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Final Showreel
I had some issues with uploading the video to Tumblr, so I created a folder in my google drive and shared the link in here.
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Final Essay - History of Comic Books
After getting some feedback from my tutor I manage to change the things that my tutor pointed out and rewrite some parts of the essay. Also had to check my spellings and grammer mistakes.
Actually I got a pretty good feedback other than the ones that I have to change like spellings and grammer. My essay structure was good and the topics are up to standards.
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Google Docs Research Papers
Primary Research
Secondary Research
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2nd Draft of CV and Cover Letter
After my 1st draft of the CV and Cover Letter I got some really good feedback on the fonts I used and what not to say in the CV. My lecturer told me not to use comic accurate fonts when ariting the CV cause it have to be professional so my solution for that was I used a simple font called "Arimo" and for the headings I just kept the comic accurate font called "Atma".
In the CV I also changed what I am learning in Nothumbria University and cleared up the final line which was "I was achieving academic excelance throughout the degree" since it was not necersary.
The CV
The Cover Letter
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How Comic Books affected the Animation Industry
The history of comic books has significantly influenced the animation industry, leaving a lasting impact on the styles, techniques, and narratives that are now commonly seen in animated films and TV shows.
Early Foundations and Influence
Comic books and animation share a common origin in the late 19th and early 20th centuries, primarily driven by technological advances in film and printing. Pioneers like Winsor McCay, known for his comic strip Little Nemo, ventured into animation with his short film adaptations. His work demonstrated how comic-style storytelling could be translated into motion, inspiring future animators to explore the medium more deeply.
Inspired by his son's flick-books, he spent four years and produced four thousand individual drawings in making his first animated cartoon 'Little Nemo', completing it in 1911.
Narrative Techniques and Character Development
The Golden Age of Animation (1928-1969) saw a rise in the adaptation of comic book characters into animated formats, establishing animation as a viable medium for long-form storytelling. During this period, animated shorts and TV series featuring characters like Superman and Batman emerged, bringing the narrative richness of comic books to the screen. These adaptations not only popularized the characters but also influenced animation to adopt storytelling, a concept borrowed from comic books
Visual Style and Artistic Techniques
The influence of comic book art on animation is evident in the strong use of lines, exaggerated expressions, and dynamic poses, which became staples in animated cartoons. Animation techniques, such as those used by pioneers like Emile Cohl and J. Stuart Blackton, relied heavily on the visual storytelling principles established in comic books. The transition from static comic panels to animated sequences helped shape the visual language of animation, emphasizing the movement and expression that are key in both forms
Impact on Modern Animation
In the modern era, comic books continue to influence animation significantly, especially with the rise of superhero-themed animations. Shows like Spider-Man: Into the Spider-Verse have successfully merged comic book aesthetics with cutting-edge animation techniques, creating a hybrid style that celebrates both mediums. This blending of traditional comic visuals with digital animation showcases the ongoing interplay between comics and animation
Conclusion
The relationship between comic books and animation is one of mutual inspiration. Comic books have provided animation with a rich source of content, narrative structure, and stylistic choices that have shaped the evolution of animated films and television. This interplay has resulted in some of the most iconic characters and stories in pop culture, demonstrating the power of these visual storytelling mediums.
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Primary Research
According to the replies I got and after arranging it as presentage's below is 5 Key findings that I am going to show to you all. Finally lets come to the conclusion.
1. Popularity and Cultural Impact
Exposure to Comics: Most people (70%) have read comic books, with many reading them regularly.
Importance in Culture: 85% agree that comic books are important to popular culture.
2. Changes in Themes and Art
Mature Themes: 85% think comic books have become more mature, dealing with complex issues.
Art Style Evolution: Many (85%) noticed changes in the art styles over time.
3. Diversity in Comics
Increased Diversity: 80% observed more diverse characters in recent years.
4. Influence on Other Media
Impact on Movies and Games: 90% believe comic books have influenced movies and video games significantly.
5. Preferences and Future Trends
Digital vs. Print: 45% prefer printed comics, but 30% now prefer digital ones.
