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Alves Announces PSG Depature

Dani Alves to leave Paris Saint-Germain after two seasons

Dani Alves has announced his departure from Paris Saint-Germain after two seasons with the French champions.
The 36-year-old full-back revealed his future plans hours after captaining and scoring in Brazil's 5-0 victory over Peru at the Copa America.
Alves, who previously played for Sevilla, Barcelona and Juventus before moving to France, becomes a free agent and has been linked with a possible switch to the Premier League.
"Today I close another cycle in my life, a cycle of victory, learning and experiences," Alves wrote on Instagram
"I would like to thank the PSG family for the opportunity to together build a page in the history of this club.
"I would like to thank all the staff for their affection, respect and complicity from day one. You make this club a little more special.
"It was two years of resilience and continuous reinventing to fulfil my mission, but in life everything has a beginning, a middle and an end and now the time has come to put that final point here."
Alves, who has been capped 107 times by Brazil, joined PSG in 2017 and won two Ligue 1 titles and one French Cup during his time at the club.
References: skysports

The Hard Costs Of Making A Game Alone

The Hard Costs Of Making A Game Alone

Game development is a risky endeavor. Between designing, programming, QA testing, and all the other steps involved, you can spend years working on the same project. There's no guarantee that what you'll make will be well-received when it's released and, even if it is, a lack of exposure could still spell financial loss. There's a lot of pressure to succeed, and failing to meet expectations might mean there's not enough money for a next time.
And yet, despite this pressure, there are some people out there who choose to shoulder this burden alone. There are over a dozen success stories of indie developers who forged ahead with little to no outside help, managing to achieve both wide-spread critical acclaim for their work and earn enough money to make a living. It's not a very common occurrence though, and asking those who've managed to do it reveals plenty of reasons as to why that could be the case. Developing a game can already be a fairly mentally and emotionally taxing process, and doing it solo without a support system can exacerbate the stress and feelings of self-doubt. Some appreciate this challenge, but others do not.
Jonathan Blow, Derek Yu, Lucas Pope, and Joakim Sandberg each has a history of going it solo in developing at least one indie game that caught traction and went on to be both a critical and financial success. Blow is commonly cited for inspiring the indie game boom that started in late 2008 with Braid, before going on to design the critically acclaimed 2016 puzzle game The Witness. Yu's initial open-source Spelunky is also a part of that pre-2010 indie boom, and Yu is now working on its sequel, Spelunky 2. Pope made a name for himself in 2013 with Papers, Please and then went on to wow the industry again with 2018's Return of the Obra Dinn. Sandberg delivered the well-received metroidvania-inspired Iconoclasts in 2018.
Each of the four, as it turns out, express similar experiences of the emotional and mental toll associated with developing a game solo. Pope and Yu had more positive things to say about the process, while both Blow and Sandberg expressed more instances of pressure and stress that accompanied the development of their respective breakout hits Braid and Iconoclasts.
"[You] get mowed under by the sheer amount of stuff there is to do to finish a game," Blow said when asked about the hardships he had to overcome to finish Braid. "And so, you have to believe that you will be able to finish eventually, which sometimes is hard to believe… If you start believing it's too much to ever do, and your motivation starts falling, then you get less done every day. And then [you believe] there might be too much to do because your rate of progress toward the goal is not so good. And when you see that, you might get upset about that or depressed about that, and then it gets worse… There just is something fundamentally, mentally hard about working on a game where you're the main person.
"[It's] actually easier in a bigger company," Blow continued. "Because I think you can rest a little bit and you can at least, even if not everybody else is working hard, you at least feel like other people are doing something and that you're allowed to relax a little bit and the whole thing won't collapse. Whereas, if it's your project and without you it won't go forward, then it's very easy to feel like it's just going to die at any minute and that you don't have the luxury of relaxing when you need to relax. And it's just a bad combination."
Blow's primary motivation for using Super Mario Bros. as inspiration for Braid is that Nintendo's game is simple and thus fairly easy to emulate. "3D games are a lot of work," he said. "I told myself, 'Look, I've done all these technical projects that were super ambitious, and I never finished them. So let's make a project that is technically as easy as we can make it, but put all the effort into the design because the design seems more finishable." Both Yu and Pope similarly went as simple as they could right from the start. "Yeah, I started small and I just kind of kept the scope to something that I could really do by myself," Yu said.
All four developers endorse some level of personal restriction at the outset of making a game. On the surface, this can look counterproductive, but it ensures the game is completed in a reasonable time frame--which, in the long run, can curb a lot of the pressure and self-imposed stress to finish. It's something Blow, Yu, and Pope learned through their experiences prior to their major breakout hits, as all three were members of game development teams before going it alone with Braid, Spelunky, and Papers, Please respectively. As a counterexample, Sandberg placed few restrictions upon himself when he started on Iconoclasts in 2010 (when he was in his early 20s) and the game continued to evolve and grow more complex for years, ultimately releasing when he was in his 30s and more appreciative of the wisdom found in self-imposed restrictions.
Despite the process allowing him to produce one of the more well-known indie gems of 2018, Sandberg hopes that no one ever emulates what he did. "People shouldn't follow in my footsteps," he said. "Working this hard solo and giving all their life, essentially, all their time to a project and ignoring everything else… Being that antisocial and not interacting with people enough depletes tetralin in your brain--it creates depression. If you do it for that long you're going to get depression, regardless if you have genes for it. You need to actually take weekends off, you need to not let friends disappear, you definitely need to be able to support yourself because you shouldn't go into debt making a game--which I luckily didn't."
