While there is no Manaphy habitat in Pokopia just yet, you can still get this adorable Mythical Pokemon to move into Bubbly Basin – after all, they are the one that started it all.
With the Pokopia Bubbly Basin DLC installed, your attention will be directed to an island off of Bleak Beach which seems to have appeared out of nowhere. Here, you’ll find a washed up Manaphy, who’ll get your started on the Bubbly Basin storyline before disappearing in search of a home for themselves. If you think this means you need to build a habitat for them, you’d be wrong, but you can still get them to move into your underwater paradise.
I’ve tried to avoid spoilers as best as possible, but there are some ahead, so be warned.
How to get Manaphy in Pokopia
(Image credit: The Pokemon Company)
To get Manaphy to move into Bubbly Basin permanently, simply complete the area’s storyline by increasing the environment level to 3 and then building the Ocean Temple as requested by Popplio, Professor Tangrowth’s underwater replacement.
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I’ll let you watch it play out from here, but, just like the base game areas, completing the main storyline results in the appearance of a Legendary – or, in this case, Mythical – Pokemon. From this point on, Manaphy will appear in their new home at all times, but you can’t build a new habitat to move them elsewhere. For now, at least.
When it comes to building the Ocean Temple, you’re going to need some specific materials, including the Pokopia Ocean Door, Seashell Fencing, and Shiny Pearls, and our guides can help you find them.
One of the most common things you will see in tutorial videos is the “just do it” or “just start” mantra.
Of all of the handy tutorial catchphrases, those ones can be the most frustrating because if you could do that, you wouldn’t be scrolling through endless YouTube tutorials!
So here’s a strategy to get you past that point and into the “already started” phase.
Shortcuts to Quickly Move your Playhead in PowerDirector
One of the most common movements you are going to be making in any video editing app is moving the playhead around the timeline.
The video below covers some of the most common ways of doing this especially by using different modes and keyboard shortcuts.
Even if you aren’t using PowerDirector as your editor it is worth taking a look at this one and seeing if you can find the equivalent settings in your own app.
How to Create Sims-style Videos – Movavi Ideas
Another quick tips video from the folks at Movavi for this week.
This one covers making a Sims style effect on a clip but it is important to note that the whole “Sims” reference is secondary.
The key here is seeing how titles and motion tracking are carried out in the app so that you can apply it to any project.
Viral Documentary Style Breakdown Rebuilt in CapCut
OK, this is a long one!
Dina and Agnes is a YouTube channel that specializes in using CapCut as a video editing solution.
They have many, many videos online so if you are using CapCut, they are a great resource to check out for tips and tutorials on the subject.
In this video Dina breaks down a particular documentary style of video that is used by Magnates Media, another very successful YouTube channel with a particular style.
The reason for the “this is a long one” warning is that in this video Dina takes us step by step through every shot of one of those videos showing how it can be replicated in CapCut.
Of course the key to that is not CapCut itself because just about any video editing software can do it as well as long as you know what it is you are doing!
Transform Any Video Quality with These Filmora AI Features
At this point in time Filmora offers a number of video enhancement modules that operate from within the user interface.
These are in addition to more traditional tools like color correction and sharpening.
The most basic is an A.I. based module that runs locally on your computer and is free to use providing pretty good results as long as the footage is not too bad.
After that they move up into remotely located A.I. tools that may be necessary if the footage you have is of bad quality but you still want to use it.
In the videos below you can see all the model in action with a good indication of expected result.
More Filmora Enhancement Examples
No NODES, No CST, No COLOR Page! EDITORS Color Management [EASY]
One of the key modules in DaVinci Resolve and in fact the one that it all started off with is the Color Page.
Because that page and the rest of Resolve for that matter was developed for professional editing, it can look wildly complicated and complex.
It has to be that way because of the enormous variation of potential workflows that could be thrown at it at any given time.
One of those variations is the way the color in the video files you shoot is recorded.
Because of that, there are settings within Resolve that control that factor and this comes under the heading of Color Space Management.
Those different ways of storing the color data are called “color spaces’ and in order to effectively use Resolve for color correction and grading, it has to know what color space you are importing and which one you want to export at.
Most online tutorials on this subject are generally pretty complex because the subject itself can get quite complex.
However most of us at the general population level don’t really need to get into it too much because consumer cameras and phones are recording in a color space called Rec. 709.
On top of that when exporting a project that same color space, Rec. 709, is the default one used on every social media platform.
Given that our needs are pretty simple I finally found a great tutorial that doesn’t go all technical on us too much covering how to set DaVinci up correctly for our usual color space.
Free Sound Effects Downloads – SFX, Clips and Music
Yay! Free stuff!
This week I happened to come across a few relatively (well to me anyway) new freebie sites for assets you can use in your own projects.
It is the nature of sites like this that they have a tendency to either suddenly disappear or get eaten up by one of the big boys.
Both of those scenarios are as a result of the original owners discovering that hosting and serving mountains of video, audio and image assets comes at a pretty steep cost!
So for the moment this one and the ones below are active and looking stable.
ZapSplat
First up is Zapsplat with over 160,000 sound effects, 700+ SFX packs and over 800 royalty free music tracks free for commercial and non commercial use.
Eyecandy – Visual Technique Library
Next we have Eyecandy which is essentially a filmmaking platform that allows creators to exhibit their work, exchange ideas, and find inspiration.
