Paradox Interactive's streak of game delays continues with the news its Chinese-Room-developed Vampire: The Masquerade - Bloodlines 2 is now targeting a release in the "first half of 2025", rather than its previously announced "late 2024" window.
In a post on its website, Paradox called the delay a "proactive decision" derived from its commitment earlier this year to deliver "high-quality games" to its players. "Though [Bloodlines 2] is in a good enough place that we could have maintained our
Paradox Interactive's streak of game delays continues with the news its Chinese-Room-developed Vampire: The Masquerade - Bloodlines 2 is now targeting a release in the "first half of 2025", rather than its previously announced "late 2024" window.
In a post on its website, Paradox called the delay a "proactive decision" derived from its commitment earlier this year to deliver "high-quality games" to its players. "Though [Bloodlines 2] is in a good enough place that we could have maintained our planned release window," it wrote, "Paradox and The Chinese Room collaboratively decided to prioritise polish."
Paradox says the delay will "create a quality assurance buffer, giving more time between testing and launch, ensuring we release the game when it's ready." More specifically, The Chinese Room will use the time to expand Bloodlines 2's story, providing twice as many endings as its predecessor, and to "adjust certain areas" such as Fabien - the voice in its protagonist's head.
In MIT.nano’s laboratories, researchers use silicon wafers as the platform to shape transformative technologies such as quantum circuitry, microfluidic devices, or energy-harvesting structures. But these substrates can also serve as a canvas for an artist, as MIT Professor W. Craig Carter demonstrates in the latest One.MIT mosaic.The One.MIT project celebrates the people of MIT by using the tools of MIT.nano to etch their collective names, arranged as a mosaic by Carter, into a silicon wafer jus
In MIT.nano’s laboratories, researchers use silicon wafers as the platform to shape transformative technologies such as quantum circuitry, microfluidic devices, or energy-harvesting structures. But these substrates can also serve as a canvas for an artist, as MIT Professor W. Craig Carter demonstrates in the latest One.MIT mosaic.
The One.MIT project celebrates the people of MIT by using the tools of MIT.nano to etch their collective names, arranged as a mosaic by Carter, into a silicon wafer just 8 inches in diameter. The latest edition of One.MIT — including 339,537 names of students, faculty, staff, and alumni associated with MIT from 1861 to September 2023 — is now on display in the ground-floor galleries at MIT.nano in the Lisa T. Su Building (Building 12).
“A spirit of innovation and a relentless drive to solve big problems have permeated the campus in every decade of our history. This passion for discovery, learning, and invention is the thread connecting MIT’s 21st-century family to our 19th-century beginnings and all the years in between,” says Vladimir Bulović, director of MIT.nano and the Fariborz Maseeh Chair in Emerging Technology. “One.MIT celebrates the MIT ethos and reminds us that no matter when we came to MIT, whatever our roles, we all leave a mark on this remarkable community.”
A team of students, faculty, staff, and alumni inscribed the design on the wafer inside the MIT.nano cleanrooms. Because the names are too small to be seen with the naked eye — they measure only microns high on the wafer — the One.MIT website allows anyone to look up a name and find its location in the mosaic.
Finding inspiration in the archives
The first two One.MIT art pieces, created in 2018 and 2020, were inscribed in silicon wafers 6 inches in diameter, slightly smaller than the latest art piece, which benefited from the newest MIT.nano tools that can fabricate 8-inch wafers. The first designs form well-known, historic MIT images: the Great Dome (2018) and the MIT seal (2020).
Carter, who is the Toyota Professor of Materials Processing and professor of materials science and engineering, created the designs and algorithms for each version of One.MIT. He started a search last summer for inspiration for the 2024 design. “The image needed to be iconic of MIT,” says Carter, “and also work within the constraints of a large-scale mosaic.”
Carter ultimately found the solution within the Institute Archives, in the form of a lithograph used on the cover of a program for the 1916 MIT rededication ceremony that celebrated the Institute’s move from Boston to Cambridge on its 50th anniversary.
Incorporating MIT nerdiness
Carter began by creating a black-and-white image, redrawing the lithograph’s architectural features and character elements. He recreated the kerns (spaces) and the fonts of the letters as algorithmic geometric objects.
The color gradient of the sky behind the dome presented a challenge because only two shades were available. To tackle this issue and impart texture, Carter created a Hilbert curve — a hierarchical, continuous curve made by replacing an element with a combination of four elements. Each of these four elements are replaced by another four elements, and so on. The resulting object is like a fractal — the curve changes shape as it goes from top to bottom, with 90-degree turns throughout.
“This was an opportunity to add a fun and ‘nerdy’ element — fitting for MIT,” says Carter.
To achieve both the gradient and the round wafer shape, Carter morphed the square Hilbert curve (consisting of 90-degree angles) into a disk shape using Schwarz-Christoffel mapping, a type of conformal mapping that can be used to solve problems in many different domains.
“Conformal maps are lovely convergences of physics and engineering with mathematics and geometry,” says Carter.
Because the conformal mapping is smooth and also preserves the angles, the square’s corners produce four singular points on the circle where the Hilbert curve’s line segments shrink to a point. The location of the four points in the upper part of the circle “squeezes” the curve and creates the gradient (and the texture of the illustration) — dense-to-sparse from top-to-bottom.
The final mosaic is made up of 6,476,403 characters, and Carter needed to use font and kern types that would fill as much of the wafer’s surface as possible without having names break up and wrap around to the next line. Carter’s algorithm alleviated this problem, at least somewhat, by searching for names that slotted into remaining spaces at the end of each row. The algorithm also performed an optimization over many different choices for the random order of the names.
Finding — and wrangling — hundreds of thousands of names
In addition to the art and algorithms, the foundation of One.MIT is the extensive collection of names spanning more than 160 years of MIT. The names reflect students, alumni, faculty, and staff — the wide variety of individuals who have always formed the MIT community.
Annie Wang, research scientist and special projects coordinator for MIT.nano, again played an instrumental role in collecting the names for the project, just as she had for the 2018 and 2020 versions. Despite her experience, collating the names to construct the newest edition still presented several challenges, given the variety of input sources to the dataset and the need to format names in a consistent manner.
“Both databases and OCR-scanned text can be messy,” says Wang, referring to the electronic databases and old paper directories from which names were sourced. “And cleaning them up is a lot of work.”
Many names were listed in multiple places, sometimes spelled or formatted differently across sources. There were very short first and last names, very long first and last names — and also a portion of names in which more than one person had nearly identical names. And some groups are simply hard to find in the records. “One thing I wish we had,” comments Wang, “is a list of long-term volunteers at MIT who contribute so much but aren’t reflected in the main directories.”
Once the design was completed, Carter and Wang handed off a CAD file to Jorg Scholvin, associate director of fabrication at MIT.nano. Scholvin assembled a team that reflected One.MIT — students, faculty, staff, and alumni — and worked with them to fabricate the wafer inside MIT.nano’s cleanroom. The fab team included Carter; undergraduate students Akorfa Dagadu, Sean Luk, Emilia K. Szczepaniak, Amber Velez, and twin brothers Juan Antonio Luera and Juan Angel Luera; MIT Sloan School of Management EMBA student Patricia LaBorda; staff member Kevin Verrier of MIT Facilities; and alumnae Madeline Hickman '11 and Eboney Hearn '01, who is also the executive director of MIT Introduction to Technology, Engineering and Science (MITES).
This Supermarket Together TV guide will explain everything we know so far about the TVs in the game. Like a few other mechanics this has gone largely unexplained and caused some confusion among players. upermarket Together is a free-to-play title that has been a major hit over on Steam with thousands of players leaving positive reviews since its release in August.
Read More: Supermarket Together Sell Items Guide
Note: The content in this article is accurate as of the time of writing and does not
This Supermarket Together TV guide will explain everything we know so far about the TVs in the game. Like a few other mechanics this has gone largely unexplained and caused some confusion among players. upermarket Together is a free-to-play title that has been a major hit over on Steam with thousands of players leaving positive reviews since its release in August.
Note: The content in this article is accurate as of the time of writing and does not account for any future updates to the game
Supermarket Together TV Explained
One of the many things you can buy in Supermarket Together for your store is a television. When you stock and place it it’s clear that you can interact with the TV, but so far nobody has been able to make something happen.
As of now, that’s because the necessary features haven’t been added, making the TVs purely decorational for the time being. There is a plan from the developers to discuss the TVs functionality soon but as of this writing the game doesn’t allow the player to fully engage with the televisions.
That is all for this Supermarket Together TV guide. Did we omit anything? Is there any other Supermarket Together content you’d like to see? Be sure to chime in and let us know. There’s a few different mechanics in Supermarket Together that we could dig into if there’s interest so please do let us know what you’d like to see explained about the game.
Check out the rest of our tips & guides to find our other builds and tips/walkthroughs/explainers for games across all genres including NBA 2K, MLB: The Show, Smalland: Survive the Wilds, Football Manager, Steam indie hits, free-to-play titles and a lot more.
