21 Burst results for "Core Design"

Everything Apple Announced at the iPad and Apple Watch Event

Mac OS Ken

04:10 min | Last month

Everything Apple Announced at the iPad and Apple Watch Event

"Ahead of the time flies event rumor had apple focusing on Apple Watch an IPAD and that ended up being the case. Apple's most popular ipad Aka the least expensive one was updated to it's eight iterating on Tuesday. Running through the hardware ipad is powered by twelve bionic that brings the neural engine to the entry ipad for the first time according to the company. got a forty percent faster CPU than the IPAD I bought last year. Go me. Man Twice, the graphics capability yesterday me. Apple says all that makes the entry level ipad up to two times faster than the top selling windows laptop up to three times faster than the top selling android tablet and up to six times faster than the top selling chromebook. Now if you're not looking to save or if you're looking for a splash of color, apple introduced a new IPAD air on Tuesday. Or a few of them if you count the multiple finishes available. Hardware I apple says IPAD air features all screen design with the larger ten point nine inch liquid retina display a new integrated touch ID sensor in the top button. A seven megapixel front facing facetime HD camera twelve megapixel rear camera same as an IPAD pro for higher resolution photos and four K. video capture. Stereo speakers in landscape mode for wider stereo sound while watching video a USB port for fast data transfer Wifi six capability and sixty percent faster Lt. inactivity. All of that is powered by the a fourteen bionic for what apple calls a massive boost in performance. Employing five nanometer processor technology apple says, the fourteen biotic is packed with one point, eight billion transistors for increased performance and power efficiency featuring a new six core design for a forty percent boost and CPU performance a new four core graphics architecture for a thirty percent improvement in graphics a new sixteen core neural engine that is twice as fast and capable of performing up to eleven trillion operations per second. And second generation machine learning accelerators in the CPU. Pretend Times faster machine learning calculations. If the hardware is not enough to get you to go higher than the Gen ipad maybe that. Plus. Your choice of colors will. Silver. Space Grey Rose Gold Green and sky blue are now being offered. For, both IPAD and IPAD air apple bragged on the tablets Enviro fee days. The company said both designed to be environmentally friendly and both support Apple's plan to become carbon neutral by twenty thirty. Each uses a one hundred percent recycled aluminum enclosure and one hundred percent recycled tin for the solder on the main logic board. Apple says the new speakers IPAD air also used magnets with one hundred percent recycled rare earth elements. Both tablets remained free of harmful substances. Each said by apple to be highly energy-efficient and each uses wood fibre packaging that is recycled or comes from responsibly managed forests. Now, how much would you pay? Well. You can only pay for one right now. The Eighth IPAD bad for order on Tuesday. Starting at three hundred, twenty, nine dollars for the WIFI model and four, fifty, nine for Wi fi plus cellular. It'll ship and more than twenty five countries and regions including the US this Friday the eighteenth of September. You'll need to wait a bit for the fresh air though the starting price of five ninety, nine for Wifi and seven hundred, twenty, nine dollars for Wifi. Plus Cellular. It set to land in thirty countries and regions sometime

Apple United States Core Design WI
Apple reveals lower cost watch and updated iPad

Mac OS Ken

02:30 min | Last month

Apple reveals lower cost watch and updated iPad

"Being the case. Apple's most popular ipad Aka the least expensive one was updated to it's eight iterating on Tuesday. Running through the hardware ipad is powered by twelve bionic that brings the neural engine to the entry ipad for the first time according to the company. got a forty percent faster CPU than the IPAD I bought last year. Go me. Man Twice, the graphics capability yesterday me. Apple says all that makes the entry level ipad up to two times faster than the top selling windows laptop up to three times faster than the top selling android tablet and up to six times faster than the top selling chromebook. Now if you're not looking to save or if you're looking for a splash of color, apple introduced a new IPAD air on Tuesday. Or a few of them if you count the multiple finishes available. Hardware I apple says IPAD air features all screen design with the larger ten point nine inch liquid retina display a new integrated touch ID sensor in the top button. A seven megapixel front facing facetime HD camera twelve megapixel rear camera same as an IPAD pro for higher resolution photos and four K. video capture. Stereo speakers in landscape mode for wider stereo sound while watching video a USB port for fast data transfer Wifi six capability and sixty percent faster Lt. inactivity. All of that is powered by the a fourteen bionic for what apple calls a massive boost in performance. Employing five nanometer processor technology apple says, the fourteen biotic is packed with one point, eight billion transistors for increased performance and power efficiency featuring a new six core design for a forty percent boost and CPU performance a new four core graphics architecture for a thirty percent improvement in graphics a new sixteen core neural engine that is twice as fast and capable of performing up to eleven trillion operations per second. And second generation machine learning accelerators in the CPU. Pretend Times faster machine learning calculations. If the hardware is not enough to get you to go higher than the Gen ipad maybe that. Plus. Your choice of

Apple Core Design
Ghost of Tsushima: Creative Director Interview (with Spoilers)

Beyond!

55:06 min | 3 months ago

Ghost of Tsushima: Creative Director Interview (with Spoilers)

