SKU: 10229583541

Custom Photo Party Time - Happy Birthday Party Dessert Cupcake Toppers - Fun Face Clear Treat Picks - Set of 24

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Description

Custom Photo Party Time - Happy Birthday Party Dessert Cupcake Toppers - Fun Face Clear Treat Picks - Set of 24Add a personalized touch to your dessert bar with Party Time Fun Face Cutout Dessert Cupcake Toppers. Perfect for spotlighting the guest of honor, this DIY kit includes 24 clear treat picks, 24 custom face cutouts of ONE photo with cone hat designs, and clear stickers for easy assembly. Simply adhere the colorful birthday photo cut outs to the clear plastic picks with the included adhesives and then stick them into your party sweet treats. The

Add a personalized touch to your dessert bar with Party Time Fun Face Cutout Dessert Cupcake Toppers. Perfect for spotlighting the guest of honor, this DIY kit includes 24 clear treat picks, 24 custom face cutouts of ONE photo with cone hat designs, and clear stickers for easy assembly. Simply adhere the colorful birthday photo cut outs to the clear plastic picks with the included adhesives and then stick them into your party sweet treats. The birthday bash-themed dessert cupcake toppers are great for standard cupcakes and can also be added to appetizers and individual servings of other sweet treats such as brownies or donuts. If you're feeling extra creative, use the personalized treat picks on other appetizers. Celebrate a family member, dear friend, or your beloved pet, when you use the fun and quirky Party Time custom face cupcake treat picks at your event.

Party Time Fun Face Treat Picks:

  • 24 Custom Photo Cutouts APPROXIMATE SIZE 25” x 3.25”
  • 24 Plastic Treat Pick, 3.5" Tall
  • Professionally Printed on High-Quality Cardstock Paper
  • Clear Treat Picks are Packaged in a Food-Safe Environment
  • ONE Photo Using The Photo Tips Listed Below

PHOTO TIPS:

  • Choose ONE high-quality, full-resolution photo.
  • Print size requires minimum of 150 dpi.
  • Unedited, original photos work best. Screenshots and far-away or zoomed photos will not print well.
  • Cell phone photos are OK if they are taken closeup and uploaded at original file size.
  • Take photos with your subject's arms resting at their side.
  • Do not use images with hands near your honoree’s face or poses with props.
  • Photos will not be touched up so be sure to upload your best image.

PHOTO DISCLAIMER:

When you are choosing your photos, remember to only use ones that you have the rights to reprint. If you are unsure, contact your photographer for a photo release. Big Dot of Happiness is not responsible for ensuring you have the rights to reprint.

Shipping Notes
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Exchange/Return Notes
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  • Final sale items are not eligible for returns or exchanges.
  • To process your return/exchange, please contact us at [email protected]
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SKU: 10229583541

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robert thompson
Omaha, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
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Verified Purchase
Vincent Marias
San Leandro, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
J
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Joan Rubio
Bozeman, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025
P
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Piotr S.
New York, US
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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Reviewed in the United States on February 13, 2019
T
Verified Purchase
Tyler aldrich
Houston, US
★★★★★ 4
An Invaluable Book
Format: Hardcover, Format: Hardcover
Game Engine Architecture" by Jason Gregory has proven to be a treasure trove of knowledge, especially in the realms of lower-level computer programming and the inner workings of CPUs. The first third of the book, which I have thoroughly enjoyed, dives deep into the intricacies of memory management and concurrent programming. Gregory’s explanations are so lucid and engaging that the complex concepts of memory orders such as relaxed, release, and acquire have become clear to me, showcasing their critical roles in programming. What is particularly remarkable is how the book's first 400 pages serve not just as a guide to game engine architecture, but also stand on their own as an excellent introduction to computer science. It's a testament to the author's skill in distilling complex material into digestible content that even those without a vested interest in game development would find immense value in. However, a caveat I must mention is the book's physical heft. Its size and bulk make it somewhat unwieldy, and I learned this the hard way when it fell from my desk. The impact caused the page binding to tear away from the hard cover, which was disappointing considering the book's cost. Nevertheless, with some craftiness involving thick drawing paper and glue, I managed to repair it. If the author adds any more information to the next edition, it'd probably be best to turn this into a 2-3 volume set to manage the size. Despite this setback, the book remains an invaluable resource. Its depth and clarity are unmatched, making it a worthy addition to any tech enthusiast's library. Just be sure to handle it with care.
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Reviewed in the United States on November 11, 2023

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