamp is neat, I think, because it makes the shape reminiscent of Guardians' spikes.
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LOVE that Bdubs incorporated some Guardian iconography into his design. The brick/granite/weathered copper colored are nice because they contrast with all the greens/teals, but are more subdued than bright oranges would, letting the greenery remain center stage.
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First of all, for the next hallway, including a doghouse for Bishop is such a kind gesture to XB (irl his dog Bishop recently passed away).
I wasn't sure what the item frames on the pots were meant to be until Bdubs explained it was meant to be like adding a design to the pot. I can see the merit! from straight on, I can buy into the illusion of the green and tan being painted on. But from the side, the item frame and item extruding kinda breaks that illusion for me. Perhaps it'd work best placed against a back wall, like the pots lined up back there. Speaking of which: I love the value variations and subtle shape variety Bdubs created by putting the minecraft pots next to his own custom pots. The various types of shelving holding the small potted plants are also so good; They really sell the idea of the space for me.
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ntls-24722 · 6 months ago
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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
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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.
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So, let me begin by laying out their...
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...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."
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(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.
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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.
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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
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nkn0va · 8 months ago
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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.)
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-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.
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eccentric-nucleus · 25 days ago
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anyway now that i've finished-for-now the barajam thing i'm thinking about what kind of game i want to work on next. ideally one that's a little less writing-heavy, b/c coding mechanics is on the whole kind of easier than writing tens of thousands of words for various scenes.
the broader issue is about... what it's even worth making? like. oh man i like to joke about how terrible gamers are (see also: many of the stream forum threads on dwarf fortress) but it's like, why should i invest years of my life working towards making something for these people? why should i invest years of my life towards anything, really. tho obviously that gets into the expectation of an audience. generally speaking i don't really think of the stuff i make as being made for anybody else, really? i guess it's nice when people like it, but, that's not really the thing i'm looking for. still not really sure what the thing i'm looking for is
but anyway games as a constructed artifact tend to be closer to something that's inherently 'for' other people, even just in terms of like... ui, control expectations, etc. this is not the 90s where you can get away with a game that has a manual that outlines the 50 custom actions assigned to random keys. but that's just 'expectation of audience' from another angle. you can do anything you want, but people only engage with what they're willing to put up with
anyway all of that is kind of a tangent
when i think about what's impressive or noteworthy about a game, something that i'd like to replicate in my own work, it's usually something to do with flexibility and structure? a mechanic that's more expansive than you might expect, an overarching system that responds well to weird things, a map generator that clear is doing something more than random noise. everything about the dwarf fortress "simulate an entire world for a thousand years so that you can figure out what kind of fish imports this society has", that kind of thing. it's impressive because it's expansive and shows off an attention to detail, to the kinds of things that usually get elided from the simplistic models of the world you usually see in video games.
but i think that just draws attention to a more fundamental question of like, is that impressive? is the theoretical goal here a total replication of the real world, only tunable? is that what we want out of videogames? already i feel kinda weird about just making escapist pornography or w/e, and video games as an escape from the nightmare of reality is kind of recurring refrain. see: all those 'cozy' games. stardew valley cutting out meat animals b/c that would be upsetting. that kind of thing. a video game does create a whole fictional universe that you can sit in for as long as you find it compelling. do i really want to strive for something that's ideally compelling? these things are already so frequently just skinner boxes tuned to extract the most gameplay time possible from every user.
(i've kinda posted before about how when i've been working on procgen stuff i've sometimes stumbled into the more 'practical' side: text synthesis for use creating spam; ad-hoc interior design models for use in targeting critical underground infrastructure with missile strikes, etc. it kinda makes me sink to think about, you know, the boundless creativity of the human race being used just to make people's lives worse, & that kind of thing has definitely tempered my desire to actually... make anything. but that's not really a fight you can win by refusing to participate.)
aaaanyway probably what i am going to work on next is something that i might try to make personally meaningful to me? instead of just weird porn?? we'll see how that goes. making stuff is hard.
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nayanatripati11 · 2 months ago
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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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Producer Meeting
Below is a collection of notes that Chris took during our producer meeting, after the notes I will speak about the main topics we discussed.
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Producer Meeting 15/11/2024
Space life simulator
Are we alone in space?
Living on a spaceship
First Person - access terminals. 2D. 
Loops
Second to Second loop - Puzzles. Work offer (contract) take / solve / paid (credits). (payment is a reward) how do i get these?