"Have a very special guests with us this week that we're both very excited to talk with Jason. Connell from sucker punch. Thank you so much for joining US A. Awesome ear. Very happy to have you of course to go super in depth on Kgo Suma, so for those who are watching end jumping in. Be warned there will be some spoiler fil talking here if you haven't played through the game if you haven't. Checked out everything you want to in the game beforehand. Please do that first and then come back. There's a lot to dive into. We're going to be jumping into as much as we can. Of course if you want spoiler free impressions. We did record episode that a little earlier. Even can go check that out, but. There's so much that we can jump into this game I off. Jason I. Just want to say congratulations for recording this on the day. The game is starting to roll out on launch. Worldwide is already available in some territories as where speaking so congratulations to you on the team on that It's very exciting for to finally be out there as a fan of it and I'm sure it must be exciting for the team. Yes, it's a super exciting to have it out. There cited everybody host their photo mode favorites sin. Just enjoy the Games. I feel like an Brian I think this is true for both you and me. We could probably spend the next forty minutes talking exclusively about photo mode. Yeah, no I. Just get into that very quickly. What you've created, my favorite voted in video game history, but also. You might notice you. Create one of the most not-so-subtle advertising tools. That is perfect for this game. Because every time I seen pictures of it I WANNA? Play it again, and I think for a lot of people who were just sort of like on the outside, looking in a video games in general like people who aren't just totally head down on stuff all the time. They're like wait what that's! That's a video game. Where do I play I play it? They're going to get that so Yeah, that's a very very smart. If you guys it's absolutely stunning game. A cool. Photo of his crazy because we were one of the first, you know infamous second son was one of the first. At least I know of modern games that have put like a like a photo mode in in that game. It was just like this cool idea to show off all the cool particles and lighting. That game was a while known for. But it was wasn't crafted as a personality around. It was the cool photo mode, and then over time over the last few years. You have these games that out and Spiderman my favorite of version of this where they like adds the flavor of their game to its photos like tied to the personality of that gain. On, the building tops, doing like little cell fees and Doing it with a phone. That was awesome made it. You need to spiderman so when we were like. Hey, what are we gonNA do for voter mood? To? Whatever the ghost photo mode. One, it's gotta be way better than our first one because. Our, follow up one and two. It's gotta be semantically. You know connected to the game, so we're like. Well motion in Wind I. Haven't we like? Make it less about a static image. You can do that, too, but have be about moving frame that I think is so beautiful about our game kind of spun out from there. I didn't think it was odd that you give the main character, a Selfie, stick and the iphone. His drone that goes along with. Little you know little out of place, but I thought butyl. Oh God you know it's been incredible thing to play around with, and you can do what Brian said. Every time I see more of it. It's one of those things where I've been playing every night. Still in, it's like Oh, no, I need to go jump back in the middle of the day. Because like Oh. That's a great spot I never thought. I could take a photo of I've been a particularly obsessed with going to bamboo strike locations and trying to get all the great photos. I cannot have those spot often. You know like perfectly placed at an edge or something. I sort of wondering. Because obviously this was built more with like the photo mode in mind as you development went on, because it's become so much bigger, what was world creation influenced at all by the photo mode, or were there any aspects of designing this game that were influenced by it because it is more like prevately used feature these days I guess than back when second came out. You know. A little secret you know we. We always knew we'd have a photo modem. We knew that this ambitious version of like I. said a second ago better and more dramatically connected. Owning, really work on it until pretty late, so you know we were so. Dedicated to the stories in crafting the world, so when it came to the beauty of the world. That add add everything that's in the game. I would have to imagine that that had the most iterating over anything, because it's one of the first things you do before you have the whole story articulated and put into the game. Certainly don't have cut scenes. You know it's like you're laying out terrain and at that like how does the island look and then it gets into the direction the feeling Cutting, trees down growing trees, making procedural tools like the world is the by far the most iterative on thing now. There was a point where we're like. This is how we make our game. Look good clearings. Big giant swath of like in forests, you know that you can see for miles. Off using color as like landmarks again, the Golden Forest, or read flower fields, and then, and then a you know, certainly that sort of made its way into some of our features of a photo, but the the world designed stuff. took the lead on on end photo mode. Okay, now that we've created this amazing awesome place. How do we utilize the photo mode in like critical photo that will. Take advantage of how great our team at did at creating a beautiful world. I think one of my favorite things about this game is the sort of balanced that it's constantly striking Between being sort of completely serene, and then the music swells up and swords or out, and they're slashing against each other. How hard was it to sort of get that that tone down because I could see. You know I think in in lesser hands I could be a very kind of dangerous. Push and pull, but I feel like you totally nailed that and I think that that's like some people when they look at an open world game want like nonstop jam-packed activities in in your team made the decision to pull back and let things breath every now and then How did all that come together? Well you know for me. It's the first game that I was certainly a visual director on, and so I I would I you learn something about yourself with everything you create, and for me I personally learned that I don't have a natural tendency to like create incredible. Violence, I just wasn't that was uneven. Favor Games, bloodborne like as absolutely my favorite game. Guide. You're on this show. This is gonNA be worthwhile and. About it anytime. But no, seriously like. That's my favorite game, but. When we were crafting the world would I navigated towards with Joanna. Who's environment our leader? This did this amazing a blog post recently on playstation bar. was the beauty of it was taking taking a moment to breathe in, and then I realized that some of my favorite games that are not. Show the classes certainly embraced the idea of atmosphere in a sense of this and you know I donate Fox's is is resonates. Conversations resonated with him as well so then then the conversation shifted into. Okay well. We definitely have it. We have a summer game. So you know without saying anything else as you say Amer game, you know you're going to be hitting things with a four-foot razor blade so. You know violence is GonNa come so we certainly work on that stuff. allied and we wanted to be great and gritty, and the you know like you really WanNa feel like you have contact when you have contact but the other stuff doesn't come as natural, and you have to actually work on that stuff to balance it out, you really do, and so that means like the idea is about creating Haiku, which was actually named idea You know really. Or believe it was taking a moment to. Allow the beauty to take hold, and not what I think is cool about the ICU that I hope people enjoy about it is is that they're not tied till like progression like you're not. You're not like intrinsically forced to go, do it? You know there's a sense of you have to have the wonder and curiosity desire to do it. It's not like game telling you go do this to reach next level certainly, a lot of that is tied to corporation auto out to have to consider that, but it is. It is a work philosophy to try to get that balance of that contrast It takes years to get right for sure. I really enjoyed the Haiku sections actually He was like you said. It's sort of provided like this. This relaxing breeder and I did like the you were able to select different things who essentially collate them into one kind of fresh Haiku each time. Yeah I I mean I did every single side quests in every single objective in this game, but I I really enjoyed those wow awesome. The accuser, some of my favorite ones to the cinematography. You know it was at the moment to like. You know certainly we call them breathing. Moments definitely say that studio, but it was kind of a moment. Regis Art Geek out a little bit like the people who do the cameras. Mottaki, they can place it in to get the right motion and you know, and then the writers have an opportunity to like. Give you give you a couple of cool options. Just the beauty kinda comes through which is which in the end has been a very positive thing for the experience. Yeah, the balance that Brian was. Speaking to how you were sort of describing how that all came together? I could imagine. It's a very fine line between making sure it's peaceful and calm in certain areas, but. It's still engaging for the player because you could always run the risk of it. Being something that the player doesn't want to engage with, but as Brian. Saying like finding those high coups feels like this wonderful moment of solace after I have assassinated an entire Cam Mongols. And need to reflect on Jin's life, but also just the world I, it's this really great balanced that a I think as Brian was sort of saying you always get in games, but it feels so refreshing to hear. And it's a huge part of our philosophy. How we treat. Treat the game. Whether it's a Haiku great example, he could probably keep talking about, but you know the music style music how the music comes on not having things like combat while you're doing, shrine climbs or anywhere near them so that we can let those be their own experience, and so are these, are we? Everything wanted these features that are not mainline missions. Our conversation is like about how much combat how much non-combat and what is the purpose and what are the? What's the feeling for its existence like what what is the emotional goal for for these features and these are conversations? We have a lot and sometimes triple times over we try. We don't like it. We try something else. Well and for me, what's really interesting is sort of the place that all of these features and the things you go on, have sort of in the context of sucker punches past work, because it is I've been such a huge fan of both cooper franchise and infamous. Stir a year and. You know you get increasingly larger, but often more urban. City expenses that you're exploring a lot. In both of those franchises to certain extent here you're out in the wild. There are of course settlements and encampments and things like that, but there is a there's a lot of stretches where it can just be the world around you that you're exploring and I was sort of wondering on a world design level. How do you? How do you balance? Making all of these locations unique to explore as well and interesting. Even though you know a lot of can just be more, the environment's like what are the challenges that come with that? Yeah, so one of our. Our Contractors Jeff He. He talks a lot about content density, and what is the correct density and I really am really thankful that he brought that conversation up to light so much because It's such a you know Thinking about if you're currently doing something, you're going across the world and run into something. How much further would you have to ride your horse before you might find the next thing, or can you see the next thing from where you currently are? How how dense is it and I really enjoyed that conversation? Because it let us think about what's the right philosophy for for our game and it it certainly it allows us to you know if we want to in one place, you just completed something, and you should be able to generally speaking, look around and find one more thing on horizon or see the shrine trying on top of the mountain. It influence our world design alive, because when we first had the game built for the I you know I'd say maybe two years. It was a lot of forest. It was a ton of trees and it was cool, but you always were felt like you were in this like. Tunnel beautiful, but really deforestation. which does a couple things one is? It is very cool, but. It makes it really hard to know where you are without a compass or many map. Something telling you kind of giving you that extra information that your brain is just really needing. So what we did is we started opening up fields and I definitely some shadow, the classes photos out and was like fields as as reference vm. Because it just feels so epic when you're going through field, but but you know the criticism it could be that it's boring or something like that, and and really have to embrace a philosophy that it won't be boring because there's beautiful music. There's five things now that you can see what you want to do next because you're in a field, there's more clearings and it created a Great beauty in the game, but also more opportunity to engage with that density and I I. Really I think that that was one of the conversations that was ongoing throughout the project, but we landed in a really. I think unique spot for. When when when you? When your team was the helping this game, you obviously weren't anticipating a significant portion of the world's population to be stuck indoors for months on end, but At one I mean there were obviously there. Are you know a lot of sort of like entertainment? Things that have come out during quarantined. That didn't really. Fair as well due to their. SORT, of like the way they were delivered or their subject material something that, but this is a game that I really more than ever appreciated as a guy who's in a two bedroom apartment really appreciated huge open fields and. Mountains in like sprawling rivers and seas and stuff like that but I think one of my favorite things about the big open fields is that there's always something? Or there is like a lone tree. And you're just sort of naturally drawn towards it, and I found that like that sort of like beautiful use of negative space to be like so powerful. In terms of like never felt to me like there's nothing ahead of you. This is boring. It always felt to me like this. Is this is this is like a sort of triumphant use of minimalism and and charging towards something. To reveal that there's like one loan item in the distance was so much more engaging tomato like at a mini map that had a hundred time trials, but Hamas other stuff like I. Found Myself uncovering the dog on the entire map which. I was I was like basically riding around in spirals like in that movie alto like I was trying to. Five is in half the time I was on foot to. It was really wonderful game to explore so I. WanNa ask you about that the. The the sort of the way exploration on unfolds in this game is something I. Really Really Love and I think a lot of open world games are going to take note of following the wind and talking to people and following Fox's two locations rather than just you know overtly stating the player. This is where you're GonNa go, or you go to. The map in this big thing opens up. All that come together. What was the push and pull on that to sort of find the right way to keep players in the no, but without making like overwhelming them with information. Yeah I'll talk about kind of our studio kind of struggles, but I also kind of throw in my own, maybe personal philosophy, too. So I. I judge Games my favorite game, especially them really harshly by. How does it feel if you're? You're actually not doing anything on the sticks. I would if you're just sitting there. Just sitting in the world, you're standing in the world. You're on your horse in the world like is there. Is there a what's the feeling and some of my favorite games by just sitting there? There's like things that go through your mind. Like why do we? What are you anticipating? That are stuck on the story or like. Where's that next objective like you're just what's going through your mind? because. That's when you're not doing anything. That's what you're thinking of next like. You're just taking in the beauty looking around our game I hope that translates into that sense of exploration and sense of curiosity like if you do stop for a second yearly, you're not already on kind of a train of thought it is more. One of curiosity is one of like. Hey, what? What do I want to do next? Oh, there's something over there. There's something of their. Oh, I wonder band before, so they're having gone to could check it out and I. think that the more information you were to have on your screen compasses many maps. It kinda answers those questions before you even have time to ask the question. It's just like the dots right there. Let's go do the DOT. It doesn't matter what the DOT is. It's just there's thing let's go do it, and so that that to me is is a really important part of what I think. The Games, Tries to do in the world, and and certainly we did not have the wind when we started on this project at all. In fact, what the wind was which is has got this cool story I'll say quick is. on the first direction slides on the you know we did. A presentation is like one of the first presentation out the way look and feel and everything moves was was one of them like a wind. We're going to double triple quadruple down on win, and you know there's a lot of attack that has to go into that. He got Capes moving I gala hair moving. You gotta get trees and Bushes, and especially for procedurally generated now artistically procedurally generated world. That's really tough. Two years later. Something like that. That became true and you've standing I'm standing in this world and we had other elements we were helped. Augmenting are kind of navigation and get around the world and I'm just like holy crap. The wind is amazing. It actually works at that time. It always like went from East West or West. East or something I can't remember always just directional and it's just. It's really good. And then we started having conversations like how going to get more stuff off the screen to stay in the is like beautiful world more and more because it's just. It's really stunning even years ago. And a one point I had this idea like. The Wind. It sounds kind of crazy and Adrian is like our longtime worked on has been sucker punch. Long Time. They tried a little quick prototype with me. We had like fifteen people play at were removed all the you I just to hey. Can you just just try to follow it and just and it sounds crazy, but follow in if you can get to that hot spring or that on. And it worked like the first prototype fourteen out of the fifteen people were able to easily get there so cool. Yeah and I. I was like Oh. Yeah, we have to do this. Question. Like. This is something that is going to be unique to the game and then an analyzing. Say on them about the wind because I can do it all day, but is it had like the matic ties to the island in historical kind of. Poetic, Tian's to you know. The Mongols came in as typhoon sweeps them all out to see and. You know we name the sword the sky storm after that you know him being a storm, a metaphorical storm on the island for for the island, rooting for the island, and then it was like about nature, and then the animals came along, and I, you know it just felt like a bunch of like one of these critical pieces you don't know exists, and then you find it, and you're like that fifth straight there and does and then nearly. Oh, I, think we have a good. I can see the puzzle now so. Cool, it was cool journey. Having having that comes away. It all it feels so true to the world that the team has created in those moments. Because you know, I'm I'm a completion is player like if you give me a list of a thousand things to go collect if you give me, you know like an infamous. Charge to go collect I. Collect all of them, but there's something that I think does speak so much to this world and end you wanting to be invested in that. It is really by pulling everything. Out of the screen that you're looking at and just letting you look at the world you get more familiar with it, and you start to learn more about Oh. Yeah, I've taken that pass before. That leads to that pillar of honor or there's that cemetery over there as you start to. Trek across the land. It really gets you invest in the world in a way that I think just having a list or a neon sign to tell you where to go would. Deliver it in the same way. Yeah, that's great. That's so. That's the goal so I'm glad you had that experience. And I it's one of those things you know that the open world I think speaks so well to what the team really accomplish with this game, but one of the things I was curious about wasn't and I know. We talked about this a little bit, but released, but since we can. Talk to the island as whole, but what was the? I? Guess the poll the. The back and forth poll of wanting to make sure you stay true to the spirit of this real world location, and honor the history and the people that are but also create a world that at the end of the day would be fun to run around or write a horse around in as a game. Yeah and it's a great topic, and it's kind of been the the struggle for and I would say struggle in a creative sense. It's the creative. From from from once, we actually knew we were making Susha and we started doing all this research, and and you learn so much about the island. Like the fact that at that time it was likely to be like ninety five percent covered in dense forest. Which again I told you we tried. We tried very dense forest in. It's just hard to ride a fun horse through tree. Trees it's. Pretty tough. Also, it's incredibly hilly. We went there just like it's just hill after hill after mountain after Mount After Mountain, also challenging to create a interesting layouts in combat spaces in so. So, we worked with our team in Japan. We're like hey, this is how we were planning on You know being inspired by the shape of the islands. It looks very similar to the actual shape, but here's some kind of Ford as we'd like to take or game reasons you know, make the game more fun to to roam around. The landscapes in have layouts that have. Have Cool puzzle climbing challenges, or what have you were interesting missions, and and they were totally for it you know. And they gave us feedback of maybe when we went too far and then they also they know is in a fun way. They gave us feedback of win. Hey, you could go further with us, and so that was. It was a lot of ultimately. We're super inspired by history, and what happened and then the general beauty of greater. The greater nature of Japan as a whole, it's definitely hugely inspiring to us but we also make in a game and a PR and original story and a lot of things that. Have to Challenge it, but work in tandem with it, so it's it's definitely been a challenge I'm in a good way and we learn so much. And I will say the last thing I'll say on that. Is that within Joyon on the environment? Our team myself in the constitution. We talk a lot about like realism. And You know like A. Maybe painted realism, or maybe, how can we do it like a slightly stylized version of that? And and and you know this is not even if you've ever been to Seattle only did infamous. It wasn't really a stone by stone. Kind of recreation. Roads aren't lined up exactly. It's sort of like if you blur your eyes, you're like Oh. Yeah, that's definitely definitely Seattle like it rains. A lot of people drink coffee. PUNK ROCK and grunge music. It's You know the things that are there the spacing? Like the things you would expect, but it's not the like. Let's put a magnifying glass over, and let's get it like perfectly accurate and we take that same philosophy here. We want to feel like that. This is plausibly. Dass what it could feel like. That's what if we could do smell through it. That would we would try to. Feeling into music, we're going for a as a is a is a main heart. Smell will actually be unlocked on the playstation six. Thirty I. Have Rumor, we have an today since three. Hey listeners. We know you love gaming and have excellent taste, so we want to tell you about the official. The last of podcast in the show writer podcasters stand up comedian and huge fan of the. Host Christian Spicer we'll revisit the first game and talk with the people who created that critically acclaimed work hit. Also give you what you've all been waiting for. A behind the scenes look into the last of US part to Christian wanted to crawl into the minds of these visionaries and talents who created this highly anticipated game the podcast. We'll recap the news story. Story and episodes five through eight while also diving deep into the making of the game in the first episode. Christian will talking with Troy Baker and Ashley Johnson also known as Joel and Ellie may land combat designer, Anthony Newman, and the writer and creative director of the last of US Neil Druckman. The whole series is crammed with conversations with developers invoice actors. The official, the last of podcast episode one arrived on June ninth, and they'll be releasing new episodes of this limited series every Tuesday for the following eight weeks available now on Itunes spotify, and all your favorite audio sources, stream, or download the official, the last of his podcast from June ninth. The the combat in this game is awesome, and that's coming from somebody who to be completely transparent. Wasn't crazy about it. At first 'cause my immediate reaction was. There's no lock on. Think what do you mean? There's no lock on like you can't. You can't have a certified again without lock on and as as I grew to. Appreciate. The sort of dynamic happenstance of a dashing between those four stances and. Fighting different types of enemies. In synchronicity while switching and switching back and forth using my sub moves and everything I was like. This is one of my favorite combat systems interview ever But what what? How did how did that decision? Come to not have have lock on? was that was at a debate internally in the studio? Because that's to me, that's one of those things that people just expect from a video game and I found myself not even thinking about it after a few hours in. I. It's definitely debate right like it's A. It was heavily debated and talked about how you know. From all corners of the CEO there was not some like. I mean because it's a it's a standard. There is a standard anytime. You go against the standard. You need to prove it out and. I'm glad we tried something different than you