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    Games & Hobbies

    Dev Game Club

    Join hosts and industry veterans Brett Douville and Tim Longo as they discuss older titles and the impact they had on the games industry, as well as any lessons that could be taken away even today. Play along!

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    Latest Episodes:
    DGC Ep 348: GoldenEye 007 (part four) May 17, 2023
    Show notes

    Welcome to Dev Game Club, where this week we complete our series on GoldenEye 007 by diving a bit into the multiplayer and discussing our overall takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Multiplayer (for about an hour)

    Issues covered: getting the good old Rare stories, writing music for the Nintendo 64, finding the Donkey Kong pitch, how remarkably easy it was to play it multiplayer, privacy concerns and game services, car horns and dogs, motion sickness, picking the guns, weapon placement, modes versus mutators versus picking your guns, asymmetrical play, house rules, a social multiplayer experience, lower stakes, not shooting if the other person doesn't have a gun, bullet penetration, more depth than anticipated, feeling the depth, rocket explosion use, a feature under the radar, ease of use, convincing the publisher, a humorous multiplayer, breaking the rules of FPSes, a historical development branch, seeing the one-upmanship in action, the multiplayer dark horse, the multiplicity of the modes, a cinematic FPS that uses the license really well, good characterization and escort missions that don't bug you, spending time makes characters matter, friendly AI at the time, objectives and level of difficulty, learning on the easy difficulty so you can play on the more difficult levels, drowning in nostalgia, building the realistic levels, the limitations of the tech and how it helped, the spookiness of fog.

    Games, people, and influences mentioned or discussed: Grant Kirkhope, Neill Harrison, Stamper (family), Donkey Kong Country, Bill Roper, Calamity Nolan, Switch, DOOM (1993), Halo, Unreal Tournament, Outlaws, Quake, Artimage, Biostats, LucasArts, Clorf, Starfighter, Noclip, Gran Turismo, Pete Brubaker, id Software, Time Splitters, Sid Meier, Peter Molyneux, Starsiege: Tribes, Rogue Spear, Mario Kart 64, Steve Ash, Chris Klie, Alan Cumming, Drew, Minnie Driver, No One Lives Forever 2, The 002nd Quest, Shadows of the Empire, Silent Hill 2, Turok, Dead Space, Dark Souls 2, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: Our next game!

    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord DevGameClub@gmail.com


    DGC Ep 347: GoldenEye 007 Bonus Interview with Grant Kirkhope May 10, 2023
    Show notes

    Welcome to Dev Game Club, where this week we insert a bonus interview into the middle of our series on GoldenEye 007. We speak with Grant Kirkhope, one of two composers on the title. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Podcast breakdown: 0:58 Interview 1:03:57 Break 1:04:32 Outro

    Issues covered: starting at Rare in '95, composing in hex, the imposing approach to programming, fitting in 1 Mb, making a clarinet from one note, limiting your palette, looping your cymbal decay, working within your limits, downsampling from 44.1 kKz and using the EQ, working from good tunes rather than a huge palette, getting a degree in trumpet and living the musician life, the dole and mom's house, sending in casette tapes, having a meg of memory to play with, going to Disneyland, a farm in the middle of nowhere with teams in stables, a family affair, GameBoy in the morning and GoldenEye in the afternoon, limiting who could be in what building, a culture of friendly rivalry, taking ideas and building on them, brilliant bosses, being into the Bond films, the best film releases of every year, not knowing what you're doing, working on the multiplayer in secret, "not pleasing anyone a lot but pleasing a lot of people a little bit" these days, coming up with the idea in the morning and doing it in the afternoon, the indie spirit, small teams, making the engine you need and no extraneous bits, building games like Nintendo, working from two or three sentences, how does this thing sound (spiky things vs forest things), messing around until you hear what you like, instinctual, developing from an emotional sense, delving into Statue Park, trying to find the John Barry magic, being afraid you're going to get fired and instead moving on to another project, getting a chance to film all the sets, having the magic destroyed, a game that just kept selling and selling, the godfather of trap music, pause music becoming the soundtrack of the game, falling into games without training, music living on when the games don't necessarily, things that get into your head as a child, remembering what you've done, making someone's favorite game, having quite a journey, games as not a destination for composers, having a scene.