Growing Acceptance: 85% feel comic books are more accepted now than in the past.
Conclusion
The survey shows that comic books are an important part of our culture. They have changed over time to include more serious topics and a wider range of characters. Comic books have also had a big impact on movies and video games. Today, more people accept and enjoy comic books. Many people still like printed comics, but more are starting to read digital comics, showing that reading habits are changing.
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The replies I got as a presentage to each answer
1. Have you ever read a comic book?
Yes, regularly: 40%
Yes, occasionally: 30%
No, never: 15%
No, but I’m interested: 15%
2. Do you believe comic books are an important part of popular culture?
Yes, definitely: 50%
Yes, somewhat: 35%
No, not really: 10%
No, not at all: 5%
3. Do you think the themes in comic books have become more mature over time?
Yes, a lot more mature: 45%
Yes, somewhat more mature: 40%
No, they’ve stayed the same: 10%
No, they’ve become less mature: 5%
4. Have you noticed an increase in diversity among comic book characters in recent years?
Yes, a significant increase: 50%
Yes, a slight increase: 30%
No, not much change: 15%
No, there’s still a lack of diversity: 5%
5. Do you prefer reading digital comics over printed ones?
Yes, I prefer digital comics: 30%
No, I prefer printed comics: 45%
I like both equally: 20%
I don’t read comics: 5%
6. Do you think superhero comics are the most popular genre?
Yes, definitely: 60%
Yes, somewhat: 25%
No, other genres are equally popular: 10%
No, superhero comics are less popular: 5%
7. Have you ever watched a movie or TV show based on a comic book?
Yes, many times: 55%
Yes, a few times: 30%
No, never: 10%
No, but I’m interested: 5%
8. Do you think comic books can effectively address social and political issues?
Yes, very effectively: 40%
Yes, somewhat effectively: 35%
No, not very effectively: 15%
No, not at all: 10%
9. Have you noticed changes in the art style of comic books over the years?
Yes, major changes: 50%
Yes, minor changes: 35%
No, they’ve stayed the same: 10%
I’m not sure: 5%
10. Do you believe the comic book industry has influenced other forms of media (e.g., movies, video games)?
Yes, a lot: 65%
Yes, somewhat: 25%
No, not really: 5%
No, not at all: 5%
11. Do you think comic books are more widely accepted now than they were in the past?
Yes, much more accepted: 55%
Yes, somewhat more accepted: 30%
No, about the same: 10%
No, less accepted now: 5%
12. Have you ever attended a comic book convention or similar event?
Yes, multiple times: 20%
Yes, once or twice: 35%
No, but I’d like to: 30%
No, not interested: 15%
Bar Chart
I made a bar chart according to the responces I got from the survey.
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CV and Cover Letter
After exploring more about myself, my style and after getting feedback from my tutor, I was managed to make a perfect Resume for myself. Although I didn't liked the Resume that I made. I wanted to give it a glow of my art style by still keeping it Professional and recreate it.
Final CV
Cover Letter
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Research about the topic that I chose
History of Comic Books
Secondary Research
Introduction to the History of Comic Books
Comic books emerged from newspaper comic strips in the early 20th century and became quite popular as a versatile medium for story telling or artistic expression. Initially focused on comedy and serialized tales, they diversified into various categories such as super heroes, adventure stories, science fiction among others. This paper examines various turning points in the history of comic books right from their birth to present day times when they have continued to impact popular culture, societal norms and values.
The Birth of Comic Books
The history of comic books dates back to the early 19th century, with the first-ever comic book widely considered to be "The Adventures of Obadiah Oldbuck," published in 1837 by Swiss artist Rodolphe Topffer. This early work set the stage for the development of the comic book medium.
Golden Age of Comics (1930s-1950s)
The Golden Age of Comics is characterized by the emergence of superheroes and the widespread popularity of comic books as a form of entertainment. This era began in earnest with the introduction of Superman in 1938’s Action Comics #1, created by Jerry Siegel and Joe Shuster. Superman’s debut marked the birth of the superhero archetype: a powerful, morally upright character with extraordinary abilities who fights for justice and defends the innocent.