know. As person bloodborne like my favorite game, I like games that allow you to really kind of hone in and focus, and and control that since a control comes, comes with locking, but and you know, and certainly as a samurais sense of control is a huge fantasy so Yeah, man. We talked about it a ton Maybe when it comes to combat, I would say it's in the top three conversations that we had over the entire course of the project while. But I have to give massive. Shout out to you know. One of the studio heads. You know I've found Sucker Punch Christopher. Men he's he's behind the core design, a lot of the combat and he he works out of the code for it, and there's another Guy Ted. Who is awesome designer? And he liked those two brains man. They worked together, and they figured out a way to create something that is first of all feels like you're hitting the person when you do hit them like it's a tandem as animation, so it's not like a hit box based. It's like these. This animation links up to this one. Is I very newbie? Animation Brain. And it's not just like the slash through thing right, and so they feel like you're hitting the person it feels. A goal is a gritty feeling, but it's also incredibly fast paced at times. You know as you get like five or six people around you you can be, you could be like. Changes. In planning, and when you're going to do the smoke bomb, go around the building and do another. Jump down from the top, you know. It's just like a it. Almost like a the style of it is is better with how the walk on. That's kind of the thing that we found over time especially when she became pro at it. And locking on actually with slow down, maybe in some ways and a sense of control will be got out of it instead was things like standoffs in duels, obviously assassinating somebody having that jump on, somebody gives you that, too, but we decided to really push that those moments or mythic abilities I think are. Usually will help take out people pretty quickly. The mythic abilities are interesting because I I think i. I I'm really glad that this game never really went like supernatural despite having the Word Ghost, in the title. There's. There's other there's an alternate version of this game. Were you guys just want preserved and people are summoning dragons and stuff like that. I appreciate that a lot of the crazy stuff that you got away with felt grounded even like the fire sort is ridiculous, but there's like. Oh there's there's sort of like a scientific explanation. Yeah. And then when you start doing some really intense stuff that feels deliberately over the top like dude, get terrified and they starts crawling away like. Is Watching people just straight up running around. Disappear and stuff like that. It's crazy like this is a i. mean even when we pitches his game. This was another heavily debated. Topic is going to be fantasy based or not, and obviously nate and I felt really strongly as well as many other people that we should not make it fantasy base in like high fantasy base because. It really those first of all there's. Several of those games out there already, and they do a wonderful job and I love neo I love sector, Oh, these games are awesome and they lean on that a little bit more as their unique. You know and so. Good. It's smart of us not to do that, but the reason why we didn't do the reason we did was because we were definitely were focusing a little bit more on the Human Story certainly one of the world to feel plausibly real. And you know if you like, I'll take the example. You just threw out there like having people fall in there, but get scared. Scoot away, man if you could just like, pull out a fucking dragon every five minutes. Scares them like I feel like a real challenge to overcome like and so you have to be constrained. So that when we do pull out something that's really incredible or scary or something like that that it actually has wait to it, you know and. I one of the things I do love about our game in might be some of my favorite content, actually mythic missions because. They. A build up the idea that people were legends like they talk about people in their connection to the island. The lightning one is a great example where you know, they burn the black sand, the sands black, which always like wire, the sands black back answer black, and it just bill out as they build up this legend of people that may have come before you, which is Kinda cool because? because. You're kind of building your own legend. To maybe one day, people talk about mythic stories of the ghost You know that humans can do maybe slightly crazy incredible in your living, example of that and people tell tall tales. I think that's cool. I love win. Jin would go around to the stories and people would be like. There's ghosts in the woods and he's like. No, there's not. Watching watching the people run away after a battle, though my favorite things in the game because it's it teeters on like on on like. Comedy, you would find in like vintage Kung Fu movies where somebody would come and kick. A bunch of Bass and one guy would be like away. Runaway ended every single time was I would let him run like maybe like hundreds of feet pull out my arrow. Cruel Man I know you you put it there. You know you gotta sit there, don't. If you give Brian the high ground. He will let them run as far as he wants to. I what I do love going back to the mythic tells them. You know maybe people one day telling the story of the Ghost I. I'm always sort of a sucker for. Stories that are about storytelling to a certain extent, because I do think you get so much of the human nature that we all deal with on a day to day basis of why we tell stories and everything and I I love that that permeates so much of this game, and not just in the quest, but on the on the ques- structure as a whole in this game I think is really unique, but it works really well. Because as Brian was saying earlier, you can go to a house in. Someone's saying Oh. There are nearby. Please help me or someone one of my favorite stories early on one of the side missions I found was. A woman send you to get food from the bandit that stole it from her. And then you bring the food back and she's like. Oh, thanks! I finally have food down. You're like. Wait a second. That wasn't yours to begin with. I just killed all those guys because you can't, there's. There's this. Stark sadness to a lot of the stories that I think really works in this game and I was just curious on like a total storytelling. Horrible 'cause there are moments of levity. You know like everything with Kennedy I think is so great, but how do you you know balance? I think this is a land and a group of people who are under siege. They're under attack by the suppressive force. At the same time. They are living their lives. There's this humanity going on the island. Hugs, what are some of the struggles that come up and try to tell those stories? Yeah, well first of all. When you started telling me, which story were, I was like racking my brain like which? It was so many. I I know it's crazy and I'm gonNA. Play through a bunch probably that I've played through in a long time, I play retail, but. You know It's balanced because you don't want it to be this like we did not want our game to be this like heavy thing that was constantly hitting you over the head with a that was just not what we wanted for this particular game. Think anybody really goes from bad particularly. I think they're always in goal, but but in it's hard, though because invasion and you wanna see desperation, and you WanNa see like these people have struggles. And frankly you know we want to. You know it's not always like dude. Go kill things, and so you WanNa hear you know people having. Their kids, or this or that like our parents like I. Don't know you just want to hear something that sounds like these people are struggling a little bit. But you know the when it comes to the writing and those stories, most of the stories do most of them do exist to try and reflect at the world has been in invaded, invaded place and. For people that are like these allies, and you engage with those those will get a little bit more in depth than traveling of their story, and for these little small one off encounters. Just say look even even the hasn't class is affected greatly by this and hopefully feel a sense of remorse for them or sadness for them, maybe a sense of duty that why you're doing this stuff, but as for the tone of it. I genuinely like a somber tone in general, I think Sambre is is not dark. Sombre is not grotesque. Sambas is just like a like A. Light sadness to things and I felt like that light sadness in a world that is so incredibly. Beautiful is kind of a nice. Balance and I think we look at it now that way and to some extent. That's a really good way putting now that now that you say that. It makes perfect sense because. You have all these incredible like you know. There's Fox's in this you know. Like. Rainstorms the beautiful trees and yellow leaves, but then you go, do these side quests on. You're like Oh. Wow, that was. Your family died and you can save them and you're like damn. That hit me hard that one. Particularly, there was one side quest for like now I know, too. Hard that one's talents so hard and You know there that one people on on the team who? Created that one, and then like you know as we get through the Polish face like Alan, somebody went through and added a bunch of extra work to that one for animation, and like kneeling down, and you know I you know in from liking that mission to really like connecting with more, and this is a small thing right like this is not a. Two hour long you know big big mission. It's very straightforward and simple cement to just reflects the tone of the world, a little bit and Alan Dow was one of the ones that, even though it's a small moment in your entire through I think improved a lot of the last course of the project I'm glad it exists. That's awesome. Yeah, I I, don't even know if I necessarily have a question about it, but I'm just curious to hear more about the the construction of the the site quests when it comes to the side tails when it comes to those the supporting cast that you get because I do I do think one of my favorite things. Throughout sucker punches, history has been that there is of course he usually a pretty great main character, but also this really great supporting cast as well, and you know going back to sign infamous now with ghost. I loved finding out more about Yuna and lady Moscow and just everyone at the pace that you want to in the world. And that balance I guess my question is because I. do think that's some of my favorite story. Telling him the Games in the game comes from those lines. How do you balance having this stuff? Be Optional I guess if you if a player just wants to go through the main story, but also encouraged people to want to keep going back and revisit these stories in these characters. Yeah Yeah! It's a question you know we From I is long as I can remember. I think I, think earliest pitches of the game we talked about. How we really wanted to create sort of this. Anthology of short stories. know these little little side branches off the main trunk. You know that you could. You'RE GONNA. You'RE GONNA get invited to them on the main truck main story. You'RE GONNA. Get invited them and maybe even once or twice in an engaged with them, but it's up to you hopefully, engaging enough for that story relates to you. It's up to you to kind of go. Finish out the rest of that branch, and we do a lot of stuff like we try to reward you for doing these things but I find that those things are They're good and I'm super glad. Glad reward you in different ways for playing these, but I find that the beauty of those those allies missions. If you will Masako. Norio characters is that they're just they're. They're far more developed in terms of like there are like what they need out of the world in their stories are interesting, and and they all have a different perspective on you and life, and you know in an what I what I think is kind of cool about creating a world like this is that you have to be okay with having content that exists. You're not forced to play. And you have to embrace that you have to because that. That is what makes it joyful when you go on your own ambition to go through it. It's not that you were told to go. Do it was in the Golden Path? And there were versions of the game earlier that a lot of these characters stories were more interconnected to Go Path. Through play, testing and feedback in her own kind of iteration process. We ended up where they are. Which I think is the right spot. which is you introduce them and then? Over your curiosity, we can push them push. You can go enjoy them your own Yossi, and there. Some of them are five or six missions long. And I think that's the right model, but it takes some iteration to get to that that that's spot for us. Even having late in the game the I think it's two missions for Eureka that pop up after you've revisited home. Just was such a such a Gut Punch. In the midst of as Jin, story is starting to come, full circle meant to have this exploration both more into him, but also into her life It's it was like as you were saying I, it felt so much more rewarding because I, saw it out that story within the. Yeah I think that that's A. It's not an easy philosophy to hold you now. as a director or as a contributor designer artist, because it means that somebody is going to get a bunch of people, not GonNa, play your mission bench people are not going to see your artwork, and and it's really hard to like talk about that because I want everyone to who worked on this game at Sakkara Punch to just like the super proud of it and love every moment that they cred tributed, too, but that's one where it's like. Yeah, but your thing is optional, and I can really bad, but it. In these cases it is for the for a greater feeling that. The people that will engage with it will probably tear out will probably love or be maybe even their favor mission of the game, even not the golden path I gave might be their favorite moment in the game nest. Because you, you let them engage it at their own will in. That's A. that's a hard philosophy to to. kind of stomach, but I think it's I. think it's a really healthy one for the type of game that ghost is. It absolutely plays into who I I think. My favorite thing about the game. Is that Me In the act of playing the game, so has to the game halfway in a presents all of these options, but I have to go exploring too, and I feel encouraged and want to explore and of my favorite times playing have just been putting a dot on the map letting the wind guy. A thousand kilometers, and if I if something stops me, stop if it doesn't I just keep going until something else. Interest me awesome. It's a calming experience which I don't often say I think about games at the moment. That's exactly how I played, too I would just put a marker somewhere completely random very far from me and just go there and see what I ran into along the what along the way with stories popped up which new characters I would meet, that would show me points of interest and stuff like that. and I think that that loop was really smart in terms of having sort of random gangs of bad guys. Patrolling the land and you'd run into them, and they'd have somebody kidnapped, and you'd rescue that person and that person would tell you another place to go. It felt like you're constantly pulling on these little threads. and I loved that so much was did that did that all take awhile to come together? Like outside of the wind is sort of the way the. The optional stuff and the sort of like randomize character you know excursions and stuff all interconnect. How how was it bringing all that stuff together to create the flow that you guys ended up with? The I I you both sound like you've played it exactly the way that I would recommend somebody to play, which is like hey, you know every now and then just throw down and go that direction and see what you find, and and if you don't find some great than go to your Golden, Pastora that's awesome, but try it, and because it's. In this is true for even when we're doing play testing that we did find that that was some of the ways that people would enjoy the game the most which is awesome. will you're talking about that? Like the ecosystem imbalance of people who tell you where stuff is in? How many patrols are there that stuff I'll tell you? We tweak that probably. Maybe until weeks before gold I think. Exactly the number on no top ahead, but is very late. We tweak those numbers because. because the sense of owning the curiosity, and like not having everything told you. was so important to the global feeling of enjoying just like exploring throughout the world, and as soon as you're told, were too much. Stuff is or too many things around your map. It becomes a different problem like you're kind of you either you either go into. Let's just go through the checklist which. Is Fine I think if you found them on your own but can be exhausting for some people because they're like Oh God. There's a ton of stuff to do, or it's kind of a turn off because you already know what it is, and you don't think of anything else over there, but they're actually might be if you if you actually went look, so we actually ramped down the people that the amount of people that would tell you where things were quite a bit. It used to be far more. part of the emergent processes I've almost everybody who talked to tell you. Something is, and it would put a thing on your map and We found that to be Super Smart System, and I'm so glad that we have it, but we put it in a very specific way in a very specific amount of things on the map total. Total that it would ever tell you about so that you still had your cool moment of like i. don't see anything over here on this. I'm going to head that way and finds things along the way now balance. It's really it's really tricky. Because again it goes up to that thing. I was talking about early. Enough loss of being okay with things being skipped and. That if you don't want to be so much that you don't have any information, that would be bad too right so it it is takes time to to work out, but the team did that. No, no a healthy fund way but I think even when you like clear. Mongol, Camp and Clears up a little bit. You still get a question mark. It's not even like yours, a hotel or something like that. And it's sort of it to me. It fell It felt like A. SORT, of natural to the universe that you guys were setting your game in this is this is like a long time ago. There is those no yelp. There's no google. So it seemed natural that you'd find a random person on the street and be like Oh. Thank you so much. There's this awesome restaurants. You should go check it out. Right I really doug. That I played a ton of the game in Kerr. Asala Mode Oh cool and that was. It was really it was really difficult for me. 'cause you made such beautiful game central? And I think it's I think it's. Beautiful in a different way in Curacao mode. But there was just something so special about about like heading into conflict or a story be or coming into a new environment. or it's all black and white, and there's that film green crackling, and a I read that you guys even did some stuff with the music to make it feel almost like it was coming through old speakers or something like that. Yeah, how how how how did how did you develop that? I I know. That's like obviously. It's something that you're studios. Really proud of especially since you've got endorsement from the family. It was a that was A. That was a I. I probably will put that in my top list of my entire career as like being apart process because. I mean it's just. It's just why just kind of a wild thing that you don't go into making video games because you expect to go through that process one day, yeah. which is probably why it's cool is that it's different. You know, but. The. We knew that we WANNA. Do Black and white mode I mean I think i. I don't remember when we first talked about it, but it was definitely really early Redo black and white vote, but again it got kind of pushed towards the end of the project, and then once things started to. You know you can sit in the world and you could be like. Oh, my goddess stunning! It's really a beautiful I feel I. Do feel like I'm. There's moments of this I feel like movie. It's coming. It's coming together. And, then we're like okay well. We definitely have that mode. Let's are planning for it. And an I got version of it in that was a very early version of it with a sliding team and Like what do we call this thing? and You Owe Samurai cinema or classic. Why can Wyatt our traditional La just things? You know cool cool names. And member WHO's I may was Brian Studio head. I don't remember somebody was like. When we see if we can call it, Chris Allen Mode. And I thought that was brilliant and I was like. Yes, can we? What was that process so I reached out to. One of the people that I think he deserves a special shout at his name as a relay Katami. He's on our Japanese producer. He's a helped us since the very almost since the very beginning, and he helps coordinate all of our feedback through Japan, and said Hey, you hey, who's now a dear friend of mine. I was like. Is this possible. Could you look this up? And he and the Japanese team reached out to their to their state across our state and worked out You know. They wanted to see video so I. Put together a video, and then I redid it like three times because enough. People on time video, but I was like Austin. Even Brian Our leauge rendering Guy Jasmine. He was not good. No. Though I kinda Redid it a couple of times and then eventually Is this. Is it I? I looked at so many movies measured the black and white. You know in our game. You know as you both played it. Daytime Times. There's indoor's whether there's rain. There's fog and so like you have to look at movies that have all of these things you can't just be like. Here's a movie. Here's a sample. It's the black. Man Like you gotTa. Look at all these because they exist in our game and it's a filter that'd be going over all of these and so I finally got to the point where I was, I had good black levels. White levels has cool noise. We sent them a video and and It took a little bit of time back and forth, but eventually we're like asses cooling reach an agreement. They were cool with it so. Yeah it was a it was a coup processing showed up. Is Mode teams all shit? It's called. Is it was pretty cool goal process. It has a dream come true. It's so awesome on a historical level. Because obviously you're seeing the game through its you know from the reveal trailer to now there's clearly a love and Joe Majd to the cinema and the storytelling that come in the John Mara, before it, and so to have that encapsulated as a mood that you can jump into starting to such a great I. Think like touchtone full circle thing as a fan of genres well. Also I mean the. The audio! From from like A. A gigantic Blue Tang Fan. It's it sounded like like RISI's sampling. VHS, tapes of sword slashes, and like there were moments. Paint that game and I was like I expect like method man rapid right now because. If anyone was intended, but that sort of got me on a very very like neural level I was like Oh my God like this is. This is quietly the best. Wu Tang game ever made since. The fighting gave. The quote somewhere I feel. That's. But. Our audio director Brad he that's all him he was like. I have an idea that guy's a wizard, so that usually meant something cool and he. It was like we have this special thing that we developed internally at Sony that replicates old processes from like you know fifty sixty s something like that radios and TV's and and And and he he kind of took that filtered it and figured out the right 'cause he was like. If you do too much over, you know, we wanted people to play lengthy amount of times and if they wanted to the Chrysanthemum. View too much, and it becomes incredibly fatiguing. Like, not watching move hours possibly thirty hours. You know so. You got a nice balance between that and something that you can you know Listen to over and over again? I- legitimated Curacao Mode for Poly Twenty five thirty hours and I think that I like maybe fifty sixty into the game. So how yeah! That's incredible. Yeah, along along with that and to me. It was surreal to play an open world game almost entirely in black and white. That was just I've never done anything like that before and. It was such a cool. It was such a cool experience. One of the challenges with eggs I would add is like since it's black and white. There's there's missions that use color as guiding, and so there are. There are a few missions of. It really struggles with, but for the most part we redesigned icons on the map so that it would work with answer, so you're not just looking at two icons ones. This color ones that color and we just changed the icon Lopate, but but yeah it, it's it's generally speaking. You can play through most of the game with it, which is just crazy. Yeah I think there was one mission where they're like find. The purple flowers was like Oh! I was to right back on, so that was good. Leads to so many great visual moments, and as you were saying I know we're running short on time I. don't want believe the too much, but I, genuinely really loved, and as pointing to earlier the the soundtrack and the way both game uses it. It comes in from quiet to loud, but also how the score changes both from the combat setting to the open world setting you know. Moments I would say not settings, but. That Jackson position as well as even on the side, the remixes that were coming out sort of in the lead up to the Games launch. There's so much great musicality and artistry. Bear that I think really. Elevate, so much of what's going on there on visual rebel to a works so well in tandem. You know there is no single discipline that contributes more to the game. The music like a known this case we have to composers, a team of people that obviously help implemented like their artistry is like. White just level things up so much like a scene without music in a scene with music. There's a world of difference in generally speaking I know it's not one contributor. There's quite a few people that make it happen. Processing and implementation, but it's insane. What music can do in for this game? It's it's. It's one of the best parts of the Game I. Think is the the the artistry behind the music in the soulful fullness in is is really I listened to it a lot. I love and then we tokens the glitch mob. Which is just? RIDICULOUSLY COOL! Yeah, it's an awesome combination i. do think as you were saying. It elevates so many great moments, but really. A drills home like the emotional undercurrent of everything that's going on in the game. Unfortunately. We're pretty much out of time. I think Brandon I could keep talking there so much. We love and really enjoyed about the experience and are continuing to enjoy. Time in this world, so Jason Thank you so much for taking time. We really appreciate it. SUPERFUND and thank thank you to your studio for. bookending this entire console generation with my favorite games. I I don't know if that was ever the plan, but the way that