Eyecandy offers a range of resources for filmmakers, from practical tutorials to inspirational content.
You can select something from the navigation menu or scroll down and select an image.
This will take you to the associated asset where you can either download it or check out any tutorial connected to the effect technique page.
Mixkit – Free Assets for Your Next Video Project
And finally we have Mixkit which is another straight up free assets site offering about 46000 video clips, more than 1000 music tracks, 3000 sound effects and over 800 video templates you can use for free.
Real Gear to Use in a YouTube Studio
Let me start this one off by saying that I do not have or even need anything like this for my own studio setup.
In fact it would be a bit generous for me to describe where I shoot as a “studio!”
The setup shown here is for someone that shoots videos for online content, conducts webinars and carries out coaching calls… so it’s pretty complete!
What I do think is that if you isolate the individual components that would be applicable to your own situation there are some good tips for getting it all right.
One of the keys to being able to continue creating content is having a convenient setup that you can just slide into and start.
Key Takeaways
Tutorials often advise to ‘just start,’ but here’s a strategy to help you begin effectively.
PowerDirector offers keyboard shortcuts for moving the playhead, which you can find in your editing software.
Learn to create Sims-style videos using titles and motion tracking techniques from Movavi.
Dina and Agnes provide a detailed CapCut tutorial on replicating a documentary style video, applicable across editing software.
Explore free asset sites like Zapsplat, Eyecandy, and Mixkit for sound effects and video resources.
The iPhone 18 Pro, iPhone 18 Pro Max, and foldable “iPhone Ultra” could be in short supply this year, leading to long wait times and an initial sellout during preorders.
Semiconductor analyst Tim Culpan says Apple is having trouble getting enough DRAM to finish production of the new iPhone models, and chip supplier TSMC has $1 billion worth of unpackaged processors waiting on memory chips.
Apple’s new A20 Pro chips are built on TSMC’s 2nm process and use Wafer-Level Multi-Chip Module packaging to integrate the processor and DRAM at the wafer level. Unfortunately, that means TSMC needs to have the DRAM on hand for assembly, and it can’t be added at a later step. Apple is not able to stockpile finished dies and then add DRAM when it becomes available.
Apple and its assemblers think they can meet initial demand, but retail inventory could sell quickly, leading to prolonged delivery estimates. The chip backlog will delay main logic board assembly and final device assembly, which could impact production at Foxconn and other assemblers.
DRAM has been in short supply for months and has led to long wait times for the Mac Studio, Mac mini, and MacBook Air. Companies that make memory are prioritizing chips for AI data centers because those chips are more profitable, leaving little capacity available for manufacturing chips for consumer devices.
We’ve had ongoing rumors about manufacturing issues with the iPhone Ultra due to the complexity of the design, and supplies of the new foldable could be the most limited of the three iPhone models. Some reports suggest the foldable iPhone could be introduced in September and then launch later, in October or November, but others say it will be available at the same time as the iPhone 18 Pro and Pro Max.
The iPhone Ultra is going to cost as much as $2,500, but the novel form factor and Apple’s new Apple Upgrade pricing option could lead to more people being willing to shell out for the device. Apple is also expected to raise prices for the iPhone 18 Pro and iPhone 18 Pro Max, and analysts believe the devices could be up to $300 more expensive because Apple is paying more for RAM.
Last year, the iPhone Air, iPhone 17 Pro, and iPhone 17 Pro Max sold out during the preorder period, and shipping times extended into October. Along with potential production delays impacting supply, there will be no lower-cost iPhone 18 for people to choose this year, putting more pressure on iPhone 18 Pro supplies. Apple is not planning to launch the standard iPhone 18 until early 2027.
If you’re looking to get one of the new iPhone models in September, it’s a good idea to preorder right when the devices become available for purchase to have the best chance of getting one on launch day.
Over-engineering is an overkill. A good product is effective at what it does. Even if there’s a rather sophisticated mechanism or complex electronics inside, you want it to be user-friendly and do what it’s supposed to do without anything it doesn’t need. If you can devise a simple solution to solve a problem, it makes little sense to build anything more complex just to achieve the exact same result.
In case you’re not sure what counts as over-engineering or how to avoid it, Cad Crowd helps you connect with some of the most experienced NPD professionals from all around the world to plan and run an efficient project. The US-based freelancing platform is home to thousands of qualified product engineers and project managers eager to provide their specialized services at affordable rates.
There’s no denying that it’s easy to get carried away with the excitement of a New Product Development (NPD) project, and along the process, you want the product to be as reliable, feature-rich, and durable as it can be. Nothing is inherently wrong with that either, because after all, every engineer strives to create nothing but the best, no matter what the product is. But try to play it safe. You don’t want to over-engineer everything and turn the project into a much bigger expense than it needs to be.
Modern engineering must be efficient. It must avoid wasteful use of resources throughout its entire process, and the product created as a result of that exercise should refrain from excessiveness as well. Over-engineering is the exact opposite of the principle. You’ll be tempted to use the most expensive material and pack in every imaginable feature. Worst of all, you make the product needlessly complex just to be different. It’s like choosing a longer route and wasting more fuel to reach the same destination just because you don’t like sharing the road with everyone else. You’re not being inventive; you’re inefficient.