"I kept telling myself, 'When the game is done, I can get a life again,'" Sandberg continued. "Instead I kind of collapsed afterward. Yeah, it was entirely my own fault for pushing myself that hard, but it's easy to fall into that trap. You keep saying, 'As soon as this is done, it's going to be great.' Then your body realizes that you worked a little too hard."
Sandberg also had to break into an indie game landscape that looks very different than how it was a decade prior. None of the four believe the industry is heading towards some indie game apocalypse that will see the market implode on itself, but they agree the space has been saturated with a lot more titles in recent years--making it far more difficult for individual indie creators to find their audience and thrive. It's a problem that wasn't as nearly as big back in 2008. "You just have more people, and as a result, more people are struggling," Yu said. "I could certainly see from the perspective of people who are trying to enter the space and struggling, it does feel like there's an indie-pocalypse and they've got to work extra hard to be seen, and I do feel some of that pressure myself. And even though I know I have a leg up just having some visibility and being in this industry for a while now, everything still feels a little tenuous, even for me."
To be noticed and garner some level of critical and financial success, your best bet is name recognition from a previous success. "For someone who's just starting out?" Blow said, "I don't know, because you know, the biggest problem is just getting attention for your game. How do I get players to care that we released this game? I have that problem less than a lot of people simply because I'm already established."
Without the name recognition, you need to find a well-known publisher, such as Trinket Studios' Battle Chef Brigade with publisher Adult Swim, or build something that creatively explores a theme in a way that hasn't been done much (or at all) before, like Matt Makes Games' Celeste. Regardless of which strategy you go for, both are far more achievable--and thus less stressful to aspire for--when working within a team. As Sandberg can attest, you can do it alone, but it will probably take you much longer and likely lead to hours of crunch. Not ideal if you want to maintain a healthy work-life balance.
Even Pope, who enjoyed his time working on both Papers, Please (which took him nine months) and Return of the Obra Dinn (which took him five years), admits that crunch is just a part of his process now as a solo developer. "I crunched for thousands of hours on Obra Dinn but it was all self-imposed and in the end, I'm happy with how the game turned out," he said. "I consider long grinds and moments of intense crunch a necessary part of my game development process."
Blow, Pope, Yu, and Sandberg don't hate game design. They wouldn't still be doing it if that was the case. But the pressure to make something that people are willing to spend money on (while maintaining the original vision they're proud of) can make the process more stressful than they like.
"Some days I sit and think, 'How many games could I have made instead of Iconoclasts,'" Sandberg said. "But then again, if I had made a bunch of smaller games, maybe no one would've noticed them. I wouldn't have been able to financially support myself. You can never guess." On this topic, Yu said, "I think if you're making a commercial product, it's a lot easier to work on a team to shoulder that burden a little bit… Once money becomes involved, it's not just that it changes your expectations, you know it's going to change everybody's expectations. Because people are going to have to spend money on it and you know that reviewers are going to take it more seriously. You're thinking about Metacritic. All kinds of stuff come into play that don't when you're working on freeware."
Since their breakout hits, Blow and Yu have returned to working as part of a team, though they maintain control over the overall design of their games. "Having more people just really helps," Blow said. "The Witness is a way bigger and more complex game than Braid, and part of the reason that could happen is that we had other people building the engine and making the art. If it had been mostly me, it just would not have been possible to make a game that big." Yu is currently working with BlitWorks--the studio responsible for porting Spelunky to PSN--to develop Spelunky 2. Blow and Yu's transition back to working with others is becoming a more widespread standard in recent years, as more indie developers see that a team can stave off some of the stressors that are predominantly associated with indie game development. When Eric Barone decided to put his newest project on hold to work on more updates for Stardew Valley, for example, he wrote in a blog post that he would be hiring help to "take some of the workload off," and Undertale's Toby Fox has explicitly stated he will only make the follow-up chapters to Deltarune: Chapter 1 once he's put a team together because continuing to make the game on his own is "actually impossible."
This makes Pope and Sandberg, who have continued to operate solo after their breakout hits, part of a dwindling breed. Though Pope has found success with his follow-up to Papers, Please--Return of the Obra Dinn was met with widespread success and is one of our top 10 games of 2018--he still had to scale back in terms of visuals and number of gameplay mechanics. Though, he admits he does "personally enjoy" the challenge of scaling back a game's scope far enough so that he can make it himself. Sandberg has adopted a similar approach for his next game, making a plan for something that's manageable as opposed to trying to design something that's as big as he can make it. "I don't hate the idea of [making a game] alone, but I have to start properly," Sandberg said. "I'm going to prototype [my new game] and see what happens. It's going to be an action game and smaller [than Iconoclasts], something that I can do alone and add onto later if need be. Which means, no story. The story is what makes a game huge."
As it stands, in today's indie scene, it doesn't seem very probable you'll create an indie breakout hit when you're still operating solo. Trying to do so certainly seems emotionally and mentally unhealthy as well, as there's a good amount of crunch you have to deal with on your own. Which isn't to say it's an impossible task, but if you're planning on following in the mainstream successes of popular indie games such as Dead Cells, Outlast, Into the Breach, Hollow Knight, Doki Doki Literature Club, and Gone Home, then recruiting a well-structured team (or at least finding a good partner) seems to be a far more practical course of action.