Brian FOX JIN Director Japan United States Jason I. Kgo Suma Seattle Connell Official Hamas Playstation Bar. Jeff He Golden Forest Cam Mongols Joanna Core Design Mottaki
"core design" Discussed on Daily Tech News Show

Daily Tech News Show

06:13 min | 5 months ago

"core design" Discussed on Daily Tech News Show

"A stream of images at bookie stops and gyms to help improve three D maps neon take says faces and license plates are blurred and it does not store any personal data in connection to contributions. Antique says the future will come to will come I to Samsung Galaxy. S Nine and s ten devices as well as the Google Pixel three n Pixel for so when Pokemon go first launched. Everybody called augmented reality and people started to get upset. That wow not really. Augmented Reality. Just superimposes a creature in the world. That doesn't really know where the where the location is and slowly knee. Antic has been improving that and adding more actual augmented reality functions. This would be the biggest step forward in that it would be really fun If you're creatures are hiding behind a chair and you have to kind of move around To find them and mixed mixed the game more challenging I I have to admit I'm not a big pokey Mungo player but my impression was that augmented reality was kind of novelty In the game. Play loop and people who are serious about laying. It didn't really use it all that much but Maybe this will change that then. Maybe it won't but Doesn't seem like it has a huge amount of gameplay value. I'm not poking Mungo player. Either at all I was briefly kind of went. A lot of people picked it up for a few months and then and then put back down but it was cool and it was fun and the idea of this type of true augmented reality Coming to APPs that I would use. I mean I'm not going to be like rearranging my home every day but something where I might be able to mix and match something. That's really in my living room with something that's virtually in my living room and it would be a little bit. More seamless than the kinds of tools. I have for that now. I can see where game play is one aspect of this but just better. A OUR OPS. In general are another. Yeah I thought it was interesting to see how different outlets chose to to slant this different ways Some focused on what we're focusing on here. The game play and the augmented reality Portion of it and others focused solely on what you said about Letting people stream images and capture and improve the maps and any privacy implications that that may or may not have sounds like. Niantic addressed those privacy concerns in the announcement So as long as they follow through on that I guess it'll be fun. We'll future rather phones. We'll get better battery life and more powerful CPU's and also GPA's which licenses its designs to Qualcomm Apple Samsung Guadalupe. You know the big guys announced the Cortex a seventy eight CPU and the Molly at g seventy eight. Gpo arm says that the CORTEX ATP. Core Design offers a twenty percent increase in sustained performance and stays within one. What power budget. A new CORTEX. X Custom Program will let partners create their own specialized CORTEX. Cpu's the Molly g seventy GP supports up to twenty four cores for a promised. Twenty five percent increase in graphics performance. I mean it's armed promising it but you know it's good arm also announced the ethos and seventy eight neuro processing unit with up to twenty five percent improved performance efficiency over the ethos and seventy seven its predecessor. We don't usually get as much attention on the arm. Updates but as as phones are becoming the predominant computing device. That people use It's people are paying more and more attention to that and wanting to know like you know when these arm designs show up and chips which will probably be later this year. Which probably not dill twenty twenty. One we see a lot of phones with chips on this arm design Will I be getting better graphics? Will I be getting better? Cpu We'll be getting better battery life so so A lot of good Claims a lot of a lot of good promises here From from these arm designs. It'll be a while before we get to live with them ourselves but I mean twenty five percent increase in graphics performance. I'm guessing Compared to the previous generation of GP use it is pretty massive and we're ready getting some very impressive graphics on mobile platforms and arm Mp US I guess or using GPS. This is a lot and We're getting this year. A bump in graphical fidelity with the release of the new generation of consoles which will allow. Pc's to then get a You know to to get into the race again because the bar will have been raised for everyone so PC's will increase their efforts. Let's say But it seems like even with the power constraints of mobile platforms are. I'm is following through on graphics performance. on mobile on mobile platforms. It's very impressive. And there's You know aspects of this. That will be interesting for those trying to use arm designs and server chips as well With that kind of of performance update. That's that's a really good point as well all right. Pay attention to this. One might end up not being anything but it has the feelings to me of something notable that we'll look back and go. Oh I remember when that was new former. Htc Peter Chao Startup Ex. Our space has unveiled. Its Five G. capable. Vr headset the extra space. Mova now the move itself as a piece of hardware is interesting. It's powered by QUALCOMM snapdragon. Eight forty five. Chipset has a beefy six gigs of Ram. Which is a couple of more than what you get. Innocuous forty six hundred million up our battery. Twenty eight eighty by fourteen forty display panel with ninety hertz refresh rate in seven. Oh two DP Pixel density nice display. That's what the view is which makes me think it might not be that impressive. And it's meant to be controlled with hand tracking though it will ship with a single controller. They have cameras on the front of the headset to do that. Hand tracking and the handwriting supposedly will enable things. Like shaking hands giving high fives..

Samsung Mungo Google CORTEX Core Design QUALCOMM snapdragon Antic Molly Qualcomm Niantic Mp Pc Htc Mova Peter Chao Apple
"core design" Discussed on Techmeme Ride Home

Techmeme Ride Home

03:02 min | 6 months ago

"core design" Discussed on Techmeme Ride Home

"If you're excited about your ipad finally being a real computer at long last tech crunch looks at how that happened. How apple reinvented the cursor for the IPAD. This is Craig Federighi from the interview in the peace quote part of what? I love so much about what happened with IPAD. Os is the way that we've drawn from so many sources the experience draws from our work on TV Os. From years of work on the Mac and from the origins of the IPHONE ten and even early ipad creating something new that feels really natural for ipad and quote just as the Apple. Tv interface didn't just inspire the CURSOR. The core design team responsible works across groups including the Apple TV IPAD OS and other products unquote then Insta- cart of course was in no way prepared to go from luxury service to essential service overnight. But they've done it and Bloomberg looks at how they've done so quote. Every day we would see that the volume was twenty percent higher than the last day. Meta says in a matter of a couple of weeks. We were already ahead of our end of year goals. A week later we were ahead of our two thousand twenty one goals and a few days after that we were ahead of our twenty twenty two goals and so at a certain point we stopped counting and quote. The numbers looked too good to be true. They were really too true to be good while the rest of the world was being transported into the past quarantined at home venturing no further than their own neighborhoods insecure found itself catapulted into the future and that future was a mess and quote and finally. Today I'm going to end by sharing a bunch of things by and also about some of our friends of this podcast. For example. Chris. Mims has a piece up looking at the fiftieth anniversary of LCD technology. Then Harry mccracken talks to Stevenson Sqi sqi about Microsoft history and the memoir that is working on called hardcore software inside the rise and fall of the PC revolution. Specifically this piece looks at the whole story of Concept Melissa and the I love you viruses and then finally Bloomberg has a full on profile of friend of the show. Eric Jackson whose tech focused hedge fund is up fifty six percent this year even amidst the market chaos quoting from the peace in Normal Times Jackson travels regularly to San Francisco and Silicon Valley to meet with contacts. He's built up over decades after working in the tech industry himself from two thousand to two thousand four. He worked at Toronto based voice. Genie technologies a voice recognition firm acquired by Alcatel for an undisclosed sum in two thousand six quote. If I start to hear the same name come up over and over again. That's usually a good sign that the company is just on the cusp of something. Great Jackson said so. I'm getting behind those companies early sticking with them not just sort of selling out quickly and quote. Kudos to you eric. We need to get you back on for a weekend. Bonus episode sometime.

apple Great Jackson Craig Federighi Bloomberg Harry mccracken core design Stevenson Sqi Mims Mac Alcatel Chris San Francisco Microsoft Melissa Toronto
How Apple reinvented the cursor for iPad

Techmeme Ride Home

00:45 sec | 6 months ago

How Apple reinvented the cursor for iPad

"If you're excited about your ipad finally being a real computer at long last tech crunch looks at how that happened. How apple reinvented the cursor for the IPAD. This is Craig Federighi from the interview in the peace quote part of what? I love so much about what happened with IPAD. Os is the way that we've drawn from so many sources the experience draws from our work on TV Os. From years of work on the Mac and from the origins of the IPHONE ten and even early ipad creating something new that feels really natural for ipad and quote just as the Apple. Tv interface didn't just inspire the CURSOR. The core design team responsible works across groups including the Apple TV IPAD OS and other products unquote

Apple Craig Federighi Core Design MAC
"core design" Discussed on TechStuff

TechStuff

05:28 min | 7 months ago

"core design" Discussed on TechStuff

"The design of those co-processors made coating for them really hard to do and using them effectively would be a big challenge, so many of the early games weren't great at showing off. The PS threes true potential because they couldn't tap into that processing power on top of that many game, developers were creating games that would be available on multiple platforms, right cross platform game titles typically that involves a core design team that are building out a game for specific platform, maybe the PC, maybe an xbox whatever. And then they ported over to other platforms, so many titles that were already available for the xbox three sixty were going through this porting process to the PS three, but due to that complexity in the PS threes design. The developers had to take a lot of shortcuts. Some of them even skipped using those co-processors. Entirely this these spe's are too hard to code for instead and ain't. We're working on a timeframe here. We could learn how to code for those SP's, but it would set us bind schedule. Since said they focused on just that central power PC. The the one who is supposed to act as an administrator in handout jobs instead of that they're saying no. No, no, no, you do the work. Don't don't hand it to your direct reports. We just want you to do it. So the power PC had to act as the CPU for the whole console, and so some titles that were available for both platforms, particularly early on in the piece at PS. Threes life cycle just they ran better on the three sixty. If he does side by side comparison, the three sixty just ran better, and it wasn't that the PS three was not as good as system. System it was a great system. It's that people have not figured out how to program for it effectively yet, so the development process in general was slow and gaming circles. This led to a somewhat incorrect observation that there were no games for the PS three. This is a mean you can look it up now. The three sixty had been around for months, and had built up a pretty substantial library of games by the time. The PS three launched so no matter what Sony was going to be playing. Catch up by the general sense was that there just weren't enough? Really compelling titles on the PS three. Thus, ps three doesn't have any games was born as a meme and You can see lots of different variations of that same statement. That wouldn't be true in the long run. I don't even think it was a fair assessment. Toward the beginning, the PS three had games and introduced some games that in. Times, that have passed it become real classics, so the original uncharted came out that was a game by naughty dog. That one came out for the PS three, so did uncharted two and charted three. They all came out for the PS three, and this is a great example to show how developers got a better handle on the PS three in general, because if you were to look at a side by side, comparison of the original uncharted on the PS three and then uncharted three, you would see an incredible jump in graphics quality the two games. Would they belong to different systems so with PC's? We expect this because developers. Developers are always pushing the limits of what hardware can do with every release of every title, but the three is a video game console. You don't upgrade the GP you chip in a video game console. Know when you buy it off the shelf. That console is that console for the life of that console it doesn't you, don't you? Don't take it apart and upgrade components. If you're going to do that, you should be a PC gamer..