Not only does over-engineering require extra costs, but it also often leads to delays and eventually hurts your profit margin. Over-engineered products tend to be more difficult to prototype and mass-produce. Additive manufacturing is becoming more affordable, but if the model is overly complicated, with many moving parts and intricate details, even budget-friendly 3D printing cannot save you from a big expense. Your contract manufacturer may have to invest in new tooling and charge you more for it, too.
🚀 Table of contents
Where it hurts profit margin
It’s probably fair to say nobody over-engineers a product with bad intentions. Often, it happens when an engineer tries too hard to anticipate immediate market trends and prepare for the unknown. The problem is that all those anticipations and preparations aren’t always warranted necessities, but more like misplaced precautions that end up hurting the bottom line. Think of over-engineering as a terrible form of perfectionism that chips away at your profit margin from every corner.
Engineers want to build the best products ever. They seek and go to great lengths to solve problems. Even when they don’t have fresh problems to solve, they’ll find reasons to tinker with an already invented solution to try and make it better. It’s in their nature to crave refinements, but there’s a thin line between finding room for improvement and unchecked perfectionism. Thin as the line might be, it separates two sides so different from each other. On the one hand, it’s all about striking a good balance among aesthetics, performance, user-friendliness, and overall efficiency. On the other hand, the engineers find themselves stuck at perfecting a feature that probably brings no more than 5% of additional value to the product but costs 20% of the total budget.
As soon as you step into the “unchecked perfectionism” territory and consequently over-engineer something, the project suffers from R&D burnout. You spend so much time and resources trying to improve something without realizing that even if you succeed in the end, the result won’t deliver any notable improvement. It’s a daisy-chain of loss. First, the development cycle stretches out. A project that’s supposed to be completed within several months now turns into a year-long project. This inevitably hurts the time-to-market plan. Second, the longer the project runs, the more money you spend to fund it. As all of those are happening, you still don’t have a product on the market yet, which leads to something called “opportunity cost.”
In this context, an opportunity cost simply means you’re not making a potential profit because the over-engineering delays product launch. Say the product in question is a heavy-duty piece of footwear. While you’re still tinkering with the outsole material to make it strong enough to withstand a literal explosion, a competitor has already launched a similar product with a durable rubber outsole. It’s not explosion-proof, but sturdy enough and very easy to clean.
You might eventually launch that “indestructible” footwear someday, but in the meantime, the competitor’s boots are making a name for themselves in the market firm. Also, because your product costs so much to develop and mass-produce, you have to charge substantially more per pair just to break even. Most people only want comfortable boots to wear to work every day, not to clear a minefield in a warzone. Not only does the over-engineering part cost a lot of money, but it also costs you the race to market.
This is a fine example of the difference between user needs and features bloat. Engineers like to build products or features that revolve around the idea of “just-in-case” situations. It’s a double-edged sword. The idea of safety features like seat belts and airbags in a car emerges from this mentality, and that’s excellent. But at the same time, it also brought us the Segway and Google Glass.
Bill of materials disaster
One of the first and biggest noticeable impacts of over-engineering would be a bulging Bill of Materials. As engineers try to keep improving a particular aspect of a product, they often move away from off-the-shelf components and begin using custom parts. For sure, custom, specially fabricated parts fit better and technically improve things, but how much of an improvement, really? If the product ends up only marginally better, do you think it justifies the extra development cost?
For example, an aluminum knife handle is more than sufficient for the vast majority of users. While carbon fiber looks more exciting and is almost certainly more durable, does the additional engineering actually drive more sales and, in turn, increase profits? A single custom component isn’t going to hurt that badly during the prototyping phase, as you fabricate only a very small volume of units. But when it comes to mass-manufacturing, when you produce thousands of them, the BOM process is going to go through the roof.
And it’s not just about material. Over-engineering can take many forms. Say you’re developing a toy, for instance, an RC car. As usual, you need a small electric motor to drive the wheels and an RF signal transmission connected to a servo for steering, throttle, and lights. Also, the marketing department has clearly said this product is marketed to grade-schoolers.
In other words, a simple RC car that can be easily mass-produced should suffice. Maybe something with a little bit of striking visuals and metal bits here and there is more than good enough. But no, you don’t want anything typical and choose to take the excessively sophisticated road instead. Somewhere along the way, you decide the car has to be computer-programmable to let users adjust the drivetrain, steering sensitivity, traction control, exhaust sound effects, and the lot. You go overboard and fall into the trap of over-engineering.
Every extra component, whether electrical or mechanical component, comes from multiple vendors. And for some reason, the over-engineered mechanism must instead be housed inside a metal enclosure, so the bodywork must be made from a premium material, too. When the product is finalized, you realize the project cost is twice the initial budget. And to make things worse, you can’t reasonably charge double the intended price range without risking a poor sales figure. The per-unit margin suffers.
Challenging validation
A complex product requires complex and possibly lengthy validation processes. This isn’t as unusual as you might think, because a lot of modern designs, especially large systems, are so intricate that the validation is almost as difficult as the engineering work itself. Think of sophisticated products like medical devices, UAVs, cars, CPUs, and so forth. What should never happen is an unnecessarily over-engineered product because it will then need an unnecessarily challenging validation. The more complex a product gets, the higher the chances of failure. It doesn’t happen to every complex product in reality, but the truth of the matter is that complex products fail more often than their simpler alternatives.