Stay tuned to Last Word on Gaming for all the latest gaming news and reviews You can always count on LWOG to be on top of the major news in the gaming world, as well as to provide you with analysis, previews, videos, interviews, and editorials on the world of video games
Announced at this year's Geoffcom, RoadCraft is a new game courtesy of the vehicular bods behind MudRunner and SnowRunner. This means it's very much a simulation game where you're fighting terrain with tyres, except this time you aren't just driving about, but managing a fleet of machines to carry out heavy construction work. Think a mixture of logistics, cars, cranes, and paving some lovely new roads from a once dilapidated junk heap.
Read more
Announced at this year's Geoffcom, RoadCraft is a new game courtesy of the vehicular bods behind MudRunner and SnowRunner. This means it's very much a simulation game where you're fighting terrain with tyres, except this time you aren't just driving about, but managing a fleet of machines to carry out heavy construction work. Think a mixture of logistics, cars, cranes, and paving some lovely new roads from a once dilapidated junk heap.
I am forever looking for a game to replace Transport Tycoon (or OpenTTD) in my affections. I know there are several railway management sims kicking around Steam, but I haven't found the one that does it for me yet. Could it be Railroad Corporation 2? It's a train tycoon game in which you lay tracks through the early 20th century, and it's launching in Early Access on September 9th.
Read more
I am forever looking for a game to replace Transport Tycoon (or OpenTTD) in my affections. I know there are several railway management sims kicking around Steam, but I haven't found the one that does it for me yet. Could it be Railroad Corporation 2? It's a train tycoon game in which you lay tracks through the early 20th century, and it's launching in Early Access on September 9th.
It’s an oddly Halloweeny summer week for games, this one. Dragon Age: The Veilguard’s October 31st release date leaked earlier, Steam have put together a Summer Fright Night bundle featuring RPS fave Hauntii, and I’ve got a strange urge to gorge on Haribo and mini Double Deckers until blood comes out of my eyeballs. What a perfect time, then, to dive into the alpha demo for vampire management game Blood Bar Tycoon, especially since Two Point seem to be resting on their laurels a bit too comfort
The idea here is you build a swanky bar serving claret cosmopolitans, ichor-ish coffees and uh, viscera vampiros to your undead clientele. But (with the sorta exception of the crimson-sapped Dracaena cinnabari) blood doesn’t grow on trees, so you’ll also be moonlighting as a human-nabber. You’ll research a slew of “whacky contraptions” to extract their blood, which I greatly enjoy, because “zany exsanguination” is a real winner of a feature. You can’t frivolously phlebotomise with impunity, however - you’ll also want to be on the lookout for vampire hunters aka the fun police.
The Bullfroggy connected universe that is Two Point County continues to expand with the announcement of Two Point Museum, another irreverent management sim from developers Two Point Studios. This one’s about museums, would you believe, with exhibition themes including the world of prehistory. Find a trailer propped below this paragraph like a freshly brushed-down Tugowaurus skeleton.
Read more
The Bullfroggy connected universe that is Two Point County continues to expand with the announcement of Two Point Museum, another irreverent management sim from developers Two Point Studios. This one’s about museums, would you believe, with exhibition themes including the world of prehistory. Find a trailer propped below this paragraph like a freshly brushed-down Tugowaurus skeleton.
Announced at this year's Geoffcom, RoadCraft is a new game courtesy of the vehicular bods behind MudRunner and SnowRunner. This means it's very much a simulation game where you're fighting terrain with tyres, except this time you aren't just driving about, but managing a fleet of machines to carry out heavy construction work. Think a mixture of logistics, cars, cranes, and paving some lovely new roads from a once dilapidated junk heap.
Read more
Announced at this year's Geoffcom, RoadCraft is a new game courtesy of the vehicular bods behind MudRunner and SnowRunner. This means it's very much a simulation game where you're fighting terrain with tyres, except this time you aren't just driving about, but managing a fleet of machines to carry out heavy construction work. Think a mixture of logistics, cars, cranes, and paving some lovely new roads from a once dilapidated junk heap.
I am forever looking for a game to replace Transport Tycoon (or OpenTTD) in my affections. I know there are several railway management sims kicking around Steam, but I haven't found the one that does it for me yet. Could it be Railroad Corporation 2? It's a train tycoon game in which you lay tracks through the early 20th century, and it's launching in Early Access on September 9th.
Read more
I am forever looking for a game to replace Transport Tycoon (or OpenTTD) in my affections. I know there are several railway management sims kicking around Steam, but I haven't found the one that does it for me yet. Could it be Railroad Corporation 2? It's a train tycoon game in which you lay tracks through the early 20th century, and it's launching in Early Access on September 9th.
It’s an oddly Halloweeny summer week for games, this one. Dragon Age: The Veilguard’s October 31st release date leaked earlier, Steam have put together a Summer Fright Night bundle featuring RPS fave Hauntii, and I’ve got a strange urge to gorge on Haribo and mini Double Deckers until blood comes out of my eyeballs. What a perfect time, then, to dive into the alpha demo for vampire management game Blood Bar Tycoon, especially since Two Point seem to be resting on their laurels a bit too comfort
The idea here is you build a swanky bar serving claret cosmopolitans, ichor-ish coffees and uh, viscera vampiros to your undead clientele. But (with the sorta exception of the crimson-sapped Dracaena cinnabari) blood doesn’t grow on trees, so you’ll also be moonlighting as a human-nabber. You’ll research a slew of “whacky contraptions” to extract their blood, which I greatly enjoy, because “zany exsanguination” is a real winner of a feature. You can’t frivolously phlebotomise with impunity, however - you’ll also want to be on the lookout for vampire hunters aka the fun police.
The Bullfroggy connected universe that is Two Point County continues to expand with the announcement of Two Point Museum, another irreverent management sim from developers Two Point Studios. This one’s about museums, would you believe, with exhibition themes including the world of prehistory. Find a trailer propped below this paragraph like a freshly brushed-down Tugowaurus skeleton.
Read more
The Bullfroggy connected universe that is Two Point County continues to expand with the announcement of Two Point Museum, another irreverent management sim from developers Two Point Studios. This one’s about museums, would you believe, with exhibition themes including the world of prehistory. Find a trailer propped below this paragraph like a freshly brushed-down Tugowaurus skeleton.
At some point every proud ruler must ask themselves the question: what should I do with all this stupid, tiresome civilisation I've built? Do I let it spin on forever, a gleaming machine of prosperity bathed in an eternal twilight, or do I, as the case may be, unleash a horde of voluptuous hellwomen to gather spirit energy for the resurrection of my tragically slain beloved? If you picked option B you should probably play My Lovely Empress, a plush empire management sim with a dastardly twist,
At some point every proud ruler must ask themselves the question: what should I do with all this stupid, tiresome civilisation I've built? Do I let it spin on forever, a gleaming machine of prosperity bathed in an eternal twilight, or do I, as the case may be, unleash a horde of voluptuous hellwomen to gather spirit energy for the resurrection of my tragically slain beloved? If you picked option B you should probably play My Lovely Empress, a plush empire management sim with a dastardly twist, from Indonesian team GameChanger Studio. Find a trailer below.
Many factors are driving system-on-chip (SoC) developers to adopt multi-die technology, in which multiple dies are stacked in a three-dimensional (3D) configuration. Multi-die systems may make power and thermal issues more complex, and they have required major innovations in electronic design automation (EDA) implementation and test tools. These challenges are more than offset by the advantages of over traditional 2D designs, including:
Reducing overall area
Achieving much higher pin densities
Many factors are driving system-on-chip (SoC) developers to adopt multi-die technology, in which multiple dies are stacked in a three-dimensional (3D) configuration. Multi-die systems may make power and thermal issues more complex, and they have required major innovations in electronic design automation (EDA) implementation and test tools. These challenges are more than offset by the advantages of over traditional 2D designs, including:
Reducing overall area
Achieving much higher pin densities
Reusing existing proven dies
Mixing heterogeneous die technologies
Quickly creating derivative designs for new applications
One of the most common uses of multi-die design is the interconnection of memory stacks and processors such as CPUs and GPUs. High Bandwidth Memory (HBM) is a standard interface specifically for 3D-stacked DRAM dies. It was defined by the JEDEC Solid State Technology Association in 2013, followed by HBM2 in 2016 and HBM3 in 2022. Many multi-die projects have used this standard for caches in advanced CPUs and other system-on-chip (SoC) designs used in high-end applications such as data centers, high-performance computing (HPC), and artificial intelligence (AI) processing.
Fig. 1: Example of a current HBM-based SoC.
JEDEC recently announced that it is nearing completion of HBM4 and published preliminary specifications. HBM4 has been developed to enhance data processing rates while maintaining higher bandwidth, lower power consumption, and increased capacity per die/stack. The initial agreement calls for speed bins up to 6.4 Gbps, although this will increase as memory vendors develop new chips and refine the technology. This speed will benefit applications that require efficient handling of large datasets and complex calculations.
HBM4 is introducing a doubled channel count per stack over HBM3. The new version of the standard features a 2048-bit memory interface, as compared to 1024 bits in previous versions, as shown in figure 1. This intent is to double the number of bits without increasing the footprint of HBM memory stacks, thus doubling the interconnection density as well.