Key Comics and Characters:
Superman: As the first superhero, Superman set the standard for the genre. His superhuman strength, ability to fly, and commitment to truth and justice resonated deeply with readers during a time of economic hardship and global unrest.
Batman: Introduced in 1939 by Bob Kane and Bill Finger, Batman offered a darker, more noir-inspired take on the superhero genre. With no superpowers but relying on his intellect, detective skills, and gadgets, Batman became an instant hit for his complex characterization and gritty crime-fighting adventures.
Wonder Woman: Created by William Moulton Marston and introduced in 1941, Wonder Woman broke new ground as a powerful female superhero. She embodied themes of feminism, strength, and compassion, inspiring young girls and challenging traditional gender roles.
Comic books during the Golden Age had a profound impact on children and society at large. In the midst of the Great Depression and World War II, these colorful and action-packed stories provided an escape from harsh realities and offered messages of hope and resilience. Children were captivated by the daring exploits of superheroes, who embodied ideals of courage, justice, and moral integrity.
The Silver Age of Comics (1950s-1970s)
The Silver Age of Comics, which began in the mid-1950s and lasted until the early 1970s, marked a period of revitalization and innovation in the comic book industry. This era saw the reimagining of classic characters, the introduction of new heroes, and a shift towards more complex storytelling. The Silver Age is often characterized by its imaginative plots, scientific themes, and the development of a shared universe within comic book publishers.
Key Comics and Characters:
The Flash: The Silver Age is widely considered to have begun with the debut of the new Flash, Barry Allen, in Showcase #4 (1956). Created by Robert Kanigher and Carmine Infantino, Barry Allen’s Flash introduced the concept of the "Speed Force" and set the stage for the reintroduction of other Golden Age characters.
Green Lantern: Hal Jordan, the new Green Lantern, debuted in Showcase #22 (1959), created by John Broome and Gil Kane. This character brought a sci-fi element to superhero comics, with Hal Jordan as a space-faring hero wielding a power ring that could create anything he imagined.
The Fantastic Four: Created by Stan Lee and Jack Kirby, The Fantastic Four #1 (1961) revolutionized the superhero team concept. The Fantastic Four had a more human and relatable approach to superheroes, with their personal struggles and family dynamics.
Spider-Man: Introduced in Amazing Fantasy #15 (1962) by Stan Lee and Steve Ditko, Spider-Man quickly became one of the most popular superheroes. Peter Parker’s struggles as a teenager dealing with everyday problems and superhero responsibilities resonated deeply with readers.
The X-Men: Created by Stan Lee and Jack Kirby, The X-Men #1 (1963) introduced a team of mutants who fought for a world that feared and hated them. This series addressed themes of prejudice and social justice, making it relevant to the civil rights movement of the time.
Modern Era and Digital Age (1980s-Present)
The Modern Era of comics, beginning in the 1980s and continuing into the present day, has seen significant changes in storytelling, artistic styles, and the way comics are consumed. This era is characterized by darker and more mature themes, a focus on character development, and the rise of independent publishers. The Digital Age has further transformed the industry with digital distribution, webcomics, and graphic novels gaining prominence.
Key Comics and Characters
1980s: The Rise of Grit and Realism
Watchmen: Written by Alan Moore and illustrated by Dave Gibbons, Watchmen (1986-1987) deconstructed the superhero genre, presenting a dark and complex narrative that questioned the morality of vigilantes. Its mature themes and sophisticated storytelling set a new standard for the industry.
The Dark Knight Returns: Frank Miller's The Dark Knight Returns (1986) redefined Batman, portraying an older, grittier version of the character. This graphic novel's success influenced the portrayal of superheroes as flawed and complex individuals.
Maus: Art Spiegelman's Maus (1980-1991), a Pulitzer Prize-winning graphic novel, used the medium to tell a harrowing tale of the Holocaust. Its success demonstrated the potential of comics to tackle serious and historical subjects.