    Games, people, and influences mentioned or discussed: Donkey Kong, Graeme Norgate, Rare, Banjo-Kazooie, Perfect Dark, Viva Pinata, Kingdoms of Amalur, Civilization: Beyond Earth, Mario + Rabbids, The King's Daughter, Pierce Brosnan, Edinburgh, Nintendo, Blast Corps, Ken Griffey Baseball, Dave Wise, Robin Beanland, Bon Jovi, Billy Idol, Van Halen, Killer Instinct, Keybase, Atari ST, Tim and Chris Stamper, Donkey Kong Country, Microsoft, Mortal Kombat, Faith No More, Duran Duran, Martin Hollis, Shigeru Miyamoto, Captain America, Monty Norman, John Barry, Gregg Mayles, Pinewood Studios, The World Is Not Enough/Tomorrow Never Dies, Sea of Thieves, Thunderbirds, Sting Ray, Tim Schafer, Psychonauts 2, Chris Woods, David Byrne, How Music Works, Velvet Underground, DOOM, Dark Forces, Neill Harrison, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: Multiplayer and takeaways

    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    Discord Invite


    DGC Ep 346: GoldenEye 007 (part three) Apr 26, 2023
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on GoldenEye 007. We talk about the shelf-level event, running towards the end, and some wonky controller stuff. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Finished the SP game!

    Issues covered: Moneypenny presentation, illness, leveraging the Switch N64 save states, the scene on the train, using the laser watch, not how trains work, lack of lock-on, camera assist, twenty brackets, getting a head start on the puzzle, the feel of the train, designing for your strengths rather than throwing in something new, the pains of playing retro games, the maximum throw vs the minimum throw, overcorrection due to overacceleration, autoleveling, tuning the sticks before hitting the emulator level, the three Cs -- character/camera/controls, typical Nintendo re-releases vs emulation, leaning into the fantasy fulfillment of being Bond, the diagetic interface of the watch, the health/shields in full-screen and reflecting the watch, being in your face about critical information, levels becoming more linear at the very end, affordances for the game, a survey of the last few levels, trying to reflect the movie, secret agent levels you want to be in, the final setting and a good pay-off, the real dish, scaling the difficulty with objectives, relying on QA, the fantasy satisfaction of relentlessly heading towards the end, not crediting the face scans, evolving crediting standards, playing multiplayer, Tim the spirit animal, the Big Wheel, trying to focus on the thing that's new, taking my retirement in stages, Tim and his dang bandit knife, earning every mile, asymmetrical multiplayer, difficulty and objectives, mutators and other means of changing difficulty, multiplayer customization, arcade transition.

    Games, people, and influences mentioned or discussed: Daniel Craig, Naomie Harris (apologies to Thandiwe Newton and Ms Harris), Uncharted, Dead Space, Wolfenstein: The New Order, Okami, Dwarf Fortress, LucasArts, Ocarina of Time, Super Mario 64, GameCube, Half-Life, Valve, Deus Ex (series), Halo, Republic Commando, Jedi Knight, Fallout 3, Matt Tateishi, Adventure, Colin "The Shots" Tougas, Shenmue, Dreamcast, Indiana Jones, UbiSoft, Dark Cloud 2, Travis McGee, Dark Souls, Death Stranding, Bounty Hunter, Outlaws, Jeffrey Sondin-King (Pinecone), Troy, Crystal Dynamics, Celeste, System Shock 2, Silent Scope, Dino Crisis, Kingdom Hearts, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: GoldenEye MP

    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord invite DevGameClub@gmail.com


    DGC Ep 345: GoldenEye 007 (part two) Apr 19, 2023
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on GoldenEye 007 for the Nintendo 64. We talk about story accommodations, enemy AI, NPCs, and level design concerns and questions. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Roughly up to mission 10

    Issues covered: talking to the people who set up the mission, Moneypenny and representation, changing up the briefing, objective structure, "the Dark Nintendo," how Rare got bought, the challenges of adapting a film where Bond isn't in every scene, objectives in a first-person shooter, interpreting the objectives, confusing visual language, arcade action with waves of enemies, feeling simulation-y, pressure on the player, the impact on the game, technical achievement in the level design, non-linear levels and the problems with landmarking, spy fantasy locations, wanting a boat chase, bad telegraphing, blowing people's minds, enemy animation and location-based hits, blood effects, shooting off hats, smoke and mirrors, asking the team what to do, what the player brings to the game, the AI missing you, putting your money in the enemies, projectile speed, being the fantasy guy vs being the guy, pegging the easy difficulty right, superheroes vs realism, finding objectives that aren't objectives, escort missions, using your one verb and puzzling, making mountains out of molehills, what games opened things up for you, the impact of specific MMOs, walking simulators, haikus of stories.