core design naughty dog administrator Sony
"core design" Discussed on TechStuff

TechStuff

07:44 min | 7 months ago

"core design" Discussed on TechStuff

"So. Ken Kutaragi made his big move setting up the CPU system for the PS three to be the foundation for a new generation of electronics and computer systems at Sony. That didn't turn out so well, and it's not because the tech wasn't good. For one thing that new design required hundreds engineers working primarily in Austin Texas and getting it right was challenging, so the project hit some delays, and that in turn made Sony half to push back. The threes launched by about half a year, which gave Microsoft a lot more time to really entrenched the three sixty as the definitive seventh generation game console at least for a while. PS, three sales would ultimately eclipse Microsoft. But it took some doing to make matters more complicated. Nintendo launched the we console shortly after the PS three debuted and i. a lot of people are raised to dismiss the we. The name struck many as being laughable. The consul clearly didn't emphasize graphics or Realistic Game Play. But nintendo strategy was to take aim at casual gamers at non Gamers, maybe people who had been gamers, but they hadn't really played video games in years, those kind of folks. Folks weren't really being marketed to an intendo saw an opportunity and people flocked to buy the we would lead to shortages in stores so competition with stiff against Sony, even when it launched on top of that Sony had to do some quick backtracking after receiving a powerfully negative reaction when showing off the PS three, and it's new controller at e three, two, thousand five. This is one year before the console was to launch the new PS three controller. Looked radically different from the basic design introduced with the PS one and refined into the dual shock form factor It had all the same buttons those controllers, but it was a totally different shape. It was a boomerang shape, and still have the to them. Stakes still had all the old buttons, but this shape caught people off guard, and a lot of people had a very strong negative reaction to it. I mean it was meant so that you could hold either end of the playstation easily in your hands. At the e three presentations, Kutaragi really didn't say anything about the controllers. They never got an official name to the public and the fan reaction was pretty brutal, so Sony made the call to scrap the Boomerang Controller and build the new game pad modeled on the more standard dual shock form factors, so the boomerang never even made it to consumer stores instead Sony would introduce a controller called the six access and it. It was called this because it included accelerometers inside the controller that could pick up movement along the X, Y and Z axes, and that allows for six degrees of freedom of motions. The controller could detect when and how it was moving, which in turn could be leveraged by game developers? So you know if you designed a game with this in mind, you could create one where let's say it's a survival horror game. Resident Evil and it's got stealth based mechanics where you need to be really quiet and sneaky, so that the bad guys don't see you and if you were to move too much while holding the controller as you're trying to sneak around, your character in the game would give away their position. You know they'd stumble, or they make noise or something they would become a target for some sort of cleaver, wielding Pumpkin, monster or something. One thing. The six access controller didn't have besides the boomerang shaped was a rumble feature. A lawsuit that was between Sony and a company called immersion had led to Sony temporarily at least stripping the vibrating motor out of the six access controller, so the controllers that launched with PS. Three did not have haptic feedback. The six access controller would be the official controller for the PS three for just two years when the company would then replace it with the dual shock three. I'll probably talk about that a little bit more in the next episode, but the controller wasn't the really big problem that Sony faced with the PS three. It really was that. The architecture of that CPU was so different from what video game developers were used to. It took time a lot of time for game developers to really make titles that tapped into the PS threes capabilities. Essentially developing gains for the PS three was hard. Specifically leveraging those Spe's that those eight co processors effectively was not easy to do according to one developer creating a hello world message, which is typically one of the first things any programmer does when they're learning how to code for any given system, typically, that would require three to five lines of code for most systems, but to have one SP processor used take this request, and and follow it through would require an incredible one hundred forty four lines of code Sony even took some amount of pride in this. They essentially said it all boils down to nothing. Worth having is ever easy. They said Yeah. It's hard to program for this thing, but this thing is super powerful, so it's worth it. The design of those co-processors made coating for them really hard to do and using them effectively would be a big challenge, so many of the early games weren't great at showing off. The PS threes true potential because they couldn't tap into that processing power on top of that many game, developers were creating games that would be available on multiple platforms, right cross platform game titles typically that involves a core design team that are building out a game for specific platform, maybe the PC, maybe an xbox whatever. And then they ported over to other platforms, so many titles that were already available for the xbox three sixty were going through this porting process to the PS three, but due to that complexity in the PS threes design. The developers had to take a lot of shortcuts. Some of them even skipped using those co-processors. Entirely this these spe's are too hard to code for instead and ain't. We're working on a timeframe here. We could learn how to code for those SP's, but it would set us bind schedule. Since said they focused on just that central power PC. The the one who is supposed to act as an administrator in handout jobs instead of that they're saying no. No, no, no, you do the work. Don't don't hand it to your direct reports. We just want you to do it. So the power PC had to act as the CPU for the whole console, and so some titles that were available for both platforms, particularly early on in the piece at PS. Threes life cycle just they ran better on the three sixty. If he does side by side comparison, the three sixty just ran better, and it wasn't that the PS three was not as good as system. System it was a great system. It's that people have not figured out how to program for it effectively yet, so the development process in general was slow and gaming circles. This led to a somewhat incorrect observation that there were no games for the PS three. This is a mean you can look it up now. The three sixty had been around for months, and had built up a pretty substantial library of games by the time. The PS three launched so no matter what Sony was going to be playing. Catch up by the general sense was that there just weren't enough? Really compelling titles on the PS three. Thus, ps three doesn't have any games was born as a meme and You can see lots of different variations of that same statement. That wouldn't be true in the long run. I don't even think it was a fair assessment. Toward the beginning, the PS three had games and introduced some games that in..

Sony Ken Kutaragi Microsoft Nintendo Austin Texas official core design administrator developer programmer
"core design" Discussed on TechStuff

TechStuff

07:44 min | 7 months ago

"core design" Discussed on TechStuff

"So. Ken Kutaragi made his big move setting up the CPU system for the PS three to be the foundation for a new generation of electronics and computer systems at Sony. That didn't turn out so well, and it's not because the tech wasn't good. For one thing that new design required hundreds engineers working primarily in Austin Texas and getting it right was challenging, so the project hit some delays, and that in turn made Sony half to push back. The threes launched by about half a year, which gave Microsoft a lot more time to really entrenched the three sixty as the definitive seventh generation game console at least for a while. PS, three sales would ultimately eclipse Microsoft. But it took some doing to make matters more complicated. Nintendo launched the we console shortly after the PS three debuted and i. a lot of people are raised to dismiss the we. The name struck many as being laughable. The consul clearly didn't emphasize graphics or Realistic Game Play. But nintendo strategy was to take aim at casual gamers at non Gamers, maybe people who had been gamers, but they hadn't really played video games in years, those kind of folks. Folks weren't really being marketed to an intendo saw an opportunity and people flocked to buy the we would lead to shortages in stores so competition with stiff against Sony, even when it launched on top of that Sony had to do some quick backtracking after receiving a powerfully negative reaction when showing off the PS three, and it's new controller at e three, two, thousand five. This is one year before the console was to launch the new PS three controller. Looked radically different from the basic design introduced with the PS one and refined into the dual shock form factor It had all the same buttons those controllers, but it was a totally different shape. It was a boomerang shape, and still have the to them. Stakes still had all the old buttons, but this shape caught people off guard, and a lot of people had a very strong negative reaction to it. I mean it was meant so that you could hold either end of the playstation easily in your hands. At the e three presentations, Kutaragi really didn't say anything about the controllers. They never got an official name to the public and the fan reaction was pretty brutal, so Sony made the call to scrap the Boomerang Controller and build the new game pad modeled on the more standard dual shock form factors, so the boomerang never even made it to consumer stores instead Sony would introduce a controller called the six access and it. It was called this because it included accelerometers inside the controller that could pick up movement along the X, Y and Z axes, and that allows for six degrees of freedom of motions. The controller could detect when and how it was moving, which in turn could be leveraged by game developers? So you know if you designed a game with this in mind, you could create one where let's say it's a survival horror game. Resident Evil and it's got stealth based mechanics where you need to be really quiet and sneaky, so that the bad guys don't see you and if you were to move too much while holding the controller as you're trying to sneak around, your character in the game would give away their position. You know they'd stumble, or they make noise or something they would become a target for some sort of cleaver, wielding Pumpkin, monster or something. One thing. The six access controller didn't have besides the boomerang shaped was a rumble feature. A lawsuit that was between Sony and a company called immersion had led to Sony temporarily at least stripping the vibrating motor out of the six access controller, so the controllers that launched with PS. Three did not have haptic feedback. The six access controller would be the official controller for the PS three for just two years when the company would then replace it with the dual shock three. I'll probably talk about that a little bit more in the next episode, but the controller wasn't the really big problem that Sony faced with the PS three. It really was that. The architecture of that CPU was so different from what video game developers were used to. It took time a lot of time for game developers to really make titles that tapped into the PS threes capabilities. Essentially developing gains for the PS three was hard. Specifically leveraging those Spe's that those eight co processors effectively was not easy to do according to one developer creating a hello world message, which is typically one of the first things any programmer does when they're learning how to code for any given system, typically, that would require three to five lines of code for most systems, but to have one SP processor used take this request, and and follow it through would require an incredible one hundred forty four lines of code Sony even took some amount of pride in this. They essentially said it all boils down to nothing. Worth having is ever easy. They said Yeah. It's hard to program for this thing, but this thing is super powerful, so it's worth it. The design of those co-processors made coating for them really hard to do and using them effectively would be a big challenge, so many of the early games weren't great at showing off. The PS threes true potential because they couldn't tap into that processing power on top of that many game, developers were creating games that would be available on multiple platforms, right cross platform game titles typically that involves a core design team that are building out a game for specific platform, maybe the PC, maybe an xbox whatever. And then they ported over to other platforms, so many titles that were already available for the xbox three sixty were going through this porting process to the PS three, but due to that complexity in the PS threes design. The developers had to take a lot of shortcuts. Some of them even skipped using those co-processors. Entirely this these spe's are too hard to code for instead and ain't. We're working on a timeframe here. We could learn how to code for those SP's, but it would set us bind schedule. Since said they focused on just that central power PC. The the one who is supposed to act as an administrator in handout jobs instead of that they're saying no. No, no, no, you do the work. Don't don't hand it to your direct reports. We just want you to do it. So the power PC had to act as the CPU for the whole console, and so some titles that were available for both platforms, particularly early on in the piece at PS. Threes life cycle just they ran better on the three sixty. If he does side by side comparison, the three sixty just ran better, and it wasn't that the PS three was not as good as system. System it was a great system. It's that people have not figured out how to program for it effectively yet, so the development process in general was slow and gaming circles. This led to a somewhat incorrect observation that there were no games for the PS three. This is a mean you can look it up now. The three sixty had been around for months, and had built up a pretty substantial library of games by the time. The PS three launched so no matter what Sony was going to be playing. Catch up by the general sense was that there just weren't enough? Really compelling titles on the PS three. Thus, ps three doesn't have any games was born as a meme and You can see lots of different variations of that same statement. That wouldn't be true in the long run. I don't even think it was a fair assessment. Toward the beginning, the PS three had games and introduced some games that in..

Sony Ken Kutaragi Microsoft Nintendo Austin Texas official core design administrator developer programmer
"core design" Discussed on Business Wars

Business Wars

05:13 min | 8 months ago

"core design" Discussed on Business Wars

"But Nintendo's chief designer flinches when he sees golden ice spurts of blood and sniper rifle headshots. He figures he's got a diet back so he faxes a list of suggestions to Martin Hollis the stick thin twenty-six-year-old director of the Games company. Making Goldeneye a bemused Hollis pulls the facts off the machine and reads it aloud to his team get we make the bloodless read Ou. Here's what could we have? All the people killed during the game. Get up at the end to shake hands to show. No one got hurt. He was a hand to forehead moment. But hollis agrees to tone down the blood. For the ending they compromise the characters slaughtered by the player are seen alive and well during the credits like actors at the end of the film. Sony on the other hand has none of Nintendo's qualms and so it goes on a bloody violence spree and it's kind of jarring one moment cute crash bandicoot prancing around on playstation and the next it's the guts and the Teeth Zombie. Hora Game Resident Evil. And then it goes even darker but Sony doesn't even bat an eyelid at the original grand theft auto games offers players bonus points to mow down lines of Hari Krishnas in their car. The playstation brand is so flexible. It can even turn the nineteen nineties. Most Unlikely Pinup into a massive star. Even a Pinup who was never meant to be it all started. When core design a little known British game studio run by Jeremy Heath Smith began making a game inspired by the Indiana Jones Movies. The first time his developers showed Heath Smith what they done when he was horrified on. The screen was a character. That was the spitting image of Harrison Ford's Fedora wearing adventurer. He immediately told his team to get rid of the indie look alike. We can't use that. Lucasfilm will sue us to kingdom. Come come up with a different character weeks later. He Smith returned to check in on the new character and he wasn't pleased. What the Hell. It's a girl. The Games director smiled and said Yeah. The name was Laura. Laura Croft Great. Isn't she no no she's not? I mean there's never been a popular female video game character. Teenage boys play this game. Come on do you seriously think they're going to want to plays a woman? The designer was not ready to cave. Well what about we lever in there for now and see how it goes when Tomb Raider arrives on the playstation in November nineteen ninety-six? Sony immediately sees shapely Laura's appeal and potential Mara has a tiny waist and huge breasts but she strong intelligent and in no need of a man not only does. Laura appeal to both sexes cheese. Visual proof that playstations gaming is different Sony pays big bucks to make sure her adventures will appear only on playstation and by nineteen ninety seven the whole world is smitten with her September nineteen ninety seven the European computer trade show in London. No one has seen anything like this before. The computer trade show a crush Paparazzi jostle to get closer the object of their attention. Laura Croft or rather her flesh and blood double as flashbulbs pop British model run a metre poses lars trademark. Turquoise Best Hot Pants Ensemble. She's become a Pop. Culture ICON THE FIRST TOMB. Raider game sells seven million copies. She's on the cover of countless magazines and big brands now via to get endorsements from this playboy proportioned virtual hero now as nineteen ninety seven draws to a close. Sony Hopes Tomb. Raider two will seal the holiday season victory for the playstation Nintendo. Meanwhile is betting that the huge acclaim surrounding Golden Eye 007 Steel. Sony's thunder golden is selling fast and will eventually sell eight million copies worldwide. But as the story shot on Christmas Eve the question is which of these British Heroes. The steamy sharp shooter or the shapely Tomb. Raider will win the hearts.

