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City Timelapses: Finding Portland

By City Timelapses, Portland City, Timelapse

Finding Portland was produced, shot, and edited in 51 days during March and April at the invitation of TEDx Portland, where the video was unveiled to a sell out crowd of 650 and met with a standing ovation. Filmed in Portland and the Columbia Gorge, the time-lapse piece offers a new perspective to the City of Roses. From a Portland Timbers season opening soccer game, to the top of the Fremont Bridge, to an aerial shot of Oneonta Gorge, Finding Portland tells the story of a city and its many faces:



Comprised of 308, 829 photographs taken from over 50 unique locations, it took an average of 3.8 hours to make each second of this film. The intent of the project was to place cameras in unique locations across the city, achieve significant ranges of dynamic camera motion, and pursue cutting edge time-lapse techniques.

Beautifully made….

Behind the scenes video and photos can be found at
uncagethesoul.com/news/finding-portland-timelapse

SLACTIONS 2012 Machinima – International Festival

By SLACTIONS 2012, virtual worlds

This year, and for the first time, the SLACTIONS Steering Committee has included a day devoted to Machinima in the conference program. The SLACTIONS 2012 Machinima Festival is a Machinima competition included on the SLACTIONS 2012 Research conference on virtual worlds. 


Conference calls are to be honest normally slightly dull, this one however is inspriational and its just got us fired up again about virtual worlds:


The RL/SL conference takes place between 15 November 2012 and 17 November 2012. 


Official SLACTIONS 2012 website http://www.slactions.org/2012/?page_id=152


Thanks to Dr Andrew Crooks of  www.gisagents.blogspot.com  for sending this our way.

SimCity GlassBox Game Engine: 4 Simulation Examples

By Featured Game Engine, Posts

Electronic Arts has released 4 short clips examining the simulation capability of the GlassBox Game Engine behind the forthcoming SimCity update.

Image: Traffic Density in the original SimCity release.

The mix of agent based modelling, economic fire, water etc make for a complex system running within the game engine. As ever with games vs academic models the argument is that gaming is often a ‘black box’ approach where the model algorithms are unknown and cannot be tweaked. We would argue back that the interaction of all these models in one system takes the modelling approach to urban growth one step forward, if we could get inside the GlassBox and create a ‘SimCity for Real’ using real-world data it could be a game changer.
SimCity Insider’s Look GlassBox Game Engine – Part 1

SimCity GlassBox Game Engine Part 2 – The Economic Engine Scenario 1

SimCity GlassBox Game Engine Part 3 – The Economic Engine Scenario 2

SimCity GlassBox Game Engine Part 2 – Scenario 3: Fire

Find out more over at http://www.simcity.com/

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