Relatively recent examples of this problem are the foldable smartphones. Often cited as one of the upsides of a foldable smartphone is versatility, as it can function as a “compact” candy bar smartphone when folded and as a tablet when unfolded. Having a larger screen also makes it more suitable for multitasking. A looming downside is that the device is generally less durable than its simpler, non-foldable alternative. Both the folding mechanism and the flexible screen create massive failure points.
A proper design validation process may involve folding the device (along with the screen) 100,000 times or more, which is often considered equivalent to a few years of daily use. The manufacturers also use premium materials, such as aerospace-grade aluminum for the body and hinges, to improve durability. Every additional engineering and validation step can only raise the per-unit selling price.
Candy bar smartphones are often more durable because they have a pretty simple form factor. A large touchscreen in the front, a big battery in the back, and all the sophisticated electronics in between. When engineers decide to add hinges to the body and use a flexible screen, the burden of validation increases significantly.
With a regular smartphone, the validation may involve testing battery life and charging cycle, touchscreen sensitivity, thermal regulation, connectivity, audio quality, camera performance, etc. Take a foldable smartphone, and the validation process must include everything you do to its non-foldable counterpart, adding testing the durability of the screen and hinges. You need to check the wear pattern, environmental stresses under different conditions, and the power consumption of the larger display, among other factors. The validation process takes longer to complete because engineers must develop additional test methods for use cases that are both likely and unlikely to occur in the real world. All those efforts cost money, which ultimately must be covered by sales.
Admittedly, foldable smartphones are more like a fragile experiment in an already mature technology than an obvious case of over-engineering. But in a world where stand-alone candy bar smartphones and tablets co-exist with synchronization and seamless integration, the experiment can feel a tad unnecessary if not redundant. And if you compare prices, flagship foldable and non-foldable smartphones sell in roughly the same price range, which means the former most likely has a much lower per-unit profit margin.
Just because a product is complex doesn’t mean it’s been over-engineered in the development process. Some products have to be made complex enough to perform many sophisticated functions. Take, once again, for example, a smartphone. Can you say that today’s typical smartphone with touchscreen, satellite navigation, high-resolution cameras, and video playback is a clear example of over-engineering? You probably could, back in the day, when the technology to cram all those features in a single device was cost-prohibitive.
Now, however, they’re all standard features you can expect from just about every smartphone brand, regardless of price range. What started as “cutting-edge” tech has now become mainstream thanks to market competition and efficient manufacturing process. They used to be complex (and that’s why smartphones were expensive then), but manufacturers improved their methods and competition intensified, driving prices down.
Now, you can hypothetically over-engineer today’s smartphone. You keep all those standard features and maintain the phone’s form factor while adding functionality that lets the device transform into a robot action figure with the press of a button. So instead of improving the screen’s durability or the speakers’ audio quality, you take an entirely different development path. Is it possible? Perhaps, with some excessive development time and cost. It’s challenging to keep the device acceptably thick while improving the battery, but let’s say you pull it off, and the new device is now ready to be mass-produced.
The more features you cram into a product, the harder it is to build. A product is only regarded as “over-engineered” when it’s barely technically feasible to manufacture at scale. Even if you can produce all the individual parts with existing technology, the assembly process will be a nightmare. A component that typically consists of ten parts now requires twenty smaller pieces to put together. It takes more money to get all the parts and twice as much time to assemble them. The contract manufacturer has to reprogram the robotic arm for a new assembly sequence or retrain human workers to learn new additional steps.
When more parts are required to build a component, maintaining accuracy also gets more difficult. As a result, the manufacturing cost increases. For instance, a tolerance of 0.05mm is enough to assemble a component used in a typical toy robot. But because it’s a much more sophisticated product with a much higher number of mechanical and electrical parts, a tighter tolerance of 0.01mm is necessary.
And then you need to consider the selling price per unit. Say an equivalent smartphone in the market costs $700, whereas a similar robot action figure sells for $300. People can spend a total of $1000 to get the two, but you can’t compete on price because you need to sell your product for $2000 per unit just to cover development and manufacturing costs. To make a profit, you have to sell it at a higher price. How many people do you think will find it reasonable to splurge more than two grand for a phone that transforms into a robot when they can purchase the two separately for much less? Chances are, not many.
Design simplicity is key to low manufacturing cost. It’s one of the main reasons an NPD project needs to implement DFM (Design for Manufacturing) principles from the get-go. Over-engineering takes you a step further away from DFM. Rather than focusing on methods to simplify and streamline the manufacturing process, you get carried away by the need to be sophisticated and unique. Trying to be inventive isn’t always bad. In fact, every engineer has to be inventive, but there must be a clear distinction between that and over-engineering. Maybe in the future, new manufacturing techniques or more advanced assembly processes will enable lower production costs. Until then, stick to what’s technically and affordably feasible.
Cost comparison of optimized vs. over-engineered product development
Cost factor
Optimized design
Over-engineered design
Research & development
$20,000
$40,000+
Prototype development
$3,000
$8,000+
Tooling & manufacturing setup
$10,000
$25,000+
Bill of materials (per unit)
$18
$35
Manufacturing cost (per unit)
$12
$24
Validation & testing
$5,000
$15,000+
Estimated per-unit profit margin
35–45%
10–20%
Yield rates issue
Still, in some way related to DFM, over-engineered products are prone to low yield rates. Bear in mind that mass manufacturing with a 100% yield rate is generally impossible, no matter what the product is. Even if the product is a simple decorative object with almost no function beyond serving as an ornament to fill a few square inches on a desk, the factory still has to face the fact that a few of those products will likely be defective. It can happen for entirely expected reasons, such as variation in the quality of raw materials, contamination, and equipment limitations.