1990s: The Boom of Independent Publishers and Anti-Heroes
Spawn: Created by Todd McFarlane, Spawn (1992) emerged from the newly established Image Comics. The character, an anti-hero with a dark and supernatural backstory, became immensely popular, highlighting the potential of creator-owned properties.
Sandman: Neil Gaiman's The Sandman (1989-1996), published by DC's Vertigo imprint, brought literary depth to the medium, blending mythology, horror, and fantasy. It garnered a diverse readership and critical acclaim.
2000s-Present: Diversity and Digital Transformation
Ms. Marvel: Introduced in 2014 by Marvel Comics, Kamala Khan as Ms. Marvel represented a significant step toward diversity. As a Muslim Pakistani-American teenager, Kamala's story resonated with readers from various backgrounds, promoting inclusivity in the superhero genre.
Saga: Written by Brian K. Vaughan and illustrated by Fiona Staples, Saga (2012-Present) combines science fiction and fantasy in a unique, mature narrative. Its success has shown the viability of ongoing, creator-owned series in the modern market.
Webcomics and Digital Platforms: The rise of digital platforms like Webtoon and ComiXology has democratized comic creation and distribution. Series such as Lore Olympus by Rachel Smythe have gained massive followings, illustrating the power of digital comics.
Conclusion
In conclusion, comic books have evolved from humble beginnings into a dynamic medium that continues to shape popular culture and inspire generations of readers. From the first comic book publications to the introduction of iconic superheroes like Superman, comic books have left an indelible mark on society, offering imaginative storytelling and moral lessons that resonate across diverse audiences worldwide.
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Task 4
Research on Companies and Their HR Policies
Rockstar Games
Rockstar Games is a renowned video game developer and publisher known for creating some of the industry's most iconic and critically acclaimed games, such as the Grand Theft Auto series, Red Dead Redemption series, and Max Payne series. Founded in 1998 as a subsidiary of Take Two Interactive, Rockstar Games is recognized for its innovative approach to open world game design, compelling narratives, and high production values. With multiple development studios around the world, Rockstar Games continues to push the boundaries of interactive entertainment and set benchmarks for the gaming industry.
Policies:
Rockstar Games' HR policies are designed to support a diverse, inclusive, and dynamic working environment, ensuring that employees can reach their full potential while contributing to the company's success in creating groundbreaking games. The HR team at Rockstar Games focuses on empowering employees through various initiatives, promoting a safe and supportive workplace, and fostering collaboration across their global studios.
Key HR responsibilities include acting as the first point of contact for employee queries, maintaining and communicating people-related policies, supporting management on performance and disciplinary issues, and overseeing the employee onboarding process. They also ensure compliance with current employment legislation and manage internal immigration requirements
Rockstar Games offers a range of benefits to its employees, including comprehensive health insurance, dental insurance, and a 401(K) plan. The company also provides office perks like free snacks and drinks to create a comfortable and engaging work environment. Additionally, Rockstar is committed to promoting equal opportunity and providing reasonable accommodations to qualified applicants and employees with disabilities
Stories of Companies dealing with difficult Employees
Rockstar Games has faced challenges in managing employee relations, particularly related to the intense work culture known as "crunch." This term refers to periods of extended overtime that employees feel pressured to undertake, especially during major project deadlines like the release of "Red Dead Redemption 2." Many employees have reported working long hours, including evenings and weekends, to meet production goals. Some described this as a "culture of fear," where they felt compelled to work excessive hours to avoid repercussions or to succeed within the company
In 2010, a letter from the wives of Rockstar San Diego employees highlighted issues with forced overtime, detailing 12-hour workdays for six days a week. The company provided laundry services to accommodate the demanding schedule, indicating the extent of the workload. Despite these criticisms, some employees maintain that Rockstar is a great place to work, attributing the long hours to the high standards and dedication required to produce top-tier games
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Task 1
In this session we were given to write a paragraph on what we want to do after our graduation ?
Upon graduation, I plan to advance in character design and take its international career after completing my studies. I want to be a character designer at Rockstar Games, this is my dream job. Simultaneously, I will start on producing the first comic book which will focus on sharing new characters through publishing. The aim behind this project is to attract devoted supporters and act as a launching pad for innovative options in future.