Laura Croft Sony Nintendo Martin Hollis Jeremy Heath Smith Harrison Ford director chief designer Lucasfilm Laura Hari Krishnas core design Indiana Jones Movies theft Mara London lars
"core design" Discussed on The WAN Show Podcast

The WAN Show Podcast

04:19 min | 1 year ago

"core design" Discussed on The WAN Show Podcast

"And I am waiting to see how it goes Linus looks so small next to Luke, thanks the game or cave. Adam, you're the best line salute Levy channels learning a lot never get rid of Dennis to didn't intend to. All right. I've only got time for a couple more here. So Ilia says why wasn't there notification? I'm forty five minutes late. Sorry dog, I blame Luke. Would it be possible for me to be a beta tester for floatplane as a streamer? So we're not really streamer focused now. He's not Renault yet, and it will be a while. Oh Marshall says, how does Luke feel about nebula? So you weren't here when we discussed nebula, no. It's, it's interesting. I think to a certain degree more of these types of things in our space is going to normalize this for users and creators. So that's good. I wouldn't have. Set it up the way they did. Well, obviously. Yeah. I mean that's like you're literally building video platform. So you didn't I would've done it done it. You did it. But there are some changes I would have done for floatplane if I knew if me and the Team New what we know now there are some things that I would have done differently. Okay. There's there's a lot of things were done differently. There's like a couple primary ones that it would have done differently. But but there's some. Core design philosophies behind how they are handling their video content, right? That I do not think is a great idea, but well I've invited. I've invited onto the show. That'd be cool to look at a chance to talk to them. I just think that it's like the way that I see it is you could view us competitors. But we've both were both such so much smaller fish that like it's better to kind of be aligned. At least at this stage in the game. What I'm saying, like, like, we're, we're both rather small, and I think, basically everybody in this more specific now is rather small, and having more of us that are doing well is a good thing. So I wish them the best and this risk game you Know know. Google has North American South America Amazon is holding onto Europe. You know. Who else even exists? But what does Microsoft really do in online video streaming platform mixer? Okay. So Microsoft has strengthened takes up Northern Ireland. Meanwhile, like, you know, nebula and float plane are hanging out in Japan in Kamtchatka, like they can't really penetrate North America because it's really heavily fortified. But, like every turn, they can collect three armies, and then take just one country in Asia, and then maybe start to collect four once they can get twelve countries playing risk with the kid. And start to just have a big enough. You know, mass of, of armies that is kind of not worth it for any of the big players to come in and take that over. But, like just kind of keep moving around be like, a, a roving horde of barbarians you know, bide their time. Not attack each other, like, and then, when, when the time comes to strike, you know, make sure that they're moving together against the incumbents. You know that's. That's the end of the show. Thanks guys. See again next week. Same bat time, that channel everybody crazy show. Thumbnail. No. I still can't look at it because it's still technically live. Who is it? So we've been doing that because we've been up letting we are. Why would you do livestream? And that's why was that in? I don't know why that was like. I knew you could publish them unlisted. I didn't know you could like start the stream list..

Luke us Adam Ilia Linus Microsoft Levy Core design Dennis Marshall Asia North America Japan Google South America Northern Ireland Europe Kamtchatka Amazon
"core design" Discussed on Giant Beastcast

Giant Beastcast

03:29 min | 1 year ago

"core design" Discussed on Giant Beastcast

"And maybe yes, maybe something with the publishers. There's a share on that. Maybe they eat the cost of that or something. So we'll see how that goes that that started on April first, so. I'd like to see, you know, people are affected by that arise any like about not being able to buy those digital codes. It's kind of too soon. Speaking of Sony are dark digital future. Dr club will shut down its servers in twenty twenty. That means all the multi-player stuff from Dr club will no longer be available. Alternate headline Dr club had not shut down its online. March thirty first twenty twenty will be the end of Dr club online use. We'll be able to play the single player stuff of Dr club. Or I don't know. What is that? They also gonna stop selling it as of August thirty first two thousand nineteen this year. So yeah, then it'll be delisted the amnesty listing to. Yeah. Wow. And then at the end of August. And I saw the weird thing is or the sad thing is sad. But like, you know, it's part of that you can turn digital stuff off kind of thing. Like, you know, it's one of the things we talk about oh this game will just disappear unless you have hardcopy. Yeah. I mean, there are hard copies. Now like in the future, there may not be and then this just vanishes, which you know, better or worse. Okay. This is kind of an interesting thing valve who has tons and tons and tons of money. Puts out games that people go Gaga for. Well. You. Puts out a game artifact right there kind of card game gets poor reception to put it mildly. Yeah. I mean, the gist of it is that the game itself had some hooks that were kind of neat and people seem to like aspects of the core design, but the way they monetize. It was just no one liked it. I know I know very little about actual artifact and play. But it seems like the community did not like it did not catch on. So valve is basically going to put all their updates on ice and say, we're going to take time we're gonna take a step back, and we're going to try and make this the game that we intended it to be they should just read their quote because it's it's pretty amazing. I mean like valve has tons of money, but valve says artifact represents the largest discrepancy between our expectations for how one of our games would be received and the actual outcome. We don't think that players misunderstand our game or that they're playing it wrong. Artifact now represents an opportunity for us to improve our craft and use that knowledge to build better games to play. Why are they taking off line? I don't think. So I think they're leaving it as it is. It's basically saying content roadmap is going on ice for now until we figure out how to get people to keep playing this game. They continue to say that it has become clear that there are deep rooted issues with the game. And that our original update strategy of releasing new features and cards would be insufficient to address them. And they're reexamining decisions. We've made along the way regarding game is on the economy the social experience of playing and more. So yeah, I'm saying free to play. I am saying that's the way they're going to go. Yeah. I don't think I assumed it was it wasn't. What is thirty bucks? I forget what the exact cost was then it was also like there was a lot of like micro transaction stuff in there that people did not like that. Magic is free to play people seem to like that ally. Right. Yeah. Yeah. Karston is totally they they were down to in the hundreds of players per day down from initial sixty thousand..

Dr club Sony core design Karston
"core design" Discussed on 710 WOR

710 WOR

11:58 min | 2 years ago

"core design" Discussed on 710 WOR

"JAMA tree. And then the core design of the most famous monument in the world he has. Has also co authored articles with Robert shock and Robert ball or they explored the true origin of the greats Finks a quest that led them all to yet. Another ancient Egyptian creation story and the code that started. It all is website is right there at coast to coast AM. It is Chia pyramid dot com. You can click on it. And I would like to welcome. But the first time to coast to coast AM, my news safes ID, my new good evening. Hello, jimmy. How are you? Good. Happy birthday. Thank you so much that was the audience know that was a few days ago last week. But. Do we have you? We had you on my other show on my birthday. Didn't we well? That was Christopher done. And I was the day before. Oh, that's right. That's right. Yeah. Yeah. Thank you to everybody out there for the birthday wishes, and I'll just let everybody know I hit the double nickel. I didn't think I'd ever get here. But. I hit the double nickel. I'm your past that, and I can tell you only gets better. Yeah. I know. I know I it it's so funny. My new I would have in in my life. And the fund that I've had a growing up that fifty-five seemed like a forever right in the future. I didn't think I'd ever get here. But I don't feel any different than when I was twenty. I wish I had the brain that I have now when I was twenty one it would have been would have been a whole different story. But my new let me ask you. Let's let's start off a pretty directly, you're dermatologist. And how how did you get into where you are today working with you know, guys, like, Robert Shaq and Robert Duvall? And now, you're one of the leading Egyptologists type researchers in the world right now, you've you've really done well for yourself. But but what got you here? Yeah. This is, you know, this is one of those things you look back, and it's just incredible. Sometimes you just you know, you you you take a moment. And you ask yourself. How did I get here? But it basically, you know, I I was just like anyone else watching history channel Discovery Channel, and you know, off and on about Egypt, and it was interesting. But it wasn't really such a, you know, it wasn't really in in focus and then years ago. I I think somebody gave me the ovine mystery by Robert Duvall, and that changed quite a bit for me. That was just an amazing story. You know that the pyramids were aligned with the stars. And I it's just that that's just kind of open something up. And and so I started reading a little bit more. And and then a couple of years ago is when it really took off. And and then I said I had to you know, I I wanted to meet some of these people I started, you know, communicating and I've met Robert Duvall last year on a cruise, and and I met Robert Schalk a few months later, and you know, just one thing led to another. But yeah, it's been an amazing. Few couple of years. The paper the latest paper, I want everybody to know. All of my news published white papers are on his website. And we're going to be discussing those at length tonight on the program, and you can get to by news website by clicking at coast to coast AM, scroll down, and you will see in the paper section everything listed in the row newest I and so before we get to the great pyramid, which is the subject of the show tonight. You and Robert evolve and Robert Schalk sat down and started discussing the the Spinks and published that paper, what was it that happened over breakfast where the light bulbs started going off that got you involved in all of this? Yeah. Well, you know, this is this goes back to Orion mystery. So I you know, while I was reading things I hadn't met the two gentlemen, yet the authors. I I was you know, I thought to myself if if an architect built the three pyramids. And and and wanted to align them with three bells stars of Orion. They had to be some kind of record. And you know, it was is believed that the architect of the great pyramid. The first one of the three was him. And so I looked at the statue. I started looking at the statue of will know look at somebody inscriptions to see if there's any clue that would. You know, poops that he actually conceded that way. And and so why don't I looked at the statue? And there was something that was interesting. There was a symbol of a line. That's on that on the pedestal of the statue. I noticed it. And then I just kind of put it on the back burner. And then you know, after I met Robert in Croatia. He gave me the the book that they just had co authored watching things, which is an amazing book, by the way is it is. Yeah. And so I was reading the book, and you know in Robert section. He's developing, you know, something that he knows the de LA, which is, you know, in front of positive between the positive things, and there was a so he was talking basically about those things in this guy, and he developed that part of the book, and and then I ask myself. Well, what about this things on the ground? Why is it that there is no reference to it? As far as we know before the pyramids were built if there was a stings than it's been such an amazing monument that there should have been a mention of it. And that's how this came together. So then I remember the statue. I remember the lion is on the pedestal one thing led to another. I posted something on my Facebook page Robert saw, and then he wanted to discuss it. And then, you know, at the I think it was cosmic origins in donuts where we met again. And that's why I I met Robert chalk, and we were sitting at breakfast. And I I knew I only you know, I had to get this out in less than a minute. And it was so compelling that I didn't even have to try it just came out in less than a minute. And we we looked at each other. And there was a moment of silence. And we just knew there's something about it this this could be very important. And that's how that came about. Why is it? I know that you listened to my opening comments. Tonight. Why is it that the well the Giza plateau in general, but you have the great pyramid. The great sphinx two things that dominate everything that you can see for miles is not documented the anywhere in Egypt in history. Where you would think we, you know, the Egyptians love to write everything they love to sculpt and tell their story and not only that but taxes and an accounting in seasons. Everything all of their daily lives. All of the stories are told except for the great sphinx in the great pyramid. Why is it missing in history? Yeah. That that's an excellent point. I I, of course, I don't know. Jimmy. I mean, you know, you one answer you could give us that. Maybe we just we haven't found the records or the records were destroyed. But it is there is a there is a striking paucity or maybe total apps. Since. And of course, that was the problem with these things, you know, I thought to myself that if we want to prove if we want to go into Egyptology territory and give them the kind of poof that they want an inscription that refers to this things, for example. Then then we have to really look we have to we have to take a good look at what we have and hope to find something. And you know, I think I think we found something at least things the pyramids. We you know, when you are next to the when you buy the great pyramid. There's a tomb from the six dynasty, maybe one hundred fifty years two hundred years after you know, Kufuor Chiapas was alive. And if you walk into that there's actually a reference to the great pyramid and also to the in in in the tomb, it's called the horizon of coup and next to it. It's the the, you know, the country is great. So in in. In the old kingdom, the great pyramid was actually Humphries pyramid. So they call that is great and coolest driven was called the horizon of coup. And so this was a priest that was, you know, supervising other priests that were on the plateau, and so okay, there is an inscription. But you absolutely, correct. And is that is the glaring exception. You don't really see too much. To the pyramid. Yeah. You would expect and like I said an owner's manual. We don't have. But there isn't even a general reference to two points in the direction and forget about the other stuff about how it was built or who built it or the year was built we still don't even understand the purpose. And that's it's it's very confused all the way to. You fifth century BC. Now, this is in doing Persian rule two thousand years after the fact, and and what it is the writing the way he describes it it raises more questions than it answers. I mean, she does get into a little bit of detail. You know, you're saying that it took ten years to build a ramp up to the plateau and the pyramid was done at twenty years. And there were machines that were hauling up, two blocks. But you would think that you'll just like what you just said, you would think it should be a detailed account of how it was done. But it's not the the other part of this. That is just is confusing is the great sphinx. We also have those same issues. And if it wasn't for the dream stela, well and the inventory, Stella, we may not know anything at all. But. Yes. Well, the dream still is, you know, there was a dispute at the turn of the twentieth century that maybe tough most of fourth who is the author of the dream seller between the positive things that he's the one who built it that was actually being debated. But and there is a there is a small reference to cooperate. But it's it's it's broken away. So there's no way you can say that that keep it does definitely does not say that you build it. And so that's the dream still at the inventory steel on the other hand is very direct. It's specifically states. First of all, it makes it very clear that when kufo. Can't when I mean Cheops, I don't know if some of the listeners may think those are two different kings, but it's the same as the Greek name. Kufo. The Egyptian name it's the same person. So the the inventory Steelers says very unequivocally when Kufa came to the plateau this things. Already existed. In fact, it was broken he repaired it. And then he built his pyramid and that one and the pyramid of his Queen Knutson. Okay. Let's take a break, right? Here will pick up when we come back where we are leaving off right now. This is coast to coast AM. I'm murals Jimmy church are tonight. My news safe Zadeh, and it's all the great pyramid. All night long. We'll be right back. Stay with us..