Now, if a simple product cannot come with a 100% yield rate, what do you think is the story with a complex one? A product with a lot of moving parts, a lot of fine details, a lot of delicate electronics, and a lot of intricate features for sure, isn’t going to do any better.
A yield rate of 90% is considered low, which makes perfect sense in modern standards, considering how advanced today’s design and prototyping methods are. This means that about 10 units never pass the Quality Control (QC) screening for every hundred manufactured, 100 for every thousand, and so forth. On the one hand, a low yield rate indicates that you have a rigorous quality assurance process in place, so that every product that ends up on a store shelf is as good as it can get. On the other hand, a low yield rate takes a toll on your profit margin unless you increase the per-unit price, which you may not always want to do.
And by extension, the low yield rate during manufacturing gets even lower when you take post-purchase support, such as repairs and warranties, into account. Every feature and moving part offers not only greater usage potential but also potential failure points. And unfortunately, a complex producttends to break in a complex way as well.
If a relatively simple knife breaks its handle, you might be able to repair or replace the damaged part quite simply. But if the handle of a Swiss Army knife is shattered, it’s going to take a more careful approach to fix it. Depending on the warranty terms, you may have to cover the shipping fee and have the repairs done at no cost. By making your product more sophisticated and feature-rich through over-engineering, you can create a post-purchase support burden that eats away at the profit margin of the initial sale.
There’s just going to be more calls to customer service from people asking for support because over-engineered products are harder to understand. DIY repair is just too risky, and sometimes it’s easier to replace an entire unit than to repair overly complex damage. And if you refuse or charge too much for out-of-warranty repair, chances are people will avoid your product entirely in the future.
Over-engineering isn’t a sign of creativity. It’s actually the opposite. Keeping a product simple yet effective while maintaining its unique characteristics is often much harder than enjoying a free engineering roam. Budget constraint is a thing in every NPD project, and thankfully, there are things you can do to stop over-engineering even before it begins.
The first thing you can do is to be very specific about the product requirements. There has to be a primary purpose of the product, perhaps with one or two additional features, and that’s it. Focus development on the primary objective, which, in most cases, is about solving a specific problem. If you want to create a safety razor, for example, the main objectives should be durability, comfort, and ease of use. Cool features likeLED lights design, engraved patterns, or a foldable design aren’t supposed to steer you away from the priority.
Always remember that consumer research is the best defense against over-engineering. Talk to the target market and ask people which features they value most. Most people want a product that performs a specific function well, not a jack-of-all-trades. Why spend months putting a waterproof LED at the bottom of the safety razor handle when the vast majority of buyers only want something sturdy? They probably won’t bother replacing the battery. If they want lights on a grooming product, they’d probably buy an electric shaver anyway.
More importantly, set a hard limit on the development budget, including BOM, and stick to it. For example, if you’re not allowed to spend anything more than $20 for the entirety of materials for every unit of product, there’s no reason to go overboard. Keep it simple and sensible. Another advantage of having this kind of hard ceiling is that it forces you to be more creative and devise methods to solve problems with budget constraints in mind.
Closing thoughts
Over-engineering probably still makes sense in the R&D phase, especially when the budget isn’t a concern. In an actual NPD where the per-unit profit margin is among the most important considerations, it only makes perfect sense to design and engineer the product accordingly. If you plan to sell a unit for no more than $50 to be competitive, well then, the total cost of development and manufacturing per unit should not even come close to that amount. You need a healthy profit margin with every sale to keep the business sustainable. Just because there’s a budget constraint, it doesn’t mean you can’t build a creative solution at a competitive price.
Companies don’t always avoid over-engineering their products. Small companies want to prove their engineering capabilities and fall into the trap of over-engineering, whereas the bigger ones feel too comfortable experimenting with complexities. Based on that logic, every company can draw on guidance from experienced NPD professionals, whether project managers or lead engineers, to keep the project on track. Cad Crowd takes you right into the center of a massive freelancing hub filled with just the right experts and specialists for the job.
Avoiding over-engineering is key to controlling costs and maximizing per-unit profit. Cad Crowd connects businesses with experienced product designers and engineering professionals who can optimize designs for manufacturability, reduce unnecessary complexity, and improve production efficiency. Whether you need help with product development, prototyping, BOM optimization, or Design for Manufacturing (DFM), our experts can help you build cost-effective products without compromising quality. Contact Cad Crowd today for a free quote.
MacKenzie Brown is the founder and CEO of Cad Crowd. With over 18 years of experience in launching and scaling platforms specializing in CAD services, product design, manufacturing, hardware, and software development, MacKenzie is a recognized authority in the engineering industry. Under his leadership, Cad Crowd serves esteemed clients like NASA, JPL, the U.S. Navy, and Fortune 500 companies, empowering innovators with access to high-quality design and engineering talent.
The cast for the upcoming live-action The Legend of Zelda movie is becoming clearer, and a report indicates that the legendary New Zealand actor Sam Neill, who died in July at the age of 78, has a role in the game-to-film adaptation.
