Zooming in
Jesse Martin does an extreme zoomin on his art (I’m betting there’s some splicing, but it’s a great zoom-in). He also has a ‘making of’ video how he used ProCreate to do it.
Reminds me of the ‘Powers of 10’ video from 1977
Jesse Martin does an extreme zoomin on his art (I’m betting there’s some splicing, but it’s a great zoom-in). He also has a ‘making of’ video how he used ProCreate to do it.
Reminds me of the ‘Powers of 10’ video from 1977
Akka Arrh was a never released arcade game developed in the 80’s by the ever-wacky Llamasoft/Jeff Minter for Atari. A few cabinets were made, but only 3 are known to exist. None of the cabinet owners were willing to copy and share the roms. However, that all changed in 2019 and you can now play the old version via emulation.
As the story of the controversy goes on the MAMEWorld Forums, one of those collectors had a technician come to his home to repair some other game. In the process, the technician allegedly went into the Akka Arrh cabinet, copied the ROMS, and then anonymously posted them online. This generated a lot of controversy in the collector and retro gaming controversy.
Jeff Minter was hired to re-build the game in 2023. He said the original game’s design was “interesting but flawed” and lacked a compelling design to draw players back in when they lost. The much improved version is now available on PS4, PS5, Xbox, Switch, and PC.
I think the interesting part is the gameplay. It plays like a multi-level Missile Command in which you start zoomed out and as attackers break through your defenses you zoom in and back out again. I think that kind of mechanic is pretty difficult, and makes me ponder how that kind of mechanic could either be done differently or applied to very different kinds of games…
Funhouse Lounge in Portland puts on an amazing show each year: Die Hard, the Musical Parody
The AI Black Mirror YouTube channel has some real nightmare fuel videos. The All Purpose Everything Sauce ad demonstrates what a hard time AI has with understanding how people eat.
In 2016, Wacom moved from their Vancouver offices and opened their Pearl office and Wacom Experience center. At the time, they joined an influx of technology businesses opening Portland offices when the city became a destination for software startups and large tech companies based elsewhere.
Sadly, Portland’s tech scene began fading several years ago. Some of the city’s most prominent companies were sold and many tech companies moved out of Portland during the pandemic when riots and new taxes stressed businesses. In 2024, Portland now has the highest commercial vacancy rate, over 30%, of all major US cities.
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As part of the Airbnb’s Icons series, you can now visit the old Beetlejuice Maitland’s house.
Sign up for an opportunity to visit the house this November.
This could make a fun little demo – flying through a cityscape with buildings that are constantly generated by AI – getting funkier and funkier as you go along
Did you know the US Mint has a really interesting online shop? One of their more interesting products is uncut sheets of currency. You can get uncut sheets of most denominations: $1, $5, $10, $50, $100, and even the wonderful $2 bill. The sheets come in lots of different formats too. You can usually buy sheets of 50, 32, 25, 20, 10, 8, and even 4 note configurations.
Some gotchas:
You may need to come back to the site multiple times over a period of months if you have something specific. $2 bills were out of stock for almost a year at one point during Covid but have recently returned. In addition, since this is legal currency, the cost of the sheet is actually more than the full face value of all the bills on the sheet. For example, a 32 sheet of $2 costs $102 (more than the $64 face value). A 50 note sheet of $1 is $86. A 16 note sheet of $100 bills costs an eye watering $1860.
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There is a new stop-motion game like The Neverhood and Armikrog or recent movies from Laika. Harold Halibut is a adventure game that uses stop-motion and physically captured model objects to tell the story of a community that crashes their spaceship into a planet covered by the sea.
They made all the objects and stop-motion characters by hand, with real cloth, paint, sculpting, etc. When they realized how much work the stop-motion animation was going to be, the big idea was to 3D scan their hand crafted scenes, objects, and characters in the classic T pose, then use standard digital rigging systems to apply motion captured animations instead of painstakingly hand-animating every frame.
While this was a brilliant method to reduce the massive amounts of time and animation effort required, it still took them over 14 years to complete the game. They freely admit that most of that time was spent just figuring out the workflows since they weren’t well versed in game development tools. Still, what takes Laika hundreds of workers years was completed by this team with a fraction of that effort. They were able to add use all kinds of amazing effects and create scenes nearly impossible for true stop-motion animation.
Watching the resultant gameplay, some of the scenes are gorgeous. The close-ups and dialog shots are amazing and the facial animations are butter smooth. There are even tiny idle animations and movements that you would never do with stop-motion and a great depth to the game by letting you freely walk around – something impossible with hand-modeled animation. But there is maybe the only gripe: it’s too smooth.
Part of what makes stop-motion animation so quaint and ‘comfy’ is the little imperfections and limitations like clothing that interacts differently and animations that randomly pop and hitch. With this method, I notice the animations (especially walking animations) are a little too smooth and they often lose that stop-motion quality. There are times when they stretch the mesh too much and it becomes obvious the model is just getting stretched/bent. Individual clothing layers do not interact separately – they bend together as one. It feels like a solid plastic model – instead of having individually reacting layers of clothing/hair/etc. There is also none of the random occasional popping of clothing/animations mysteriously between 2 frames.
There could be ways to fix this by turning off random parts of motion blending between keyframes and having shaders that could randomly add some pop/hitching. Layers of materials could be animated separately. Still, it’s a noticeable distraction and difference between real stop-motion.
Also very noticeable is that the lighting is computed not physical. Especially in the larger/wider scenes, lighting is clearly rendered and it makes things look flat. Objects do not cast the physically correct kinds of shadows or receive mixes of soft and hard lighting edges as if the physical objects were place together and lit as a whole. This makes the rendered versions of the 3D objects (especially in wide shots) look flatter than they would if the real scene were physically created and lit.
This is definitely a novel new technique that is likely going to transform some of the industry. I think it has some amazing possibilities for speeding up dialog and closer-up shots; but probably not good at totally re-creating the aesthetics of stop-motion. I do think some of the smoothness/deformation and lighting issues could be fixed – but that will take a lot more work. Interestingly enough, Laika goes the OTHER direction. They computer generate/animate their faces in modeling tools, then physically 3D print them to put onto the objects into the physical world.
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Prompt engineering is a bit of a dark art. Crafting prompts with positive and negative keywords requires finesse and creativity.
Geeky Gadgets has a selection of helpful prompt keywords that can help you create interesting lighting/exposure effects, texture/surface effects, color/tone, composition and perspectives, motion, environmental effects and artistic styles/techniques.
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