References: gamespot

Walmart uses AI cameras to spot thieves

Walmart uses AI cameras to spot thieves

US supermarket giant Walmart has confirmed it uses image recognition cameras at checkouts to detect theft.
The cameras identify when items are put in a shopping bag without first being scanned by a cashier, or at the self-service checkout.
Walmart told the news site Business Insider than it used the technology in more than 1,000 stores.
The company said that it had made an "investment to ensure the safety of our customers and associates".
The scheme, called Missed Scan Detection by Walmart, uses technology supplied by Irish company Everseen.
The cameras track items rather than people. If an item is spotted being put in a shopping bag before it has been scanned at the checkout, the system can call an employee to "help".
The retailer said shrinkage - the loss of products due to theft or error - had decreased since the technology had been deployed.
Asda, which is owned by Walmart, and UK supermarket Sainsbury's both told the BBC they did not use image recognition cameras in their stores.
Tesco has not yet replied to a BBC request for comment.
References:  BBC

Former Barclays head cleared of fraud charges

Former Barclays chief John Varley cleared of fraud charges

The former chief executive of Barclays, John Varley, has been acquitted of charges of conspiracy to commit fraud.
The Court of Appeal declined an application by the Serious Fraud Office to overturn a decision by Mr Justice Robert Jay that there was insufficient evidence against Mr Varley.
However, the other three defendants, Roger Jenkins, Tom Kalaris and Richard Boath, will now face a retrial.
The three defendants deny any wrongdoing.
The SFO accuses them of secretly paying £322m to secure investments from Qatar during the financial crisis.
The funding allowed Barclays to avoid a UK government bailout in 2008.
The case against Mr Varley was the only attempt to prosecute a chief executive of a major bank following the financial crisis.
It was seen as an important case for the SFO which had been criticised for the failure of previous prosecutions, including the collapse last year of a case against three Tesco executives.