Different memory configurations will require various interposers to accommodate the differing footprints. HBM4 will specify 24 Gb and 32 Gb layers, with options for supporting 4-high, 8-high, 12-high and 16-high TSV stacks. As an example configuration, a 16-high based on 32 Gb layers will offer a capacity of 64 GB, which means that a processor with four memory modules can support 256 GB of memory with a peak bandwidth of 6.56 TB/s using an 8,192-bit interface.
The move from HBM3 to HBM4 will require further evolution in multi-die support across a wide range of EDA tools. The 2048-bit memory interface requires a significant increase in the number of through-silicon vias (TSVs) routed through a memory stack. This will mean shrinking the external bump pitch as the total number of micro bumps increases significantly. In addition, support for 16-high TSV stacks brings new complexity in wiring up an even larger number of DRAM dies without defects.
Test challenges are likely to be a dominant part of the transition. Any signal integrity issues after assembly and multi-die packaging become more difficult to diagnose and debug since probing is not feasible. Further, some defects may marginally pass production/manufacturing test but subsequently fail in the field. Thus, test of the future HBM4-based subsystem needs to be accomplished not just at production test but also in-system to account for aging-related defects.
Being able to monitor real-time data during mission mode operation in the field is greatly preferable to having to take the system offline for unplanned service. This “predictive maintenance” allows the end user to be proactive rather than reactive. HBM provides capabilities for in-system repair, for example swapping out a bad lane. Even if a defect requires physical hardware repair, detecting it before system failure enables scheduled maintenance rather than unplanned downtime.
As shown in figure 1, HBM systems typically have a base die that includes an HBM controller, a basic/fixed test engine provided by the DRAM vendor, and Direct Access (DA) ports. The new industry trend is for the base die to be manufactured on a standard logic process rather than the DRAM process. The SoC designer should include in the base die a flexible built-in self-test (BIST) engine that allows different algorithms to be used to trade off high coverage versus test time depending on the scenario.
This engine must be programmable to handle different latencies, address ranges, and timing of test operations that vary across DRAM vendors. It may also need to support post-package repair (PPR) for HBM DRAM to delay any “truck roll-out” for in-field service. The diagnostics performed by the BIST engine must be precise, showing the failing bank, row address, column address, etc. if there is a defect detected in the DRAM stack. Figure 2 shows an example.
Fig. 2: Example fault diagnosis for HBM stack.
As an industry leader in multi-die EDA and IP solutions, Synopsys provides all the technology needed for HBM manufacturing yield optimization and in-field silicon health monitoring. Signal Integrity Monitors (SIMs) are embedded in physical layer (PHY) IP blocks for on-demand signal quality measurement for interconnects. This allows users to create 1D eye diagrams for interconnect signals during both production test and in-field operation. SIMs measure timing margins, enable HBM lane test/repair, and mitigate against silent data corruption (SDC), part of an effective silicon lifecycle management (SLM) solution.
Synopsys SMS ext-RAM is a programmable and synthesizable engine that performs test, repair, and diagnostics for memory systems, including HBM. SMS ext-RAM ensures high test coverage and supports power-on self-test (POST) with the flexibility to run custom memory algorithms in-field. As shown in figure 2, it detects a wide range of defects in memory dies, including stuck-at faults, read destructive faults, write destructive faults, deceptive read destructive faults, and row hammering.
A real world case study of a project using HBM with the Synopsys solutions is available. These solutions are scaling to support the emerging HBM4 standard, ensuring continued success.
With highly competitive time-to-market and time-to-volume windows, IC suppliers need to be able to release new product to production (NPI) in a timely manner with competitive manufacturing metrics. Manufacturing yield, test time and quality are important metrics in NPI to Manufacturing safe launch. A powerful yield management system is crucial to achieve the goal metrics. In this paper, recommended yield management system selection criteria, data integration methodology and innovative ways of us
With highly competitive time-to-market and time-to-volume windows, IC suppliers need to be able to release new product to production (NPI) in a timely manner with competitive manufacturing metrics. Manufacturing yield, test time and quality are important metrics in NPI to Manufacturing safe launch. A powerful yield management system is crucial to achieve the goal metrics. In this paper, recommended yield management system selection criteria, data integration methodology and innovative ways of using selected yield management system to benefit safe launch efficiency are introduced. Three examples of using cloud yield tool to expedite yield learning, test time reduction (TTR) and quality enhancement are presented.
Prison Architect 2 has been indefinitely delayed so publisher Paradox can improve its performance and content.
The game was expected to release on 3rd September, but has now been delayed for the third time this year.
The news was shared in a statement from Paradox, explaining the team "need more time to improve both the game's performance and its content" as internal reviews and beta test groups highlight these require more work.
Read more
Prison Architect 2 has been indefinitely delayed so publisher Paradox can improve its performance and content.
The game was expected to release on 3rd September, but has now been delayed for the third time this year.
The news was shared in a statement from Paradox, explaining the team "need more time to improve both the game's performance and its content" as internal reviews and beta test groups highlight these require more work.
With Planet Coaster 2's big reveal out the way, Frontier Developments is ready to start talking specifics - and it's now done just that in the first in a series of developer deep dives, showcasing some of the sequel's new features in 15 minutes of first gameplay.
The big new thing in Planet Coaster 2 is , of course, water - or rather water parks, with the likes of pools, lazy rivers, and flumes. Frontier's deep dive offered a quick walk through the basics here, noting its sparkly new pools ca
With Planet Coaster 2's big reveal out the way, Frontier Developments is ready to start talking specifics - and it's now done just that in the first in a series of developer deep dives, showcasing some of the sequel's new features in 15 minutes of first gameplay.
The big new thing in Planet Coaster 2 is , of course, water - or rather water parks, with the likes of pools, lazy rivers, and flumes. Frontier's deep dive offered a quick walk through the basics here, noting its sparkly new pools can be carved into the earth using geometric or custom shapes, while body flumes - just like rollercoasters - can be constructed piece-by-piece. Expect to see the likes of plughole, sphere, vertical, and boomerang flume pieces, even a six-person raft flume ride, adding variety to the basic flume styles.
Flumes, like any other ride, can be ridden in first-person, and also have their own excitement, nausea, and fear levels that'll determine whether guests want to ride them. Also like other rides, they'll work with Planet Coaster 2's suite of new customisation options, with players able to assign them colours, pre-defined patterns, and more.
In MIT.nano’s laboratories, researchers use silicon wafers as the platform to shape transformative technologies such as quantum circuitry, microfluidic devices, or energy-harvesting structures. But these substrates can also serve as a canvas for an artist, as MIT Professor W. Craig Carter demonstrates in the latest One.MIT mosaic.The One.MIT project celebrates the people of MIT by using the tools of MIT.nano to etch their collective names, arranged as a mosaic by Carter, into a silicon wafer jus
In MIT.nano’s laboratories, researchers use silicon wafers as the platform to shape transformative technologies such as quantum circuitry, microfluidic devices, or energy-harvesting structures. But these substrates can also serve as a canvas for an artist, as MIT Professor W. Craig Carter demonstrates in the latest One.MIT mosaic.
The One.MIT project celebrates the people of MIT by using the tools of MIT.nano to etch their collective names, arranged as a mosaic by Carter, into a silicon wafer just 8 inches in diameter. The latest edition of One.MIT — including 339,537 names of students, faculty, staff, and alumni associated with MIT from 1861 to September 2023 — is now on display in the ground-floor galleries at MIT.nano in the Lisa T. Su Building (Building 12).
“A spirit of innovation and a relentless drive to solve big problems have permeated the campus in every decade of our history. This passion for discovery, learning, and invention is the thread connecting MIT’s 21st-century family to our 19th-century beginnings and all the years in between,” says Vladimir Bulović, director of MIT.nano and the Fariborz Maseeh Chair in Emerging Technology. “One.MIT celebrates the MIT ethos and reminds us that no matter when we came to MIT, whatever our roles, we all leave a mark on this remarkable community.”
A team of students, faculty, staff, and alumni inscribed the design on the wafer inside the MIT.nano cleanrooms. Because the names are too small to be seen with the naked eye — they measure only microns high on the wafer — the One.MIT website allows anyone to look up a name and find its location in the mosaic.
Finding inspiration in the archives
The first two One.MIT art pieces, created in 2018 and 2020, were inscribed in silicon wafers 6 inches in diameter, slightly smaller than the latest art piece, which benefited from the newest MIT.nano tools that can fabricate 8-inch wafers. The first designs form well-known, historic MIT images: the Great Dome (2018) and the MIT seal (2020).
Carter, who is the Toyota Professor of Materials Processing and professor of materials science and engineering, created the designs and algorithms for each version of One.MIT. He started a search last summer for inspiration for the 2024 design. “The image needed to be iconic of MIT,” says Carter, “and also work within the constraints of a large-scale mosaic.”
Carter ultimately found the solution within the Institute Archives, in the form of a lithograph used on the cover of a program for the 1916 MIT rededication ceremony that celebrated the Institute’s move from Boston to Cambridge on its 50th anniversary.
Incorporating MIT nerdiness
Carter began by creating a black-and-white image, redrawing the lithograph’s architectural features and character elements. He recreated the kerns (spaces) and the fonts of the letters as algorithmic geometric objects.