Deadline reports that Neill, best known to audiences as Dr. Alan Grant in three Jurassic Park films, filmed his role in the Wes Ball-directed movie prior to his death. Principal production wrapped in April. Neill’s role is unknown, but Deadline adds that Chuck actor Yvonne Strahovski is also in the film’s cast, apparently as a “queen character.” It wouldn’t be unreasonable to predict that Neill could play the king of Hyrule.
Sharing the screen with Neill and Strahovski will be Severance’s Dichen Lachman, who was spotted in set photos shortly after production began. Fan speculation pointed towards Lachman portraying Impa, who is usually a caretaker or protector to Princess Zelda in many of the games. Deadline’s sources appear to corroborate these fan theories.
The Legend of Zelda film is one of three movies that Neill is set to make a posthumous appearance in, the two others being Godzilla x Kong: Supernova (releasing March 26) and a romantic comedy titled The Last Resort. Depending on when the latter comes out, The Legend of Zelda could be Neill’s final role.
A survivor of non-Hodgkin’s lymphoma, Neill ultimately passed from pneumonia. Other than Jurassic Park, Neill’s most famous film appearances include Possession, Event Horizon, and Hunt for the Wilderpeople, along with some tongue-in-cheek cameos in Thor: Ragnarok and Thor: Love and Thunder.
Thousands of Internet-connected servers sold by the world’s biggest manufacturers can be remotely backdoored by exploiting critical vulnerabilities—some more than a decade old—that lurk deep inside system motherboards, according to research presented Wednesday.
Baseboard management controllers are miniature computers that are embedded into the motherboards of virtually every enterprise server. The microcontrollers, typically abbreviated as BMCs, run with their own operating system firmware, network stack, and IP address. Administrators rely on them to monitor the physical status of large fleets of servers and to perform a variety of tasks, including rebooting machines, installing updates, and even reinstalling operating systems. BMCs provide what’s known as “lights out” and “out-of-band” management because they work even when servers they’re attached to are turned off or are unresponsive.
A “pervasive, under-monitored, under-patched parallel attack surface”
Researchers have warned since at least 2013 that BMCs present a golden opportunity for hackers looking for ways to gain deep and persistent access to datacenters. The chief culprit was IPMI, the protocol that allows BMCs to operate independently of servers and to perform administrative tasks. Vulnerabilities in this firmware made it possible for attackers to remotely execute malicious code on the controllers and, from there, infect the servers they manage.
WorldNeverland Daily Life in the Elnea Kingdom Direct Download:
WorldNeverland – Elnea Kingdom
WorldNeverland – Elnea Kingdom is a sandbox life simulation game where you emigrate to a fictitious kingdom and have the freedom to live life as you see fit. Korea IL-2 Series
It’s a living, breathing fantasykingdom inside your computer! Freely explore beautiful forests and rivers, as well as farms, pastures, mines, schools, churches, castles, and more. Even the lives of the kingdom’s inhabitants are simulated down the finest detail. Visiting the kingdom will feel like an MMORPG as you engage in authentic conversations with its residents. Find a partner, get married, and have children to pass on your lineage. Life within this kingdom is completely unique, allowing you to weave a different tale with each and every playthrough. This goes beyond that of a typical game, creating an experience that will stay in your heart as a cherished memory forever.
What Can You Do in This Game?
Arrive in the kingdom as a traveler, become a citizen, and start a life here.
Live in your own house and till your fields, save money and maybe even move into a mansion.
Participate as the facilitator or guest of events such as seasonal functions and national ceremonies, as well as festivals, marriages, childbirths, funeral services, and more.
Befriend and marry other single characters.
Dedicate yourself to pursuits like a trade or martial arts and work your way to the top.
Have many children to carry on your family line.
Keep playing for generation after generation of your family by transferring control to your children.
Use a variety of ingredients to make delicious food.
Explore dungeons and forests, defeat monsters, as well as gather resources and ingredients for cooking food and crafting weapons.
Compete to be the number one hero in the kingdom by entering martialarts tournaments.
Live the way you want. Everything is up to you.
Visit the library and read about the kingdom’s vast history, spanning hundreds of years.
Screenshots
SystemRequirements
Minimum
OS: Windows:10/11
Processor: A 64-bit dual-core CPU clocked at 1.0 GHz or higher.
Memory: 4 GB RAM
DirectX: Version 11
Storage: 2 GB available space
Support the game developers by purchasing the game on Steam
InstallationGuide
TurnOff Your Antivirus Before Installing Any Game
1 :: Download Game 2 :: Extract Game 3 :: Launch The Game 4 :: Have Fun 🙂
We’ve learned a whole lot aboutOnimusha: Way of the Sword since its reveal at the 2024 Game Awards. There have been multiple trailers teasing its story, and we’ve tried our hands at its thrilling combat in twoseparate demos. Even with all of that, I still have a lot of questions about Capcom’s Onimusha revival ahead of its Sept. 4 launch on Nintendo Switch 2, PlayStation 5, Windows PC, and Xbox Series X.
After going hands-on with it once more, this time in a substantial two-hour demo, I have a much better sense of what Capcom is going for with Way of the Sword — and it’s nothing like the original games. The heated boss duels are still the star of the show, but open-ended missions and a heavy emphasis on skill tree progression tease an entirely new start for the 25-year-old samurai series.