Minute to Minute Loop - Using credits - to personalise your living space. (what is it like) why? Have you looked into feng shui? Interior design. Music packs - and radio. (hitman) 
Hour to Hour loop - (Talos Principle, Outer Wilds) fragments of story - come together over time. - how do I get these fragments? What is this story? 
Puzzles - all puzzles are random?
How many attempts? Do I get paid less? How do I feel as a player being bad at puzzles?
What purpose do the puzzles serve - are they actually needed? Seems like speed bumps? Are they? - think more about who your target audience is? 
Room - buying things - zen.
What other customisation if I dislike the visuals, can I undo?
Can room items tell the story?
Visuals and theme
Workplace monotony burnout and depression / no longer the theme.
Lofi ambient music.
Deep space nine?
Mental health 
Focus on relaxation for the player rather than the game focus on the theme.
Cozy games need more focus.
Feeling like a means to and end… think this needs to be refined.
Blueprint interfaces - JAKE
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During this meeting we discussed things like how the money system doesn't really tie to the mental health theme and how we could rectify this discrepency (Tom suggested maybe using memories as currency). However Albie suggested that perhaps we could be more loose with the link to mental and just continue with the money system and I think I agree with this approach.
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gameangliabrief · 1 month ago
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Producer meeting: Pitchdeck presentation and feedback
https://docs.google.com/presentation/d/1WOYHn4V3G52qbiWs9ASSYo5xx4NYnaoLr7Qi9FyMd7w/edit?usp=sharing
^ This is our Pitchdeck which we presented to our producers.
Below is a summary of what was discussed between our team and Chris during our pitchdeck presentation, anything in { } represents my own reflections, either said in the meeting or thought about after the fact.
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Space life simulator
Are we alone in space? {yes, living alone on a personal spacecraft.}
Living on a spaceship
First Person - access terminals. 2D. 
Loops
Second to Second loop - Puzzles. Work offer (contract) take / solve / paid (credits). (payment is a reward) how do i get these? {through the terminals mentioned above.}
Minute to Minute Loop - Using credits - to personalise your living space. (what is it like) why? {space can be a relaxing atmosphere, and we as a team thought it was fitting.} Have you looked into feng shui? {no- this definitely something important to research.} Interior design. Music packs - and radio. (hitman) 
Hour to Hour loop - (Talos Principle, Outer Wilds) fragments of story - come together over time. - how do I get these fragments? {audio logs, writing, evironmental clues, these are all valid ways we could do this.} What is this story? {unsure at the moment- may not even be a part of the vertical slice.}
Puzzles - all puzzles are random? {puzzles will be randomly generated within their ruleset.}
How many attempts? {infinite.} Do I get paid less? {no, there is no punishment for failing a puzzle.} How do I feel as a player being bad at puzzles? {Failing a puzzle should have no long lasting negative impacts. The player should understand they failed the puzzle, then are allowed to try again.}
What purpose do the puzzles serve - are they actually needed? {we have them to make up the second to second loop, without them the game lacks structure.} Seems like speed bumps? Are they? - think more about who your target audience is? {these raise a good point about the implementation of these puzzle- are we happy with how they combine with the room-building side of the game?}
Room - buying things - zen.
What other customisation? if I dislike the visuals, can I undo? {yes and yes, customization will be a really important part of this.}
Can room items tell the story? {this would be a potenital way to combine the room-building with the puzzles, so maybe.}
Visuals and theme
Workplace monotony burnout and depression / no longer the theme.
Lofi ambient music.
Deep space nine?
Mental health 
Focus on relaxation for the player rather than the game focus on the theme.
Cozy games need more focus.
Feeling like a means to and end… think this needs to be refined. {agree with this statement completely, reflection is need on how the puzzle side of the game fits in with the room-building past just "puzzles give money, spend money on furniture." There needs to be more there to give it more of a reason, and make it feel less like 2 different games.}
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The biggest takeaway from this meeting is that while our idea has potential, the biggest gap is why are we we making the player do these puzzles to get to the room-building?
There's no link outside of needing the money for it. Having money in the first place may not be something we want anyway, as thats something that could affect someone's mental health in real life.
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figliving · 3 months ago
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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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theodorobrejafmp · 5 months ago
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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.
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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.
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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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anthonymichaeldesign · 6 months ago
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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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theprojectreneblogger · 1 year ago
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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.”
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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.”
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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.”
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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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mellow-worlds · 1 year ago
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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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pacific-silkscapes · 2 years ago
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Essential Resources for Designers
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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
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