The color gradient of the sky behind the dome presented a challenge because only two shades were available. To tackle this issue and impart texture, Carter created a Hilbert curve — a hierarchical, continuous curve made by replacing an element with a combination of four elements. Each of these four elements are replaced by another four elements, and so on. The resulting object is like a fractal — the curve changes shape as it goes from top to bottom, with 90-degree turns throughout.
“This was an opportunity to add a fun and ‘nerdy’ element — fitting for MIT,” says Carter.
To achieve both the gradient and the round wafer shape, Carter morphed the square Hilbert curve (consisting of 90-degree angles) into a disk shape using Schwarz-Christoffel mapping, a type of conformal mapping that can be used to solve problems in many different domains.
“Conformal maps are lovely convergences of physics and engineering with mathematics and geometry,” says Carter.
Because the conformal mapping is smooth and also preserves the angles, the square’s corners produce four singular points on the circle where the Hilbert curve’s line segments shrink to a point. The location of the four points in the upper part of the circle “squeezes” the curve and creates the gradient (and the texture of the illustration) — dense-to-sparse from top-to-bottom.
The final mosaic is made up of 6,476,403 characters, and Carter needed to use font and kern types that would fill as much of the wafer’s surface as possible without having names break up and wrap around to the next line. Carter’s algorithm alleviated this problem, at least somewhat, by searching for names that slotted into remaining spaces at the end of each row. The algorithm also performed an optimization over many different choices for the random order of the names.
Finding — and wrangling — hundreds of thousands of names
In addition to the art and algorithms, the foundation of One.MIT is the extensive collection of names spanning more than 160 years of MIT. The names reflect students, alumni, faculty, and staff — the wide variety of individuals who have always formed the MIT community.
Annie Wang, research scientist and special projects coordinator for MIT.nano, again played an instrumental role in collecting the names for the project, just as she had for the 2018 and 2020 versions. Despite her experience, collating the names to construct the newest edition still presented several challenges, given the variety of input sources to the dataset and the need to format names in a consistent manner.
“Both databases and OCR-scanned text can be messy,” says Wang, referring to the electronic databases and old paper directories from which names were sourced. “And cleaning them up is a lot of work.”
Many names were listed in multiple places, sometimes spelled or formatted differently across sources. There were very short first and last names, very long first and last names — and also a portion of names in which more than one person had nearly identical names. And some groups are simply hard to find in the records. “One thing I wish we had,” comments Wang, “is a list of long-term volunteers at MIT who contribute so much but aren’t reflected in the main directories.”
Once the design was completed, Carter and Wang handed off a CAD file to Jorg Scholvin, associate director of fabrication at MIT.nano. Scholvin assembled a team that reflected One.MIT — students, faculty, staff, and alumni — and worked with them to fabricate the wafer inside MIT.nano’s cleanroom. The fab team included Carter; undergraduate students Akorfa Dagadu, Sean Luk, Emilia K. Szczepaniak, Amber Velez, and twin brothers Juan Antonio Luera and Juan Angel Luera; MIT Sloan School of Management EMBA student Patricia LaBorda; staff member Kevin Verrier of MIT Facilities; and alumnae Madeline Hickman '11 and Eboney Hearn '01, who is also the executive director of MIT Introduction to Technology, Engineering and Science (MITES).
One of the neat things about Norland's fantasy medievalism is that specialist knowledge is tied to characters. So if there's only one person in your village who knows how to brew tastier beer, and they die after being freakishly savaged by a passing wolf (it happens), suddenly your village will have no artisanal lager master. The results may be devastating. Luckily, you can share knowledge in a number of ways - by copying books, or having "wise conversations". The exception to this is child ch
One of the neat things about Norland's fantasy medievalism is that specialist knowledge is tied to characters. So if there's only one person in your village who knows how to brew tastier beer, and they die after being freakishly savaged by a passing wolf (it happens), suddenly your village will have no artisanal lager master. The results may be devastating. Luckily, you can share knowledge in a number of ways - by copying books, or having "wise conversations". The exception to this is child characters, whose pea-sized brains can't learn specialist knowledge, only soaking up basic attributes like "manners" from the teachers you assign to them. Well, until now. The developers for the Rimworld-meets-Crusader Kings catastrophe simulator have made kids a little smarter. They'll now learn more important things from their adult teachers.
One of the neat things about Norland's fantasy medievalism is that specialist knowledge is tied to characters. So if there's only one person in your village who knows how to brew tastier beer, and they die after being freakishly savaged by a passing wolf (it happens), suddenly your village will have no artisanal lager master. The results may be devastating. Luckily, you can share knowledge in a number of ways - by copying books, or having "wise conversations". The exception to this is child ch
One of the neat things about Norland's fantasy medievalism is that specialist knowledge is tied to characters. So if there's only one person in your village who knows how to brew tastier beer, and they die after being freakishly savaged by a passing wolf (it happens), suddenly your village will have no artisanal lager master. The results may be devastating. Luckily, you can share knowledge in a number of ways - by copying books, or having "wise conversations". The exception to this is child characters, whose pea-sized brains can't learn specialist knowledge, only soaking up basic attributes like "manners" from the teachers you assign to them. Well, until now. The developers for the Rimworld-meets-Crusader Kings catastrophe simulator have made kids a little smarter. They'll now learn more important things from their adult teachers.
Prison Architect 2 has been indefinitely delayed so publisher Paradox can improve its performance and content.
The game was expected to release on 3rd September, but has now been delayed for the third time this year.
The news was shared in a statement from Paradox, explaining the team "need more time to improve both the game's performance and its content" as internal reviews and beta test groups highlight these require more work.
Read more
Prison Architect 2 has been indefinitely delayed so publisher Paradox can improve its performance and content.
The game was expected to release on 3rd September, but has now been delayed for the third time this year.
The news was shared in a statement from Paradox, explaining the team "need more time to improve both the game's performance and its content" as internal reviews and beta test groups highlight these require more work.
With Planet Coaster 2's big reveal out the way, Frontier Developments is ready to start talking specifics - and it's now done just that in the first in a series of developer deep dives, showcasing some of the sequel's new features in 15 minutes of first gameplay.
The big new thing in Planet Coaster 2 is , of course, water - or rather water parks, with the likes of pools, lazy rivers, and flumes. Frontier's deep dive offered a quick walk through the basics here, noting its sparkly new pools ca
With Planet Coaster 2's big reveal out the way, Frontier Developments is ready to start talking specifics - and it's now done just that in the first in a series of developer deep dives, showcasing some of the sequel's new features in 15 minutes of first gameplay.
The big new thing in Planet Coaster 2 is , of course, water - or rather water parks, with the likes of pools, lazy rivers, and flumes. Frontier's deep dive offered a quick walk through the basics here, noting its sparkly new pools can be carved into the earth using geometric or custom shapes, while body flumes - just like rollercoasters - can be constructed piece-by-piece. Expect to see the likes of plughole, sphere, vertical, and boomerang flume pieces, even a six-person raft flume ride, adding variety to the basic flume styles.
Flumes, like any other ride, can be ridden in first-person, and also have their own excitement, nausea, and fear levels that'll determine whether guests want to ride them. Also like other rides, they'll work with Planet Coaster 2's suite of new customisation options, with players able to assign them colours, pre-defined patterns, and more.
The Garden Path begins with a message asking you to be careful when foraging plants in the real world and, as someone who spent their teenage years living in the middle of nowhere, trust me when I say this is good advice. (Sometimes you have to make your own fun, but eating too much marsh samphire can churn your stomach.) It's also fitting advice from a game where foraging plays a major role in cultivating your garden. You'll venture out into the storybook-styled wildness, snipping plant cuttin
The Garden Path begins with a message asking you to be careful when foraging plants in the real world and, as someone who spent their teenage years living in the middle of nowhere, trust me when I say this is good advice. (Sometimes you have to make your own fun, but eating too much marsh samphire can churn your stomach.) It's also fitting advice from a game where foraging plays a major role in cultivating your garden. You'll venture out into the storybook-styled wildness, snipping plant cuttings or collecting flower buds, before finding the right place to plant your seedlings and watch them grow.
Though, even with this knowledge in mind, the first hours of The Garden Path do feel a little directionless. Sure a tutorial will pop up occasionally and there's a hint about a mysterious note, but neither provide much overall guidance; the tutorial only appears when you encounter a relevant mechanic and the note being, well, a mystery. Due to this, I felt more like I was lost in the woods rather than exploring them when I first arrived in the garden, so I decided to craft my own path. In my inventory lay a pair of broken secateurs and on my map sat three question marks, making my quest one of investigating these three locations to see if any held the answer to fixing my tool.
It didn't take long to reach my first location where I met Augustus - a bear who happens to be a park ranger, which is odd considering I always thought bears like to eat those. Maybe Augustus is a vegetarian. Thankfully, it was a good thing I ran into Augustus because he had the other half of my secateurs and, for the price of some bracken sprigs, he helpfully fixed them! From there I ventured further into the garden where I met Larto, a buffalo who taught me how to fish, and Thom (strong Tom Bombadil vibes here) who sells seeds.