Robert Duvall Robert jimmy Egypt Robert Schalk Robert shock Humphries pyramid Robert ball Robert Shaq Robert chalk Giza plateau Steelers Facebook Christopher Jimmy church Croatia Queen Knutson Zadeh Kufuor Chiapas LA
"core design" Discussed on KNSS

KNSS

11:48 min | 2 years ago

"core design" Discussed on KNSS

"JAMA tree. And then the core design of the most famous monument in the world, he has also co authored art. With Robert shock and Robert Duvall or they explored the true origin of the great sphinx. A quest that led them all to yet. Another ancient Egyptian creation story and the code that started it all his website is right there at coast to coast AM. It is pyramid dot com. You can click on it. And I would like to welcome. But the first time to coast to coast AM, my news safe side, my new good evening. Hello, jimmy. How are you? Good. Happy birthday. Thank you so much that was let the audience know that was a few days ago last week. But. Did we have you? We had you on my other show on my birthday. Didn't we that was Christopher done? And I was the day before. Oh, that's right. That's right. Yeah. Thank you to everybody out there for the birthday wishes, and I'll just let everybody know I hit the double nickel. I didn't think I'd ever get here. I hit the double nickel. Well, I'm I'm I'm a year pass that and I can tell you only gets better. Yeah. I know. I know, you know, it's so funny. My new I would have in in my life and the fund that I've had a growing up that fifty-five seemed like a forever right in the future. I didn't think I'd ever get here. But I don't feel any different than when I was twenty. I wish I had the brain that I have now when I was twenty one it would have been would have been whole different story. But let me ask you. Let's let's start off a pretty directly Garrett dermatologist. And how how did you get into where you are today working with guys like, Robert Shaq and Robert Duvall? And now, you're one of the leading Egyptologists type researchers in the world right now, you've you've really done well for yourself. But but. What got you here? This is, you know, this is one of those things you look back, and it's just incredible. Sometimes you just you know, you you you take a moment. And you ask yourself. How did I get here? But it basically, you know, I I was just like anyone else watching history channel Discovery Channel, and you know, off and on about Egypt, and it was interesting. But it wasn't really such a, you know, it wasn't really I in focus and then years ago. I I think somebody gave me the mystery by Robert Duvall, and that changed quite a bit for me. That was just an amazing story. You know that the pyramids were aligned with the stars. And I it's just that that's just kind of opened something up. And and so I started reading a little bit more. And and then a couple of years ago is when it really took off. And and then I said I had to do I wanted to meet some of these people I started. You know communicating and I I met Robert Duvall last year on a cruise, and and I met Robert Schalk a few months later, and you know, just one thing led to another. But yeah, it's been an amazing few couple of years. The paper the latest paper, I want everybody to know. All of my news published white papers are on his website. And we're going to be discussing those at length tonight on the program, and you can get to my news website by clicking at coast to coast AM, scroll down, and you will see in the paper section everything listed in the row newest I and so before we get to the great pyramid, which is the subject of the show tonight. You and Robert evolved and Robert Schalk sat down and started discussing the Spinks and published that paper, what was it that happened over breakfast where the light bulbs started going off that got you involved in all of this? Yeah. Well, you know, this is this goes back to Orion mystery. So I you know, while I was reading things I hadn't met the two gentlemen, yet the authors. I I was you know, I thought to myself if if an architect built the three pyramids and line and and wanted to align them with three bells stars off Ryan they had to be some kind of record. And you know, it was it is believed that the architect of the great pyramid. The first one of the three was hey me. And so I looked at the statue. I started looking at the statue of him. You know, look at somebody inscriptions to see if there's any clue that would. You know, proofs that he actually conceived it that way. And and so while I looked at the statue. And there was something that was interesting. There was a symbol also line. That's on that on the pedestal of the statue. I noticed it. And then I kinda put it on the back burner. And then you know, after I met Robert in Croatia. He gave me the the book that they just had co authored origins after things which is an amazing, by the way. Yes, it is. Yeah. And so I was reading the book, and you know in Robert section. He's developing, you know, something that he knows the dream stealer. Which is you know in front of the possible between the positive things. And there was a so he was talking basically about this things in this guy, and he developed that part of the book, and and then I ask myself. Well, what about this things on the ground? Why is it that there is no reference to it? As far as we know before the pyramids built if there was a stings, then it's it would have been. Such an amazing monument that there should have been a mention of it. And that's how this came together. So then I remember it to statue. I remember the lioness on the pedestal wanting let you another I posted something on my Facebook page Robert Saad, and then he wanted to discuss it. And then, you know, at the I think it was cosmic origins in Sedona is where we met again. And that's why I I met Robert shocking. We were sitting at breakfast. And I I knew I only you know, I had to get this out in less than a minute. And it was so compelling that I didn't even have to try it just came out in less than a minute. And we we looked at each other. And there was a moment of silence. And we just knew there's something about it this this could be very important. And that's how that came about. Why is it? I know that you listened to my opening comments tonight. Why is it that the well the Giza plateau in general, but you had the great pyramid? The great sphinx two things that dominate everything that you can see for miles is not documented the anywhere in Egypt in history where you would think the Egyptians love to write everything he'd love to sculpt and tell their story and not only that but taxes and an accounting and seasons everything all of their daily lives. All of the stories are told except for the great sphinx in the great pyramid. Why is it missing in history? Yeah. That's it's an excellent point. I I, of course, I don't know. Jimmy. I mean, you know, the u one answer you could give us that. Maybe we just we haven't found the records or the records were destroyed. But it is there is a there is a striking paucity or maybe. Total absence. And of course, that was the problem with these things, you know, I thought to myself that if we want to prove if we want to go into Egyptology territory and give them the kind of proof that they want an inscription that refers to this things, for example, then then we have to really look we have to we have to take a good look at what we have and hope to find something. And you know, I think I think we've found something at least two things. The pyramids. We you know, when you are next to the when you buy the great pyramid. There's a tomb from the sixth dynasty, maybe one hundred fifty years. It's one hundred years after you know, Kufuor Chiapas was alive. And if you walk into that tune there's actually a reference to the great pyramid and also to the in in the tomb, it's called the horizon of coup and next to it. It's the, you know, the the copper is great. So in in in the old kingdom, the great pyramid was actually capris pyramid. So they called that cover is great and coolest was called the horizon of coup. And so this was a priest that was, you know, supervising other priests that were on the plateau, and so okay, there is an inscription. But you absolutely, correct. It is that is the glaring exception. You don't really see too much. To the pyramid. Yeah. You would expect and like I said an owner's manual. We don't have. But there isn't even a general reference to two point is in the direction and forget about the other stuff about how it was built or who built it or the year. It was built we still don't even understand the purpose. And that's very confused all the way to Herodotus, you know, fifth century, but see now this is in during Persian rule two thousand years after the fact, and and what it is the writing the way he described it raises more questions than it answers. I mean, he does get into a little bit of detail. You know, you're saying that it took ten years to build a ramp up to the plateau and the pyramid was done in twenty years. And there were machines that were hauling two blocks. But you would think that you'll just like what you just said, you would think it should be a detailed account. Of house done. But it's not the the other part of this. That is just is confusing is the great Spinks. We also have those same issues. And if it wasn't for the dream stela, well and the inventory, Stella, we may not know anything at all. Right. Yes. Well, the dream stela is, you know, there was a dispute at the turn of the twentieth century that maybe topmost fourth who is the author of dream sell up between the positive things that he is the one who build it that was actually being debated. But and there is a there is a small reference to cooperate. But it's it's broken away. So there's no way you can say that that keep it definitely does not say that you build it. And so that's the dream still at the inventory steel on the other hand is very direct. It's specifically states. First of all, it makes it very clear that when Kufa can't what I mean Chiapas, I don't know if some of the listeners may think those are two different things, but it's the same as the Greek name. Kufo is the Egyptian name, it's the same person. So the the inventory Steelers says unequivocally when kufo came. To the plateau things already existed. In fact, it was broken he repaired it. And then he built his pyramid. And that one of his queens and Knutson. Okay. Let's take a break right here will pick up when we come back where we are leaving off right now..

Robert Duvall Robert jimmy Egypt Robert Schalk Robert shock Robert Shaq Kufo Robert Saad Giza plateau Steelers Facebook Kufuor Chiapas Christopher Garrett Chiapas Sedona Croatia Ryan Knutson
"core design" Discussed on WRVA

WRVA

12:05 min | 2 years ago

"core design" Discussed on WRVA

"JAMA tree. And then the core design of the most famous monument in the world he has. Also, co authored articles with Robert shock and Robert divall or they explored the true origin of the great sphinx. A quest that led them all to yet. Another ancient Egyptian creation story and the code that started it all his website is right there at coast to coast AM. It is pyramid dot com. You can click on it. And I would like to welcome. But the first time to coast to coast AM, my news safe side, my new good evening. Hello, jimmy. How are you? Good. Happy birthday. Thank you so much that was let the audience know that was a few days ago last week. But. Do we have you? We had you on my other show on my birthday. Didn't we well? That was Christopher done. And I was a day before. Oh, that's right. That's right. Yeah. Yeah. Thank you to everybody out there for the birthday wishes, and I'll just let everybody know I hit the double nickel. I didn't think I'd ever get here. But. I hit the double nickel. I'm I'm a year past that. And I can tell you only gets better. Yeah. I know. I know I, you know, it it's so funny. My new I would have in in my life. And the fund that I've had a growing up that fifty-five seemed like a forever right in the future. I didn't think I'd ever get here. But I don't feel any different. When I was twenty. I wish I had the brain that I have now when I was twenty one it would have been would have been a whole different story but minute let me ask you. Let's let's start off a pretty directly. You're a dermatologist. And how how did you get into where you are today working with, you know, guys like Robert shock and Robert Vall? And now, you're one of the leading Egyptologists type researchers in the world right now, you've you've really done well for yourself. But but what got you here? This is, you know, this is one of those things you look back, and it's just incredible. Sometimes you just you know, you you you take a moment. And you ask yourself. How did I get here? But it basically, you know, I I was just like anyone else watching history channel Discovery Channel, and you know, off and on about Egypt, and it was interesting. But it wasn't really such a, you know. It wasn't really I in focus and then years ago. I I think somebody gave me the Orion history by Robert Duvall. And that changed quite a bit for me. That was just an amazing story. You know that the pyramids were aligned with the stars. And it's just that that's just kind of opened something up. And and so I started reading a little bit more. And and then a couple of years ago is when it really took off. And and then I said, I had some, you know, I wanted to meet some of these people I started, you know, communicating, and I I met Robert von last year on a cruise, and and I met Robert Schalk a few months later, and you know, just wanting to another, but yeah, it's been an amazing few couple of years. The paper the latest paper, I want everybody to know. All of my news published white papers are on his website. And we're. Going to be discussing those at length tonight on the program, and you can get to by news website by clicking at coast to coast AM, scroll down, and you will see in the paper section everything listed in the row. Newest I and so before we get to the great pyramid, which is the subject of the show tonight. You and Robert Duvall and Robert Schalk sat down and started discussing the Spinks and published that paper, what was it that happened over breakfast where the light bulbs started going off that got you involved in all of this? Yeah. This is this goes back to Orion mystery. So I you know, while I was reading things I hadn't met the two gentlemen, yet the authors. I I was you know, I thought to myself if if an architect built the three pyramids and a line and and wanted to align them with three belt stars off a Ryan they had to be some kind of record. And you know, it was it is believed that the architect of the great pyramid. The first one of the three was him. And so I looked at the statue. I started looking at the statue of Hemu know, look at some of the inscriptions to see if there's any clue that would. You know proof that he actually conceived it that way. And and so while I looked at the statue. And there was something that was interesting. There was a symbol of a lioness on that on the pedestal of the statue. I noticed it. And then I just kinda put it on the back burner. And then you know, after I met Robert in Croatia. He gave me the the book that they just had co authored origins of things, which is an amazing book, by the way. Yes, it is. Yeah. And so I was reading the book, and you know in Robert section. He's developing, you know, something that he knows the dream St. law, which is, you know, in front of positive between the positive things, and it was so he was talking basically about those things in this guy, and he developed that part of the book, and and then I ask myself. Well, what about this things on the ground? Why is it that there is no reference to it? As far as we know before the pyramids were built if there was a stings than it's been such an amazing monument that there should have been a mention of it. And that's how this came together. So then I remember to statue. I remember the lion is on the pedestal one thing led to another. I posted something on my Facebook page Robert Roberts, and then he wanted to discuss it. And then, you know, at the I think it was cosmic origins in Sedona is where we met again. And that's why I I met Robert shocking. We were sitting at breakfast. And I I knew I only you know, I had to get this out in less than a minute. And it was so compelling that I didn't even have to try it just came out in less than a minute. And we we looked at each other. And there was a moment of silence. And we just knew there's something about it. This this could be very important. And that's how that came about. Why is it? I know that you listened to my opening comments tonight. Why is it that the well the Giza plateau in general, but you have the great pyramid. The great sphinx two things that dominate everything that you can see for miles is not documented the anywhere in Egypt in history, where you would think we, you know, the additions love to write everything he loved to sculpt and tell their story and not only that but taxes and an accounting in seasons. Everything all of their daily lives. All of the stories are told except for the great sphinx in the great pyramid. Why is it missing in history? Yeah. It's an excellent point. I I, of course, I don't know. Jimmy. I mean, you know, the you one answer you could give us that. Maybe we just we haven't found the records or the records were destroyed. But it is there is a there is a striking paucity or maybe. Total absence. And of course, that was the problem with these things, you know, I thought to myself that if we want to prove if we want to go into Egyptology territory and give them the kind of proof that they want an inscription that refers to this things, for example, then then we have to really look we have to we have to take a good look at what we have and hope to find something. And you know, I think I think we've found something at least two things. The pyramids. We you know, when you are next to the when you buy the great pyramid. There's a tomb from the sixth dynasty, maybe one hundred fifty years two hundred years after you know, who Fuki ops was alive. And if you walk into that tune there's actually a reference to the great pyramids. And also to the in in the tool, it's called the horizon of coup and next to it. It's the, you know, the conference great. So in in the old kingdom, the great pyramid was actually as pyramid. So they call that is great and coolest Jeff was called the horizon of coup. And so this was a priest that was, you know, supervising other priests that were on the plateau, and so okay, there is an inscription. But you absolutely, correct. It is that is glaring exception. You don't really see too much. The pyramid. Yeah. You would expect and like I said an owner's manual. We don't have right. But there isn't even a general reference to two points in the direction and forget about the other stuff about how it was built or who built it or the year was built, but we still don't even understand the purpose. And that's very confused all the way to Herodotus, you know, fifth century, but see now this is in during Persian rule two thousand years after the fact, and and Herodotus the writing the way he describes it it raises more questions than it answers. I mean, he does get into a little bit of detail. You know, you're saying that it took ten years to build a ramp up to the plateau, and then the pyramid was done in twenty years. And there were machines that were hauling up, two blocks. But you would think that know just like what you just said, you would think it should be a detailed account. Of house done. But it's not the the other part of this. That is just is confusing is the great Spinks. We also have those same issues. And if it wasn't for the dream stela, well and the inventory, Stella, we may not know anything at all. Yes. Well, the dream stela is you know, there was. A dispute at the turn of the twentieth century that maybe topmost fourth who is the author of the dream sell up between the positive things that he is the one who built it that was actually being debated. But and there is a there is a small reference to cooperate. But it's it's broken away. So there's no way you can say that that keep it does definitely does not say that you build it. And so that's the dream still at the inventory deal on the other hand is very direct. It's specifically states. First of all, it makes it very clear that when Koo Koo say, I mean Chiapas, I don't know if some of the listeners may think those are two different kings, but it's the same as the Greek name. Kufo is the Egyptian name is the same person. So the inventory Steelers says very unequivocally when kufo came to the plateau this things already existed. In fact, it was broken he repaired. And then he built his pyramid and that one and the pyramid of his queens and Newson. Okay. Let's take a break right here will pick up when we come back where we are leaving off right now. This is coast to coast AM, I'm heroes Jimmy church. Our guest tonight, my news safe Zadeh, and it's all the great pyramid. All night long. We'll be right back. Stay with us. Find out more about tonight's guest. Log on to coast to coast AM dot com..