We’ve known for a while that Way of the Sword wouldn’t be anything like its PS2 predecessors. The series’ first games were riffs on the early Resident Evil formula, complete with fixed camera angles. Way of the Sword retains the same pseudo-horror, but switches the action into a more modern third-person hack-and-slash format. But for the first leg of my demo, it felt like it was hanging onto some throwback energy.
I started in a linear level that had me chasing a Genma named Daidara through a surreal maze of rocks and decayed buildings. Occasionally, I’d step into an area filled with enemies that I had to take out, getting me acquainted with Way of the Sword’s combat. No surprises there: slash, block, break enemy guards, and perform brutal finishers. The one twist is that I got to play with some dastardly environmental hazards. I used my bow to shoot a rock floating above some enemies, and crushed the hell out of them.
This segment was refreshingly straightforward. I looted carefully placed treasure chests scattered around the level. I did the lightest bit of puzzle-solving, as I had to move a platform by finding an angle where I could shoot an eye hidden on it. It all culminated in a tough, but fair two-phase boss fight against the hulking Daidara that tested my mastery of the full combat system. Be warned: this isn’t the kind of game you’ll be able to get through without learning how to block.
Image: Capcom
Just as I thought I had a handle on the structure, Way of the Sword threw a curveball. Now, I was in a small village and tasked with closing some demonic rifts scattered throughout it. I could tackle those in any order I wanted, and there was plenty of free space between them to look for treasure, fight clusters of enemies, and even save villagers to earn rewards that I could use to upgrade my gear. It wasn’t an open-world in scope — think a more compact version ofFatal Frame 2: Crimson Butterfly Remake’s village — but I could spend plenty of time grinding for souls if I wanted to.
It’s very different for Onimusha, but it’s still fairly limited in scope. At one point, I found a group of demons trying to break down a door as a woman screamed behind it. I fought them off, and the woman thanked me by giving me an item I could use as an offering at shrines to upgrade my charms. Later, I walked through that area again to find the exact same thing happening, breaking the illusion that the village is home to emergent story moments. The open areas switch up the flow and give you some agency as you run between objective markers, but I don’t imagine players will want to spend hours at a time triggering the same enemy encounters.
Image: Capcom
There is a good reason to, though. As the play area opened up, so did Way of the Sword’s RPG progression systems. There are tons of resources scattered around that can be used to pump up your base stats, improve charms, and unlock new moves. That last part is noteworthy, as Way of the Sword features a sizable skill tree on par with God of War. I was only able to unlock a few nodes during my demo, but that included a more powerful parry and the ability to chain kill an extra enemy after a finisher. Considering how many locked nodes there were, it looks like Capcom is going all in to keep the hack-and-slash combat exciting.
I look forward to seeing where it goes, because the moment-to-moment battles I played weren’t particularly remarkable. Some enemy variants, like speedy bugs and floating heads, changed the pace and range I had to fight at, but I was mostly pulling off the same button combination against standard enemies. Slash, slash, slash, hit a few heavy strikes to break an enemy’s block, hit a two-button finisher, repeat. That only started to change near the end of my demo, once I had a few skills unlocked that deepened my samurai improv routine. (I’m also fond of the fact that you can occasionally shove stray carts into enemies, or stab a plank of wood to use it as a shield, and then launch it at enemies as a projectile.)
Image: Capcom
My demo ended not too long after the segment we got to try at Summer Game Fest, pitting me against the mischievous Rasho-gan in a fantastic two-stage fight. It was still the standout sequence, even in an extended look at the game. After that, I was off to close a few more rifts in an even more demon-plagued part of town, culminating in a boss that felt much more manageable after going to war with Rasho-gan.
I only started to get a sense of where Way of the Sword is going once I was done, so I still have some lingering questions about the full game. As of now, the main one is what the balance is between linear levels and open-ended stages. Is the village a one-off area, or do Way of the Sword’s biggest beats happen in those spaces? I’m not able to see that structure just yet, but so long as the action keeps delivering, I imagine Capcom’s 2026 hot streak won’t end here.
Onimusha: Way of the Sword will be released on Sept. 4 for Nintendo Switch 2, PlayStation 5, Windows PC, and Xbox Series X.
You desperately want to be like Christ. You hunger, you desire it, you beg God to be more Christ-like in your walk with Him.
You know you were made for more, to be more holy than the world says you have to be in order to be quote GOOD unquote.
So Bible study is very important to you. In fact, it’s vital. You can’t live without it. 🙏 Studying God, His precepts, His light, His love, His attributes…it’s all the air you breathe, the thing that makes you feel ALIVE when you finally get that one sin you been working on down.
It happened to me that as soon as I became a believer, I began reading the Bible front to back. But after reading it through 4x over the years…I got bored of that style of learning and wanted a different approach.
Yes, there’s always something new you learn, but I wanted to challenge myself, learn things in a new and interesting way and so I started learning about the Bible in a different way.
I started focusing on topics. Things that I desperately needed to learn in order to be more sanctified. Personal sins I needed to fix and I went on down the list. Learning one by one the Bible study subjects and that was so utterly monumental to my spiritual growth. Suddenly I was becoming more like my Lord and Savior and doing so well. 💖
Once I had the topics covered and doing well, I started learning about Bible characters. I started with Moses, of course. He’s my absolute favorite. Then, I studied David in depth, and now I’m working on Paul.