    Games, people, and influences mentioned or discussed: Eternal Darkness, Resident Evil 4, GameCube, Microsoft, Quake, Half-Life, Duke Nuke'em 3D, Hitman 2, War Games, Monolith, No One Lives Forever (series), GOG, National Lampoon's European Vacation, LoZ: Ocarina of Time, Super Mario 64, Shadows of the Empire, Quiller (series), Sean Connery, Starfighter, DOOM (1993), Rainbox Six, Soldier of Fortune, Shigeru Miyamoto, Last of Us (series), Mark of Kri (really Rise of the Kasai), Collin "The Shots" Tsougas, John Romero, Super Mario World, Devil May Cry, Chrono Trigger, Destiny, Elden Ring, Diablo, Metal Gear Solid, EverQuest, World of Warcraft, Gone Home, Dear Esther, Proteus, Firewatch, Ico, Shadow of the Colossus, Hidetaka Miyazaki, Dark Souls, Kingdom Hearts, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: Finish single player

    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com


    DGC Ep 344: GoldenEye 007 (part one) Apr 12, 2023
    Show notes

    Welcome to Dev Game Club, where this week we begin a new series on 1997's Rare classic, GoldenEye 007. We set the game in its time before getting down to brass tacks, including comparing the experience to the film. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: First full mission (three levels)

    Issues covered: the license, a bit about the film and the film series, 1997 in games, the flourishing of the first person shooter, late in a console cycle, disparity between PC FPSes and console FPSes, Rare with a lot of games and a lot of further game studios, missing the original controller, remapping shenanigans, threading the needle on a film adaptation, filling in gaps in the license, choosing your exciting set piece, wide level design, the triple cut, Hong Kong cinema, cinematic choices, contrasting with later cinematic games, how many mechanics will you incorporate, chasing this game, choosing different presentation, showing death the character death, an era of accessibility needs recognition, at last listening to our hate mail.

    Games, people, and influences mentioned or discussed: Nintendo, Fatal Frame, PlayStation, Pierce Brosnan, Nintendo 64, Sean Bean, Famke Janssen, Alan Cumming, Judi Dench, Desmond Llewelyn, Ralph Fiennes, Daniel Craig, Skyfall, Diablo, Castlevania: Symphony of the Night, Fallout, Quake, SW: Jedi Knight: DF2, Blood, Outlaws, Turok, Shadow Warrior, Hexen II, Raven Software, 3D Realms, GT Interactive, Duke Nuke'em, Postal, Curse of Monkey Island, Age of Empires, The Last Express, Final Fantasy VII, Colony Wars, Wing Commander: Prophecy, Riven, MYST, XvT, Interstate '76, Mario Kart 64, OddWorld, Grand Theft Auto, Gran Turismo, Diddy Kong Racing, The Stamp brothers, NES, Slalom, Wizards and Warriors, Battletoads, Killer Instinct, Perfect Dark, Microsoft, Viva Pinata, Banjo Kazooie (series), Donkey Kong Country, Silicon Graphics, Timesplitters, Free Radical, John Romero, Majora's Mask, Minish Cap, Metroid Fusion, The Fugitive, Harrison Ford, Mission: Impossible, John Woo, Hard Target, Broken Arrow, Face Off, Metal Gear Solid, Conker's Bad Fur Day, Alpha Protocol, Telltale Games, IO Interactive, Machine Games, Colin "The Shots," Devil May Cry, Dark Souls, Celeste, Luke Harris, Tetris 64, Starfighter/JSF, 343 Industries, Kingdom Hearts (series), Republic Commando, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: More GoldenEye 007

    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com


    DGC Ep 343: Mailbag Episode! Apr 05, 2023
    Show notes

    Welcome to Dev Game Club, where this week we catch up on our mail bag and tackle a ton of different topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Issues covered: catching up on the mail bag, kind words, jumping down onto back of a Chardalyn Dragon, the most important bowling bowl in the universe, frames for playing games, when are you playing the game, going deep on a game and joining its community, moments of discovery, reflections on the 'cast, how we approach our play, what you miss when you play and what you look up later, communities around game, responsive move sets, where you put your investment in development, learning the move sets, invading and being invaded, having a manager, getting way deeper into the game, the stress levels of the game, adventure mode, the Very Pouty Bard, the stress levels of this game, sunk cost fallacy, the weight of continuing a game, expecting not to get too deep in the game.