Task 2
So in this we have to write our setbacks and how we will solve them when we go out into the industry when we graduate ?
I’ve made plans that will assist me overcome all the possible challenges which I may come across in future. In this case, it would be important to develop a strong portfolio that reflects my unique style and versatility so as to stand out among other applicants in the highly competitive job market especially for top notch companies. This can only be achieved by undertaking internships, freelancing or getting involved in small indie projects. This will require me to employ social media platforms for marketing purposes as well as engage with those who have interest in my comic book so that I can create a fan base for this product. For example, going international requires looking into visa demands and adapting culturally while staying ahead with developments in the industry through continuous learning and networking ensures my skills remain relevant. By working out these likely problems myself before they happen; it shall not be difficult for me to carve a niche for myself within this field with regard to character designing.
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Introduction - History of Comic Books
The history of comic books dates back to the early 19th century, with the first-ever comic book widely considered to be "The Adventures of Obadiah Oldbuck," published in 1837 by Swiss artist Rodolphe Topffer. This early work set the stage for the development of the comic book medium.
The genre saw a significant evolution with the creation of "Action Comics #1" in 1938, featuring the debut of Superman, marking the birth of the superhero genre and revolutionizing the comic book industry.
Throughout the mid-20th century, comic books became immensely popular among young readers, with superhero comics leading the charge. Characters like Batman, Wonder Woman, and Spider-Man captivated young audiences with their thrilling adventures and moral tales.
Additionally, genres such as funny animal comics, exemplified by characters like Mickey Mouse and Donald Duck, and adventure comics, like "Tintin" and "The Phantom," also enjoyed widespread popularity among children.
Comic books had a profound impact on children, offering not only entertainment but also moral lessons and inspiration. They encouraged imagination, creativity, and reading skills, often portraying themes of justice, bravery, and the triumph of good over evil. Through relatable characters and exciting stories, comic books left a lasting impression on the minds of young readers, shaping their values and providing an early introduction to storytelling and art.
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Resume
We are supposed to make a resume for ourselves.
After getting feedback on this Resume that I have created my tutor helped me to point out certain things that are not clear. Such as,
Changing the introduction of myself located at the top left side of the Resume because of the profile picture some words are blocked and cant be seen very clearly.
Also told me to remove my address and just add my number and my email address.
As for Education, I was informed to change it to my current situation on my studies rather than just writing what I have achieved after the degree cause I am still learning there as a student.
So after all of that I decided to change a few things that were told to me. Below is my new Resume
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Topics to research
1. Game Art and Animation
2D and 3D art styles in games
Character design and animation techniques
Environmental design and level art
2. Game Audio and Sound Design
Importance of sound effects and music in games
Implementing audio in different game genres
Interactive music systems in games
3. Character Development
Gesture drawing
Character silhouettes
Anatomy and Promotions
4. History of Comic Books
The fist comic book (the start of comics)
Art and Design
Cultural Impact
The fist action comics
After talking with the tutor it helped me to pick the most suitable topic for me to research on and that is "The History of Comic Books"
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8 attributes of professionalism
We were given the task of evaluating ourselves according to the 8 attributes of professionalism and write down our own experiences, relating to them. Scenario:
For one of my modules we were given we were tasked with creating a video game based off another artist’s works. So we had to do a lot of research and come up with our own art style according to the artists art style without using exact same style as them. So in this I will talk about my own experience according to the 8 attributes of professionalism.
1. Competence:
My ability to do well in this project came from doing thorough research and really understanding how the artist worked. Before starting to create anything, I spent a lot of time learning about the artist's style, what materials they used, and what their art meant. This research was super important because it gave me a solid base of knowledge.
As I worked on the game, everything I did was influenced by what I had learned. For example, when I designed the 3D models, I used what I knew about the artist's techniques. This helped me make sure that each model not only looked like the artist's work but also captured the feelings and ideas behind it.
Understanding the artist's techniques also helped me make smart choices about how to adjust their art for a video game. Whether it was picking colors, adjusting lighting, or making textures, I always thought about what I had learned.
