It's ok to have build-engineer doing release engineering if it's simple enough, but doing build engineering properly (Source control, artifact control, shared caches, dependency management of the compiler outside of the standard toolchain) is quite a large job.
Release engineering itself gets complicated when you take into consideration the different target platforms, most games get published on Playstation, Xbox and one of a handful of PC platforms (notably steam), plus the online systems and of course the development environments and internal release systems which are ubiquitous.
Build Engineering usually is the step between developers and QA, and release engineering is the bit after QA.
Both interact a lot with QA so could be rolled into the same role.
This. Having sub-channels in social media is long overdue. It will be a killer feature. If I want to post baby photos I can freely spam the "family" subchannel who will be more than happy to consume it. Similarly we can cater to a different set of followers with tech posts
The savesoil.org movement could be a possible solution. Incentivise farmers to plant cover crops when it's not season. This increases organic content in the soil, which over time increases the nutritional value in the fruits and vegetables.
Traditional Indian medicine systems could explain this phenomenon.
The "life" of a human being is categorized as 5 different energies, each having a specific function. (Pancha Pranas).
Death is seen as a process where these energies exit the body in a certain sequence over a period of time.
It is said that it is possible to reverse this process till a certain point with intervention.
A small extract on what these 5 energies are:
https://imgur.com/2GvgEqB
This is from the book "Death: An inside story"