    Games, people, and influences mentioned or discussed: Dwarf Fortress, Kodie Martin, Super Mario 64, John Romero, Vampire: The Masquerade, Brian Mitsoda, Collin "The Shots" James Tiberius Tsougas, Diablo, EverQuest, PlayStation, David Brevik, Dungeons & Dragons, Troy Mashburn, 343 Industries, Brian Taylor, Alien, Final Fantasy IX, Nier: Automata, OliverUV, Jason Grinblat, Freehold Games, Boatmurdered, Dark Souls, Kruggsmash, Tarn and Zach Adams, Eve Online, Frog Fractions, Brenda Romero, Train (board game), Sea of Thieves, Valheim, Roll20, Johnny "Pockets" Grattan, Minecraft, Legend of Zelda, Jeff Cannata, World of Warcraft, The Dungeon Run, LucasArts, Game Theory Group, Harley Baldwin White-Wiedow, The Walking Dead, Videogame Atlas: Mapping Interactive Worlds, Assassin's Creed, Luke Caspar Pearson, Sandra Youkhana, Keza MacDonald, Jason Killingsworth, YOU DIED, Michael Justice, FROM Software, Namco Bandai, Skyrim, Jeffool, Artimage, X-COM, Pong, Kingdom Hearts, Demons's Souls, Civilization, Magic: The Gathering, Flight of the Conchords, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: New game series!

    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com


    DGC Ep 342: Dwarf Fortress (part five) Mar 29, 2023
    Show notes

    Welcome to Dev Game Club, where this week we complete our series on Dwarf Fortress. We tell a couple more stories, get into how this would or would not eat up our lives, and turn to takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Another 10 hours (Brett) or two hours (Tim)

    Issues covered: withdrawing from society to create an heirloom, failing your ghosts, feeling the wet walls, watching the water spread around, creating a well by flooding your lower level, getting stuck in the morass vs learning, the continuing sadness of the Very Pouty Bard, the looming tension in other games, the complexity of some of the systems, diving into other menus, finding the mission system, sanding down difficulty edges, running into the system friction, losing is fun, the pleasures of recovery, so many ways of failure and the time to failure, every happy family, the real boss: the happiness scale, getting further away from the paint can, layer of abstraction, play intensity and life mismatching, the strength of the theme, the amount of iteration and being able to see them, driving design and iteration, the profit motive vs archiving, it's okay to be unforgiving, the presentation allowing for opacity, procedural generation, generating a lore bible or tome, becoming the go-to example for a mechanic, zeitgeists, dead drunken cats, seeing the chain of events that leads to a bug.

    Games, people, and influences mentioned or discussed: Populous, Civ, SimCity, World of Warcraft, Spelunky, Dark Souls, Leo Tolstoy, Ratchet & Clank, BattleCruiser 3K, Firewatch, Colin "The Shots" James Tiberius Tsougas, Kingdom Hearts (series), Super Mario 64, Jumping Flash, Halo, GoldenEye, Kill.Switch, Gears of War, Cliffy B, PlayStation, Daron Stinnett, PacMan, DOOM (1993), Gothic Chocobo, Far Cry 2, Dead Space, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Links: Tarn Adams NoClip

    Next time: Maybe the mailbag?

    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com


    DGC Ep 341: Dwarf Fortress (part four) Mar 22, 2023
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on Dwarf Fortress. We turn to the Steam version of the game and especially talk about how a more graphical presentation changes the feel of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: 2 - 8 hours (Tim - Brett)

    Issues covered: starting over, an unhappy bard who you just can't make happy, the necromancer who injured himself in a ravine and who raised an undead to defend him, exploring the game's systems to try and make her happy, goals that arise indirectly, the accomplishment of making her happy, abandoning saves, letting the simulation run, walling in your staircase and the art being unclear, 500K events, the history of the world, watching the world be built or discarded, being curious about a smaller world, resource pressure, task management, a relatively frictionless first year, the leap of graphics, zooming up through the canopy, seeing your floors, realizing what things represent, going narrow so you can go deep, generating stories, hidden personality variables, dating sims, adding pressure by adding a bunch of new dwarves, meeting areas, a starving cow, so many timers and spinning many plates, the evocative melancholy of the music, games from our childhood.