And so life would have it where some of those old sins I mortified in my flesh, rear their ugly heads back and I need to squash those topics again. It feels somewhat like playing whack-a-mole. 😆
Have you ever played that game? There’s 10 holes and the moles keep coming up and you’re trying desperately to hit back down as many as you can.
That’s sin. A whack-a-mole game.
So, I’m back to RE-learn some good Bible study topics that I need to refine again in myself and wash away and so I’m making this list for myself, so that I always have the topics and all my favorite resources at my fingertips of where to learn about it and how to get started.
This will make YOUR learning better too since you’ll start off with some great resources to really help you pave the path toward more godliness. 💖
The funnest part for me is PICKING a topic. So many great ones to choose from in this Bible study topics A-Z list!
The best thing to do is to bookmark this page and refer to these Christian Bible study topic ideas often. Write down the top 10 topics you want to brush up on and learn about in-depth and then choose one from there. Start witht the one that screams to your heart the most, “HEY, YOU REALLY, REALLY NEED TO LEARN ME!!!” ❤️
Then, one at a time, go through and study them out in depth. It can take years and that’s okay. The point is to be continually learning and striving toward being the best Christian you can be because God deserves it. He is SO good to us, we just want to be so pleasing to Him out of a grateful and thankful heart for all He’s done and does for us daily! 🙌
Check out these 210+ Bible study topics that starts with A-Z and get started today! 💖
Bible Study Topics A-Z: 210+ Topics to Study
This massive list of deep Bible study topics makes it easy to find a subject that speaks to your current season in life, answers a question you’ve been wrestling with, or helps you grow deeper in your relationship with Christ. 📖
From prayer, marriage, and spiritual growth to prophecy, Christian character, and difficult life circumstances, here are over 200 Bible topics to study!
If you love these topical Bible study ideas, be sure to check out my other A-Z lists for more fun! 🎉
During my world-exclusive hands-on preview of Onimusha: Way of the Sword in Capcom’s headquarters in Osaka, Japan, I interviewed the animation director, Hiroshi Yugen, about creating the incredible sword-fighting animations for the game. When the star of the game is the legendary sword master, Miyamoto Musashi, a warrior who won over 60 duels during his lifetime, you’re going to want to get these animations right.
“When we get to making action in our games, the first step is always kind of self-study and learning about how to do these things and how to use these things,” explains Yugen. “And then we proceed to the stages of design and motion capture. [So I] sat down and spoke with the director, and we [decided we] really wanted to focus on creating this very realistic, grounded sword action for the game, and so from the very beginning, the main goal was first to research the depths of swordplay and how to do that.
“We figured it was best to speak to experts in the field, and so we were introduced to motion capture artists and action stunt coordinators at a studio called Katsugekiza Motion Capture Studio. So we were paired together with an expert who knows about sword fight choreography and has provided that kind of service for a lot of different famous movies and dramas.”
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But what was the process of shooting the animations for Way of the Sword? I’m shown footage from Capcom’s state-of-the-art motion capture studio in Osaka that has over 150 high-tech cameras for tracking and recording motion. A full team of stunt actors is suited and armed with faux weapons, and they’re all taking advice/direction from Yugen in between action takes for a scene where Musashi is attacked by a group of ninjas.
“So the first step is taking the action and the game design specifications, what we want to achieve with the action in the game, and explaining that to the actors and sword fight choreographers in the studio, so that they have an idea of what we’re looking for,” says Yugen. “So what I’m explaining in this video is the rules of the game and how things work on a mechanical level. So I was explaining to them that they need to approach from the right-hand side for the particular animation that we’re going for.”
(Image credit: Capcom)
I then watch as the team of stunt choreographers and sword technique experts act out the fight, which can be seen in part in the above Way of the Sword preview video. I’m no expert with the sword, or a martial arts expert, but it is obvious these guys know what they’re doing.
“So essentially, what you just saw there,” says Yugen, “was them basically rehearsing the action that we explained to them. So we take this temp recording, and then we can see that instantly within the engine itself, and then we can review and revise bits.”
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This last bit really blew my socks off. Mere moments after the fight had been motion captured, the fight just wasn’t ready to watch back on film, but it was actually injected into Way of the Sword’s game engine, Capcom’s upgraded RE Engine, so the actual recorded animations could be appraised looking like how they would do in the game.
“With the rehearsal takes,” continues Yugen, “we can take those and iterate until we get to a form of it where we’re quite happy with the creation of the action that we’ve captured. And as with what we saw before with the rehearsal take, once we’ve recorded that, we can see it instantly within the engine. We can review the motion there.”
I ask if it is Yugen who is responsible for making the final decision on what take is good to go.
“So ultimately the decisions all come down to the game’s director. He’s the one that gets the final sign-off. But even from the actors, there are cases where we’ve been happy with the performance, but the actors themselves are not satisfied. They’re like, ‘No, no, no, that wasn’t right. I’ve got to do this again.’ And so there are many cases where they will keep doing more and more takes until everyone is satisfied.”
It’s evident that a dump truck-load of expertise, care, and attention has gone into Way of the Sword’s animations, and judging from how awesome many of my fights were during my hands-on preview of the game, I think it fair to say that it has been time well spent.
For more insight into Onimusha: Way of the Sword, be sure to check out the video preview above as well as pick up the next issue of PC Gamer magazine, which has a world-exclusive deep dive feature on the game and also includes a huge A1 Onimusha poster.