In MIT.nano’s laboratories, researchers use silicon wafers as the platform to shape transformative technologies such as quantum circuitry, microfluidic devices, or energy-harvesting structures. But these substrates can also serve as a canvas for an artist, as MIT Professor W. Craig Carter demonstrates in the latest One.MIT mosaic.The One.MIT project celebrates the people of MIT by using the tools of MIT.nano to etch their collective names, arranged as a mosaic by Carter, into a silicon wafer jus
In MIT.nano’s laboratories, researchers use silicon wafers as the platform to shape transformative technologies such as quantum circuitry, microfluidic devices, or energy-harvesting structures. But these substrates can also serve as a canvas for an artist, as MIT Professor W. Craig Carter demonstrates in the latest One.MIT mosaic.
The One.MIT project celebrates the people of MIT by using the tools of MIT.nano to etch their collective names, arranged as a mosaic by Carter, into a silicon wafer just 8 inches in diameter. The latest edition of One.MIT — including 339,537 names of students, faculty, staff, and alumni associated with MIT from 1861 to September 2023 — is now on display in the ground-floor galleries at MIT.nano in the Lisa T. Su Building (Building 12).
“A spirit of innovation and a relentless drive to solve big problems have permeated the campus in every decade of our history. This passion for discovery, learning, and invention is the thread connecting MIT’s 21st-century family to our 19th-century beginnings and all the years in between,” says Vladimir Bulović, director of MIT.nano and the Fariborz Maseeh Chair in Emerging Technology. “One.MIT celebrates the MIT ethos and reminds us that no matter when we came to MIT, whatever our roles, we all leave a mark on this remarkable community.”
A team of students, faculty, staff, and alumni inscribed the design on the wafer inside the MIT.nano cleanrooms. Because the names are too small to be seen with the naked eye — they measure only microns high on the wafer — the One.MIT website allows anyone to look up a name and find its location in the mosaic.
Finding inspiration in the archives
The first two One.MIT art pieces, created in 2018 and 2020, were inscribed in silicon wafers 6 inches in diameter, slightly smaller than the latest art piece, which benefited from the newest MIT.nano tools that can fabricate 8-inch wafers. The first designs form well-known, historic MIT images: the Great Dome (2018) and the MIT seal (2020).
Carter, who is the Toyota Professor of Materials Processing and professor of materials science and engineering, created the designs and algorithms for each version of One.MIT. He started a search last summer for inspiration for the 2024 design. “The image needed to be iconic of MIT,” says Carter, “and also work within the constraints of a large-scale mosaic.”
Carter ultimately found the solution within the Institute Archives, in the form of a lithograph used on the cover of a program for the 1916 MIT rededication ceremony that celebrated the Institute’s move from Boston to Cambridge on its 50th anniversary.
Incorporating MIT nerdiness
Carter began by creating a black-and-white image, redrawing the lithograph’s architectural features and character elements. He recreated the kerns (spaces) and the fonts of the letters as algorithmic geometric objects.
The color gradient of the sky behind the dome presented a challenge because only two shades were available. To tackle this issue and impart texture, Carter created a Hilbert curve — a hierarchical, continuous curve made by replacing an element with a combination of four elements. Each of these four elements are replaced by another four elements, and so on. The resulting object is like a fractal — the curve changes shape as it goes from top to bottom, with 90-degree turns throughout.
“This was an opportunity to add a fun and ‘nerdy’ element — fitting for MIT,” says Carter.
To achieve both the gradient and the round wafer shape, Carter morphed the square Hilbert curve (consisting of 90-degree angles) into a disk shape using Schwarz-Christoffel mapping, a type of conformal mapping that can be used to solve problems in many different domains.
“Conformal maps are lovely convergences of physics and engineering with mathematics and geometry,” says Carter.
Because the conformal mapping is smooth and also preserves the angles, the square’s corners produce four singular points on the circle where the Hilbert curve’s line segments shrink to a point. The location of the four points in the upper part of the circle “squeezes” the curve and creates the gradient (and the texture of the illustration) — dense-to-sparse from top-to-bottom.
The final mosaic is made up of 6,476,403 characters, and Carter needed to use font and kern types that would fill as much of the wafer’s surface as possible without having names break up and wrap around to the next line. Carter’s algorithm alleviated this problem, at least somewhat, by searching for names that slotted into remaining spaces at the end of each row. The algorithm also performed an optimization over many different choices for the random order of the names.
Finding — and wrangling — hundreds of thousands of names
In addition to the art and algorithms, the foundation of One.MIT is the extensive collection of names spanning more than 160 years of MIT. The names reflect students, alumni, faculty, and staff — the wide variety of individuals who have always formed the MIT community.
Annie Wang, research scientist and special projects coordinator for MIT.nano, again played an instrumental role in collecting the names for the project, just as she had for the 2018 and 2020 versions. Despite her experience, collating the names to construct the newest edition still presented several challenges, given the variety of input sources to the dataset and the need to format names in a consistent manner.
“Both databases and OCR-scanned text can be messy,” says Wang, referring to the electronic databases and old paper directories from which names were sourced. “And cleaning them up is a lot of work.”
Many names were listed in multiple places, sometimes spelled or formatted differently across sources. There were very short first and last names, very long first and last names — and also a portion of names in which more than one person had nearly identical names. And some groups are simply hard to find in the records. “One thing I wish we had,” comments Wang, “is a list of long-term volunteers at MIT who contribute so much but aren’t reflected in the main directories.”
Once the design was completed, Carter and Wang handed off a CAD file to Jorg Scholvin, associate director of fabrication at MIT.nano. Scholvin assembled a team that reflected One.MIT — students, faculty, staff, and alumni — and worked with them to fabricate the wafer inside MIT.nano’s cleanroom. The fab team included Carter; undergraduate students Akorfa Dagadu, Sean Luk, Emilia K. Szczepaniak, Amber Velez, and twin brothers Juan Antonio Luera and Juan Angel Luera; MIT Sloan School of Management EMBA student Patricia LaBorda; staff member Kevin Verrier of MIT Facilities; and alumnae Madeline Hickman '11 and Eboney Hearn '01, who is also the executive director of MIT Introduction to Technology, Engineering and Science (MITES).
Jail shake-and-breaker management sim Prison Architect 2 has been delayed indefinitely, a couple of months after publishers Paradox parted ways with original developers Double Eleven. Current developers Kokku will use the additional time "to improve both the game's performance and its content". Additionally, Paradox are removing the option to preorder the game until they have a "robust" release timeline. Existing preorders on all platforms will be refunded, and all preorder-exclusive items will
Jail shake-and-breaker management sim Prison Architect 2 has been delayed indefinitely, a couple of months after publishers Paradox parted ways with original developers Double Eleven. Current developers Kokku will use the additional time "to improve both the game's performance and its content". Additionally, Paradox are removing the option to preorder the game until they have a "robust" release timeline. Existing preorders on all platforms will be refunded, and all preorder-exclusive items will be added into the base game.
According to certain Terran lore, God created the universe in seven days. Well, I got up this morning and made a small suburban village with a hospital, school, police station and a cafe in the space of 20 minutes. This is the backwater burg of Edwitherington. Population: 8 - one for every non-residential building in town. Major imports: ornamental lampposts, because I like to cultivate an old-timey mood. Major exports: traffic jams, because I've laid out my village in the form of a small cres
According to certain Terran lore, God created the universe in seven days. Well, I got up this morning and made a small suburban village with a hospital, school, police station and a cafe in the space of 20 minutes. This is the backwater burg of Edwitherington. Population: 8 - one for every non-residential building in town. Major imports: ornamental lampposts, because I like to cultivate an old-timey mood. Major exports: traffic jams, because I've laid out my village in the form of a small crescent leading back to the freeway, which means that there are two traffic light junctions about 100 metres apart.
Well, would you look at that! I just got done pining for the merest whiff of Dungeon Keeper when what should appear on Steam but a free prologue for delightful voxel-arty management sim Dungeon Tycoon. I’m using the word ‘appear’ because, following yet more industry layoffs yesterday, I’m choosing to adopt the brain of an idiot as to shield myself from the crushing reality of material conditions. So, anyway, the magical game goblins whacked the demo on Steam, and I’ve been having a lot of fun w
Well, would you look at that! I just got done pining for the merest whiff of Dungeon Keeper when what should appear on Steam but a free prologue for delightful voxel-arty management sim Dungeon Tycoon. I’m using the word ‘appear’ because, following yet more industry layoffs yesterday, I’m choosing to adopt the brain of an idiot as to shield myself from the crushing reality of material conditions. So, anyway, the magical game goblins whacked the demo on Steam, and I’ve been having a lot of fun with it. Thanks, adequately compensated and unionised gobbos!