References:  BBC

Trans Model Leyna Bloom Is Bringing the World a Message With Lingerie

Trans Model and Actress Leyna Bloom Opens up About Being the Face of Playful Promises’ New Inclusive Lingerie Campaign

Trans model and actress Leyna Bloom made headlines last year after launching a Twitter campaign to become the first trans model of color to walk in the Victoria’s Secret Fashion Show. Although the goal of working with Victoria’s Secret didn’t come to fruition, Bloom has gotten another chance to model lingerie, but this time as the face of the inclusive brand Playful Promises.
“The universe set it up and here we are now. It’s been amazing working with a brand that has the courage to be disruptive, to challenge societal norms and to uplift communities that don’t have much support,” she tells Stylish.
Although Bloom views negative comments and adversity she’s faced as experiences that made her stronger, she has since shifted her dreams away from a particular set of wings. “That goal is 10 feet underground and it is dead to me,” she explains. “There are many more opportunities that are waiting for me and opportunities that will open doors for other people whose values are parallel to mine. I’m interested in working with brands that are truly inclusive, not brands that decide to later on be inclusive because it’s commercially trendy.”
Besides wanting to align herself with companies like Playful Promises, which is founded on the message of gender and size inclusivity, Bloom is an expert for all things lingerie and beauty. Some of her key tips: “Always make sure you have lingerie in black, nude and white. No matter the situation, they will never let you down,” she says. 
“I stay hydrated, use a great moisturizer for my hair, face and body and love to watch a great documentary about space travel. … I feel my sexiest when I’m in my most natural state and when I can reflect on where I came from, where I’m at and where I’m going.”
As for her future, Bloom says she hopes to continue to inspire people. “A five year goal of mine is to open a high school for trans-youth to educate them, to center them and to prepare them for the world, so that they can be the leaders of the future. … I feel my most powerful when I’m speaking up for people who do not have the voice to do so and when I can pay tribute to the people who have paved the way for me to speak up,” she explains.
References: usmagazine

Kim Kardashian Makes Her Grandma's Veins Vanish With New Body Mackup

Watch Kim Kardashian’s KKW Beauty Body Makeup Transform Her Grandma MJ’s Arms

Kim Kardashian knows how to look good for the cameras. And now she’s passing on her expertise to her grandma MJ, with a little help from some body makeup.
On Wednesday, June 19, the Keeping Up With the Kardashians star posted a series of videos to Instagram showcasing the seemingly magical powers of her new KKW Beauty body makeup.
In the caption, she writes that her grandma had asked about the new products and wanted to test them out to cover up her veins. “North and I went straight to her house and showed her exactly how to use it,” she wrote. “And I love how happy she is with the results!”
In the first video, the new KKW Beauty founder uses her new brush to apply the body foundation to her grandmother’s arm. In the photo after that, she showcases the before and after and the results are pretty incredible. And MJ thinks so, too.
In the next video, the grandma adorably comments, “it hides all the purple. Not that I don’t like purple, but you know.” At the same time, the 38-year-old proves how little the color transfers by pressing a white paper towel to the skin.
“If you let it dry before putting your clothes on it transfers way less and if you set it with a translucent powder it hardly transfers at all,” she writes in the caption. “It was important to keep the skin looking flawless yet natural.”
Kim herself uses the products to cover up the psoriasis on her legs. But it isn’t just good for hiding flare-ups. It’s also great to highlight certain body features the same way you would with your face. Over the past week, the reality star has posted lots of mesmerizing videos of the product being applied and it’s become our new beauty ASMR.

References: usmagazine

Xbox Cheat Sheet: All The Most Important Xbox One News

Xbox Cheat Sheet: All The Most Important Xbox One News

It's not easy keeping up with every new trailer, announcement, gameplay reveal, and rumor in the gaming industry. This is especially true in the wake of E3, when the internet is flooded with news.
To help out any Xbox fans out there, we've compiled this cheat sheet on the most important news in relation to Microsoft or the Xbox One family of consoles. Don't worry, cheat sheets for Nintendo and the Switch as well as Sony and the PlayStation 4 are in the works as well.
The information below is a general overview of the largest announcements from the past few weeks. That said, there are plenty of links in the text that will take you to articles that provide more in-depth analysis and information breakdowns.