In the end, all this research made my work feel authentic and gave me confidence in turning the artist's ideas into a fun and meaningful game
2. Knowledge:
Learning a lot about the artist helped me make smart choices when creating the game. By studying their work closely, I got a deep understanding of how they did things like their style and the materials they used. This knowledge was crucial because it guided me in making decisions that stayed true to the artist's original ideas.
For example, when I was designing the game models, I used what I knew about the artist's techniques. This made sure that each model didn't just look like their art but also captured the same feelings and meanings behind it.
Understanding the artist's techniques also helped me make good decisions about how to adapt their art for a video game. Whether it was choosing colors, adjusting lighting, or making textures, I always kept in mind what I had learned.
In the end, this deep knowledge made my work feel real and gave me confidence in turning the artist's ideas into a fun and meaningful game.
3. Conscientiousness:
Paying close attention to details was really important. I carefully examined the artist's models, looking at every little part closely. This helped me understand exactly how they created their art.
When I started designing the game models, I used this careful study to make sure my designs were just right. I kept refining and adjusting them until they looked like a true reflection of the artist's style. At the same time, I had to make sure these models worked well in the game like making sure they moved correctly and fit into the game world smoothly.
This attention to detail was key because it meant my work not only looked good but also stayed true to what the artist intended. It was a balance between capturing the essence of their art and making sure everything worked perfectly in the game.
In the end, this careful approach made my work stand out and gave me confidence that I had created something that honored the artist's vision.
4. Integrity:
I made sure to stay true to the artist's style and intentions throughout my work. It was important to me to respect how they created their art and what they wanted to express.
As I developed the game, I constantly referred back to the artist's original style. I wanted to capture the same feeling and meaning that they put into their work. This meant carefully adapting their art so it fit well into a video game, while still keeping the essence of what made their art special.
Keeping this integrity was a balancing act. I had to make sure that every change I made respected the artist's vision. Whether it was adjusting colors, changing shapes, or adding details, I always asked myself if it stayed true to what the artist originally wanted to say.
In the end, this commitment to integrity made my work feel authentic and meaningful, both to me and to anyone experiencing the game.
5. Respect:
I approached the project with deep respect for the artist's work. I valued their creative decisions and aimed to enhance their artistic impact through my interpretations in the game.
Throughout the process, I carefully considered how to honor the artist's choices. This meant integrating their style and ideas thoughtfully into the game, aiming to amplify the same artistic impact that their original work had.
By respecting the artist's vision, I ensured that my contributions complemented and celebrated their artistry, creating a cohesive and meaningful experience in the game.
6. Emotional Intelligence:
Making decisions in this project involved both creativity and problem solving. I needed to balance expressing the artist's style with practical concerns to make sure everything worked well in the game.
Emotional intelligence was key in navigating these challenges. It helped me understand how to manage both the artistic side like capturing the right mood and style and the technical side like making sure the game ran smoothly.
Each decision I made was aimed at improving the final product. Whether it was adjusting designs or refining details, I kept in mind how each choice would contribute positively to the overall experience of the game.
In the end, this balanced approach allowed me to create a game that not only looked good but also felt cohesive and enjoyable to play.
7. Appropriateness:
Adapting the artist's style for the game required careful consideration. I made sure to adjust visual elements and thematic details to fit gaming standards while staying true to the artist's original vision.
This meant finding a balance between honoring the artist's unique style and making sure the game elements made sense for players. I carefully tweaked colors, shapes, and themes to ensure they worked well within the game environment without losing the essence of the original artworks.
By maintaining this balance of appropriateness, I aimed to create a game that not only respected the artist's work but also provided an engaging and cohesive experience for players.
8. Confidence:
In the end, I was really happy with how the game turned out. I felt confident that I had combined artistic ideas with both the artist's style and my own creativity.
I was satisfied because I managed to blend the artist's essence into the game while also bringing my own ideas to life. This balance made the game compelling and true to its artistic roots.
Overall, I felt proud of achieving a game that not only met technical standards but also resonated creatively, reflecting both the artist's vision and my contributions.
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