Having a list of Suffolk amusement park mascots one desperately wishes to outlive out of an innate desire for revenge is, I imagine, not a universal experience. Still, on the day Pleasurewood Hills mascot Woody Bear is taken by the soil, I will jig and whoop under the moon. I actually cannot remember when the beef started, but my mum reliably informs me that I was terrified to tears by this bear as a child. He yet survives, but mark my words: when the Woody Copters finally fall from their ruste
Having a list of Suffolk amusement park mascots one desperately wishes to outlive out of an innate desire for revenge is, I imagine, not a universal experience. Still, on the day Pleasurewood Hills mascot Woody Bear is taken by the soil, I will jig and whoop under the moon. I actually cannot remember when the beef started, but my mum reliably informs me that I was terrified to tears by this bear as a child. He yet survives, but mark my words: when the Woody Copters finally fall from their rusted hinges, I will salt the earth.
Happily, I didn’t spot any bear mascots in Planet Coaster 2’s new deep dive trailer.
I don't think I'm capable of rivalling Nic's enthusiasm for Promise Mascot Agency, the new open world game from Paradise Killer devs Kaizen Game Works, so I'll settle for saying "EEEEE". The developers have just released a nine-minute explainer video, which teems with scenes of gimp suits, winged vans, rocket-propelled pinkies, vicious card battles against small excited dogs, and a surprisingly in-depth management component. There are bits that make me think of Batman: Arkham City, and bits th
I don't think I'm capable of rivalling Nic's enthusiasm for Promise Mascot Agency, the new open world game from Paradise Killer devs Kaizen Game Works, so I'll settle for saying "EEEEE". The developers have just released a nine-minute explainer video, which teems with scenes of gimp suits, winged vans, rocket-propelled pinkies, vicious card battles against small excited dogs, and a surprisingly in-depth management component. There are bits that make me think of Batman: Arkham City, and bits that make me think of Pathologic, and bits that make me think of Yakuza - a combination fit to burst the brain. Quick, before your brain bursts, watch the video for yourself below.
Paradox Interactive appear from the outside to be a company run by dice roll. That was the case earlier this year when they cancelled Sims competitor Life By You and closed its developers, weeks after it had missed a project release date.
"It is clear that we have made the wrong calls in several projects, especially outside of our core, and this must change," writes CEO Fredrik Wester in an interim financial report, released today.
Read more
"It is clear that we have made the wrong calls in several projects, especially outside of our core, and this must change," writes CEO Fredrik Wester in an interim financial report, released today.
Jail shake-and-breaker management sim Prison Architect 2 has been delayed indefinitely, a couple of months after publishers Paradox parted ways with original developers Double Eleven. Current developers Kokku will use the additional time "to improve both the game's performance and its content". Additionally, Paradox are removing the option to preorder the game until they have a "robust" release timeline. Existing preorders on all platforms will be refunded, and all preorder-exclusive items will
Jail shake-and-breaker management sim Prison Architect 2 has been delayed indefinitely, a couple of months after publishers Paradox parted ways with original developers Double Eleven. Current developers Kokku will use the additional time "to improve both the game's performance and its content". Additionally, Paradox are removing the option to preorder the game until they have a "robust" release timeline. Existing preorders on all platforms will be refunded, and all preorder-exclusive items will be added into the base game.
According to certain Terran lore, God created the universe in seven days. Well, I got up this morning and made a small suburban village with a hospital, school, police station and a cafe in the space of 20 minutes. This is the backwater burg of Edwitherington. Population: 8 - one for every non-residential building in town. Major imports: ornamental lampposts, because I like to cultivate an old-timey mood. Major exports: traffic jams, because I've laid out my village in the form of a small cres
According to certain Terran lore, God created the universe in seven days. Well, I got up this morning and made a small suburban village with a hospital, school, police station and a cafe in the space of 20 minutes. This is the backwater burg of Edwitherington. Population: 8 - one for every non-residential building in town. Major imports: ornamental lampposts, because I like to cultivate an old-timey mood. Major exports: traffic jams, because I've laid out my village in the form of a small crescent leading back to the freeway, which means that there are two traffic light junctions about 100 metres apart.
Well, would you look at that! I just got done pining for the merest whiff of Dungeon Keeper when what should appear on Steam but a free prologue for delightful voxel-arty management sim Dungeon Tycoon. I’m using the word ‘appear’ because, following yet more industry layoffs yesterday, I’m choosing to adopt the brain of an idiot as to shield myself from the crushing reality of material conditions. So, anyway, the magical game goblins whacked the demo on Steam, and I’ve been having a lot of fun w
Well, would you look at that! I just got done pining for the merest whiff of Dungeon Keeper when what should appear on Steam but a free prologue for delightful voxel-arty management sim Dungeon Tycoon. I’m using the word ‘appear’ because, following yet more industry layoffs yesterday, I’m choosing to adopt the brain of an idiot as to shield myself from the crushing reality of material conditions. So, anyway, the magical game goblins whacked the demo on Steam, and I’ve been having a lot of fun with it. Thanks, adequately compensated and unionised gobbos!
Having a list of Suffolk amusement park mascots one desperately wishes to outlive out of an innate desire for revenge is, I imagine, not a universal experience. Still, on the day Pleasurewood Hills mascot Woody Bear is taken by the soil, I will jig and whoop under the moon. I actually cannot remember when the beef started, but my mum reliably informs me that I was terrified to tears by this bear as a child. He yet survives, but mark my words: when the Woody Copters finally fall from their ruste
Having a list of Suffolk amusement park mascots one desperately wishes to outlive out of an innate desire for revenge is, I imagine, not a universal experience. Still, on the day Pleasurewood Hills mascot Woody Bear is taken by the soil, I will jig and whoop under the moon. I actually cannot remember when the beef started, but my mum reliably informs me that I was terrified to tears by this bear as a child. He yet survives, but mark my words: when the Woody Copters finally fall from their rusted hinges, I will salt the earth.
Happily, I didn’t spot any bear mascots in Planet Coaster 2’s new deep dive trailer.
Between Against The Storms’ critters, Manor Lords’s perfect oxen, and now Cataclismo, Hooded Horse’s roster of strategy games share a common thread that many guard-the-village-em-ups can fatally overlook: they present a civilisation that’s worth protecting. Even if the fallen culture you’ll defend against waves of gribblies offers fascinatingly few concrete details on its origins, there’s a lithe and impressionistic otherworldliness and use of colour in Cataclismo’s art that evokes unearthed la
Between Against The Storms’ critters, Manor Lords’s perfect oxen, and now Cataclismo, Hooded Horse’s roster of strategy games share a common thread that many guard-the-village-em-ups can fatally overlook: they present a civilisation that’s worth protecting. Even if the fallen culture you’ll defend against waves of gribblies offers fascinatingly few concrete details on its origins, there’s a lithe and impressionistic otherworldliness and use of colour in Cataclismo’s art that evokes unearthed layers of history. Also, everyone is just so gosh darn likeable, with their foppish hats plopped atop stretched bodies, and dialogue that remains resolute, chirpy, and eager, even when you’re click-marching these poor folk straight to their deaths.
Still, none of this will stop me will sacrificing every last man, woman, and child of these beleaguered warriors if it means preserving a single one of my immaculately crafted staircases.
I don't think I'm capable of rivalling Nic's enthusiasm for Promise Mascot Agency, the new open world game from Paradise Killer devs Kaizen Game Works, so I'll settle for saying "EEEEE". The developers have just released a nine-minute explainer video, which teems with scenes of gimp suits, winged vans, rocket-propelled pinkies, vicious card battles against small excited dogs, and a surprisingly in-depth management component. There are bits that make me think of Batman: Arkham City, and bits th
I don't think I'm capable of rivalling Nic's enthusiasm for Promise Mascot Agency, the new open world game from Paradise Killer devs Kaizen Game Works, so I'll settle for saying "EEEEE". The developers have just released a nine-minute explainer video, which teems with scenes of gimp suits, winged vans, rocket-propelled pinkies, vicious card battles against small excited dogs, and a surprisingly in-depth management component. There are bits that make me think of Batman: Arkham City, and bits that make me think of Pathologic, and bits that make me think of Yakuza - a combination fit to burst the brain. Quick, before your brain bursts, watch the video for yourself below.
Paradox Interactive appear from the outside to be a company run by dice roll. That was the case earlier this year when they cancelled Sims competitor Life By You and closed its developers, weeks after it had missed a project release date.
"It is clear that we have made the wrong calls in several projects, especially outside of our core, and this must change," writes CEO Fredrik Wester in an interim financial report, released today.
Read more
"It is clear that we have made the wrong calls in several projects, especially outside of our core, and this must change," writes CEO Fredrik Wester in an interim financial report, released today.
Between Against The Storms’ critters, Manor Lords’s perfect oxen, and now Cataclismo, Hooded Horse’s roster of strategy games share a common thread that many guard-the-village-em-ups can fatally overlook: they present a civilisation that’s worth protecting. Even if the fallen culture you’ll defend against waves of gribblies offers fascinatingly few concrete details on its origins, there’s a lithe and impressionistic otherworldliness and use of colour in Cataclismo’s art that evokes unearthed la
Between Against The Storms’ critters, Manor Lords’s perfect oxen, and now Cataclismo, Hooded Horse’s roster of strategy games share a common thread that many guard-the-village-em-ups can fatally overlook: they present a civilisation that’s worth protecting. Even if the fallen culture you’ll defend against waves of gribblies offers fascinatingly few concrete details on its origins, there’s a lithe and impressionistic otherworldliness and use of colour in Cataclismo’s art that evokes unearthed layers of history. Also, everyone is just so gosh darn likeable, with their foppish hats plopped atop stretched bodies, and dialogue that remains resolute, chirpy, and eager, even when you’re click-marching these poor folk straight to their deaths.