Jimmy church Robert Duvall Robert shock Robert Schalk Robert Egypt Robert divall Herodotus Robert von Kufo Giza plateau Robert Roberts Robert Vall Steelers Facebook Koo Koo Hemu Zadeh Christopher Sedona
"core design" Discussed on Bloomberg Radio New York

Bloomberg Radio New York

02:23 min | 2 years ago

"core design" Discussed on Bloomberg Radio New York

"And a larger cheaper model that comes in different colors even Warren Buffett is building up a stake in the. Company by just a little since his last regulatory, filing he said Thursday in an interview with CNBC. Buffet even says that the iphone is quote enormously underpriced for more I. Want to bring in our Bloomberg tech editor Allister, bar so is the iphone ten really underpriced Well I see how to debate. About that the MRI by laptop I You said a lot less than smartphone so May- maybe, a smartphone should be worth. More than a thousand dollars every five minutes not not every? Other day so what do you make of buffets endorsement, here resounding endorsement I think I think the point, is is very valuable which is which, is the we use. These devices maybe maybe have an Android that you you have an, ice, hence we use these? Devices, so often and basically they've become indispensable. How how valuable is. That Sent me an argument to be made that, it's not for sure meantime. Apple has set the date for the iphone event September twelfth? At the stage ops theater in Cupertino what do we, know about it they said gathered around say always use a phrase to suggest something at, the moment we just. Think, that refers to the shape of the new apple campus the, shape? Of the new theatre Could they be. Around, device not that we know of yet there's there's, probably going, to be an apple watch which is, going to have a bigger screen? That's going to be, announcing, then these other the funds that the have pretty big. Screens are not bigger than than in the past the home button is. Round Yep and that's going away Indeed on these new devices so tell us about the three, new phones that we expect? I know Mark has been reporting extensively, what he knows about the colors features you, know what this means for the new family of iphones us fit in. Main takeaway is, that the iphone ten last year which was a very solid settlement maybe not quite as. Amazing as as was expected. At. This time last year Is, really doubling down on this is going to. Be is, basically going to be Swedish sins at that? Core design and that the price range is going. To, be very wide there's going, to be a really big one. There's probably going to be more expensive than last year's one and, there's, going to be the cheaper one which is going gonna look very similar. So you can have a flashy iphone ten but you're not. Gonna pay as much time you know.

Apple Warren Buffett CNBC Cupertino Buffet Allister Bloomberg editor Core design Mark thousand dollars five minutes
"core design" Discussed on The Changelog

The Changelog

04:00 min | 2 years ago

"core design" Discussed on The Changelog

"So Jason we are on the CF slash landscape, get a report here where some of these images that you've ever earlier are sitting. So we'll if you'd like to look at these images, they are informative and a bit overwhelming. Definitely check in our show notes right there for you, or if you are at your computer to get CCS see NCS landscape and there you have it. There's two, there's a trail map, and then there's the current version of the landscapers while you're talking about which has all of the different icons are the avatars there. And on the on the landscape specifically, we have service mesh discovery. Step five sees me on the road map which is kind of like a step-by-step saying, like how you accomplish this. I don't know what's the end success at the end of the road. Instead five is pick a service mesh discovery or or something like that. And we see on Voight which you mentioned. We see coordinates and Lincoln d is does not. There if you look at the landscape is to you, is there, but there's like sixteen other high cons next service management. So the seems like at least on how fresh these are at the time of creation. These docs steel was kind of one of many options. You're saying that hopefully in your eyes become kind of defacto for this particular section of of the cloud, maybe speak to the fact that it's not instead five yet on this, of course, the cloud native competing foundation stuff. It's not I beam stuff, but just tell us about how it's in there and how it's going to be out these sixteen others. Sure. So so when we help explain the charts may build it so that the trail map and the the big boxes on the landscape chart our the officials projects. All right. So the projects that are kind of managed by cloudy, competing foundation as open source projects, the landscape has kind of everything that's going on in the space. So you see projects, but you also see technologies. Companies that aren't necessarily part of part of. On boy as an independent project is officially project under CF now. So the lift guys amac Hine at lift donated. On boy to CF last year. Forget exactly when the happen, but the last six months. Issues there yet. So he's not currently official project of CCF that's in progress. So that should happen over the coming months. We really wanted to get steel to kind of a one point, oh level, get the core architecture set before we made that step. And so that's happened last couple of weeks. And we've really good about where we are. You know, the journey, two point, oh, kind of as lewd to is a two year journey to bring all these technologies together and it's the kind of core design if you actually looked Evelyn of St.. Oh, there's been some pretty substantial changes in the conceptual model in the eyes of the control plane in kind of how it works over the last year. And so we felt and let's get this thing into spot and then we'll bring CF so it'll come. CCF is an interesting foundation because. Trying to pick winners and losers. So you will often see. Sensually competing technologies live within the umbrella CF. So in in container world, we have both container d. n. rocket. In servicemen space. We have Winker dirty and there's a related protocol conduit, which is really an alternative to steal that exists underneath CNC. That's cool. Like, that's fine. You know, this is a community of people kind of building out the best technologies to solve these problems. And so is steel slot in there in the coming now thought that conduit was folded into Lincoln d. at least version to be true. It's hard to keep track of these things..

CF CCF Jason amac Hine core design Voight Winker official six months two year
"core design" Discussed on WGN Radio

WGN Radio

01:38 min | 3 years ago

"core design" Discussed on WGN Radio

"Tesla a pickup truck they have a car they have an suv tesla ceo elon musk says he wants to make an electric pickup truck he says he said the core design in his mind for years and promises tesla will build the truck possibly in 2019 do you like electric cars you don't ever journal and before but i know that there are a lot of people would absolutely swear but i've driven the toyota prius i love it is it's hard to tell the cars actually running right yes my brother has hybrid in it's interesting because he go to a satellite and everything is debt yeah i mean i've been in hooper's before their electric prius with a your half electric f for have gas and when are in the electric vote in and you get to stop july wait a minute discharges die on us i went to a cup game a guy pick me up an uber in a tesla i go where are you doing picking people up in this car he goes i love this car so much i want to drive it around so i might as well makes a month amazing i go you've smart all right and finally at number six ed the bed vix is back the original location of wells and ontario was demolishing okay everybody was up in arms well they found a new location in st oroville at ohio and st clair okay got that in your mind ohio in st clair isn't that berido joint ran on the corner a think so yeah they have a starbucks over there well at the buttocks could open as early as next year do want order automated okay we want to send you their that has mediocre food in they're gonna yell at you but at least i love the place actually the six at six powered by aware can american whether makers heating and cooling the sixtyminute man it's six sixteen let's take a look at traffic here's rob and sponsored by.

elon musk core design tesla prius hooper st oroville ohio st clair ceo ontario clair sixtyminute
"core design" Discussed on Bloomberg Radio New York

Bloomberg Radio New York

02:12 min | 3 years ago

"core design" Discussed on Bloomberg Radio New York

"The first word news asian energy shares are heading for a threeyear high after an explosion at a libyan pipeline oil is heading for a second yearly advance with saudi arabia saying further gains as we head into 2018 however cmc market says the rise will be short lived and depends on producers commitment to output curbs 'brava growth at china's industrial firms slowed in november on weaker factory inflation profits rose fourteen point nine percent last month from a year earlier compared to eight twenty five percent rise in october robust demand and consistent inflation have helped companies pay off debt and invest for hong kong is set to lose its ranking as the fifth busiest container port in the world see frei fell for a second straight month in november making hong kong the only one of the top five to report weaker traffic who sign is six and bloomberg intelligence expects to cast hong kong in 2018 tesla is planning a pickup truck after the roll out of the bottle why yuan must tweeted that he's had the core design and engineering elements it has my for almost five years and the he's dying to build it must also says the next generation autopilot is in testing and the results are blowing him away global news 24 hours a day powered by more than twenty seven hundred journalists and analysts in more than 120 countries this is bloomberg checking how the markets have been trading in the asiapacific today here's so be covered it thanks there as you pointed out energy shares are faring well in asia today given that boost two crude prices but that's a healthy the indian rupee which is softer for a second session but check out what's happening for the sensex that is extending gains after breaking thirty four thousand points for the first time on tuesday now elsewhere where see little enthusiasm in japanese markets but the coffee that has recovered from earlier losses led higher by healthcare stocks that would do the techheavy ex also looking good shaking off concerns over apple order cuts now the kong dollar that is fairly steady here well how or rates jumped earlier perhaps signalling a liquidity problem and chinese stocks though they're under pressure signing about seven fence of a percent that is the.

saudi arabia china hong kong frei asia bloomberg core design apple eight twenty five percent nine percent 2018 tesla five years threeyear 24 hours
"core design" Discussed on Bloomberg Radio New York

Bloomberg Radio New York

02:00 min | 3 years ago

"core design" Discussed on Bloomberg Radio New York

"The sp 500 called it a little bit higher remember that the santa rally took a little bit of a pause after the story coming out around apple after a taiwanese newspaper reported that the company slashed expectations for first for for 10 sales so sent shockwaves not across elective companies in asia and the asian trading session on monday and tuesday but also across to the us session ultimately leading to the sp 500 closing a few whiskers lowered us dollar index has been remarkably resilient i encourage you to pull out a ten day trading session before the bloomberg dollar index up that's pretty much what it would tell you it would be unchanged despite the tax cut program being passed what does that tell us we'll get into that shortlist taken on the latest business flash headlines kicking off with the story then around apple iphone sales will fall short dragged apple shares down more than two and a half percent to their lowest close since august here's here's the load on suppliers to the tech signed also took ahead analysts have lowered the iphone ten and forecast for the first quarter now they're they're citing lacklustre demand at the end of the holiday shopping season the sheba has confirmed its being sued by ninety seven foreign institutional investors who were seeking damages for it's inappropriate accounting scandal this was filed at the tokyo district court in september with because the damage is put at more than two hundred nineteen million dollars case brings the number of suits filed against japan to thirty four that's worth a combined one point five billion dollars avaaz his planning a pickup truck right after the rollout of them all the why he tweeted that he's at the core design and engineering elements in his life for almost five years and that he's dying to build it must also says next generation of autopilot is undergoing testing and the results are blowing him away that was your bloomberg business flash let's get back then to our conversation with just three trading days remaining in the year at this time to map out what investors can expect for 2018 still with us is hunt security from singapore he's the.

apple asia japan us bloomberg iphone holiday shopping tokyo core design two hundred nineteen million d five billion dollars five years ten day
"core design" Discussed on Diagnostics and Usage

Diagnostics and Usage

02:11 min | 3 years ago

"core design" Discussed on Diagnostics and Usage

"So definitely check it out go to sky tripping dot com and get a fourteen day free trial or just search sky tripping in the iowa as or t v o s app soares and you'll be able at a downloaded we right it will be the first result so definitely give it a shot in thanks to sky tripping for sponsoring diagnostics in usage johnny i've is back after going away and it was really way i w i think he was gone you know like building cars than lightsabres in spaceships right now we can actually come back in lake fix solve the design problems at apple has that their products and there and they're software yes so johnny you know even you know he is title remains chief design officer but you know he stepped away from the you know the quote unquote day to day and he put these two gentlemen i the only one i remember off the top man had his alan die but there was someone else also and he you know the core design team reported that to those two gentlemen and they were they were you know the top of the oregon design while johnny was reich really perfecting apple park you know i i i think i think johnny was excited to kinda step away and do apple park because he's always been a he's always been doing gadgets in computers and stuff like that until i this was like an opportunity for him to really just like it's almost like a breath of fresh air for him where he can mike think outside the box literally so in a circular manner and design you know apple park forget about that steve jobs theater in and of itself um but he's back um i think a lot of people had mixed reactions to this news because it could all either could you know it could just be like whatever status quo there wasn't there wasn't me know much difference but i dunno i have a feeling there was a difference i have a feeling like since johnny wasn't involved in the minute day to day like used to be on i think that there's definitely a potential.

iowa apple officer johnny apple park alan core design oregon reich mike fourteen day