    Games, people, and influences mentioned or discussed: Animal Crossing, Black & White, Chris Corry, Andrew Kirmse, Valheim, Minecraft, Kitfox Games, Starfighter, Chris Crawford, Rimworld, Populous, SimCity, Tarn Adams, Colin Tougas, Pokemon Red/Blue, Wizardry (series), Ultima (series), Eye of the Beholder, Etrian Odyssey (series), King's Quest, Space Quest, Tetris, Lode Runner, Ultima Underworld, Docobron, Final Fantasy IX, Super Mario World, Metal Gear Solid 3, Chrono Trigger, The Witness, Artimage, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: More DF and our takeaways

    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com


    DGC Ep 340: Dwarf Fortress (part three) Mar 15, 2023
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on Dwarf Fortress. We talk about working on a thing for a long time, the refinements of the latest version, and a host of other small issues. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Several hours of the latest version of the game

    Issues covered: rendering different glyphs, working on a thing for twenty years, the historical record, preservation, iteration, a game of saying yes, being able to leverage systems to other purposes, adding to the interface, modernizing their UI, experimentation and direction, setting goals, greater clarity, when a dwarf can't do a thing, doing more planning due to exposure to the systems, intuiting where things should go in relation to one another, the presentation of UI, the depth of the emotional state of the dwarves, world generation and fantasy elements, amount of space determining how dwarves will act, hotkeying to views, elevation levels of the world, planning ahead, the responsiveness of the dwarves, increased tick rate and the way it impacts play, communicating state of what the dwarf is up to, how the game might do on Steam, the appeal of life simulation games, emergent stories, a child playing with the trash, adding dialog for trade, giving goals or quests without a quest system, making a thing out of the trade panel, the tradeoff of fidelity and simulation, the benefits of Moore's Law, games we have a hard time playing now, liking problematic things, the sign that a thing is a problem from another's perspective, simple mechanics that work, increasing the fun.

    Games, people, and influences mentioned or discussed: Monkey Island, Grim Fandango, Halo, World of Warcraft, APEX Legends, Fortnite, SimCity, Lynx, Lexis-Nexis, DOS, Linux/Unix, Emacs, Indiana Jones and the Temple of Doom, Minecraft, Populous, Civilization, RimWorld, The Sims, Will Wright, DOOM (1993), Cities: Skylines, Fallout, Farmville, Skyrim, Flight of the Conchords, Colin Tougas, GTA III, Pokemon Red/Blue, Hideo Kojima, Metal Gear Solid, Dragon's Lair, Tron, Death Stranding, Jarkko Sivula, Rogue, Dark Souls, RPG Maker, Unity, Godot, Uncharted, Mainichi, Mattie Brice, Microsoft Powerpoint, Sierra On-Line, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: The Steam Version

    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com


    DGC Ep 339: Dwarf Fortress (part two) Mar 01, 2023
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on 2006's Dwarf Fortress. We explore our failures by telling some stories about our experiences, and describing what that tells us about what this game is and what its systems might be. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Our first Fortresses

    Issues covered: needing a Trade Depot, changing state of a building, feedback on buildings, iconography challenges in a game of this scale, the emotional state of your dwarves, seeing a melancholy dwarf, a dwarf wading into a pond, state vacillation, being aware of the passage of time, building a really good fortress that fails anyway, the underground river, a drowning cat and a shaking room, enjoying the failure, maybe having to plan ahead for the failures, storytelling as a vessel to understand the game, being unable to attach to dwarves as individuals due to cognitive load, gaining attachment to particular dwarves, developing your game in public vs private and the dev story attached, what language its in, moving to Simple Direct Layer, the feral cat and its bad seed kitten, the jaguar battle and post-traumatic stress, going in and out of a bedroom, the confluence of so many systems and story generation, messing up my first trade, the arrival of additional dwarves, wanting some kind of save states, "Happiness is a thing," wanting a chair, early strategy tips from Brett, not knowing how to farm, hunting vermin, intent in design choices, the actual interaction vs the way we talk about it, movie recording and wanting to share, wanting a bit more information about why things aren't happening, wanting a game to be the entire presentation, short runs and roguelikes, judging for the IGF, accidentally summoning a bunch of zombies, layering in more stuff with text and leaning into subverting your story.

    Games, people, and influences mentioned or discussed: Sophie's Choice, Sim City, Civilization, Virginia Woolf, Rogue, X-COM, Battlecruiser 3K, Tarn and Zach Adams, pfs:Write, DOS, Dark Souls, Sam, Spelunky, Nethack, A Dark Room, Frog Fractions, Zachary Crownover, Plundered Hearts, Thief II: The Metal Age, Dishonored, Prey, Dead Space, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: The most recent Windows version

    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com


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