Still, none of this will stop me will sacrificing every last man, woman, and child of these beleaguered warriors if it means preserving a single one of my immaculately crafted staircases.
You're correct about how developers getting promoted or moving to other studios can affect things, but it goes further than that. Honestly, it is because whole teams and individual team members change over time. People age and grow, life priorities shift and move. Becoming a parent, for example, radically shifts a person's priorities. Any of the game's major decision-makers becoming a parent can drastically alter the direction of the game. The longer a game or franchise runs, the more difficult
You're correct about how developers getting promoted or moving to other studios can affect things, but it goes further than that. Honestly, it is because whole teams and individual team members change over time. People age and grow, life priorities shift and move. Becoming a parent, for example, radically shifts a person's priorities. Any of the game's major decision-makers becoming a parent can drastically alter the direction of the game. The longer a game or franchise runs, the more difficult it becomes to maintain the singularity of vision.
If we hire somebody completely new to take over, we lose that singularity of vision because the new leader will bring a new perspective. Even if we hire longtime fans of the game to work on it, the ascended fans' decisions will emphasize what they liked about the game and de-emphasize what they didn't. This can take a game in a direction that portions of the playerbase dislike - the players who don't share the same likes as the ascended fan. Think of what would happen to the Dark Souls franchise if the new leader was only a fan of the difficult boss fight aspect and chose not to spend those resources on the ambience and world building aspect of the game.
To some extent, yes - developers and influential stakeholders will move around as part of their careers or lives. Developers will grow and change over time, they'll take new jobs, retire, have kids, and their lives and priorities will change. New decisionmakers will join the team and will have different visions for the franchise than their predecessors. Beyond this, even player tastes will grow, change, and evolve over time as well. The old stuff that was super popular before won't cut it again if there isn't anything new to offer. If the directional changes meet the collective players' (both new and returning) tastes, the franchise will continue to see success. If they don't satisfy, the franchise will struggle.
In MIT.nano’s laboratories, researchers use silicon wafers as the platform to shape transformative technologies such as quantum circuitry, microfluidic devices, or energy-harvesting structures. But these substrates can also serve as a canvas for an artist, as MIT Professor W. Craig Carter demonstrates in the latest One.MIT mosaic.The One.MIT project celebrates the people of MIT by using the tools of MIT.nano to etch their collective names, arranged as a mosaic by Carter, into a silicon wafer jus
In MIT.nano’s laboratories, researchers use silicon wafers as the platform to shape transformative technologies such as quantum circuitry, microfluidic devices, or energy-harvesting structures. But these substrates can also serve as a canvas for an artist, as MIT Professor W. Craig Carter demonstrates in the latest One.MIT mosaic.
The One.MIT project celebrates the people of MIT by using the tools of MIT.nano to etch their collective names, arranged as a mosaic by Carter, into a silicon wafer just 8 inches in diameter. The latest edition of One.MIT — including 339,537 names of students, faculty, staff, and alumni associated with MIT from 1861 to September 2023 — is now on display in the ground-floor galleries at MIT.nano in the Lisa T. Su Building (Building 12).
“A spirit of innovation and a relentless drive to solve big problems have permeated the campus in every decade of our history. This passion for discovery, learning, and invention is the thread connecting MIT’s 21st-century family to our 19th-century beginnings and all the years in between,” says Vladimir Bulović, director of MIT.nano and the Fariborz Maseeh Chair in Emerging Technology. “One.MIT celebrates the MIT ethos and reminds us that no matter when we came to MIT, whatever our roles, we all leave a mark on this remarkable community.”
A team of students, faculty, staff, and alumni inscribed the design on the wafer inside the MIT.nano cleanrooms. Because the names are too small to be seen with the naked eye — they measure only microns high on the wafer — the One.MIT website allows anyone to look up a name and find its location in the mosaic.
Finding inspiration in the archives
The first two One.MIT art pieces, created in 2018 and 2020, were inscribed in silicon wafers 6 inches in diameter, slightly smaller than the latest art piece, which benefited from the newest MIT.nano tools that can fabricate 8-inch wafers. The first designs form well-known, historic MIT images: the Great Dome (2018) and the MIT seal (2020).
Carter, who is the Toyota Professor of Materials Processing and professor of materials science and engineering, created the designs and algorithms for each version of One.MIT. He started a search last summer for inspiration for the 2024 design. “The image needed to be iconic of MIT,” says Carter, “and also work within the constraints of a large-scale mosaic.”
Carter ultimately found the solution within the Institute Archives, in the form of a lithograph used on the cover of a program for the 1916 MIT rededication ceremony that celebrated the Institute’s move from Boston to Cambridge on its 50th anniversary.
Incorporating MIT nerdiness
Carter began by creating a black-and-white image, redrawing the lithograph’s architectural features and character elements. He recreated the kerns (spaces) and the fonts of the letters as algorithmic geometric objects.
The color gradient of the sky behind the dome presented a challenge because only two shades were available. To tackle this issue and impart texture, Carter created a Hilbert curve — a hierarchical, continuous curve made by replacing an element with a combination of four elements. Each of these four elements are replaced by another four elements, and so on. The resulting object is like a fractal — the curve changes shape as it goes from top to bottom, with 90-degree turns throughout.
“This was an opportunity to add a fun and ‘nerdy’ element — fitting for MIT,” says Carter.
To achieve both the gradient and the round wafer shape, Carter morphed the square Hilbert curve (consisting of 90-degree angles) into a disk shape using Schwarz-Christoffel mapping, a type of conformal mapping that can be used to solve problems in many different domains.
“Conformal maps are lovely convergences of physics and engineering with mathematics and geometry,” says Carter.
Because the conformal mapping is smooth and also preserves the angles, the square’s corners produce four singular points on the circle where the Hilbert curve’s line segments shrink to a point. The location of the four points in the upper part of the circle “squeezes” the curve and creates the gradient (and the texture of the illustration) — dense-to-sparse from top-to-bottom.
The final mosaic is made up of 6,476,403 characters, and Carter needed to use font and kern types that would fill as much of the wafer’s surface as possible without having names break up and wrap around to the next line. Carter’s algorithm alleviated this problem, at least somewhat, by searching for names that slotted into remaining spaces at the end of each row. The algorithm also performed an optimization over many different choices for the random order of the names.
Finding — and wrangling — hundreds of thousands of names
In addition to the art and algorithms, the foundation of One.MIT is the extensive collection of names spanning more than 160 years of MIT. The names reflect students, alumni, faculty, and staff — the wide variety of individuals who have always formed the MIT community.
Annie Wang, research scientist and special projects coordinator for MIT.nano, again played an instrumental role in collecting the names for the project, just as she had for the 2018 and 2020 versions. Despite her experience, collating the names to construct the newest edition still presented several challenges, given the variety of input sources to the dataset and the need to format names in a consistent manner.
“Both databases and OCR-scanned text can be messy,” says Wang, referring to the electronic databases and old paper directories from which names were sourced. “And cleaning them up is a lot of work.”
Many names were listed in multiple places, sometimes spelled or formatted differently across sources. There were very short first and last names, very long first and last names — and also a portion of names in which more than one person had nearly identical names. And some groups are simply hard to find in the records. “One thing I wish we had,” comments Wang, “is a list of long-term volunteers at MIT who contribute so much but aren’t reflected in the main directories.”
Once the design was completed, Carter and Wang handed off a CAD file to Jorg Scholvin, associate director of fabrication at MIT.nano. Scholvin assembled a team that reflected One.MIT — students, faculty, staff, and alumni — and worked with them to fabricate the wafer inside MIT.nano’s cleanroom. The fab team included Carter; undergraduate students Akorfa Dagadu, Sean Luk, Emilia K. Szczepaniak, Amber Velez, and twin brothers Juan Antonio Luera and Juan Angel Luera; MIT Sloan School of Management EMBA student Patricia LaBorda; staff member Kevin Verrier of MIT Facilities; and alumnae Madeline Hickman '11 and Eboney Hearn '01, who is also the executive director of MIT Introduction to Technology, Engineering and Science (MITES).
Sure, I can answer both.1.) when making a game what’s the best place to start?Always start with core gameplay. What will the player actually be doing? The player must be an active participant in whatever is happening in the game. If players are just going to sit and watch passively, they aren't playing a game at all - they're watching a show. What makes something a game is the active participation of one or more players to drive progress and make choices. In order to figure out how the player pa
1.) when making a game what’s the best place to start?
Always start with core gameplay. What will the player actually be doing? The player must be an active participant in whatever is happening in the game. If players are just going to sit and watch passively, they aren't playing a game at all - they're watching a show. What makes something a game is the active participation of one or more players to drive progress and make choices. In order to figure out how the player participates, you need to think about the various things the players will be doing and how those things are fun. A good rule of thumb is to list the actions as verbs. In a game like Call of Duty, the player verbs would be running, jumping, aiming, shooting, and throwing grenades. In a game like Street Fighter, the player verbs would be punching, kicking, jumping, blocking, crouching, throwing, walking, and performing special moves. Think about the actions player will be doing in your game and how you will build that out.