14 First Party Games Detailed

In comparison to Sony's PlayStation 4 and Nintendo's Switch, Microsoft's Xbox One has struggled to deliver as many quality first-party console exclusives. Microsoft aimed to flip the script by revealing information about 14 upcoming first party games at E3 2019. Though we still don't have gameplay for many of them, the roster of titles looks like it will strengthen the game library of Xbox One
Some of the games had already been announced, such as Gears 5 and Halo Infinite. But Microsoft's E3 2019 press conference revealed new details about them. Gears 5 is releasing with a fun-looking PvE mode called Escape, for example, and Halo Infinite will be a launch title on Scarlett, Microsoft's 
Several new first-party titles were announced though. One of the more notable announcements came from Ninja Theory (a developer Microsoft acquired last year): the reveal of a new 4v4 melee combat-focused game it's been working on called Bleeding Edge. A technical alpha for the game starts this month.

New Xbox Hardware: Next-Gen Scarlett Console

Plenty of Xbox fans want to know what Microsoft has planned for its next-generation family of consoles. We learned a little bit more about it at E3, including confirmation that its codename is Scarlett, but Microsoft is still keeping some details close to the chest.
We do know that the console is currently scheduled for a Holiday 2020 release, that Halo Infinite will be a launch title, and that Microsoft claims it will be "four times" more powerful than an Xbox One X. Specifically, Scarlett contains a custom-engineered AMD processor capable of 8K resolution at 120fps, supports ray-tracing, comes equipped with a solid-state drive, and has a custom AMD Zen 2 CPU, Radeon RDNA architecture, and GDDR6 RAM. Details such as price point and hardware design are, for now, unknown.

Massive Showcasing Of Third-Party Titles

Microsoft delivered an expansive E3 press conference with announcements, new trailers, and gameplay reveals for dozens of third-party titles, all coming to Xbox One. The showcasing was huge, with more than a few surprises.
The three major highlights were the gameplay reveals for Respawn's Star Wars Jedi: Fallen Order(both at EA Play and Microsoft's E3 2019 press conference), release date announcement of Obsidian Entertainment's The Outer Worlds, and a first look at From Software's Elden Ring--an open world Souls-like game designed in collaboration with George RR Martin. During Microsoft's E3 press conference, the company also showcased new trailers for Cyberpunk 2077 and Tales of Arise, and also announced Phantasy Star Online 2 is finally coming to the West.
E3 was a pretty big showcasing for upcoming Xbox One indie games too. The most notable of the lot probably comes from Layers of Fear 2's Bloober Team, which is making Blair Witch, a spooky-looking game based in the same world as the 2016 horror movie. 12 Minutes--a psychological thriller about a man stuck in a time loop--also looks very good, as does Afterparty and Spiritfarer (both of which tackle the concept of death in unique ways).

Microsoft Acquires Yet Another Studio

After acquiring over half a dozen studios last year, Microsoft announced during E3 2019 that it's acquired one more. The studio in question is Double Fine, which is responsible for Psychonauts and Grim Fandango. During E3, Double Fine CEO Tim Schafer showcased the first gameplay trailer for Psychonauts 2.

Game Pass Just Keeps Getting Better

Game Pass continues to be one of the best subscription-based game services out there. Over the past few weeks, Microsoft has continued to expand the service, launching a PC version, bundling it with Xbox Live Gold, and adding several stellar titles to its lineup.
Microsoft's new Game Pass Ultimate combines Xbox Game Pass, Xbox Game Pass for PC, and Xbox Live Gold in one $15/£11 per month subscription. Both Game Pass and Xbox Live Gold subscriptions get you limited-time discounts on certain games, and Game Pass lets you freely download from a library of hundreds of titles which is expanding and shifting all the time. Recently, Microsoft added some incredible titles to Game Pass, including Metro Exodus, Thimbleweed Park, Guacamelee 2, Everspace, SteamWorld Dig 2, and Hollow Knight: Voidheart Edition.

Microsoft's Cloud-Streaming Future: Project xCloud

Google Stadia isn't the only cloud-based game streaming service scheduled to launch this year. During E3 2019, Microsoft announced Project xCloud would release this October, a month before Google Stadia launches. Pretty much no other details have been supplied, so we'll have to wait and see how exactly xCloud ultimately stacks up against Stadia.
References: gamespot