2.) most have their brand/developer names, but do you need one to publish games?
You don't absolutely need to have a separate brand or name to release a game - several solo devs have gone the route of full transparency. However, having a brand name does help to establish a separation of your work from you as a human being. That kind of association is pretty much permanent because the internet never forgets. Having the game, its community, and anything you post indelibly tied to any of your other public-facing actions on the internet (including personal social media posts) can be a double-edged sword. Having an intermediary name/entity be a shield can help a lot when you need it, and going 100% public is something that can't be taken back.
Valve is pretty notorious for being an industry unicorn doing their own thing. They're a privately held company, meaning they have no shareholders to answer to besides their own founders. They make money hand over fist because they own a major distribution platform that maintains a plurality of customers on PC, meaning that angry player feedback has significantly less effect on their bottom line. Valve is also notorious for allowing their developers to work on whatever they want to work on. In a
Valve is pretty notorious for being an industry unicorn doing their own thing. They're a privately held company, meaning they have no shareholders to answer to besides their own founders. They make money hand over fist because they own a major distribution platform that maintains a plurality of customers on PC, meaning that angry player feedback has significantly less effect on their bottom line. Valve is also notorious for allowing their developers to work on whatever they want to work on. In aggregate, these factors combine into a company whose devs can basically do whatever they want, without needing to be beholden to any external pressures to do this or that.
Many gamers mythologize this kind of "perfect game development environment" where the devs aren't beholden to shareholders or publishers or politics or whatever else. Well, this can also be a double-edged sword monkey's paw kind of situation as well. Such an environment also makes the devs not beholden to the players of their games either. They can choose whether they want to listen or not, and the TF2 players can choose to take their business elsewhere. The unfortunate truth is that Steam will continue to pay Valve's bills for the foreseeable future, which gives them license to ignore the TF2 players for as long as they want. Unless the players can somehow persuade enough of Valve's developers (and the right developers too - a character artist certainly isn't going to write bot detection code) to drop whatever they've chosen to work on and switch over to fixing TF2, it's probably not going to happen unless something major changes.
Yesterday, we learned that Sims-like Life By You had been canceled, and its developers Paradox Tectonic had been shut down by parent company Paradox Interactive. Later the same day, game designer Willem Delventhal shared more a detailed account of his experience working on the game through to its cancellation, via LinkedIn.
Read more
Yesterday, we learned that Sims-like Life By You had been canceled, and its developers Paradox Tectonic had been shut down by parent company Paradox Interactive. Later the same day, game designer Willem Delventhal shared more a detailed account of his experience working on the game through to its cancellation, via LinkedIn.
Cities: Skylines 2 has found a delightfully straightforward solution to the very real-world problem of greedy landlords demanding excessive rent payments. The city-builder sequel will simply delete all its virtual leeches in its next patch, helping to bring down the cost of living in your digital metropolis.
Read more
Cities: Skylines 2 has found a delightfully straightforward solution to the very real-world problem of greedy landlords demanding excessive rent payments. The city-builder sequel will simply delete all its virtual leeches in its next patch, helping to bring down the cost of living in your digital metropolis.
Excuse me, sorry, pardon me, can I just, thank you, ah, sorry, thanks... Phew, made it. Steam Next Fest is pretty crowded, eh? As if the unholy swarm of trailers and game announcements from Summer Game Fest was not enough, this week the fearful megalords at Valve decided to drop their regular cavalcade of coming-soons onto their megastore. The beautiful (and terrifying) thing about Next Fest, of course, is the overwhelming number of demos that come out during the event. A small herd of video g
Excuse me, sorry, pardon me, can I just, thank you, ah, sorry, thanks... Phew, made it. Steam Next Fest is pretty crowded, eh? As if the unholy swarm of trailers and game announcements from Summer Game Fest was not enough, this week the fearful megalords at Valve decided to drop their regular cavalcade of coming-soons onto their megastore. The beautiful (and terrifying) thing about Next Fest, of course, is the overwhelming number of demos that come out during the event. A small herd of video games are standing on my toes as we speak. But that's okay, we are expert curators. Here's a handy list of our nine favourite demos of the lot.
No, it's not Silversun. Sit down, Brian. Let somebody else have a go at answering. Citizen Sleeper 2: Starward Vector is a sci-fi RPG with plenty of dice and a heavy nod towards tabletop role-playing. The first Citizen Sleeper saw your bio-robotic protagonist landing on a donut-shaped space station where they learned to make a new life for themselves among interstellar farmers and ramen-serving rapscallions. In the sequel, a demo of which I've played [smug face], the hook is a little different.
No, it's not Silversun. Sit down, Brian. Let somebody else have a go at answering. Citizen Sleeper 2: Starward Vector is a sci-fi RPG with plenty of dice and a heavy nod towards tabletop role-playing. The first Citizen Sleeper saw your bio-robotic protagonist landing on a donut-shaped space station where they learned to make a new life for themselves among interstellar farmers and ramen-serving rapscallions. In the sequel, a demo of which I've played [smug face], the hook is a little different. This time you're being pursued across a bunch of backwater truck stops, colonies, depots, and derelicts. All the while your misfit crew will clash and commingle. You still haven't got it, have you? Ugh. I suppose I'll let the game's designer tell you then.
Yesterday, we learned that Sims-like Life By You had been canceled, and its developers Paradox Tectonic had been shut down by parent company Paradox Interactive. Later the same day, game designer Willem Delventhal shared more a detailed account of his experience working on the game through to its cancellation, via LinkedIn.
Read more
Yesterday, we learned that Sims-like Life By You had been canceled, and its developers Paradox Tectonic had been shut down by parent company Paradox Interactive. Later the same day, game designer Willem Delventhal shared more a detailed account of his experience working on the game through to its cancellation, via LinkedIn.
Cities: Skylines 2 has found a delightfully straightforward solution to the very real-world problem of greedy landlords demanding excessive rent payments. The city-builder sequel will simply delete all its virtual leeches in its next patch, helping to bring down the cost of living in your digital metropolis.
Read more
Cities: Skylines 2 has found a delightfully straightforward solution to the very real-world problem of greedy landlords demanding excessive rent payments. The city-builder sequel will simply delete all its virtual leeches in its next patch, helping to bring down the cost of living in your digital metropolis.
Excuse me, sorry, pardon me, can I just, thank you, ah, sorry, thanks... Phew, made it. Steam Next Fest is pretty crowded, eh? As if the unholy swarm of trailers and game announcements from Summer Game Fest was not enough, this week the fearful megalords at Valve decided to drop their regular cavalcade of coming-soons onto their megastore. The beautiful (and terrifying) thing about Next Fest, of course, is the overwhelming number of demos that come out during the event. A small herd of video g
Excuse me, sorry, pardon me, can I just, thank you, ah, sorry, thanks... Phew, made it. Steam Next Fest is pretty crowded, eh? As if the unholy swarm of trailers and game announcements from Summer Game Fest was not enough, this week the fearful megalords at Valve decided to drop their regular cavalcade of coming-soons onto their megastore. The beautiful (and terrifying) thing about Next Fest, of course, is the overwhelming number of demos that come out during the event. A small herd of video games are standing on my toes as we speak. But that's okay, we are expert curators. Here's a handy list of our nine favourite demos of the lot.
No, it's not Silversun. Sit down, Brian. Let somebody else have a go at answering. Citizen Sleeper 2: Starward Vector is a sci-fi RPG with plenty of dice and a heavy nod towards tabletop role-playing. The first Citizen Sleeper saw your bio-robotic protagonist landing on a donut-shaped space station where they learned to make a new life for themselves among interstellar farmers and ramen-serving rapscallions. In the sequel, a demo of which I've played [smug face], the hook is a little different.
No, it's not Silversun. Sit down, Brian. Let somebody else have a go at answering. Citizen Sleeper 2: Starward Vector is a sci-fi RPG with plenty of dice and a heavy nod towards tabletop role-playing. The first Citizen Sleeper saw your bio-robotic protagonist landing on a donut-shaped space station where they learned to make a new life for themselves among interstellar farmers and ramen-serving rapscallions. In the sequel, a demo of which I've played [smug face], the hook is a little different. This time you're being pursued across a bunch of backwater truck stops, colonies, depots, and derelicts. All the while your misfit crew will clash and commingle. You still haven't got it, have you? Ugh. I suppose I'll let the game's designer tell you then.
Football Manager developer Sports Interactive has announced a four-year licensing partnership with The Premier League.
It means, for the first time ever, Football Manager players will be able to take their team to the top of English football, with all 20 clubs fully licensed including official logos, kits, and player photos.
The deal will begin with the 2024/25 season, due later this year.
Read more
Football Manager developer Sports Interactive has announced a four-year licensing partnership with The Premier League.
It means, for the first time ever, Football Manager players will be able to take their team to the top of English football, with all 20 clubs fully licensed including official logos, kits, and player photos.
The deal will begin with the 2024/25 season, due later this year.